Separated OpenGL specific code into its own "compilation unit"
This commit is contained in:
+4
-1
@@ -2,7 +2,6 @@ cmake_minimum_required(VERSION 3.0)
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project(daydream)
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project(daydream)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
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set(CMAKE_INCLUDE_PATH ${CMAKE_INCLUDE_PATH} "${PROJECT_SOURCE_DIR}/deps/include")
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set(CMAKE_INCLUDE_PATH ${CMAKE_INCLUDE_PATH} "${PROJECT_SOURCE_DIR}/deps/include")
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@@ -24,6 +23,10 @@ endif()
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set(BUILD_SHARED_LIBS FALSE)
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set(BUILD_SHARED_LIBS FALSE)
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include_directories(${PROJECT_SOURCE_DIR}/include)
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include_directories(${PROJECT_SOURCE_DIR}/include)
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# Compiling for OpenGL target
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include_directories(${PROJECT_SOURCE_DIR}/include/Rendering/OpenGL)
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# Compiling for DirectX target
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#include_directories(${PROJECT_SOURCE_DIR}/include/Rendering/DirectX)
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#set(GLEW_INCLUDE_DIR ${daydream_SOURCE_DIR}/libs/glew-1.11.0/include)
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#set(GLEW_INCLUDE_DIR ${daydream_SOURCE_DIR}/libs/glew-1.11.0/include)
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#set(GLEW_LIBRARY ${daydream_SOURCE_DIR}/libs/glew-1.11.0/lib/Release/glew32.lib)
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#set(GLEW_LIBRARY ${daydream_SOURCE_DIR}/libs/glew-1.11.0/lib/Release/glew32.lib)
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@@ -1,102 +0,0 @@
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#ifndef BGFXRenderer_h__
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#define BGFXRenderer_h__
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#include <bgfx.h>
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#include <bgfxplatform.h>
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#include "Util/Rectangle.h"
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#include "Core/Camera.h"
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#include "Core/RenderQueue.h"
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namespace dd
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{
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class BGFXRenderer
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{
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public:
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GLFWwindow* Window() const { return m_Window; }
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Rectangle Resolution() const { return m_Resolution; }
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void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; }
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bool Fullscreen() { return m_Fullscreen; }
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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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//void SetViewport(const Rectangle& viewport) { m_Viewport = viewport; }
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//void SetScissor(const Rectangle& scissor) { m_Scissor = scissor; }
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const dd::Camera* Camera() const { return m_Camera; }
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void SetCamera(const dd::Camera* camera)
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{
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if (camera == nullptr) {
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m_Camera = m_DefaultCamera.get();
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} else {
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m_Camera = camera;
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}
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}
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void Initialize()
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{
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// Initialize GLFW
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if (!glfwInit()) {
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LOG_ERROR("GLFW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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// Create a window
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GLFWmonitor* monitor = nullptr;
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if (m_Fullscreen) {
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monitor = glfwGetPrimaryMonitor();
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}
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glfwWindowHint(GLFW_SAMPLES, 8);
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m_Window = glfwCreateWindow(m_Resolution.Width, m_Resolution.Height, "daydream", monitor, nullptr);
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if (!m_Window) {
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LOG_ERROR("GLFW: Failed to create window");
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exit(EXIT_FAILURE);
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}
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//glfwMakeContextCurrent(m_Window);
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// Initialize GLEW
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// if (glewInit() != GLEW_OK) {
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// LOG_ERROR("GLEW: Initialization failed");
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// exit(EXIT_FAILURE);
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// }
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//LOG_ERROR("STUFF");
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// Initialize bgfx
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bgfx::glfwSetWindow(m_Window);
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bgfx::init(bgfx::RendererType::OpenGL, BGFX_PCI_ID_NONE, 0, nullptr, nullptr);
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bgfx::reset(m_Resolution.Width, m_Resolution.Height, BGFX_RESET_NONE);
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bgfx::setDebug(BGFX_DEBUG_TEXT);
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bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
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std::stringstream ss;
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ss << bgfx::getRendererName(bgfx::getRendererType());
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#ifdef DEBUG
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ss << " DEBUG";
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#endif
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LOG_INFO(ss.str().c_str());
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glfwSetWindowTitle(m_Window, ss.str().c_str());
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}
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void Draw(RenderQueueCollection& rq)
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{
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bgfx::touch(0);
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bgfx::dbgTextClear();
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bgfx::dbgTextPrintf(0, 1, 0x4f, "daydream");
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bgfx::frame();
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}
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private:
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Rectangle m_Resolution = Rectangle(1280, 720);
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bool m_Fullscreen = false;
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bool m_VSYNC = false;
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std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr;
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const dd::Camera* m_Camera = nullptr;
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GLFWwindow* m_Window = nullptr;
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};
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}
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#endif
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@@ -21,12 +21,12 @@
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#include <Sound/CCollisionSound.h>
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#include <Sound/CCollisionSound.h>
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#include "ResourceManager.h"
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#include "ResourceManager.h"
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#include "OBJ.h"
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#include "Rendering/OBJ.h"
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#include "Model.h"
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#include "Rendering/Model.h"
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#include "Texture.h"
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#include "Rendering/Texture.h"
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#include "EventBroker.h"
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#include "EventBroker.h"
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#include "RenderQueue.h"
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#include "Rendering/RenderQueue.h"
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#include "Renderer.h"
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#include "Rendering/Renderer.h"
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#include "InputManager.h"
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#include "InputManager.h"
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//TODO: Remove includes that are only here for the temporary draw solution.
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//TODO: Remove includes that are only here for the temporary draw solution.
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#include "World.h"
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#include "World.h"
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@@ -23,8 +23,8 @@
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#include <forward_list>
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#include <forward_list>
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#include "Core/Util/Rectangle.h"
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#include "Core/Util/Rectangle.h"
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#include "Core/Texture.h"
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#include "Rendering/Texture.h"
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#include "Core/Model.h"
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#include "Rendering/Model.h"
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namespace dd
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namespace dd
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{
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{
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@@ -78,20 +78,6 @@ struct ModelJob : RenderJob
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}
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}
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};
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};
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struct BlendMapModelJob : ModelJob
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{
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GLuint BlendMapTextureRed;
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GLuint BlendMapTextureRedNormal;
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GLuint BlendMapTextureRedSpecular;
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GLuint BlendMapTextureGreen;
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GLuint BlendMapTextureGreenNormal;
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GLuint BlendMapTextureGreenSpecular;
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GLuint BlendMapTextureBlue;
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GLuint BlendMapTextureBlueNormal;
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GLuint BlendMapTextureBlueSpecular;
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float TextureRepeat;
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};
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struct SpriteJob : RenderJob
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struct SpriteJob : RenderJob
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{
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{
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unsigned int ShaderID;
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unsigned int ShaderID;
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+3
-3
@@ -9,9 +9,9 @@
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#include "Core/EKeyDown.h"
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#include "Core/EKeyDown.h"
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#include "Core/EKeyUp.h"
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#include "Core/EKeyUp.h"
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#include "Core/ResourceManager.h"
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#include "Core/ResourceManager.h"
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#include "Core/Renderer.h"
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#include "Rendering/Renderer.h"
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#include "Core/RenderQueue.h"
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#include "Rendering/RenderQueue.h"
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#include "Core/Texture.h"
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#include "Rendering/Texture.h"
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#include "Input/EInputCommand.h"
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#include "Input/EInputCommand.h"
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namespace dd
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namespace dd
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@@ -2,7 +2,7 @@
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#define GUI_TextureFrame_h__
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#define GUI_TextureFrame_h__
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#include "GUI/Frame.h"
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#include "GUI/Frame.h"
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#include "Core/Texture.h"
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#include "Rendering/Texture.h"
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namespace dd
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namespace dd
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{
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{
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@@ -20,7 +20,7 @@
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#define Components_PointLight_h__
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#define Components_PointLight_h__
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#include "Core/Component.h"
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#include "Core/Component.h"
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#include "Core/Color.h"
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#include "Rendering/Color.h"
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namespace dd
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namespace dd
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{
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{
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Executable → Regular
@@ -30,7 +30,7 @@
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#include <boost/filesystem/path.hpp>
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#include <boost/filesystem/path.hpp>
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#include <boost/program_options.hpp>
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#include <boost/program_options.hpp>
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#include "ResourceManager.h"
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#include "Core/ResourceManager.h"
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namespace dd
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namespace dd
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{
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{
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@@ -34,8 +34,8 @@
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#include <boost/filesystem/path.hpp>
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#include <boost/filesystem/path.hpp>
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#include "Core/ResourceManager.h"
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#include "Core/ResourceManager.h"
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#include "Core/Texture.h"
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#include "Rendering/Texture.h"
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#include "Core/Skeleton.h"
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#include "Rendering/Skeleton.h"
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namespace dd
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namespace dd
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{
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{
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@@ -19,16 +19,16 @@
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#ifndef DD_RENDERER_H__
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#ifndef DD_RENDERER_H__
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#define DD_RENDERER_H__
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#define DD_RENDERER_H__
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#include "Util/Rectangle.h"
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#include "Core/Util/Rectangle.h"
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#include "Rendering/Camera.h"
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#include "Rendering/RenderQueue.h"
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#include "Rendering/ShaderProgram.h"
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#include "Core/System.h"
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#include "Core/System.h"
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#include "Core/CTransform.h"
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#include "Core/CTransform.h"
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#include "Core/CTemplate.h"
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#include "Core/CTemplate.h"
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#include "Core/EventBroker.h"
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#include "Core/EventBroker.h"
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#include "Core/World.h"
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#include "Core/World.h"
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#include "Game/EScreenShake.h"
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#include "Game/EScreenShake.h"
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#include "Camera.h"
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#include "RenderQueue.h"
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#include "ShaderProgram.h"
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namespace dd
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namespace dd
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{
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{
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@@ -27,7 +27,7 @@
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#include <boost/filesystem.hpp>
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#include <boost/filesystem.hpp>
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#include <boost/filesystem/path.hpp>
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#include <boost/filesystem/path.hpp>
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#include "ResourceManager.h"
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#include "Core/ResourceManager.h"
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namespace dd
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namespace dd
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{
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{
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@@ -23,8 +23,8 @@
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#include <unordered_map>
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#include <unordered_map>
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#include <cstdio>
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#include <cstdio>
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#include "ResourceManager.h"
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#include "Core/ResourceManager.h"
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#include "PNG.h"
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#include "Rendering/PNG.h"
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namespace dd
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namespace dd
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{
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{
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@@ -0,0 +1,210 @@
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/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Daydream Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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|
GNU Lesser General Public License for more details.
|
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You should have received a copy of the GNU Lesser General Public License
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|
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef RenderQueue_h__
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#define RenderQueue_h__
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#include <cstdint>
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#include <forward_list>
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#include "Core/Util/Rectangle.h"
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#include "Rendering/Texture.h"
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#include "Rendering/Model.h"
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namespace dd
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{
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class RenderQueue;
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struct RenderJob
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|
{
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friend class RenderQueue;
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|
float Depth;
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protected:
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|
uint64_t Hash;
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|
virtual void CalculateHash() = 0;
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|
bool operator<(const RenderJob& rhs)
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|
{
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return this->Hash < rhs.Hash;
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|
}
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};
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|
struct ModelJob : RenderJob
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|
{
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|
unsigned int ShaderID;
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unsigned int TextureID;
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||||||
|
glm::mat4 ProjectionMatrix;
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||||||
|
glm::mat4 ViewMatrix;
|
||||||
|
glm::mat4 ModelMatrix;
|
||||||
|
GLuint DiffuseTexture;
|
||||||
|
GLuint NormalTexture;
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||||||
|
GLuint SpecularTexture;
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|
float Shininess;
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|
glm::vec4 Color;
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||||||
|
GLuint VAO;
|
||||||
|
GLuint ElementBuffer;
|
||||||
|
unsigned int StartIndex;
|
||||||
|
unsigned int EndIndex;
|
||||||
|
|
||||||
|
void CalculateHash() override
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||||||
|
{
|
||||||
|
Hash = TextureID;
|
||||||
|
}
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||||||
|
};
|
||||||
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||||||
|
struct BlendMapModelJob : ModelJob
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||||||
|
{
|
||||||
|
GLuint BlendMapTextureRed;
|
||||||
|
GLuint BlendMapTextureRedNormal;
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||||||
|
GLuint BlendMapTextureRedSpecular;
|
||||||
|
GLuint BlendMapTextureGreen;
|
||||||
|
GLuint BlendMapTextureGreenNormal;
|
||||||
|
GLuint BlendMapTextureGreenSpecular;
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||||||
|
GLuint BlendMapTextureBlue;
|
||||||
|
GLuint BlendMapTextureBlueNormal;
|
||||||
|
GLuint BlendMapTextureBlueSpecular;
|
||||||
|
float TextureRepeat;
|
||||||
|
};
|
||||||
|
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||||||
|
struct SpriteJob : RenderJob
|
||||||
|
{
|
||||||
|
unsigned int ShaderID;
|
||||||
|
unsigned int TextureID;
|
||||||
|
|
||||||
|
glm::mat4 ProjectionMatrix;
|
||||||
|
glm::mat4 ViewMatrix;
|
||||||
|
glm::mat4 ModelMatrix;
|
||||||
|
GLuint DiffuseTexture;
|
||||||
|
GLuint NormalTexture;
|
||||||
|
GLuint SpecularTexture;
|
||||||
|
glm::vec4 Color;
|
||||||
|
|
||||||
|
void CalculateHash() override
|
||||||
|
{
|
||||||
|
Hash = TextureID;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
struct PointLightJob : RenderJob
|
||||||
|
{
|
||||||
|
glm::vec3 Position;
|
||||||
|
glm::vec3 SpecularColor = glm::vec3(1, 1, 1);
|
||||||
|
glm::vec3 DiffuseColor = glm::vec3(1, 1, 1);
|
||||||
|
float Radius = 1.f;
|
||||||
|
|
||||||
|
void CalculateHash() override
|
||||||
|
{
|
||||||
|
Hash = 0;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
struct FrameJob : SpriteJob
|
||||||
|
{
|
||||||
|
Rectangle Scissor;
|
||||||
|
Rectangle Viewport;
|
||||||
|
std::string Name;
|
||||||
|
|
||||||
|
void CalculateHash() override
|
||||||
|
{
|
||||||
|
Hash = 0;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
struct WaterParticleJob : RenderJob
|
||||||
|
{
|
||||||
|
glm::vec3 Position;
|
||||||
|
glm::vec4 Color;
|
||||||
|
glm::mat4 ModelMatrix;
|
||||||
|
|
||||||
|
void CalculateHash() override
|
||||||
|
{
|
||||||
|
Hash = 0;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
class RenderQueue
|
||||||
|
{
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Clear()
|
||||||
|
{
|
||||||
|
Jobs.clear();
|
||||||
|
m_Size = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
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
|
||||||
|
{
|
||||||
|
RenderQueue Deferred;
|
||||||
|
RenderQueue Forward;
|
||||||
|
RenderQueue Lights;
|
||||||
|
RenderQueue GUI;
|
||||||
|
|
||||||
|
void Clear()
|
||||||
|
{
|
||||||
|
Deferred.Clear();
|
||||||
|
Forward.Clear();
|
||||||
|
Lights.Clear();
|
||||||
|
GUI.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Sort()
|
||||||
|
{
|
||||||
|
Deferred.Sort();
|
||||||
|
Forward.Sort();
|
||||||
|
Lights.Sort();
|
||||||
|
GUI.Sort();
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // RenderQueue_h__
|
||||||
+14
-2
@@ -53,6 +53,16 @@ file(GLOB SOURCE_FILES_Rendering
|
|||||||
"Rendering/*.cpp"
|
"Rendering/*.cpp"
|
||||||
)
|
)
|
||||||
source_group(Rendering FILES ${SOURCE_FILES_Rendering})
|
source_group(Rendering FILES ${SOURCE_FILES_Rendering})
|
||||||
|
file(GLOB SOURCE_FILES_Rendering_OpenGL
|
||||||
|
"${INCLUDE_PATH}/Rendering/OpenGL/Rendering/*.h"
|
||||||
|
"Rendering/OpenGL/*.cpp"
|
||||||
|
)
|
||||||
|
source_group(Rendering\\OpenGL FILES ${SOURCE_FILES_Rendering_OpenGL})
|
||||||
|
file(GLOB SOURCE_FILES_Rendering_DirectX
|
||||||
|
"${INCLUDE_PATH}/Rendering/DirectX/Rendering/*.h"
|
||||||
|
"Rendering/DirectX/*.cpp"
|
||||||
|
)
|
||||||
|
source_group(Rendering\\DirectX FILES ${SOURCE_FILES_Rendering_DirectX})
|
||||||
|
|
||||||
file(GLOB SOURCE_FILES_Transform
|
file(GLOB SOURCE_FILES_Transform
|
||||||
"${INCLUDE_PATH}/Transform/*.h"
|
"${INCLUDE_PATH}/Transform/*.h"
|
||||||
@@ -61,8 +71,8 @@ file(GLOB SOURCE_FILES_Transform
|
|||||||
source_group(Transform FILES ${SOURCE_FILES_Transform})
|
source_group(Transform FILES ${SOURCE_FILES_Transform})
|
||||||
|
|
||||||
file(GLOB SOURCE_FILES_Physics
|
file(GLOB SOURCE_FILES_Physics
|
||||||
"${INCLUDE_PATH}/Physics/*.h"
|
"${INCLUDE_PATH}/Physics/*.h"
|
||||||
"Physics/*.cpp"
|
"Physics/*.cpp"
|
||||||
)
|
)
|
||||||
source_group(Physics FILES ${SOURCE_FILES_Physics})
|
source_group(Physics FILES ${SOURCE_FILES_Physics})
|
||||||
|
|
||||||
@@ -94,6 +104,8 @@ set(SOURCE_FILES
|
|||||||
${SOURCE_FILES_Core_Util}
|
${SOURCE_FILES_Core_Util}
|
||||||
${SOURCE_FILES_Input}
|
${SOURCE_FILES_Input}
|
||||||
${SOURCE_FILES_Rendering}
|
${SOURCE_FILES_Rendering}
|
||||||
|
${SOURCE_FILES_Rendering_OpenGL}
|
||||||
|
${SOURCE_FILES_Rendering_DirectX}
|
||||||
${SOURCE_FILES_Transform}
|
${SOURCE_FILES_Transform}
|
||||||
${SOURCE_FILES_Physics}
|
${SOURCE_FILES_Physics}
|
||||||
${SOURCE_FILES_Game}
|
${SOURCE_FILES_Game}
|
||||||
|
|||||||
@@ -1,3 +0,0 @@
|
|||||||
#include "PrecompiledHeader.h"
|
|
||||||
#include "Core/BGFXRenderer.h"
|
|
||||||
|
|
||||||
Executable → Regular
+1
-1
@@ -17,7 +17,7 @@
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
#include "PrecompiledHeader.h"
|
#include "PrecompiledHeader.h"
|
||||||
#include "Core/Camera.h"
|
#include "Rendering/Camera.h"
|
||||||
|
|
||||||
dd::Camera::Camera(float aspectRatio, float yFOV, float nearClip, float farClip)
|
dd::Camera::Camera(float aspectRatio, float yFOV, float nearClip, float farClip)
|
||||||
{
|
{
|
||||||
@@ -17,7 +17,7 @@
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
#include "PrecompiledHeader.h"
|
#include "PrecompiledHeader.h"
|
||||||
#include "Core/OBJ.h"
|
#include "Rendering/OBJ.h"
|
||||||
|
|
||||||
bool dd::OBJ::LoadFromFile(std::string filename)
|
bool dd::OBJ::LoadFromFile(std::string filename)
|
||||||
{
|
{
|
||||||
Executable → Regular
+1
-1
@@ -17,7 +17,7 @@
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
#include "PrecompiledHeader.h"
|
#include "PrecompiledHeader.h"
|
||||||
#include "Core/Model.h"
|
#include "Rendering/Model.h"
|
||||||
|
|
||||||
dd::Model::Model(std::string fileName)
|
dd::Model::Model(std::string fileName)
|
||||||
{
|
{
|
||||||
Executable → Regular
+1
-1
@@ -17,7 +17,7 @@
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
#include "PrecompiledHeader.h"
|
#include "PrecompiledHeader.h"
|
||||||
#include "Core/Renderer.h"
|
#include "Rendering/Renderer.h"
|
||||||
|
|
||||||
void dd::Renderer::Initialize()
|
void dd::Renderer::Initialize()
|
||||||
{
|
{
|
||||||
@@ -17,7 +17,7 @@
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
#include "PrecompiledHeader.h"
|
#include "PrecompiledHeader.h"
|
||||||
#include "Core/ShaderProgram.h"
|
#include "Rendering/ShaderProgram.h"
|
||||||
|
|
||||||
void dd::Shader::Compile()
|
void dd::Shader::Compile()
|
||||||
{
|
{
|
||||||
Executable → Regular
+1
-1
@@ -17,7 +17,7 @@
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
#include "PrecompiledHeader.h"
|
#include "PrecompiledHeader.h"
|
||||||
#include "Core/Texture.h"
|
#include "Rendering/Texture.h"
|
||||||
|
|
||||||
dd::Texture::Texture(std::string path)
|
dd::Texture::Texture(std::string path)
|
||||||
{
|
{
|
||||||
Executable → Regular
+1
-1
@@ -17,7 +17,7 @@
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
#include "PrecompiledHeader.h"
|
#include "PrecompiledHeader.h"
|
||||||
#include "Core/PNG.h"
|
#include "Rendering/PNG.h"
|
||||||
|
|
||||||
dd::PNG::PNG(std::string path)
|
dd::PNG::PNG(std::string path)
|
||||||
{
|
{
|
||||||
@@ -17,7 +17,7 @@
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
#include "PrecompiledHeader.h"
|
#include "PrecompiledHeader.h"
|
||||||
#include "Core/Skeleton.h"
|
#include "Rendering/Skeleton.h"
|
||||||
|
|
||||||
int dd::Skeleton::CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix)
|
int dd::Skeleton::CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix)
|
||||||
{
|
{
|
||||||
Reference in New Issue
Block a user