Merge branch 'master' into AsyncResourceLoad
# Conflicts: # include/Engine/Rendering/RawModel.h # src/Engine/Rendering/RenderQueueFactory.cpp
This commit is contained in:
+30
-21
@@ -1,6 +1,8 @@
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#include "Game.h"
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#include "Collision/TriggerSystem.h"
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#include "Collision/CollisionSystem.h"
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#include "Game/HealthSystem.h"
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#include "Core/EntityFileWriter.h"
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Game::Game(int argc, char* argv[])
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{
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@@ -8,8 +10,8 @@ Game::Game(int argc, char* argv[])
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ResourceManager::RegisterType<Model>("Model");
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ResourceManager::RegisterType<RawModel>("RawModel");
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ResourceManager::RegisterType<Texture>("Texture");
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ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
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ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
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ResourceManager::RegisterType<EntityFile>("EntityFile");
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m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
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LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
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@@ -17,10 +19,9 @@ Game::Game(int argc, char* argv[])
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// Create the core event broker
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m_EventBroker = new EventBroker();
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m_RenderQueueFactory = new RenderQueueFactory();
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// Create the renderer
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m_Renderer = new Renderer(m_EventBroker);
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m_Renderer = new Renderer(m_EventBroker, m_World);
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m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
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m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
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m_Renderer->SetResolution(Rectangle::Rectangle(
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@@ -28,9 +29,10 @@ Game::Game(int argc, char* argv[])
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0,
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m_Config->Get<int>("Video.Width", 1280),
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m_Config->Get<int>("Video.Height", 720)
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));
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));
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m_Renderer->Initialize();
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m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
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//m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
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m_RenderFrame = new RenderFrame();
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// Create input manager
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m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker);
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@@ -48,16 +50,30 @@ Game::Game(int argc, char* argv[])
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m_World = new World();
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std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
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if (!mapToLoad.empty()) {
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ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
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auto file = ResourceManager::Load<EntityFile>(mapToLoad);
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EntityFilePreprocessor fpp(file);
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fpp.RegisterComponents(m_World);
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EntityFileParser fp(file);
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fp.MergeEntities(m_World);
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}
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_EventBroker);
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m_SystemPipeline->AddSystem<RaptorCopterSystem>();
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m_SystemPipeline->AddSystem<PlayerSystem>();
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m_SystemPipeline->AddSystem<EditorSystem>(m_Renderer);
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m_SystemPipeline->AddSystem<CollisionSystem>();
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m_SystemPipeline->AddSystem<TriggerSystem>();
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//All systems with orderlevel 0 will be updated first.
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unsigned int updateOrderLevel = 0;
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m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
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//Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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// Invoke network
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if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
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@@ -74,8 +90,8 @@ Game::~Game()
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delete m_FrameStack;
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delete m_InputProxy;
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delete m_InputManager;
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delete m_RenderFrame;
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delete m_Renderer;
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delete m_RenderQueueFactory;
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delete m_EventBroker;
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}
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@@ -101,15 +117,13 @@ void Game::Tick()
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if (m_IsClientOrServer) {
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m_ClientOrServer->Update();
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}
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// Iterate through systems and update world!
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m_SystemPipeline->Update(m_World, dt);
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m_Renderer->Update(dt);
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m_EventBroker->Process<Client>();
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m_RenderQueueFactory->Update(m_World);
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GLERROR("Game::Tick m_RenderQueueFactory->Update");
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m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
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m_Renderer->Draw(*m_RenderFrame);
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GLERROR("Game::Tick m_Renderer->Draw");
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m_EventBroker->Swap();
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m_EventBroker->Clear();
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@@ -132,10 +146,5 @@ void Game::networkFunction()
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m_ClientOrServer = new Server();
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}
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m_ClientOrServer->Start(m_World, m_EventBroker);
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// I don't think we are reaching this part of the code right now.
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// ~Game() is not called if the game is exited by closing console windows
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// When server or client is done set it to false.
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//m_IsClientOrServer = false;
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// Destroy it
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//delete m_ClientOrServer;
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}
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