Merge remote-tracking branch 'origin/master' into Physics
Conflicts: include/Core/Engine.h
This commit is contained in:
@@ -100,7 +100,7 @@ public:
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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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, -3.f, -9.f);
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transform->Position = glm::vec3(0.f, -3.f, -9.f);
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transform->Scale = glm::vec3(2.f, 0.5f, 1.f);
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transform->Scale = glm::vec3(2.f, 0.5f, 1.f);
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transform->Orientation = glm::rotate(transform->Orientation, glm::radians(45.f), glm::vec3(0, 0, -1));
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//transform->Orientation = glm::rotate(transform->Orientation, glm::radians(45.f), glm::vec3(0, 0, -1));
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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@@ -1,259 +0,0 @@
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/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Daydream Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <string>
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#include <sstream>
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#include "ResourceManager.h"
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#include "OBJ.h"
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#include "Model.h"
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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 "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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#include "Physics/PhysicsSystem.h"
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#include "Physics/CPhysics.h"
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#include "CBoxShape.h"
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namespace dd
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{
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class Engine
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{
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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_Renderer = std::make_shared<Renderer>();
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m_Renderer->SetFullscreen(false);
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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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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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<<<<<<< HEAD
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m_World->ComponentFactory.Register<Components::BoxShape>();
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m_World->ComponentFactory.Register<Components::Physics>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>([this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PhysicsSystem>();
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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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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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std::shared_ptr<Components::BoxShape> boxShape = m_World->AddComponent<Components::BoxShape>(ent);
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boxShape->x = 5.f;
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boxShape->y = 5.f;
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = true;
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m_World->CommitEntity(ent);
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=======
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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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>>>>>>> origin/master
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m_LastTime = glfwGetTime();
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}
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bool Running() const { return !glfwWindowShouldClose(m_Renderer->Window()); }
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void Tick()
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{
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double currentTime = glfwGetTime();
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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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<<<<<<< HEAD
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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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//
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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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=======
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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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>>>>>>> origin/master
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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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glfwPollEvents();
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}
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std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
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//TODO: Get this out of engine.h
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void TEMPAddToRenderQueue()
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{
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if (!m_TransformSystem)
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m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
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m_RendererQueue.Clear();
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for (auto &pair : *m_World->GetEntities())
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{
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EntityID entity = pair.first;
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auto templateComponent = m_World->GetComponent<Components::Template>(entity);
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if (templateComponent)
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continue;
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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if (!transform)
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continue;
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auto modelComponent = m_World->GetComponent<Components::Model>(entity);
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if (modelComponent)
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{
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Model* modelAsset = nullptr;
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modelAsset = ResourceManager::Load<Model>(modelComponent->ModelFile);
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if (modelAsset)
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{
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
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* glm::toMat4(absoluteTransform.Orientation)
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* glm::scale(absoluteTransform.Scale);
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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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}
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//TODO: Get this out of engine.h
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void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent, glm::vec4 color)
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{
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for (auto texGroup : model->TextureGroups)
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{
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ModelJob job;
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job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
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job.DiffuseTexture = (texGroup.Texture) ? *texGroup.Texture : 0;
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job.NormalTexture = (texGroup.NormalMap) ? *texGroup.NormalMap : 0;
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job.SpecularTexture = (texGroup.SpecularMap) ? *texGroup.SpecularMap : 0;
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job.VAO = model->VAO;
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job.ElementBuffer = model->ElementBuffer;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = modelMatrix;
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job.Color = color;
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m_RendererQueue.Deferred.Add(job);
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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<EventBroker> m_EventBroker;
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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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double m_LastTime;
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};
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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_spForward;
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ShaderProgram* m_spScreen;
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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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Model* m_UnitSphere = nullptr;
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GLuint m_rbDepthBuffer = 0;
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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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/*
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Forward rendering
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Forward rendering
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*/
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*/
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m_spForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
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m_spForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
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m_spForward->Link();
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m_spForward->Link();
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/*
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/*
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Screen draw
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Screen draw
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*/
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*/
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m_spScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
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m_spScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
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m_spScreen->Link();
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m_spScreen->Link();
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}
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}
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void dd::Renderer::CreateBuffers()
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void dd::Renderer::CreateBuffers()
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{
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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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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
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glGenRenderbuffers(1, &m_rbDepthBuffer);
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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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m_spScreen->Bind();
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer);
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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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glDrawArrays(GL_TRIANGLES, 0, 6);
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glfwSwapBuffers(m_Window);
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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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glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_tLighting);
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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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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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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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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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if (spriteJob)
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if (spriteJob)
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{
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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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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, "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, "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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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
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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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glDrawArrays(GL_TRIANGLES, 0, 6);
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continue;
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continue;
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Reference in New Issue
Block a user