DrawPass now moved to it's own class to make renderer cleaner.
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@@ -0,0 +1,36 @@
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#ifndef DrawScenePass_h__
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#define DrawScenePass_h__
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#include "IRenderer.h"
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#include "DrawScenePassState.h"
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "Util/UnorderedMapVec2.h"
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#include "Texture.h"
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class DrawScenePass
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{
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public:
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DrawScenePass(IRenderer* renderer);
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~DrawScenePass() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(RenderQueueCollection& rq);
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//Getters
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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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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 +1,15 @@
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#ifndef DrawScenePassState_h__
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#define DrawScenePassState_h__
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#include "Rendering/RenderState.h"
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class DrawScenePassState : public RenderState
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{
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public:
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DrawScenePassState();
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~DrawScenePassState();
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private:
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};
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#endif
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@@ -11,6 +11,7 @@
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#include "FrameBuffer.h"
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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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@@ -52,6 +53,7 @@ private:
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Model* m_UnitSphere;
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PickingPass* m_PickingPass;
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DrawScenePass* m_DrawScenePass;
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//----------------------Functions----------------------//
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void InitializeWindow();
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