Many more things done
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@@ -33,14 +33,6 @@ void DrawScenePass::InitializeShaderPrograms()
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void DrawScenePass::Draw(RenderQueueCollection& rq)
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{
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if (TimeDeath > 2.f) {
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TimeDeath = 0.f;
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}
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Origin = glm::vec3(0.f, 0.0f, 0.f);
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TimeDeath = TimeDeath + 0.01f;
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EndDeath = EndDeath + 0.05f;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLERROR("Renderer::Draw PickingPass");
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@@ -52,16 +44,24 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
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auto coolDeathAnimationJob = std::dynamic_pointer_cast<CoolDeathAnimationJob>(job);
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if (coolDeathAnimationJob) {
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GLuint ShaderHandle = m_CoolDeathAnimProgram->GetHandle(); //---
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//---
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m_CoolDeathAnimProgram->Bind();
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(coolDeathAnimationJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
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glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(coolDeathAnimationJob->Color));
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glUniform3fv(glGetUniformLocation(ShaderHandle, "OriginPos"), 1, glm::value_ptr(Origin));
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glUniform1f(glGetUniformLocation(ShaderHandle, "TimeSinceDeath"), TimeDeath);
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glUniform1f(glGetUniformLocation(ShaderHandle, "EndOfDeath"), EndDeath);
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glUniform3fv(glGetUniformLocation(ShaderHandle, "OriginPos"), 1, glm::value_ptr(coolDeathAnimationJob->OriginPos));
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glUniform1f(glGetUniformLocation(ShaderHandle, "TimeSinceDeath"), coolDeathAnimationJob->TimeSinceDeath);
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glUniform1f(glGetUniformLocation(ShaderHandle, "EndOfDeath"), coolDeathAnimationJob->EndOfDeath);
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glUniform1i(glGetUniformLocation(ShaderHandle, "Gravity"), coolDeathAnimationJob->Gravity);
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glUniform1f(glGetUniformLocation(ShaderHandle, "GravityForce"), coolDeathAnimationJob->GravityForce);
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glUniform1f(glGetUniformLocation(ShaderHandle, "ObjectRadius"), coolDeathAnimationJob->ObjectRadius);
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glUniform4fv(glGetUniformLocation(ShaderHandle, "EndColor"), 1, glm::value_ptr(coolDeathAnimationJob->EndColor));
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glUniform1i(glGetUniformLocation(ShaderHandle, "UseRandomness"), coolDeathAnimationJob->UseRandomness);
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glUniform1fv(glGetUniformLocation(ShaderHandle, "RandomNumbers"), 10, coolDeathAnimationJob->RandomNumbers.data());
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glUniform1f(glGetUniformLocation(ShaderHandle, "RandomnessScalar"), coolDeathAnimationJob->RandomnessScalar);
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//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
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if (coolDeathAnimationJob->DiffuseTexture != nullptr) {
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@@ -90,8 +90,8 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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}
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for (auto texGroup : model->TextureGroups) {
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auto deathComp = world->HasComponent(modelC.EntityID, "CoolDeathAnim");
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if (!deathComp) {
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bool hasDeathComp = world->HasComponent(modelC.EntityID, "CoolDeathAnim");
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if (!hasDeathComp) {
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ModelJob job;
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job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
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@@ -112,9 +112,28 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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else {
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CoolDeathAnimationJob job;
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job.TimeSinceDeath = 1.f;
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job.EndOfDeath = 15.f;
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job.OriginPos = glm::vec3(1000.f, 2.f, 0.f);
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auto deathComp = world->GetComponent(modelC.EntityID, "CoolDeathAnim");
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job.OriginPos = (glm::vec3)deathComp["OriginPos"];
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job.TimeSinceDeath = (double)deathComp["TimeSinceDeath"];
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job.EndOfDeath = (double)deathComp["EndOfDeath"];
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job.Gravity = (bool)deathComp["Gravity"];
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job.GravityForce = (double)deathComp["GravityForce"];
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job.ObjectRadius = (double)deathComp["ObjectRadius"];
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job.EndColor = (glm::vec4)deathComp["EndColor"];
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job.UseRandomness = (bool)deathComp["UseRandomness"];
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job.RandomnessScalar = (double)deathComp["RandomnessScalar"];
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job.RandomNumbers = {
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0.3257552917701f,
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0.07601508315467f,
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0.57408909014151f,
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0.0f,
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0.8618231368539f,
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0.074957156588769f,
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0.39413607511396f,
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0.54579346698979f,
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0.83222648353885f,
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0.83635707285086f };
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job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
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job.DiffuseTexture = texGroup.Texture.get();
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