Camera Switch event now working, Camera models Rotation still bugged
This commit is contained in:
+1
-1
Submodule assets updated: c5f674349a...008f727821
@@ -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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@@ -20,16 +20,6 @@ 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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@@ -40,8 +30,6 @@ 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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};
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@@ -41,7 +41,7 @@ struct ModelJob : RenderJob
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//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
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EntityID Entity;
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glm::mat4 ModelMatrix;
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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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@@ -71,7 +71,7 @@ struct TransparentModelJob : RenderJob
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//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
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EntityID Entity;
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glm::mat4 ModelMatrix;
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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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@@ -1,16 +1,52 @@
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#include "RenderSystem.h"
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#include "Rendering/RenderSystem.h"
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#include "Rendering/DebugCameraInputController.h"
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RenderSystem::RenderSystem(EventBroker* eventBrokerer, RenderQueueCollection* renderQueues)
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:ImpureSystem(eventBrokerer)
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{
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m_RenderQueues = renderQueues;
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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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bool RenderSystem::OnSetCamera(const Events::SetCamera &event)
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{
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m_CurrentCamera = event.Entity;
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return true;
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}
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void RenderSystem::SwitchCamera(EntityID entity)
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{
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m_CurrentCamera = entity;
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m_SwitchCamera = false;
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LOG_INFO("Switched to camera %i", m_CurrentCamera);
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}
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void RenderSystem::Initialize()
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{
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}
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void RenderSystem::UpdateViewMatrix(ComponentWrapper& cameraTransform)
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{
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glm::quat orientation = cameraTransform["Orientation"];
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glm::vec3 position = cameraTransform["Position"];
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m_ViewMatrix = glm::toMat4(glm::inverse(orientation)) * glm::translate(-position);
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}
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void RenderSystem::UpdateProjectionMatrix(ComponentWrapper& cameraComponent)
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{
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double fov = (double&)cameraComponent["FOV"];
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double aspectRatio = (double&)cameraComponent["AspectRatio"];
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double nearClip = (double&)cameraComponent["NearClip"];
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double farClip = (double&)cameraComponent["FarClip"];
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double fovY = atan(tan(glm::radians(fov)/2.0) * aspectRatio) * 2.0;
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m_ProjectionMatrix = glm::perspective(fovY, aspectRatio, nearClip, farClip);
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}
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glm::vec3 RenderSystem::AbsolutePosition(World* world, EntityID entity)
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@@ -57,6 +93,7 @@ glm::vec3 RenderSystem::AbsoluteScale(World* world, EntityID entity)
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return scale;
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}
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glm::mat4 RenderSystem::ModelMatrix(World* world, EntityID entity)
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{
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glm::vec3 position = AbsolutePosition(world, entity);
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@@ -101,10 +138,10 @@ void RenderSystem::FillModels(World* world, RenderQueue* renderQueue)
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job.Model = model;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
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job.Matrix = m_ProjectionMatrix * m_ViewMatrix * (model->m_Matrix * ModelMatrix(world, modelC.EntityID));
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job.Color = color;
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job.Entity = modelC.EntityID;
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job.Depth = 10.f; //insert real viewspace depth here
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renderQueue->Add(job);
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@@ -117,24 +154,79 @@ void RenderSystem::FillModels(World* world, RenderQueue* renderQueue)
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job.Model = model;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
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job.Matrix = m_ProjectionMatrix * m_ViewMatrix * (model->m_Matrix * ModelMatrix(world, modelC.EntityID));
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job.Color = color;
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//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
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job.Entity = modelC.EntityID;
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renderQueue->Add(job);
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}
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}
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}
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}
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bool RenderSystem::OnInputCommand(const Events::InputCommand& e)
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{
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if (e.Command == "SwitchCamera" && e.Value > 0) {
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m_SwitchCamera = true;
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return true;
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} else {
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return false;
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}
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}
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void RenderSystem::Update(World* world, double dt)
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{
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m_EventBroker->Process<RenderSystem>();
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static DebugCameraInputController<RenderSystem> firstPersonInputController(m_EventBroker, -1);
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if (m_SwitchCamera) {
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auto cameras = world->GetComponents("Camera");
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if (cameras != nullptr) {
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for (auto it = cameras->begin(); it != cameras->end(); it++) {
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if ((*it).EntityID == m_CurrentCamera) {
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it++;
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if (it != cameras->end()) {
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SwitchCamera((*it).EntityID);
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} else {
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SwitchCamera((*cameras->begin()).EntityID);
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}
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break;
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}
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}
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ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
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ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
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firstPersonInputController.SetOrientation((glm::quat)cameraTransform["Orientation"]);
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firstPersonInputController.SetPosition((glm::vec3)cameraTransform["Position"]);
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}
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}
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if(world->HasComponent(m_CurrentCamera, "Camera") && world->HasComponent(m_CurrentCamera, "Transform")) {
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ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
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ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
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firstPersonInputController.Update(dt);
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(glm::quat&)cameraTransform["Orientation"] = firstPersonInputController.Orientation();
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(glm::vec3&)cameraTransform["Position"] = firstPersonInputController.Position();
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UpdateProjectionMatrix(cameraComponent);
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UpdateViewMatrix(cameraTransform);
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} else {
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m_ProjectionMatrix = glm::perspective(glm::radians(40.f), 1.77f, 0.05f, 5000.f);
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m_ViewMatrix = glm::mat4();
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auto cameras = world->GetComponents("Camera");
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if (cameras != nullptr) {
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ComponentWrapper& cameraC = *cameras->begin();
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m_CurrentCamera = cameraC.EntityID;
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}
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}
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m_RenderQueues->Clear();
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FillModels(world, &m_RenderQueues->Forward);
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}
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@@ -8,6 +8,8 @@
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#include "../Core/ResourceManager.h"
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#include "ESetCamera.h"
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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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class RenderSystem : public ImpureSystem
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{
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@@ -20,14 +22,29 @@ public:
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static glm::quat AbsoluteOrientation(World* world, EntityID entity);
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static glm::vec3 AbsoluteScale(World* world, EntityID entity);
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private:
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RenderQueueCollection* m_RenderQueues;
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bool m_SwitchCamera = false;
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EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(const Events::SetCamera &event);
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EntityID m_CurrentCamera = -1;
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void SwitchCamera(EntityID entity);
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void Initialize();
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void UpdateViewMatrix(ComponentWrapper& cameraTransform);
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void UpdateProjectionMatrix(ComponentWrapper& cameraComponent);
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glm::mat4 m_ViewMatrix;
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glm::mat4 m_ProjectionMatrix;
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glm::mat4 ModelMatrix(World* world, EntityID entity);
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void FillModels(World* world, RenderQueue* renderQueue);
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EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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};
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#endif
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@@ -49,7 +49,6 @@ private:
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Texture* m_ErrorTexture;
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Texture* m_WhiteTexture;
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float m_CameraMoveSpeed;
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Model* m_ScreenQuad;
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Model* m_UnitQuad;
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@@ -1,6 +1,6 @@
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<c:Camera>
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<AspectRatio>1.77</AspectRatio>
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<FOV>90</FOV>
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<FOV>60.0</FOV>
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<NearClip>0.01</NearClip>
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<FarClip>5000</FarClip>
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</c:Camera>
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@@ -13,8 +13,22 @@
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<Entity>
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<Components>
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<c:Transform>
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<Scale X="1" Y="1" Z="1"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Camera.obj</Resource>
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</c:Model>
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<c:Camera>
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</c:Camera>
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</Components>
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</Entity>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="10" Y="5" Z="5"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Camera.obj</Resource>
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</c:Model>
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<c:Camera>
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</c:Camera>
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</Components>
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@@ -1,8 +1,6 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 Matrix;
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uniform vec4 Color;
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uniform sampler2D texture0;
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@@ -1,8 +1,6 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 Matrix;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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@@ -25,7 +23,7 @@ out VertexData{
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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gl_Position = Matrix * vec4(Position, 1.0);
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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@@ -1,8 +1,6 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 Matrix;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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@@ -22,7 +20,7 @@ out VertexData{
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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gl_Position = Matrix * vec4(Position, 1.0);
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Output.Position = Position;
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}
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@@ -42,9 +42,7 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
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m_BasicForwardProgram->Bind();
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "Matrix"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
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//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
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@@ -39,13 +39,6 @@ void DummyRenderer::Initialize()
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exit(EXIT_FAILURE);
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}
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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, 0));
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if (m_Camera == nullptr) {
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m_Camera = m_DefaultCamera;
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}
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glfwSwapInterval(m_VSYNC);
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}
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@@ -71,12 +71,8 @@ void PickingPass::Draw(RenderQueueCollection& rq)
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}
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}
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m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity;
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//Render picking stuff
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "Matrix"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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glBindVertexArray(modelJob->Model->VAO);
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@@ -96,15 +92,15 @@ void PickingPass::Draw(RenderQueueCollection& rq)
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int fbWidth;
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int fbHeight;
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glfwGetFramebufferSize(m_Renderer->Window(), &fbWidth, &fbHeight);
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Events::Picking pickEvent = Events::Picking(
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/* Events::Picking pickEvent = Events::Picking(
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&m_PickingBuffer,
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&m_DepthBuffer,
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m_Renderer->Camera()->ProjectionMatrix(),
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m_Renderer->Camera()->ViewMatrix(),
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Rectangle(fbWidth, fbHeight),
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&m_PickingColorsToEntity);
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&m_PickingColorsToEntity);*/
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m_EventBroker->Publish(pickEvent);
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//m_EventBroker->Publish(pickEvent);
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}
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void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
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@@ -4,12 +4,6 @@
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void Renderer::Initialize()
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{
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InitializeWindow();
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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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TEMPCreateLights();
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InitializeRenderPasses();
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@@ -90,10 +84,7 @@ 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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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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@@ -214,17 +205,17 @@ void Renderer::InitializeRenderPasses()
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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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// 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);
|
||||
// GLERROR("CalculateFrustum Error4");
|
||||
// //glDispatchCompute(5, 3, 1);
|
||||
// GLERROR("CalculateFrustum Error5");
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user