Merge remote-tracking branch 'origin/master' into Movement
This commit is contained in:
@@ -17,6 +17,7 @@
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#include "Network/TCPClient.h"
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#include "Network/SnapshotDefinitions.h"
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#include "Core/World.h"
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#include "Core/EntityFile.h"
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#include "Core/EventBroker.h"
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#include "Core/ConfigFile.h"
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#include "Core/EPlayerDeath.h"
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@@ -30,7 +31,7 @@
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#include "Network/ESearchForServers.h"
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#include "../Game/Events/EDashAbility.h"
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#include "Network/EDisplayServerlist.h"
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#include "Network/EConnectRequest.h"
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class Client : public Network
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{
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public:
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@@ -108,6 +109,8 @@ private:
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void sendLocalPlayerTransform();
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void becomePlayer();
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void displayServerlist();
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void removeWorld();
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void createMainMenu();
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// Mapping Logic
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// Returns if local EntityID exist in map
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bool clientServerMapsHasEntity(EntityID clientEntityID);
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@@ -128,6 +131,8 @@ private:
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bool OnDoubleJump(Events::DoubleJump & e);
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EventRelay<Client, Events::DashAbility> m_EDashAbility;
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bool OnDashAbility(const Events::DashAbility& e);
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EventRelay<Client, Events::ConnectRequest> m_EConnectRequest;
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bool OnConnectRequest(const Events::ConnectRequest& e);
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bool OnSearchForServers(const Events::SearchForServers& e);
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UDPClient m_ServerlistRequest;
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@@ -11,7 +11,7 @@ class NetworkClient
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public:
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NetworkClient();
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virtual ~NetworkClient();
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virtual void Connect(std::string playerName, std::string address, int port) = 0;
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virtual bool Connect(std::string playerName, std::string address, int port) = 0;
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virtual void Disconnect() = 0;
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virtual void Receive(Packet& packet) = 0;
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virtual void Send(Packet & packet) = 0;
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@@ -60,6 +60,7 @@ private:
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std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
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//Timers
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std::clock_t m_StartPingTime;
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std::string m_ServerName = "";
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// Packet loss logic
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PacketID m_PacketID = 0;
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@@ -10,7 +10,7 @@ public:
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TCPClient();
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~TCPClient();
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void Connect(std::string playerName, std::string address, int port);
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bool Connect(std::string playerName, std::string address, int port);
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void Disconnect();
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void Receive(Packet& packet);
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void Send(Packet & packet);
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@@ -10,7 +10,7 @@ public:
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UDPClient();
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~UDPClient();
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void Connect(std::string playerName, std::string address, int port);
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bool Connect(std::string playerName, std::string address, int port);
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void Disconnect();
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void Receive(Packet& packet);
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void Send(Packet & packet);
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@@ -48,7 +48,7 @@ private:
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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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float m_BlurQuality = 4.f;
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GLuint m_GaussianTexture_horiz = 0;
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GLuint m_GaussianTexture_vert = 0;
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@@ -15,7 +15,7 @@ public:
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void GenerateCubeMapTexture();
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//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
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GLuint m_CubeMapTexture = -1;
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GLuint m_CubeMapTexture = 0;
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private:
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IRenderer* m_Renderer;
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@@ -13,7 +13,7 @@ class DrawBloomPass
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{
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public:
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DrawBloomPass(IRenderer* renderer, ConfigFile* config);
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~DrawBloomPass() { }
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~DrawBloomPass();
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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@@ -17,7 +17,7 @@ class DrawFinalPass
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{
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
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~DrawFinalPass() { }
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~DrawFinalPass();
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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@@ -57,11 +57,11 @@ private:
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FrameBuffer m_FinalPassFrameBuffer;
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FrameBuffer m_ShieldDepthFrameBuffer;
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GLuint m_BloomTexture;
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GLuint m_SceneTexture;
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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_BloomTexture = 0;
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GLuint m_SceneTexture = 0;
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GLuint m_DepthBuffer = 0;
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GLuint m_ShieldBuffer = 0;
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GLuint m_CubeMapTexture = 0;
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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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@@ -111,7 +111,7 @@ struct ModelJob : RenderJob
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Color = modelComponent["Color"];
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GlowIntensity = ((double)modelComponent["GlowIntensity"]);
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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 abspos = glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);
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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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@@ -164,7 +164,9 @@ struct ModelJob : RenderJob
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bool IsShielded;
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void CalculateHash() override
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{
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Hash = ShaderID << 20 + ModelID << 10 + TextureID;
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Hash = TextureID;
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Hash += ModelID << 10;
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Hash += ShaderID << 20;
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}
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};
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@@ -52,8 +52,8 @@ private:
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std::unordered_map<glm::ivec2, PickingInfo> m_PickingColorsToEntity;
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GLuint m_PickingTexture;
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GLuint m_DepthBuffer;
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GLuint m_PickingTexture = 0;
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GLuint m_DepthBuffer = 0;
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FrameBuffer m_PickingBuffer;
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@@ -16,16 +16,15 @@ struct RenderJob
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public:
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float Depth;
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bool operator<(const RenderJob& rhs)
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{
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return this->Hash < rhs.Hash;
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}
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protected:
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uint64_t Hash;
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virtual void CalculateHash() = 0;
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bool operator<(const RenderJob& rhs)
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{
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return this->Hash < rhs.Hash;
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}
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};
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#endif
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@@ -37,6 +37,7 @@ public:
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: m_EventBroker(eventBroker)
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, m_Config(config)
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{ }
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~Renderer();
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virtual void Initialize() override;
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virtual void Update(double dt) override;
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@@ -14,7 +14,7 @@ class SSAOPass
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{
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public:
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SSAOPass(IRenderer* renderer, ConfigFile* config);
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~SSAOPass() { };
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~SSAOPass();
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void ChangeQuality(int quality);
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@@ -21,6 +21,8 @@ public:
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std::string GetFileName() const;
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GLuint GetHandle() const;
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bool IsCompiled() const;
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static std::string ReadFile(std::string fileName);
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private:
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protected:
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GLenum m_ShaderType;
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std::string m_FileName;
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@@ -7,6 +7,7 @@
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#include "../GLM.h"
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#include "../Core/ComponentWrapper.h"
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#include "Texture.h"
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#include "TextureSprite.h"
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#include "Model.h"
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#include "RenderJob.h"
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#include "../Core/ResourceManager.h"
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@@ -24,9 +25,9 @@ struct SpriteJob : RenderJob
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::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
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TextureID = 0;
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DiffuseTexture = CommonFunctions::LoadTexture(cSprite["DiffuseTexture"], true);
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DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]);
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IncandescenceTexture = CommonFunctions::LoadTexture(cSprite["GlowMap"], true);
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IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
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StartIndex = matProp.material->StartIndex;
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EndIndex = matProp.material->EndIndex;
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@@ -9,7 +9,7 @@ class Texture : public BaseTexture
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{
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friend class ResourceManager;
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private:
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protected:
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Texture(std::string path);
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public:
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@@ -0,0 +1,26 @@
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#ifndef TextureSprite_h__
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#define TextureSprite_h__
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#include "../OpenGL.h"
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#include "BaseTexture.h"
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#include "Texture.h"
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#include "PNG.h"
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class TextureSprite : public Texture
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{
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friend class ResourceManager;
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protected:
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TextureSprite(std::string path);
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public:
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~TextureSprite();
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void Bind(GLenum textureUnit = GL_TEXTURE0);
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GLuint m_Texture = 0;
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unsigned char* Data = nullptr;
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};
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#endif
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@@ -8,7 +8,23 @@
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namespace CommonFunctions
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{
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Texture* LoadTexture(std::string path, bool threaded);
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//Loads Texture/SpriteTexture and return null if it fails
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template <typename T, bool threaded>
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Texture* TryLoadResource(std::string path)
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{
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Texture* img;
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try {
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img = ResourceManager::Load<T, threaded>(path);
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} catch (const Resource::StillLoadingException&) {
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img = ResourceManager::Load<T>("Textures/Core/ErrorTexture.png");
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} catch (const std::exception&) {
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img = nullptr;
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}
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return img;
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}
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
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void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat);
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps);
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@@ -0,0 +1,23 @@
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#ifndef StartSystem_h__
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#define StartSystem_h__
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#include "Core/System.h"
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#include "Core/ResourceManager.h"
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#include "Core/Event.h"
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#include "Core/EventBroker.h"
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#include "Rendering/ESetCamera.h"
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class StartSystem : public ImpureSystem
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{
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public:
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StartSystem(SystemParams params);
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virtual void Update(double dt) override;
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private:
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EntityWrapper m_ActiveCamera = EntityWrapper::Invalid;
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EventRelay<StartSystem, Events::SetCamera> m_ECameraActivated;
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bool OnCameraActivated(const Events::SetCamera& e);
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};
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#endif
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@@ -293,10 +293,8 @@ private:
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firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
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}
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}
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if (IsServer) {
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if (thirdPersonAttachment.Valid()) {
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thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
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}
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if (thirdPersonAttachment.Valid()) {
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thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
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}
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WeaponInfo& wi = m_ActiveWeapons[player];
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