Added a RenderQueueFactory that produces a RenderQueueCollection for the Renderer to use.
Still needs more work
This commit is contained in:
@@ -82,6 +82,7 @@ struct PointLightJob : RenderJob
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glm::vec3 SpecularColor = glm::vec3(1, 1, 1);
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glm::vec3 DiffuseColor = glm::vec3(1, 1, 1);
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float Radius = 1.f;
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float Intensity = 0.8f;
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void CalculateHash() override
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{
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@@ -101,18 +102,6 @@ struct FrameJob : SpriteJob
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}
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};
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struct WaterParticleJob : RenderJob
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{
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glm::vec3 Position;
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glm::vec4 Color;
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glm::mat4 ModelMatrix;
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void CalculateHash() override
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{
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Hash = 0;
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}
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};
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class RenderQueue
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{
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public:
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@@ -154,25 +143,22 @@ private:
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struct RenderQueueCollection
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{
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RenderQueue Deferred;
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RenderQueue Forward;
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RenderQueue Lights;
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RenderQueue GUI;
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RenderQueue Sprites;
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void Clear()
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{
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Deferred.Clear();
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Forward.Clear();
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Lights.Clear();
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GUI.Clear();
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Sprites.Clear();
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}
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void Sort()
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{
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Deferred.Sort();
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Forward.Sort();
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Lights.Sort();
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GUI.Sort();
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Sprites.Sort();
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}
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};
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@@ -0,0 +1,29 @@
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#ifndef RenderQueueFactory_h__
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#define RenderQueueFactory_h__
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#include "../Core/World.h"
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#include "RenderQueue.h"
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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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class RenderQueueFactory
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{
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public:
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RenderQueueFactory();
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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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RenderQueueCollection m_RenderQueues;
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void FillModels(World* world, RenderQueue* renderQueue);
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void FillSprites(World* world, RenderQueue* renderQueue);
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void FillLights(World* world, RenderQueue* renderQueue);
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glm::mat4 ModelMatrix(World* world, EntityID entity);
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glm::vec3 GetAbsolutePosition(World* world, ComponentWrapper transformComponent);
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};
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#endif
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@@ -19,7 +19,6 @@ public:
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private:
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//----------------------Variables----------------------//
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RenderQueueCollection m_TempRQ;
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Texture* m_ErrorTexture;
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Texture* m_WhiteTexture;
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float m_CameraMoveSpeed;
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@@ -31,11 +30,6 @@ private:
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Model* m_UnitQuad;
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Model* m_UnitSphere;
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//Temporary
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Model* m;
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Model* m2;
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Model* m3;
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Model* MapModel;
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std::unordered_map<glm::vec2, const Model*> m_PickingColorsToModels;
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@@ -45,12 +39,9 @@ private:
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void InitializeShaders();
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void InitializeTextures();
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void InitializeFrameBuffers();
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//TODO: Renderer: Remove ModelsToDraw from Renderer.
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void ModelsToDraw();
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//TODO: Renderer: Get EnqueueModel and InputUpdate out of renderer
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void EnqueueModel(Model* model);
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//TODO: Renderer: Get InputUpdate out of renderer
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void InputUpdate(double dt);
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void PickingPass();
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void PickingPass(RenderQueueCollection& rq);
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void DrawScreenQuad(GLuint textureToDraw);
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void DrawScene(RenderQueueCollection& rq);
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@@ -8,6 +8,7 @@
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#include "Core/InputManager.h"
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#include "GUI/Frame.h"
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#include "Core/World.h"
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#include "Rendering/RenderQueueFactory.h"
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class Game
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{
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@@ -26,6 +27,7 @@ private:
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InputManager* m_InputManager;
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GUI::Frame* m_FrameStack;
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World* m_World;
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RenderQueueFactory* m_RenderQueueFactory;
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};
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#endif
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@@ -73,6 +73,13 @@ private:
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std::make_tuple(sizeof(glm::quat), "Orientation", glm::quat()),
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std::make_tuple(sizeof(glm::vec3), "Scale", glm::vec3(1.f, 1.f, 1.f))
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}
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},
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{
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"Model",
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{
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std::make_tuple(sizeof(std::string), "ModelFile", std::string("Unnamed")),
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std::make_tuple(sizeof(glm::vec4), "Color", glm::vec4(1.f, 1.f, 1.f, 1.f)),
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}
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}
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};
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@@ -106,19 +113,71 @@ private:
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void createTestEntities()
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{
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EntityID e = CreateEntity();
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AttachComponent(e, "Test");
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AttachComponent(e, "Debug");
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AttachComponent(e, "Transform");
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ComponentWrapper testComponent = GetComponent(e, "Test");
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int testValue = testComponent["TestInteger"];
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float testFloat = testComponent["TestFloat"];
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ComponentWrapper debugComponent = GetComponent(e, "Debug");
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std::string name = debugComponent["Name"];
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glm::vec3 pickingColor = debugComponent["PickingColor"];
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ComponentWrapper testTransform = GetComponent(e, "Transform");
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glm::vec3 pos = testTransform["Position"];
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glm::quat ori = testTransform["Orientation"];
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glm::vec3 scale = testTransform["Scale"];
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{
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EntityID e = CreateEntity();
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AttachComponent(e, "Test");
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AttachComponent(e, "Debug");
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AttachComponent(e, "Transform");
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ComponentWrapper testComponent = GetComponent(e, "Test");
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int testValue = testComponent["TestInteger"];
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float testFloat = testComponent["TestFloat"];
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ComponentWrapper debugComponent = GetComponent(e, "Debug");
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std::string name = debugComponent["Name"];
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glm::vec3 pickingColor = debugComponent["PickingColor"];
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ComponentWrapper testTransform = GetComponent(e, "Transform");
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glm::vec3 pos = testTransform["Position"];
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glm::quat ori = testTransform["Orientation"];
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glm::vec3 scale = testTransform["Scale"];
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}
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{
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EntityID entityTranslationWidget = CreateEntity();
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AttachComponent(entityTranslationWidget, "Transform");
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AttachComponent(entityTranslationWidget, "Model");
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ComponentWrapper testTransform = GetComponent(entityTranslationWidget, "Transform");
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glm::vec3 pos = testTransform["Position"];
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glm::quat ori = testTransform["Orientation"];
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glm::vec3 scale = testTransform["Scale"];
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ComponentWrapper testModel = GetComponent(entityTranslationWidget, "Model");
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std::string file = testModel["ModelFile"];
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file = "Models/TranslationWidget.obj";
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testModel["ModelFile"] = file;
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glm::vec4 col = testModel["Color"];
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}
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{
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EntityID entityScaleWidget = CreateEntity();
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AttachComponent(entityScaleWidget, "Transform");
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AttachComponent(entityScaleWidget, "Model");
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ComponentWrapper testTransform = GetComponent(entityScaleWidget, "Transform");
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glm::vec3 pos = testTransform["Position"];
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pos = glm::vec3(-1.5f, 0.f, 0.f);
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testTransform["Position"] = pos;
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glm::quat ori = testTransform["Orientation"];
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glm::vec3 scale = testTransform["Scale"];
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ComponentWrapper testModel = GetComponent(entityScaleWidget, "Model");
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std::string file = testModel["ModelFile"];
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file = "Models/ScaleWidget.obj";
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testModel["ModelFile"] = file;
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glm::vec4 col = testModel["Color"];
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}
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{
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EntityID entityRotationWidget = CreateEntity();
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AttachComponent(entityRotationWidget, "Transform");
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AttachComponent(entityRotationWidget, "Model");
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ComponentWrapper testTransform = GetComponent(entityRotationWidget, "Transform");
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glm::vec3 pos = testTransform["Position"];
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pos = glm::vec3(1.5f, 0.f, 0.f);
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testTransform["Position"] = pos;
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glm::quat ori = testTransform["Orientation"];
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glm::vec3 scale = testTransform["Scale"];
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ComponentWrapper testModel = GetComponent(entityRotationWidget, "Model");
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std::string file = testModel["ModelFile"];
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file = "Models/RotationWidget.obj";
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testModel["ModelFile"] = file;
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glm::vec4 col = testModel["Color"];
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}
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}
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};
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@@ -0,0 +1,70 @@
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#include "Rendering/RenderQueueFactory.h"
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RenderQueueFactory::RenderQueueFactory()
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{
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m_RenderQueues = RenderQueueCollection();
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}
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void RenderQueueFactory::Update(World* world)
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{
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m_RenderQueues.Clear();
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FillModels(world, &m_RenderQueues.Forward);
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FillSprites(world, &m_RenderQueues.Sprites);
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FillLights(world, &m_RenderQueues.Lights);
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}
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glm::mat4 RenderQueueFactory::ModelMatrix(World* world, EntityID entity)
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{
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//should really return absolute model matrix based on parents position, scale and orientation
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//GetAbsolutePosition(World* world, ComponentWrapper transformComponent)
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ComponentWrapper transformComponent = world->GetComponent(entity, "Transform");
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glm::vec3 position = transformComponent["Position"];
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glm::vec3 scale = transformComponent["Scale"];
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glm::quat oritentation = transformComponent["Orientation"];
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(oritentation) * glm::scale(scale);
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return modelMatrix;
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}
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glm::vec3 GetAbsolutePosition(World* world, ComponentWrapper transformComponent)
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{
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// positionComponent.EntityID
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return glm::vec3();
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}
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void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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{
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for(auto& modelC : world->GetComponents("Model")) {
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ModelJob job;
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std::string modelFile = modelC["ModelFile"];
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glm::vec4 color = modelC["Color"];
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Model* model = ResourceManager::Load<Model>(modelFile);
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for (auto texGroup : model->TextureGroups) {
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job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
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job.DiffuseTexture = texGroup.Texture.get();
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job.NormalTexture = texGroup.NormalMap.get();
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job.SpecularTexture = texGroup.SpecularMap.get();
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job.Model = model;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
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job.Color = color;
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renderQueue->Add(job);
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}
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}
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}
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void RenderQueueFactory::FillSprites(World* world, RenderQueue* renderQueue)
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{
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}
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void RenderQueueFactory::FillLights(World* world, RenderQueue* renderQueue)
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{
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}
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@@ -15,7 +15,11 @@ void Renderer::Initialize()
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InitializeShaders();
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InitializeTextures();
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InitializeFrameBuffers();
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ModelsToDraw();
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
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}
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void Renderer::InitializeWindow()
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@@ -78,54 +82,6 @@ void Renderer::InitializeShaders()
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}
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void Renderer::ModelsToDraw()
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{
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m = ResourceManager::Load<Model>("Models/ScaleWidget.obj");
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EnqueueModel(m);
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m2 = ResourceManager::Load<Model>("Models/TranslationWidget.obj");
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EnqueueModel(m2);
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m3 = ResourceManager::Load<Model>("Models/RotationWidget.obj");
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EnqueueModel(m3);
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
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EnqueueModel(m_UnitSphere);
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m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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MapModel = ResourceManager::Load<Model>("Models/DummyScene.obj");
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EnqueueModel(MapModel);
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}
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void Renderer::EnqueueModel(Model* model)
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{
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for (auto texGroup : model->TextureGroups)
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{
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ModelJob job;
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job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
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job.DiffuseTexture = texGroup.Texture.get();
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job.NormalTexture = texGroup.NormalMap.get();
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job.SpecularTexture = texGroup.SpecularMap.get();
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job.Model = model;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = model->m_Matrix;
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//job.ModelMatrix = modelMatrix * model->m_Matrix; TODO: Render: Make sure modelMatrix work
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//job.Color = modelComponent->Color; TODO: Render: Take color from kd in .mtl or a value from modelcomponent.
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job.Color = glm::vec4(1.f);
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//TODO: Render: Skeleton animations
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//if (model->m_Skeleton != nullptr && animationComponent != nullptr) {
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// job.Skeleton = model->m_Skeleton;
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// job.AnimationName = animationComponent->Name;
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// job.AnimationTime = animationComponent->Time;
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// job.NoRootMotion = animationComponent->NoRootMotion;
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//}
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m_TempRQ.Forward.Add(job);
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}
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}
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void Renderer::InputUpdate(double dt)
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{
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glm::vec3 m_Position = m_Camera->Position();
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@@ -202,15 +158,16 @@ void Renderer::InputUpdate(double dt)
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void Renderer::Update(double dt)
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{
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InputUpdate(dt);
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}
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void Renderer::Draw(RenderQueueCollection& rq)
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{
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//TODO: Renderer: Kanske borde vara längst upp i update.
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PickingPass();
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PickingPass(rq);
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DrawScreenQuad(m_PickingTexture);
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// DrawScene(rq);
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DrawScene(rq);
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glfwSwapBuffers(m_Window);
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}
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@@ -227,14 +184,14 @@ void Renderer::DrawScene(RenderQueueCollection& rq)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//TODO: Render: Add code for more jobs than modeljobs.
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for (auto &job : m_TempRQ.Forward) {
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for (auto &job : rq.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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GLuint ShaderHandle = m_BasicForwardProgram.GetHandle();
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m_BasicForwardProgram.Bind();
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4(1)));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
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@@ -256,7 +213,7 @@ void Renderer::DrawScene(RenderQueueCollection& rq)
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}
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}
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void Renderer::PickingPass()
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void Renderer::PickingPass(RenderQueueCollection& rq)
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{
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m_PickingBuffer.Bind();
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@@ -274,7 +231,7 @@ void Renderer::PickingPass()
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GLuint ShaderHandle = m_PickingProgram.GetHandle();
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m_PickingProgram.Bind();
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for (auto &job : m_TempRQ.Forward) {
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for (auto &job : rq.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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@@ -283,7 +240,7 @@ void Renderer::PickingPass()
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//Render picking stuff
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4(1)));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(pickColor));
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+5
-3
@@ -13,6 +13,8 @@ Game::Game(int argc, char* argv[])
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// Create the core event broker
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m_EventBroker = new EventBroker();
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m_RenderQueueFactory = new RenderQueueFactory();
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// Create the renderer
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m_Renderer = new Renderer();
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m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
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@@ -56,9 +58,9 @@ void Game::Tick()
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m_Renderer->Update(dt);
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m_EventBroker->Swap();
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//TODO: Render: This is not used, but will be used later when we dont add models to RQ in renderer.
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RenderQueueCollection rq;
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m_Renderer->Draw(rq);
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m_RenderQueueFactory->Update(m_World);
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m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
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m_EventBroker->Swap();
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m_EventBroker->Clear();
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Reference in New Issue
Block a user