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
This commit is contained in:
2016-01-27 10:31:28 +01:00
44 changed files with 838 additions and 138 deletions
@@ -15,8 +15,8 @@
struct ExplosionEffectJob : ModelJob
{
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, ::World* world)
: ModelJob(model, camera, matrix, matGroup, modelComponent, world)
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
{
ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
+7 -1
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@@ -17,7 +17,7 @@
struct ModelJob : RenderJob
{
ModelJob(::Model* model, ::Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, ::World* world)
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
: RenderJob()
{
Model = model;
@@ -39,6 +39,9 @@ struct ModelJob : RenderJob
Depth = worldpos.z;
World = world;
FillColor = fillColor;
FillPercentage = fillPercentage;
Skeleton = Model->m_RawModel->m_Skeleton;
if (world->HasComponent(Entity, "Animation") && Skeleton != nullptr) {
@@ -72,6 +75,9 @@ struct ModelJob : RenderJob
unsigned int EndIndex = 0;
World* World;
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
void CalculateHash() override
{
Hash = TextureID;
+1
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@@ -29,6 +29,7 @@ private:
const IRenderer* m_Renderer;
RenderFrame* m_RenderFrame;
Camera* m_Camera;
World* m_World;
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;