spriteComponent WIP
This commit is contained in:
@@ -33,6 +33,8 @@ public:
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glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
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void SetViewMatrix(glm::mat4 val);
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glm::mat4 BillboardMatrix();
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float AspectRatio() const { return m_AspectRatio; }
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void SetAspectRatio(float val);
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@@ -31,6 +31,7 @@ private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job, RenderScene& scene);
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
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void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
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@@ -53,6 +54,7 @@ private:
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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ShaderProgram* m_SpriteProgram;
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};
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#endif
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@@ -15,6 +15,7 @@
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#include "PointLightJob.h"
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#include "DirectionalLightJob.h"
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#include "ExplosionEffectJob.h"
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#include "SpriteJob.h"
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struct RenderScene
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{
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@@ -24,6 +25,8 @@ struct RenderScene
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std::list<std::shared_ptr<RenderJob>> PointLightJobs;
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std::list<std::shared_ptr<RenderJob>> TextJobs;
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std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
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std::list<std::shared_ptr<RenderJob>> SpriteJobs;
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Rectangle Viewport;
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bool ClearDepth = false;
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glm::vec4 AmbientColor;
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@@ -35,6 +38,7 @@ struct RenderScene
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PointLightJobs.clear();
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TextJobs.clear();
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DirectionalLightJobs.clear();
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SpriteJobs.clear();
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}
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};
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@@ -45,6 +45,7 @@ private:
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void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
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void fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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bool isChildOfACamera(EntityWrapper entity);
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bool isChildOfCurrentCamera(EntityWrapper entity);
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@@ -0,0 +1,75 @@
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#ifndef SpriteJob_h__
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#define SpriteJob_h__
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#include <cstdint>
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#include "../Common.h"
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#include "../GLM.h"
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#include "../Core/ComponentWrapper.h"
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#include "Texture.h"
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#include "Model.h"
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#include "RenderJob.h"
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#include "../Core/ResourceManager.h"
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#include "Camera.h"
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#include "../Core/World.h"
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#include "../Core/Transform.h"
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#include "Skeleton.h"
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struct SpriteJob : RenderJob
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{
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SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage)
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: RenderJob()
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{
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Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
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::RawModel::MaterialGroup matGroup = Model->MaterialGroups().front();
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TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
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if (cSprite["DiffuseTexture"]) {
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DiffuseTexture = ResourceManager::Load<Texture>(cSprite["DiffuseTexture"]);
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} else {
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DiffuseTexture = nullptr;
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}
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if (cSprite["GlowMap"]) {
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IncandescenceTexture = ResourceManager::Load<Texture>(cSprite["GlowMap"]);
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} else {
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IncandescenceTexture = nullptr;
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}
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StartIndex = matGroup.StartIndex;
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EndIndex = matGroup.EndIndex;
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Matrix = matrix;
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Color = cSprite["Color"];
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Entity = cSprite.EntityID;
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glm::vec3 abspos = Transform::AbsolutePosition(world, cSprite.EntityID);
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glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
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Depth = viewpos.z;
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World = world;
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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};
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unsigned int TextureID;
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EntityID Entity;
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glm::mat4 Matrix;
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const Texture* DiffuseTexture;
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const Texture* NormalTexture;
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const Texture* SpecularTexture;
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const Texture* IncandescenceTexture;
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float Shininess = 0.f;
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glm::vec4 Color;
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const ::Model* Model = nullptr;
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unsigned int StartIndex = 0;
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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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}
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};
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#endif
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@@ -31,4 +31,5 @@
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<xs:include schemaLocation="Components/Lifetime.xsd"/>
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<xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/>
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<xs:include schemaLocation="Components/DashAbility.xsd"/>
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<xs:include schemaLocation="Components/Sprite.xsd"/>
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</xs:schema>
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@@ -0,0 +1,7 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Sprite xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Sprite.xsd">
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<DiffuseTexture></DiffuseTexture>
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<GlowMap></GlowMap>
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<Color R="1" G="1" B="1" A="1"/>
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<Visible>true</Visible>
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</Sprite>
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@@ -0,0 +1,27 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="Sprite">
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<xs:annotation>
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<xs:documentation>A sprite that will be facing the camera</xs:documentation>
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</xs:annotation>
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<xs:complexType>
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<xs:all>
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<xs:element name="DiffuseTexture" type="t:string" minOccurs="0">
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<xs:annotation><xs:documentation>Diffuse Texture file</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="GlowMap" type="t:string" minOccurs="0">
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<xs:annotation><xs:documentation>GlowMap file</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Color" type="t:Color" minOccurs="0">
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<xs:annotation><xs:documentation>Color tint</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Visible" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Whether the model is visible or not</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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</xs:element>
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</xs:schema>
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@@ -52,11 +52,11 @@
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<Children>
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<Entity name="Hexagon">
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<Components>
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<c:HealthHUD/>
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<c:Fill>
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<Percentage>0.65990006923675537</Percentage>
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<Color A="0" B="0.659900069" G="0" R="0.340099931"/>
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</c:Fill>
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<c:HealthHUD/>
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<c:Model>
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<Resource>Models/Core/UnitHexagon.mesh</Resource>
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<Color A="0.313725501" B="0.70588237" G="0.70588237" R="0.70588237"/>
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@@ -161,7 +161,7 @@
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<Axis X="0.200000003" Y="3.4000001" Z="0.5"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="758.058899" Y="20632.8691" Z="1320.68018"/>
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<Orientation X="758.059998" Y="20632.8887" Z="1320.68311"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -346,6 +346,18 @@
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</Components>
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<Children/>
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</Entity>
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<Entity name="Sprite">
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<Components>
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<c:Sprite>
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<DiffuseTexture>Textures/HexmapDiff.png</DiffuseTexture>
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<GlowMap>Textures/GlowFrame.png</GlowMap>
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</c:Sprite>
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<c:Transform>
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<Position X="0" Y="0" Z="-3.41100025"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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@@ -0,0 +1,41 @@
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#version 430
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uniform vec4 Color;
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uniform vec4 FillColor;
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uniform float FillPercentage;
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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layout (binding = 0) uniform sampler2D DiffuseTexture;
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layout (binding = 1) uniform sampler2D GlowMapTexture;
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in VertexData{
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoordinate;
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}Input;
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out vec4 sceneColor;
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out vec4 bloomColor;
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void main()
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{
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vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
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vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
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vec4 color_result = Color * diffuseTexel;
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float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
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if(pos <= FillPercentage) {
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color_result += FillColor;
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}
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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color_result += glowTexel*3;
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
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}
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@@ -0,0 +1,24 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 4) in vec2 TextureCoords;
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out VertexData{
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoordinate;
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}Output;
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void main()
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{
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gl_Position = P * M * vec4(Position, 1.0);
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = Normal;
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}
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@@ -62,6 +62,13 @@ void Camera::SetViewMatrix(glm::mat4 val)
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m_ViewMatrix = val;
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}
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glm::mat4 Camera::BillboardMatrix()
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{
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glm::mat4 matrix = glm::toMat4(m_Orientation);
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return matrix;
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}
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//void Camera::Pitch(float val)
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//{
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// m_Pitch = val;
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@@ -55,6 +55,15 @@ void DrawFinalPass::InitializeShaderPrograms()
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m_ExplosionEffectProgram->BindFragDataLocation(1, "bloomColor");
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m_ExplosionEffectProgram->Link();
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GLERROR("Creating explosion program");
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m_SpriteProgram = ResourceManager::Load<ShaderProgram>("#m_SpriteProgram");
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m_SpriteProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Sprite.vert.glsl")));
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m_SpriteProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Sprite.frag.glsl")));
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m_SpriteProgram->Compile();
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m_SpriteProgram->BindFragDataLocation(0, "sceneColor");
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m_SpriteProgram->BindFragDataLocation(1, "bloomColor");
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m_SpriteProgram->Link();
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GLERROR("Creating sprite program");
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}
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void DrawFinalPass::Draw(RenderScene& scene)
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@@ -70,6 +79,8 @@ void DrawFinalPass::Draw(RenderScene& scene)
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GLERROR("OpaqueObjects");
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DrawModelRenderQueues(scene.TransparentObjects, scene);
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GLERROR("TransparentObjects");
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DrawSprites(scene.SpriteJobs, scene);
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GLERROR("SpriteJobs");
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delete state;
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GLERROR("END");
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@@ -201,6 +212,50 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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}
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void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene)
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{
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m_SpriteProgram->Bind();
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GLuint shaderHandle = m_SpriteProgram->GetHandle();
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for(auto& job : jobs) {
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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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if(spriteJob) {
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
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glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
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glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
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glActiveTexture(GL_TEXTURE0);
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if (spriteJob->DiffuseTexture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture);
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} else {
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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}
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glActiveTexture(GL_TEXTURE1);
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if (spriteJob->IncandescenceTexture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, spriteJob->IncandescenceTexture->m_Texture);
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} else {
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glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
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}
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glBindVertexArray(spriteJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
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}
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}
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// m_SpriteProgram->Unbind();
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}
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void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
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{
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
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@@ -245,7 +300,6 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
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GLERROR("END");
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}
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void DrawFinalPass::BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job)
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{
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glActiveTexture(GL_TEXTURE0);
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@@ -31,6 +31,56 @@ bool RenderSystem::OnSetCamera(Events::SetCamera& e)
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return true;
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}
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void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
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{
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auto sprites = world->GetComponents("Sprite");
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if (sprites == nullptr) {
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return;
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}
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for (auto& cSprite : *sprites) {
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bool visible = cSprite["Visible"];
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if (!visible) {
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continue;
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}
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EntityWrapper entity(world, cSprite.EntityID);
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// Only render children of a camera if that camera is currently active
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if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
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continue;
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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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continue;
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}
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std::string diffuseResource = cSprite["DiffuseTexture"];
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std::string glowResource = cSprite["GlowMap"];
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if (diffuseResource.empty() && glowResource.empty()) {
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continue;
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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 (world->HasComponent(entity.ID, "Fill")) {
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auto fillComponent = world->GetComponent(entity.ID, "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(entity.ID, world);
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//modelMatrix *= m_Camera->BillboardMatrix();
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std::shared_ptr<SpriteJob> spriteJob = std::shared_ptr<SpriteJob>(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage));
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jobs.push_back(spriteJob);
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}
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}
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bool RenderSystem::isChildOfACamera(EntityWrapper entity)
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{
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return entity.FirstParentWithComponent("Camera").Valid();
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@@ -167,7 +217,6 @@ void RenderSystem::fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs,
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}
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}
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void RenderSystem::fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
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{
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auto directionalLights = world->GetComponents("DirectionalLight");
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@@ -189,7 +238,6 @@ void RenderSystem::fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>&
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}
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}
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|
||||
void RenderSystem::fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
|
||||
{
|
||||
auto texts = world->GetComponents("Text");
|
||||
@@ -255,6 +303,7 @@ void RenderSystem::Update(double dt)
|
||||
fillPointLights(scene.PointLightJobs, m_World);
|
||||
fillDirectionalLights(scene.DirectionalLightJobs, m_World);
|
||||
fillText(scene.TextJobs, m_World);
|
||||
fillSprites(scene.SpriteJobs, m_World);
|
||||
m_RenderFrame->Add(scene);
|
||||
|
||||
}
|
||||
@@ -2,14 +2,17 @@
|
||||
|
||||
Texture::Texture(std::string path)
|
||||
{
|
||||
|
||||
PNG image(path);
|
||||
|
||||
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
|
||||
image = PNG("Textures/Core/ErrorTexture.png");
|
||||
//image = PNG("Textures/Core/ErrorTexture.png");
|
||||
return; // Temporary fix to remove crash
|
||||
/*
|
||||
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
|
||||
LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
|
||||
return;
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
this->Width = image.Width;
|
||||
|
||||
+2
-1
@@ -14,6 +14,7 @@
|
||||
#include "Game/Systems/PlayerHUD.h"
|
||||
#include "Game/Systems/LifetimeSystem.h"
|
||||
#include "../Engine/Rendering/AnimationSystem.h"
|
||||
#include "../Engine/Core/UniformScaleSystem.h"
|
||||
|
||||
Game::Game(int argc, char* argv[])
|
||||
{
|
||||
@@ -97,7 +98,7 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
|
||||
m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
|
||||
|
||||
m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
|
||||
// Collision and TriggerSystem should update after player.
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
|
||||
|
||||
Reference in New Issue
Block a user