Some merge fixes, needs more work
This commit is contained in:
+1
-1
Submodule assets updated: 6b5749627c...c8e631f449
@@ -20,6 +20,15 @@ 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(RenderQueueCollection& rq) = 0;
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@@ -31,6 +40,8 @@ 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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@@ -8,6 +8,7 @@
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#include "../GLM.h"
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#include "../Core/Util/Rectangle.h"
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#include "../Core/Entity.h"
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#include "Camera.h"
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class Model;
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class Skeleton;
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@@ -168,6 +169,7 @@ struct RenderQueueCollection
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{
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RenderQueue Forward;
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RenderQueue Lights;
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Camera* Camera;
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void Clear()
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{
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@@ -10,6 +10,7 @@
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#include "Model.h"
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#include "../Core/EKeyDown.h"
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#include "../Input/EInputCommand.h"
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#include "Camera.h"
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class RenderSystem : public ImpureSystem
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{
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@@ -27,6 +28,7 @@ public:
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private:
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RenderQueueCollection* m_RenderQueues;
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bool m_SwitchCamera = false;
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Camera* m_Camera = nullptr;
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EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(const Events::SetCamera &event);
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@@ -12,23 +12,10 @@
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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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#define TILE_SIZE 16
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#define NUM_LIGHTS 3
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enum lightType
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{
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Point,
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Spot,
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Directional,
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Area
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};
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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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class Renderer : public IRenderer
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{
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@@ -69,56 +56,10 @@ private:
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//void PickingPass(RenderQueueCollection& rq);
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void DrawScreenQuad(GLuint textureToDraw);
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//----------------------Forward+-----------------------//
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void CalculateFrustum();
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void CullLights();
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//Frustum
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struct Plane {
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glm::vec3 Normal;
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float d;
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};
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struct Frustum {
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Plane Planes[4];
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};
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Frustum m_Frustums[80*45]; //TODO: Renderer: Make this change with resolution
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//Lights
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void TEMPCreateLights();
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//TODO: Renderer: Add Directionllights, spotlights and area lights to this as type.
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struct PointLight {
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glm::vec4 Position = glm::vec4(0.f);
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glm::vec4 Color = glm::vec4(1.f);
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float Radius = 5.f;
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float Intensity = 0.8f;
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float Falloff = 0.3f;
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float Padding = 1337;
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};
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PointLight m_PointLights[NUM_LIGHTS];
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struct LightGrid {
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int Amount;
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int Start;
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glm::vec2 Padding;
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};
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LightGrid m_LightGrid[80*45];
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int m_LightOffset = 0;
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int m_LightIndex[80*45*200];
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//-------------------------SSBO------------------------//
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GLuint m_FrustumSSBO = 0;
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GLuint m_LightSSBO = 1;
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GLuint m_LightGridSSBO = 2;
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GLuint m_LightOffsetSSBO = 3;
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GLuint m_LightIndexSSBO = 4;
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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_DrawScreenQuadProgram;
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ShaderProgram* m_CalculateFrustumProgram;
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ShaderProgram* m_LightCullProgram;
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};
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@@ -114,7 +114,7 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e)
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EntityID parent = m_World->GetParent(m_Selection);
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glm::quat inverseParentOrientation;
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if (parent != 0) {
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inverseParentOrientation = glm::inverse(RenderQueueFactory::AbsoluteOrientation(m_World, parent));
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inverseParentOrientation = glm::inverse(RenderSystem::AbsoluteOrientation(m_World, parent));
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}
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(glm::vec3&)m_World->GetComponent(m_Selection, "Transform")["Position"] += inverseParentOrientation * movement;
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} else if (m_WidgetSpace == WidgetSpace::Local) {
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@@ -130,7 +130,7 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e)
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EntityID parent = m_World->GetParent(m_Selection);
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glm::quat parentOrientation;
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if (parent != 0) {
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parentOrientation = RenderQueueFactory::AbsoluteOrientation(m_World, parent);
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parentOrientation = RenderSystem::AbsoluteOrientation(m_World, parent);
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}
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glm::vec3& selectionOrientation = m_World->GetComponent(m_Selection, "Transform")["Orientation"];
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//glm::quat currentOrientation = RenderQueueFactory::AbsoluteOrientation(m_World, m_Selection);
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@@ -235,10 +235,10 @@ void EditorSystem::updateWidget()
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if (m_Selection != 0) {
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auto widgetTransform = m_World->GetComponent(m_Widget, "Transform");
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glm::vec3 selectionPosition = RenderQueueFactory::AbsolutePosition(m_World, m_Selection);
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glm::vec3 selectionPosition = RenderSystem::AbsolutePosition(m_World, m_Selection);
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widgetTransform["Position"] = selectionPosition;
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if (m_WidgetSpace == WidgetSpace::Local) {
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widgetTransform["Orientation"] = glm::eulerAngles(RenderQueueFactory::AbsoluteOrientation(m_World, m_Selection));
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widgetTransform["Orientation"] = glm::eulerAngles(RenderSystem::AbsoluteOrientation(m_World, m_Selection));
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}
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}
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}
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@@ -264,7 +264,7 @@ void EditorSystem::setWidgetMode(WidgetMode newMode)
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if (m_Selection != 0) {
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if (m_WidgetSpace == WidgetSpace::Local) {
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auto selectionTransform = m_World->GetComponent(m_Selection, "Transform");
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widgetTransform["Orientation"] = glm::eulerAngles(RenderQueueFactory::AbsoluteOrientation(m_World, m_Selection));
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widgetTransform["Orientation"] = glm::eulerAngles(RenderSystem::AbsoluteOrientation(m_World, m_Selection));
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}
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}
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} else if (newMode == WidgetMode::Scale) {
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@@ -285,7 +285,7 @@ void EditorSystem::setWidgetMode(WidgetMode newMode)
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if (m_Selection != 0) {
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auto selectionTransform = m_World->GetComponent(m_Selection, "Transform");
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if (m_WidgetSpace == WidgetSpace::Local) {
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widgetTransform["Orientation"] = glm::eulerAngles(RenderQueueFactory::AbsoluteOrientation(m_World, m_Selection));
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widgetTransform["Orientation"] = glm::eulerAngles(RenderSystem::AbsoluteOrientation(m_World, m_Selection));
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}
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}
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}
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@@ -8,6 +8,8 @@ RenderSystem::RenderSystem(EventBroker* eventBrokerer, RenderQueueCollection* re
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Initialize();
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
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}
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@@ -5,20 +5,26 @@ void Renderer::Initialize()
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{
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InitializeWindow();
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TEMPCreateLights();
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InitializeRenderPasses();
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glfwSwapInterval(m_VSYNC);
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InitializeShaders();
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InitializeTextures();
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InitializeSSBOs();
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//CalculateFrustum();
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
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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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@@ -70,16 +76,6 @@ void Renderer::InitializeShaders()
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m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
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m_DrawScreenQuadProgram->Compile();
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m_DrawScreenQuadProgram->Link();
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//m_CalculateFrustumProgram = ResourceManager::Load<ShaderProgram>("#CalculateFrustumProgram");
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//m_CalculateFrustumProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
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//m_CalculateFrustumProgram.Compile();
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//m_CalculateFrustumProgram.Link();
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//m_LightCullProgram = ResourceManager::Load<ShaderProgram>("#LightCullProgram");
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//m_LightCullProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/cullLights.comp.glsl")));
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//m_LightCullProgram.Compile();
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//m_LightCullProgram.Link();
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}
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void Renderer::InputUpdate(double dt)
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@@ -98,7 +94,6 @@ void Renderer::Draw(RenderQueueCollection& rq)
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{
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m_PickingPass->Draw(rq);
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//DrawScreenQuad(m_PickingPass->PickingTexture());
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//CullLights();
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glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 1.f);
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@@ -147,94 +142,8 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
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GLERROR("Texture initialization failed");
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}
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void Renderer::InitializeSSBOs()
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{
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printf("Size: %i\n", sizeof(m_Frustums));
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glGenBuffers(1, &m_FrustumSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_Frustums), &m_Frustums, GL_DYNAMIC_COPY);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_FrustumSSBO");
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glGenBuffers(1, &m_LightSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_PointLights), &m_PointLights, GL_DYNAMIC_COPY);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightSSBO");
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glGenBuffers(1, &m_LightGridSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightGrid), &m_LightGrid, GL_DYNAMIC_COPY);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightGridSSBO");
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glGenBuffers(1, &m_LightOffsetSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightOffsetSSBO");
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glGenBuffers(1, &m_LightIndexSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightIndexSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightIndex), &m_LightIndex, GL_DYNAMIC_COPY);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightIndexSSBO");
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}
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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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}
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void Renderer::CalculateFrustum()
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{
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// GLERROR("CalculateFrustum Error-1");
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// m_CalculateFrustumProgram->Bind();
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// GLERROR("CalculateFrustum Error1");
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// glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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// GLERROR("CalculateFrustum Error2");
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// // glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(m_Camera->ProjectionMatrix()));
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// GLERROR("CalculateFrustum Error3");
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// // glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Resolution.Width, m_Resolution.Height);
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// GLERROR("CalculateFrustum Error4");
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// //glDispatchCompute(5, 3, 1);
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// GLERROR("CalculateFrustum Error5");
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}
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void Renderer::TEMPCreateLights()
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{
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for (int i = 0; i < NUM_LIGHTS; i++) {
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m_PointLights[i].Position = glm::vec4(i, 0.f, 0.f, 0.f);
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m_PointLights[i].Color = glm::vec4(1.f, 0.5f, 0.f + i*0.1f, 1.f);
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}
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}
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void Renderer::CullLights()
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{
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m_LightCullProgram->Bind();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
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glDispatchCompute(m_Resolution.Width / TILE_SIZE, m_Resolution.Height / TILE_SIZE, 1);
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GLERROR("CullLights Error");
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}
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+2
-1
@@ -14,7 +14,6 @@ Game::Game(int argc, char* argv[])
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// Create the core event broker
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m_EventBroker = new EventBroker();
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m_RenderQueueFactory = new RenderQueueFactory();
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// Create the renderer
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m_Renderer = new Renderer(m_EventBroker, m_World);
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@@ -48,6 +47,8 @@ Game::Game(int argc, char* argv[])
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ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
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}
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m_RenderQueues = new RenderQueueCollection();
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_EventBroker);
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m_SystemPipeline->AddSystem<RaptorCopterSystem>();
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