Added DEBUG flags to all debug imgui stuff
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@@ -75,7 +75,7 @@ void Renderer::InitializeWindow()
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//glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
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//glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
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glfwWindowHint(GLFW_DECORATED, false);
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glfwWindowHint(GLFW_AUTO_ICONIFY, false);
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//glfwWindowHint(GLFW_AUTO_ICONIFY, false);
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}
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//glfwWindowHint(GLFW_SAMPLES, 8);
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@@ -167,17 +167,21 @@ 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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#ifdef DEBUG
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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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#endif
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if(m_CubeMapTexture == 0) {
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m_CubeMapPass->LoadTextures("Nevada");
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} else if (m_CubeMapTexture == 1) {
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m_CubeMapPass->LoadTextures("Sky");
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}
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#ifdef DEBUG
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ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
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ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
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ImGui::SliderInt("MSAA Level", (int*)&m_MSAA_Level, 0, 16);
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#endif
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m_SSAOPass->ChangeQuality(m_SSAO_Quality);
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m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
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m_DrawFinalPass->setMSAA(m_MSAA_Level);
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