Now scaling depth in viewport Depth mode and removed debug windows

This commit is contained in:
Antoine Pilote
2024-09-02 11:34:23 -04:00
parent 636736f567
commit 7af703b5fc
4 changed files with 18 additions and 27 deletions

View File

@@ -166,7 +166,7 @@ namespace Nuake {
}
else if (SelectedViewport == 3)
{
texture = Engine::GetCurrentScene()->m_SceneRenderer->GetGBuffer().GetTexture(GL_DEPTH_ATTACHMENT);
texture = Engine::GetCurrentScene()->m_SceneRenderer->GetScaledDepthTexture();
}
ImVec2 imagePos = ImGui::GetWindowPos() + ImGui::GetCursorPos();

View File

@@ -397,11 +397,6 @@ namespace Nuake
}
mVignetteBuffer->Unbind();
ImGui::Begin("normals");
ImGui::Image((void*)mToneMapBuffer->GetTexture(GL_COLOR_ATTACHMENT0)->GetID(), ImGui::GetContentRegionAvail(), ImVec2(0, 1), ImVec2(1, 0));
ImGui::End();
framebuffer.Bind();
{
RenderCommand::Clear();
@@ -716,29 +711,20 @@ namespace Nuake
}
}
if (lightDebug.m_Framebuffers[0])
{
mDisplayDepthBuffer->QueueResize(lightDebug.m_Framebuffers[0]->GetTexture(GL_DEPTH_ATTACHMENT)->GetSize());
mDisplayDepthBuffer->QueueResize(GetGBuffer().GetTexture(GL_DEPTH_ATTACHMENT)->GetSize());
mDisplayDepthBuffer->Bind();
mDisplayDepthBuffer->Clear();
Shader* displayDepthShader = ShaderManager::GetShader("Resources/Shaders/display_depth.shader");
displayDepthShader->Bind();
mDisplayDepthBuffer->Bind();
mDisplayDepthBuffer->Clear();
Shader* displayDepthShader = ShaderManager::GetShader("Resources/Shaders/display_depth.shader");
displayDepthShader->Bind();
lightDebug.m_Framebuffers[0]->GetTexture(GL_DEPTH_ATTACHMENT)->Bind(5);
displayDepthShader->SetUniform1i("u_Source", 5);
GetGBuffer().GetTexture(GL_DEPTH_ATTACHMENT)->Bind(5);
displayDepthShader->SetUniform1i("u_Source", 5);
RenderCommand::Disable(RendererEnum::DEPTH_TEST);
Renderer::DrawQuad(Matrix4(1.0f));
RenderCommand::Enable(RendererEnum::DEPTH_TEST);
mDisplayDepthBuffer->Unbind();
ImGui::SetNextWindowSize({ 800, 800 });
ImGui::Begin("Debug ShadowMap");
ImGui::Image((void*)mDisplayDepthBuffer->GetTexture()->GetID(), ImGui::GetContentRegionAvail(), { 0, 1 }, { 1, 0 });
ImGui::End();
}
RenderCommand::Disable(RendererEnum::DEPTH_TEST);
Renderer::DrawQuad(Matrix4(1.0f));
RenderCommand::Enable(RendererEnum::DEPTH_TEST);
mDisplayDepthBuffer->Unbind();
}
void SceneRenderer::GBufferPass(Scene& scene)

View File

@@ -11,6 +11,7 @@
#include "Shapes/SphereGizmo.h"
#include "Shapes/CapsuleGizmo.h"
#include "Shapes/CylinderGizmo.h"
#include <glad/glad.h>
namespace Nuake
{
@@ -57,6 +58,11 @@ namespace Nuake
return *mGBuffer;
}
Ref<Texture> GetScaledDepthTexture()
{
return mDisplayDepthBuffer->GetTexture(GL_COLOR_ATTACHMENT0);
}
bool IsTempModelLoaded(const std::string& name) const
{
return mTempModels.find(name) != mTempModels.end();

View File

@@ -277,7 +277,6 @@ namespace Nuake
}
}
}
for (auto& system : m_Systems)
{