Engine puzzle completed
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@@ -0,0 +1,101 @@
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#include "Rendering/Camera.h"
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Camera::Camera(float aspectRatio, float yFOV, float nearClip, float farClip)
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{
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m_AspectRatio = aspectRatio;
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m_FOV = yFOV;
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m_NearClip = nearClip;
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m_FarClip = farClip;
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m_Position = glm::vec3(0.0);
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UpdateProjectionMatrix();
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UpdateViewMatrix();
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}
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glm::vec3 Camera::Forward()
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{
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return m_Orientation * glm::vec3(0, 0, -1);
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}
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//
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//glm::vec3 Camera::Right()
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//{
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// return glm::rotate(glm::vec3(1.f, 0.f, 0.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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//}
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//glm::mat4 Camera::Orientation()
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//{
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// glm::mat4 orientation(1.f);
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// orientation = glm::rotate(orientation, m_Pitch, glm::vec3(1.f, 0.f, 0.f));
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// orientation = glm::rotate(orientation, m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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// return orientation;
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//}
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void Camera::SetPosition(glm::vec3 val)
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{
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m_Position = val;
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UpdateViewMatrix();
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}
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void Camera::SetOrientation(glm::quat val)
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{
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m_Orientation = val;
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UpdateViewMatrix();
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}
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//void Camera::Pitch(float val)
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//{
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// m_Pitch = val;
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// UpdateViewMatrix();
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//}
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//
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//void Camera::Yaw(float val)
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//{
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// m_Yaw = val;
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// UpdateViewMatrix();
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//}
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void Camera::UpdateProjectionMatrix()
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{
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// m_ProjectionMatrix = glm::ortho(
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// -16.f,
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// 16.f,
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// -9.f,
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// 9.f,
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// m_NearClip,
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// m_FarClip
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// );
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m_ProjectionMatrix = glm::perspective(m_FOV, m_AspectRatio, m_NearClip, m_FarClip);
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}
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void Camera::UpdateViewMatrix()
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{
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m_ViewMatrix = glm::toMat4(glm::inverse(m_Orientation))
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* glm::translate(-m_Position);
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}
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void Camera::SetAspectRatio(float val)
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{
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m_AspectRatio = val;
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UpdateProjectionMatrix();
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}
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void Camera::SetFOV(float val)
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{
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m_FOV = val;
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UpdateProjectionMatrix();
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}
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void Camera::SetNearClip(float val)
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{
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m_NearClip = val;
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UpdateProjectionMatrix();
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}
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void Camera::SetFarClip(float val)
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{
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m_FarClip = val;
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UpdateProjectionMatrix();
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}
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@@ -0,0 +1,56 @@
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#include "Rendering/DummyRenderer.h"
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void DummyRenderer::Initialize()
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{
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// Initialize GLFW
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if (!glfwInit()) {
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LOG_ERROR("GLFW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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// Create a window
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GLFWmonitor* monitor = nullptr;
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if (m_Fullscreen) {
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monitor = glfwGetPrimaryMonitor();
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}
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//glfwWindowHint(GLFW_SAMPLES, 8);
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m_Window = glfwCreateWindow(m_Resolution.Width, m_Resolution.Height, "daydream", monitor, nullptr);
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if (!m_Window) {
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LOG_ERROR("GLFW: Failed to create window");
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exit(EXIT_FAILURE);
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}
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glfwMakeContextCurrent(m_Window);
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// GL version info
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glGetIntegerv(GL_MAJOR_VERSION, &m_GLVersion[0]);
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glGetIntegerv(GL_MINOR_VERSION, &m_GLVersion[1]);
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m_GLVendor = (GLchar*)glGetString(GL_VENDOR);
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std::stringstream ss;
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ss << m_GLVendor << " OpenGL " << m_GLVersion[0] << "." << m_GLVersion[1];
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#ifdef DEBUG
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ss << " DEBUG";
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#endif
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LOG_INFO(ss.str().c_str());
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glfwSetWindowTitle(m_Window, ss.str().c_str());
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// Initialize GLEW
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if (glewInit() != GLEW_OK) {
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LOG_ERROR("GLEW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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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, 0));
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if (m_Camera == nullptr) {
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m_Camera = m_DefaultCamera;
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}
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glfwSwapInterval(m_VSYNC);
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}
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void DummyRenderer::Draw(RenderQueueCollection& rq)
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{
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glfwSwapBuffers(m_Window);
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}
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@@ -1,4 +1,3 @@
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#include "PrecompiledHeader.h"
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#include "Rendering/Model.h"
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Model::Model(std::string fileName)
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@@ -1,4 +1,3 @@
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#include "PrecompiledHeader.h"
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#include "Rendering/PNG.h"
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PNG::PNG(std::string path)
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@@ -1,4 +1,3 @@
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#include "PrecompiledHeader.h"
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#include "Rendering/RawModel.h"
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RawModel::RawModel(std::string fileName)
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@@ -1,4 +1,3 @@
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#include "PrecompiledHeader.h"
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#include "Rendering/Skeleton.h"
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int Skeleton::CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix)
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@@ -1,4 +1,3 @@
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#include "PrecompiledHeader.h"
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#include "Rendering/Texture.h"
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Texture::Texture(std::string path)
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