EditorRenderSystem that draws normally invisible cameras and AABBs
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Executable
+24
@@ -0,0 +1,24 @@
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#include "../Core/System.h"
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#include "../Rendering/IRenderer.h"
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#include "../Rendering/ModelJob.h"
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#include "../Rendering/Camera.h"
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#include "../Rendering/ESetCamera.h"
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class EditorRenderSystem : public ImpureSystem
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{
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public:
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EditorRenderSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
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virtual void Update(double dt) override;
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private:
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IRenderer* m_Renderer;
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RenderFrame* m_RenderFrame;
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Camera* m_Camera;
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EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
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EventRelay<EditorRenderSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(Events::SetCamera& e);
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void enqueueModel(RenderScene& scene, EntityWrapper entity, const glm::mat4& modelMatrix, const std::string& modelResource, bool wireframe);
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};
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@@ -164,7 +164,7 @@ struct ModelJob : RenderJob
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std::vector<const ::RawModel::TextureProperties*> SpecularTexture;
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std::vector<const ::RawModel::TextureProperties*> IncandescenceTexture;
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float Shininess = 0.f;
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glm::vec4 Color;
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glm::vec4 Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
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const ::Model* Model = nullptr;
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::Skeleton* Skeleton = nullptr;
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std::vector<::Skeleton::AnimationData> Animations;
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@@ -182,6 +182,7 @@ struct ModelJob : RenderJob
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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bool IsShielded;
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bool Wireframe = false;
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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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@@ -25,6 +25,7 @@ public:
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bool StencilMask(GLuint mask);
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bool DepthMask(GLboolean flag);
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bool DepthFunc(GLenum func);
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bool PolygonMode(GLenum face, GLenum mode);
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bool AlphaFunc(GLenum func, GLclampf thresholder);
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private:
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Executable
+98
@@ -0,0 +1,98 @@
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#include "Editor/EditorRenderSystem.h"
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EditorRenderSystem::EditorRenderSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame)
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: System(world, eventBroker)
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, m_Renderer(renderer)
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, m_RenderFrame(renderFrame)
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{
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &EditorRenderSystem::OnSetCamera);
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auto resolution = renderer->Resolution();
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m_Camera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
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}
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void EditorRenderSystem::Update(double dt)
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{
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if (m_CurrentCamera.Valid()) {
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m_Camera->SetPosition(Transform::AbsolutePosition(m_CurrentCamera));
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m_Camera->SetOrientation(Transform::AbsoluteOrientation(m_CurrentCamera));
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}
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RenderScene scene;
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scene.Camera = m_Camera;
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auto cameras = m_World->GetComponents("Camera");
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if (cameras != nullptr) {
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for (auto& cCamera : *cameras) {
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EntityWrapper entity(m_World, cCamera.EntityID);
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glm::mat4 modelMatrix = Transform::ModelMatrix(entity);
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enqueueModel(scene, entity, modelMatrix, "Models/Camera.mesh", false);
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}
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}
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auto aabbs = m_World->GetComponents("AABB");
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if (aabbs != nullptr) {
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for (auto& cAABB : *aabbs) {
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EntityWrapper entity(m_World, cAABB.EntityID);
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glm::vec3 absPosition = Transform::AbsolutePosition(entity) + (glm::vec3)cAABB["Origin"];
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glm::vec3 absScale = Transform::AbsoluteScale(entity) * (glm::vec3)cAABB["Size"];
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glm::mat4 modelMatrix = glm::translate(absPosition) * glm::scale(absScale);
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enqueueModel(scene, entity, modelMatrix, "Models/Core/UnitCube.mesh", true);
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}
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}
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m_RenderFrame->Add(scene);
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}
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bool EditorRenderSystem::OnSetCamera(Events::SetCamera& e)
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{
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ComponentWrapper cTransform = e.CameraEntity["Transform"];
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ComponentWrapper cCamera = e.CameraEntity["Camera"];
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m_Camera->SetFOV(static_cast<float>((double)cCamera["FOV"]));
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m_Camera->SetNearClip(static_cast<float>((double)cCamera["NearClip"]));
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m_Camera->SetFarClip(static_cast<float>((double)cCamera["FarClip"]));
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m_Camera->SetPosition(cTransform["Position"]);
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m_Camera->SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
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m_CurrentCamera = e.CameraEntity;
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return true;
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}
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void EditorRenderSystem::enqueueModel(RenderScene& scene, EntityWrapper entity, const glm::mat4& modelMatrix, const std::string& modelResource, bool wireframe)
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{
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Model* model;
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try {
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model = ResourceManager::Load<::Model, true>(modelResource);
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} catch (const Resource::StillLoadingException&) {
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return;
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} catch (const std::exception&) {
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try {
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model = ResourceManager::Load<::Model>("Models/Core/Error.mesh");
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} catch (const std::exception&) {
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return;
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}
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}
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for (auto matGroup : model->MaterialGroups()) {
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std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>();
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modelJob->Model = model;
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modelJob->TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
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modelJob->DiffuseTexture = matGroup.Texture.get();
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modelJob->NormalTexture = nullptr;
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modelJob->SpecularTexture = nullptr;
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modelJob->IncandescenceTexture = nullptr;
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modelJob->DiffuseColor = matGroup.DiffuseColor;
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modelJob->SpecularColor = matGroup.SpecularColor;
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modelJob->IncandescenceColor = matGroup.IncandescenceColor;
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modelJob->StartIndex = matGroup.StartIndex;
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modelJob->EndIndex = matGroup.EndIndex;
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modelJob->Matrix = modelMatrix;
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modelJob->Entity = entity.ID;
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glm::vec3 abspos = Transform::AbsolutePosition(entity);
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glm::vec3 worldpos = glm::vec3(m_Camera->ViewMatrix() * glm::vec4(abspos, 1));
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modelJob->Depth = worldpos.z;
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modelJob->World = m_World;
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modelJob->Wireframe = wireframe;
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scene.OpaqueObjects.push_back(modelJob);
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}
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}
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@@ -13,7 +13,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
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m_EditorWorldSystemPipeline = new SystemPipeline(m_EditorWorld, m_EventBroker, IsClient, IsServer);
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m_EditorWorldSystemPipeline->AddSystem<UniformScaleSystem>(0);
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m_EditorWorldSystemPipeline->AddSystem<EditorWidgetSystem>(0, m_Renderer);
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m_EditorWorldSystemPipeline->AddSystem<EditorWidgetRenderSystem>(1, m_Renderer, m_RenderFrame);
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m_EditorWorldSystemPipeline->AddSystem<EditorWidgetRenderSystem>(2, m_Renderer, m_RenderFrame);
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m_EditorCamera = importEntity(EntityWrapper(m_EditorWorld, EntityID_Invalid), "Schema/Entities/Empty.xml");
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m_ActualCamera = m_EditorCamera;
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@@ -917,6 +917,8 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
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} else {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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RenderState jobState;
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//bind forward program
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m_ForwardPlusProgram->Bind();
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glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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@@ -980,6 +982,10 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
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}
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jobState.Disable(GL_CULL_FACE);
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jobState.PolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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//draw
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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@@ -155,6 +155,20 @@ bool RenderState::AlphaFunc(GLenum func, GLclampf thresholder)
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return !GLERROR("AlphaFunc");
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}
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bool RenderState::PolygonMode(GLenum face, GLenum mode)
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{
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GLint originalMode[2];
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glGetIntegerv(GL_POLYGON_MODE, &originalMode[0]);
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if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
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m_ResetFunctions.push_back(std::bind(glPolygonMode, GL_FRONT, originalMode[0]));
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}
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if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
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m_ResetFunctions.push_back(std::bind(glPolygonMode, GL_BACK, originalMode[1]));
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}
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glPolygonMode(face, mode);
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return !GLERROR("RenderState::PolygonMode");
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}
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RenderState::~RenderState()
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{
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for (auto& f : boost::adaptors::reverse(m_ResetFunctions)) {
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@@ -4,6 +4,7 @@
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#include "Collision/EntityAABB.h"
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#include "Collision/TriggerSystem.h"
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#include "Collision/CollisionSystem.h"
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#include "Editor/EditorRenderSystem.h"
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#include "Systems/RaptorCopterSystem.h"
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#include "Systems/HealthSystem.h"
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#include "Systems/PlayerMovementSystem.h"
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@@ -164,6 +165,7 @@ Game::Game(int argc, char* argv[])
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<EditorRenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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