Merge remote-tracking branch 'origin/master' into Dirtybit
# Conflicts: # src/Engine/Collision/CollisionSystem.cpp # src/Engine/Core/Transform.cpp # src/Engine/Editor/EditorSystem.cpp # src/Engine/Rendering/AnimationSystem.cpp # src/Engine/Rendering/BoneAttachmentSystem.cpp # src/Game/Systems/CapturePointSystem.cpp # src/Game/Systems/ExplosionEffectSystem.cpp # src/Game/Systems/PlayerMovementSystem.cpp
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@@ -9,10 +9,11 @@ RenderSystem::RenderSystem(SystemParams params, const IRenderer* renderer, Rende
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, m_Octree(frustumCullOctree)
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{
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
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EVENT_SUBSCRIBE_MEMBER(m_EResolutionChanged, &RenderSystem::OnResolutionChanged);
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &RenderSystem::OnPlayerSpawned);
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m_Camera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f);
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m_Camera = new Camera((float)m_Renderer->GetViewportSize().Width / m_Renderer->GetViewportSize().Height, glm::radians(45.f), 0.01f, 5000.f);
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}
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RenderSystem::~RenderSystem()
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@@ -20,11 +21,18 @@ RenderSystem::~RenderSystem()
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delete m_Camera;
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}
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bool RenderSystem::OnResolutionChanged(Events::ResolutionChanged& e)
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{
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// Update camera aspect ration on resolution change
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m_Camera->SetAspectRatio((float)e.NewResolution.Width / e.NewResolution.Height);
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return true;
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}
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bool RenderSystem::OnSetCamera(Events::SetCamera& e)
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{
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ComponentWrapper cTransform = e.CameraEntity["Transform"];
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ComponentWrapper cCamera = e.CameraEntity["Camera"];
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m_Camera->SetFOV((double)cCamera["FOV"]);
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m_Camera->SetFOV(glm::radians((double)cCamera["FOV"]));
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m_Camera->SetNearClip((double)cCamera["NearClip"]);
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m_Camera->SetFarClip((double)cCamera["FarClip"]);
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m_Camera->SetPosition(cTransform["Position"]);
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@@ -170,6 +178,7 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
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bool RenderSystem::isEntityVisible(EntityWrapper& entity)
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{
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return true;
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// Only render children of a camera if that camera is currently active
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if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
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return false;
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@@ -258,7 +267,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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m_World,
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fillColor,
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fillPercentage,
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isShielded
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isShielded,
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false
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));
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if (m_World->HasComponent(cModel.EntityID, "Shield")){
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explosionEffectJob->CalculateHash();
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@@ -296,7 +306,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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m_World,
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fillColor,
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fillPercentage,
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isShielded
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isShielded,
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(bool)cModel["Shadow"]
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));
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if (m_World->HasComponent(cModel.EntityID, "Shield")) {
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modelJob->CalculateHash();
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@@ -435,6 +446,7 @@ void RenderSystem::Update(double dt)
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}
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RenderScene scene;
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scene.ShouldBlur = true;
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scene.Camera = m_Camera;
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scene.Viewport = Rectangle(1280, 720);
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@@ -448,7 +460,7 @@ void RenderSystem::Update(double dt)
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fillModels(scene.Jobs);
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fillPointLights(scene.Jobs.PointLight, m_World);
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//TODO: Make sure all objects needed are also sorted.
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scene.Jobs.OpaqueObjects.sort();
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scene.Jobs.OpaqueObjects.sort([](auto& a, auto& b) {return *a < *b; });
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fillSprites(scene.Jobs.SpriteJob, m_World);
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fillDirectionalLights(scene.Jobs.DirectionalLight, m_World);
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fillText(scene.Jobs.Text, m_World);
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