Merge remote-tracking branch 'origin/master' into CoolDeathAnimation
# Conflicts: # include/Engine/Common.h # include/Engine/Rendering/DrawFinalPass.h # include/Engine/Rendering/DrawScenePass.h # include/Engine/Rendering/RenderQueue.h # include/Engine/Rendering/Renderer.h # resources/Shaders/ForwardPlus.frag.glsl # resources/Shaders/ForwardPlus.vert.glsl # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/DrawScenePass.cpp # src/Engine/Rendering/RenderSystem.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp
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@@ -12,6 +12,8 @@
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#include "../Core/ResourceManager.h"
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#include "Camera.h"
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#include "../Core/World.h"
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#include "../Core/Transform.h"
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#include "Skeleton.h"
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struct ModelJob : RenderJob
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{
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@@ -23,12 +25,27 @@ struct ModelJob : RenderJob
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DiffuseTexture = matGroup.Texture.get();
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NormalTexture = matGroup.NormalMap.get();
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SpecularTexture = matGroup.SpecularMap.get();
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IncandescenceTexture = matGroup.IncandescenceMap.get();
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DiffuseColor = matGroup.DiffuseColor;
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SpecularColor = matGroup.SpecularColor;
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IncandescenceColor = matGroup.IncandescenceColor;
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StartIndex = matGroup.StartIndex;
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EndIndex = matGroup.EndIndex;
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Matrix = matrix;
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Color = modelComponent["Color"];
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Entity = modelComponent.EntityID;
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glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
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glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
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Depth = worldpos.z;
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World = world;
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Skeleton = Model->m_RawModel->m_Skeleton;
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if (world->HasComponent(Entity, "Animation") && Skeleton != nullptr) {
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auto animationComponent = world->GetComponent(Entity, "Animation");
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Animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["Name"]);
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AnimationTime = (double)animationComponent["Time"];
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}
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};
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unsigned int TextureID;
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@@ -39,9 +56,18 @@ struct ModelJob : RenderJob
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const Texture* DiffuseTexture;
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const Texture* NormalTexture;
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const Texture* SpecularTexture;
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const Texture* IncandescenceTexture;
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float Shininess = 0.f;
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glm::vec4 Color;
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const ::Model* Model = nullptr;
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::Skeleton* Skeleton = nullptr;
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const ::Skeleton::Animation* Animation = nullptr;
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float AnimationTime = 0.f;
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glm::vec4 DiffuseColor;
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glm::vec4 SpecularColor;
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glm::vec4 IncandescenceColor;
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unsigned int StartIndex = 0;
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unsigned int EndIndex = 0;
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World* World;
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