Merge remote-tracking branch 'origin/master' into Forward+
# Conflicts: # include/Engine/Rendering/PickingPass.h # include/Engine/Rendering/Renderer.h # resources/Schema/Entities/Test.xml # src/Engine/Rendering/DrawScenePass.cpp # src/Engine/Rendering/PickingPass.cpp # src/Engine/Rendering/RenderQueueFactory.cpp # src/Engine/Rendering/Renderer.cpp
This commit is contained in:
@@ -26,13 +26,12 @@ public:
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glm::quat Orientation() const { return m_Orientation; }
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void SetOrientation(glm::quat val);
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/*float Pitch() const { return m_Pitch; }
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void Pitch(float val);
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float Yaw() const { return m_Yaw; }
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void Yaw(float val);*/
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glm::mat4 ProjectionMatrix() const { return m_ProjectionMatrix; }
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void SetProjectionMatrix(glm::mat4 val);
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glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
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void SetViewMatrix(glm::mat4 val);
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float AspectRatio() const { return m_AspectRatio; }
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void SetAspectRatio(float val);
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@@ -46,11 +45,10 @@ public:
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float FarClip() const { return m_FarClip; }
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void SetFarClip(float val);
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void UpdateViewMatrix();
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void UpdateProjectionMatrix();
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private:
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void UpdateViewMatrix();
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void UpdateProjectionMatrix();
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glm::vec3 m_Position;
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glm::quat m_Orientation;
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@@ -9,6 +9,9 @@ public:
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: FirstPersonInputController(eventBroker, playerID)
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{ }
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void SetPosition(const glm::vec3 position) { m_Position = position; }
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void SetOrientation(const glm::quat orientation) { m_Orientation = orientation; }
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const glm::vec3 Position() const { return m_Position; }
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void SetBaseSpeed(float speed) { m_BaseSpeed = speed; }
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@@ -18,7 +18,7 @@ public:
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(RenderQueueCollection& rq);
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void Draw(RenderScene& scene);
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//Getters
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@@ -17,7 +17,7 @@ public:
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(RenderQueueCollection& rq);
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void Draw(RenderScene& scene);
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//Getters
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@@ -25,12 +25,18 @@ public:
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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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static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j)
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{
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return (i->Depth < j->Depth);
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};
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Texture* m_WhiteTexture;
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const IRenderer* m_Renderer;
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ShaderProgram* m_BasicForwardProgram;
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};
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#endif
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@@ -9,7 +9,7 @@ class DummyRenderer : public IRenderer
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{
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public:
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virtual void Initialize() override;
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virtual void Draw(RenderQueueCollection& rq) override;
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virtual void Draw(RenderFrame& rq) override;
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};
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#endif
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@@ -1,74 +0,0 @@
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#ifndef Events_Picking_h__
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#define Events_Picking_h__
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#include "../OpenGL.h"
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#include "../GLM.h"
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#include "../Core/EventBroker.h"
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#include "Util/ScreenCoords.h"
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#include "FrameBuffer.h"
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#include "../Core/Entity.h"
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#include "Util/UnorderedMapVec2.h"
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namespace Events
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{
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/** Thrown Every frame, use functions to pick*/
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struct Picking : Event
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{
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public:
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Picking(FrameBuffer* pickingBuffer, GLuint* depthBuffer, glm::mat4 projectionMatrix, glm::mat4 viewMatrix, Rectangle resolution, const std::unordered_map<glm::vec2, EntityID>* pickingColorsToEntity)
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: PickingBuffer(pickingBuffer)
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, DepthBuffer(depthBuffer)
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, ProjectionMatrix(projectionMatrix)
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, ViewMatrix(viewMatrix)
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, Resolution(resolution)
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, PickingColorsToEntity(pickingColorsToEntity)
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{ }
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struct PickData
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{
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//Picked Entity
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EntityID Entity;
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//World position of the "pick"
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glm::vec3 Position;
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// Depth
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float Depth;
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};
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PickData Pick(glm::vec2 screenCoord) const
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{
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PickData pickData;
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// Invert screen y coordinate
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screenCoord.y = Resolution.Height - screenCoord.y;
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ScreenCoords::PixelData data = ScreenCoords::ToPixelData(screenCoord, PickingBuffer, *DepthBuffer);
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pickData.Depth = data.Depth;
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auto it = PickingColorsToEntity->find(glm::vec2(data.Color[0], data.Color[1]));
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if (it != PickingColorsToEntity->end()) {
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pickData.Entity = it->second;
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} else {
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pickData.Entity = EntityID_Invalid;
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}
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pickData.Position = ScreenCoords::ToWorldPos(screenCoord.x, screenCoord.y, data.Depth, Resolution, ProjectionMatrix, ViewMatrix);
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return pickData;
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}
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private:
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FrameBuffer* PickingBuffer;
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GLuint* DepthBuffer;
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const glm::mat4 ProjectionMatrix;
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const glm::mat4 ViewMatrix;
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const Rectangle Resolution;
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const std::unordered_map<glm::vec2, EntityID>* PickingColorsToEntity;
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};
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}
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#endif
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@@ -0,0 +1,23 @@
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#ifndef Events_SetCamera_h__
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#define Events_SetCamera_h__
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#include "../Core/EventBroker.h"
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#include "../Core/Entity.h"
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#include <string.h>
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namespace Events
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{
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struct SetCamera : Event
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{
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public:
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SetCamera() { };
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std::string Name;
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private:
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};
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}
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#endif
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@@ -10,9 +10,17 @@
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#include "RenderQueue.h"
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#include "Model.h"
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#include "../Core/World.h" //So temp
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#include "RenderQueueFactory.h" //So temp
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struct PickData
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{
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EntityID Entity;
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glm::vec3 Position; //World position
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float Depth;
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::Camera* Camera;
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const ::World* World;
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};
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class IRenderer
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{
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public:
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@@ -23,19 +31,19 @@ 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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::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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virtual void Draw(RenderFrame& rq) = 0;
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virtual PickData Pick(glm::vec2 screenCord) = 0;
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World* m_World; //Temp world, untill viktor merge.
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@@ -45,9 +53,9 @@ protected:
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bool m_VSYNC = false;
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int m_GLVersion[2];
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std::string m_GLVendor;
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::Camera* m_DefaultCamera;
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::Camera* m_Camera = nullptr;
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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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@@ -7,6 +7,7 @@
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#include "IRenderer.h"
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#include "LightCullingPassState.h"
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#include "ShaderProgram.h"
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#include "RenderQueue.h"
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class LightCullingPass
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@@ -15,9 +16,9 @@ public:
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LightCullingPass(IRenderer* renderer);
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~LightCullingPass();
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void GenerateNewFrustum();
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void CullLights();
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void FillLightList(RenderQueueCollection& rq);
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void GenerateNewFrustum(RenderScene& scene);
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void CullLights(RenderScene& scene);
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void FillLightList(RenderScene& scene);
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GLuint FrustumSSBO() const { return m_FrustumSSBO; }
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GLuint LightSSBO() const { return m_LightSSBO; }
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@@ -0,0 +1,55 @@
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#ifndef ModelJob_h__
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#define ModelJob_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 "Model.h"
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#include "RenderJob.h"
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#include "../Core/ResourceManager.h"
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#include "Camera.h"
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#include "../Core/World.h"
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struct ModelJob : RenderJob
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{
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::Model::MaterialGroup texGroup, ComponentWrapper modelComponent, World* world)
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: RenderJob()
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{
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Model = model;
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TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
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DiffuseTexture = texGroup.Texture.get();
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NormalTexture = texGroup.NormalMap.get();
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SpecularTexture = texGroup.SpecularMap.get();
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StartIndex = texGroup.StartIndex;
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EndIndex = texGroup.EndIndex;
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Matrix = matrix;
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Color = modelComponent["Color"];
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Entity = modelComponent.EntityID;
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World = world;
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};
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unsigned int TextureID;
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unsigned int ShaderID;
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EntityID Entity;
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glm::mat4 Matrix;
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const Texture* DiffuseTexture;
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const Texture* NormalTexture;
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const Texture* SpecularTexture;
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float Shininess = 0.f;
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glm::vec4 Color;
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const ::Model* Model = nullptr;
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unsigned int StartIndex = 0;
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unsigned int EndIndex = 0;
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World* World;
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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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#endif
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@@ -7,9 +7,9 @@
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#include "PickingPassState.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 "Util/UnorderedMapiVec2.h"
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#include "../Core/EventBroker.h"
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#include "EPicking.h"
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#include "../Core/World.h"
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@@ -22,15 +22,19 @@ public:
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(RenderQueueCollection& rq);
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void Draw(RenderScene& scene);
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void ClearPicking();
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//Getters
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const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
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const std::unordered_map<glm::vec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
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//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
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GLuint PickingTexture() const { return m_PickingTexture; }
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GLuint DepthBuffer() const { return m_DepthBuffer; }
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const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; }
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|
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|
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PickData Pick(glm::vec2 screenCoord);
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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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|
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@@ -39,13 +43,24 @@ private:
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const IRenderer* m_Renderer;
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ShaderProgram* m_PickingProgram;
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Camera* m_Camera;
|
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|
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std::unordered_map<glm::vec2, EntityID> m_PickingColorsToEntity;
|
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struct PickingInfo
|
||||
{
|
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EntityID Entity;
|
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const ::World* World;
|
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::Camera* Camera;
|
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};
|
||||
|
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std::unordered_map<glm::ivec2, PickingInfo> m_PickingColorsToEntity;
|
||||
|
||||
GLuint m_PickingTexture;
|
||||
GLuint m_DepthBuffer;
|
||||
|
||||
FrameBuffer m_PickingBuffer;
|
||||
|
||||
int m_ColorCounter[2];
|
||||
std::map<std::tuple<EntityID, const World*, Camera*>, glm::ivec2> m_EntityColors;
|
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};
|
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|
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#endif
|
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@@ -0,0 +1,36 @@
|
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#ifndef PointLightJob_h__
|
||||
#define PointLightJob_h__
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#include "../Common.h"
|
||||
#include "../GLM.h"
|
||||
#include "../Core/ComponentWrapper.h"
|
||||
#include "RenderJob.h"
|
||||
|
||||
struct PointLightJob : RenderJob
|
||||
{
|
||||
PointLightJob(ComponentWrapper transformComponent, ComponentWrapper pointLightComponent)
|
||||
: RenderJob()
|
||||
{
|
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Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f);
|
||||
Color = (glm::vec4)pointLightComponent["Color"];
|
||||
Radius = (double)pointLightComponent["Radius"];
|
||||
Intensity = (double)pointLightComponent["Intensity"];
|
||||
Falloff = (double)pointLightComponent["Falloff"];
|
||||
};
|
||||
|
||||
glm::vec4 Position;
|
||||
glm::vec4 Color;
|
||||
float Radius;
|
||||
float Intensity;
|
||||
float Falloff;
|
||||
float padding = 123;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -46,6 +46,7 @@ public:
|
||||
struct MaterialGroup
|
||||
{
|
||||
float Shininess;
|
||||
float Transparency;
|
||||
std::shared_ptr<::Texture> Texture;
|
||||
std::shared_ptr<::Texture> NormalMap;
|
||||
std::shared_ptr<::Texture> SpecularMap;
|
||||
|
||||
@@ -0,0 +1,32 @@
|
||||
#ifndef RenderJob_h__
|
||||
#define RenderJob_h__
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#include "../Common.h"
|
||||
#include "../GLM.h"
|
||||
#include "../Core/ComponentWrapper.h"
|
||||
#include "RenderQueue.h"
|
||||
|
||||
|
||||
struct RenderJob
|
||||
{
|
||||
friend class RenderQueue;
|
||||
|
||||
public:
|
||||
|
||||
float Depth;
|
||||
|
||||
protected:
|
||||
uint64_t Hash;
|
||||
|
||||
virtual void CalculateHash() = 0;
|
||||
|
||||
bool operator<(const RenderJob& rhs)
|
||||
{
|
||||
return this->Hash < rhs.Hash;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -8,61 +8,13 @@
|
||||
#include "../GLM.h"
|
||||
#include "../Core/Util/Rectangle.h"
|
||||
#include "../Core/Entity.h"
|
||||
#include "Camera.h"
|
||||
#include "RenderJob.h"
|
||||
#include "ModelJob.h"
|
||||
#include "PointLightJob.h"
|
||||
|
||||
class Model;
|
||||
class Skeleton;
|
||||
class Texture;
|
||||
class RenderQueue;
|
||||
|
||||
//TODO: Render: Remove obsolete RenderJobs and fix standard values on variables.
|
||||
|
||||
struct RenderJob
|
||||
{
|
||||
friend class RenderQueue;
|
||||
|
||||
float Depth;
|
||||
|
||||
protected:
|
||||
uint64_t Hash;
|
||||
|
||||
virtual void CalculateHash() = 0;
|
||||
|
||||
bool operator<(const RenderJob& rhs)
|
||||
{
|
||||
return this->Hash < rhs.Hash;
|
||||
}
|
||||
};
|
||||
|
||||
struct ModelJob : RenderJob
|
||||
{
|
||||
unsigned int ShaderID = 0;
|
||||
unsigned int TextureID = 0;
|
||||
|
||||
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
|
||||
EntityID Entity;
|
||||
|
||||
glm::mat4 ModelMatrix;
|
||||
const Texture* DiffuseTexture;
|
||||
const Texture* NormalTexture;
|
||||
const Texture* SpecularTexture;
|
||||
float Shininess = 0.f;
|
||||
glm::vec4 Color;
|
||||
const Model* Model = nullptr;
|
||||
unsigned int StartIndex = 0;
|
||||
unsigned int EndIndex = 0;
|
||||
|
||||
// Animation
|
||||
Skeleton* Skeleton = nullptr;
|
||||
bool NoRootMotion = true;
|
||||
std::string AnimationName;
|
||||
double AnimationTime = 0;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = TextureID;
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
struct SpriteJob : RenderJob
|
||||
{
|
||||
unsigned int ShaderID = 0;
|
||||
@@ -94,62 +46,53 @@ struct PointLightJob : RenderJob
|
||||
Hash = 0;
|
||||
}
|
||||
};
|
||||
*/
|
||||
|
||||
class RenderQueue
|
||||
struct RenderScene
|
||||
{
|
||||
public:
|
||||
template <typename T>
|
||||
void Add(T &job)
|
||||
{
|
||||
job.CalculateHash();
|
||||
Jobs.push_back(std::shared_ptr<T>(new T(job)));
|
||||
m_Size++;
|
||||
}
|
||||
|
||||
void Sort()
|
||||
{
|
||||
Jobs.sort();
|
||||
}
|
||||
::Camera* Camera;
|
||||
std::list<std::shared_ptr<RenderJob>> ForwardJobs;
|
||||
std::list<std::shared_ptr<RenderJob>> PointLightJobs;
|
||||
Rectangle Viewport;
|
||||
|
||||
void Clear()
|
||||
{
|
||||
Jobs.clear();
|
||||
m_Size = 0;
|
||||
ForwardJobs.clear();
|
||||
PointLightJobs.clear();
|
||||
}
|
||||
|
||||
int Size() const { return m_Size; }
|
||||
std::list<std::shared_ptr<RenderJob>>::const_iterator begin()
|
||||
{
|
||||
return Jobs.begin();
|
||||
}
|
||||
|
||||
std::list<std::shared_ptr<RenderJob>>::const_iterator end()
|
||||
{
|
||||
return Jobs.end();
|
||||
}
|
||||
|
||||
std::list<std::shared_ptr<RenderJob>> Jobs;
|
||||
|
||||
private:
|
||||
int m_Size = 0;
|
||||
};
|
||||
|
||||
struct RenderQueueCollection
|
||||
struct RenderFrame
|
||||
{
|
||||
RenderQueue Forward;
|
||||
RenderQueue Lights;
|
||||
public:
|
||||
|
||||
void Clear()
|
||||
{
|
||||
Forward.Clear();
|
||||
Lights.Clear();
|
||||
}
|
||||
void Add(RenderScene &scene)
|
||||
{
|
||||
RenderScenes.push_back(std::shared_ptr<RenderScene>(new RenderScene(scene)));
|
||||
m_Size++;
|
||||
}
|
||||
|
||||
void Sort()
|
||||
{
|
||||
Forward.Sort();
|
||||
Lights.Sort();
|
||||
}
|
||||
void Clear()
|
||||
{
|
||||
RenderScenes.clear();
|
||||
m_Size = 0;
|
||||
}
|
||||
|
||||
int Size() const { return m_Size; }
|
||||
std::list<std::shared_ptr<RenderScene>>::const_iterator begin()
|
||||
{
|
||||
return RenderScenes.begin();
|
||||
}
|
||||
|
||||
std::list<std::shared_ptr<RenderScene>>::const_iterator end()
|
||||
{
|
||||
return RenderScenes.end();
|
||||
}
|
||||
|
||||
std::list<std::shared_ptr<RenderScene>> RenderScenes;
|
||||
|
||||
private:
|
||||
int m_Size = 0;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,31 +0,0 @@
|
||||
#ifndef RenderQueueFactory_h__
|
||||
#define RenderQueueFactory_h__
|
||||
|
||||
#include "../Core/World.h"
|
||||
#include "RenderQueue.h"
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "Model.h"
|
||||
#include "../GLM.h"
|
||||
|
||||
class RenderQueueFactory
|
||||
{
|
||||
public:
|
||||
RenderQueueFactory();
|
||||
void Update(World* world);
|
||||
|
||||
RenderQueueCollection RenderQueues() const { return m_RenderQueues; }
|
||||
|
||||
static glm::vec3 AbsolutePosition(World* world, EntityID entity);
|
||||
static glm::quat AbsoluteOrientation(World* world, EntityID entity);
|
||||
static glm::vec3 AbsoluteScale(World* world, EntityID entity);
|
||||
|
||||
private:
|
||||
RenderQueueCollection m_RenderQueues;
|
||||
|
||||
void FillModels(World* world, RenderQueue* renderQueue);
|
||||
void FillLights(World* world, RenderQueue* renderQueue);
|
||||
|
||||
glm::mat4 ModelMatrix(World* world, EntityID entity);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,55 @@
|
||||
#ifndef RenderSystem_h__
|
||||
#define RenderSystem_h__
|
||||
|
||||
#include "../Core/System.h"
|
||||
#include "RenderQueue.h"
|
||||
#include "../GLM.h"
|
||||
#include "../OpenGL.h"
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "ESetCamera.h"
|
||||
#include "Model.h"
|
||||
#include "../Core/EKeyDown.h"
|
||||
#include "../Input/EInputCommand.h"
|
||||
#include "Camera.h"
|
||||
#include "ModelJob.h"
|
||||
#include "Renderer.h"
|
||||
#include "PointLightJob.h"
|
||||
#include "../Core/Transform.h"
|
||||
|
||||
class RenderSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
|
||||
|
||||
virtual void Update(World* world, double dt) override;
|
||||
|
||||
private:
|
||||
World* m_World = nullptr;
|
||||
const IRenderer* m_Renderer = nullptr;
|
||||
|
||||
RenderFrame* m_RenderFrame;
|
||||
bool m_SwitchCamera = false;
|
||||
Camera* m_Camera = nullptr;
|
||||
Camera* m_DefaultCamera = nullptr;
|
||||
|
||||
std::list<ComponentWrapper> m_CameraComponents;
|
||||
|
||||
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
|
||||
bool OnSetCamera(const Events::SetCamera &event);
|
||||
EntityID m_CurrentCamera = EntityID_Invalid;
|
||||
|
||||
void switchCamera(EntityID entity);
|
||||
|
||||
void updateCamera(World* world, double dt);
|
||||
void updateProjectionMatrix(ComponentWrapper& cameraComponent);
|
||||
glm::mat4 m_ViewMatrix;
|
||||
glm::mat4 m_ProjectionMatrix;
|
||||
|
||||
void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
|
||||
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
|
||||
bool OnInputCommand(const Events::InputCommand& e);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -12,34 +12,34 @@
|
||||
#include "../Core/World.h"
|
||||
#include "PickingPass.h"
|
||||
#include "DrawScenePass.h"
|
||||
#include "DebugCameraInputController.h"
|
||||
#include "LightCullingPass.h"
|
||||
#include "DrawFinalPass.h"
|
||||
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "EPicking.h"
|
||||
#include "ImGuiRenderPass.h"
|
||||
#include "Camera.h"
|
||||
#include "../Core/Transform.h"
|
||||
|
||||
class Renderer : public IRenderer
|
||||
{
|
||||
public:
|
||||
Renderer(EventBroker* eventBroker)
|
||||
Renderer(EventBroker* eventBroker, World* world)
|
||||
: m_EventBroker(eventBroker)
|
||||
, m_World(world)
|
||||
{ }
|
||||
|
||||
virtual void Initialize() override;
|
||||
virtual void Update(double dt) override;
|
||||
virtual void Draw(RenderQueueCollection& rq) override;
|
||||
virtual void Draw(RenderFrame& frame) override;
|
||||
|
||||
virtual PickData Pick(glm::vec2 screenCoord) override;
|
||||
|
||||
private:
|
||||
//----------------------Variables----------------------//
|
||||
EventBroker* m_EventBroker;
|
||||
|
||||
std::shared_ptr<DebugCameraInputController<Renderer>> m_DebugCameraInputController;
|
||||
World* m_World;
|
||||
|
||||
Texture* m_ErrorTexture;
|
||||
Texture* m_WhiteTexture;
|
||||
float m_CameraMoveSpeed;
|
||||
|
||||
Model* m_ScreenQuad;
|
||||
Model* m_UnitQuad;
|
||||
@@ -62,8 +62,7 @@ private:
|
||||
void DrawScreenQuad(GLuint textureToDraw);
|
||||
|
||||
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
|
||||
void FillDepth(RenderQueueCollection& rq);
|
||||
|
||||
void FillDepth(RenderScene& scene);
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||
//--------------------ShaderPrograms-------------------//
|
||||
ShaderProgram* m_BasicForwardProgram;
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
#pragma once
|
||||
#ifndef UnorderedMapiVec2_h__
|
||||
#define UnorderedMapiVec2_h__
|
||||
|
||||
#include <functional>
|
||||
#include <boost/functional/hash.hpp>
|
||||
#include <glm/vec2.hpp>
|
||||
|
||||
template<>
|
||||
struct std::hash<glm::ivec2>
|
||||
{
|
||||
inline std::size_t operator()(const glm::ivec2 &v) const
|
||||
{
|
||||
return boost::hash<float>()(v.x) ^ boost::hash<float>()(v.y);
|
||||
}
|
||||
|
||||
inline bool operator()(const glm::ivec2& a, const glm::ivec2& b)const
|
||||
{
|
||||
return a.x == b.x && a.y == b.y;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user