Merge remote-tracking branch 'origin/master' into CubeMap
# Conflicts: # src/Engine/Rendering/Renderer.cpp
This commit is contained in:
@@ -21,23 +21,13 @@ void PickingPass::InitializeTextures()
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{
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GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
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GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
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}
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void PickingPass::InitializeFrameBuffers()
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{
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/* glGenRenderbuffers(1, &m_DepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);*/
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glGenTextures(1, &m_DepthBuffer);
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glBindTexture(GL_TEXTURE_2D, m_DepthBuffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width), (int)(m_Renderer->GetViewportSize().Height), 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
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m_PickingBuffer.Generate();
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@@ -385,8 +375,6 @@ void PickingPass::ClearPicking()
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void PickingPass::OnWindowResize()
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{
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InitializeTextures();
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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m_PickingBuffer.Generate();
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}
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@@ -52,6 +52,101 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
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continue;
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}
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glm::mat4 modelMatrix;
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// See a sprite is an SpriteIndicator
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bool isIndicator = false;
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if (world->HasComponent(entity.ID, "SpriteIndicator"))
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{
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auto indicator = entity["SpriteIndicator"];
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float minScale = (float)(double)indicator["MinScale"];
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bool hasTeam = indicator["VisibleForSingleTeamOnly"];
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isIndicator = true;
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glm::vec3 pos = Transform::AbsolutePosition(entity);
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EntityWrapper entityTeam;
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if (hasTeam && (entity.HasComponent("Team") || entity.FirstParentWithComponent("Team").Valid()) && m_LocalPlayer.World != nullptr) {
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if (!entity.HasComponent("Team")) {
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entityTeam = entity.FirstParentWithComponent("Team");
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}
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else {
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entityTeam = entity;
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}
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ComponentWrapper& entityTeamComponent = entityTeam["Team"];
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ComponentWrapper& localComponent = m_LocalPlayer["Team"];
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int entityTeamInt = entityTeamComponent["Team"];
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int localComponentInt = localComponent["Team"];
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int SpectatorInt = localComponent["Team"].Enum("Spectator");
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if (entityTeamInt != localComponentInt && localComponentInt != SpectatorInt) {
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continue;
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}
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}
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// Code for check if sprite is inside or outside of screen
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//glm::vec4 projectedPos = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix() * glm::vec4(pos, 1.0f);
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//projectedPos /= projectedPos.w;
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//// Check if inside of outside of screen.
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//if (projectedPos.x < -1.0f || projectedPos.x > 1.0f || projectedPos.y < -1.0f || projectedPos.y > 1.0f) {
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// // is outside of screen
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//} else {
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// // is inside of screen
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//}
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glm::vec3 zAxis = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 normal = pos - m_Camera->Position();
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//float distance = glm::length(normal);
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//if (distance < minDistance) {
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// pos = pos - glm::normalize(normal) * (distance - minDistance);
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//} else if (distance > maxDistance) {
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// pos = pos - glm::normalize(normal) * (distance - maxDistance);
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//}
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normal.y = 0;
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normal = glm::normalize(normal);
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glm::vec3 right = glm::cross(normal, zAxis);
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glm::vec3 up = glm::cross(right, normal);
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modelMatrix[0][0] = right.x;
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modelMatrix[0][1] = right.y;
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modelMatrix[0][2] = right.z;
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modelMatrix[0][3] = 0.0f;
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modelMatrix[1][0] = zAxis.x;
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modelMatrix[1][1] = zAxis.y;
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modelMatrix[1][2] = zAxis.z;
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modelMatrix[1][3] = 0.0f;
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modelMatrix[2][0] = normal.x;
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modelMatrix[2][1] = normal.y;
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modelMatrix[2][2] = normal.z;
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modelMatrix[2][3] = 0.0f;
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modelMatrix[3][0] = pos.x;
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modelMatrix[3][1] = pos.y;
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modelMatrix[3][2] = pos.z;
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modelMatrix[3][3] = 1.0f;
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glm::mat4 tranformationMatrix = modelMatrix * glm::scale(Transform::AbsoluteScale(entity));
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glm::vec4 tmp = tranformationMatrix * glm::vec4(glm::vec3(0.5, 0.5, 0), 1.0f);
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glm::vec2 projectedTopRight = m_Camera->WorldToScreen(glm::vec3(tmp), m_Renderer->GetViewportSize());
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tmp = tranformationMatrix * glm::vec4(glm::vec3(-0.5, -0.5, 0), 1.0f);
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glm::vec2 projectedBottomLeft = m_Camera->WorldToScreen(glm::vec3(tmp), m_Renderer->GetViewportSize());
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float diag = glm::length(projectedBottomLeft - projectedTopRight);
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if (diag < minScale) {
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tranformationMatrix = tranformationMatrix * glm::scale(glm::vec3(minScale / diag, minScale / diag, minScale / diag));
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}
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modelMatrix = tranformationMatrix;
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}
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else {
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modelMatrix = Transform::ModelMatrix(entity.ID, world);
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}
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std::string diffuseResource = cSprite["DiffuseTexture"];
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std::string glowResource = cSprite["GlowMap"];
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bool depthSorted = cSprite["DepthSort"];
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@@ -67,11 +162,7 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
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fillColor = (glm::vec4)fillComponent["Color"];
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}
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glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, world);
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//modelMatrix *= m_Camera->BillboardMatrix();
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std::shared_ptr<SpriteJob> spriteJob = std::shared_ptr<SpriteJob>(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage, depthSorted));
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std::shared_ptr<SpriteJob> spriteJob = std::shared_ptr<SpriteJob>(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage, depthSorted, isIndicator));
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jobs.push_back(spriteJob);
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}
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@@ -93,7 +184,6 @@ bool RenderSystem::isEntityVisible(EntityWrapper& entity)
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) {
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return false;
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}
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return true;
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}
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@@ -30,7 +30,7 @@ void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height
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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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//TODO: CubeMapPass->OnWindowResize //If needed
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currentRenderer->m_SSAOPass->OnWindowResize();
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}
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void Renderer::InitializeWindow()
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@@ -132,6 +132,7 @@ void Renderer::Draw(RenderFrame& frame)
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m_PickingPass->ClearPicking();
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m_DrawFinalPass->ClearBuffer();
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m_DrawBloomPass->ClearBuffer();
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m_SSAOPass->ClearBuffer();
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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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@@ -6,6 +6,7 @@ SSAOPass::SSAOPass(IRenderer* renderer)
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
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InitializeTexture();
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InitializeBuffer();
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InitializeShaderProgram();
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Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
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@@ -28,16 +29,16 @@ void SSAOPass::InitializeShaderProgram()
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m_SSAOViewSpaceZProgram->Link();
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}
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void SSAOPass::InitializeTexture() {
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GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R8, GL_RED, GL_FLOAT);
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GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R32F, GL_RED, GL_FLOAT);
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}
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void SSAOPass::InitializeBuffer()
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{
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GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R8, GL_RED, GL_FLOAT);
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m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
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m_SSAOFramBuffer.Generate();
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GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R32F, GL_RED, GL_FLOAT);
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m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
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m_SSAOViewSpaceZFramBuffer.Generate();
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}
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@@ -45,12 +46,12 @@ void SSAOPass::InitializeBuffer()
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void SSAOPass::ClearBuffer()
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{
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m_SSAOFramBuffer.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClearColor(1.f, 1.f, 1.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_SSAOFramBuffer.Unbind();
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m_SSAOViewSpaceZFramBuffer.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClearColor(1.f, 1.f, 1.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_SSAOViewSpaceZFramBuffer.Unbind();
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}
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@@ -136,6 +137,9 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
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m_DrawBloomPass->Draw(m_SSAOTexture);
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}
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void ComputeAO(GLuint depthBuffer, Camera* camera) {
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void SSAOPass::OnWindowResize() {
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m_DrawBloomPass->OnWindowResize();
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InitializeTexture();
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m_SSAOFramBuffer.Generate();
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m_SSAOViewSpaceZFramBuffer.Generate();
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}
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