@@ -177,8 +177,10 @@ void Renderer::Draw(RenderFrame& frame)
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ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
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ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
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ImGui::SliderInt("MSAA Level", (int*)&m_MSAA_Level, 0, 16);
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m_SSAOPass->ChangeQuality(m_SSAO_Quality);
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m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
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m_DrawFinalPass->setMSAA(m_MSAA_Level);
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GLERROR("SSAO Settings");
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//clear buffer 0
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glClearColor(0.f, 0.f, 0.f, 0.f);
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@@ -237,7 +239,8 @@ void Renderer::Draw(RenderFrame& frame)
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if (m_DebugTextureToDraw == 0) {
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PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
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GLuint test = m_DrawFinalPass->SceneTexture();
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m_DrawColorCorrectionPass->Draw(test, m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
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PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
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}
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@@ -316,7 +319,7 @@ void Renderer::InitializeRenderPasses()
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m_SSAOPass = new SSAOPass(this, m_Config);
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m_ShadowPass = new ShadowPass(this);
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m_BlurHUDPass = new BlurHUD(this);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass, m_Config);
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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m_DrawBloomPass = new DrawBloomPass(this, m_Config);
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m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
||||
|
||||
Reference in New Issue
Block a user