Fixed some rendering bugs and some code refactoring
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@@ -27,10 +27,10 @@ void DrawFinalPass::InitializeFrameBuffers()
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//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_FLOAT, 4);
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m_BloomFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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m_BloomFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
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m_BloomFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
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m_BloomFrameBuffer.Generate();
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
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m_FinalPassFrameBuffer.Generate();
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}
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@@ -47,9 +47,7 @@ void DrawFinalPass::Draw(RenderScene& scene)
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{
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GLERROR("DrawFinalPass::Draw: Pre");
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m_BloomFrameBuffer.Bind(); //in i state
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DrawFinalPassState state;
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DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
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m_ForwardPlusProgram->Bind();
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GLuint shaderHandle = m_ForwardPlusProgram->GetHandle();
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@@ -96,10 +94,19 @@ void DrawFinalPass::Draw(RenderScene& scene)
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continue;
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}
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}
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m_BloomFrameBuffer.Unbind();
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m_FinalPassFrameBuffer.Unbind();
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GLERROR("DrawFinalPass::Draw: END");
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}
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void DrawFinalPass::ClearBuffer()
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{
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m_FinalPassFrameBuffer.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_FinalPassFrameBuffer.Unbind();
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}
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void DrawFinalPass::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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glGenTextures(1, texture);
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