Merge branch 'Rendering' into TextRendering
# Conflicts: # include/Engine/Rendering/RenderQueue.h # include/Engine/Rendering/RenderQueueFactory.h # include/Engine/Rendering/Renderer.h # include/Engine/Rendering/ShaderProgram.h # include/Game/Game.h # resources/Schema/Components.xsd # resources/Schema/Entities/Test.xml # resources/Schema/Types/Entity.xsd # src/Engine/Rendering/RenderQueueFactory.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp
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@@ -8,164 +8,57 @@
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#include "../GLM.h"
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#include "../Core/Util/Rectangle.h"
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#include "../Core/Entity.h"
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#include "Font.h"
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#include "Camera.h"
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#include "RenderJob.h"
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#include "ModelJob.h"
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#include "TextJob.h"
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class Model;
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class Skeleton;
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class Texture;
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class RenderQueue;
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//TODO: Render: Remove obsolete RenderJobs and fix standard values on variables.
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struct RenderJob
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struct RenderScene
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{
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friend class RenderQueue;
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::Camera* Camera;
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std::list<std::shared_ptr<RenderJob>> ForwardJobs;
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std::list<std::shared_ptr<RenderJob>> LightJobs;
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std::list<std::shared_ptr<RenderJob>> TextJobs;
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Rectangle Viewport;
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float Depth;
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protected:
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uint64_t Hash;
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virtual void CalculateHash() = 0;
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bool operator<(const RenderJob& rhs)
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void Clear()
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{
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return this->Hash < rhs.Hash;
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ForwardJobs.clear();
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LightJobs.clear();
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TextJobs.clear();
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}
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};
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struct ModelJob : RenderJob
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{
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unsigned int ShaderID = 0;
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unsigned int TextureID = 0;
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//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
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EntityID Entity;
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glm::mat4 ModelMatrix;
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const Texture* DiffuseTexture;
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const Texture* NormalTexture;
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const Texture* SpecularTexture;
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float Shininess = 0.f;
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glm::vec4 Color;
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const Model* Model = nullptr;
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unsigned int StartIndex = 0;
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unsigned int EndIndex = 0;
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// Animation
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Skeleton* Skeleton = nullptr;
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bool NoRootMotion = true;
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std::string AnimationName;
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double AnimationTime = 0;
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void CalculateHash() override
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{
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Hash = TextureID;
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}
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};
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struct SpriteJob : RenderJob
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{
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unsigned int ShaderID = 0;
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unsigned int TextureID = 0;
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glm::mat4 ModelMatrix;
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const Texture* DiffuseTexture = nullptr;
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const Texture* NormalTexture = nullptr;
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const Texture* SpecularTexture = nullptr;
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glm::vec4 Color;
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void CalculateHash() override
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{
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Hash = TextureID;
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}
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};
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struct TextJob : RenderJob
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{
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glm::mat4 ModelMatrix;
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glm::vec4 Color;
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std::string Content;
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Font* Resource;
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void CalculateHash() override
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{
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Hash = 0;
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}
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};
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struct PointLightJob : RenderJob
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{
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glm::vec3 Position;
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glm::vec3 SpecularColor = glm::vec3(1, 1, 1);
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glm::vec3 DiffuseColor = glm::vec3(1, 1, 1);
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float Radius = 1.f;
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float Intensity = 0.8f;
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void CalculateHash() override
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{
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Hash = 0;
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}
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};
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class RenderQueue
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struct RenderFrame
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{
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public:
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template <typename T>
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void Add(T &job)
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{
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job.CalculateHash();
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Jobs.push_back(std::shared_ptr<T>(new T(job)));
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m_Size++;
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}
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void Sort()
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{
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Jobs.sort();
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}
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void Add(RenderScene &scene)
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{
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RenderScenes.push_back(std::shared_ptr<RenderScene>(new RenderScene(scene)));
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m_Size++;
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}
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void Clear()
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{
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Jobs.clear();
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m_Size = 0;
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}
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void Clear()
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{
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RenderScenes.clear();
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m_Size = 0;
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}
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int Size() const { return m_Size; }
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std::list<std::shared_ptr<RenderJob>>::const_iterator begin()
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{
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return Jobs.begin();
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}
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int Size() const { return m_Size; }
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std::list<std::shared_ptr<RenderScene>>::const_iterator begin()
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{
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return RenderScenes.begin();
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}
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std::list<std::shared_ptr<RenderJob>>::const_iterator end()
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{
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return Jobs.end();
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}
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std::list<std::shared_ptr<RenderJob>> Jobs;
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std::list<std::shared_ptr<RenderScene>>::const_iterator end()
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{
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return RenderScenes.end();
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}
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std::list<std::shared_ptr<RenderScene>> RenderScenes;
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private:
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int m_Size = 0;
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int m_Size = 0;
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};
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struct RenderQueueCollection
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{
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RenderQueue Forward;
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RenderQueue Lights;
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RenderQueue Text;
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void Clear()
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{
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Forward.Clear();
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Lights.Clear();
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Text.Clear();
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}
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void Sort()
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{
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Forward.Sort();
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Lights.Sort();
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Text.Sort();
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}
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};
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#endif
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