Merge remote-tracking branch 'origin/master' into Forward+
# Conflicts: # src/Engine/Rendering/DrawFinalPassState.cpp # src/Engine/Rendering/PickingPass.cpp # src/Engine/Rendering/Renderer.cpp
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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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@@ -86,13 +77,11 @@ 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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m_Camera = scene->Camera; // remove renderer camera when Editor uses the render scene cameras.
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SortRenderJobsByDepth(*scene);
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m_PickingPass->Draw(*scene);
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m_LightCullingPass->GenerateNewFrustum(*scene);
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@@ -145,11 +134,10 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
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void Renderer::InitializeRenderPasses()
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{
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m_DrawScenePass = new DrawScenePass(this);
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m_PickingPass = new PickingPass(this, m_EventBroker);
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m_LightCullingPass = new LightCullingPass(this);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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m_DrawBloomPass = new DrawBloomPass(this);
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m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
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}
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}
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