We only uses one depth buffer now
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@@ -28,9 +28,9 @@ void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height
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glViewport(0, 0, width, height);
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Renderer* currentRenderer = m_WindowToRenderer[window];
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currentRenderer->m_ViewportSize = Rectangle(width, height);
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currentRenderer->m_PickingPass->OnWindowResize();
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currentRenderer->m_DrawFinalPass->OnWindowResize();
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currentRenderer->m_LightCullingPass->OnWindowResize();
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currentRenderer->m_PickingPass->OnWindowResize();
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currentRenderer->m_DrawBloomPass->OnWindowResize();
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currentRenderer->m_SSAOPass->OnWindowResize();
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}
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@@ -136,17 +136,16 @@ void Renderer::Draw(RenderFrame& frame)
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PerformanceTimer::StopTimer("Renderer-ClearBuffers");
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GLERROR("ClearBuffers");
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for (auto scene : frame.RenderScenes) {
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PerformanceTimer::StartTimer("Renderer-Depth");
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PerformanceTimer::StartTimer("Renderer-PickingPass");
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m_PickingPass->Draw(*scene);
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GLERROR("Drawing pickingpass");
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PerformanceTimer::StopTimer("Renderer-Depth");
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PerformanceTimer::StopTimer("Renderer-PickingPass");
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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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m_SSAOPass->Draw(*m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
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PerformanceTimer::StopTimer("Renderer-AO generation");
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for (auto scene : frame.RenderScenes){
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PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");
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PerformanceTimer::StartTimer("Renderer-Depth");
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SortRenderJobsByDepth(*scene);
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GLERROR("SortByDepth");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
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@@ -206,8 +205,11 @@ void Renderer::Draw(RenderFrame& frame)
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PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
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m_ImGuiRenderPass->Draw();
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GLERROR("Imgui draw");
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PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass");
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PerformanceTimer::StartTimer("Renderer-SwapBuffer");
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glfwSwapBuffers(m_Window);
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PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass");
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PerformanceTimer::StopTimer("Renderer-SwapBuffer");
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}
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PickData Renderer::Pick(glm::vec2 screenCoord)
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@@ -248,9 +250,9 @@ void Renderer::InitializeRenderPasses()
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m_LightCullingPass = new LightCullingPass(this);
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m_CubeMapPass = new CubeMapPass(this);
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m_SSAOPass = new SSAOPass(this, m_Config);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_PickingPass->DepthBuffer());
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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m_DrawBloomPass = new DrawBloomPass(this, m_Config);
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m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
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}
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}
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