WIP
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@@ -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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