Rendering pipeline fixes across the board and base work on refactored editor
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@@ -15,15 +15,6 @@ void Renderer::Initialize()
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
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m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
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// Create default camera
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m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
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m_DefaultCamera->SetPosition(glm::vec3(0, 0, 10));
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if (m_Camera == nullptr) {
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m_Camera = m_DefaultCamera;
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}
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}
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void Renderer::InitializeWindow()
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@@ -92,14 +83,14 @@ void Renderer::Update(double dt)
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void Renderer::Draw(RenderFrame& frame)
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{
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glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_PickingPass->ClearPicking();
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for (auto scene : frame.RenderScenes){
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if (scene->ClearDepth) {
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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m_Camera = scene->Camera; // remove renderer camera when Editor uses the render scene cameras.
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FillDepth(*scene);
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m_PickingPass->Draw(*scene);
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m_LightCullingPass->GenerateNewFrustum(*scene);
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