spriteComponent WIP
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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)
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{
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auto texts = world->GetComponents("Text");
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@@ -255,6 +303,7 @@ void RenderSystem::Update(double dt)
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fillPointLights(scene.PointLightJobs, m_World);
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fillDirectionalLights(scene.DirectionalLightJobs, m_World);
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fillText(scene.TextJobs, m_World);
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fillSprites(scene.SpriteJobs, m_World);
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m_RenderFrame->Add(scene);
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}
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@@ -2,14 +2,17 @@
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Texture::Texture(std::string path)
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{
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PNG image(path);
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if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
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image = PNG("Textures/Core/ErrorTexture.png");
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//image = PNG("Textures/Core/ErrorTexture.png");
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return; // Temporary fix to remove crash
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/*
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if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
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LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
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return;
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}
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}*/
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}
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this->Width = image.Width;
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+2
-1
@@ -14,6 +14,7 @@
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#include "Game/Systems/PlayerHUD.h"
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#include "Game/Systems/LifetimeSystem.h"
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#include "../Engine/Rendering/AnimationSystem.h"
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#include "../Engine/Core/UniformScaleSystem.h"
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Game::Game(int argc, char* argv[])
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{
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@@ -97,7 +98,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
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// Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
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