Merge branch 'master' into Respawning
This commit is contained in:
@@ -54,7 +54,7 @@ void EditorRenderSystem::Update(double dt)
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EntityWrapper entity(m_World, cModel.EntityID);
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glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
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for (auto matGroup : model->MaterialGroups()) {
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std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f);
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std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false);
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if (cModel["Transparent"]) {
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scene.Jobs.TransparentObjects.push_back(modelJob);
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} else {
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@@ -101,8 +101,7 @@ void Client::Update()
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void Client::parseMessageType(Packet& packet)
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{
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// Pop packetSize which is used by TCP Client to
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// create a packet of the correct size
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// Pop packetSize
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packet.ReadPrimitive<int>();
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int messageType = packet.ReadPrimitive<int>();
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if (messageType == -1)
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@@ -144,6 +143,9 @@ void Client::parseMessageType(Packet& packet)
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case MessageType::OnDoubleJump:
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parseDoubleJump(packet);
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break;
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case MessageType::AmmoPickup:
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parseAmmoPickup(packet);
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break;
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default:
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break;
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}
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@@ -233,7 +235,6 @@ void Client::parseSpawnEvents()
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m_EventBroker->Publish(e);
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}
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m_PlayerSpawnEvents = tempSpawn;
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// m_PlayerSpawnEvents.clear();
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}
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void Client::parsePlayersSpawned(Packet& packet)
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@@ -296,6 +297,14 @@ void Client::parseDoubleJump(Packet & packet)
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}
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}
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void Client::parseAmmoPickup(Packet & packet)
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{
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Events::AmmoPickup e;
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e.AmmoGain = packet.ReadPrimitive<int>();
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e.Player = m_LocalPlayer;
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m_EventBroker->Publish(e);
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}
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void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID)
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{
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for (auto field : componentInfo.FieldsInOrder) {
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@@ -13,7 +13,7 @@ Server::Server(World* world, EventBroker* eventBroker, int port)
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EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &Server::OnEntityDeleted);
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EVENT_SUBSCRIBE_MEMBER(m_EComponentDeleted, &Server::OnComponentDeleted);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Server::OnPlayerDamage);
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EVENT_SUBSCRIBE_MEMBER(m_EAmmoPickup, &Server::OnAmmoPickup);
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// BindWW
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if (port == 0) {
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port = config->Get<float>("Networking.Port", 27666);
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@@ -510,6 +510,19 @@ bool Server::OnPlayerDamage(const Events::PlayerDamage& e)
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return true;
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}
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bool Server::OnAmmoPickup(const Events::AmmoPickup & e)
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{
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for (auto& kv : m_ConnectedPlayers) {
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if (e.Player.ID == kv.second.EntityID) {
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Packet packet(MessageType::AmmoPickup);
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// We dont send playerID as it will be set at client to local
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packet.WritePrimitive(e.AmmoGain);
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m_Reliable.Send(packet, kv.second);
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}
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}
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return true;
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}
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void Server::parseClientPing()
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{
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LOG_INFO("%i: Parsing ping", m_PacketID);
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@@ -604,12 +617,14 @@ bool Server::shouldSendToClient(EntityWrapper childEntity)
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auto children = m_World->GetDirectChildren(childEntity.ID);
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for (auto it = children.first; it != children.second; it++) {
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EntityWrapper child(m_World, it->second);
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if(child.HasComponent("CapturePoint")) {
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if (child.HasComponent("CapturePoint") || child.HasComponent("HealthPickup")
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|| child.HasComponent("AmmoPickup")) {
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return true;
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}
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}
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return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid()
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|| childEntity.HasComponent("CapturePoint");
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|| childEntity.HasComponent("CapturePoint") || childEntity.HasComponent("HealthPickup")
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|| childEntity.HasComponent("AmmoPickup");
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}
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PlayerID Server::GetPlayerIDFromEndpoint()
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@@ -18,7 +18,7 @@ void DrawColorCorrectionPass::InitializeShaderPrograms()
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m_ColorCorrectionProgram->Link();
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}
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void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure)
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void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure)
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{
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLERROR("DrawScreenQuadPass::Draw: Pre");
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@@ -33,10 +33,6 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLu
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glBindTexture(GL_TEXTURE_2D, sceneTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, bloomTexture);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, sceneTextureLowRes);
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, bloomTextureLowRes);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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File diff suppressed because it is too large
Load Diff
@@ -8,13 +8,12 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
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Enable(GL_BLEND);
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BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Enable(GL_DEPTH_TEST);
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DepthMask(GL_FALSE);
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DepthFunc(GL_LEQUAL);
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DepthMask(GL_TRUE);
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Enable(GL_CULL_FACE);
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Enable(GL_STENCIL_TEST);
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StencilFunc(GL_NOTEQUAL, 1, 0xFF);
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StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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StencilMask(0xFF);
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// Enable(GL_STENCIL_TEST);
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// StencilFunc(GL_NOTEQUAL, 1, 0xFF);
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// StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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// StencilMask(0xFF);
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ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
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}
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@@ -26,11 +25,9 @@ DrawFinalPassState::~DrawFinalPassState()
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DrawStencilState::DrawStencilState(GLuint frameBuffer)
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{
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BindFramebuffer(frameBuffer);
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Enable(GL_STENCIL_TEST);
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StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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StencilFunc(GL_ALWAYS, 1, 0xFF);
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StencilMask(0xFF);
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Enable(GL_DEPTH_TEST);
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DepthMask(GL_TRUE);
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Enable(GL_CULL_FACE);
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ClearColor(glm::vec4(0.f));
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}
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@@ -23,11 +23,12 @@ void PickingPass::InitializeTextures()
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
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CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
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}
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void PickingPass::InitializeFrameBuffers()
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{
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
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m_PickingBuffer.Generate();
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@@ -240,6 +240,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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fillColor = (glm::vec4)fillComponent["Color"];
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}
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bool isShielded = m_World->HasComponent(cModel.EntityID, "Shielded") || m_World->HasComponent(cModel.EntityID, "Player");
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glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World);
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//Loop through all materialgroups of a model
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for (auto matGroup : model->MaterialGroups()) {
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@@ -255,20 +257,19 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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cModel,
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m_World,
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fillColor,
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fillPercentage
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fillPercentage,
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isShielded
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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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Jobs.ShieldObjects.push_back(explosionEffectJob);
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} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
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|| m_World->HasComponent(cModel.EntityID, "Player")) {
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} else if (isShielded) {
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if (explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) {
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cModel["Transparent"] = true;
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}
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if (cModel["Transparent"]) {
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Jobs.TransparentShieldedObjects.push_back(explosionEffectJob);
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Jobs.TransparentObjects.push_back(explosionEffectJob);
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} else {
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explosionEffectJob->CalculateHash();
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Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob);
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@@ -294,20 +295,20 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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cModel,
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m_World,
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fillColor,
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fillPercentage
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fillPercentage,
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isShielded
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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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Jobs.ShieldObjects.push_back(modelJob);
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} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
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|| m_World->HasComponent(cModel.EntityID, "Player")) {
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} else if (isShielded) {
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if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) {
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cModel["Transparent"] = true;
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}
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if (cModel["Transparent"]) {
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Jobs.TransparentShieldedObjects.push_back(modelJob);
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Jobs.TransparentObjects.push_back(modelJob);
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} else {
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modelJob->CalculateHash();
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Jobs.OpaqueShieldedObjects.push_back(modelJob);
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@@ -110,7 +110,7 @@ void Renderer::Draw(RenderFrame& frame)
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{
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GLERROR("PRE");
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion");
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ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
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if(m_CubeMapTexture == 0) {
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m_CubeMapPass->LoadTextures("Nevada");
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@@ -174,7 +174,7 @@ void Renderer::Draw(RenderFrame& frame)
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if (m_DebugTextureToDraw == 0) {
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PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
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PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
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}
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@@ -186,18 +186,12 @@ void Renderer::Draw(RenderFrame& frame)
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture());
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}
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if (m_DebugTextureToDraw == 3) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTextureLowRes());
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}
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if (m_DebugTextureToDraw == 4) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTextureLowRes());
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}
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if (m_DebugTextureToDraw == 5) {
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m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
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}
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if (m_DebugTextureToDraw == 6) {
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if (m_DebugTextureToDraw == 4) {
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m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
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}
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if (m_DebugTextureToDraw == 7) {
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if (m_DebugTextureToDraw == 5) {
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m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
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}
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PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
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@@ -250,7 +244,7 @@ void Renderer::InitializeRenderPasses()
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m_LightCullingPass = new LightCullingPass(this);
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m_CubeMapPass = new CubeMapPass(this);
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m_SSAOPass = new SSAOPass(this, m_Config);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_PickingPass->DepthBuffer());
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass);
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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m_DrawBloomPass = new DrawBloomPass(this, m_Config);
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m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
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