WIP
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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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