Merge branch 'Rendering' into TextRendering
# Conflicts: # include/Engine/Rendering/RenderQueue.h # include/Engine/Rendering/RenderQueueFactory.h # include/Engine/Rendering/Renderer.h # include/Engine/Rendering/ShaderProgram.h # include/Game/Game.h # resources/Schema/Components.xsd # resources/Schema/Entities/Test.xml # resources/Schema/Types/Entity.xsd # src/Engine/Rendering/RenderQueueFactory.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp
This commit is contained in:
+31
-7
@@ -8,13 +8,27 @@
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#include "Core/InputManager.h"
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#include "GUI/Frame.h"
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#include "Core/World.h"
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#include "Rendering/RenderQueueFactory.h"
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#include "Input/InputProxy.h"
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#include "Input/KeyboardInputHandler.h"
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#include "Input/MouseInputHandler.h"
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#include "Core/EKeyDown.h"
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#include "Core/EntityXMLFile.h"
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#include "Core/EntityFilePreprocessor.h"
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#include "Core/SystemPipeline.h"
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#include "RaptorCopterSystem.h"
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#include "PlayerSystem.h"
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#include "Editor/EditorSystem.h"
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#include "Core/EntityFile.h"
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#include "Rendering/RenderSystem.h"
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#include "Core/EntityFileParser.h"
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#include "Rendering/Font.h"
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// Network
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#include <boost/thread.hpp>
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#include "Network/Network.h"
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#include "Network/Server.h"
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#include "Network/Client.h"
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class Game
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{
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public:
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@@ -30,16 +44,26 @@ private:
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EventBroker* m_EventBroker;
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IRenderer* m_Renderer;
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InputManager* m_InputManager;
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InputProxy* m_InputProxy;
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GUI::Frame* m_FrameStack;
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World* m_World;
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SystemPipeline* m_SystemPipeline;
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RenderQueueFactory* m_RenderQueueFactory;
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RenderFrame* m_RenderFrame;
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// Network variables
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boost::thread m_NetworkThread;
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EventRelay<Game, Events::KeyUp> m_EKeyUp;
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bool testOnKeyUp(const Events::KeyUp& e);
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// Network methods
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void networkFunction();
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Network* m_ClientOrServer;
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bool m_IsClientOrServer = false;
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EventRelay<Game, Events::InputCommand> m_EInputCommand;
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bool debugOnInputCommand(const Events::InputCommand& e);
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void debugInitialize();
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void debugTick(double dt);
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EventRelay<Client, Events::KeyDown> m_EKeyDown;
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void testIntialize();
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void testTick(double dt);
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};
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#endif
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@@ -0,0 +1,36 @@
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#ifndef HealthSystem_h__
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#define HealthSystem_h__
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#include <GLFW/glfw3.h>
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#include <glm/common.hpp>
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#include "Common.h"
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#include "Core/System.h"
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#include "Core\EPlayerDamage.h";
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#include "Core\EPlayerHealthPickup.h";
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#include "Core\EPlayerDeath.h";
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#include <tuple>
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#include <vector>
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class HealthSystem : public PureSystem
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{
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public:
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HealthSystem(EventBroker* eventBroker);
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//updatecomponent
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virtual void UpdateComponent(World* world, ComponentWrapper& health, 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<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
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bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e);
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EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
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bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e);
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//vector which will keep track of health changes
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std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
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};
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#endif
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@@ -0,0 +1,33 @@
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#ifndef PlayerSystem_h__
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#define PlayerSystem_h__
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#include <GLFW/glfw3.h>
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#include <glm/common.hpp>
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#include "Common.h"
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#include "Core/System.h"
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#include "Collision/ETrigger.h"
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class PlayerSystem : public PureSystem
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{
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public:
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PlayerSystem(EventBroker* eventBroker)
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: PureSystem(eventBroker, "Player")
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{
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EVENT_SUBSCRIBE_MEMBER(m_ETouch, &PlayerSystem::OnTouch);
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EVENT_SUBSCRIBE_MEMBER(m_EEnter, &PlayerSystem::OnEnter);
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EVENT_SUBSCRIBE_MEMBER(m_ELeave, &PlayerSystem::OnLeave);
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}
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virtual void UpdateComponent(World* world, ComponentWrapper& player, double dt) override;
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private:
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float m_Speed = 5;
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EventRelay<PlayerSystem, Events::TriggerEnter> m_EEnter;
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bool OnEnter(const Events::TriggerEnter &event);
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EventRelay<PlayerSystem, Events::TriggerTouch> m_ETouch;
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bool PlayerSystem::OnTouch(const Events::TriggerTouch &event);
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EventRelay<PlayerSystem, Events::TriggerLeave> m_ELeave;
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bool PlayerSystem::OnLeave(const Events::TriggerLeave &event);
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};
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#endif
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@@ -1,14 +1,14 @@
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#include "Common.h"
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#include "Core/System.h"
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class RaptorCopterSystem : public System
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class RaptorCopterSystem : public PureSystem
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{
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public:
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RaptorCopterSystem(const EventBroker* eventBroker)
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: System(eventBroker, "RaptorCopter")
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RaptorCopterSystem(EventBroker* eventBroker)
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: PureSystem(eventBroker, "RaptorCopter")
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{ }
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virtual void Update(World* world, ComponentWrapper& raptorCopter, double dt) override
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virtual void UpdateComponent(World* world, ComponentWrapper& raptorCopter, double dt) override
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{
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ComponentWrapper& transform = world->GetComponent(raptorCopter.EntityID, "Transform");
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(glm::vec3&)transform["Orientation"] += (float)(double)raptorCopter["Speed"] * (float)dt * (glm::vec3)raptorCopter["Axis"];
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