Merge remote-tracking branch 'origin/EditorUsefulness' into Animations

# Conflicts:
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/FastWorld.xml
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Game/Game.cpp
This commit is contained in:
viktorljung
2016-01-27 17:16:49 +01:00
96 changed files with 1935 additions and 485 deletions
+1
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@@ -43,6 +43,7 @@ private:
const LightCullingPass* m_LightCullingPass;
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
};
#endif
@@ -0,0 +1,106 @@
#ifndef ExplosionEffectJob_h__
#define ExplosionEffectJob_h__
#include <cstdint>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/ComponentWrapper.h"
#include "Texture.h"
#include "Model.h"
#include "RenderJob.h"
#include "../Core/ResourceManager.h"
#include "Camera.h"
#include "../Core/World.h"
struct ExplosionEffectJob : ModelJob
{
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
{
ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
ExplosionDuration = (double)explosionEffectComponent["ExplosionDuration"];
EndColor = (glm::vec4)explosionEffectComponent["EndColor"];
Randomness = (bool)explosionEffectComponent["Randomness"];
RandomnessScalar = (double)explosionEffectComponent["RandomnessScalar"];
Velocity = (glm::vec2)explosionEffectComponent["Velocity"];
ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"];
ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"];
};
glm::vec3 ExplosionOrigin;
double TimeSinceDeath = 0.f; //Seconds
double ExplosionDuration = 2.f;
//bool Gravity = true;
//double GravityForce = 1.f; // Speed
//double ObjectRadius = 2.f; // TODO: Change this for object radius when it's available
glm::vec4 EndColor;
bool Randomness = false;
float RandomnessScalar = 1.f;
glm::vec2 Velocity;
bool ColorByDistance = false;
//bool ReverseAnimation = false;
//bool Wireframe = false;
bool ExponentialAccelaration = false;
std::array<float, 50> RandomNumbers = {
0.3257552917701f,
0.07601508315467f,
0.57408909014151f,
0.0f,
0.8618231368539f,
0.074957156588769f,
0.39413607511396f,
0.54579346698979f,
0.83222648353885f,
0.83635707285086f,
0.34473986148124f,
0.98092448710507f,
0.46346380070944f,
0.7308761201477f,
0.70832470371776f,
0.28268750909841f,
0.26291620883295f,
0.07685032816457f,
0.30760929515008f,
0.2781575388639f ,
0.016950582161988f ,
0.25787915254844f ,
0.76293767279151f ,
0.67730279903733f ,
0.49042877018937f ,
0.13002237823327f ,
0.62803373841012f ,
0.94525353747665f ,
0.32893980076953f ,
0.95952951719962f ,
0.056386206790985f ,
0.012030893476694f ,
0.93090049220757f,
0.83579883064879f,
0.79733513938139f,
0.8796381046435f ,
0.94160434600972f ,
0.76901855588379f ,
0.50253688101775f ,
0.82457069578793f ,
0.80157403359263f ,
0.87291810189975f ,
0.64679548919517f ,
0.42664138899494f ,
0.77171308303797f ,
0.75567959237643f ,
0.45190826265696f ,
0.59844922628181f ,
0.56534937655802f ,
0.195656257307f};
void CalculateHash() override
{
Hash = 0;
}
};
#endif
+7 -1
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@@ -17,7 +17,7 @@
struct ModelJob : RenderJob
{
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, World* world)
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
: RenderJob()
{
Model = model;
@@ -39,6 +39,9 @@ struct ModelJob : RenderJob
Depth = worldpos.z;
World = world;
FillColor = fillColor;
FillPercentage = fillPercentage;
Skeleton = Model->m_RawModel->m_Skeleton;
if (world->HasComponent(Entity, "Animation") && Skeleton != nullptr) {
@@ -72,6 +75,9 @@ struct ModelJob : RenderJob
unsigned int EndIndex = 0;
World* World;
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
void CalculateHash() override
{
Hash = TextureID;
+1
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@@ -14,6 +14,7 @@
#include "TextJob.h"
#include "PointLightJob.h"
#include "DirectionalLightJob.h"
#include "ExplosionEffectJob.h"
struct RenderScene
{
+8 -5
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@@ -29,22 +29,25 @@ private:
const IRenderer* m_Renderer;
RenderFrame* m_RenderFrame;
Camera* m_Camera;
World* m_World;
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(Events::SetCamera &event);
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs);
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
bool isChildOfACamera(EntityWrapper entity);
bool isChildOfCurrentCamera(EntityWrapper entity);
EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
};
#endif
+2
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@@ -73,6 +73,8 @@ private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
//--------------------ShaderPrograms-------------------//
ShaderProgram* m_BasicForwardProgram;
ShaderProgram* m_ExplosionEffectProgram;
};
#endif