Merge remote-tracking branch 'origin/master' into Physics
Conflicts: include/Core/Engine.h
This commit is contained in:
@@ -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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