Some server list components and entities.
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@@ -27,15 +27,12 @@ bool MainMenuSystem::OnButtonClick(const Events::ButtonClicked& e)
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printf("No, you stay");
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} else if (e.EntityName == "Res1080") {
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glfwSetWindowSize(m_Renderer->Window(), 1920, 1080);
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printf("\n1080");
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} else if (e.EntityName == "Res720") {
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glfwSetWindowSize(m_Renderer->Window(), 1280, 720);
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glViewport(0, 0, 1280, 720);
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printf("\n720");
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} else if (e.EntityName == "Res480") {
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glfwSetWindowSize(m_Renderer->Window(), 854, 480);
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glViewport(0, 0, 854, 480);
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printf("\n480");
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} else if (e.EntityName == "FullScreen") {
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printf("No fullscreen for now");
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}
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@@ -126,19 +126,19 @@ GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
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state.Disable(GL_DEPTH_TEST);
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state.Disable(GL_CULL_FACE);
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GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
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GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
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//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
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m_GaussianFrameBuffer_horiz.Bind();
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state.Enable(GL_STENCIL_TEST);
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state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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state.StencilFunc(GL_EQUAL, 1, 0xFF);
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state.StencilMask(0x00);
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state.DepthMask(GL_FALSE);
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state.Enable(GL_SCISSOR_TEST);
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GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
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GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
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//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
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m_GaussianFrameBuffer_horiz.Bind();
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glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
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glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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@@ -153,13 +153,6 @@ GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
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for (int i = 1; i < m_Iterations; i++) {
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//Vertical pass
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m_GaussianFrameBuffer_vert.Bind();
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state.Enable(GL_STENCIL_TEST);
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state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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state.StencilFunc(GL_EQUAL, 1, 0xFF);
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state.StencilMask(0x00);
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state.DepthMask(GL_FALSE);
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glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
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glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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m_GaussianProgram_vert->Bind();
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glActiveTexture(GL_TEXTURE0);
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@@ -171,15 +164,7 @@ GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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//horizontal pass
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m_GaussianFrameBuffer_vert.Unbind();
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m_GaussianFrameBuffer_horiz.Bind();
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state.Enable(GL_STENCIL_TEST);
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state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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state.StencilFunc(GL_EQUAL, 1, 0xFF);
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state.StencilMask(0x00);
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state.DepthMask(GL_FALSE);
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glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
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glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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m_GaussianProgram_horiz->Bind();
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glActiveTexture(GL_TEXTURE0);
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@@ -195,13 +180,6 @@ GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
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//final vertical gaussian after the iterations are done
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m_GaussianFrameBuffer_vert.Bind();
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state.Enable(GL_STENCIL_TEST);
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state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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state.StencilFunc(GL_EQUAL, 1, 0xFF);
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state.StencilMask(0x00);
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state.DepthMask(GL_FALSE);
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glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
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glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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m_GaussianProgram_vert->Bind();
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glActiveTexture(GL_TEXTURE0);
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