Merge remote-tracking branch 'origin/master' into HUDDesync
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@@ -18,7 +18,7 @@ public:
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(RenderScene& scene);
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void Draw(RenderScene& scene, GLuint SSAOTexture);
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void ClearBuffer();
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void OnWindowResize();
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@@ -37,7 +37,7 @@ private:
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture);
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void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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@@ -16,6 +16,7 @@
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#include "DrawScreenQuadPass.h"
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#include "DrawBloomPass.h"
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#include "DrawColorCorrectionPass.h"
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#include "SSAOPass.h"
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#include "../Core/EventBroker.h"
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#include "ImGuiRenderPass.h"
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#include "Camera.h"
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@@ -58,6 +59,12 @@ private:
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int m_DebugTextureToDraw = 0;
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bool m_ResizeWindow = false;
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float m_SSAO_Radius = 1.0f;
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float m_SSAO_Bias = 0.05f;
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float m_SSAO_Contrast = 1.5f;
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float m_SSAO_IntensityScale = 1.0f;
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int m_SSAO_NumOfSamples = 24;
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int m_SSAO_NumOfTurns = 7;
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PickingPass* m_PickingPass;
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LightCullingPass* m_LightCullingPass;
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@@ -66,6 +73,7 @@ private:
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DrawScreenQuadPass* m_DrawScreenQuadPass;
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DrawBloomPass* m_DrawBloomPass;
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DrawColorCorrectionPass* m_DrawColorCorrectionPass;
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SSAOPass* m_SSAOPass;
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//----------------------Functions----------------------//
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void InitializeWindow();
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@@ -0,0 +1,61 @@
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#ifndef SSAOPass_h__
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#define SSAOPass_h__
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#include "IRenderer.h"
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#include "SSAOPassState.h"
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//#include "LightCullingPass.h" Finalpass om den skall skickas in
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "DrawBloomPass.h"
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//#include "Util/UnorderedMapVec2.h"
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#include "Texture.h"
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class SSAOPass
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{
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public:
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SSAOPass(IRenderer* rendere);
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~SSAOPass() { };
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void Draw(GLuint depthBuffer, Camera* camera);
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void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns);
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void ClearBuffer();
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//Return the SSAO of the texture sent to Draw
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GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
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private:
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void InitializeTexture();
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void InitializeFrameBuffer();
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void InitializeShaderProgram();
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void InitializeBuffer();
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void ComputeAO(GLuint depthBuffer, Camera* camera);
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//void blurHorizontal(GLuint depthBuffer);
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//void blurVertical(GLuint depthBuffer);
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Model* m_ScreenQuad;
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const IRenderer* m_Renderer;
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float m_Radius;
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float m_Bias;
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float m_Contrast;
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float m_IntensityScale;
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int m_NumOfSamples;
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int m_NumOfTurns;
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GLuint m_SSAOTexture;
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FrameBuffer m_SSAOFramBuffer;
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GLuint m_SSAOViewSpaceZTexture;
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FrameBuffer m_SSAOViewSpaceZFramBuffer;
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ShaderProgram* m_SSAOProgram;
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ShaderProgram* m_SSAOViewSpaceZProgram;
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DrawBloomPass* m_DrawBloomPass;
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};
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#endif
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@@ -0,0 +1,15 @@
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#ifndef SSAOPassState_h__
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#define SSAOPassState_h__
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#include "Rendering/RenderState.h"
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class SSAOPassState : public RenderState
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{
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public:
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SSAOPassState();
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~SSAOPassState();
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private:
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};
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#endif
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