Restored to try anew.

This commit is contained in:
PlatinumSkink
2015-09-17 15:41:25 +02:00
parent b3335cff05
commit 53a9cbd4d8
11 changed files with 0 additions and 827 deletions
-3
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@@ -42,9 +42,6 @@
#include "Game/CBrick.h"
#include "Game/CPad.h"
#include "GUI/Frame.h"
#include "GUI/GameFrame.h"
#include "Physics/PhysicsSystem.h"
#include "Physics/CPhysics.h"
#include "Physics/CBoxShape.h"
-4
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@@ -88,10 +88,6 @@ struct SpriteJob : RenderJob
unsigned int ShaderID;
unsigned int TextureID;
//Niklas is trying to get Frames to work.
GLuint Texture;
//Niklas is trying to get Frames to work./end
glm::mat4 ModelMatrix;
GLuint DiffuseTexture;
GLuint NormalTexture;
-34
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@@ -51,32 +51,6 @@ public:
}
}
//Niklas is trying to implement Frames.
std::shared_ptr<dd::Camera> GetCamera() const { return m_FrameCamera; }
void SetCamera(const std::shared_ptr<dd::Camera> camera)
{
m_FrameCamera = camera;
}
void DrawFrame(RenderQueuePair &rq);
void DrawWorld(RenderQueuePair &rq);
void SetViewport(const Rectangle &viewport)
{
m_Viewport = viewport;
}
void SetScissor(const Rectangle &scissor)
{
m_Scissor = scissor;
}
int Width() const { return m_Width; }
int Height() const { return m_Height; }
//Niklas is trying to implement Frames.
void Initialize();
void Draw(RenderQueueCollection& rq);
@@ -90,14 +64,6 @@ private:
const dd::Camera* m_Camera = nullptr;
//Niklas is trying to implement Frames.
std::shared_ptr<dd::Camera> m_FrameCamera;
Rectangle m_Viewport;
Rectangle m_Scissor;
ShaderProgram m_ForwardRendering;
int m_Width = 1980, m_Height = 1080;
//Niklas is trying to implement Frames./end
int m_GLVersion[2];
std::string m_GLVendor;
GLFWwindow* m_Window = nullptr;
-24
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@@ -108,11 +108,6 @@ public:
@param resourceName Fully qualified name of the resource to fetch.
*/
//Niklas is trying to get frames to work.
template <typename T>
T* Load(std::string resourceType, std::string resourceName);
//Niklas is trying to get frames to work./end
template <typename T>
static T* Fetch(std::string resourceName);
@@ -168,25 +163,6 @@ T* ResourceManager::Load(std::string resourceName, Resource* parent /* = nullptr
return CreateResource<T>(resourceName, parent);
}
//Niklas is trying to get frames to work.
template <typename T>
T* ResourceManager::Load(std::string resourceType, std::string resourceName)
{
auto it = m_ResourceCache.find(std::make_pair(resourceType, resourceName));
if (it != m_ResourceCache.end())
return static_cast<T *>(it->second);
if (m_Preloading) {
LOG_INFO("Preloading resource \"%s\"", resourceName.c_str());
}
else {
LOG_WARNING("Hot-loading resource \"%s\"", resourceName.c_str());
}
return static_cast<T *>(CreateResource(resourceType, resourceName));
}
//Niklas is trying to get frames to work./end
template <typename T>
T* ResourceManager::Fetch(std::string resourceName)
{
-261
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@@ -1,261 +0,0 @@
//
// Created by Administrator on 2015-09-16.
//
#ifndef DAYDREAM_FRAME_H
#define DAYDREAM_FRAME_H
namespace dd
{
#include <memory>
#include <map>
#include "Core/Util/Rectangle.h"
#include "Core/EventBroker.h"
#include "Core/EKeyDown.h"
#include "Core/EKeyUp.h"
#include "Input/EInputCommand.h"
#include "Core/ResourceManager.h"
#include "Core/Renderer.h"
#include "Core/RenderQueue.h"
#include "Core/Texture.h"
class Frame : public Rectangle
{
public:
enum class Anchor
{
Left,
Right,
Top,
Bottom
};
static const int BaseWidth = 1280;
static const int BaseHeight = 720;
// Set up a base frame with an event broker
Frame(std::shared_ptr<dd::EventBroker> eventBroker, std::shared_ptr<dd::ResourceManager> resourceManager)
: EventBroker(eventBroker)
, ResourceManager(resourceManager)
, Rectangle()
, m_Parent(nullptr)
, m_Name("UIParent")
, m_Layer(0)
, m_Hidden(false)
{ Initialize(); }
// Create a frame as a child
Frame(Frame* parent, std::string name)
: m_Name(name)
, m_Layer(0)
, m_Hidden(false)
{ SetParent(parent); Initialize(); }
~Frame()
{
/*for (auto layer : m_Children)
{
for (auto child : layer.second)
{
delete child.second;
}
}
if (m_Parent)
{
m_Parent->RemoveChild(this);
}*/
}
dd::RenderQueuePair RenderQueue;
Frame* Parent() const { return m_Parent; }
void SetParent(Frame* parent)
{
if (parent == nullptr)
{
LOG_ERROR("Failed to create frame \"%s\": Invalid parent", m_Name.c_str());
return;
}
Width = parent->Width;
Height = parent->Height;
m_Layer = parent->Layer() + 1;
parent->AddChild(this);
m_Parent = parent;
EventBroker = parent->EventBroker;
ResourceManager = parent->ResourceManager;
}
void AddChild(Frame* child)
{
m_Children[child->m_Layer].insert(std::make_pair(child->Name(), child));
if (m_Parent)
{
m_Parent->AddChild(child);
}
}
void RemoveChild(Frame* child)
{
auto it = m_Children.find(child->m_Layer);
if (it != m_Children.end())
{
m_Children.erase(it);
}
if (m_Parent)
{
m_Parent->RemoveChild(child);
}
}
std::string Name() const { return m_Name; }
void SetName(std::string val) { m_Name = val; }
int Layer() const { return m_Layer; }
bool Hidden() const
{
if (m_Parent)
return m_Parent->Hidden() || m_Hidden;
else
return m_Hidden;
}
bool Visible() const
{
return !Hidden();
}
virtual void Hide() { m_Hidden = true; }
virtual void Show() { m_Hidden = false; }
int Left() const override
{
if (m_Parent)
return m_Parent->Left() + X;
else
return X;
}
int Right() const override
{
if (m_Parent)
return std::min(m_Parent->Right(), Left() + Width);
else
return Left() + Width;
}
int Top() const override
{
if (m_Parent)
return m_Parent->Top() + Y;
else
return Y;
}
int Bottom() const override
{
if (m_Parent)
return std::min(m_Parent->Bottom(), Top() + Height);
else
return Top() + Height;
}
glm::vec2 Scale()
{
if (m_Parent)
return m_Parent->Scale();
else
return glm::vec2(Width, Height) / glm::vec2(BaseWidth, BaseHeight);
}
Rectangle AbsoluteRectangle()
{
int left = Left();
if (m_Parent)
left = std::max(left, m_Parent->Left());
int top = Top();
if (m_Parent)
top = std::max(top, m_Parent->Top());
int width = Right() - left;
int height = Bottom() - top;
return Rectangle(left, top, width, height);
}
void UpdateLayered(double dt)
{
// Update ourselves
this->Update(dt);
// Update children
for (auto &pairLayer : m_Children)
{
auto children = pairLayer.second;
for (auto &pairChild : children)
{
auto child = pairChild.second;
child->Update(dt);
}
}
}
virtual void Update(double dt) { }
void DrawLayered(std::shared_ptr<Renderer> renderer)
{
if (this->Hidden())
return;
// Draw ourselves
renderer->SetScissor(AbsoluteRectangle());
this->Draw(renderer);
// Draw children
for (auto &pairLayer : m_Children)
{
auto children = pairLayer.second;
for (auto &pairChild : children)
{
auto child = pairChild.second;
if (child->Hidden())
continue;
Rectangle rect = child->AbsoluteRectangle();
renderer->SetScissor(rect);
child->Draw(renderer);
}
}
}
virtual void Draw(std::shared_ptr<Renderer> renderer) { }
protected:
std::shared_ptr<EventBroker> EventBroker;
std::shared_ptr<ResourceManager> ResourceManager;
std::string m_Name;
int m_Layer;
bool m_Hidden;
Frame* m_Parent;
typedef std::multimap<std::string, Frame*> Children_t; // name -> frame
std::map<int, Children_t> m_Children; // layer -> Children_t
virtual bool OnKeyDown(const dd::Events::KeyDown &event) { return false; }
virtual bool OnKeyUp(const dd::Events::KeyUp &event) { return false; }
//virtual bool OnMouseDown(const Events::KeyDown &event) { }
//virtual bool OnMouseUp(const Events::KeyDown &event) { }
virtual bool OnCommand(const dd::Events::InputCommand &event) { return false; }
private:
EventRelay<Frame, dd::Events::KeyDown> m_EKeyDown;
EventRelay<Frame, dd::Events::KeyUp> m_EKeyUp;
EventRelay<Frame, dd::Events::InputCommand> m_EInputCommand;
void Initialize()
{
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Frame::OnKeyDown);
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Frame::OnKeyUp);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Frame::OnCommand);
}
};
}
#endif //DAYDREAM_FRAME_H
-97
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@@ -1,97 +0,0 @@
//
// Created by Administrator on 2015-09-16.
//
#ifndef DAYDREAM_GAMEFRAME_H
#define DAYDREAM_GAMEFRAME_H
#include "GUI/Frame.h"
#include "GUI/MainMenuFrame.h"
//#include "GUI/WorldFrame.h"
#include "GUI/Viewport.h"
#include "GUI/TextureFrame.h"
//#include "GUI/PlayerHUD.h"
//#include "GameWorld.h"
#include "Game/EGameStart.h"
#include "Game/EGameOver.h"
//#include "Events/Dead.h"
namespace dd
{
class GameFrame : public Frame
{
public:
GameFrame(Frame* parent, std::string name)
: Frame(parent, name)
, m_GameOver(false)
{
EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &dd::GameFrame::OnGameStart);
EVENT_SUBSCRIBE_MEMBER(m_EGameOver, &dd::GameFrame::OnGameOver);
//m_World = std::make_shared<GameWorld>(EventBroker, ResourceManager);
/*m_WorldFrame = new WorldFrame(this, "GameWorldFrame", m_World);
{
vp1 = new Viewport(m_WorldFrame, "Viewport1", m_World);
vp1->X = 0;
vp1->Width = this->Width / 2.f;
new PlayerHUD(vp1, "PlayerHUD", m_World, 1);
vp2 = new Viewport(m_WorldFrame, "Viewport2", m_World);
vp2->X = vp1->Right();
vp2->Width = this->Width / 2.f;
new PlayerHUD(vp2, "PlayerHUD", m_World, 2);
m_FreeCamViewport = new Viewport(m_WorldFrame, "ViewportFreeCam", m_World);
m_FreeCamViewport->Hide();
}*/
//m_WorldFrame->Hide();
//m_World->Initialize();
m_MainMenuFrame = new MainMenuFrame(this, "MainMenu");
}
private:
EventRelay<Frame, dd::Events::GameStart> m_EGameStart;
bool OnGameStart(const dd::Events::GameStart &event)
{
//m_WorldFrame->Show();
return true;
}
EventRelay<Frame, Events::GameOver> m_EGameOver;
bool OnGameOver(const Events::GameOver &event)
{
m_GameOver = true;
return true;
}
//std::shared_ptr<GameWorld> m_World;
MainMenuFrame* m_MainMenuFrame;
//WorldFrame* m_WorldFrame;
//Viewport* vp1;
//Viewport* vp2;
//Viewport* m_FreeCamViewport;
bool m_GameOver;
bool OnKeyUp(const dd::Events::KeyUp &event) override
{
if (event.KeyCode == GLFW_KEY_1)
{
/*if (m_FreeCamViewport->Hidden())
m_FreeCamViewport->Show();
else
m_FreeCamViewport->Hide();*/
}
return true;
}
};
}
#endif //DAYDREAM_GAMEFRAME_H
-113
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@@ -1,113 +0,0 @@
//
// Created by Administrator on 2015-09-16.
//
#ifndef DAYDREAM_MAINMENUFRAME_H
#define DAYDREAM_MAINMENUFRAME_H
#include "GUI/Frame.h"
#include "GUI/TextureFrame.h"
//#include "GUI/HealthOverlay.h"
#include "Game/EGameStart.h"
//#include "Events/PlayBGM.h"
namespace dd
{
class MainMenuFrame : public Frame
{
public:
MainMenuFrame(Frame* parent, std::string name)
: Frame(parent, name)
{
m_CurrentSelection = 0;
//Hide();
m_Background = new TextureFrame(this, "Background");
m_Background->SetTexture("Textures/GUI/MainMenu/BackGround.png");
m_Buttons = new TextureFrame(this, "Message");
m_Buttons->SetTexture("Textures/GUI/MainMenu/Buttons.png");
m_CurrentCoordinate = -m_SelectionCoordinates[0] * Scale();
m_TargetCoordinate = m_CurrentCoordinate;
m_Buttons->X = m_CurrentCoordinate.x;
m_Buttons->Y = m_CurrentCoordinate.y;
/*Events::PlayBGM e;
e.Resource = "Sounds/BGM/DiesIrae.mp3";
EventBroker->Publish(e);*/
}
void Update(double dt) override
{
if (Hidden())
return;
glm::vec2 posDiff = m_TargetCoordinate - m_CurrentCoordinate;
m_CurrentCoordinate += posDiff * 4.f * (float)dt;
m_Buttons->X = m_CurrentCoordinate.x;
m_Buttons->Y = m_CurrentCoordinate.y;
}
protected:
bool m_Victory;
TextureFrame* m_Background;
TextureFrame* m_Buttons;
int m_CurrentSelection;
static glm::vec2 m_SelectionCoordinates[2];
glm::vec2 m_CurrentCoordinate;
glm::vec2 m_TargetCoordinate;
bool OnCommand(const Events::InputCommand &event) override
{
if (Hidden())
return false;
const float deadzone = 0.5f;
if (event.Command == "interface_horizontal")
{
if (event.Value > deadzone)
m_CurrentSelection++;
else if (event.Value < -deadzone)
m_CurrentSelection--;
}
m_CurrentSelection = (m_CurrentSelection < 0) ? 0 : ((m_CurrentSelection > 1) ? 1 : m_CurrentSelection);
m_TargetCoordinate = -m_SelectionCoordinates[m_CurrentSelection] * Scale();
if (event.Command == "interface_confirm" && event.Value > 0)
{
// Play
if (m_CurrentSelection == 0)
{
Hide();
Events::GameStart e1;
EventBroker->Publish(e1);
/*Events::PlayBGM e2;
e2.Resource = "Sounds/BGM/FlightOfTheBumblebee.mp3";
EventBroker->Publish(e2);*/
}
// Quit
else if (m_CurrentSelection == 1)
{
exit(EXIT_SUCCESS);
}
}
return false;
}
};
glm::vec2 MainMenuFrame::m_SelectionCoordinates[2] = {
glm::vec2(0, 0),
glm::vec2(193, 0),
};
}
#endif //DAYDREAM_MAINMENUFRAME_H
-88
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@@ -1,88 +0,0 @@
//
// Created by Administrator on 2015-09-16.
//
#ifndef DAYDREAM_TEXTUREFRAME_H
#define DAYDREAM_TEXTUREFRAME_H
#include "GUI/Frame.h"
#include "Core/Texture.h"
namespace dd
{
class TextureFrame : public Frame {
public:
TextureFrame(Frame *parent, std::string name)
: Frame(parent, name), m_Texture(nullptr), m_FadeTexture(nullptr),
m_Color(glm::vec4(1.f, 1.f, 1.f, 1.f)), m_FadeDuration(0.f), m_CurrentFade(1.f) { }
void Draw(std::shared_ptr<Renderer> renderer) override {
if (m_Texture == nullptr)
return;
RenderQueue.Clear();
// Main texture
{
SpriteJob job;
job.TextureID = m_Texture->ResourceID;
job.Texture = *m_Texture;
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a * m_CurrentFade);
RenderQueue.Forward.Add(job);
}
// Texture while fading
if (m_FadeTexture && m_CurrentFade < 1) {
SpriteJob job;
job.TextureID = m_FadeTexture->ResourceID;
job.Texture = *m_FadeTexture;
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a);
RenderQueue.Forward.Add(job);
}
renderer->SetCamera(nullptr);
renderer->SetViewport(Rectangle(Left(), Top(), Width, Height));
renderer->DrawFrame(RenderQueue);
}
Texture *Texture() const { return m_Texture; }
void SetTexture(std::string resourceName) {
m_Texture = ResourceManager->Load<dd::Texture>("Texture", resourceName);
}
void FadeToTexture(std::string resourceName, double duration) {
m_FadeTexture = m_Texture;
SetTexture(resourceName);
m_FadeDuration = duration;
m_CurrentFade = 0.f;
}
void Update(double dt) override {
if (m_CurrentFade < 1) {
m_CurrentFade += dt / m_FadeDuration;
if (m_CurrentFade > 1) {
m_FadeTexture = nullptr;
m_CurrentFade = 1;
m_FadeDuration = 0;
}
}
}
glm::vec4 Color() const { return m_Color; }
void SetColor(glm::vec4 val) { m_Color = val; }
protected:
dd::Texture *m_Texture;
dd::Texture *m_FadeTexture;
glm::vec4 m_Color;
float m_FadeDuration;
float m_CurrentFade;
};
}
#endif //DAYDREAM_TEXTUREFRAME_H
-81
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@@ -1,81 +0,0 @@
//
// Created by Administrator on 2015-09-16.
//
#ifndef DAYDREAM_VIEWPORT_H
#define DAYDREAM_VIEWPORT_H
#include <memory>
#include "GUI/Frame.h"
#include "Core/World.h"
#include "Transform/TransformSystem.h"
#include "Core/CTransform.h"
#include "Rendering/CCamera.h"
#include "Core/RenderQueue.h"
#include "Core/Camera.h"
namespace dd
{
class Viewport : public Frame
{
public:
Viewport(Frame *parent, std::string name, std::shared_ptr<dd::World> world)
: Frame(parent, name), m_World(world) { }
EntityID CameraEntity() const { return m_CameraEntity; }
void SetCameraEntity(EntityID cameraEntity) {
m_CameraEntity = cameraEntity;
auto transformComponent = m_World->GetComponent<dd::Components::Transform>(cameraEntity);
if (!transformComponent)
return;
auto cameraComponent = m_World->GetComponent<dd::Components::Camera>(cameraEntity);
if (!cameraComponent)
return;
m_FrameCamera = std::make_shared<dd::Camera>(cameraComponent->FOV, cameraComponent->NearClip, cameraComponent->FarClip);
}
void Update(double dt) override {
if (!m_TransformSystem)
m_TransformSystem = m_World->GetSystem<dd::Systems::TransformSystem>();
auto transformComponent = m_World->GetComponent<dd::Components::Transform>(m_CameraEntity);
if (!transformComponent)
return;
auto cameraComponent = m_World->GetComponent<dd::Components::Camera>(m_CameraEntity);
if (!cameraComponent)
return;
dd::Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(m_CameraEntity);
m_FrameCamera->SetFOV(cameraComponent->FOV);
m_FrameCamera->SetNearClip(cameraComponent->NearClip);
m_FrameCamera->SetFarClip(cameraComponent->FarClip);
m_FrameCamera->SetPosition(absoluteTransform.Position);
m_FrameCamera->SetOrientation(absoluteTransform.Orientation);
}
void Draw(std::shared_ptr<dd::Renderer> renderer) override {
if (!m_FrameCamera)
return;
renderer->SetCamera(m_FrameCamera);
renderer->SetViewport(AbsoluteRectangle());
renderer->DrawWorld(m_Parent->RenderQueue);
}
private:
std::shared_ptr<dd::World> m_World;
std::shared_ptr<dd::Systems::TransformSystem> m_TransformSystem;
std::shared_ptr<dd::Camera> m_FrameCamera;
EntityID m_CameraEntity;
};
}
#endif //DAYDREAM_VIEWPORT_H
-100
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@@ -464,103 +464,3 @@ void dd::Renderer::DebugKeys()
}
}
//Niklas is trying to get frames to work.
void dd::Renderer::DrawFrame(RenderQueuePair &rq)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
glEnable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Width / m_Height) * m_Camera->ViewMatrix();
//glm::mat4 MVP;
m_ForwardRendering.Bind();
//for (auto tuple : ModelsToRender) //// Todo: Add so it's TransparentModelsToRender
//{
// Model* model;
// glm::mat4 modelMatrix;
// bool visible;
// std::tie(model, modelMatrix, visible, std::ignore) = tuple;
// if (!visible)
// continue;
// MVP = cameraMatrix * modelMatrix;
// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix((float)m_Width / m_Height)));
// glBindVertexArray(model->VAO);
// for (auto texGroup : model->TextureGroups)
// {
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
// glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
// }
//}
for (auto &job : rq.Forward)
{
//auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
//if (modelJob)
//{
// glm::mat4 modelMatrix = modelJob->ModelMatrix;
// MVP = cameraMatrix * modelMatrix;
// depthMVP = depthCameraMatrix * modelMatrix;
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
// //glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
// glBindVertexArray(modelJob->VAO);
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
// if (modelJob->NormalTexture != 0)
// {
// glActiveTexture(GL_TEXTURE2);
// glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture);
// }
// if (modelJob->SpecularTexture)
// {
// glActiveTexture(GL_TEXTURE3);
// glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture);
// }
// glDrawArrays(GL_TRIANGLES, modelJob->StartIndex, modelJob->EndIndex - modelJob->StartIndex + 1);
// continue;
//}
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if (spriteJob)
{
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniform4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "Color"), 1, glm::value_ptr(spriteJob->Color));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
continue;
}
}
}
//Niklas is trying to get frames to work./end
-22
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@@ -83,25 +83,3 @@ void dd::ResourceManager::Update()
{
m_FileWatcher.Check();
}
//Niklas is trying to get frames to work.
dd::Resource* dd::ResourceManager::CreateResource(std::string resourceType, std::string resourceName)
{
auto facIt = m_FactoryFunctions.find(resourceType);
if (facIt == m_FactoryFunctions.end())
{
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": Type not registered", resourceName.c_str(), resourceType.c_str());
return nullptr;
}
// Call the factory function
Resource* resource = facIt->second(resourceName);
// Store IDs
resource->TypeID = GetTypeID(resourceType);
resource->ResourceID = GetNewResourceID(resource->TypeID);
// Cache
m_ResourceCache[std::make_pair(resourceType, resourceName)] = resource;
return resource;
}
//Niklas is trying to get frames to work./end