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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@@ -25,11 +25,13 @@ ShadowPass::~ShadowPass()
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void ShadowPass::DebugGUI()
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{
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#ifdef DEBUG
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ImGui::Checkbox("EnableShadows", &m_EnableShadows);
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ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
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ImGui::DragFloat("ShadowClippingWeight", &m_SplitWeight, 0.001f, 0.f, 1.f);
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ImGui::Checkbox("ShadowTransparentObjects", &m_TransparentObjects);
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ImGui::Checkbox("ShadowOnTextureAlphas", &m_TexturedShadows);
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#endif
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}
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void ShadowPass::InitializeCameras(RenderScene & scene)
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@@ -202,12 +202,18 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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if (addSpeed > 0) {
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static float accel = 15.f;
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#ifdef DEBUG
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ImGui::InputFloat("accel", &accel);
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#endif
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static float airAccel = 0.5f;
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#ifdef DEBUG
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ImGui::InputFloat("airAccel", &airAccel);
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#endif
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float actualAccel = isOnGround ? accel : airAccel;
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static float surfaceFriction = 5.f;
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#ifdef DEBUG
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ImGui::InputFloat("surfaceFriction", &surfaceFriction);
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#endif
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float accelerationSpeed = actualAccel * (float)dt * wishSpeed * surfaceFriction;
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//if doubleTapped do Assault Dash - but only boost maximum 50.0f
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float doubleTapDashBoost = controller->AssaultDashDoubleTapped() ? 40.0f : 1.0f;
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@@ -220,7 +226,9 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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accelerationSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
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}
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velocity += accelerationSpeed * (glm::vec3)wishDirection;
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#ifdef DEBUG
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ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x(), velocity.y(), velocity.z(), glm::length((glm::vec3)velocity));
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#endif
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}
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if (isOnGround) {
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@@ -336,10 +344,14 @@ void PlayerMovementSystem::updateVelocity(EntityWrapper player, double dt)
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// Ground friction
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float speed = glm::length((glm::vec3)velocity);
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static float groundFriction = 7.f;
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#ifdef DEBUG
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ImGui::InputFloat("groundFriction", &groundFriction);
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#endif
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static float airFriction = 2.f;
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#ifdef DEBUG
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ImGui::InputFloat("airFriction", &airFriction);
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#endif
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float friction = isOnGround ? groundFriction : airFriction;
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if (speed > 0) {
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float drop = speed * friction * (float)dt;
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