Fixed some things in gameworld and added a new skymap.
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+16
-3
@@ -18,7 +18,7 @@ Renderer::Renderer(std::shared_ptr<::ResourceManager> resourceManager)
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CAtt = 1.0f;
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LAtt = 0.0f;
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QAtt = 3.0f;
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m_ShadowMapRes = 2048*2;
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m_ShadowMapRes = 1;
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m_SunPosition = glm::vec3(0.f, 1.0f, 0.5f);
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m_SunTarget = glm::vec3(0, 0, 0);
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m_SunProjection_height = glm::vec2(-40.f, 40.f);
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@@ -163,7 +163,7 @@ void Renderer::LoadContent()
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FrameBufferTextures();
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m_sphereModel = ResourceManager->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj");
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m_Skybox = std::make_shared<Skybox>("Textures/Skybox/Sky34", "jpg");
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m_Skybox = std::make_shared<Skybox>("Textures/Skybox/sky36", "jpg");
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}
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void Renderer::Draw(double dt)
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@@ -369,6 +369,17 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
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glDepthMask(GL_TRUE);
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glEnable(GL_SCISSOR_TEST);
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//Sort forward rendering items by z value.
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for(auto job : rq.Forward)
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{
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glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
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glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
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glm::vec3 spritePos = glm::vec3(cameraMatrix * job->ModelMatrix * glm::vec4(1, 1, 1, 0));
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job->Depth = spritePos.z;
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}
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rq.Forward.Jobs.sort(Renderer::DepthSort);
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//DrawShadowMap(rq.Deferred);
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/*
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@@ -392,7 +403,7 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
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glCullFace(GL_BACK);
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glEnable(GL_DEPTH_TEST);
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//DrawSkybox();
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DrawSkybox();
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DrawFBOScene(rq.Deferred);
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/*
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@@ -512,6 +523,8 @@ void Renderer::ForwardRendering(RenderQueue &rq)
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continue;
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}
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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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if (spriteJob)
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{
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