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)
This commit is contained in:
2022-12-28 22:35:23 +01:00
parent 2a5c7811e7
commit 2dcc3f1803
24 changed files with 512 additions and 70 deletions

View File

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