Merge remote-tracking branch 'origin/master' into WeaponSystem
# Conflicts: # include/Engine/Collision/FillFrustumOctreeSystem.h # include/Engine/Core/Octree.h # include/Engine/Rendering/RenderSystem.h # include/Game/Game.h # resources/DefaultInput.ini # resources/Schema/Components.xsd # resources/Schema/Entities/Player.xml # resources/Schema/Types/Entity.xsd # src/Engine/Rendering/RenderSystem.cpp # src/Game/Game.cpp # src/Game/Systems/PlayerMovementSystem.cpp
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@@ -93,7 +93,7 @@ void Renderer::Update(double dt)
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void Renderer::Draw(RenderFrame& frame)
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{
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking");
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking");
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//clear buffer 0
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@@ -120,7 +120,7 @@ void Renderer::Draw(RenderFrame& frame)
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}
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m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
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if (m_DebugTextureToDraw == 0) {
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
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}
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if (m_DebugTextureToDraw == 1) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
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@@ -129,9 +129,15 @@ void Renderer::Draw(RenderFrame& frame)
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture());
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}
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if (m_DebugTextureToDraw == 3) {
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m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTextureLowRes());
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}
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if (m_DebugTextureToDraw == 4) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTextureLowRes());
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}
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if (m_DebugTextureToDraw == 5) {
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m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
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}
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if (m_DebugTextureToDraw == 6) {
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m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
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}
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@@ -154,7 +160,7 @@ void Renderer::InitializeTextures()
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void Renderer::SortRenderJobsByDepth(RenderScene &scene)
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{
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//Sort all forward jobs so transparency is good.
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scene.TransparentObjects.sort(Renderer::DepthSort);
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scene.Jobs.TransparentObjects.sort(Renderer::DepthSort);
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}
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void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
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