Merge remote-tracking branch 'origin/master' into Shadows
# Conflicts: # include/Engine/Rendering/DrawFinalPass.h # include/Engine/Rendering/Renderer.h # resources/Shaders/ForwardPlus.vert.glsl # resources/Shaders/ForwardPlusSkinned.vert.glsl # src/Engine/Rendering/Renderer.cpp
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@@ -2,6 +2,19 @@
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std::unordered_map<GLFWwindow*, Renderer*> Renderer::m_WindowToRenderer;
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Renderer::~Renderer() {
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delete m_PickingPass;
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delete m_LightCullingPass;
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delete m_ImGuiRenderPass;
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delete m_DrawFinalPass;
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delete m_DrawScreenQuadPass;
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delete m_DrawBloomPass;
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delete m_DrawColorCorrectionPass;
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delete m_SSAOPass;
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delete m_CubeMapPass;
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delete m_TextPass;
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}
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void Renderer::Initialize()
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{
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m_SSAO_Quality = m_Config->Get<int>("SSAO.Quality", 0);
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@@ -110,7 +123,7 @@ void Renderer::Draw(RenderFrame& frame)
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{
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GLERROR("PRE");
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion");
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion\0Combined Scene Texture\0Full Blurred Texture");
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ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
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if(m_CubeMapTexture == 0) {
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m_CubeMapPass->LoadTextures("Nevada");
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@@ -134,6 +147,7 @@ void Renderer::Draw(RenderFrame& frame)
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m_DrawBloomPass->ClearBuffer();
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m_SSAOPass->ClearBuffer();
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m_ShadowPass->ClearBuffer();
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m_BlurHUDPass->ClearBuffer();
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m_ShadowPass->DebugGUI();
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PerformanceTimer::StopTimer("Renderer-ClearBuffers");
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GLERROR("ClearBuffers");
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@@ -163,7 +177,7 @@ void Renderer::Draw(RenderFrame& frame)
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m_LightCullingPass->CullLights(*scene);
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GLERROR("LightCulling");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
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m_DrawFinalPass->Draw(*scene);
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m_DrawFinalPass->Draw(*scene, m_BlurHUDPass);
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GLERROR("Draw Geometry+Light");
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//m_DrawScenePass->Draw(*scene);
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@@ -199,6 +213,12 @@ void Renderer::Draw(RenderFrame& frame)
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if (m_DebugTextureToDraw == 5) {
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m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
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}
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if (m_DebugTextureToDraw == 6) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->CombinedSceneTexture());
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}
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if (m_DebugTextureToDraw == 7) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->FullBlurredTexture());
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}
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PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
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PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
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@@ -218,8 +238,8 @@ PickData Renderer::Pick(glm::vec2 screenCoord)
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void Renderer::InitializeTextures()
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{
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m_ErrorTexture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false);
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m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
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m_ErrorTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/ErrorTexture.png");
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m_WhiteTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/White.png");
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}
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@@ -250,9 +270,10 @@ void Renderer::InitializeRenderPasses()
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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_ShadowPass = new ShadowPass(this);
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m_BlurHUDPass = new BlurHUD(this);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass);
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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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