MSAA is now working
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@@ -68,13 +68,13 @@ void BlurHUD::InitializeBuffers()
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}
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m_GaussianFrameBuffer_horiz.Generate();
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CommonFunctions::GenerateTexture(&m_DepthStencil_vert, GL_CLAMP_TO_BORDER, GL_NEAREST,
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res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
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//CommonFunctions::GenerateTexture(&m_DepthStencil_vert, GL_CLAMP_TO_BORDER, GL_NEAREST,
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// res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
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CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_NEAREST,
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res2, GL_RGBA16F, GL_RGBA, GL_FLOAT);
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if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
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m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthStencil_vert, GL_DEPTH_STENCIL_ATTACHMENT)));
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m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthStencil_horiz, GL_DEPTH_STENCIL_ATTACHMENT)));
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m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
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}
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m_GaussianFrameBuffer_vert.Generate();
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@@ -260,22 +260,22 @@ void BlurHUD::FillStencil(RenderScene& scene)
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glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
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}
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state.BindFramebuffer(m_GaussianFrameBuffer_vert.GetHandle());
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for (auto& job : scene.Jobs.SpriteJob) {
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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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if (!spriteJob) {
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continue;
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}
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if(!spriteJob->BlurBackground) {
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continue;
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}
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glm::mat4 MVP = VP * spriteJob->Matrix;
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(MVP));
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//state.BindFramebuffer(m_GaussianFrameBuffer_vert.GetHandle());
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//for (auto& job : scene.Jobs.SpriteJob) {
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// auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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// if (!spriteJob) {
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// continue;
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// }
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// if(!spriteJob->BlurBackground) {
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// continue;
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// }
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// glm::mat4 MVP = VP * spriteJob->Matrix;
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// glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(MVP));
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glBindVertexArray(spriteJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
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}
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// glBindVertexArray(spriteJob->Model->VAO);
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// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
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// glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
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//}
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glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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}
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