Merge remote-tracking branch 'origin/master' into Forward+
# Conflicts: # include/Engine/Rendering/Renderer.h # src/Engine/Rendering/RenderState.cpp # src/Engine/Rendering/Renderer.cpp
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@@ -1,4 +1,5 @@
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#include "Rendering/Renderer.h"
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#include "Rendering/DebugCameraInputController.h"
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void Renderer::Initialize()
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{
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@@ -18,6 +19,8 @@ void Renderer::Initialize()
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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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}
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void Renderer::InitializeWindow()
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@@ -79,6 +82,8 @@ void Renderer::InitializeShaders()
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void Renderer::InputUpdate(double dt)
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{
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static DebugCameraInputController<Renderer> firstPersonInputController(m_EventBroker, -1);
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glm::vec3 m_Position = m_Camera->Position();
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if (glfwGetKey(m_Window, GLFW_KEY_O) == GLFW_PRESS)
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{
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@@ -108,35 +113,16 @@ void Renderer::InputUpdate(double dt)
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m_CameraMoveSpeed = 0.5f;
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}
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static double mousePosX, mousePosY;
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glfwGetCursorPos(m_Window, &mousePosX, &mousePosY);
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if (glfwGetKey(m_Window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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double deltaX, deltaY;
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deltaX = mousePosX - (float)Resolution().Width / 2;
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deltaY = mousePosY - (float)Resolution().Height / 2;
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float rotationY = -deltaY / 300.f;
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float rotationX = -deltaX / 300.f;
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glm::quat orientation = m_Camera->Orientation();
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orientation = orientation * glm::angleAxis<float>(rotationY, glm::vec3(1, 0, 0));
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orientation = glm::angleAxis<float>(rotationX, glm::vec3(0, 1, 0)) * orientation;
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m_Camera->SetOrientation(orientation);
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glfwSetCursorPos(m_Window, Resolution().Width / 2, Resolution().Height / 2);
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}
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m_Camera->SetPosition(m_Position);
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firstPersonInputController.Update(dt);
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m_Camera->SetOrientation(firstPersonInputController.Orientation());
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m_Camera->SetPosition(firstPersonInputController.Position());
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}
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void Renderer::Update(double dt)
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{
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m_EventBroker->Process<Renderer>();
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InputUpdate(dt);
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m_ImGuiRenderPass->Update(dt);
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}
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void Renderer::Draw(RenderQueueCollection& rq)
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@@ -147,7 +133,9 @@ void Renderer::Draw(RenderQueueCollection& rq)
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//m_DrawScenePass->Draw(rq);
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DrawForwardPlus(rq);
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glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 1.f);
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GLERROR("Renderer::Draw m_DrawScenePass->Draw");
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m_ImGuiRenderPass->Draw();
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glfwSwapBuffers(m_Window);
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}
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