Merge remote-tracking branch 'origin/master' into Weapons
# Conflicts: # assets # resources/Schema/Entities/Player.xml # resources/Schema/Entities/PlayerAssaultFallbackBlue.xml # resources/Schema/Entities/PlayerAssaultFallbackRed.xml # resources/Schema/Entities/PlayerAssaultRed.xml # resources/Schema/Entities/aaaatestremoveme.xml # resources/Schema/Entities/aim_rays.xml
This commit is contained in:
@@ -1,33 +0,0 @@
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#ifndef MainMenuSystem_h__
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#define MainMenuSystem_h__
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#include "../Core/System.h"
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#include "../Rendering/IRenderer.h"
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#include "../Core/ResourceManager.h"
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#include "../Core/Event.h"
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#include "EButtonClicked.h"
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#include "EButtonPressed.h"
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#include "EButtonReleased.h"
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class MainMenuSystem : public ImpureSystem
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{
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public:
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MainMenuSystem(SystemParams params, IRenderer* renderer);
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virtual void Update(double dt) override;
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private:
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IRenderer* m_Renderer;
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EventRelay<MainMenuSystem, Events::ButtonClicked> m_EClicked;
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bool OnButtonClick(const Events::ButtonClicked& e);
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EventRelay<MainMenuSystem, Events::ButtonReleased> m_EReleased;
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bool OnButtonRelease(const Events::ButtonReleased& e);
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EventRelay<MainMenuSystem, Events::ButtonPressed> m_EPressed;
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bool OnButtonPress(const Events::ButtonPressed& e);
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};
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#endif
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@@ -29,18 +29,7 @@
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#include "Core/EAmmoPickup.h"
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#include "Network/ESearchForServers.h"
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#include "../Game/Events/EDashAbility.h"
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struct ServerInfo
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{
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ServerInfo(std::string a, int b, std::string c, int d)
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{
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Address = a; Port = b; Name = c; PlayersConnected = d;
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}
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std::string Address = "";
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int Port = 0;
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std::string Name = "";
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int PlayersConnected = 0;
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};
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#include "Network/EDisplayServerlist.h"
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class Client : public Network
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{
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@@ -0,0 +1,17 @@
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#ifndef Events_ConnectRequest_h__
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#define Events_ConnectRequest_h__
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#include "Core/EventBroker.h"
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namespace Events
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{
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struct ConnectRequest : public Event
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{
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std::string IP = "";
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int Port = 0;
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};
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}
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#endif
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@@ -0,0 +1,29 @@
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#ifndef Events_DisplayServerlist_h__
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#define Events_DisplayServerlist_h__
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#include <string>
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#include <vector>
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#include "Core/Event.h"
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struct ServerInfo
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{
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ServerInfo(std::string address, int port, std::string name, int players)
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{
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Address = address; Port = port; Name = name; PlayersConnected = players;
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}
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std::string Address = "";
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int Port = 0;
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std::string Name = "";
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int PlayersConnected = 0;
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};
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namespace Events
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{
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struct DisplayServerlist : public Event
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{
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std::vector<ServerInfo> Serverlist;
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};
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}
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#endif
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@@ -0,0 +1,70 @@
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#ifndef BlurHUD_h__
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#define BlurHUD_h__
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#include "IRenderer.h"
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#include "DrawBloomPassState.h"
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//#include "LightCullingPass.h" Finalpass om den skall skickas in
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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//#include "Util/UnorderedMapVec2.h"
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#include "Texture.h"
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class BlurHUD
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{
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public:
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BlurHUD(IRenderer* renderer);
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~BlurHUD() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void InitializeBuffers();
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void ClearBuffer();
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void FillGaussianBuffer(FrameBuffer* fb);
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GLuint Draw(GLuint texture, RenderScene& scene);
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void OnWindowResize();
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void FillStencil(RenderScene& scene);
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GLuint CombineTextures(GLuint texture1, GLuint texture2);
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//Getters
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//Return the blurred result of the texture that was sent into draw
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GLuint GaussianTexture() const {
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if (m_Quality == 0) {
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return m_BlackTexture->m_Texture;
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} else {
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return m_GaussianTexture_vert;
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}
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}
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private:
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Texture* m_BlackTexture;
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Model* m_ScreenQuad;
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const IRenderer* m_Renderer;
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ConfigFile* m_Config;
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//const LightCullingPass* m_LightCullingPass
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int m_Iterations = 3;
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int m_Quality = 0;
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float m_BlurQuality = 2.f;
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GLuint m_GaussianTexture_horiz = 0;
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GLuint m_GaussianTexture_vert = 0;
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GLuint m_DepthStencil_horiz = 0;
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GLuint m_DepthStencil_vert = 0;
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GLuint m_CombinedTexture = 0;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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FrameBuffer m_CombinedTextureBuffer;
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ShaderProgram* m_GaussianProgram_horiz;
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ShaderProgram* m_GaussianProgram_vert;
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ShaderProgram* m_FillDepthStencilProgram;
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ShaderProgram* m_CombineTexturesProgram;
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};
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#endif
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@@ -11,6 +11,7 @@
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#include "Util/UnorderedMapVec2.h"
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#include "Util/CommonFunctions.h"
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#include "Texture.h"
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#include "BlurHUD.h"
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class DrawFinalPass
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{
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@@ -20,7 +21,7 @@ public:
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(RenderScene& scene);
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void Draw(RenderScene& scene, BlurHUD* blurHUDPass);
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void ClearBuffer();
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void OnWindowResize();
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@@ -28,6 +29,10 @@ public:
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GLuint BloomTexture() const { return m_BloomTexture; }
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//Return the texture with diffuse and lighting of the scene.
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GLuint SceneTexture() const { return m_SceneTexture; }
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//Return the SceneTexture with the blurred HUD bits.
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GLuint CombinedSceneTexture() const { return m_CombinedTexture; }
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//Return the blurred scene texture.
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GLuint FullBlurredTexture() const { return m_FullBlurredTexture; }
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//Return the framebuffer used in the scene rendering stage.
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FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
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@@ -57,6 +62,8 @@ private:
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GLuint m_DepthBuffer;
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GLuint m_ShieldBuffer;
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GLuint m_CubeMapTexture;
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GLuint m_FullBlurredTexture;
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GLuint m_CombinedTexture; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
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//maqke this component based i guess?
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GLuint m_ShieldPixelRate = 16;
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@@ -33,6 +33,7 @@ struct RenderScene
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Rectangle Viewport;
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bool ClearDepth = false;
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bool ShouldBlur = false;
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glm::vec4 AmbientColor;
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void Clear()
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@@ -18,6 +18,7 @@
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#include "DrawColorCorrectionPass.h"
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#include "SSAOPass.h"
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#include "CubeMapPass.h"
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#include "BlurHUD.h"
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#include "../Core/EventBroker.h"
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#include "ImGuiRenderPass.h"
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#include "Camera.h"
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@@ -75,6 +76,7 @@ private:
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DrawColorCorrectionPass* m_DrawColorCorrectionPass;
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SSAOPass* m_SSAOPass;
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CubeMapPass* m_CubeMapPass;
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BlurHUD* m_BlurHUDPass;
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//----------------------Functions----------------------//
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void InitializeWindow();
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@@ -32,6 +32,8 @@ struct SpriteJob : RenderJob
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EndIndex = matProp.material->EndIndex;
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Matrix = matrix;
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Color = cSprite["Color"];
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BlurBackground = (bool)cSprite["BlurBackground"];
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Entity = cSprite.EntityID;
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Position = Transform::AbsolutePosition(world, cSprite.EntityID);
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Depth = 0;
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@@ -65,6 +67,7 @@ struct SpriteJob : RenderJob
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bool Pickable;
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bool IsIndicator = false;
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bool BlurBackground = false;
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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