Sprites are now rendered on unitQuads instead of ScreenQuads
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@@ -63,13 +63,13 @@ public:
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->Initialize();
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// {
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// auto ent = m_World->CreateEntity();
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// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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// transform->Position = glm::vec3(0.f, 0.f, -10.f);
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// auto sprite = m_World->AddComponent<Components::Sprite>(ent);
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// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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// }
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{
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(0.f, 0.f, -10.f);
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auto sprite = m_World->AddComponent<Components::Sprite>(ent);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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}
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m_LastTime = glfwGetTime();
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}
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Regular → Executable
+1
-1
@@ -73,7 +73,7 @@ private:
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ShaderProgram* m_spForward;
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ShaderProgram* m_spScreen;
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GLuint m_UnitQuad = 0;
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GLuint m_ScreenQuad = 0;
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Model* m_UnitSphere = nullptr;
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GLuint m_rbDepthBuffer = 0;
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@@ -98,21 +98,19 @@ void dd::Renderer::LoadShaders()
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/*
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Forward rendering
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*/
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m_spForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
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m_spForward->Link();
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/*
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Screen draw
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*/
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m_spScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
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m_spScreen->Link();
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}
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void dd::Renderer::CreateBuffers()
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{
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m_UnitQuad = CreateQuad();
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m_ScreenQuad = CreateQuad();
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
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glGenRenderbuffers(1, &m_rbDepthBuffer);
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@@ -222,7 +220,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
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m_spScreen->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer);
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glBindVertexArray(m_UnitQuad);
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glBindVertexArray(m_ScreenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glfwSwapBuffers(m_Window);
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@@ -271,7 +269,7 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
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glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_tLighting);
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glBindVertexArray(m_UnitQuad);
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glBindVertexArray(m_ScreenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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@@ -329,7 +327,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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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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glm::mat4 modelMatrix = spriteJob->ModelMatrix;
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glm::mat4 modelMatrix = glm::scale(glm::vec3(0.5f)) * spriteJob->ModelMatrix;
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MVP = PV * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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@@ -338,7 +336,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
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glBindVertexArray(m_UnitQuad);
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glBindVertexArray(m_ScreenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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continue;
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