+1
-1
Submodule assets updated: 1e7adc749e...10a611659d
@@ -0,0 +1,27 @@
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#ifndef CubeMapPass_h__
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#define CubeMapPass_h__
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#include "IRenderer.h"
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#include "ShaderProgram.h"
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class CubeMapPass
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{
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public:
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CubeMapPass(IRenderer* renderer);
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~CubeMapPass() { }
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void LoadTextures(std::string input);
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void FillCubeMap(glm::vec3 originPosition);
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void GenerateCubeMapTexture();
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//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
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GLuint m_CubeMapTexture = -1;
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private:
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IRenderer* m_Renderer;
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std::string m_PreviusCubeMapTexture;
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std::vector<Texture*> m_CubeMapTextures;
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};
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#endif
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@@ -4,6 +4,7 @@
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#include "IRenderer.h"
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#include "DrawFinalPassState.h"
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#include "LightCullingPass.h"
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#include "CubeMapPass.h"
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "Util/UnorderedMapVec2.h"
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@@ -13,7 +14,7 @@
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class DrawFinalPass
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{
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass);
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~DrawFinalPass() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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@@ -62,12 +63,14 @@ private:
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GLuint m_SceneTextureLowRes;
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GLuint m_DepthBuffer;
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GLuint m_DepthBufferLowRes;
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GLuint m_CubeMapTexture;
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//maqke this component based i guess?
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GLuint m_ShieldPixelRate = 16;
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const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
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const CubeMapPass* m_CubeMapPass;
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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@@ -17,6 +17,7 @@
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#include "DrawBloomPass.h"
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#include "DrawColorCorrectionPass.h"
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#include "SSAOPass.h"
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#include "CubeMapPass.h"
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#include "../Core/EventBroker.h"
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#include "ImGuiRenderPass.h"
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#include "Camera.h"
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@@ -58,6 +59,7 @@ private:
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Model* m_UnitSphere;
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int m_DebugTextureToDraw = 0;
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int m_CubeMapTexture = 0;
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bool m_ResizeWindow = false;
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float m_SSAO_Radius = 1.0f;
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float m_SSAO_Bias = 0.05f;
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@@ -74,6 +76,7 @@ private:
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DrawBloomPass* m_DrawBloomPass;
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DrawColorCorrectionPass* m_DrawColorCorrectionPass;
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SSAOPass* m_SSAOPass;
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CubeMapPass* m_CubeMapPass;
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//----------------------Functions----------------------//
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void InitializeWindow();
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@@ -18,6 +18,7 @@ public:
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void Bind(GLenum textureUnit = GL_TEXTURE0);
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GLuint m_Texture = 0;
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unsigned char* Data = nullptr;
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};
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@@ -12,6 +12,7 @@ uniform vec4 FillColor;
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uniform vec4 AmbientColor;
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uniform float FillPercentage;
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uniform float GlowIntensity = 10;
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uniform vec3 CameraPosition;
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uniform vec2 DiffuseUVRepeat;
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uniform vec2 NormalUVRepeat;
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@@ -22,6 +23,7 @@ layout (binding = 1) uniform sampler2D DiffuseTexture;
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layout (binding = 2) uniform sampler2D NormalMapTexture;
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layout (binding = 3) uniform sampler2D SpecularMapTexture;
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layout (binding = 4) uniform sampler2D GlowMapTexture;
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layout (binding = 5) uniform samplerCube CubeMap;
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#define TILE_SIZE 16
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@@ -76,7 +78,7 @@ struct LightResult {
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};
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float CalcAttenuation(float radius, float dist, float falloff) {
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return 1.0 - smoothstep(radius * 0.3, radius, dist);
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return 1.0 - smoothstep(radius * falloff, radius, dist);
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}
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vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
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@@ -132,7 +134,11 @@ void main()
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vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
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normal = normalize(normal);
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//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
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vec4 viewVec = normalize(-position);
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vec4 viewVec = normalize(-position);
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vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
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vec3 R = reflect(-I, Input.Normal);
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//R = vec3(P * vec4(R, 1.0));
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vec4 reflectionColor = texture(CubeMap, R);
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vec2 tilePos;
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tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
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@@ -163,6 +169,8 @@ void main()
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
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color_result = color_result * clamp(1/specularTexel, 0, 1)*2 + reflectionColor * clamp(specularTexel, 0, 1)/2;
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//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
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@@ -172,9 +180,10 @@ void main()
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color_result += FillColor;
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}
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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//sceneColor = vec4(reflectionColor.xyz, 1);
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color_result += glowTexel*GlowIntensity;
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), clamp(color_result.a, 0, 1));
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//Tiled Debug Code
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/*
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@@ -23,12 +23,12 @@ out VertexData{
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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mat4 TIM = transpose(inverse(M));
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = vec3(M * vec4(Normal, 0.0));
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Output.Tangent = vec3(M * vec4(Tangent, 0.0));
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Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
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Output.Normal = vec3(TIM * vec4(Normal, 0.0));
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Output.Tangent = vec3(TIM * vec4(Tangent, 0.0));
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Output.BiTangent = vec3(TIM * vec4(BiTangent, 0.0));
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Output.ExplosionColor = vec4(1.0);
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Output.ExplosionPercentageElapsed = 0.0;
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}
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@@ -0,0 +1,40 @@
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#include "Rendering/CubeMapPass.h"
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CubeMapPass::CubeMapPass(IRenderer* renderer)
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:m_Renderer(renderer)
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{
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LoadTextures("Nevada");
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}
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void CubeMapPass::LoadTextures(std::string input)
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{
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if (m_PreviusCubeMapTexture != input) {
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m_CubeMapTextures.clear();
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for (int i = 0; i < 6; i++) {
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std::string str;
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str = "Textures/Test/CubeMap/" + input + "/CubeMapTest0" + std::to_string(i) + ".png";
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Texture* img = ResourceManager::Load<Texture>(str);
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m_CubeMapTextures.push_back(img);
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}
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GenerateCubeMapTexture();
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}
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}
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void CubeMapPass::GenerateCubeMapTexture()
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{
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if (m_CubeMapTexture == -1) {
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glGenTextures(1, &m_CubeMapTexture);
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}
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapTexture);
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for (int i = 0; i < 6; i++) {
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA32F, m_CubeMapTextures[0]->Width, m_CubeMapTextures[0]->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_CubeMapTextures[i]->Data);
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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GLERROR("Generate Cubemap");
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}
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@@ -52,6 +52,7 @@ void DrawBloomPass::InitializeBuffers()
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void DrawBloomPass::ClearBuffer()
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{
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GLERROR("PRE");
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m_GaussianFrameBuffer_horiz.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@@ -60,6 +61,7 @@ void DrawBloomPass::ClearBuffer()
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_GaussianFrameBuffer_vert.Unbind();
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GLERROR("END");
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}
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void DrawBloomPass::Draw(GLuint texture)
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@@ -1,10 +1,11 @@
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#include "Rendering/DrawFinalPass.h"
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DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
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DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass)
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: m_Renderer(renderer)
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, m_LightCullingPass(lightCullingPass)
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, m_CubeMapPass(cubeMapPass)
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{
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//TODO: Make sure that uniforms are not sent into shader if not needed.
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m_Renderer = renderer;
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m_LightCullingPass = lightCullingPass;
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m_ShieldPixelRate = 8;
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InitializeTextures();
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InitializeShaderPrograms();
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@@ -192,8 +193,10 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
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state->StencilMask(0x00);
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DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
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GLERROR("OpaqueObjects");
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state->BlendFunc(GL_ONE, GL_ONE);
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
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GLERROR("TransparentObjects");
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state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawSprites(scene.Jobs.SpriteJob, scene);
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GLERROR("SpriteJobs");
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@@ -259,20 +262,35 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
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void DrawFinalPass::ClearBuffer()
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{
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GLERROR("PRE");
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m_FinalPassFrameBufferLowRes.Bind();
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GLERROR("Bind LowRes");
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glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate);
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glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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GLERROR("ViewPort,Scissor LowRes");
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glClearColor(0.f, 0.f, 0.f, 0.f);
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GLERROR("1");
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GLERROR("2");
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glDisable(GL_SCISSOR_TEST);
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GLERROR("3");
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m_FinalPassFrameBufferLowRes.Unbind();
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GLERROR("prebind HighRes");
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m_FinalPassFrameBuffer.Bind();
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GLERROR("Bind HighRes");
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glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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GLERROR("ViewPort,Scissor LowRes");
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_FinalPassFrameBuffer.Unbind();
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GLERROR("END");
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}
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@@ -356,12 +374,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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case RawModel::MaterialType::SingleTextures:
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{
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if (explosionEffectJob->Model->IsSkinned()) {
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m_ExplosionEffectSkinnedProgram->Bind();
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GLERROR("Bind ExplosionEffectSkinned program");
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//bind uniforms
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BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
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//bind textures
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BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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std::vector<glm::mat4> frameBones;
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if (explosionEffectJob->AnimationOffset.animation != nullptr) {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
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@@ -376,6 +399,10 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
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//bind textures
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BindExplosionTextures(explosionHandle, explosionEffectJob);
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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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}
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break;
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}
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@@ -434,6 +461,10 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
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//bind textures
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BindModelTextures(forwardSkinnedHandle, modelJob);
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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
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std::vector<glm::mat4> frameBones;
|
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if (modelJob->AnimationOffset.animation != nullptr) {
|
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
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@@ -449,6 +480,9 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
BindModelUniforms(forwardHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardHandle, modelJob);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -807,6 +841,8 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
|
||||
|
||||
void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job)
|
||||
{
|
||||
|
||||
|
||||
switch (job->Type) {
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
case RawModel::MaterialType::Basic:
|
||||
|
||||
@@ -54,6 +54,7 @@ void PickingPass::InitializeShaderPrograms()
|
||||
|
||||
void PickingPass::Draw(RenderScene& scene)
|
||||
{
|
||||
GLERROR("PRE");
|
||||
PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
|
||||
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
@@ -357,6 +358,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
void PickingPass::ClearPicking()
|
||||
{
|
||||
GLERROR("PRE");
|
||||
m_PickingColorsToEntity.clear();
|
||||
m_EntityColors.clear();
|
||||
m_ColorCounter[0] = 0;
|
||||
@@ -366,6 +368,7 @@ void PickingPass::ClearPicking()
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_PickingBuffer.Unbind();
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -3,9 +3,9 @@
|
||||
|
||||
PickingPassState::PickingPassState(GLuint frameBuffer)
|
||||
{
|
||||
GLERROR("---2");
|
||||
GLERROR("PRE");
|
||||
BindFramebuffer(frameBuffer);
|
||||
GLERROR("---3");
|
||||
GLERROR("Bind Framebuffer");
|
||||
Enable(GL_DEPTH_TEST);
|
||||
Enable(GL_CULL_FACE);
|
||||
Disable(GL_BLEND);
|
||||
@@ -13,6 +13,7 @@ PickingPassState::PickingPassState(GLuint frameBuffer)
|
||||
glm::vec4 clearColor = glm::vec4(0.f);
|
||||
//ClearColor(clearColor);
|
||||
//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
PickingPassState::~PickingPassState()
|
||||
|
||||
@@ -89,9 +89,6 @@ void Renderer::InitializeShaders()
|
||||
//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ExplosionEffect.frag.glsl")));
|
||||
//m_ExplosionEffectProgram->Compile();
|
||||
//m_ExplosionEffectProgram->Link();
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Renderer::InputUpdate(double dt)
|
||||
@@ -109,7 +106,14 @@ void Renderer::Update(double dt)
|
||||
|
||||
void Renderer::Draw(RenderFrame& frame)
|
||||
{
|
||||
GLERROR("PRE");
|
||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
|
||||
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
|
||||
if(m_CubeMapTexture == 0) {
|
||||
m_CubeMapPass->LoadTextures("Nevada");
|
||||
} else if (m_CubeMapTexture == 1) {
|
||||
m_CubeMapPass->LoadTextures("Sky");
|
||||
}
|
||||
|
||||
ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.01f, 5.0f);
|
||||
ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 0.1f);
|
||||
@@ -118,6 +122,7 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100);
|
||||
ImGui::SliderInt("SSAO Number of Turns", &m_SSAO_NumOfTurns, 0, 50);
|
||||
m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns);
|
||||
GLERROR("SSAO Settings");
|
||||
//clear buffer 0
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
@@ -129,6 +134,7 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
m_DrawBloomPass->ClearBuffer();
|
||||
m_SSAOPass->ClearBuffer();
|
||||
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
|
||||
GLERROR("ClearBuffers");
|
||||
for (auto scene : frame.RenderScenes) {
|
||||
PerformanceTimer::StartTimer("Renderer-Depth");
|
||||
m_PickingPass->Draw(*scene);
|
||||
@@ -241,9 +247,10 @@ void Renderer::InitializeRenderPasses()
|
||||
{
|
||||
m_PickingPass = new PickingPass(this, m_EventBroker);
|
||||
m_LightCullingPass = new LightCullingPass(this);
|
||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
|
||||
m_CubeMapPass = new CubeMapPass(this);
|
||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass);
|
||||
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
||||
m_DrawBloomPass = new DrawBloomPass(this);
|
||||
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
||||
m_SSAOPass = new SSAOPass(this);
|
||||
m_SSAOPass = new SSAOPass(this);
|
||||
}
|
||||
|
||||
@@ -18,6 +18,7 @@ Texture::Texture(std::string path)
|
||||
|
||||
this->Width = img->Width;
|
||||
this->Height = img->Height;
|
||||
this->Data = img->Data;
|
||||
|
||||
GLint format;
|
||||
switch (img->Format) {
|
||||
@@ -28,6 +29,7 @@ Texture::Texture(std::string path)
|
||||
format = GL_RGBA;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
// Construct the OpenGL texture
|
||||
glGenTextures(1, &m_Texture);
|
||||
|
||||
Reference in New Issue
Block a user