Rendering pipeline fixes across the board and base work on refactored editor
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@@ -9,71 +9,26 @@ RenderSystem::RenderSystem(EventBroker* eventBroker, const IRenderer* renderer,
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
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m_Camera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f);
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m_DebugCameraInputController = new DebugCameraInputController<RenderSystem>(eventBroker, -1);
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}
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RenderSystem::~RenderSystem()
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{
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delete m_Camera;
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delete m_DebugCameraInputController;
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}
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bool RenderSystem::OnSetCamera(const Events::SetCamera &event)
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bool RenderSystem::OnSetCamera(Events::SetCamera& e)
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{
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auto cameras = m_World->GetComponents("Camera");
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if (cameras != nullptr) {
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for (auto it = cameras->begin(); it != cameras->end(); it++) {
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if ((std::string)(*it)["Name"] == event.Name) {
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switchCamera((*it).EntityID);
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}
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}
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}
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ComponentWrapper cTransform = e.CameraEntity["Transform"];
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ComponentWrapper cCamera = e.CameraEntity["Camera"];
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m_Camera->SetFOV((double)cCamera["FOV"]);
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m_Camera->SetNearClip((double)cCamera["NearClip"]);
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m_Camera->SetFarClip((double)cCamera["FarClip"]);
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m_Camera->SetPosition(cTransform["Position"]);
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m_Camera->SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
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m_CurrentCamera = e.CameraEntity;
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return true;
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}
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void RenderSystem::switchCamera(EntityID entity)
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{
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if(m_World->HasComponent(entity, "Camera")) {
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if (m_CurrentCamera != EntityID_Invalid) {
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if (m_World->HasComponent(m_CurrentCamera, "Model")) {
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m_World->GetComponent(m_CurrentCamera, "Model")["Visible"] = true;
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}
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if (m_World->HasComponent(m_CurrentCamera, "Listener")) {
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m_World->DeleteComponent(m_CurrentCamera, "Listener");
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}
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}
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if (m_World->HasComponent(entity, "Model")) {
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m_World->GetComponent(entity, "Model")["Visible"] = false;
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}
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if (!m_World->HasComponent(entity, "Listener")) {
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m_World->AttachComponent(entity, "Listener");
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}
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m_CurrentCamera = entity;
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m_SwitchCamera = false;
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} else {
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LOG_ERROR("Entity %i does not have a CameraComponent", entity);
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m_SwitchCamera = false;
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}
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}
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void RenderSystem::updateProjectionMatrix(ComponentWrapper& cameraComponent)
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{
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double fov = cameraComponent["FOV"];
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double aspectRatio = (float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height;
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double nearClip = cameraComponent["NearClip"];
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double farClip = cameraComponent["FarClip"];
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m_Camera->SetFOV(glm::radians(fov));
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m_Camera->SetAspectRatio(aspectRatio);
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m_Camera->SetNearClip(nearClip);
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m_Camera->SetFarClip(farClip);
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m_Camera->UpdateProjectionMatrix();
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}
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void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
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{
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auto models = world->GetComponents("Model");
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@@ -113,7 +68,6 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World
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}
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}
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void RenderSystem::fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
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{
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auto pointLights = world->GetComponents("PointLight");
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@@ -138,12 +92,7 @@ void RenderSystem::fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World*
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bool RenderSystem::OnInputCommand(const Events::InputCommand& e)
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{
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if (e.Command == "SwitchCamera" && e.Value > 0) {
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m_SwitchCamera = true;
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return true;
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} else {
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return false;
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}
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return false;
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}
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void RenderSystem::Update(World* world, double dt)
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@@ -151,10 +100,12 @@ void RenderSystem::Update(World* world, double dt)
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m_World = world;
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m_EventBroker->Process<RenderSystem>();
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updateCamera(world, dt);
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if (m_CurrentCamera) {
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ComponentWrapper cameraTransform = m_CurrentCamera["Transform"];
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m_Camera->SetPosition(cameraTransform["Position"]);
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m_Camera->SetOrientation(glm::quat((const glm::vec3&)cameraTransform["Orientation"]));
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}
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//Only supports opaque geometry atm
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m_RenderFrame->Clear();
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RenderScene scene;
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scene.Camera = m_Camera;
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@@ -163,70 +114,4 @@ void RenderSystem::Update(World* world, double dt)
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fillLight(scene.PointLightJobs, world);
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m_RenderFrame->Add(scene);
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}
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void RenderSystem::updateCamera(World* world, double dt)
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{
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if (m_SwitchCamera) {
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auto cameras = world->GetComponents("Camera");
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if (cameras == nullptr) {
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return;
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}
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for (auto it = cameras->begin(); it != cameras->end(); it++) {
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if ((*it).EntityID == m_CurrentCamera) {
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it++;
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if (it != cameras->end()) {
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switchCamera((*it).EntityID);
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} else {
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switchCamera((*cameras->begin()).EntityID);
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}
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break;
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}
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}
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if (m_World->HasComponent(m_CurrentCamera, "Camera")) {
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ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
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ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
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m_DebugCameraInputController->SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"]));
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m_DebugCameraInputController->SetPosition(cameraTransform["Position"]);
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}
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}
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if (m_World->ValidEntity(m_CurrentCamera)) {
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if (world->HasComponent(m_CurrentCamera, "Camera") && world->HasComponent(m_CurrentCamera, "Transform")) {
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ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
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ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
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m_DebugCameraInputController->Update(dt);
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(glm::vec3&)cameraTransform["Orientation"] = glm::eulerAngles(m_DebugCameraInputController->Orientation());
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(glm::vec3&)cameraTransform["Position"] = m_DebugCameraInputController->Position();
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glm::vec3 position = Transform::AbsolutePosition(world, m_CurrentCamera);
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glm::quat orientation = Transform::AbsoluteOrientation(world, m_CurrentCamera);
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m_Camera->SetPosition(position);
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m_Camera->SetOrientation(orientation);
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updateProjectionMatrix(cameraComponent);
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}
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} else {
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m_Camera = m_Camera;
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auto cameras = world->GetComponents("Camera");
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if (cameras != nullptr) {
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if (cameras->begin() != cameras->end()) {
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ComponentWrapper& cameraC = *cameras->begin();
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switchCamera(cameraC.EntityID);
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ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
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ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
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m_DebugCameraInputController->SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"]));
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m_DebugCameraInputController->SetPosition(cameraTransform["Position"]);
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}
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}
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}
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m_Camera->UpdateViewMatrix();
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}
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