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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