Merge branch 'master' into MSAA
This commit is contained in:
@@ -7,7 +7,7 @@
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#include "../GLM.h"
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#include "../Core/ComponentWrapper.h"
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#include "RenderJob.h"
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#include "../Core/Transform.h"
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#include "../Core/TransformSystem.h"
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#include "../Core/World.h"
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struct DirectionalLightJob : RenderJob
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@@ -16,7 +16,7 @@ struct DirectionalLightJob : RenderJob
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: RenderJob()
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{
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Direction = glm::vec4(0,0,-1,0) * glm::inverse(Transform::AbsoluteOrientation(m_World, transformComponent.EntityID));
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Direction = glm::vec4(0,0,-1,0) * glm::inverse(TransformSystem::AbsoluteOrientation(m_World, transformComponent.EntityID));
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//Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f);
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Color = (glm::vec4)directionalLightComponent["Color"];
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Intensity = (double)directionalLightComponent["Intensity"];
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@@ -18,17 +18,17 @@ struct ExplosionEffectJob : ModelJob
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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, bool shadow)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded, shadow)
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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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ExplosionDuration = (double)explosionEffectComponent["ExplosionDuration"];
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EndColor = (glm::vec4)explosionEffectComponent["EndColor"];
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Randomness = (bool)explosionEffectComponent["Randomness"];
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RandomnessScalar = (double)explosionEffectComponent["RandomnessScalar"];
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Velocity = (glm::vec2)explosionEffectComponent["Velocity"];
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ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"];
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ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"];
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Reverse = (bool)explosionEffectComponent["Reverse"];
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ColorDistanceScalar = (double)explosionEffectComponent["ColorDistanceScalar"];
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ExplosionOrigin = (Field<glm::vec3>)explosionEffectComponent["ExplosionOrigin"];
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TimeSinceDeath = (Field<double>)explosionEffectComponent["TimeSinceDeath"];
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ExplosionDuration = (Field<double>)explosionEffectComponent["ExplosionDuration"];
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EndColor = (Field<glm::vec4>)explosionEffectComponent["EndColor"];
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Randomness = (Field<bool>)explosionEffectComponent["Randomness"];
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RandomnessScalar = (Field<double>)explosionEffectComponent["RandomnessScalar"];
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Velocity = (Field<glm::vec2>)explosionEffectComponent["Velocity"];
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ColorByDistance = (Field<bool>)explosionEffectComponent["ColorByDistance"];
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ExponentialAccelaration = (Field<bool>)explosionEffectComponent["ExponentialAccelaration"];
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Reverse = (Field<bool>)explosionEffectComponent["Reverse"];Reverse = (bool)explosionEffectComponent["Reverse"];
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ColorDistanceScalar = (Field<double>)explosionEffectComponent["ColorDistanceScalar"];ColorDistanceScalar = (double)explosionEffectComponent["ColorDistanceScalar"];
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};
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glm::vec3 ExplosionOrigin;
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@@ -12,7 +12,7 @@
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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 "../Core/TransformSystem.h"
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#include "Skeleton.h"
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#include "ShaderProgram.h"
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#include "BlendTree.h"
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@@ -7,7 +7,7 @@
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#include "../GLM.h"
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#include "../Core/ComponentWrapper.h"
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#include "RenderJob.h"
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#include "../Core/Transform.h"
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#include "../Core/TransformSystem.h"
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#include "../Core/World.h"
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struct PointLightJob : RenderJob
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@@ -16,7 +16,7 @@ struct PointLightJob : RenderJob
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: RenderJob()
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{
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Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f);
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Position = glm::vec4(Transform::AbsolutePosition(m_World, transformComponent.EntityID), 1.f);
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Position = glm::vec4(TransformSystem::AbsolutePosition(m_World, transformComponent.EntityID), 1.f);
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Color = (glm::vec4)pointLightComponent["Color"];
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Radius = (double)pointLightComponent["Radius"];
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Intensity = (double)pointLightComponent["Intensity"];
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@@ -14,7 +14,7 @@
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#include "ModelJob.h"
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#include "Renderer.h"
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#include "PointLightJob.h"
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#include "../Core/Transform.h"
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#include "../Core/TransformSystem.h"
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#include "../Core/EPlayerSpawned.h"
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#include "../Core/Octree.h"
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#include "../Collision/EntityAABB.h"
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@@ -22,7 +22,7 @@
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#include "../Core/EventBroker.h"
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#include "ImGuiRenderPass.h"
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#include "Camera.h"
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#include "../Core/Transform.h"
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#include "../Core/TransformSystem.h"
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#include "imgui/imgui.h"
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#include "TextPass.h"
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#include "Util/CommonFunctions.h"
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@@ -13,7 +13,7 @@
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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 "../Core/TransformSystem.h"
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#include "Skeleton.h"
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struct SpriteJob : RenderJob
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@@ -38,7 +38,7 @@ struct SpriteJob : RenderJob
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BlurBackground = (bool)cSprite["BlurBackground"];
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Entity = cSprite.EntityID;
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Position = Transform::AbsolutePosition(world, cSprite.EntityID);
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Position = TransformSystem::AbsolutePosition(world, cSprite.EntityID);
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Depth = 0;
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if (depthSorted) {
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glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1));
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@@ -51,7 +51,7 @@ struct SpriteJob : RenderJob
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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glm::vec3 scale = Transform::AbsoluteScale(world, cSprite.EntityID);
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glm::vec3 scale = TransformSystem::AbsoluteScale(world, cSprite.EntityID);
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if((bool)cSprite["KeepRatio"] == true) {
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if(scale.y >= scale.x) {
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@@ -17,8 +17,8 @@ struct TextJob : RenderJob
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: RenderJob()
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{
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Matrix = matrix;
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Color = (glm::vec4)textComponent["Color"];
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Content = (std::string)textComponent["Content"];
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Color = (const glm::vec4&)textComponent["Color"];
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Content = (const std::string&)textComponent["Content"];
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Resource = font;
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if ((int)textComponent["Alignment"] == textComponent["Alignment"].Enum("Left")) {
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