Merge remote-tracking branch 'origin/master' into Menu
# Conflicts: # include/Engine/Rendering/DrawFinalPass.h # include/Engine/Rendering/RenderQueue.h # resources/Schema/Components.xsd # resources/Schema/Entities/QualityAssurance.xml # resources/Schema/Entities/RenderingWorld.xml # resources/Shaders/Sprite.vert.glsl # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/Model.cpp # src/Engine/Rendering/RenderSystem.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.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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@@ -90,14 +93,15 @@ bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity)
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return entity == m_CurrentCamera || entity.IsChildOf(m_CurrentCamera);
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}
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void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs)
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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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@@ -107,17 +111,15 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs,
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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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}
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if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
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continue;
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}
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// Hide things parented to local player if they have the HiddenFromLocalPlayer component
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if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
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continue;
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}
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if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
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continue;
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}
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Model* model;
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try {
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@@ -142,7 +144,9 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs,
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}
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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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//If the model has an explosioneffect component, we will add an explosioneffectjob
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if (m_World->HasComponent(cModel.EntityID, "ExplosionEffect")) {
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auto explosionEffectComponent = m_World->GetComponent(cModel.EntityID, "ExplosionEffect");
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std::shared_ptr<ExplosionEffectJob> explosionEffectJob = std::shared_ptr<ExplosionEffectJob>(new ExplosionEffectJob(
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@@ -156,14 +160,33 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs,
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fillColor,
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fillPercentage
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));
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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 (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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if (cModel["Transparent"]) {
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transparentJobs.push_back(explosionEffectJob);
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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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} else {
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explosionEffectJob->CalculateHash();
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Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob);
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}
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} else {
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opaqueJobs.push_back(explosionEffectJob);
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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.TransparentObjects.push_back(explosionEffectJob);
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} else {
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explosionEffectJob->CalculateHash();
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Jobs.OpaqueObjects.push_back(explosionEffectJob);
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}
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}
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} else {
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std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(
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@@ -176,13 +199,33 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs,
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fillColor,
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fillPercentage
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));
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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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transparentJobs.push_back(modelJob);
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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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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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} else {
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modelJob->CalculateHash();
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Jobs.OpaqueShieldedObjects.push_back(modelJob);
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}
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} else {
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opaqueJobs.push_back(modelJob);
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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.TransparentObjects.push_back(modelJob);
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} else {
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modelJob->CalculateHash();
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Jobs.OpaqueObjects.push_back(modelJob);
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}
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}
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}
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}
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@@ -244,7 +287,7 @@ void RenderSystem::fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World*
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if (texts == nullptr) {
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return;
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}
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for (auto& textComponent : *texts) {
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bool visible = textComponent["Visible"];
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if (!visible) {
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@@ -299,11 +342,13 @@ void RenderSystem::Update(double dt)
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scene.AmbientColor = (glm::vec4)(*cSceneLight->begin())["AmbientColor"];
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}
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fillModels(scene.OpaqueObjects, scene.TransparentObjects);
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fillPointLights(scene.PointLightJobs, m_World);
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fillDirectionalLights(scene.DirectionalLightJobs, m_World);
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fillText(scene.TextJobs, m_World);
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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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fillSprites(scene.SpriteJobs, 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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m_RenderFrame->Add(scene);
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}
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