Removed world from renderer and moved depth-calculation code to modeljob
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@@ -28,6 +28,9 @@ struct ModelJob : RenderJob
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Matrix = matrix;
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Color = modelComponent["Color"];
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Entity = modelComponent.EntityID;
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glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
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glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
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Depth = worldpos.z;
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World = world;
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};
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@@ -22,9 +22,8 @@
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class Renderer : public IRenderer
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{
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public:
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Renderer(EventBroker* eventBroker, World* world)
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Renderer(EventBroker* eventBroker)
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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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@@ -36,7 +35,6 @@ public:
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private:
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//----------------------Variables----------------------//
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EventBroker* m_EventBroker;
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World* m_World;
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Texture* m_ErrorTexture;
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Texture* m_WhiteTexture;
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@@ -62,7 +60,7 @@ private:
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void DrawScreenQuad(GLuint textureToDraw);
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static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
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void FillDepth(RenderScene& scene);
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void SortRenderJobsByDepth(RenderScene &scene);
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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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@@ -98,9 +98,8 @@ void Renderer::Draw(RenderFrame& frame)
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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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FillDepth(*scene);
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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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m_LightCullingPass->FillLightList(*scene);
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@@ -147,6 +146,13 @@ void Renderer::InitializeTextures()
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m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
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}
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void Renderer::SortRenderJobsByDepth(RenderScene *scene)
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{
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//Sort all forward jobs so transparency is good.
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scene->ForwardJobs.sort(Renderer::DepthSort);
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}
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void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
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{
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glGenTextures(1, texture);
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@@ -165,21 +171,4 @@ void Renderer::InitializeRenderPasses()
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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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}
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//Temp func
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void Renderer::FillDepth(RenderScene& scene)
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{
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for (auto job : scene.ForwardJobs) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if(! modelJob) {
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return;
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}
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glm::vec3 abspos = Transform::AbsolutePosition(modelJob->World, modelJob->Entity);
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glm::vec3 worldpos = glm::vec3(scene.Camera->ViewMatrix() * glm::vec4(abspos, 1));
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modelJob->Depth = worldpos.z;
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}
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scene.ForwardJobs.sort(Renderer::DepthSort);
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}
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+1
-2
@@ -64,8 +64,7 @@ Game::Game(int argc, char* argv[])
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EntityFileParser fp(file);
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fp.MergeEntities(m_World);
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}
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//SO MUCH TEMP PLEASE REMOVE ME OMFG VIKTOR HELP
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m_Renderer->m_World = m_World;
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// Create Octrees
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m_OctreeCollision = new Octree(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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