First iteration of GUI code. GUI is rendered on top of everything, world still separate.
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+14
-9
@@ -52,6 +52,8 @@
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#include "Physics/CBoxShape.h"
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#include "Physics/ESetImpulse.h"
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#include "GUI/Frame.h"
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#include "GUI/TextureFrame.h"
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namespace dd
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{
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@@ -68,6 +70,16 @@ public:
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m_Renderer->SetResolution(Rectangle(0, 0, 675, 1080));
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m_Renderer->Initialize();
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m_FrameStack = new GUI::Frame(m_EventBroker.get());
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m_FrameStack->Width = 1920;
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m_FrameStack->Height = 1080;
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{
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auto button = new GUI::TextureFrame(m_FrameStack, "SuperButt");
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button->SetTexture("Textures/Test/TestBrick_Diffuse.png");
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button->Width = 100;
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button->Height = 25;
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}
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m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
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m_World = std::make_shared<World>(m_EventBroker);
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@@ -250,13 +262,6 @@ public:
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// if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
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// ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
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// }
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//
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//TODO Fill up the renderQueue with models (Temp fix)
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// TEMPAddToRenderQueue();
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// Render scene
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//TODO send renderqueue to draw.
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// m_Renderer->Draw(m_RendererQueue);
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if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
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ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
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@@ -264,6 +269,7 @@ public:
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//TODO Fill up the renderQueue with models (Temp fix)
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TEMPAddToRenderQueue();
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m_FrameStack->DrawLayered(m_RendererQueue);
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// Render scene
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//TODO send renderqueue to draw.
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@@ -374,7 +380,6 @@ public:
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = modelMatrix;
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job.Color = color;
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job.fileName = fileName;
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m_RendererQueue.Deferred.Add(job);
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}
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@@ -409,8 +414,8 @@ public:
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}
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private:
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std::shared_ptr<ResourceManager> m_ResourceManager;
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std::shared_ptr<EventBroker> m_EventBroker;
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GUI::Frame* m_FrameStack = nullptr;
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std::shared_ptr<Renderer> m_Renderer;
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RenderQueueCollection m_RendererQueue;
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std::shared_ptr<InputManager> m_InputManager;
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@@ -22,8 +22,9 @@
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#include <cstdint>
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#include <forward_list>
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#include "Texture.h"
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#include "Model.h"
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#include "Core/Util/Rectangle.h"
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#include "Core/Texture.h"
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#include "Core/Model.h"
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namespace dd
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{
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@@ -52,8 +53,8 @@ struct ModelJob : RenderJob
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unsigned int ShaderID;
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unsigned int TextureID;
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std::string fileName;
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glm::mat4 ProjectionMatrix;
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glm::mat4 ViewMatrix;
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glm::mat4 ModelMatrix;
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GLuint DiffuseTexture;
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GLuint NormalTexture;
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@@ -90,6 +91,8 @@ struct SpriteJob : RenderJob
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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;
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glm::mat4 ModelMatrix;
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GLuint DiffuseTexture;
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GLuint NormalTexture;
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@@ -115,6 +118,17 @@ struct PointLightJob : RenderJob
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}
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};
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struct FrameJob : SpriteJob
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{
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Rectangle Scissor;
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Rectangle Viewport;
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void CalculateHash() override
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{
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Hash = 0;
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}
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};
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class RenderQueue
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{
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public:
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@@ -153,12 +167,14 @@ struct RenderQueueCollection
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RenderQueue Deferred;
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RenderQueue Forward;
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RenderQueue Lights;
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RenderQueue GUI;
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void Clear()
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{
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Deferred.Clear();
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Forward.Clear();
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Lights.Clear();
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GUI.Clear();
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}
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void Sort()
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@@ -166,6 +182,7 @@ struct RenderQueueCollection
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Deferred.Sort();
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Forward.Sort();
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Lights.Sort();
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GUI.Sort();
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}
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};
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@@ -101,6 +101,7 @@ private:
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void DrawForward(RenderQueue &objects, RenderQueue &lights);
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void DrawScene(RenderQueue &objects, ShaderProgram &program);
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void DrawLightSpheres(RenderQueue &lights);
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void DrawGUI(RenderQueue& rq);
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void DebugKeys();
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};
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@@ -66,7 +66,8 @@ struct Rectangle
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Height = bottom - Y;
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}
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Rectangle& operator+=(const Rectangle &rhs) {
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Rectangle& operator+=(const Rectangle &rhs)
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{
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SetLeft(std::min(Left(), rhs.Left()));
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SetRight(std::max(Right(), rhs.Right()));
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SetTop(std::min(Top(), rhs.Top()));
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