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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@@ -10,58 +10,61 @@
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#include "Util/UnorderedMapVec2.h"
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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 "../Core/EventBroker.h"
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#include "EPicking.h"
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#include "ImGuiRenderPass.h"
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#include "Camera.h"
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#include "TextRenderer.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)
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Renderer(EventBroker* eventBroker, World* world)
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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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virtual void Update(double dt) override;
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virtual void Draw(RenderQueueCollection& rq) override;
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virtual void Initialize() override;
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virtual void Update(double dt) override;
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virtual void Draw(RenderFrame& frame) override;
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virtual PickData Pick(glm::vec2 screenCoord) override;
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private:
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//----------------------Variables----------------------//
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//----------------------Variables----------------------//
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EventBroker* m_EventBroker;
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World* m_World;
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TextRenderer* m_TextRenderer;
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Texture* m_ErrorTexture;
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Texture* m_WhiteTexture;
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float m_CameraMoveSpeed;
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FrameBuffer m_PickingBuffer;
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GLuint m_PickingTexture;
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GLuint m_DepthBuffer;
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Texture* m_ErrorTexture;
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Texture* m_WhiteTexture;
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Model* m_ScreenQuad;
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Model* m_UnitQuad;
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Model* m_UnitSphere;
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std::unordered_map<glm::vec2, EntityID> m_PickingColorsToEntity;
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DrawScenePass* m_DrawScenePass;
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PickingPass* m_PickingPass;
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ImGuiRenderPass* m_ImGuiRenderPass;
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//----------------------Functions----------------------//
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void InitializeWindow();
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void InitializeShaders();
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//----------------------Functions----------------------//
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void InitializeWindow();
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void InitializeShaders();
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeSSBOs();
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void InitializeRenderPasses();
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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 InputUpdate(double dt);
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//void PickingPass(RenderQueueCollection& rq);
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void DrawScreenQuad(GLuint textureToDraw);
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void DrawScene(RenderQueueCollection& rq);
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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_PickingProgram;
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ShaderProgram m_DrawScreenQuadProgram;
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ShaderProgram* m_BasicForwardProgram;
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ShaderProgram* m_DrawScreenQuadProgram;
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};
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#endif
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