Deferred rendering mode + Skybox
- Added deferred rendering mode to the renderer - Added a skybox to the forward rendering mode - moved default imported assets directory (temporary fix)
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@ -14,8 +14,6 @@
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#include "SceneSerializer.h"
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#include "AssetManagement/AssetManager.h"
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#include "UI/MainMenuBar.h"
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const unsigned int MS_PER_UPDATE = 2;
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void CreateTestProject(std::unique_ptr<Project>& project, Scene& scene);
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@ -26,6 +24,8 @@ RendererConfig EditorSceneRendererConfig{
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true // Depth testing
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};
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glm::vec3 temp = glm::vec3(0);
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Camera cam = Camera(glm::vec3(12.0f, 1.0f, 0.0f), glm::vec3(45.0f, 0.0f, 0.0f), 90);
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class Editor : public Application {
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public:
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Editor()
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@ -46,7 +46,9 @@ public:
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viewportRenderer.Submit(renderComponent, t);
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});
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viewportRenderer.Render();
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// Render scene
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viewportRenderer.Render(ActiveScene);
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}
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void RenderEditorGUI() {
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@ -120,7 +122,6 @@ public:
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Physics Physics;
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//Physics.Demo();
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double previous = glfwGetTime();
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double lag = 0.0;
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while (!AppWindow.WindowShouldClose())
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@ -145,6 +146,8 @@ public:
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lag -= MS_PER_UPDATE;
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}
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RenderScene();
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RenderEditorGUI();
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@ -176,7 +179,6 @@ private:
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std::unique_ptr<Project> CurrentProject;
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Scene ActiveScene;
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};
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YoggieEngine::Application* CreateApplication() {
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@ -211,8 +213,10 @@ void CreateTestProject(std::unique_ptr<Project>& project, Scene& scene ) {
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rendercube2.mesh = *(model->renderable->mesh);
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// create an ambient light source
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auto AmbientLight = scene.AddEntity("AmbientLight");
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auto light = AmbientLight.AddComponent<LightComponent>();
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light.Color = glm::vec3(1.0f);
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light.Strength = 1.0f;
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auto light = scene.AddEntity("Light");
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auto lightComponent = light.AddComponent<LightComponent>();
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lightComponent.Color = glm::vec3(1.0f);
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}
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