Rebase fixes
This commit is contained in:
@@ -7,7 +7,7 @@
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class EditorRenderSystem : public ImpureSystem
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class EditorRenderSystem : public ImpureSystem
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{
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{
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public:
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public:
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EditorRenderSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
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EditorRenderSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame);
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virtual void Update(double dt) override;
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virtual void Update(double dt) override;
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@@ -20,5 +20,5 @@ private:
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EventRelay<EditorRenderSystem, Events::SetCamera> m_ESetCamera;
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EventRelay<EditorRenderSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(Events::SetCamera& e);
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bool OnSetCamera(Events::SetCamera& e);
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void enqueueModel(RenderScene& scene, EntityWrapper entity, const glm::mat4& modelMatrix, const std::string& modelResource, bool wireframe);
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void enqueueModel(RenderScene& scene, EntityWrapper entity, const glm::mat4& modelMatrix, const std::string& modelResource, ComponentWrapper cModel, bool wireframe);
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};
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};
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@@ -1,7 +1,7 @@
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#include "Editor/EditorRenderSystem.h"
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#include "Editor/EditorRenderSystem.h"
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EditorRenderSystem::EditorRenderSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame)
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EditorRenderSystem::EditorRenderSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame)
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: System(world, eventBroker)
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: System(params)
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, m_Renderer(renderer)
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, m_Renderer(renderer)
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, m_RenderFrame(renderFrame)
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, m_RenderFrame(renderFrame)
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{
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{
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@@ -24,8 +24,9 @@ void EditorRenderSystem::Update(double dt)
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if (cameras != nullptr) {
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if (cameras != nullptr) {
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for (auto& cCamera : *cameras) {
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for (auto& cCamera : *cameras) {
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EntityWrapper entity(m_World, cCamera.EntityID);
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EntityWrapper entity(m_World, cCamera.EntityID);
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entity["Model"]["Resource"] = "Models/Widgets/Camera.mesh";
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glm::mat4 modelMatrix = Transform::ModelMatrix(entity);
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glm::mat4 modelMatrix = Transform::ModelMatrix(entity);
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enqueueModel(scene, entity, modelMatrix, "Models/Camera.mesh", false);
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enqueueModel(scene, entity, modelMatrix, "Models/Widgets/Camera.mesh", entity["Model"], false);
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}
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}
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}
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}
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@@ -36,7 +37,8 @@ void EditorRenderSystem::Update(double dt)
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glm::vec3 absPosition = Transform::AbsolutePosition(entity) + (glm::vec3)cAABB["Origin"];
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glm::vec3 absPosition = Transform::AbsolutePosition(entity) + (glm::vec3)cAABB["Origin"];
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glm::vec3 absScale = Transform::AbsoluteScale(entity) * (glm::vec3)cAABB["Size"];
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glm::vec3 absScale = Transform::AbsoluteScale(entity) * (glm::vec3)cAABB["Size"];
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glm::mat4 modelMatrix = glm::translate(absPosition) * glm::scale(absScale);
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glm::mat4 modelMatrix = glm::translate(absPosition) * glm::scale(absScale);
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enqueueModel(scene, entity, modelMatrix, "Models/Core/UnitCube.mesh", true);
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entity["Model"]["Resource"] = "Models/Core/UnitCube.mesh";
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enqueueModel(scene, entity, modelMatrix, "Models/Core/UnitCube.mesh", entity["Model"], true);
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}
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}
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}
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}
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@@ -56,7 +58,7 @@ bool EditorRenderSystem::OnSetCamera(Events::SetCamera& e)
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return true;
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return true;
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}
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}
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void EditorRenderSystem::enqueueModel(RenderScene& scene, EntityWrapper entity, const glm::mat4& modelMatrix, const std::string& modelResource, bool wireframe)
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void EditorRenderSystem::enqueueModel(RenderScene& scene, EntityWrapper entity, const glm::mat4& modelMatrix, const std::string& modelResource, ComponentWrapper cModel, bool wireframe)
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{
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{
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Model* model;
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Model* model;
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try {
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try {
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@@ -72,27 +74,19 @@ void EditorRenderSystem::enqueueModel(RenderScene& scene, EntityWrapper entity,
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}
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}
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for (auto matGroup : model->MaterialGroups()) {
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for (auto matGroup : model->MaterialGroups()) {
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std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>();
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std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(
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modelJob->Model = model;
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model,
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modelJob->TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
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m_Camera,
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modelJob->DiffuseTexture = matGroup.Texture.get();
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modelMatrix,
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modelJob->NormalTexture = nullptr;
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matGroup,
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modelJob->SpecularTexture = nullptr;
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cModel,
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modelJob->IncandescenceTexture = nullptr;
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m_World,
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modelJob->DiffuseColor = matGroup.DiffuseColor;
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glm::vec4(1.f, 1.f, 1.f, 1.f),
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modelJob->SpecularColor = matGroup.SpecularColor;
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0.f,
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modelJob->IncandescenceColor = matGroup.IncandescenceColor;
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false
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modelJob->StartIndex = matGroup.StartIndex;
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));
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modelJob->EndIndex = matGroup.EndIndex;
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modelJob->Matrix = modelMatrix;
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modelJob->Entity = entity.ID;
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glm::vec3 abspos = Transform::AbsolutePosition(entity);
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glm::vec3 worldpos = glm::vec3(m_Camera->ViewMatrix() * glm::vec4(abspos, 1));
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modelJob->Depth = worldpos.z;
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modelJob->World = m_World;
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modelJob->Wireframe = wireframe;
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modelJob->Wireframe = wireframe;
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scene.Jobs.OpaqueObjects.push_back(modelJob);
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scene.OpaqueObjects.push_back(modelJob);
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}
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}
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}
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}
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@@ -429,6 +429,12 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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if (modelJob) {
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if (modelJob) {
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//bind forward program
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//bind forward program
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//TODO: JOHAN/TOBIAS: Bind shader based on ModelJob->ShaderID;
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//TODO: JOHAN/TOBIAS: Bind shader based on ModelJob->ShaderID;
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RenderState jobState;
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if (modelJob->Wireframe) {
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jobState.Disable(GL_CULL_FACE);
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jobState.PolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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switch (modelJob->Type) {
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switch (modelJob->Type) {
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case RawModel::MaterialType::Basic:
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case RawModel::MaterialType::Basic:
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case RawModel::MaterialType::SingleTextures:
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case RawModel::MaterialType::SingleTextures:
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@@ -917,8 +923,6 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
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} else {
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} else {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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if (modelJob) {
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RenderState jobState;
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//bind forward program
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//bind forward program
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m_ForwardPlusProgram->Bind();
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m_ForwardPlusProgram->Bind();
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glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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@@ -982,10 +986,6 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
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}
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}
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jobState.Disable(GL_CULL_FACE);
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jobState.PolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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//draw
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//draw
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glBindVertexArray(modelJob->Model->VAO);
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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