Fixed some things, code up to styleguide
This commit is contained in:
+18
-25
@@ -16,8 +16,8 @@
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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 Renderer_h__
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#define Renderer_h__
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#ifndef DD_RENDERER_H__
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#define DD_RENDERER_H__
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#include "Util/Rectangle.h"
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#include "Camera.h"
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@@ -30,8 +30,6 @@ namespace dd
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class Renderer
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{
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public:
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//Render();
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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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@@ -39,8 +37,6 @@ 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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//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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@@ -50,7 +46,6 @@ public:
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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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void Draw(RenderQueueCollection& rq);
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@@ -58,8 +53,6 @@ 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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//Rectangle m_Viewport;
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//Rectangle m_Scissor;
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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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@@ -67,13 +60,13 @@ private:
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std::string m_GLVendor;
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GLFWwindow* m_Window = nullptr;
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ShaderProgram* m_spDeferred1;
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ShaderProgram* m_spDeferred2;
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ShaderProgram* m_spDeferred3;
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ShaderProgram* m_spForward;
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ShaderProgram* m_spScreen;
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ShaderProgram*m_spWater;
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ShaderProgram*m_spWater2;
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ShaderProgram* m_SpDeferred1;
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ShaderProgram* m_SpDeferred2;
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ShaderProgram* m_SpDeferred3;
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ShaderProgram* m_SpForward;
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ShaderProgram* m_SpScreen;
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ShaderProgram* m_SpWater;
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ShaderProgram* m_SpWater2;
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GLuint m_ScreenQuad = 0;
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Model* m_UnitSphere = nullptr;
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@@ -82,22 +75,22 @@ private:
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Texture* m_StandardSpecular;
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Texture* m_WhiteSphereTexture;
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GLuint m_rbDepthBuffer = 0; //DepthBuffer Texture
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GLuint m_fbDeferred1 = 0; //Framebuffer for first pass
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GLuint m_RbDepthBuffer = 0; //DepthBuffer Texture
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GLuint m_FbDeferred1 = 0; //Framebuffer for first pass
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GLuint m_GDiffuse = 0; //Texture for diffuseColors
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GLuint m_GPosition = 0; //Texture for positions
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GLuint m_GNormal = 0; //Texture for normals
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GLuint m_GSpecular = 0; //Texture for specular
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GLuint m_fbDeferred2 = 0; //Framebuffer that handles the lighting pass
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GLuint m_tLighting = 0; //Texture for the lighting pass
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GLuint m_fbDeferred3 = 0; //Frambuffer for handling the last pass.
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GLuint m_tFinal = 0; //Final Texture to be printed to screen
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GLuint m_FbDeferred2 = 0; //Framebuffer that handles the lighting pass
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GLuint m_TLighting = 0; //Texture for the lighting pass
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GLuint m_FbDeferred3 = 0; //Frambuffer for handling the last pass.
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GLuint m_TFinal = 0; //Final Texture to be printed to screen
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GLuint m_Gwater = 0; //Water Color Texture
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GLuint m_BWater; //Water blur texture
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GLuint m_BWater2; //Water blur texture
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GLuint m_fbWater; //Waterpass Framebuffer
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GLuint m_fbWaterBlur; //Waterpass Framebuffer
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GLuint m_fbWaterBlur2; //Waterpass Framebuffer
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GLuint m_FbWater; //Waterpass Framebuffer
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GLuint m_FbWaterBlur; //Waterpass Framebuffer
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GLuint m_FbWaterBlur2; //Waterpass Framebuffer
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GLuint m_CurrentScreenBuffer = 0;
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void LoadShaders();
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@@ -66,8 +66,9 @@ private:
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std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
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void CreateBody(EntityID entity);
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void CreateParticleSystem(float radius);
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b2ParticleSystem* m_ParticleSystem;
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std::vector<b2ParticleSystem*> m_ParticleSystem;
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std::vector<b2ParticleGroup*> t_ParticleGroup;
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std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle;
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