Merge branch 'master' of github.com:teamfisk/AgileBreakOut
This commit is contained in:
Regular → Executable
+69
-39
@@ -25,12 +25,13 @@
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#include "Texture.h"
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#include "EventBroker.h"
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#include "RenderQueue.h"
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#include "BGFXRenderer.h"
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#include "Renderer.h"
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#include "InputManager.h"
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//TODO: Remove includes that are only here for the temporary draw solution.
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#include "World.h"
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#include "CTransform.h"
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#include "Rendering/CModel.h"
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#include "Rendering/CSprite.h"
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#include "CTemplate.h"
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#include "Transform/TransformSystem.h"
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@@ -42,31 +43,33 @@ class Engine
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public:
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Engine(int argc, char* argv[])
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{
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// m_EventBroker = std::make_shared<EventBroker>();
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m_EventBroker = std::make_shared<EventBroker>();
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m_Renderer = std::make_shared<BGFXRenderer>();
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m_Renderer = std::make_shared<Renderer>();
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m_Renderer->SetFullscreen(false);
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m_Renderer->SetResolution(Rectangle(0, 0, 1280, 720));
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m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
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m_Renderer->Initialize();
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// m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
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//
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// m_World = std::make_shared<World>(m_EventBroker);
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//
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// //TODO: Move this out of engine.h
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// m_World->ComponentFactory.Register<Components::Transform>();
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// m_World->SystemFactory.Register<Systems::TransformSystem>([this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
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// m_World->AddSystem<Systems::TransformSystem>();
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// m_World->ComponentFactory.Register<Components::Model>();
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// m_World->ComponentFactory.Register<Components::Template>();
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// m_World->Initialize();
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m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
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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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// std::shared_ptr<Components::Model> model = m_World->AddComponent<Components::Model>(ent);
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// model->ModelFile = "Models/Core/UnitSphere.obj";
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m_World = std::make_shared<World>(m_EventBroker);
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//TODO: Move this out of engine.h
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m_World->ComponentFactory.Register<Components::Transform>();
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m_World->SystemFactory.Register<Systems::TransformSystem>([this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::TransformSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Sprite>();
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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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m_LastTime = glfwGetTime();
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}
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@@ -79,26 +82,26 @@ public:
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double dt = currentTime - m_LastTime;
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m_LastTime = currentTime;
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// ResourceManager::Update();
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//
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// // Update input
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// m_InputManager->Update(dt);
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//
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// m_World->Update(dt);
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//
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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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//
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// // Render scene
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// //TODO send renderqueue to draw.
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ResourceManager::Update();
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// Update input
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m_InputManager->Update(dt);
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m_World->Update(dt);
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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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//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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// Swap event queues
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// m_EventBroker->Clear();
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m_EventBroker->Clear();
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glfwPollEvents();
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}
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@@ -141,6 +144,21 @@ public:
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EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color);
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}
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}
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auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
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if (spriteComponent)
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{
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auto textureAsset = ResourceManager::Load<Texture>(spriteComponent->SpriteFile);
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if (textureAsset)
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{
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
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glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
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* glm::toMat4(orientation2D)
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* glm::scale(absoluteTransform.Scale);
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EnqueueSprite(textureAsset, modelMatrix, spriteComponent->Color);
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}
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}
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}
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m_RendererQueue.Sort();
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@@ -167,10 +185,22 @@ public:
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}
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}
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// TODO: Get this out of engine.h
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void EnqueueSprite(Texture* texture, glm::mat4 modelMatrix, glm::vec4 color)
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{
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SpriteJob job;
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job.TextureID = texture->ResourceID;
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job.Texture = *texture;
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job.ModelMatrix = modelMatrix;
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job.Color = color;
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m_RendererQueue.Forward.Add(job);
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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<ResourceManager> m_ResourceManager;
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std::shared_ptr<EventBroker> m_EventBroker;
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std::shared_ptr<BGFXRenderer> m_Renderer;
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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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std::shared_ptr<World> m_World;
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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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Regular → Executable
+26
-7
@@ -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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@@ -322,6 +320,27 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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glBindVertexArray(modelJob->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
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continue;
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}
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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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modelMatrix = modelMatrix * glm::scale(glm::vec3(0.5f));
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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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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
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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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}
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}
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}
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@@ -396,9 +415,9 @@ GLuint dd::Renderer::CreateQuad()
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(4);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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Regular → Executable
+2
-1
@@ -37,6 +37,7 @@ void main()
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vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
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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(La, 0.0) + 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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Regular → Executable
+3
-1
@@ -65,8 +65,10 @@ void main()
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+ BoneWeights2[3] * Bones[int(BoneIndices2[3])];
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}
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gl_Position = MVP * boneTransform * vec4(Position, 1.0);
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//gl_Position = MVP * boneTransform * vec4(Position, 1.0);
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gl_Position = MVP * vec4(Position, 1.0);
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//TODO: Make sure that boneTransform works here.
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Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
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Output.Normal = (inverse(transpose(V * M)) * boneTransform * vec4(Normal, 0.0)).xyz;
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Output.Tangent = Tangent;
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