deferred rendering can be enabled for certain meshes
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13f67a7cdb
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@ -82,6 +82,8 @@ public:
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auto& render3d = selected.GetComponent<Render3DComponent>();
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if (ImGui::CollapsingHeader("Render3D", ImGuiTreeNodeFlags_DefaultOpen)) {
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ImGui::ColorEdit3("Colour", glm::value_ptr(render3d.color));
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ImGui::Checkbox("Use static rendering:", &render3d.isStatic);
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}
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}
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static bool deferred = true;
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@ -81,14 +81,12 @@ public:
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const float sensitivity = 0.1;
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static bool firstMouse = true;
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if (MouseButtonPressed(YOGGIE_MOUSE_BUTTON_MIDDLE) ){
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if (MouseButtonPressed(YOGGIE_MOUSE_BUTTON_RIGHT) ){
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glfwSetInputMode(AppWindow.GetGLFWHandle(), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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auto newX = getCursorPosX(&AppWindow);
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auto newY = getCursorPosY(&AppWindow);
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if (firstMouse)
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{
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lastX = newX;
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@ -115,31 +113,25 @@ public:
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cam.pitch = -89.0f;
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}
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// Check for Camara movement input here!
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if (keyIsPressed(YOGGIE_KEY_W)) {
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cam.Position += cam.Front * movement_speed;
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else if (firstMouse == false)
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{
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glfwSetInputMode(AppWindow.GetGLFWHandle(), GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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firstMouse = true;
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}
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// Check for Camara movement input here!
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if (keyIsPressed(YOGGIE_KEY_W))
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cam.Position += cam.Front * movement_speed;
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if (keyIsPressed(YOGGIE_KEY_A))
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{
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cam.Position -= cam.Right * movement_speed;
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}
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if (keyIsPressed(YOGGIE_KEY_S)) {
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if (keyIsPressed(YOGGIE_KEY_S))
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cam.Position -= cam.Front * movement_speed;
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}
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if (keyIsPressed(YOGGIE_KEY_D)) {
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if (keyIsPressed(YOGGIE_KEY_D))
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cam.Position += cam.Right * movement_speed;
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}
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}
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}
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@ -2,12 +2,14 @@
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#include "Scene/Components.h"
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namespace YoggieEngine {
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struct DrawCommand {
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bool isDynamic;
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unsigned int VAO_identifier;
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unsigned int num_elements;
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unsigned int IBO_identifier;
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TransformComponent& transform;
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Shader& shader;
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glm::vec3& color;
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// Material
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};
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};
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@ -21,7 +21,6 @@ std::vector<glm::vec3> vegetation = {
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unsigned int transparentVAO, transparentVBO;
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Texture grassTexture;
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float skyboxVertices[]{
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// positions
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-1.0f, 1.0f, -1.0f,
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@ -72,7 +71,8 @@ Renderer::Renderer(RendererConfig& config)
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gBufferShader("build/Debug/Shaders/deferred/geometry.vert", "build/Debug/Shaders/deferred/geometry.frag"),
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lightingPassShader("build/Debug/Shaders/deferred/lightPass.vert", "build/Debug/Shaders/deferred/lightPass.frag"),
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SkyboxShader("build/Debug/Shaders/Cubemaps/Skybox.vert", "build/Debug/Shaders/Cubemaps/Skybox.frag"),
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BlendingShader("build/Debug/Shaders/forward/Blending.vert", "build/Debug/Shaders/forward/Blending.frag")
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BlendingShader("build/Debug/Shaders/forward/Blending.vert", "build/Debug/Shaders/forward/Blending.frag"),
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forwardShader("build/Debug/Shaders/forward/geometry.vert", "build/Debug/Shaders/forward/geometry.frag")
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{
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width = config.ScreenWidth;
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height = config.ScreenHeight;
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@ -231,7 +231,7 @@ void Renderer::Submit( Render3DComponent& renderComponent, TransformComponent& t
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renderComponent.IBO = elementBuffer.getBufferID();
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}
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DrawCommand dc = { renderComponent.VAO, renderComponent.mesh.elements.size(), renderComponent.IBO, transform, renderComponent.shader, renderComponent.color };
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DrawCommand dc = { renderComponent.isStatic , renderComponent.VAO, renderComponent.mesh.elements.size(), renderComponent.IBO, transform, renderComponent.color };
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commands.push_back(dc);
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}
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@ -242,6 +242,9 @@ void Renderer::GeometryPass() {
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for (const DrawCommand& command : commands)
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{
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if (command.isDynamic == true)
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continue;
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glBindVertexArray(command.VAO_identifier);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, command.IBO_identifier);
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@ -396,15 +399,18 @@ void Renderer::Render(Scene& scene)
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for (const DrawCommand& command : commands)
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{
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if (command.isDynamic == false)
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continue;
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glBindVertexArray(command.VAO_identifier);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, command.IBO_identifier);
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command.shader.Use();
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forwardShader.Use();
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command.shader.setUniformVec3("Color", command.color);
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command.shader.setUniformMat4("M", command.transform.LocalTransform);
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command.shader.setUniformMat4("V", cam.ViewMatrix);
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command.shader.setUniformMat4("P", cam.ProjectionMatrix);
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forwardShader.setUniformVec3("Color", command.color);
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forwardShader.setUniformMat4("M", command.transform.LocalTransform);
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forwardShader.setUniformMat4("V", cam.ViewMatrix);
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forwardShader.setUniformMat4("P", cam.ProjectionMatrix);
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glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(command.num_elements),
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GL_UNSIGNED_INT, NULL);
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@ -50,6 +50,8 @@ namespace YoggieEngine {
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unsigned int skyboxVAO = 0;
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CubeMap sky;
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Shader forwardShader;
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// deferred rending parameters
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unsigned int gBuffer, gPosition, gNormal, gColorSpec, gDepth;
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Shader lightingPassShader;
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@ -48,11 +48,10 @@ namespace YoggieEngine {
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Mesh mesh;
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// TODO: becomes a material
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glm::vec3 color;
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Shader shader;
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bool isStatic;
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Render3DComponent()
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: shader(Shader("build/Debug/Shaders/forward/geometry.vert", "build/Debug/Shaders/forward/geometry.frag")),
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color(glm::vec3(1.0f, 0.0f, 0.0f))
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: color(glm::vec3(1.0f, 0.0f, 0.0f)) , isStatic(true)
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{
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}
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};
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