Fixed some transparency bugs and started on component based camera
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@@ -25,12 +25,18 @@ public:
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j)
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{
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return (i->Depth < j->Depth);
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};
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Texture* m_WhiteTexture;
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const IRenderer* m_Renderer;
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ShaderProgram* m_BasicForwardProgram;
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};
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#endif
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@@ -0,0 +1,23 @@
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#ifndef Events_SetCamera_h__
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#define Events_SetCamera_h__
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#include "../Core/EventBroker.h"
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#include "../Core/Entity.h"
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namespace Events
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{
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/** Thrown Every frame, use functions to pick*/
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struct SetCamera : Event
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{
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public:
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SetCamera() { };
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EntityID Entity;
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private:
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};
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}
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#endif
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@@ -46,6 +46,7 @@ public:
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struct MaterialGroup
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{
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float Shininess;
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float Transparency;
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std::shared_ptr<::Texture> Texture;
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std::shared_ptr<::Texture> NormalMap;
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std::shared_ptr<::Texture> SpecularMap;
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@@ -63,6 +63,37 @@ struct ModelJob : RenderJob
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}
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};
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struct TransparentModelJob : RenderJob
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{
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unsigned int ShaderID = 0;
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unsigned int TextureID = 0;
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//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
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EntityID Entity;
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glm::mat4 ModelMatrix;
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const Texture* DiffuseTexture;
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const Texture* NormalTexture;
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const Texture* SpecularTexture;
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float Shininess = 0.f;
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glm::vec4 Color;
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const Model* Model = nullptr;
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unsigned int StartIndex = 0;
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unsigned int EndIndex = 0;
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// Animation
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Skeleton* Skeleton = nullptr;
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bool NoRootMotion = true;
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std::string AnimationName;
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double AnimationTime = 0;
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void CalculateHash() override
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{
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Hash = TextureID;
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}
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};
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struct SpriteJob : RenderJob
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{
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unsigned int ShaderID = 0;
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@@ -6,16 +6,19 @@
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#include "../Core/ResourceManager.h"
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#include "Model.h"
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#include "../GLM.h"
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#include "../Core/EventBroker.h"
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#include "ESetCamera.h"
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class RenderQueueFactory
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{
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public:
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RenderQueueFactory();
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RenderQueueFactory(EventBroker* eventBroker);
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void Update(World* world);
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RenderQueueCollection RenderQueues() const { return m_RenderQueues; }
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private:
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EventBroker* m_EventBroker;
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RenderQueueCollection m_RenderQueues;
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void FillModels(World* world, RenderQueue* renderQueue);
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@@ -26,6 +29,9 @@ private:
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glm::vec3 AbsolutePosition(World* world, EntityID entity);
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glm::quat AbsoluteOrientation(World* world, EntityID entity);
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glm::vec3 AbsoluteScale(World* world, EntityID entity);
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EntityID m_CurrentCamera;
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};
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#endif
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@@ -32,8 +32,9 @@ enum lightType
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class Renderer : public IRenderer
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{
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public:
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Renderer(EventBroker* eventBroker)
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Renderer(EventBroker* eventBroker, World* world)
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: m_EventBroker(eventBroker)
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, m_World(world)
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{ }
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virtual void Initialize() override;
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@@ -43,6 +44,7 @@ public:
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private:
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//----------------------Variables----------------------//
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EventBroker* m_EventBroker;
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World* m_World;
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Texture* m_ErrorTexture;
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Texture* m_WhiteTexture;
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