MipMapping all textures
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@@ -98,18 +98,18 @@ void DrawBloomPass::Draw(GLuint texture)
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ImGui::SliderInt("Iterations", &m_Iterations, 0, 10);
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ImGui::SliderInt("Iterations", &m_Iterations, 0, 10);
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if (m_DebugTextureToDraw == 1)
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if (m_DebugTextureToDraw == 1)
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BlurOneMipMapLevel(&texture, m_Iterations, 0);
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BlurOneMipMapLevel(&texture, m_Iterations, 1);
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else if (m_DebugTextureToDraw == 2)
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else if (m_DebugTextureToDraw == 2)
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BlurOneMipMapLevel(&texture, m_Iterations, 1);
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BlurOneMipMapLevel(&texture, m_Iterations, 2);
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else if (m_DebugTextureToDraw == 3)
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else if (m_DebugTextureToDraw == 3)
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BlurOneMipMapLevel(&texture, m_Iterations, 2);
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else if (m_DebugTextureToDraw == 4)
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BlurOneMipMapLevel(&texture, m_Iterations, 3);
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BlurOneMipMapLevel(&texture, m_Iterations, 3);
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else if (m_DebugTextureToDraw == 4)
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BlurOneMipMapLevel(&texture, m_Iterations, 4);
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else if (m_DebugTextureToDraw == 0) {
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else if (m_DebugTextureToDraw == 0) {
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BlurOneMipMapLevel(&texture, m_Iterations, 0);
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BlurOneMipMapLevel(&texture, m_Iterations, 1);
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BlurOneMipMapLevel(&texture, m_Iterations, 1);
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BlurOneMipMapLevel(&texture, m_Iterations, 2);
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BlurOneMipMapLevel(&texture, m_Iterations, 2);
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BlurOneMipMapLevel(&texture, m_Iterations, 3);
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BlurOneMipMapLevel(&texture, m_Iterations, 3);
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BlurOneMipMapLevel(&texture, m_Iterations, 4);
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}
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}
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}
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}
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@@ -29,10 +29,12 @@ Texture::Texture(std::string path)
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glGenTextures(1, &m_Texture);
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glGenTextures(1, &m_Texture);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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//glTexStorage2D(GL_TEXTURE_2D, 4, GL_RGBA8, image.Width, image.Height);
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glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
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glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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GLERROR("Texture load");
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GLERROR("Texture load");
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}
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}
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