WIP
This commit is contained in:
@@ -12,7 +12,7 @@
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class DrawBloomPass
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{
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public:
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DrawBloomPass(IRenderer* renderer /* ,Texture or finalpass*/ );
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DrawBloomPass(IRenderer* renderer, ConfigFile* config);
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~DrawBloomPass() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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@@ -23,23 +23,32 @@ public:
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void FillGaussianBuffer(FrameBuffer* fb);
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void Draw(GLuint texture);
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void ChangeQuality(int quality);
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void OnWindowResize();
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//Getters
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//Return the blurred result of the texture that was sent into draw
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GLuint GaussianTexture() const { return m_GaussianTexture_vert; }
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GLuint GaussianTexture() const {
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if (m_Quality == 0) {
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return m_BlackTexture->m_Texture;
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} else {
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return m_GaussianTexture_vert;
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}
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}
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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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Texture* m_WhiteTexture;
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Texture* m_BlackTexture;
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Model* m_ScreenQuad;
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const IRenderer* m_Renderer;
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ConfigFile* m_Config;
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//const LightCullingPass* m_LightCullingPass
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GLuint m_iterations = 9;
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int m_Iterations;
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int m_Quality = 0;
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GLuint m_GaussianTexture_horiz;
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GLuint m_GaussianTexture_vert;
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@@ -64,6 +64,7 @@ private:
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int m_CubeMapTexture = 0;
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bool m_ResizeWindow = false;
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int m_SSAO_Quality = 0;
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int m_GLOW_Quality = 2;
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PickingPass* m_PickingPass;
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LightCullingPass* m_LightCullingPass;
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@@ -64,7 +64,7 @@ private:
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int m_NumOfTurns;
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int m_Iterations;
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int m_TextureQuality;
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int m_Quality;
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int m_Quality = 0;
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Texture* m_WhiteTexture;
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@@ -1,19 +1,39 @@
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#include "Rendering/DrawBloomPass.h"
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DrawBloomPass::DrawBloomPass(IRenderer* renderer)
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DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
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: m_Renderer(renderer)
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, m_Config(config)
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{
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m_Renderer = renderer;
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InitializeTextures();
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
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ChangeQuality(m_Config->Get<int>("GLOW.Quality", 2));
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}
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InitializeTextures();
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InitializeBuffers();
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InitializeShaderPrograms();
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void DrawBloomPass::ChangeQuality(int quality)
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{
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if (m_Quality == quality) {
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return;
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}
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m_Quality = quality;
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
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if (m_Quality == 0) {
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glDeleteTextures(1, &m_GaussianTexture_horiz);
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glDeleteTextures(1, &m_GaussianTexture_vert);
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return;
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}
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std::string qStr = std::to_string(m_Quality);
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m_Iterations = m_Config->Get<float>("GLOW" + qStr + ".NumIterations", 0);
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InitializeBuffers();
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InitializeShaderPrograms();
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}
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void DrawBloomPass::InitializeTextures()
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{
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m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
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m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
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}
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void DrawBloomPass::InitializeShaderPrograms()
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@@ -40,18 +60,24 @@ void DrawBloomPass::InitializeBuffers()
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{
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GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
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if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
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m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
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}
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m_GaussianFrameBuffer_horiz.Generate();
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GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
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if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
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m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
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}
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m_GaussianFrameBuffer_vert.Generate();
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}
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void DrawBloomPass::ClearBuffer()
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{
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if (m_Quality == 0) {
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return;
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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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@@ -66,6 +92,9 @@ void DrawBloomPass::ClearBuffer()
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void DrawBloomPass::Draw(GLuint texture)
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{
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if (m_Quality == 0) {
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return;
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}
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GLERROR("DrawBloomPass::Draw: Pre");
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DrawBloomPassState state;
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@@ -84,7 +113,7 @@ void DrawBloomPass::Draw(GLuint texture)
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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//Iterate some times to make it more gaussian.
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for (int i = 1; i < m_iterations; i++) {
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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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m_GaussianProgram_vert->Bind();
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@@ -125,6 +154,9 @@ void DrawBloomPass::Draw(GLuint texture)
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void DrawBloomPass::OnWindowResize()
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{
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if (m_Quality == 0) {
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return;
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}
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GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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m_GaussianFrameBuffer_vert.Generate();
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GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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@@ -133,6 +165,7 @@ void DrawBloomPass::OnWindowResize()
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void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
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{
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glDeleteTextures(1, texture);
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
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@@ -162,14 +162,14 @@ void DrawFinalPass::InitializeShaderPrograms()
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m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
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m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
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m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
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//m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
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m_FillDepthBufferProgram->Compile();
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m_FillDepthBufferProgram->Link();
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GLERROR("Creating DepthFill program");
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m_FillDepthBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
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m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl")));
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m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
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//m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
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m_FillDepthBufferSkinnedProgram->Compile();
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m_FillDepthBufferSkinnedProgram->Link();
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GLERROR("Creating DepthFill program");
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@@ -8,6 +8,7 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
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Enable(GL_BLEND);
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BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Enable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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Enable(GL_CULL_FACE);
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Enable(GL_STENCIL_TEST);
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StencilFunc(GL_NOTEQUAL, 1, 0xFF);
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@@ -4,6 +4,8 @@ std::unordered_map<GLFWwindow*, Renderer*> Renderer::m_WindowToRenderer;
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void Renderer::Initialize()
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{
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m_SSAO_Quality = m_Config->Get<int>("SSAO.Quality", 0);
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m_GLOW_Quality = m_Config->Get<int>("GLOW.Quality", 0);
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InitializeWindow();
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InitializeRenderPasses();
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@@ -107,6 +109,7 @@ void Renderer::Update(double dt)
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void Renderer::Draw(RenderFrame& frame)
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{
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GLERROR("PRE");
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
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ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
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if(m_CubeMapTexture == 0) {
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@@ -115,7 +118,10 @@ void Renderer::Draw(RenderFrame& frame)
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m_CubeMapPass->LoadTextures("Sky");
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}
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ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
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ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
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m_SSAOPass->ChangeQuality(m_SSAO_Quality);
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m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
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GLERROR("SSAO Settings");
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//clear buffer 0
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glClearColor(0.f, 0.f, 0.f, 0.f);
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@@ -245,7 +251,7 @@ void Renderer::InitializeRenderPasses()
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m_SSAOPass = new SSAOPass(this, m_Config);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass);
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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m_DrawBloomPass = new DrawBloomPass(this);
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m_DrawBloomPass = new DrawBloomPass(this, m_Config);
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m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
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}
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@@ -6,12 +6,7 @@ SSAOPass::SSAOPass(IRenderer* renderer, ConfigFile* config)
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{
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m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
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m_Quality = m_Config->Get<int>("SSAO.Quality", 0);
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if (m_Quality == 0) {
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return;
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}
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ChangeQuality(m_Quality);
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ChangeQuality(m_Config->Get<int>("SSAO.Quality", 0));
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}
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@@ -102,33 +97,34 @@ void SSAOPass::InitializeBuffer()
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if (m_SSAOFramBuffer.GetHandle() == 0) {
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m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
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}
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m_SSAOFramBuffer.Generate();
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m_SSAOFramBuffer.Generate();
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if (m_SSAOViewSpaceZFramBuffer.GetHandle() == 0) {
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m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
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}
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m_SSAOViewSpaceZFramBuffer.Generate();
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m_SSAOViewSpaceZFramBuffer.Generate();
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if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
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m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
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}
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m_GaussianFrameBuffer_horiz.Generate();
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m_GaussianFrameBuffer_horiz.Generate();
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if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
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m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
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}
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m_GaussianFrameBuffer_vert.Generate();
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m_GaussianFrameBuffer_vert.Generate();
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}
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void SSAOPass::ClearBuffer()
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{
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return;
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if (m_Quality == 0) {
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return;
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}
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m_SSAOFramBuffer.Bind();
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glClearColor(1.f, 1.f, 1.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@@ -31,22 +31,27 @@ glm::vec3 ScreenCoords::ToWorldPos(glm::vec2 screenCoord, float depth, float scr
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ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
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{
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GLERROR("Pre");
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PickDataBuffer->Bind();
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unsigned char pdata[3];
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glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata);
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GLERROR("glReadPixels(pdata) Error");
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PickDataBuffer->Unbind();
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glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
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GLERROR("glBindFramebuffer(DepthBuffer) Error");
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float depthData;
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glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);
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GLERROR("glReadPixels(depthData) Error");
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLERROR("glBindFramebuffer(0) Error");
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PixelData p;
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p.Color[0] = (int)pdata[0];
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p.Color[1] = (int)pdata[1];
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p.Depth = depthData;
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GLERROR("ScreenCoords::ToPixelData Error");
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GLERROR("End");
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return p;
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}
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