Fixed depth sorting for HUD elements.
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@@ -17,7 +17,7 @@
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struct SpriteJob : RenderJob
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{
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SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage)
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SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted)
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: RenderJob()
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{
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Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
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@@ -34,8 +34,11 @@ struct SpriteJob : RenderJob
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Color = cSprite["Color"];
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Entity = cSprite.EntityID;
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Position = Transform::AbsolutePosition(world, cSprite.EntityID);
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glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1));
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Depth = viewpos.z;
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Depth = 0;
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if (depthSorted) {
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glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1));
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Depth = viewpos.z;
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}
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World = world;
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FillColor = fillColor;
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@@ -17,33 +17,6 @@ public:
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virtual void Update(double dt) override;
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private:
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//methods which will take care of specific events
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/* EventRelay<CapturePointSystem, Events::TriggerTouch> m_ETriggerTouch;
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bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e);
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EventRelay<CapturePointSystem, Events::TriggerLeave> m_ETriggerLeave;
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bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
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EventRelay<CapturePointSystem, Events::Captured> m_ECaptured;
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bool CapturePointSystem::OnCaptured(const Events::Captured& e);*/
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//bool m_WinnerWasFound = false;
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////need to track these variables for the captureSystem to work as per design!
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//const int m_NotACapturePoint = 999;
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//int m_RedTeamNextPossibleCapturePoint = m_NotACapturePoint;
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//int m_BlueTeamNextPossibleCapturePoint = m_NotACapturePoint;
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//int m_RedTeamHomeCapturePoint = m_NotACapturePoint;
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//int m_BlueTeamHomeCapturePoint = m_NotACapturePoint;
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//int m_NumberOfCapturePoints = 0;
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//std::map<int, EntityWrapper> m_CapturePointNumberToEntityMap;
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////std::vector<ComponentWrapper>
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//const double m_CaptureTimeToTakeOver = 15.0;
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//bool m_ResetTimers = false;
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////vectors which will keep track of enter/leave changes
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//std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerTouchVector;
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//std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerLeaveVector;
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};
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#endif
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