Now scaling depth in viewport Depth mode and removed debug windows
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@@ -166,7 +166,7 @@ namespace Nuake {
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}
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else if (SelectedViewport == 3)
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{
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texture = Engine::GetCurrentScene()->m_SceneRenderer->GetGBuffer().GetTexture(GL_DEPTH_ATTACHMENT);
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texture = Engine::GetCurrentScene()->m_SceneRenderer->GetScaledDepthTexture();
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}
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ImVec2 imagePos = ImGui::GetWindowPos() + ImGui::GetCursorPos();
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@@ -397,11 +397,6 @@ namespace Nuake
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}
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mVignetteBuffer->Unbind();
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ImGui::Begin("normals");
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ImGui::Image((void*)mToneMapBuffer->GetTexture(GL_COLOR_ATTACHMENT0)->GetID(), ImGui::GetContentRegionAvail(), ImVec2(0, 1), ImVec2(1, 0));
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ImGui::End();
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framebuffer.Bind();
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{
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RenderCommand::Clear();
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@@ -716,29 +711,20 @@ namespace Nuake
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}
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}
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if (lightDebug.m_Framebuffers[0])
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{
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mDisplayDepthBuffer->QueueResize(lightDebug.m_Framebuffers[0]->GetTexture(GL_DEPTH_ATTACHMENT)->GetSize());
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mDisplayDepthBuffer->QueueResize(GetGBuffer().GetTexture(GL_DEPTH_ATTACHMENT)->GetSize());
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mDisplayDepthBuffer->Bind();
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mDisplayDepthBuffer->Clear();
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Shader* displayDepthShader = ShaderManager::GetShader("Resources/Shaders/display_depth.shader");
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displayDepthShader->Bind();
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mDisplayDepthBuffer->Bind();
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mDisplayDepthBuffer->Clear();
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Shader* displayDepthShader = ShaderManager::GetShader("Resources/Shaders/display_depth.shader");
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displayDepthShader->Bind();
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lightDebug.m_Framebuffers[0]->GetTexture(GL_DEPTH_ATTACHMENT)->Bind(5);
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displayDepthShader->SetUniform1i("u_Source", 5);
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GetGBuffer().GetTexture(GL_DEPTH_ATTACHMENT)->Bind(5);
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displayDepthShader->SetUniform1i("u_Source", 5);
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RenderCommand::Disable(RendererEnum::DEPTH_TEST);
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Renderer::DrawQuad(Matrix4(1.0f));
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RenderCommand::Enable(RendererEnum::DEPTH_TEST);
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mDisplayDepthBuffer->Unbind();
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ImGui::SetNextWindowSize({ 800, 800 });
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ImGui::Begin("Debug ShadowMap");
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ImGui::Image((void*)mDisplayDepthBuffer->GetTexture()->GetID(), ImGui::GetContentRegionAvail(), { 0, 1 }, { 1, 0 });
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ImGui::End();
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}
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RenderCommand::Disable(RendererEnum::DEPTH_TEST);
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Renderer::DrawQuad(Matrix4(1.0f));
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RenderCommand::Enable(RendererEnum::DEPTH_TEST);
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mDisplayDepthBuffer->Unbind();
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}
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void SceneRenderer::GBufferPass(Scene& scene)
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@@ -11,6 +11,7 @@
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#include "Shapes/SphereGizmo.h"
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#include "Shapes/CapsuleGizmo.h"
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#include "Shapes/CylinderGizmo.h"
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#include <glad/glad.h>
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namespace Nuake
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{
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@@ -57,6 +58,11 @@ namespace Nuake
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return *mGBuffer;
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}
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Ref<Texture> GetScaledDepthTexture()
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{
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return mDisplayDepthBuffer->GetTexture(GL_COLOR_ATTACHMENT0);
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}
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bool IsTempModelLoaded(const std::string& name) const
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{
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return mTempModels.find(name) != mTempModels.end();
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@@ -277,7 +277,6 @@ namespace Nuake
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}
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}
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}
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for (auto& system : m_Systems)
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{
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