Fixed some rendering bugs and some code refactoring
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@@ -18,14 +18,16 @@ public:
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void InitializeBuffers();
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void ClearBuffer();
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void FillGaussianBuffer(FrameBuffer* fb);
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void Draw(GLuint texture);
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//Getters
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GLuint m_GaussianTexture_horiz;
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GLuint m_GaussianTexture_vert;
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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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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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@@ -37,6 +39,9 @@ private:
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//const LightCullingPass* m_LightCullingPass
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GLuint m_iterations = 9;
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GLuint m_GaussianTexture_horiz;
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GLuint m_GaussianTexture_vert;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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@@ -18,12 +18,12 @@ public:
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(RenderScene& scene);
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void ClearBuffer();
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//Todo: Should not be public
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FrameBuffer m_BloomFrameBuffer;
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GLuint m_BloomTexture;
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GLuint m_SceneTexture;
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GLuint m_DepthBuffer;
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//Return the texture that is used in later stages to apply the bloom effect
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GLuint BloomTexture() const { return m_BloomTexture; }
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//Return the texture with diffuse and lighting of the scene.
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GLuint SceneTexture() const { return m_SceneTexture; }
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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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@@ -33,6 +33,11 @@ private:
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Texture* m_BlackTexture;
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Texture* TEMP_glowTestTexture;
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FrameBuffer m_FinalPassFrameBuffer;
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GLuint m_BloomTexture;
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GLuint m_SceneTexture;
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GLuint m_DepthBuffer;
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const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
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@@ -6,7 +6,7 @@
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class DrawFinalPassState : public RenderState
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{
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public:
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DrawFinalPassState();
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DrawFinalPassState(GLuint frameBuffer);
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~DrawFinalPassState();
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private:
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@@ -20,6 +20,7 @@
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#include "ImGuiRenderPass.h"
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#include "Camera.h"
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#include "../Core/Transform.h"
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#include "imgui/imgui.h"
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class Renderer : public IRenderer
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{
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@@ -45,6 +46,8 @@ private:
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Model* m_UnitQuad;
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Model* m_UnitSphere;
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int m_DebugTextureToDraw = 0;
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PickingPass* m_PickingPass;
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LightCullingPass* m_LightCullingPass;
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ImGuiRenderPass* m_ImGuiRenderPass;
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@@ -0,0 +1,17 @@
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#ifndef CommonFuntions_h__
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#define CommonFuntions_h__
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#include "../../Common.h"
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#include "../../OpenGL.h"
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#include "../../GLM.h"
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class CommonFuntions
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{
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public:
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CommonFuntions() = delete;
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private:
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};
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#endif
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