You can now change resolution without any apparent bugs.
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@@ -20,6 +20,7 @@ public:
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void InitializeShaderPrograms();
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void Draw(RenderScene& scene);
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void ClearBuffer();
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void OnWindowResize();
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//Return the texture that is used in later stages to apply the bloom effect
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GLuint BloomTexture() const { return m_BloomTexture; }
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@@ -31,7 +32,6 @@ public:
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FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
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FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
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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 GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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@@ -21,6 +21,7 @@ public:
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void SetSSBOSizes();
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void CullLights(RenderScene& scene);
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void FillLightList(RenderScene& scene);
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void OnWindowResize();
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GLuint FrustumSSBO() const { return m_FrustumSSBO; }
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GLuint LightSSBO() const { return m_LightSSBO; }
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@@ -22,6 +22,8 @@ public:
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void Draw(RenderScene& scene);
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void ClearPicking();
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void OnWindowResize();
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//Getters
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const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
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//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
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@@ -26,6 +26,8 @@
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class Renderer : public IRenderer
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{
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static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
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public:
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Renderer(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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@@ -37,8 +39,12 @@ public:
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virtual PickData Pick(glm::vec2 screenCoord) override;
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private:
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//----------------------Variables----------------------//
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static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
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EventBroker* m_EventBroker;
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TextPass* m_TextPass;
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@@ -50,6 +56,7 @@ private:
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Model* m_UnitSphere;
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int m_DebugTextureToDraw = 0;
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bool m_ResizeWindow = false;
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PickingPass* m_PickingPass;
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LightCullingPass* m_LightCullingPass;
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