HealthMeter
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@@ -48,7 +48,7 @@ void EditorRenderSystem::Update(double dt)
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EntityWrapper entity(m_World, cModel.EntityID);
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glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
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for (auto matGroup : model->MaterialGroups()) {
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std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World);
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std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f);
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scene.ForwardJobs.push_back(modelJob);
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}
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}
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@@ -51,6 +51,10 @@ void DrawFinalPass::Draw(RenderScene& scene)
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
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glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(modelJob->FillColor));
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glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), modelJob->FillPercentage);
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if(modelJob->DiffuseTexture != nullptr) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
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@@ -61,9 +61,21 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
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}
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}
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float fillPercentage = 0.f;
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glm::vec4 fillColor = glm::vec4(0);
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if(m_World->HasComponent(modelComponent.EntityID, "Fill")) {
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auto fillComponent = m_World->GetComponent(modelComponent.EntityID, "Fill");
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fillPercentage = (float)(double)fillComponent["Percentage"];
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fillColor = (glm::vec4)fillComponent["Color"];
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}
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glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, m_World);
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for (auto matGroup : model->MaterialGroups()) {
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std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, modelComponent, m_World));
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std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, modelComponent, m_World, fillColor, fillPercentage));
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jobs.push_back(modelJob);
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}
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}
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@@ -141,8 +153,8 @@ void RenderSystem::fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World*
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}
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glm::mat4 modelMatrix = Transform::ModelMatrix(textComponent.EntityID, world);
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std::shared_ptr<TextJob> modelJob = std::shared_ptr<TextJob>(new TextJob(modelMatrix, font, textComponent));
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jobs.push_back(modelJob);
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std::shared_ptr<TextJob> textJob = std::shared_ptr<TextJob>(new TextJob(modelMatrix, font, textComponent));
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jobs.push_back(textJob);
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}
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}
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