Fix issues on my laptop
parent
6d7bd06c2c
commit
09a1b24b42
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@ -119,7 +119,7 @@ int main(void)
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const char* glsl_version = "#version 130";
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_SAMPLES, 16);
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// glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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@ -867,28 +867,6 @@ void Renderer::RenderGl() {
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if (mDrawDebugCamera) {
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DebugDrawShadowCascades();
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}
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if (mUseDeferred) {
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// Blit the deferred result onto the main render target
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// glBindFramebuffer
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mDeferredLightingTarget.mFrameBufferId);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mForwardRenderingTarget.mFrameBufferId);
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0};
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glDrawBuffers (1, buffers);
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glBlitFramebuffer(
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0, mDeferredLightingTarget.mWidth,
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0, mDeferredLightingTarget.mHeight,
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0, mForwardRenderingTarget.mWidth,
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0, mForwardRenderingTarget.mHeight,
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GL_COLOR_BUFFER_BIT,
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GL_NEAREST
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);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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}
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void Renderer::DebugDrawShadowCascades() {
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@ -76,10 +76,10 @@ struct Renderer {
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bool mUseDeferred = false;
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bool mDrawDebugCamera = false;
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uint32_t mWidth = 1;
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uint32_t mHeight = 1;
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uint32_t mSceneAreaWidth = 1;
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uint32_t mSceneAreaHeight = 1;
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int mWidth = 1;
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int mHeight = 1;
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int mSceneAreaWidth = 1;
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int mSceneAreaHeight = 1;
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Light mLight;
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Camera mCamera;
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@ -668,6 +668,9 @@ bool VertexArray::IsBound() {
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}
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void VertexArrayMesh::Initialize(VertexArray &array, const int& size) {
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mIndexBuffer = -1;
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mIndexCount = -1;
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mVertexArray = &array;
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mIndexOffset = mVertexArray->AllocateMesh(size);
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mOffsetPtr = (void*) (sizeof(VertexArray::VertexData) * mIndexOffset);
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