SSAO and Glow is no longe conflicting with each other.
Texture should get the id = 0 when they are deleted and not assigned a new texture after. Else they will start to conflict with each other.
This commit is contained in:
@@ -39,7 +39,7 @@ public:
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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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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
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Texture* m_BlackTexture;
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Model* m_ScreenQuad;
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@@ -50,8 +50,8 @@ private:
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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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GLuint m_GaussianTexture_horiz = 0;
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GLuint m_GaussianTexture_vert = 0;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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@@ -28,7 +28,7 @@ public:
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if (m_Quality == 0) {
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return m_WhiteTexture->m_Texture;
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} else {
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return m_GaussianTexture_vert;
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return m_Gaussian_vert;
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}
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}
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@@ -46,7 +46,7 @@ private:
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void InitializeShaderProgram();
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void InitializeBuffer();
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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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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
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//void blurHorizontal(GLuint depthBuffer);
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//void blurVertical(GLuint depthBuffer);
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@@ -68,14 +68,14 @@ private:
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Texture* m_WhiteTexture;
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GLuint m_SSAOTexture;
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GLuint m_SSAOTexture = 0;
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FrameBuffer m_SSAOFramBuffer;
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GLuint m_SSAOViewSpaceZTexture;
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GLuint m_SSAOViewSpaceZTexture = 0;
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FrameBuffer m_SSAOViewSpaceZFramBuffer;
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GLuint m_GaussianTexture_horiz;
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GLuint m_GaussianTexture_vert;
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GLuint m_Gaussian_horiz = 0;
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GLuint m_Gaussian_vert = 0;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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@@ -9,6 +9,11 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
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ChangeQuality(m_Config->Get<int>("GLOW.Quality", 2));
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}
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void DrawBloomPass::InitializeTextures()
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{
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m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
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}
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void DrawBloomPass::ChangeQuality(int quality)
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{
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if (m_Quality == quality) {
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@@ -21,19 +26,16 @@ void DrawBloomPass::ChangeQuality(int quality)
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if (m_Quality == 0) {
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glDeleteTextures(1, &m_GaussianTexture_horiz);
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glDeleteTextures(1, &m_GaussianTexture_vert);
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m_GaussianTexture_horiz = 0;
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m_GaussianTexture_vert = 0;
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return;
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}
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std::string qStr = std::to_string(m_Quality);
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m_Iterations = m_Config->Get<float>("GLOW" + qStr + ".NumIterations", 0);
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InitializeTextures();
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InitializeBuffers();
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InitializeShaderPrograms();
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}
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void DrawBloomPass::InitializeTextures()
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{
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m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
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std::string qStr = std::to_string(m_Quality);
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m_Iterations = m_Config->Get<float>("GLOW" + qStr + ".NumIterations", 0);
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}
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void DrawBloomPass::InitializeShaderPrograms()
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@@ -55,7 +57,6 @@ void DrawBloomPass::InitializeShaderPrograms()
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}
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}
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void DrawBloomPass::InitializeBuffers()
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{
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GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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@@ -118,6 +119,7 @@ void DrawBloomPass::Draw(GLuint texture)
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m_GaussianFrameBuffer_vert.Bind();
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m_GaussianProgram_vert->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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@@ -125,16 +127,19 @@ void DrawBloomPass::Draw(GLuint texture)
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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//horizontal pass
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m_GaussianFrameBuffer_vert.Unbind();
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m_GaussianFrameBuffer_horiz.Bind();
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m_GaussianProgram_horiz->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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m_GaussianFrameBuffer_horiz.Unbind();
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}
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//final vertical gaussian after the iterations are done
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@@ -142,6 +147,7 @@ void DrawBloomPass::Draw(GLuint texture)
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m_GaussianFrameBuffer_vert.Bind();
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m_GaussianProgram_vert->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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@@ -163,7 +169,7 @@ void DrawBloomPass::OnWindowResize()
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m_GaussianFrameBuffer_horiz.Generate();
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}
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void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
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void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
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{
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glDeleteTextures(1, texture);
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glGenTextures(1, texture);
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@@ -143,7 +143,6 @@ void Renderer::Draw(RenderFrame& frame)
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}
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PerformanceTimer::StartTimer("Renderer-AO generation");
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m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
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GLuint ao = m_SSAOPass->SSAOTexture();
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PerformanceTimer::StopTimer("Renderer-AO generation");
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for (auto scene : frame.RenderScenes){
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@@ -159,8 +158,8 @@ void Renderer::Draw(RenderFrame& frame)
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
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m_LightCullingPass->CullLights(*scene);
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GLERROR("LightCulling");
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m_DrawFinalPass->Draw(*scene);
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
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m_DrawFinalPass->Draw(*scene);
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GLERROR("Draw Geometry+Light");
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//m_DrawScenePass->Draw(*scene);
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@@ -21,8 +21,12 @@ void SSAOPass::ChangeQuality(int quality)
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if (m_Quality == 0) {
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glDeleteTextures(1, &m_SSAOTexture);
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glDeleteTextures(1, &m_SSAOViewSpaceZTexture);
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glDeleteTextures(1, &m_GaussianTexture_horiz);
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glDeleteTextures(1, &m_GaussianTexture_vert);
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glDeleteTextures(1, &m_Gaussian_horiz);
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glDeleteTextures(1, &m_Gaussian_vert);
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m_SSAOTexture = 0;
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m_SSAOViewSpaceZTexture = 0;
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m_Gaussian_horiz = 0;
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m_Gaussian_vert = 0;
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return;
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}
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@@ -88,8 +92,8 @@ void SSAOPass::InitializeTexture() {
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GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
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GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R32F, GL_RED, GL_FLOAT);
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GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RGB, GL_FLOAT);
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GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RGB, GL_FLOAT);
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GenerateTexture(&m_Gaussian_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RGB, GL_FLOAT);
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GenerateTexture(&m_Gaussian_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RGB, GL_FLOAT);
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}
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void SSAOPass::InitializeBuffer()
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@@ -108,13 +112,13 @@ void SSAOPass::InitializeBuffer()
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if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
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m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
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m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_Gaussian_horiz, GL_COLOR_ATTACHMENT0)));
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}
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m_GaussianFrameBuffer_horiz.Generate();
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if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
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m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
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m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_Gaussian_vert, GL_COLOR_ATTACHMENT0)));
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}
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m_GaussianFrameBuffer_vert.Generate();
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@@ -157,7 +161,7 @@ void SSAOPass::Setting(float radius, float bias, float contrast, float intensity
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m_TextureQuality = quality;
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}
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void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
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void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
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{
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glDeleteTextures(1, texture);
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glGenTextures(1, texture);
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@@ -251,23 +255,27 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
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m_GaussianFrameBuffer_vert.Bind();
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m_GaussianProgram_vert->Bind();
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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//horizontal pass
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m_GaussianFrameBuffer_vert.Unbind();
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m_GaussianFrameBuffer_horiz.Bind();
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m_GaussianProgram_horiz->Bind();
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_Gaussian_vert);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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m_GaussianFrameBuffer_horiz.Unbind();
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}
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//final vertical gaussian after the iterations are done
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@@ -275,12 +283,15 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
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m_GaussianFrameBuffer_vert.Bind();
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m_GaussianProgram_vert->Bind();
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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m_GaussianFrameBuffer_vert.Unbind();
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glViewport(0, 0, (m_Renderer->GetViewportSize().Width), (m_Renderer->GetViewportSize().Height));
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}
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