Merge remote-tracking branch 'origin/master' into Forward+
# Conflicts: # src/Engine/Rendering/DrawFinalPassState.cpp # src/Engine/Rendering/PickingPass.cpp # src/Engine/Rendering/Renderer.cpp
This commit is contained in:
@@ -2,6 +2,7 @@
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#define Camera_h__
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#include "../GLM.h"
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#include "../Core/Util/Rectangle.h"
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class Camera
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{
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@@ -32,7 +33,6 @@ public:
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glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
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void SetViewMatrix(glm::mat4 val);
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float AspectRatio() const { return m_AspectRatio; }
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void SetAspectRatio(float val);
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@@ -48,6 +48,8 @@ public:
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void UpdateViewMatrix();
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void UpdateProjectionMatrix();
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glm::vec2 WorldToScreen(glm::vec3 worldCoord, Rectangle resolution);
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private:
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glm::vec3 m_Position;
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@@ -1,5 +1,10 @@
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#ifndef DebugCameraInputController_h__
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#define DebugCameraInputController_h__
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#include <imgui/imgui.h>
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#include "../Input/FirstPersonInputController.h"
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#include "../Core/EMousePress.h"
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#include "../Core/EMouseRelease.h"
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template <typename EventContext>
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class DebugCameraInputController : public FirstPersonInputController<EventContext>
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@@ -7,7 +12,10 @@ class DebugCameraInputController : public FirstPersonInputController<EventContex
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public:
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DebugCameraInputController(EventBroker* eventBroker, unsigned int playerID)
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: FirstPersonInputController(eventBroker, playerID)
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{ }
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{
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EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &DebugCameraInputController::OnMousePress);
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EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &DebugCameraInputController::OnMouseRelease);
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}
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void SetPosition(const glm::vec3 position) { m_Position = position; }
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void SetOrientation(const glm::quat orientation) { m_Orientation = orientation; }
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@@ -19,17 +27,6 @@ public:
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{
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ImGuiIO& io = ImGui::GetIO();
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if (e.Command == "PrimaryFire") {
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if (e.Value > 0) {
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if (!io.WantCaptureMouse) {
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LockMouse();
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}
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} else {
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UnlockMouse();
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}
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return false;
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}
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if (!io.WantCaptureKeyboard) {
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if (e.Command == "Right") {
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float value = std::max(-1.f, std::min(e.Value, 1.f));
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@@ -63,4 +60,25 @@ protected:
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glm::vec3 m_Velocity = glm::vec3(0, 0, 0);
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float m_BaseSpeed = 2.0f;
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float m_Speed = m_BaseSpeed;
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};
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EventRelay<EventContext, Events::MousePress> m_EMousePress;
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bool OnMousePress(const Events::MousePress& e)
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{
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if (e.Button == GLFW_MOUSE_BUTTON_2) {
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ImGuiIO& io = ImGui::GetIO();
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if (!io.WantCaptureMouse) {
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LockMouse();
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}
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}
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return true;
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}
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EventRelay<EventContext, Events::MouseRelease> m_EMouseRelease;
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bool OnMouseRelease(const Events::MouseRelease& e)
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{
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if (e.Button == GLFW_MOUSE_BUTTON_2) {
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UnlockMouse();
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}
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return true;
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}
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};
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#endif
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@@ -1,42 +0,0 @@
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#ifndef DrawScenePass_h__
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#define DrawScenePass_h__
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#include "IRenderer.h"
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#include "DrawScenePassState.h"
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "Util/UnorderedMapVec2.h"
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#include "Texture.h"
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class DrawScenePass
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{
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public:
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DrawScenePass(IRenderer* renderer);
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~DrawScenePass() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(RenderScene& scene);
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//Getters
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j)
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{
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return (i->Depth < j->Depth);
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};
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Texture* m_WhiteTexture;
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const IRenderer* m_Renderer;
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ShaderProgram* m_BasicForwardProgram;
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};
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#endif
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@@ -1,15 +0,0 @@
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#ifndef DrawScenePassState_h__
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#define DrawScenePassState_h__
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#include "Rendering/RenderState.h"
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class DrawScenePassState : public RenderState
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{
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public:
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DrawScenePassState();
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~DrawScenePassState();
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private:
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};
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#endif
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@@ -2,20 +2,14 @@
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#define Events_SetCamera_h__
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#include "../Core/EventBroker.h"
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#include "../Core/Entity.h"
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#include <string.h>
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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struct SetCamera : Event
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{
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public:
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SetCamera() { };
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std::string Name;
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private:
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EntityWrapper CameraEntity;
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};
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}
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@@ -31,15 +31,6 @@ public:
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void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
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bool VSYNC() const { return m_VSYNC; }
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void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
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::Camera* Camera() const { return m_Camera; }
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void SetCamera(::Camera* camera)
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{
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if (camera == nullptr) {
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m_Camera = m_DefaultCamera;
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} else {
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m_Camera = camera;
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}
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}
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virtual void Initialize() = 0;
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virtual void Update(double dt) = 0;
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virtual void Draw(RenderFrame& rq) = 0;
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@@ -54,8 +45,6 @@ protected:
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int m_GLVersion[2];
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std::string m_GLVendor;
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GLFWwindow* m_Window = nullptr;
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::Camera* m_DefaultCamera;
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::Camera* m_Camera = nullptr;
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};
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#endif // Renderer_h__
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@@ -14,7 +14,6 @@ struct RenderJob
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friend class RenderQueue;
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public:
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float Depth;
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protected:
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@@ -51,11 +51,12 @@ struct PointLightJob : RenderJob
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struct RenderScene
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{
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::Camera* Camera;
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::Camera* Camera = nullptr;
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std::list<std::shared_ptr<RenderJob>> ForwardJobs;
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std::list<std::shared_ptr<RenderJob>> PointLightJobs;
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std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
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Rectangle Viewport;
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bool ClearDepth = false;
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void Clear()
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{
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@@ -16,10 +16,10 @@ public:
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bool Disable(GLenum cap);
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bool CullFace(GLenum mode);
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bool ClearColor(glm::vec4 color);
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bool Clear(GLbitfield mask);
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bool BindFramebuffer(GLint framebuffer);
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bool BlendEquation(GLenum mode);
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bool BlendFunc(GLenum sfactor, GLenum dfactor);
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bool DepthMask(GLboolean flag);
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private:
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std::vector<std::function<void(void)>> m_ResetFunctions;
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@@ -20,37 +20,26 @@
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class RenderSystem : public ImpureSystem
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{
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public:
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RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
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RenderSystem(World* world, EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
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~RenderSystem();
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virtual void Update(World* world, double dt) override;
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virtual void Update(double dt) override;
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private:
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World* m_World = nullptr;
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const IRenderer* m_Renderer;
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RenderFrame* m_RenderFrame;
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bool m_SwitchCamera = false;
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Camera* m_Camera;
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DebugCameraInputController<RenderSystem>* m_DebugCameraInputController;
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std::list<ComponentWrapper> m_CameraComponents;
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EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
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EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(const Events::SetCamera &event);
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EntityID m_CurrentCamera = EntityID_Invalid;
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void switchCamera(EntityID entity);
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void updateCamera(World* world, double dt);
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void updateProjectionMatrix(ComponentWrapper& cameraComponent);
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void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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bool OnSetCamera(Events::SetCamera &event);
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void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs);
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void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
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};
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#endif
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@@ -11,7 +11,6 @@
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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 "LightCullingPass.h"
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#include "DrawFinalPass.h"
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#include "DrawScreenQuadPass.h"
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@@ -46,7 +45,6 @@ private:
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Model* m_UnitQuad;
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Model* m_UnitSphere;
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DrawScenePass* m_DrawScenePass;
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PickingPass* m_PickingPass;
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LightCullingPass* m_LightCullingPass;
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ImGuiRenderPass* m_ImGuiRenderPass;
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