Models with Shield and shielded component now added to queues
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@@ -92,7 +92,9 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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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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@@ -106,15 +108,30 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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fillColor,
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fillPercentage
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));
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if (m_World->HasComponent(cModel.EntityID, "Shield")){
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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(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 (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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if (cModel["Transparent"]) {
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Jobs.TransparentShieldedObjects.push_back(explosionEffectJob);
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} else {
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Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob);
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}
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} else {
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Jobs.OpaqueObjects.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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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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@@ -127,13 +144,30 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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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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Jobs.TransparentObjects.push_back(modelJob);
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if (m_World->HasComponent(cModel.EntityID, "Shield")) {
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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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Jobs.OpaqueShieldedObjects.push_back(modelJob);
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}
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} else {
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Jobs.OpaqueObjects.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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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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