Merge branch 'master' into BoxModelCollision
This commit is contained in:
@@ -0,0 +1,53 @@
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#ifndef DrawBloomPass_h__
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#define DrawBloomPass_h__
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#include "IRenderer.h"
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#include "DrawBloomPassState.h"
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//#include "LightCullingPass.h" Finalpass om den skall skickas in
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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 DrawBloomPass
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{
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public:
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DrawBloomPass(IRenderer* renderer /* ,Texture or finalpass*/ );
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~DrawBloomPass() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void InitializeBuffers();
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void ClearBuffer();
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void FillGaussianBuffer(FrameBuffer* fb);
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void Draw(GLuint texture);
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//Getters
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//Return the blurred result of the texture that was sent into draw
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GLuint GaussianTexture() const { return m_GaussianTexture_vert; }
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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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Texture* m_WhiteTexture;
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Model* m_ScreenQuad;
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const IRenderer* m_Renderer;
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//const LightCullingPass* m_LightCullingPass
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GLuint m_iterations = 9;
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GLuint m_GaussianTexture_horiz;
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GLuint m_GaussianTexture_vert;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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ShaderProgram* m_GaussianProgram_horiz;
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ShaderProgram* m_GaussianProgram_vert;
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};
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#endif
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@@ -0,0 +1,15 @@
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#ifndef DrawBloomPassState_h__
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#define DrawBloomPassState_h__
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#include "Rendering/RenderState.h"
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class DrawBloomPassState : public RenderState
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{
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public:
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DrawBloomPassState();
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~DrawBloomPassState();
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private:
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};
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#endif
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@@ -0,0 +1,29 @@
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#ifndef DrawColorCorrectionPass_h__
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#define DrawColorCorrectionPass_h__
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#include "IRenderer.h"
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#include "DrawScreenQuadPassState.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 DrawColorCorrectionPass
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{
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public:
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DrawColorCorrectionPass(IRenderer* renderer);
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~DrawColorCorrectionPass() { }
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(GLuint sceneTexture, GLuint bloomTexture);
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private:
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const IRenderer* m_Renderer;
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ShaderProgram* m_ColorCorrectionProgram;
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Model* m_ScreenQuad;
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GLfloat m_Exposure;
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};
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#endif
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@@ -17,16 +17,27 @@ public:
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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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void ClearBuffer();
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//Getters
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//Return the texture that is used in later stages to apply the bloom effect
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GLuint BloomTexture() const { return m_BloomTexture; }
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//Return the texture with diffuse and lighting of the scene.
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GLuint SceneTexture() const { return m_SceneTexture; }
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FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
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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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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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Texture* m_WhiteTexture;
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Texture* m_BlackTexture;
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FrameBuffer m_FinalPassFrameBuffer;
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GLuint m_BloomTexture;
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GLuint m_SceneTexture;
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GLuint m_DepthBuffer;
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const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
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@@ -6,7 +6,7 @@
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class DrawFinalPassState : public RenderState
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{
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public:
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DrawFinalPassState();
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DrawFinalPassState(GLuint frameBuffer);
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~DrawFinalPassState();
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private:
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@@ -0,0 +1,28 @@
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#ifndef DrawScreenQuadPass_h__
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#define DrawScreenQuadPass_h__
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#include "IRenderer.h"
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#include "DrawScreenQuadPassState.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 DrawScreenQuadPass
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{
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public:
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DrawScreenQuadPass(IRenderer* renderer);
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~DrawScreenQuadPass() { }
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(GLuint texture);
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private:
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const IRenderer* m_Renderer;
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ShaderProgram* m_DrawQuadProgram;
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Model* m_ScreenQuad;
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};
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#endif
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@@ -0,0 +1,15 @@
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#ifndef DrawScreenQuadPassState_h__
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#define DrawScreenQuadPassState_h__
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#include "Rendering/RenderState.h"
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class DrawScreenQuadPassState : public RenderState
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{
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public:
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DrawScreenQuadPassState();
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~DrawScreenQuadPassState();
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private:
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};
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#endif
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@@ -0,0 +1,36 @@
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#ifndef Font_h__
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#define Font_h__
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#include <ft2build.h>
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#include FT_FREETYPE_H
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#include FT_GLYPH_H
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#include <boost/tokenizer.hpp>
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#include <boost/lexical_cast.hpp>
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#include "../OpenGL.h"
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#include "../GLM.h"
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#include "../Core/ResourceManager.h"
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class Font : public Resource
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{
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friend class ResourceManager;
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private:
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Font(std::string path);
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public:
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struct Character {
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GLuint TextureID; // ID handle of the glyph texture
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glm::ivec2 Size; // Size of glyph
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glm::ivec2 Bearing; // Offset from baseline to left/top of glyph
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GLuint Advance; // Offset to advance to next glyph
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};
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int FontSize = 16;
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~Font();
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std::map<GLchar, Character> m_Characters;
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};
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#endif
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@@ -11,49 +11,16 @@
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#include "Camera.h"
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#include "RenderJob.h"
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#include "ModelJob.h"
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#include "TextJob.h"
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#include "PointLightJob.h"
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#include "DirectionalLightJob.h"
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/*
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struct SpriteJob : RenderJob
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{
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unsigned int ShaderID = 0;
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unsigned int TextureID = 0;
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glm::mat4 ModelMatrix;
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const Texture* DiffuseTexture = nullptr;
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const Texture* NormalTexture = nullptr;
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const Texture* SpecularTexture = nullptr;
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glm::vec4 Color;
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void CalculateHash() override
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{
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Hash = TextureID;
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}
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};
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struct PointLightJob : RenderJob
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{
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glm::vec4 Position;
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glm::vec4 Color;
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float Radius;
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float Intensity;
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float Falloff;
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float padding = 123;
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void CalculateHash() override
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{
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Hash = 0;
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}
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};
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*/
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struct RenderScene
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{
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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>> TextJobs;
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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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@@ -62,6 +29,7 @@ struct RenderScene
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{
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ForwardJobs.clear();
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PointLightJobs.clear();
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TextJobs.clear();
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DirectionalLightJobs.clear();
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}
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};
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@@ -98,5 +66,4 @@ public:
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private:
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int m_Size = 0;
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};
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#endif
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@@ -33,6 +33,7 @@ private:
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EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(Events::SetCamera &event);
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void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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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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@@ -13,10 +13,15 @@
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#include "PickingPass.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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#include "DrawBloomPass.h"
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#include "DrawColorCorrectionPass.h"
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#include "../Core/EventBroker.h"
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#include "ImGuiRenderPass.h"
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#include "Camera.h"
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#include "../Core/Transform.h"
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#include "imgui/imgui.h"
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#include "TextPass.h"
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class Renderer : public IRenderer
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{
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@@ -34,6 +39,7 @@ public:
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private:
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//----------------------Variables----------------------//
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EventBroker* m_EventBroker;
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TextPass* m_TextPass;
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Texture* m_ErrorTexture;
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Texture* m_WhiteTexture;
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@@ -42,10 +48,15 @@ private:
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Model* m_UnitQuad;
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Model* m_UnitSphere;
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int m_DebugTextureToDraw = 0;
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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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DrawFinalPass* m_DrawFinalPass;
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DrawScreenQuadPass* m_DrawScreenQuadPass;
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DrawBloomPass* m_DrawBloomPass;
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DrawColorCorrectionPass* m_DrawColorCorrectionPass;
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//----------------------Functions----------------------//
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void InitializeWindow();
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@@ -55,14 +66,13 @@ private:
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//TODO: Renderer: Get InputUpdate out of renderer
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void InputUpdate(double dt);
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//void PickingPass(RenderQueueCollection& rq);
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void DrawScreenQuad(GLuint textureToDraw);
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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 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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ShaderProgram* m_DrawScreenQuadProgram;
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ShaderProgram* m_BasicForwardProgram;
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};
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#endif
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@@ -0,0 +1,58 @@
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#ifndef TextJob_h__
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#define TextJob_h__
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#include <cstdint>
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#include "../Common.h"
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#include "../GLM.h"
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#include "../Core/ComponentWrapper.h"
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#include "Texture.h"
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#include "RenderJob.h"
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#include "../Core/ResourceManager.h"
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#include "Font.h"
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struct TextJob : RenderJob
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{
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TextJob(glm::mat4 matrix, Font* font, ComponentWrapper textComponent)
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: RenderJob()
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{
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Matrix = matrix;
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Color = (glm::vec4)textComponent["Color"];
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Content = (std::string)textComponent["Content"];
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Resource = font;
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if ((int)textComponent["Alignment"] == textComponent["Alignment"].Enum("Left")) {
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Alignment = AlignmentEnum::Left;
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} else if ((int)textComponent["Alignment"] == textComponent["Alignment"].Enum("Right")) {
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Alignment = AlignmentEnum::Right;
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} else if ((int)textComponent["Alignment"] == textComponent["Alignment"].Enum("Center")) {
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Alignment = AlignmentEnum::Center;
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} else {
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LOG_ERROR("Text alignment invalid");
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Alignment = AlignmentEnum::Left;
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}
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};
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enum class AlignmentEnum
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{
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Left,
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Right,
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Center
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};
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glm::mat4 Matrix;
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glm::vec4 Color;
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std::string Content;
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Font* Resource;
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AlignmentEnum Alignment;
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void CalculateHash() override
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{
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Hash = 0;
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}
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};
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#endif
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@@ -0,0 +1,33 @@
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#ifndef TextRenderer_h__
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#define TextRenderer_h__
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#include <ft2build.h>
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#include FT_FREETYPE_H
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#include "../OpenGL.h"
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#include "../GLM.h"
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#include "ShaderProgram.h"
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#include "Font.h"
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#include "../Core/ResourceManager.h"
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#include "RenderQueue.h"
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#include "TextPassState.h"
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#include "FrameBuffer.h"
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class TextPass
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{
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public:
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TextPass();
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void Initialize();
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void Update();
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void Draw(RenderScene& scene, FrameBuffer& frameBuffer);
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private:
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void renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix);
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Font* font;
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GLuint VAO, VBO;
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ShaderProgram* m_TextProgram;
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};
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#endif
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@@ -0,0 +1,15 @@
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#ifndef TextPassState_h__
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#define TextPassState_h__
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#include "Rendering/RenderState.h"
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class TextPassState : public RenderState
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{
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public:
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TextPassState(GLuint frameBuffer);
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~TextPassState();
|
||||
private:
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||||
|
||||
};
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#endif
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@@ -18,6 +18,7 @@ public:
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void Bind(GLenum textureUnit = GL_TEXTURE0);
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GLuint m_Texture = 0;
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};
|
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|
||||
#endif
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@@ -0,0 +1,17 @@
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#ifndef CommonFuntions_h__
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#define CommonFuntions_h__
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#include "../../Common.h"
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#include "../../OpenGL.h"
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#include "../../GLM.h"
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||||
|
||||
class CommonFuntions
|
||||
{
|
||||
public:
|
||||
CommonFuntions() = delete;
|
||||
|
||||
private:
|
||||
|
||||
};
|
||||
|
||||
#endif
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Reference in New Issue
Block a user