Started new Add Entity Panel, removed unused shaders, fixed premake5 problems
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@@ -20,9 +20,14 @@ namespace Nuake
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mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB), GL_COLOR_ATTACHMENT0); // Albedo
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mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB), GL_COLOR_ATTACHMENT1); // Normal
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mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGBA), GL_COLOR_ATTACHMENT2); // Material + unlit
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mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RED_INTEGER, GL_R32I, GL_INT), GL_COLOR_ATTACHMENT3); // Entity ID
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auto entityTexture = CreateRef<Texture>(defaultResolution, GL_RED_INTEGER, GL_R32I, GL_INT);
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entityTexture->SetParameter(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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mGBuffer->SetTexture(entityTexture, GL_COLOR_ATTACHMENT3); // Entity ID
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mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RED, GL_R16F, GL_FLOAT), GL_COLOR_ATTACHMENT4); // Emissive
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mShadingBuffer = CreateScope<FrameBuffer>(true, defaultResolution);
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mShadingBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB, GL_RGB16F, GL_FLOAT));
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@@ -262,33 +267,31 @@ namespace Nuake
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framebuffer.Unbind();
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}
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if (sceneEnv->VignetteEnabled)
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mVignetteBuffer->QueueResize(framebuffer.GetSize());
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mVignetteBuffer->Bind();
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{
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mVignetteBuffer->QueueResize(framebuffer.GetSize());
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mVignetteBuffer->Bind();
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{
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RenderCommand::Clear();
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/vignette.shader");
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shader->Bind();
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RenderCommand::Clear();
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/vignette.shader");
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shader->Bind();
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shader->SetUniform1f("u_Intensity", sceneEnv->VignetteIntensity);
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shader->SetUniform1f("u_Extend", sceneEnv->VignetteExtend);
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shader->SetUniformTex("u_Source", finalOutput.get(), 0);
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Renderer::DrawQuad();
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}
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mVignetteBuffer->Unbind();
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framebuffer.Bind();
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{
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RenderCommand::Clear();
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/copy.shader");
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shader->Bind();
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shader->SetUniformTex("u_Source", mVignetteBuffer->GetTexture().get(), 0);
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Renderer::DrawQuad();
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}
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framebuffer.Unbind();
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shader->SetUniform1f("u_Intensity", sceneEnv->VignetteIntensity);
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shader->SetUniform1f("u_Extend", sceneEnv->VignetteEnabled ? sceneEnv->VignetteExtend : 0.0f);
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shader->SetUniformTex("u_Source", finalOutput.get(), 0);
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Renderer::DrawQuad();
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}
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mVignetteBuffer->Unbind();
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framebuffer.Bind();
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{
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RenderCommand::Clear();
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/copy.shader");
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shader->Bind();
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shader->SetUniformTex("u_Source", mVignetteBuffer->GetTexture().get(), 0);
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Renderer::DrawQuad();
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}
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framebuffer.Unbind();
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{
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mOutlineBuffer->QueueResize(framebuffer.GetSize());
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@@ -316,14 +319,8 @@ namespace Nuake
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/combine.shader");
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shader->Bind();
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if (sceneEnv->VignetteEnabled)
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{
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shader->SetUniformTex("u_Source", mVignetteBuffer->GetTexture().get(), 0);
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}
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else
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{
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shader->SetUniformTex("u_Source", finalOutput.get(), 0);
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}
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shader->SetUniformTex("u_Source", mVignetteBuffer->GetTexture().get(), 0);
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shader->SetUniformTex("u_Source2", mOutlineBuffer->GetTexture(GL_COLOR_ATTACHMENT0).get(), 1);
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Renderer::DrawQuad();
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}
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