Renderer resizing updated to send EResolutionChanged when the resolution is updated so cameras can update their aspect ratio and have a correct FOV. Renderer::SetResolution actually changes the resolution now too.
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@@ -36,16 +36,24 @@ void Renderer::Initialize()
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m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
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}
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void Renderer::glfwWindowSizeCallback(GLFWwindow* window, int width, int height)
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{
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m_WindowToRenderer[window]->setWindowSize(Rectangle(width, height));
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}
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void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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Renderer* currentRenderer = m_WindowToRenderer[window];
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currentRenderer->m_ViewportSize = Rectangle(width, height);
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currentRenderer->m_PickingPass->OnWindowResize();
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currentRenderer->m_DrawFinalPass->OnWindowResize();
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currentRenderer->m_LightCullingPass->OnWindowResize();
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currentRenderer->m_DrawBloomPass->OnWindowResize();
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currentRenderer->m_SSAOPass->OnWindowResize();
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m_WindowToRenderer[window]->updateFramebufferSize();
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}
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void Renderer::SetResolution(const Rectangle& resolution)
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{
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m_Resolution = resolution;
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if (m_Window != nullptr) {
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setWindowSize(resolution);
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updateFramebufferSize();
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}
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}
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void Renderer::InitializeWindow()
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@@ -67,6 +75,7 @@ void Renderer::InitializeWindow()
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LOG_ERROR("GLFW: Failed to create window");
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exit(EXIT_FAILURE);
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}
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glfwSetWindowSizeCallback(m_Window, &glfwWindowSizeCallback);
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glfwSetFramebufferSizeCallback(m_Window, &glfwFrameBufferCallback);
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glfwMakeContextCurrent(m_Window);
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@@ -111,6 +120,30 @@ void Renderer::InputUpdate(double dt)
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}
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void Renderer::setWindowSize(Rectangle size)
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{
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glfwSetWindowSize(m_Window, size.Width, size.Height);
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}
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void Renderer::updateFramebufferSize()
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{
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Events::ResolutionChanged e;
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e.OldResolution = m_ViewportSize;
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int width, height;
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glfwGetFramebufferSize(m_Window, &width, &height);
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glViewport(0, 0, width, height);
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m_ViewportSize = Rectangle(width, height);
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m_PickingPass->OnWindowResize();
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m_DrawFinalPass->OnWindowResize();
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m_LightCullingPass->OnWindowResize();
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m_DrawBloomPass->OnWindowResize();
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m_SSAOPass->OnWindowResize();
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e.NewResolution = m_ViewportSize;
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m_EventBroker->Publish(e);
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}
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void Renderer::Update(double dt)
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{
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m_EventBroker->Process<Renderer>();
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@@ -263,6 +296,7 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
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GLERROR("Texture initialization failed");
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}
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void Renderer::InitializeRenderPasses()
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{
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m_PickingPass = new PickingPass(this, m_EventBroker);
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