spriteComponent WIP
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@@ -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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