MSAA mostly working. Only merging the MS render buffer to a single texture so that others could use the AA texture easly
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@@ -27,15 +27,80 @@ public:
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void OnWindowResize();
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//Return the texture that is used in later stages to apply the bloom effect
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GLuint BloomTexture() const { return m_BloomTexture; }
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GLuint BloomTexture() const {
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if (m_MSAA){
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m_AntiAliasedFrameBuffer->Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_AntiAliasedFrameBuffer->Unbind();
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m_FinalPassFrameBuffer->Read();
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glReadBuffer(GL_COLOR_ATTACHMENT1);
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m_AntiAliasedFrameBuffer->Draw();
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glBlitFramebuffer(
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0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
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0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glReadBuffer(GL_BACK);
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return m_AntiAliasedTexture;
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}
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return m_BloomTexture; }
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//Return the texture with diffuse and lighting of the scene.
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GLuint SceneTexture() const { return m_SceneTexture; }
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GLuint SceneTexture() const {
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if (m_MSAA) {
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m_AntiAliasedFrameBuffer->Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_AntiAliasedFrameBuffer->Unbind();
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GLERROR("SceneTexture() 11");
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m_FinalPassFrameBuffer->Read();
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GLERROR("SceneTexture() 12");
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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GLERROR("SceneTexture() 13");
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m_AntiAliasedFrameBuffer->Draw();
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GLERROR("SceneTexture() 14");
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glBlitFramebuffer(
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0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
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0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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GLERROR("SceneTexture() 15");
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glReadBuffer(GL_BACK);
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return m_AntiAliasedTexture;
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}
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return m_SceneTexture; }
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//Return the SceneTexture with the blurred HUD bits.
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GLuint CombinedSceneTexture() const { return m_CombinedTexture; }
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GLuint CombinedSceneTexture() const {
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if (m_MSAA) {
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m_AntiAliasedFrameBuffer->Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_AntiAliasedFrameBuffer->Unbind();
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m_FinalPassFrameBuffer->Read();
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m_AntiAliasedFrameBuffer->Draw();
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glBlitFramebuffer(
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0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
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0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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return m_AntiAliasedTexture;
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}
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return m_CombinedTexture; }
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//Return the blurred scene texture.
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GLuint FullBlurredTexture() const { return m_FullBlurredTexture; }
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GLuint FullBlurredTexture() const {
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if (m_MSAA) {
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m_AntiAliasedFrameBuffer->Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_AntiAliasedFrameBuffer->Unbind();
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m_FinalPassFrameBuffer->Read();
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m_AntiAliasedFrameBuffer->Draw();
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glBlitFramebuffer(
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0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
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0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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return m_AntiAliasedTexture;
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}
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return m_FullBlurredTexture; }
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//Return the framebuffer used in the scene rendering stage.
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FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
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FrameBuffer* FinalPassFrameBuffer() { return m_FinalPassFrameBuffer; }
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private:
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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@@ -56,18 +121,21 @@ private:
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Texture* m_GreyTexture;
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Texture* m_ErrorTexture;
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FrameBuffer m_FinalPassFrameBuffer;
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FrameBuffer m_ShieldDepthFrameBuffer;
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FrameBuffer* m_FinalPassFrameBuffer = nullptr;
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FrameBuffer* m_ShieldDepthFrameBuffer = nullptr;
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FrameBuffer* m_AntiAliasedFrameBuffer = nullptr;
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GLuint m_BloomTexture = 0;
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GLuint m_SceneTexture = 0;
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GLuint m_DepthBuffer = 0;
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GLuint m_ShieldBuffer = 0;
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GLuint m_CubeMapTexture = 0;
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GLuint m_FullBlurredTexture;
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GLuint m_CombinedTexture; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
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GLuint m_FullBlurredTexture = 0;
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GLuint m_CombinedTexture = 0; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
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GLuint m_AntiAliasedTexture = 0; //Is only used when MSAA is active;
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//maqke this component based i guess?
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GLuint m_ShieldPixelRate = 16;
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unsigned int m_MSAA = 4;
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const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
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