Have fix the resizing errors
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@@ -6,6 +6,7 @@ SSAOPass::SSAOPass(IRenderer* renderer)
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
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InitializeTexture();
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InitializeBuffer();
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InitializeShaderProgram();
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Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
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@@ -28,16 +29,16 @@ void SSAOPass::InitializeShaderProgram()
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m_SSAOViewSpaceZProgram->Link();
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}
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void SSAOPass::InitializeTexture() {
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GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R8, GL_RED, GL_FLOAT);
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GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R32F, GL_RED, GL_FLOAT);
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}
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void SSAOPass::InitializeBuffer()
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{
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GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R8, GL_RED, GL_FLOAT);
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m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
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m_SSAOFramBuffer.Generate();
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GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R32F, GL_RED, GL_FLOAT);
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m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
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m_SSAOViewSpaceZFramBuffer.Generate();
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}
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@@ -45,12 +46,12 @@ void SSAOPass::InitializeBuffer()
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void SSAOPass::ClearBuffer()
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{
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m_SSAOFramBuffer.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClearColor(1.f, 1.f, 1.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_SSAOFramBuffer.Unbind();
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m_SSAOViewSpaceZFramBuffer.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClearColor(1.f, 1.f, 1.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_SSAOViewSpaceZFramBuffer.Unbind();
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}
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@@ -136,6 +137,9 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
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m_DrawBloomPass->Draw(m_SSAOTexture);
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}
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void ComputeAO(GLuint depthBuffer, Camera* camera) {
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void SSAOPass::OnWindowResize() {
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m_DrawBloomPass->OnWindowResize();
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InitializeTexture();
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m_SSAOFramBuffer.Generate();
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m_SSAOViewSpaceZFramBuffer.Generate();
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}
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