Merge remote-tracking branch 'origin/master' into CoolDeathAnimation
# Conflicts: # include/Engine/Rendering/DrawScenePass.h # include/Engine/Rendering/RenderQueue.h # include/Engine/Rendering/RenderQueueFactory.h # include/Engine/Rendering/Renderer.h # include/Game/Game.h # resources/Schema/Components.xsd # resources/Schema/Entities/Test.xml # resources/Schema/Types/Entity.xsd # src/Engine/Rendering/DrawScenePass.cpp # src/Engine/Rendering/RenderQueueFactory.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp
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@@ -12,42 +12,34 @@
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#include "../Core/World.h"
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#include "PickingPass.h"
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#include "DrawScenePass.h"
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#define TILE_SIZE 16
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#define NUM_LIGHTS 3
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enum lightType
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{
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Point,
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Spot,
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Directional,
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Area
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};
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#include "LightCullingPass.h"
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#include "DrawFinalPass.h"
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#include "../Core/EventBroker.h"
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#include "EPicking.h"
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#include "ImGuiRenderPass.h"
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#include "Camera.h"
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#include "../Core/Transform.h"
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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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virtual void Update(double dt) override;
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virtual void Draw(RenderQueueCollection& rq) override;
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virtual void Draw(RenderFrame& frame) override;
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virtual PickData Pick(glm::vec2 screenCoord) override;
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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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float m_CameraMoveSpeed;
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Model* m_ScreenQuad;
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Model* m_UnitQuad;
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@@ -55,70 +47,26 @@ private:
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DrawScenePass* m_DrawScenePass;
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PickingPass* m_PickingPass;
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LightCullingPass* m_LightCullingPass;
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ImGuiRenderPass* m_ImGuiRenderPass;
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DrawFinalPass* m_DrawFinalPass;
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//----------------------Functions----------------------//
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void InitializeWindow();
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void InitializeShaders();
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void InitializeTextures();
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void InitializeSSBOs();
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void InitializeRenderPasses();
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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(RenderQueueCollection& rq);
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void DrawScreenQuad(GLuint textureToDraw);
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//----------------------Forward+-----------------------//
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void CalculateFrustum();
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void CullLights();
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//Frustum
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struct Plane {
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glm::vec3 Normal;
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float d;
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};
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struct Frustum {
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Plane Planes[4];
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};
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Frustum m_Frustums[80*45]; //TODO: Renderer: Make this change with resolution
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//Lights
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void TEMPCreateLights();
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//TODO: Renderer: Add Directionllights, spotlights and area lights to this as type.
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struct PointLight {
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glm::vec4 Position = glm::vec4(0.f);
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glm::vec4 Color = glm::vec4(1.f);
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float Radius = 5.f;
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float Intensity = 0.8f;
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float Falloff = 0.3f;
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float Padding = 1337;
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};
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PointLight m_PointLights[NUM_LIGHTS];
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struct LightGrid {
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int Amount;
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int Start;
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glm::vec2 Padding;
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};
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LightGrid m_LightGrid[80*45];
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int m_LightOffset = 0;
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int m_LightIndex[80*45*200];
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//-------------------------SSBO------------------------//
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GLuint m_FrustumSSBO = 0;
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GLuint m_LightSSBO = 1;
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GLuint m_LightGridSSBO = 2;
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GLuint m_LightOffsetSSBO = 3;
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GLuint m_LightIndexSSBO = 4;
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static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
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void FillDepth(RenderScene& scene);
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
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//--------------------ShaderPrograms-------------------//
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ShaderProgram* m_BasicForwardProgram;
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ShaderProgram* m_DrawScreenQuadProgram;
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ShaderProgram* m_CalculateFrustumProgram;
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ShaderProgram* m_LightCullProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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};
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