Made texture getters from draw finalpass from const
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@@ -27,7 +27,7 @@ public:
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void OnWindowResize();
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//Return the texture that is used in later stages to apply the bloom effect
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GLuint BloomTexture() const {
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GLuint BloomTexture() {
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if (m_MSAA){
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m_AntiAliasedFrameBuffer->Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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@@ -40,35 +40,29 @@ public:
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0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
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0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glReadBuffer(GL_BACK);
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return m_AntiAliasedTexture;
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}
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return m_BloomTexture; }
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//Return the texture with diffuse and lighting of the scene.
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GLuint SceneTexture() const {
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GLuint DrawFinalPass::SceneTexture() {
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if (m_MSAA) {
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m_AntiAliasedFrameBuffer->Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_AntiAliasedFrameBuffer->Unbind();
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GLERROR("SceneTexture() 11");
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m_FinalPassFrameBuffer->Read();
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GLERROR("SceneTexture() 12");
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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GLERROR("SceneTexture() 13");
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m_AntiAliasedFrameBuffer->Draw();
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GLERROR("SceneTexture() 14");
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glBlitFramebuffer(
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0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
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0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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GLERROR("SceneTexture() 15");
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glReadBuffer(GL_BACK);
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return m_AntiAliasedTexture;
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}
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return m_SceneTexture; }
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return m_SceneTexture;
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}
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//Return the SceneTexture with the blurred HUD bits.
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GLuint CombinedSceneTexture() const {
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GLuint CombinedSceneTexture() {
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if (m_MSAA) {
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m_AntiAliasedFrameBuffer->Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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@@ -84,7 +78,7 @@ public:
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}
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return m_CombinedTexture; }
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//Return the blurred scene texture.
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GLuint FullBlurredTexture() const {
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GLuint FullBlurredTexture() {
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if (m_MSAA) {
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m_AntiAliasedFrameBuffer->Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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