Resolution fix in render stages //Tobias
This commit is contained in:
@@ -31,15 +31,19 @@ public:
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void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
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void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
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bool VSYNC() const { return m_VSYNC; }
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bool VSYNC() const { return m_VSYNC; }
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void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
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void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
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Rectangle GetViewPortSize() const { return m_ViewPortWidth; }
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void SetViewPortSize(const Rectangle& viewportWidth) { m_ViewPortWidth = viewportWidth; }
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virtual void Initialize() = 0;
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virtual void Initialize() = 0;
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virtual void Update(double dt) = 0;
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virtual void Update(double dt) = 0;
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virtual void Draw(RenderFrame& rq) = 0;
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virtual void Draw(RenderFrame& rq) = 0;
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virtual PickData Pick(glm::vec2 screenCord) = 0;
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virtual PickData Pick(glm::vec2 screenCord) = 0;
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World* m_World; //Temp world, untill viktor merge.
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World* m_World; //Temp world, untill viktor merge.
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protected:
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protected:
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Rectangle m_Resolution = Rectangle::Rectangle(1280, 720);
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Rectangle m_Resolution = Rectangle::Rectangle(1280, 720);
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Rectangle m_ViewPortWidth = Rectangle::Rectangle(1280, 720);
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bool m_Fullscreen = false;
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bool m_Fullscreen = false;
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bool m_VSYNC = false;
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bool m_VSYNC = false;
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int m_GLVersion[2];
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int m_GLVersion[2];
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@@ -12,7 +12,7 @@ uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.01
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void main()
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void main()
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{
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{
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vec2 tex_offset = 1.0 / textureSize(Texture, 0);
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vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
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vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
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vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
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for(int i = 1; i < 5; ++i) {
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for(int i = 1; i < 5; ++i) {
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@@ -12,7 +12,7 @@ uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.01
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void main()
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void main()
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{
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{
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vec2 tex_offset = 1.0 / textureSize(Texture, 0);
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vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
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vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
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vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
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for(int i = 1; i < 5; ++i) {
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for(int i = 1; i < 5; ++i) {
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@@ -34,12 +34,13 @@ void DrawBloomPass::InitializeShaderPrograms()
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void DrawBloomPass::InitializeBuffers()
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void DrawBloomPass::InitializeBuffers()
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{
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{
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GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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printf("x:%f\ny:%f", m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height);
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GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
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m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
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m_GaussianFrameBuffer_horiz.Generate();
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m_GaussianFrameBuffer_horiz.Generate();
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GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
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m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
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m_GaussianFrameBuffer_vert.Generate();
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m_GaussianFrameBuffer_vert.Generate();
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@@ -19,11 +19,11 @@ void DrawFinalPass::InitializeFrameBuffers()
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{
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{
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glGenRenderbuffers(1, &m_DepthBuffer);
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glGenRenderbuffers(1, &m_DepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height);
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GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_FLOAT, 4);
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//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_FLOAT, 4);
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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@@ -63,7 +63,7 @@ void DrawFinalPass::Draw(RenderScene& scene)
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height);
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//TODO: Render: Add code for more jobs than modeljobs.
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//TODO: Render: Add code for more jobs than modeljobs.
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@@ -25,8 +25,8 @@ void LightCullingPass::GenerateNewFrustum(RenderScene& scene)
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height);
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glDispatchCompute((int)(m_Renderer->Resolution().Width/(TILE_SIZE*TILE_SIZE) + 1), (int)(m_Renderer->Resolution().Height/(TILE_SIZE*TILE_SIZE) + 1), 1);
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glDispatchCompute((int)(m_Renderer->GetViewPortSize().Width/(TILE_SIZE*TILE_SIZE) + 1), (int)(m_Renderer->GetViewPortSize().Height/(TILE_SIZE*TILE_SIZE) + 1), 1);
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GLERROR("CalculateFrustum Error: End");
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GLERROR("CalculateFrustum Error: End");
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}
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}
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@@ -40,7 +40,7 @@ void LightCullingPass::OnResolutionChange()
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void LightCullingPass::SetSSBOSizes()
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void LightCullingPass::SetSSBOSizes()
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{
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{
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m_NumberOfTiles = (int)(m_Renderer->Resolution().Width/TILE_SIZE) * (int)(m_Renderer->Resolution().Height/TILE_SIZE);
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m_NumberOfTiles = (int)(m_Renderer->GetViewPortSize().Width/TILE_SIZE) * (int)(m_Renderer->GetViewPortSize().Height/TILE_SIZE);
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m_Frustums = new Frustum[m_NumberOfTiles];
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m_Frustums = new Frustum[m_NumberOfTiles];
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m_LightGrid = new LightGrid[m_NumberOfTiles];
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m_LightGrid = new LightGrid[m_NumberOfTiles];
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@@ -67,14 +67,14 @@ void LightCullingPass::CullLights(RenderScene& scene)
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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m_LightCullProgram->Bind();
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m_LightCullProgram->Bind();
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glUniform2f(glGetUniformLocation(m_LightCullProgram->GetHandle(), "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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glUniform2f(glGetUniformLocation(m_LightCullProgram->GetHandle(), "ScreenDimensions"), m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height);
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glUniformMatrix4fv(glGetUniformLocation(m_LightCullProgram->GetHandle(), "V"), 1, false, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(m_LightCullProgram->GetHandle(), "V"), 1, false, glm::value_ptr(scene.Camera->ViewMatrix()));
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
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glDispatchCompute(glm::ceil(m_Renderer->Resolution().Width / TILE_SIZE), glm::ceil(m_Renderer->Resolution().Height / TILE_SIZE), 1);
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glDispatchCompute(glm::ceil(m_Renderer->GetViewPortSize().Width/ TILE_SIZE), glm::ceil(m_Renderer->GetViewPortSize().Height / TILE_SIZE), 1);
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GLERROR("CullLights Error: End");
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GLERROR("CullLights Error: End");
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}
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}
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@@ -18,14 +18,14 @@ PickingPass::~PickingPass()
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void PickingPass::InitializeTextures()
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void PickingPass::InitializeTextures()
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{
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{
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GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
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GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
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glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
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glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
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}
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}
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void PickingPass::InitializeFrameBuffers()
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void PickingPass::InitializeFrameBuffers()
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{
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{
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glGenRenderbuffers(1, &m_DepthBuffer);
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glGenRenderbuffers(1, &m_DepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height);
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
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@@ -58,6 +58,11 @@ void Renderer::InitializeWindow()
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LOG_ERROR("GLEW: Initialization failed");
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LOG_ERROR("GLEW: Initialization failed");
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exit(EXIT_FAILURE);
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exit(EXIT_FAILURE);
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}
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}
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int res[2];
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glfwGetWindowSize(m_Window, &res[0], &res[1]);
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SetViewPortSize(Rectangle::Rectangle(res[0], res[1]));
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}
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}
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void Renderer::InitializeShaders()
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void Renderer::InitializeShaders()
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