Camera Switch event now working, Camera models Rotation still bugged
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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);
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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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}
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