diff --git a/include/Engine/Rendering/DrawFinalPass.h b/include/Engine/Rendering/DrawFinalPass.h index 5e6f64b9..97322603 100644 --- a/include/Engine/Rendering/DrawFinalPass.h +++ b/include/Engine/Rendering/DrawFinalPass.h @@ -15,7 +15,7 @@ class DrawFinalPass { public: - DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass); + DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, GLuint* depthBuffer); ~DrawFinalPass() { } void InitializeTextures(); void InitializeFrameBuffers(); @@ -59,7 +59,7 @@ private: GLuint m_SceneTexture; GLuint m_BloomTextureLowRes; GLuint m_SceneTextureLowRes; - GLuint m_DepthBuffer; + GLuint* m_DepthBuffer; GLuint m_DepthBufferLowRes; GLuint m_CubeMapTexture; diff --git a/include/Engine/Rendering/FrameBuffer.h b/include/Engine/Rendering/FrameBuffer.h index 89418799..cf63b6c6 100644 --- a/include/Engine/Rendering/FrameBuffer.h +++ b/include/Engine/Rendering/FrameBuffer.h @@ -33,15 +33,6 @@ public: ~Texture2D(); }; -class Texture2DMultiSample : public ResourceType -{ -public: - Texture2DMultiSample(GLuint* resourceHandle, GLenum attachment) - : ResourceType(resourceHandle, attachment) { }; - - ~Texture2DMultiSample(); -}; - class RenderBuffer : public ResourceType { public: diff --git a/include/Engine/Rendering/PickingPass.h b/include/Engine/Rendering/PickingPass.h index f6434781..df99a615 100644 --- a/include/Engine/Rendering/PickingPass.h +++ b/include/Engine/Rendering/PickingPass.h @@ -28,15 +28,13 @@ public: const ShaderProgram& PickingProgram() const { return *m_PickingProgram; } //const std::unordered_map& PickingColorsToEntity() const { return m_PickingColorsToEntity; } GLuint PickingTexture() const { return m_PickingTexture; } - GLuint DepthBuffer() const { return m_DepthBuffer; } + GLuint* DepthBuffer() { return &m_DepthBuffer; } const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; } PickData Pick(glm::vec2 screenCoord); private: - void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const; - EventBroker* m_EventBroker; const IRenderer* m_Renderer; diff --git a/include/Engine/Rendering/RenderState.h b/include/Engine/Rendering/RenderState.h index c1886247..24f908a9 100644 --- a/include/Engine/Rendering/RenderState.h +++ b/include/Engine/Rendering/RenderState.h @@ -24,6 +24,8 @@ public: bool StencilFunc(GLenum func, GLint ref, GLuint mask); bool StencilMask(GLuint mask); bool DepthMask(GLboolean flag); + bool DepthFunc(GLenum func); + bool AlphaFunc(GLenum func, GLclampf thresholder); private: std::vector> m_ResetFunctions; diff --git a/include/Engine/Rendering/Util/CommonFunctions.h b/include/Engine/Rendering/Util/CommonFunctions.h index 7ff6e3f9..1ed3d82a 100644 --- a/include/Engine/Rendering/Util/CommonFunctions.h +++ b/include/Engine/Rendering/Util/CommonFunctions.h @@ -10,6 +10,7 @@ namespace CommonFunctions { Texture* LoadTexture(std::string path, bool threaded); void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type); +void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat); void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps); void DeleteTexture(GLuint* texture); }; diff --git a/src/Engine/Rendering/DrawBloomPass.cpp b/src/Engine/Rendering/DrawBloomPass.cpp index 0216d940..12777941 100644 --- a/src/Engine/Rendering/DrawBloomPass.cpp +++ b/src/Engine/Rendering/DrawBloomPass.cpp @@ -82,11 +82,11 @@ void DrawBloomPass::ClearBuffer() GLERROR("PRE"); m_GaussianFrameBuffer_horiz.Bind(); glClearColor(0.f, 0.f, 0.f, 0.f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT); m_GaussianFrameBuffer_horiz.Unbind(); m_GaussianFrameBuffer_vert.Bind(); glClearColor(0.f, 0.f, 0.f, 0.f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT); m_GaussianFrameBuffer_vert.Unbind(); GLERROR("END"); } diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp index 017ba9ba..3e477296 100644 --- a/src/Engine/Rendering/DrawFinalPass.cpp +++ b/src/Engine/Rendering/DrawFinalPass.cpp @@ -1,9 +1,10 @@ #include "Rendering/DrawFinalPass.h" -DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass) +DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, GLuint* depthBuffer) : m_Renderer(renderer) , m_LightCullingPass(lightCullingPass) , m_CubeMapPass(cubeMapPass) , m_SSAOPass(ssaoPass) + , m_DepthBuffer(depthBuffer) { //TODO: Make sure that uniforms are not sent into shader if not needed. m_ShieldPixelRate = 8; @@ -23,19 +24,13 @@ void DrawFinalPass::InitializeTextures() void DrawFinalPass::InitializeFrameBuffers() { - glGenRenderbuffers(1, &m_DepthBuffer); - glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); - GLERROR("RenderBuffer generation"); - - CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); //GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); //GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4); //GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT); - m_FinalPassFrameBuffer.AddResource(std::shared_ptr(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT))); + m_FinalPassFrameBuffer.AddResource(std::shared_ptr(new Texture2D(m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT))); //m_FinalPassFrameBuffer.AddResource(std::shared_ptr(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT))); m_FinalPassFrameBuffer.AddResource(std::shared_ptr(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0))); m_FinalPassFrameBuffer.AddResource(std::shared_ptr(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1))); @@ -182,7 +177,6 @@ void DrawFinalPass::Draw(RenderScene& scene) if (scene.ClearDepth) { //glClear(GL_DEPTH_BUFFER_BIT); state->Disable(GL_DEPTH_TEST); - state->DepthMask(GL_FALSE); } //TODO: Do we need check for this or will it be per scene always? glClearStencil(0x00); @@ -273,7 +267,7 @@ void DrawFinalPass::ClearBuffer() glClearColor(0.f, 0.f, 0.f, 0.f); GLERROR("1"); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); GLERROR("2"); glDisable(GL_SCISSOR_TEST); @@ -288,7 +282,7 @@ void DrawFinalPass::ClearBuffer() glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); GLERROR("ViewPort,Scissor LowRes"); glClearColor(0.f, 0.f, 0.f, 0.f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT); m_FinalPassFrameBuffer.Unbind(); GLERROR("END"); } @@ -297,8 +291,6 @@ void DrawFinalPass::ClearBuffer() void DrawFinalPass::OnWindowResize() { //InitializeFrameBuffers(); - glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); diff --git a/src/Engine/Rendering/DrawFinalPassState.cpp b/src/Engine/Rendering/DrawFinalPassState.cpp index 9741a0ce..6e1e3473 100644 --- a/src/Engine/Rendering/DrawFinalPassState.cpp +++ b/src/Engine/Rendering/DrawFinalPassState.cpp @@ -8,7 +8,8 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer) Enable(GL_BLEND); BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); Enable(GL_DEPTH_TEST); - glDepthFunc(GL_LEQUAL); + DepthMask(GL_FALSE); + DepthFunc(GL_LEQUAL); Enable(GL_CULL_FACE); Enable(GL_STENCIL_TEST); StencilFunc(GL_NOTEQUAL, 1, 0xFF); diff --git a/src/Engine/Rendering/FrameBuffer.cpp b/src/Engine/Rendering/FrameBuffer.cpp index 8638ebca..9ba0d2d8 100644 --- a/src/Engine/Rendering/FrameBuffer.cpp +++ b/src/Engine/Rendering/FrameBuffer.cpp @@ -16,12 +16,6 @@ Texture2D::~Texture2D() } } -Texture2DMultiSample::~Texture2DMultiSample() -{ - if (m_ResourceHandle != 0) { - glDeleteTextures(1, m_ResourceHandle); - } -} RenderBuffer::~RenderBuffer() { diff --git a/src/Engine/Rendering/PickingPass.cpp b/src/Engine/Rendering/PickingPass.cpp index 1eab9939..fb58edf7 100644 --- a/src/Engine/Rendering/PickingPass.cpp +++ b/src/Engine/Rendering/PickingPass.cpp @@ -19,10 +19,10 @@ PickingPass::~PickingPass() void PickingPass::InitializeTextures() { - GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, + CommonFunctions::GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE); - GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST, + CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8); } @@ -366,7 +366,7 @@ void PickingPass::ClearPicking() m_PickingBuffer.Bind(); glClearColor(0.f, 0.f, 0.f, 0.f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); m_PickingBuffer.Unbind(); GLERROR("END"); } @@ -407,16 +407,3 @@ PickData PickingPass::Pick(glm::vec2 screenCoord) pickData.World = pickInfo.World; return pickData; } - -void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const -{ - //TODO: Renderer: Make this in a sparate class - glGenTextures(1, texture); - glBindTexture(GL_TEXTURE_2D, *texture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering); - glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution - GLERROR("Texture initialization failed"); -} diff --git a/src/Engine/Rendering/PickingPassState.cpp b/src/Engine/Rendering/PickingPassState.cpp index f2d42bff..3c19dc06 100644 --- a/src/Engine/Rendering/PickingPassState.cpp +++ b/src/Engine/Rendering/PickingPassState.cpp @@ -14,6 +14,7 @@ PickingPassState::PickingPassState(GLuint frameBuffer) //ClearColor(clearColor); //Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); GLERROR("END"); + } PickingPassState::~PickingPassState() diff --git a/src/Engine/Rendering/RenderState.cpp b/src/Engine/Rendering/RenderState.cpp index 26ba18a1..56812f9a 100644 --- a/src/Engine/Rendering/RenderState.cpp +++ b/src/Engine/Rendering/RenderState.cpp @@ -135,6 +135,26 @@ bool RenderState::DepthMask(GLboolean flag) return !GLERROR("DepthMask"); } +bool RenderState::DepthFunc(GLenum func) +{ + GLint original; + glGetIntegerv(GL_DEPTH_FUNC, &original); + m_ResetFunctions.push_back(std::bind(glDepthFunc, original)); + glDepthFunc(func); + return !GLERROR("DepthFunc"); +} + +bool RenderState::AlphaFunc(GLenum func, GLclampf thresholder) +{ + GLint originalFunc; + glGetIntegerv(GL_ALPHA_TEST_FUNC, &originalFunc); + GLint originalRef; + glGetIntegerv(GL_ALPHA_TEST_REF, &originalRef); + m_ResetFunctions.push_back(std::bind(glAlphaFunc, originalFunc, originalRef)); + glAlphaFunc(func, thresholder); + return !GLERROR("AlphaFunc"); +} + RenderState::~RenderState() { for (auto& f : boost::adaptors::reverse(m_ResetFunctions)) { diff --git a/src/Engine/Rendering/Renderer.cpp b/src/Engine/Rendering/Renderer.cpp index 76ee9506..e590cd97 100644 --- a/src/Engine/Rendering/Renderer.cpp +++ b/src/Engine/Rendering/Renderer.cpp @@ -28,9 +28,9 @@ void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height glViewport(0, 0, width, height); Renderer* currentRenderer = m_WindowToRenderer[window]; currentRenderer->m_ViewportSize = Rectangle(width, height); + currentRenderer->m_PickingPass->OnWindowResize(); currentRenderer->m_DrawFinalPass->OnWindowResize(); currentRenderer->m_LightCullingPass->OnWindowResize(); - currentRenderer->m_PickingPass->OnWindowResize(); currentRenderer->m_DrawBloomPass->OnWindowResize(); currentRenderer->m_SSAOPass->OnWindowResize(); } @@ -136,17 +136,16 @@ void Renderer::Draw(RenderFrame& frame) PerformanceTimer::StopTimer("Renderer-ClearBuffers"); GLERROR("ClearBuffers"); for (auto scene : frame.RenderScenes) { - PerformanceTimer::StartTimer("Renderer-Depth"); + PerformanceTimer::StartTimer("Renderer-PickingPass"); m_PickingPass->Draw(*scene); GLERROR("Drawing pickingpass"); - PerformanceTimer::StopTimer("Renderer-Depth"); + PerformanceTimer::StopTimer("Renderer-PickingPass"); } PerformanceTimer::StartTimer("Renderer-AO generation"); - m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera); + m_SSAOPass->Draw(*m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera); PerformanceTimer::StopTimer("Renderer-AO generation"); for (auto scene : frame.RenderScenes){ - - PerformanceTimer::StartTimer("Renderer-Drawing PickingPass"); + PerformanceTimer::StartTimer("Renderer-Depth"); SortRenderJobsByDepth(*scene); GLERROR("SortByDepth"); PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums"); @@ -206,8 +205,11 @@ void Renderer::Draw(RenderFrame& frame) PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass"); m_ImGuiRenderPass->Draw(); GLERROR("Imgui draw"); + PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass"); + + PerformanceTimer::StartTimer("Renderer-SwapBuffer"); glfwSwapBuffers(m_Window); - PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass"); + PerformanceTimer::StopTimer("Renderer-SwapBuffer"); } PickData Renderer::Pick(glm::vec2 screenCoord) @@ -248,9 +250,9 @@ void Renderer::InitializeRenderPasses() m_LightCullingPass = new LightCullingPass(this); m_CubeMapPass = new CubeMapPass(this); m_SSAOPass = new SSAOPass(this, m_Config); - m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass); + m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_PickingPass->DepthBuffer()); m_DrawScreenQuadPass = new DrawScreenQuadPass(this); m_DrawBloomPass = new DrawBloomPass(this, m_Config); m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this); -} +} \ No newline at end of file diff --git a/src/Engine/Rendering/SSAOPass.cpp b/src/Engine/Rendering/SSAOPass.cpp index 8515cf95..9992db70 100644 --- a/src/Engine/Rendering/SSAOPass.cpp +++ b/src/Engine/Rendering/SSAOPass.cpp @@ -88,8 +88,8 @@ void SSAOPass::InitializeTexture() { CommonFunctions::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); CommonFunctions::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); - CommonFunctions::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); - CommonFunctions::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); + CommonFunctions::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_RED, GL_FLOAT); + CommonFunctions::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_RED, GL_FLOAT); } void SSAOPass::InitializeBuffer() @@ -127,22 +127,22 @@ void SSAOPass::ClearBuffer() } m_SSAOFramBuffer.Bind(); glClearColor(1.f, 1.f, 1.f, 1.f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT); m_SSAOFramBuffer.Unbind(); m_SSAOViewSpaceZFramBuffer.Bind(); glClearColor(1.f, 1.f, 1.f, 1.f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT); m_SSAOViewSpaceZFramBuffer.Unbind(); m_GaussianFrameBuffer_horiz.Bind(); glClearColor(1.f, 1.f, 1.f, 1.f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT); m_GaussianFrameBuffer_horiz.Unbind(); m_GaussianFrameBuffer_vert.Bind(); glClearColor(1.f, 1.f, 1.f, 1.f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT); m_GaussianFrameBuffer_vert.Unbind(); } @@ -284,4 +284,5 @@ void SSAOPass::OnWindowResize() { } InitializeTexture(); + InitializeBuffer(); } \ No newline at end of file diff --git a/src/Engine/Rendering/Util/CommonFunctions.cpp b/src/Engine/Rendering/Util/CommonFunctions.cpp index 5c5c449e..913e005e 100644 --- a/src/Engine/Rendering/Util/CommonFunctions.cpp +++ b/src/Engine/Rendering/Util/CommonFunctions.cpp @@ -31,6 +31,16 @@ void CommonFunctions::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum f GLERROR("Texture initialization failed"); } +void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat) +{ + glDeleteTextures(1, texture); + glGenTextures(1, texture); + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, *texture); + glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, false); + GLERROR("Texture initialization failed"); +} + + void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) { glGenTextures(1, texture); diff --git a/src/Game/main.cpp b/src/Game/main.cpp index dd2a5a84..3c9b6d38 100644 --- a/src/Game/main.cpp +++ b/src/Game/main.cpp @@ -9,7 +9,9 @@ int main(int argc, char* argv[]) Game game(argc, argv); while (game.Running()) { + PerformanceTimer::StartTimer("Game-Tick"); game.Tick(); + PerformanceTimer::StopTimer("Game-Tick"); } return 0;