Set up Renderer base and shader compilation
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#include "Rendering/Renderer.h"
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void Renderer::Initialize()
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{
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InitializeWindow();
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// Create default camera
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m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
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m_DefaultCamera->SetPosition(glm::vec3(0, 0, 0));
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if (m_Camera == nullptr) {
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m_Camera = m_DefaultCamera;
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}
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glfwSwapInterval(m_VSYNC);
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InitializeShaders();
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}
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void Renderer::InitializeWindow()
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{
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// Initialize GLFW
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if (!glfwInit()) {
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LOG_ERROR("GLFW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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// Create a window
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GLFWmonitor* monitor = nullptr;
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if (m_Fullscreen) {
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monitor = glfwGetPrimaryMonitor();
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}
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//glfwWindowHint(GLFW_SAMPLES, 8);
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m_Window = glfwCreateWindow(m_Resolution.Width, m_Resolution.Height, "daydream", monitor, nullptr);
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if (!m_Window) {
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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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glfwMakeContextCurrent(m_Window);
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// GL version info
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glGetIntegerv(GL_MAJOR_VERSION, &m_GLVersion[0]);
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glGetIntegerv(GL_MINOR_VERSION, &m_GLVersion[1]);
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m_GLVendor = (GLchar*)glGetString(GL_VENDOR);
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std::stringstream ss;
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ss << m_GLVendor << " OpenGL " << m_GLVersion[0] << "." << m_GLVersion[1];
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#ifdef DEBUG
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ss << " DEBUG";
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#endif
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LOG_INFO(ss.str().c_str());
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glfwSetWindowTitle(m_Window, ss.str().c_str());
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// Initialize GLEW
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if (glewInit() != GLEW_OK) {
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LOG_ERROR("GLEW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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}
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void Renderer::InitializeShaders()
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{
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m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
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m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
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m_BasicForwardProgram.Compile();
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m_BasicForwardProgram.Link();
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}
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void Renderer::Draw(RenderQueueCollection& rq)
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{
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glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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glfwSwapBuffers(m_Window);
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}
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