diff --git a/include/Engine/Rendering/SpriteJob.h b/include/Engine/Rendering/SpriteJob.h index 2708ab0e..3bb43a1c 100644 --- a/include/Engine/Rendering/SpriteJob.h +++ b/include/Engine/Rendering/SpriteJob.h @@ -17,7 +17,7 @@ struct SpriteJob : RenderJob { - SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage) + SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted) : RenderJob() { Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh"); @@ -34,8 +34,11 @@ struct SpriteJob : RenderJob Color = cSprite["Color"]; Entity = cSprite.EntityID; Position = Transform::AbsolutePosition(world, cSprite.EntityID); - glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1)); - Depth = viewpos.z; + Depth = 0; + if (depthSorted) { + glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1)); + Depth = viewpos.z; + } World = world; FillColor = fillColor; diff --git a/include/Game/Systems/CapturePointHUDSystem.h b/include/Game/Systems/CapturePointHUDSystem.h index 94be3798..41db0c12 100644 --- a/include/Game/Systems/CapturePointHUDSystem.h +++ b/include/Game/Systems/CapturePointHUDSystem.h @@ -17,33 +17,6 @@ public: virtual void Update(double dt) override; private: - //methods which will take care of specific events - /* EventRelay m_ETriggerTouch; - bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e); - EventRelay m_ETriggerLeave; - bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e); - EventRelay m_ECaptured; - bool CapturePointSystem::OnCaptured(const Events::Captured& e);*/ - - //bool m_WinnerWasFound = false; - ////need to track these variables for the captureSystem to work as per design! - //const int m_NotACapturePoint = 999; - //int m_RedTeamNextPossibleCapturePoint = m_NotACapturePoint; - //int m_BlueTeamNextPossibleCapturePoint = m_NotACapturePoint; - //int m_RedTeamHomeCapturePoint = m_NotACapturePoint; - //int m_BlueTeamHomeCapturePoint = m_NotACapturePoint; - - //int m_NumberOfCapturePoints = 0; - //std::map m_CapturePointNumberToEntityMap; - - ////std::vector - - //const double m_CaptureTimeToTakeOver = 15.0; - //bool m_ResetTimers = false; - - ////vectors which will keep track of enter/leave changes - //std::vector> m_ETriggerTouchVector; - //std::vector> m_ETriggerLeaveVector; }; #endif \ No newline at end of file diff --git a/resources/Schema/Components/Sprite.xml b/resources/Schema/Components/Sprite.xml index c2a2057f..ce4a6e1b 100644 --- a/resources/Schema/Components/Sprite.xml +++ b/resources/Schema/Components/Sprite.xml @@ -4,4 +4,5 @@ true + true diff --git a/resources/Schema/Components/Sprite.xsd b/resources/Schema/Components/Sprite.xsd index c8f0c187..3c3d124a 100644 --- a/resources/Schema/Components/Sprite.xsd +++ b/resources/Schema/Components/Sprite.xsd @@ -21,6 +21,9 @@ Whether the model is visible or not + + Whether the sprite should be sorted with depth or not. Only use false for textures that are on HUD + diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp index 362f2252..83bacd37 100644 --- a/src/Engine/Rendering/DrawFinalPass.cpp +++ b/src/Engine/Rendering/DrawFinalPass.cpp @@ -623,9 +623,13 @@ void DrawFinalPass::DrawSprites(std::list>&jobs, Rend for(auto& job : jobs) { auto spriteJob = std::dynamic_pointer_cast(job); + RenderState jobState; if (spriteJob) { - + if(spriteJob->Depth == 0) + { + jobState.Disable(GL_DEPTH_TEST); + } glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix)); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); diff --git a/src/Engine/Rendering/RenderSystem.cpp b/src/Engine/Rendering/RenderSystem.cpp index f10e6043..6600bc4f 100644 --- a/src/Engine/Rendering/RenderSystem.cpp +++ b/src/Engine/Rendering/RenderSystem.cpp @@ -62,6 +62,7 @@ void RenderSystem::fillSprites(std::list>& jobs, Worl std::string diffuseResource = cSprite["DiffuseTexture"]; std::string glowResource = cSprite["GlowMap"]; + bool depthSorted = cSprite["DepthSort"]; if (diffuseResource.empty() && glowResource.empty()) { continue; } @@ -77,7 +78,8 @@ void RenderSystem::fillSprites(std::list>& jobs, Worl glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, world); //modelMatrix *= m_Camera->BillboardMatrix(); - std::shared_ptr spriteJob = std::shared_ptr(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage)); + + std::shared_ptr spriteJob = std::shared_ptr(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage, depthSorted)); jobs.push_back(spriteJob); }