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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@@ -4,6 +4,7 @@ RenderSystem::RenderSystem(World* world, EventBroker* eventBroker, const IRender
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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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, m_World(world)
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{
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
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@@ -51,6 +52,12 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
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// Don't render the local player
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if (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer)) {
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if (!entity.HasComponent("HealthHUD") && entity.Name() != "Crosshair" && entity.Name() != "Weapon") { //Should work but needs to be fixed. Should only render the things "childed" to the local player camera
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continue;
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}
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}
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if ((entity.Name() == "Weapon" || entity.HasComponent("HealthHUD")) && !entity.IsChildOf(m_LocalPlayer)) {
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continue;
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}
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@@ -68,14 +75,42 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
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}
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}
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float fillPercentage = 0.f;
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glm::vec4 fillColor = glm::vec4(0);
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if(m_World->HasComponent(modelComponent.EntityID, "Fill")) {
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auto fillComponent = m_World->GetComponent(modelComponent.EntityID, "Fill");
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fillPercentage = (float)(double)fillComponent["Percentage"];
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fillColor = (glm::vec4)fillComponent["Color"];
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}
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glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, m_World);
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for (auto matGroup : model->MaterialGroups()) {
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if (m_World->HasComponent(modelComponent.EntityID, "ExplosionEffect")) {
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auto explosionEffectComponent = m_World->GetComponent(modelComponent.EntityID, "ExplosionEffect");
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std::shared_ptr<ExplosionEffectJob> explosionEffectJob = std::shared_ptr<ExplosionEffectJob>(new ExplosionEffectJob(explosionEffectComponent, model, m_Camera, modelMatrix, matGroup, modelComponent, m_World));
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std::shared_ptr<ExplosionEffectJob> explosionEffectJob = std::shared_ptr<ExplosionEffectJob>(new ExplosionEffectJob(
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explosionEffectComponent,
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model,
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m_Camera,
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modelMatrix,
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matGroup,
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modelComponent,
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m_World,
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fillColor,
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fillPercentage
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));
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jobs.push_back(explosionEffectJob);
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} else {
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std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, modelComponent, m_World));
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std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(
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model,
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m_Camera,
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modelMatrix,
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matGroup,
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modelComponent,
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m_World,
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fillColor,
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fillPercentage
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));
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jobs.push_back(modelJob);
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}
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}
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@@ -162,8 +197,8 @@ void RenderSystem::fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World*
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}
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glm::mat4 modelMatrix = Transform::ModelMatrix(textComponent.EntityID, world);
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std::shared_ptr<TextJob> modelJob = std::shared_ptr<TextJob>(new TextJob(modelMatrix, font, textComponent));
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jobs.push_back(modelJob);
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std::shared_ptr<TextJob> textJob = std::shared_ptr<TextJob>(new TextJob(modelMatrix, font, textComponent));
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jobs.push_back(textJob);
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}
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}
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@@ -183,7 +218,6 @@ void RenderSystem::Update(double dt)
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m_Camera->SetOrientation(Transform::AbsoluteOrientation(m_CurrentCamera));
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}
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//Only supports opaque geometry atm
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RenderScene scene;
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scene.Camera = m_Camera;
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