Removing big memory hog from renderer
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a1ec94e983
commit
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@ -125,26 +125,12 @@ public:
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class Viewport : EditorWindow {
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public:
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Viewport (Scene& scene) : EditorWindow("SceneView") {
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Framebuffer framebuffer = Framebuffer((int)ImGui::GetWindowWidth(),(int)ImGui::GetWindowHeight());
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Renderer renderer = Renderer();
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renderer.Prepare(scene);
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renderer.Render(&framebuffer, scene);
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Viewport (Framebuffer& fb) : EditorWindow("SceneView") {
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ImGui::Image(
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(void*)(intptr_t)framebuffer.GetColourAttachment(),
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(void*)(intptr_t)fb.GetColourAttachment(),
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ImVec2{ (float)ImGui::GetWindowWidth(),(float)ImGui::GetWindowHeight() }
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);
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//ImGuizmo::SetDrawlist();
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//ImGuizmo::SetRect(ImGui::GetWindowPos().x, ImGui::GetWindowPos().y, ImGui::GetWindowWidth(), ImGui::GetWindowHeight());
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//ImGuizmo::Enable(true);
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@ -14,17 +14,28 @@
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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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class Editor : public Application {
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public:
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Editor() : Application("Editor") {}
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Editor() : Application("Editor"){
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}
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void Run() override
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{
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auto NativeEditorWindow = NativeWindow(1200, 700);
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//auto renderer = Renderer();
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framebuffer = new Framebuffer(800, 600);
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auto renderer = Renderer(RendererConfig{
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1200, // Screen Width
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700, // Screen Height
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glm::vec3{0,0,0}, // Clear Color
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true // Depth testing
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});
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auto GuiRenderer = GUIRenderer(NativeEditorWindow);
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Selected = (entt::entity)-1;
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@ -33,10 +44,11 @@ public:
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ActiveScene.Start();
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renderer.setCurrentFrameBuffer(*framebuffer);
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double previous = glfwGetTime();
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double lag = 0.0;
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while (!NativeEditorWindow.WindowShouldClose())
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{
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@ -53,8 +65,13 @@ public:
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lag -= MS_PER_UPDATE;
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}
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// renderer.Render(framebuffer, ActiveScene);
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// submit DrawCommands for all render3DComponents
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auto group = ActiveScene.getReg().view<TransformComponent, Render3DComponent>();
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group.each([&renderer](auto enity, TransformComponent& t, Render3DComponent& renderComponent) {
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renderer.Submit(renderComponent, t);
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});
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renderer.Render();
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GuiRenderer.Begin();
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RenderGUI();
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@ -66,6 +83,8 @@ public:
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}
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delete framebuffer;
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ActiveScene.Stop();
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}
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@ -86,7 +105,7 @@ public:
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}
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{
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Viewport sceneview = Viewport(ActiveScene);
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Viewport sceneview = Viewport(*framebuffer);
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}
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{
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@ -108,7 +127,7 @@ public:
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}
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{
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AssetFinder assetsView = AssetFinder();
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// AssetFinder assetsView = AssetFinder();
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}
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@ -127,6 +146,8 @@ private:
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std::unique_ptr<Project> CurrentProject;
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Scene ActiveScene;
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entt::entity Selected;
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Framebuffer* framebuffer ;
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};
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12
YoggieEngine/src/Graphics/Primitives/DrawCommand.h
Normal file
12
YoggieEngine/src/Graphics/Primitives/DrawCommand.h
Normal file
@ -0,0 +1,12 @@
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#pragma once
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#include "Scene/Components.h"
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namespace YoggieEngine {
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struct DrawCommand {
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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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// Material
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};
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};
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@ -1,24 +1,34 @@
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#include <YoggieEngine.h>
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#include "Renderer.h"
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#include "../Scene/Components.h"
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#include "../Graphics/Memory/VertexArray.h"
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#include "../Graphics/Memory/Buffer.h"
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#include "../Graphics/Memory/VertexArray.h"
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#include "../Graphics/Primitives/DrawCommand.h"
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namespace YoggieEngine {
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float Angle = 0.0;
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Camera cam = Camera(glm::vec3(12.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
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glm::mat4 projection = glm::perspective(glm::radians(cam.Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
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Renderer::Renderer(){
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glEnable(GL_DEPTH_TEST);
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Renderer::Renderer(RendererConfig& config)
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: m_framebuffer(Framebuffer(config.ScreenWidth, config.ScreenHeight))
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{
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}
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Renderer::~Renderer(){}
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void Renderer::Prepare(Scene& scene ) {
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auto group = scene.getReg().view<Render3DComponent>();
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group.each([](auto enity, Render3DComponent& renderComponent) {
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void Renderer::Submit( Render3DComponent& renderComponent, TransformComponent& transform) {
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if (renderComponent.VAO == 0 || renderComponent.IBO == 0)
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{
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if (renderComponent.VAO != 0)
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glDeleteVertexArrays(1, &(renderComponent.VAO));
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if (renderComponent.IBO != 0)
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glDeleteBuffers(1, &(renderComponent.IBO));
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VertexArray va = VertexArray();
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Buffer vertexBuffer = Buffer();
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Buffer elementBuffer = Buffer();
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@ -46,64 +56,80 @@ void Renderer::Prepare(Scene& scene ) {
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renderComponent.VAO = va.getID();
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renderComponent.IBO = elementBuffer.getBufferID();
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});
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}
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DrawCommand dc = { renderComponent.VAO, renderComponent.mesh.elements.size(), renderComponent.IBO, transform, renderComponent.shader };
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commands.push_back(dc);
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}
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void Renderer::Render(Scene& scene)
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void Renderer::Render()
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{
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auto group = scene.getReg().view<TransformComponent, Render3DComponent>();
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group.each([&](auto entity , TransformComponent& trans, Render3DComponent& renderComponent)
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer.GetId());
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if (m_depthTest) {
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glEnable(GL_DEPTH_TEST);
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}
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glClearColor(m_clearColor.r, m_clearColor.g, m_clearColor.b, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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std::cout << "Draw commands this frame:" << commands.size() << std::endl;
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for (const DrawCommand& command : commands)
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{
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glBindVertexArray(renderComponent.VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, renderComponent.IBO);
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glBindVertexArray(command.VAO_identifier);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, command.IBO_identifier);
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renderComponent.shader.Use();
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command.shader.Use();
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auto lights = scene.getReg().view<LightComponent>();
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glm::mat4 rotation = glm::rotate(glm::mat4(1.0f), command.transform.Rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
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rotation *= glm::rotate(glm::mat4(1.0f), command.transform.Rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
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rotation *= glm::rotate(glm::mat4(1.0f), command.transform.Rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
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glm::mat4 modelMatrix = glm::translate(glm::mat4(1.0f), command.transform.Position) * glm::scale(glm::mat4(1.0f), command.transform.Scale) * rotation;
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command.shader.setUniformVec3("Color", glm::vec3(1.0f, 0.0f, 0.0f));
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command.shader.setUniformMat4("M", modelMatrix);
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command.shader.setUniformMat4("V", cam.GetViewMatrix());
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command.shader.setUniformMat4("P", projection);
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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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glBindVertexArray(0);
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}
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/*
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* Lighting pass
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* auto lights = scene.getReg().view<LightComponent>();
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lights.each([&](auto entity, LightComponent& light) {
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renderComponent.shader.setUniformVec3("lighting.color", light.Color);
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renderComponent.shader.setUniformFloat("lighting.strength", light.Strength);
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});
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*
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*/
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glm::mat4 rotation = glm::rotate(glm::mat4(1.0f), trans.Rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
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rotation *= glm::rotate(glm::mat4(1.0f), trans.Rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
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rotation *= glm::rotate(glm::mat4(1.0f), trans.Rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
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glm::mat4 modelMatrix = glm::translate(glm::mat4(1.0f), trans.Position) * glm::scale(glm::mat4(1.0f), trans.Scale) *rotation;
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renderComponent.shader.setUniformVec3("Color", renderComponent.color);
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renderComponent.shader.setUniformMat4("M", modelMatrix);
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renderComponent.shader.setUniformMat4("V", cam.GetViewMatrix());
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renderComponent.shader.setUniformMat4("P", projection);
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//std::cout << "Draw " << renderComponent.mesh.elements.size() << " elements" << std::endl;
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glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(renderComponent.mesh.elements.size()) ,
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GL_UNSIGNED_INT, NULL);
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glBindVertexArray(0);
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});
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}
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void Renderer::Render(Framebuffer* framebuffer, Scene& scene)
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{
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if (framebuffer == nullptr)
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return;
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer->GetId());
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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Render(scene);
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commands.clear();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void Renderer::setCurrentFrameBuffer(const Framebuffer& fb)
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{
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m_framebuffer = fb;
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}
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void Renderer::setClearColor(const glm::vec3& ClearColor)
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{
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m_clearColor = ClearColor;
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}
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}
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@ -1,23 +1,38 @@
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#pragma once
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#include "GLFW/glfw3.h"
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#include <vector>
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#include "../PerfCounter.h"
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#include "Renderable.h"
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#include "Memory/Framebuffer.h"
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#include "../Scene/Components.h"
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#include"../Scene/Scene.h"
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#include "Graphics/Primitives/DrawCommand.h"
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namespace YoggieEngine {
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struct RendererConfig {
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int ScreenWidth, ScreenHeight;
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glm::vec3 ClearColor;
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bool DepthTest;
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};
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class Renderer {
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public:
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Renderer();
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Renderer(RendererConfig& config);
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~Renderer();
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void Prepare(Scene& scene);
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void Render(Scene& scene );
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void Render(Framebuffer* framebuffer, Scene& scene);
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void Submit(Render3DComponent& renderComponent, TransformComponent& transform); // Collects DrawCommands
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void Render(); // Draw to screen (usingthe drawCalls
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void setCurrentFrameBuffer(const Framebuffer& fb);
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void setClearColor(const glm::vec3& ClearColor);
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private:
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Framebuffer m_framebuffer;
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glm::vec3 m_clearColor;
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bool m_depthTest;
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std::vector<DrawCommand> commands;
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};
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}
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