Added GenerateTexture, GenerateMipMapTexture and DeleteTexture to CommonFunctions
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@@ -39,8 +39,6 @@ public:
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
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Texture* m_BlackTexture;
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Model* m_ScreenQuad;
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@@ -35,9 +35,6 @@ public:
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FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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@@ -33,6 +33,15 @@ public:
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~Texture2D();
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};
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class Texture2DMultiSample : public ResourceType<GL_TEXTURE_2D_MULTISAMPLE>
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{
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public:
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Texture2DMultiSample(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment) { };
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~Texture2DMultiSample();
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};
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class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
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{
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public:
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@@ -11,6 +11,7 @@
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#include "RenderQueue.h"
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#include "Model.h"
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#include "../Core/World.h" //So temp
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#include "Util/CommonFunctions.h"
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struct PickData
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@@ -46,8 +46,6 @@ private:
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void InitializeShaderProgram();
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void InitializeBuffer();
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
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//void blurHorizontal(GLuint depthBuffer);
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//void blurVertical(GLuint depthBuffer);
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@@ -9,6 +9,9 @@
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namespace CommonFunctions
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{
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Texture* LoadTexture(std::string path, bool threaded);
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps);
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void DeleteTexture(GLuint* texture);
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};
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#endif
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