Merge remote-tracking branch 'origin/master' into CoolDeathAnimation
# Conflicts: # include/Engine/Common.h # include/Engine/Rendering/DrawFinalPass.h # include/Engine/Rendering/DrawScenePass.h # include/Engine/Rendering/RenderQueue.h # include/Engine/Rendering/Renderer.h # resources/Shaders/ForwardPlus.frag.glsl # resources/Shaders/ForwardPlus.vert.glsl # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/DrawScenePass.cpp # src/Engine/Rendering/RenderSystem.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp
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@@ -11,20 +11,23 @@
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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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#include "LightCullingPass.h"
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#include "DrawFinalPass.h"
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#include "DrawScreenQuadPass.h"
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#include "DrawBloomPass.h"
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#include "DrawColorCorrectionPass.h"
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#include "../Core/EventBroker.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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#include "imgui/imgui.h"
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#include "TextPass.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, World* world)
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Renderer(EventBroker* eventBroker)
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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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@@ -36,7 +39,7 @@ public:
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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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TextPass* m_TextPass;
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Texture* m_ErrorTexture;
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Texture* m_WhiteTexture;
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@@ -45,11 +48,15 @@ private:
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Model* m_UnitQuad;
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Model* m_UnitSphere;
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DrawScenePass* m_DrawScenePass;
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int m_DebugTextureToDraw = 0;
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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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DrawScreenQuadPass* m_DrawScreenQuadPass;
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DrawBloomPass* m_DrawBloomPass;
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DrawColorCorrectionPass* m_DrawColorCorrectionPass;
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//----------------------Functions----------------------//
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void InitializeWindow();
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@@ -59,14 +66,13 @@ private:
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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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//void DrawScreenQuad(GLuint textureToDraw);
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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 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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ShaderProgram* m_BasicForwardProgram;
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ShaderProgram* m_DrawScreenQuadProgram;
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ShaderProgram* m_BasicForwardProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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};
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