Merge branch 'master' into CoolDeathAnimation
# Conflicts: # include/Engine/Rendering/ModelJob.h # resources/Shaders/ForwardPlus.frag.glsl # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/RenderSystem.cpp
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@@ -12,6 +12,7 @@ struct PlayerSpawned : Event
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int PlayerID;
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EntityWrapper Player;
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EntityWrapper Spawner;
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std::string PlayerName;
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};
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}
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@@ -23,6 +23,7 @@ struct EntityWrapper
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static const EntityWrapper Invalid;
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const std::string Name();
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bool HasComponent(const std::string& componentType);
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EntityWrapper Parent();
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EntityWrapper FirstChildByName(const std::string& name);
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@@ -35,6 +36,9 @@ struct EntityWrapper
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bool operator!=(const EntityWrapper& e) const;
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explicit operator EntityID() const;
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operator bool();
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private:
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EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent);
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};
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namespace std
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@@ -8,8 +8,10 @@
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namespace Transform
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{
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glm::mat4 AbsoluteTransformation(EntityWrapper entity);
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glm::vec3 AbsolutePosition(EntityWrapper entity);
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glm::vec3 AbsolutePosition(World* world, EntityID entity);
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glm::vec3 AbsoluteOrientationEuler(EntityWrapper entity);
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glm::quat AbsoluteOrientation(EntityWrapper entity);
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glm::quat AbsoluteOrientation(World* world, EntityID entity);
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glm::vec3 AbsoluteScale(EntityWrapper entity);
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@@ -2,6 +2,7 @@
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#define Events_InputCommand_h__
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#include "Core/EventBroker.h"
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#include "Core/EntityWrapper.h"
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namespace Events
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{
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@@ -10,6 +11,7 @@ struct InputCommand : Event
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{
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/** Numerical ID of the player. */
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int PlayerID;
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EntityWrapper Player;
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/** The command that was sent. */
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std::string Command;
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/** The value of the command. */
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@@ -15,8 +15,8 @@
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struct ExplosionEffectJob : ModelJob
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{
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, ::World* world)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world)
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
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{
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ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
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TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
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@@ -17,7 +17,7 @@
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struct ModelJob : RenderJob
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{
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ModelJob(::Model* model, ::Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, ::World* world)
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
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: RenderJob()
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{
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Model = model;
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@@ -39,6 +39,9 @@ struct ModelJob : RenderJob
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Depth = worldpos.z;
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World = world;
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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Skeleton = Model->m_RawModel->m_Skeleton;
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if (world->HasComponent(Entity, "Animation") && Skeleton != nullptr) {
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@@ -72,6 +75,9 @@ struct ModelJob : RenderJob
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unsigned int EndIndex = 0;
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World* World;
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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void CalculateHash() override
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{
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Hash = TextureID;
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@@ -29,6 +29,7 @@ private:
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const IRenderer* m_Renderer;
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RenderFrame* m_RenderFrame;
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Camera* m_Camera;
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World* m_World;
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EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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@@ -0,0 +1,21 @@
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#ifndef LifetimeSystem_h__
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#define LifetimeSystem_h__
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#include "Core/System.h"
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class LifetimeSystem : public ImpureSystem, PureSystem
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{
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public:
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LifetimeSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("Lifetime")
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{ }
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virtual void Update(double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cLifetime, double dt) override;
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private:
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std::vector<EntityWrapper> m_Deletions;
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};
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#endif
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@@ -0,0 +1,23 @@
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#ifndef PlayerHUD_h__
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#define PlayerHUD_h__
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#include "../../Engine/Core/System.h"
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#include "../../Engine/GLM.h"
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#include "../../Engine/Rendering/ESetCamera.h"
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#include <imgui/imgui.h>
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class PlayerHUD : public ImpureSystem
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{
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public:
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PlayerHUD(World* world, EventBroker* eventBrokerer);
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~PlayerHUD();
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virtual void Update(double dt) override;
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private:
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World* m_World;
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EventBroker* m_EventBroker;
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};
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#endif
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@@ -11,6 +11,8 @@
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#include "Core/EShoot.h"
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#include "Core/EPlayerSpawned.h"
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#include "Input/EInputCommand.h"
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#include "Core/EntityFile.h"
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#include "Core/EntityFileParser.h"
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#include <tuple>
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#include <vector>
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@@ -33,7 +35,7 @@ private:
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EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e);
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EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
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bool WeaponSystem::OnShoot(const Events::Shoot& e);
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bool WeaponSystem::OnShoot(Events::Shoot& e);
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EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
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bool WeaponSystem::OnInputCommand(const Events::InputCommand& e);
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};
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