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Improved and simplified Renderer API, Implemed Render Target logic
- Reduced redundant static RenderCommand class - Renderer now isn't static and exist in Application class - All render commands submited directly by Renderer class - Imgui library is being built along with other vendor libs - Rendering is now consists of Three Render passes: 1. Render to multisampled render target (if MSAA is enabled) 2. Render from multisampled to intermidiate 3. Render to framebuffer to draw on screen
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Engine/res/shaders/mesh_phong.frag → Engine/assets/shaders/mesh_phong.frag
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// Fragment shader for the mesh | ||
#version 450 core | ||
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struct Material { | ||
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#version 450 core | ||
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uniform sampler2D u_screenTexture; | ||
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in vec2 v_uv; | ||
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out vec4 color; | ||
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void main() | ||
{ | ||
vec3 col = texture(u_screenTexture, v_uv).rgb; | ||
color = vec4(col, 1.0); | ||
} |
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#version 450 core | ||
layout (location = 0) in vec2 pos; | ||
layout (location = 1) in vec2 uv; | ||
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out vec2 v_uv; | ||
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void main() | ||
{ | ||
v_uv = uv; | ||
gl_Position = vec4(pos, 0.0, 1.0); | ||
} |
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#pragma once | ||
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#include "Renderer/Buffer.h" | ||
#include "Renderer/RHI/Buffer.h" | ||
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namespace elv { | ||
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#pragma once | ||
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#include "Renderer/GraphicsContext.h" | ||
#include "Renderer/RHI/GraphicsContext.h" | ||
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struct GLFWwindow; | ||
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