"Proper" handling of conditional rendering of entities parented to camera or entities that should be hidden from the active local player perspective

This commit is contained in:
2016-01-27 11:36:24 +01:00
parent 505a6c7396
commit 8bed5194d8
11 changed files with 61 additions and 27 deletions
+23 -14
View File
@@ -31,6 +31,16 @@ bool RenderSystem::OnSetCamera(Events::SetCamera& e)
return true;
}
bool RenderSystem::isChildOfACamera(EntityWrapper entity)
{
return entity.FirstParentWithComponent("Camera").Valid();
}
bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity)
{
return entity == m_CurrentCamera || entity.IsChildOf(m_CurrentCamera);
}
void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
{
auto models = m_World->GetComponents("Model");
@@ -38,26 +48,25 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
return;
}
for (auto& modelComponent : *models) {
bool visible = modelComponent["Visible"];
for (auto& cModel : *models) {
bool visible = cModel["Visible"];
if (!visible) {
continue;
}
std::string resource = modelComponent["Resource"];
std::string resource = cModel["Resource"];
if (resource.empty()) {
continue;
}
EntityWrapper entity(m_World, modelComponent.EntityID);
EntityWrapper entity(m_World, cModel.EntityID);
// Don't render the local player
if (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer)) {
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
continue;
}
// Only render children of a camera if that camera is currently active
if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
continue;
}
if ((entity.Name() == "Weapon" || entity.HasComponent("HealthHUD")) && !entity.IsChildOf(m_LocalPlayer)) {
// Hide things parented to local player if they have the HiddenFromLocalPlayer component
if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
continue;
}
@@ -79,17 +88,17 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
float fillPercentage = 0.f;
glm::vec4 fillColor = glm::vec4(0);
if(m_World->HasComponent(modelComponent.EntityID, "Fill")) {
auto fillComponent = m_World->GetComponent(modelComponent.EntityID, "Fill");
if(m_World->HasComponent(cModel.EntityID, "Fill")) {
auto fillComponent = m_World->GetComponent(cModel.EntityID, "Fill");
fillPercentage = (float)(double)fillComponent["Percentage"];
fillColor = (glm::vec4)fillComponent["Color"];
}
glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, m_World);
glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World);
for (auto matGroup : model->MaterialGroups()) {
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, modelComponent, m_World, fillColor, fillPercentage));
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, cModel, m_World, fillColor, fillPercentage));
jobs.push_back(modelJob);
}
}