Merge branch 'master' into CPArrow
# Conflicts: # resources/Schema/Entities/Player.xml # resources/Schema/Entities/PlayerRed.xml
This commit is contained in:
@@ -104,6 +104,11 @@ protected:
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if (!m_Enabled) {
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return false;
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}
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ImGuiIO& io = ImGui::GetIO();
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if (io.WantCaptureMouse || io.WantCaptureKeyboard) {
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return false;
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}
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m_SpeedMultiplier += e.DeltaY * (0.1 * m_SpeedMultiplier);
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m_Config->Set("Editor.CameraSpeed", m_SpeedMultiplier);
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@@ -27,7 +27,7 @@ public:
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virtual bool OnCommand(const Events::InputCommand& e) override;
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virtual void Reset();
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void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer);
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void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer);
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virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
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virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
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@@ -41,7 +41,6 @@ protected:
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bool m_Crouching = false;
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//assault dash membervariables - needed to calculate the doubletap- and dashlogic
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double m_AssaultDashDoubleTapDeltaTime = 0.0;
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double m_AssaultDashCoolDownTimer = 0.0;
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//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
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//and its very unlikely that someone wants to change that value
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const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
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@@ -191,21 +190,21 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
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}
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template <typename EventContext>
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void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer) {
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void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer) {
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m_AssaultDashDoubleTapDeltaTime += dt;
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m_AssaultDashCoolDownTimer -= dt;
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assaultDashCoolDownTimer -= dt;
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//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
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if (m_AssaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
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if (assaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
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m_PlayerIsDashing = true;
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} else {
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m_PlayerIsDashing = false;
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}
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//dashing with shift
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if (m_ShiftDashing && m_AssaultDashCoolDownTimer <= 0.0f) {
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if (m_ShiftDashing && assaultDashCoolDownTimer <= 0.0f) {
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//player is dashing with shift
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//the wanted-direction is set in playermovement already so we dont need to check what direction we want to dash in!
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m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
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assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
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m_AssaultDashDoubleTapped = true;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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return;
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@@ -227,7 +226,7 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
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}
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m_ValidDoubleTap = false;
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if (!(m_AssaultDashCoolDownTimer <= 0.0f)) {
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if (!(assaultDashCoolDownTimer <= 0.0f)) {
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//if we cant dash at the moment, then just reset the tap-sensitivity-timer
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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return;
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@@ -235,7 +234,7 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
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//ok, we have a valid tap, lets do it
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m_AssaultDashDoubleTapped = true;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
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assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
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Events::DashAbility e;
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m_EventBroker->Publish(e);
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@@ -26,6 +26,7 @@
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#include "Network/EInterpolate.h"
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#include "Network/SnapshotFilter.h"
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#include "Core/EPlayerSpawned.h"
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#include "Core/EAmmoPickup.h"
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#include "Network/ESearchForServers.h"
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struct ServerInfo
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@@ -106,7 +107,8 @@ private:
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void parsePlayerDamage(Packet& packet);
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void parseComponentDeletion(Packet& packet);
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void parseDoubleJump(Packet& packet);
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void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
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void parseAmmoPickup(Packet& packet);
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void InterpolateFields(Packet& packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
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void parseSnapshot(Packet& packet);
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void identifyPacketLoss();
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void hasServerTimedOut();
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@@ -21,6 +21,7 @@ enum class MessageType
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PlayerTransform,
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OnDoubleJump,
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ServerlistRequest,
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AmmoPickup,
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Invalid
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};
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@@ -20,6 +20,7 @@
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#include "../Game/Events/EDoubleJump.h"
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#include "Core/EEntityDeleted.h"
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#include "Core/EComponentDeleted.h"
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#include "Core/EAmmoPickup.h"
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class Server : public Network
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{
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@@ -88,7 +89,7 @@ private:
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void parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint);
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bool shouldSendToClient(EntityWrapper childEntity);
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// Debug event
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// Events
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EventRelay<Server, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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EventRelay<Server, Events::PlayerSpawned> m_EPlayerSpawned;
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@@ -99,6 +100,8 @@ private:
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bool OnComponentDeleted(const Events::ComponentDeleted& e);
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EventRelay<Server, Events::PlayerDamage> m_EPlayerDamage;
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bool OnPlayerDamage(const Events::PlayerDamage& e);
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EventRelay<Server, Events::AmmoPickup> m_EAmmoPickup;
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bool OnAmmoPickup(const Events::AmmoPickup& e);
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};
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#endif
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@@ -17,7 +17,7 @@ public:
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure);
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void Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure);
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private:
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const IRenderer* m_Renderer;
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@@ -15,7 +15,7 @@
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class DrawFinalPass
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{
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, GLuint* depthBuffer);
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
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~DrawFinalPass() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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@@ -26,20 +26,17 @@ public:
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//Return the texture that is used in later stages to apply the bloom effect
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GLuint BloomTexture() const { return m_BloomTexture; }
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GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; }
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//Return the texture with diffuse and lighting of the scene.
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GLuint SceneTexture() const { return m_SceneTexture; }
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GLuint SceneTextureLowRes() const { return m_SceneTextureLowRes; }
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//Return the framebuffer used in the scene rendering stage.
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FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
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FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
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private:
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawToDepthStencilBuffer(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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@@ -54,13 +51,11 @@ private:
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Texture* m_ErrorTexture;
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FrameBuffer m_FinalPassFrameBuffer;
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FrameBuffer m_FinalPassFrameBufferLowRes;
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FrameBuffer m_ShieldDepthFrameBuffer;
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GLuint m_BloomTexture;
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GLuint m_SceneTexture;
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GLuint m_BloomTextureLowRes;
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GLuint m_SceneTextureLowRes;
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GLuint* m_DepthBuffer;
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GLuint m_DepthBufferLowRes;
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GLuint m_DepthBuffer;
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GLuint m_ShieldBuffer;
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GLuint m_CubeMapTexture;
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//maqke this component based i guess?
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@@ -76,16 +71,27 @@ private:
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ShaderProgram* m_ExplosionEffectSplatMapProgram;
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ShaderProgram* m_SpriteProgram;
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ShaderProgram* m_ForwardPlusSplatMapProgram;
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ShaderProgram* m_ShieldToStencilProgram;
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ShaderProgram* m_FillDepthBufferProgram;
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ShaderProgram* m_FillDepthStencilBufferProgram;
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ShaderProgram* m_ForwardPlusShieldCheckProgram;
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ShaderProgram* m_ExplosionEffectShieldCheckProgram;
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ShaderProgram* m_ExplosionEffectSplatMapShieldCheckProgram;
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ShaderProgram* m_SpriteShieldCheckProgram;
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ShaderProgram* m_ForwardPlusSplatMapShieldCheckProgram;
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ShaderProgram* m_ForwardPlusSkinnedProgram;
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ShaderProgram* m_ExplosionEffectSkinnedProgram;
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ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
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ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
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ShaderProgram* m_ShieldToStencilSkinnedProgram;
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ShaderProgram* m_FillDepthBufferSkinnedProgram;
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ShaderProgram* m_FillDepthStencilBufferSkinnedProgram;
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ShaderProgram* m_ForwardPlusSkinnedShieldCheckProgram;
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ShaderProgram* m_ExplosionEffectSkinnedShieldCheckProgram;
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ShaderProgram* m_ExplosionEffectSplatMapSkinnedShieldCheckProgram;
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ShaderProgram* m_ForwardPlusSplatMapSkinnedShieldCheckProgram;
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ShaderProgram* m_FillDepthBufferSkinnedShieldCheckProgram;
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};
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#endif
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@@ -15,8 +15,8 @@
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struct ExplosionEffectJob : ModelJob
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{
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded)
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{
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ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
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TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
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@@ -18,7 +18,7 @@
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struct ModelJob : RenderJob
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{
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
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: RenderJob()
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{
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Model = model;
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@@ -117,7 +117,7 @@ struct ModelJob : RenderJob
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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IsShielded = isShielded;
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if (model->IsSkinned()) {
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Skeleton = Model->m_RawModel->m_Skeleton;
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@@ -181,7 +181,7 @@ struct ModelJob : RenderJob
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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bool IsShielded;
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void CalculateHash() override
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{
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Hash = ShaderID << 20 + ModelID << 10 + TextureID;
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@@ -24,7 +24,6 @@ struct RenderScene
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std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
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std::list<std::shared_ptr<RenderJob>> TransparentObjects;
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std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
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std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
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std::list<std::shared_ptr<RenderJob>> ShieldObjects;
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std::list<std::shared_ptr<RenderJob>> SpriteJob;
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std::list<std::shared_ptr<RenderJob>> PointLight;
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@@ -41,7 +40,6 @@ struct RenderScene
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Jobs.OpaqueObjects.clear();
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Jobs.TransparentObjects.clear();
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Jobs.OpaqueShieldedObjects.clear();
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Jobs.TransparentShieldedObjects.clear();
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Jobs.ShieldObjects.clear();
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Jobs.SpriteJob.clear();
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Jobs.DirectionalLight.clear();
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