Merge remote-tracking branch 'origin/master' into Animations
# Conflicts: # assets # include/Engine/Rendering/Model.h # src/Engine/Collision/Collision.cpp
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@@ -1,10 +1,13 @@
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#include "Rendering/RenderSystem.h"
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#include "Collision/Collision.h"
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#include "Core/Frustum.h"
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RenderSystem::RenderSystem(World* world, EventBroker* eventBroker, const IRenderer* renderer, RenderFrame* renderFrame)
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RenderSystem::RenderSystem(World* world, EventBroker* eventBroker, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree)
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: System(world, eventBroker)
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, m_Renderer(renderer)
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, m_RenderFrame(renderFrame)
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, m_World(world)
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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_EInputCommand, &RenderSystem::OnInputCommand);
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@@ -42,12 +45,13 @@ bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity)
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void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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{
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auto models = m_World->GetComponents("Model");
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if (models == nullptr) {
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return;
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}
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Frustum frustum(m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix());
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std::vector<EntityAABB> seenEntities;
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m_Octree->ObjectsInFrustum(frustum, seenEntities);
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for (auto& cModel : *models) {
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for (auto& seenEntity : seenEntities) {
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EntityWrapper entity = seenEntity.Entity;
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ComponentWrapper cModel = entity["Model"];
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bool visible = cModel["Visible"];
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if (!visible) {
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continue;
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@@ -57,8 +61,6 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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continue;
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}
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EntityWrapper entity(m_World, cModel.EntityID);
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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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// continue;
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