Merge pull request #196 from teamfisk/RendererBugFixes
Fixed on window resize memory leak
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@@ -0,0 +1,19 @@
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#ifndef EResolutionChanged_h__
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#define EResolutionChanged_h__
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#include "../Core/Event.h"
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#include "../Core/Util/Rectangle.h"
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namespace Events
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{
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// Fired when the framebuffer size changes
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struct ResolutionChanged : Event
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{
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Rectangle OldResolution;
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Rectangle NewResolution;
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};
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}
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#endif
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@@ -19,6 +19,7 @@
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#include "../Core/Octree.h"
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#include "../Collision/EntityAABB.h"
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#include "../Core/ConfigFile.h"
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#include "EResolutionChanged.h"
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class RenderSystem : public ImpureSystem
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{
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@@ -36,6 +37,8 @@ private:
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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Octree<EntityAABB>* m_Octree;
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EventRelay<RenderSystem, Events::ResolutionChanged> m_EResolutionChanged;
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bool OnResolutionChanged(Events::ResolutionChanged &event);
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EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(Events::SetCamera &event);
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EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
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@@ -28,10 +28,12 @@
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#include "Util/CommonFunctions.h"
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#include "Core/PerformanceTimer.h"
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#include "ShadowPass.h"
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#include "EResolutionChanged.h"
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class Renderer : public IRenderer
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{
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static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
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static void glfwWindowSizeCallback(GLFWwindow* window, int width, int height);
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public:
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Renderer(EventBroker* eventBroker, ConfigFile* config)
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@@ -40,13 +42,14 @@ public:
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{ }
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~Renderer();
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virtual void SetResolution(const Rectangle& resolution) override;
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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(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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@@ -90,11 +93,14 @@ private:
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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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void setWindowSize(Rectangle size);
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void updateFramebufferSize();
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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 SortRenderJobsByDepth(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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//--------------------ShaderPrograms-------------------//
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ShaderProgram* m_BasicForwardProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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