Water now rendered in forward rendering
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+25
-12
@@ -134,14 +134,26 @@ public:
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}
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//Halfpipe background test model.
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// {
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// auto t_halfPipe = m_World->CreateEntity();
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// auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
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// transform->Position = glm::vec3(0.f, 0.f, -15.f);
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// transform->Scale = glm::vec3(15.f);
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// auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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// model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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// model->Color = glm::vec4(1.f, 1.f, 1.f, 0.3f);
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// m_World->CommitEntity(t_halfPipe);
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// }
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//Background
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{
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auto t_halfPipe = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
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auto background = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(background);
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transform->Position = glm::vec3(0.f, 0.f, -15.f);
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transform->Scale = glm::vec3(15.f);
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auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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m_World->CommitEntity(t_halfPipe);
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transform->Scale = glm::vec3(2681.f/100.f, 1080.f/100.f, 1.f);
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auto sprite = m_World->AddComponent<Components::Sprite>(background);
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sprite->SpriteFile = "Textures/Background.png";
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m_World->CommitEntity(background);
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}
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//Water test
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@@ -159,7 +171,7 @@ public:
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{
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auto topWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
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transform->Position = glm::vec3(0.f, -3.f, -10.f);
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transform->Position = glm::vec3(0.f, -3.f, -9.9f);
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transform->Scale = glm::vec3(3.f, 0.5f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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@@ -172,7 +184,7 @@ public:
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{
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auto topWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
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transform->Position = glm::vec3(1.5f, -1.5f, -10.f);
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transform->Position = glm::vec3(1.5f, -1.5f, -9.9f);
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transform->Scale = glm::vec3(0.5f, 3.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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@@ -185,7 +197,7 @@ public:
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{
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auto topWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
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transform->Position = glm::vec3(-1.5f, -1.5f, -10.f);
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transform->Position = glm::vec3(-1.5f, -1.5f, -9.9f);
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transform->Scale = glm::vec3(0.5f, 3.0f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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@@ -366,7 +378,7 @@ public:
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
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* glm::scale(absoluteTransform.Scale);
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EnqueueWaterParticles(absoluteTransform.Position, glm::vec4(1.f, 1.f, 1.f, 1.f), modelMatrix);
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EnqueueWaterParticles(absoluteTransform.Position, glm::vec4(1.f, 1.f, 1.f, 1.f), modelMatrix, absoluteTransform.Position.z);
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}
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}
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@@ -451,14 +463,15 @@ public:
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}
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void EnqueueWaterParticles(glm::vec3 position, glm::vec4 color, glm::mat4 modelMatrix)
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void EnqueueWaterParticles(glm::vec3 position, glm::vec4 color, glm::mat4 modelMatrix, float depth)
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{
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WaterParticleJob job;
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job.Position = position;
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job.Color = color;
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job.ModelMatrix = modelMatrix;
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job.Depth = depth;
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m_RendererQueue.Water.Add(job);
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m_RendererQueue.Forward.Add(job);
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}
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private:
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@@ -172,14 +172,12 @@ struct RenderQueueCollection
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RenderQueue Deferred;
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RenderQueue Forward;
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RenderQueue Lights;
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RenderQueue Water;
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void Clear()
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{
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Deferred.Clear();
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Forward.Clear();
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Lights.Clear();
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Water.Clear();
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}
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void Sort()
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@@ -187,8 +185,6 @@ struct RenderQueueCollection
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Deferred.Sort();
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Forward.Sort();
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Lights.Sort();
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//TODO: Is water sort needed?
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Water.Sort();
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}
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};
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@@ -112,7 +112,7 @@ private:
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static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
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void DrawDeferred(RenderQueue &objects, RenderQueue &lights, RenderQueue &waterParticles);
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void DrawDeferred(RenderQueue &objects, RenderQueue &lights);
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void DrawForward(RenderQueue &objects, RenderQueue &lights);
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void DrawScene(RenderQueue &objects, ShaderProgram &program);
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void DrawLightSpheres(RenderQueue &lights);
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