Rendering pipeline fixes across the board and base work on refactored editor

This commit is contained in:
2016-01-17 06:29:25 +01:00
parent e34856468a
commit 4786986abd
27 changed files with 1134 additions and 1002 deletions
@@ -1,3 +1,6 @@
#ifndef DebugCameraInputController_h__
#define DebugCameraInputController_h__
#include <imgui/imgui.h>
#include "../Input/FirstPersonInputController.h"
@@ -63,4 +66,6 @@ protected:
glm::vec3 m_Velocity = glm::vec3(0, 0, 0);
float m_BaseSpeed = 2.0f;
float m_Speed = m_BaseSpeed;
};
};
#endif
-1
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@@ -32,7 +32,6 @@ private:
const LightCullingPass* m_LightCullingPass;
ShaderProgram* m_ForwardPlusProgram;
};
#endif
+2 -8
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@@ -2,20 +2,14 @@
#define Events_SetCamera_h__
#include "../Core/EventBroker.h"
#include "../Core/Entity.h"
#include <string.h>
#include "../Core/EntityWrapper.h"
namespace Events
{
struct SetCamera : Event
{
public:
SetCamera() { };
std::string Name;
private:
EntityWrapper CameraEntity;
};
}
-11
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@@ -31,15 +31,6 @@ public:
void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
bool VSYNC() const { return m_VSYNC; }
void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
::Camera* Camera() const { return m_Camera; }
void SetCamera(::Camera* camera)
{
if (camera == nullptr) {
m_Camera = m_DefaultCamera;
} else {
m_Camera = camera;
}
}
virtual void Initialize() = 0;
virtual void Update(double dt) = 0;
virtual void Draw(RenderFrame& rq) = 0;
@@ -54,8 +45,6 @@ protected:
int m_GLVersion[2];
std::string m_GLVendor;
GLFWwindow* m_Window = nullptr;
::Camera* m_DefaultCamera;
::Camera* m_Camera = nullptr;
};
#endif // Renderer_h__
-1
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@@ -14,7 +14,6 @@ struct RenderJob
friend class RenderQueue;
public:
float Depth;
protected:
+2 -1
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@@ -50,10 +50,11 @@ struct PointLightJob : RenderJob
struct RenderScene
{
::Camera* Camera;
::Camera* Camera = nullptr;
std::list<std::shared_ptr<RenderJob>> ForwardJobs;
std::list<std::shared_ptr<RenderJob>> PointLightJobs;
Rectangle Viewport;
bool ClearDepth = false;
void Clear()
{
+1 -1
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@@ -16,10 +16,10 @@ public:
bool Disable(GLenum cap);
bool CullFace(GLenum mode);
bool ClearColor(glm::vec4 color);
bool Clear(GLbitfield mask);
bool BindFramebuffer(GLint framebuffer);
bool BlendEquation(GLenum mode);
bool BlendFunc(GLenum sfactor, GLenum dfactor);
bool DepthMask(GLboolean flag);
private:
std::vector<std::function<void(void)>> m_ResetFunctions;
+5 -16
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@@ -28,28 +28,17 @@ public:
private:
World* m_World = nullptr;
const IRenderer* m_Renderer;
RenderFrame* m_RenderFrame;
bool m_SwitchCamera = false;
Camera* m_Camera;
DebugCameraInputController<RenderSystem>* m_DebugCameraInputController;
std::list<ComponentWrapper> m_CameraComponents;
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera &event);
EntityID m_CurrentCamera = EntityID_Invalid;
void switchCamera(EntityID entity);
void updateCamera(World* world, double dt);
void updateProjectionMatrix(ComponentWrapper& cameraComponent);
void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
bool OnSetCamera(Events::SetCamera &event);
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
};
#endif