Merge remote-tracking branch 'origin/master' into Animations
# Conflicts: # src/Engine/Rendering/Skeleton.cpp
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@@ -135,7 +135,7 @@ Model::Model(std::string fileName)
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maxi = glm::max(maxi, v.Position);
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}
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m_Box = AABB(maxi, mini);
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m_Box = AABB(mini, maxi);
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}
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Model::~Model()
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@@ -2,11 +2,10 @@
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#include "Collision/Collision.h"
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#include "Core/Frustum.h"
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RenderSystem::RenderSystem(World* world, EventBroker* eventBroker, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree)
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: System(world, eventBroker)
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RenderSystem::RenderSystem(SystemParams params, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree)
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: System(params)
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, m_Renderer(renderer)
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, m_RenderFrame(renderFrame)
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, m_World(world)
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, m_Octree(frustumCullOctree)
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{
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
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@@ -67,7 +66,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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}
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// Hide things parented to local player if they have the HiddenFromLocalPlayer component
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if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
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if ((entity.HasComponent("HiddenForLocalPlayer") || entity.FirstParentWithComponent("HiddenForLocalPlayer").Valid()) && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
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continue;
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}
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@@ -51,7 +51,7 @@ void Renderer::InitializeWindow()
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ss << " DEBUG";
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#endif
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LOG_INFO(ss.str().c_str());
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glfwSetWindowTitle(m_Window, ss.str().c_str());
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SetWindowTitle(ss.str());
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// Initialize GLEW
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if (glewInit() != GLEW_OK) {
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@@ -30,9 +30,10 @@ Texture::Texture(std::string path)
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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GLERROR("Texture load");
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}
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