Complete main menu without event bindings.
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@@ -477,7 +477,6 @@ void dd::Renderer::DebugKeys()
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void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
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glEnable(GL_SCISSOR_TEST);
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glDisable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glDisable(GL_DEPTH_TEST);
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@@ -492,6 +491,7 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
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for (auto &job : rq) {
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auto frameJob = std::dynamic_pointer_cast<FrameJob>(job);
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if (frameJob) {
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FrameJob jobCopy = *(frameJob.get());
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glm::mat4 viewMatrix = glm::mat4(1); //frameJob->ViewMatrix;
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glm::mat4 PV = glm::mat4(1); //frameJob->ProjectionMatrix * viewMatrix;
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glm::mat4 modelMatrix = glm::mat4(1); //frameJob->ModelMatrix;
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@@ -510,7 +510,12 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
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Rectangle& vp = frameJob->Viewport;
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glViewport(vp.X, m_Resolution.Height - vp.Y - vp.Height, vp.Width, vp.Height);
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Rectangle& sc = frameJob->Scissor;
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glScissor(sc.X, m_Resolution.Height - sc.Y - sc.Height, sc.Width, sc.Height);
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if (sc == Rectangle()) {
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glDisable(GL_SCISSOR_TEST);
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} else {
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glEnable(GL_SCISSOR_TEST);
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glScissor(sc.X, m_Resolution.Height - sc.Y - sc.Height, sc.Width, sc.Height);
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}
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glBindVertexArray(m_ScreenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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