Merge remote-tracking branch 'origin/master' into Sound
Conflicts: include/Core/Engine.h
This commit is contained in:
+11
-11
@@ -77,20 +77,20 @@ void dd::Camera::SetOrientation(glm::quat val)
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void dd::Camera::UpdateProjectionMatrix()
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{
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m_ProjectionMatrix = glm::ortho(
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-16.f,
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16.f,
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-9.f,
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9.f,
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m_NearClip,
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m_FarClip
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);
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// m_ProjectionMatrix = glm::perspective(
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// m_FOV,
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// m_AspectRatio,
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// m_ProjectionMatrix = glm::ortho(
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// -16.f,
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// 16.f,
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// -9.f,
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// 9.f,
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// m_NearClip,
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// m_FarClip
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// );
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m_ProjectionMatrix = glm::perspective(
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m_FOV,
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m_AspectRatio,
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m_NearClip,
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m_FarClip
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);
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}
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void dd::Camera::UpdateViewMatrix()
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@@ -40,6 +40,7 @@ void dd::EventBroker::Unsubscribe(BaseEventRelay &relay) // ?
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{
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if (it->second == &relay)
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{
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relay.m_Broker = nullptr;
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eventRelays.erase(it);
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break;
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}
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@@ -113,6 +113,8 @@ void dd::Renderer::CreateBuffers()
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m_ScreenQuad = CreateQuad();
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m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
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m_StandardNormal = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
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m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png");
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glGenRenderbuffers(1, &m_rbDepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer);
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@@ -208,7 +210,7 @@ void dd::Renderer::CreateBuffers()
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void dd::Renderer::Draw(RenderQueueCollection& rq)
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{
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//DrawDeferred(rq.Deferred, rq.Lights);
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DrawDeferred(rq.Deferred, rq.Lights);
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rq.Forward.Jobs.sort(dd::Renderer::DepthSort);
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DrawForward(rq.Forward, rq.Lights);
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@@ -289,8 +291,8 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
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glClearColor(1, 0.9, 0.8f, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// glClearColor(1, 0.9, 0.8f, 1);
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// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_spForward->Bind();
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DrawScene(objects, *m_spForward);
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@@ -321,14 +323,23 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
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if (modelJob->NormalTexture != 0) {
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if (modelJob->NormalTexture != 0 && false) {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture);
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} else {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, *m_StandardNormal);
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}
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if (modelJob->SpecularTexture != 0) {
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if (modelJob->SpecularTexture != 0 && false) {
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture);
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}
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else {
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, *m_StandardSpecular);
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}
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glBindVertexArray(modelJob->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->ElementBuffer);
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@@ -39,6 +39,7 @@ void main()
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//frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) * (vec4(LightingTexel.rgb, 0.0) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0)));
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//frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) + LightingTexel);
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//frag_Diffuse = DiffuseTexel * (vec4(1.f, 1.f, 1.f, 0.0) + LightingTexel);
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frag_Diffuse = DiffuseTexel;
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frag_Diffuse = DiffuseTexel + LightingTexel;
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//frag_Diffuse = DiffuseTexel;
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//frag_Diffuse = vec4(LightingTexel.r, LightingTexel.g, LightingTexel.b, 1.0);
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}
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@@ -163,7 +163,7 @@ void dd::World::Initialize()
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}
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}
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void dd::World::CommitEntity(EntityID entity)
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int dd::World::CommitEntity(EntityID entity)
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{
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for (auto pair : m_Systems)
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{
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