Debug tool for different CubeMap
changed cubemap influence.
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@@ -15,7 +15,7 @@ public:
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void GenerateCubeMapTexture();
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//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
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GLuint m_CubeMapTexture;
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GLuint m_CubeMapTexture = -1;
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private:
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IRenderer* m_Renderer;
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@@ -59,6 +59,7 @@ private:
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Model* m_UnitSphere;
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int m_DebugTextureToDraw = 0;
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int m_CubeMapTexture = 0;
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bool m_ResizeWindow = false;
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float m_SSAO_Radius = 1.0f;
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float m_SSAO_Bias = 0.05f;
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@@ -170,7 +170,7 @@ void main()
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
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color_result = color_result * clamp(1/specularTexel, 0, 1) + reflectionColor * clamp(specularTexel, 0, 1);
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color_result = color_result * clamp(1/specularTexel, 0, 1)*2 + reflectionColor * clamp(specularTexel, 0, 1)/2;
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//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
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@@ -4,7 +4,6 @@ CubeMapPass::CubeMapPass(IRenderer* renderer)
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:m_Renderer(renderer)
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{
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LoadTextures("Nevada");
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GenerateCubeMapTexture();
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}
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void CubeMapPass::LoadTextures(std::string input)
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@@ -17,12 +16,15 @@ void CubeMapPass::LoadTextures(std::string input)
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Texture* img = ResourceManager::Load<Texture>(str);
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m_CubeMapTextures.push_back(img);
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}
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GenerateCubeMapTexture();
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}
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}
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void CubeMapPass::GenerateCubeMapTexture()
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{
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glGenTextures(1, &m_CubeMapTexture);
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if (m_CubeMapTexture == -1) {
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glGenTextures(1, &m_CubeMapTexture);
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}
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapTexture);
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for (int i = 0; i < 6; i++) {
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@@ -108,6 +108,12 @@ void Renderer::Draw(RenderFrame& frame)
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{
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GLERROR("PRE");
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
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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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} else if (m_CubeMapTexture == 1) {
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m_CubeMapPass->LoadTextures("Sky");
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}
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ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.01f, 5.0f);
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ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 0.1f);
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