WIP, trying to get blur to work with mipmaps
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@@ -39,6 +39,7 @@ public:
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private:
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void GaussianLodPass(GLuint mipMap, GLuint texture);
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Texture* m_BlackTexture;
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Model* m_ScreenQuad;
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@@ -47,12 +48,13 @@ private:
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//const LightCullingPass* m_LightCullingPass
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int m_Iterations;
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int m_Quality = 0;
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int m_BloomLod = 4;
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GLuint m_GaussianTexture_horiz = 0;
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GLuint m_GaussianTexture_vert = 0;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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FrameBuffer* m_GaussianFrameBuffer_horiz = nullptr;
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FrameBuffer* m_GaussianFrameBuffer_vert = nullptr;
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ShaderProgram* m_GaussianProgram_horiz;
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ShaderProgram* m_GaussianProgram_vert;
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@@ -7,11 +7,12 @@
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class BufferResource
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{
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public:
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BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment);
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BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod);
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GLuint* m_ResourceHandle;
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GLenum m_ResourceType;
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GLenum m_Attachment;
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GLuint m_MipMapLod = 0;
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private:
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};
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@@ -20,15 +21,15 @@ template <GLenum RESOURCETYPE>
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class ResourceType : public BufferResource
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{
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public:
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ResourceType(GLuint* resourceHandle, GLenum attachment)
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: BufferResource(resourceHandle, RESOURCETYPE, attachment) { }
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ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod)
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: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { }
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};
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class Texture2D : public ResourceType<GL_TEXTURE_2D>
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{
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public:
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Texture2D(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment) { };
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Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
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: ResourceType(resourceHandle, attachment, mipMapLod) { };
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~Texture2D();
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};
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@@ -37,7 +38,7 @@ class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
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{
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public:
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RenderBuffer(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment)
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: ResourceType(resourceHandle, attachment, 0)
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{ };
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~RenderBuffer();
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@@ -47,7 +48,7 @@ class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
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{
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public:
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Texture2DArray(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment)
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: ResourceType(resourceHandle, attachment, 0)
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{ };
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~Texture2DArray();
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