Merge remote-tracking branch 'origin/master' into ResolutionChange
This commit is contained in:
@@ -3,7 +3,7 @@ project(TacticalZ-Engine)
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find_package(OpenGL REQUIRED)
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find_package(GLEW REQUIRED)
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find_package(GLFW REQUIRED)
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find_package(Boost REQUIRED COMPONENTS system filesystem thread chrono program_options)
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find_package(Boost REQUIRED COMPONENTS system filesystem thread chrono timer program_options)
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find_package(assimp REQUIRED)
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find_package(ZLIB REQUIRED)
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find_package(PNG REQUIRED)
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@@ -366,7 +366,8 @@ bool AABBvsTriangle(const AABB& box,
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float verticalStepHeight,
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bool& isOnGround,
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glm::vec3& boxVelocity,
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glm::vec3& outResolution)
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glm::vec3& outResolution,
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bool resolveCollision)
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{
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//Check so we don't have a zero area triangle when calculating the normal.
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//Also, don't check a triangle facing away from the player.
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@@ -426,7 +427,7 @@ bool AABBvsTriangle(const AABB& box,
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//if projections don't overlap, return false.
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if (!rectangleVsTriangle(boxMin, boxMax, t2D, resolutionVector, resolutionDist, pushedFromTriangleLine)) {
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return false;
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} else {
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} else if (resolveCollision) {
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//Overwrite the smallest resolution if this is smaller.
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if (resolutionDist < resolveShortest.DistanceSq) {
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resolveShortest.Vector = glm::vec3(0.f);
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@@ -463,6 +464,11 @@ bool AABBvsTriangle(const AABB& box,
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if (glm::abs(t) > 1) {
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return false;
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}
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if (!resolveCollision) {
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return true;
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}
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glm::vec3 cornerResolution = (1+t) * diagonal;
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//Overwrite the smallest resolution if cornerResolution is smaller.
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float lenSq = glm::length2(cornerResolution);
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@@ -537,7 +543,8 @@ bool AABBvsTriangles(const AABB& box,
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glm::vec3& boxVelocity,
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float verticalStepHeight,
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bool& isOnGround,
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glm::vec3& outResolutionVector)
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glm::vec3& outResolutionVector,
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bool resolveCollision)
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{
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bool hit = false;
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@@ -553,7 +560,7 @@ bool AABBvsTriangles(const AABB& box,
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};
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glm::vec3 outVec;
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bool collideWithGround = isOnGround;
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if (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec)) {
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if (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec, resolveCollision)) {
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hit = true;
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outResolutionVector += outVec;
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newBox = AABB::FromOriginSize(newBox.Origin() + outVec, newBox.Size());
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@@ -569,6 +576,44 @@ bool AABBvsTriangles(const AABB& box,
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return hit;
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}
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bool AABBvsTriangles(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& boxVelocity,
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float verticalStepHeight,
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bool& isOnGround,
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glm::vec3& outResolutionVector)
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{
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return AABBvsTriangles(box,
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modelVertices,
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modelIndices,
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modelMatrix,
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boxVelocity,
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verticalStepHeight,
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isOnGround,
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outResolutionVector,
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true);
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}
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bool AABBvsTriangles(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix)
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{
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glm::vec3 vel, outres;
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bool g;
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return AABBvsTriangles(box,
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modelVertices,
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modelIndices,
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modelMatrix,
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vel,
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0.f,
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g,
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outres,
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false);
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}
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boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox)
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{
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AABB modelSpaceBox;
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@@ -648,8 +693,9 @@ boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<Enti
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if (!entityBox.Entity.HasComponent("Model")) {
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continue;
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}
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std::string res = entityBox.Entity["Model"]["Resource"];
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if (res.empty()) {
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auto& cModel = entityBox.Entity["Model"];
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std::string res = cModel["Resource"];
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if (res.empty() || (bool)cModel["Transparent"] || !((bool)cModel["Visible"])) {
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continue;
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}
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Model* model;
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@@ -0,0 +1,76 @@
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#include "Core/PerformanceTimer.h"
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#include <ctime>
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#include <fstream>
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cpu_timer PerformanceTimer::m_Timer;
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std::map<std::string, cpu_timer> PerformanceTimer::timers;
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std::string PerformanceTimer::currentTimerRunning = "";
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void PerformanceTimer::StartTimer(std::string nameOfTimer)
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{
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timers[nameOfTimer].stop();
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timers[nameOfTimer].start();
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currentTimerRunning = nameOfTimer;
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}
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void PerformanceTimer::StartTimerAndStopPrevious(std::string nameOfTimer)
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{
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//stop the current timer and start some other - useful to not have to stop timers all the time
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if (currentTimerRunning != "") {
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timers[currentTimerRunning].stop();
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}
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timers[nameOfTimer].stop();
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timers[nameOfTimer].start();
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currentTimerRunning = nameOfTimer;
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}
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void PerformanceTimer::StopTimer(std::string nameOfTimer)
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{
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timers[nameOfTimer].stop();
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currentTimerRunning = nameOfTimer;
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}
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void PerformanceTimer::SetFrameNumber(int frameNumber)
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{
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}
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void PerformanceTimer::ResetAllTimers()
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{
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//stop all timers
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for (auto aTimer : timers)
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{
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aTimer.second.stop();
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}
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currentTimerRunning = "";
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timers.clear();
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}
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void PerformanceTimer::CreateExcelData()
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{
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//get time
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std::time_t t = std::time(NULL);
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char tStr[16];
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std::strftime(tStr, 32, " %a %H-%M-%S", std::localtime(&t));
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std::string time(tStr);
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std::string path("TacticalZ");
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path += time + ".csv";
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std::ofstream someFileStream;
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someFileStream.open(path, std::ofstream::out);
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someFileStream << "classname" << ',' << "walltime" << ',' << "userTime" << ',' << "systemTime" << '\n';
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//write all timers to file
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for (auto aTimer : timers)
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{
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//remove the "class" name in front of the string
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auto className = aTimer.first;
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if (className.find("class ") != std::string::npos) {
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className.replace(0, 6, "");
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}
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auto wallTime = (double)aTimer.second.elapsed().wall*1e-3;
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auto userTime = (double)aTimer.second.elapsed().user*1e-3;
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auto systemTime = (double)aTimer.second.elapsed().system*1e-3;
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someFileStream << className << "," << wallTime << ',' << userTime << ',' << systemTime << '\n';
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}
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someFileStream.close();
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}
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@@ -225,6 +225,12 @@ bool EditorSystem::OnInputCommand(const Events::InputCommand& e)
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Enable();
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}
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}
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if (e.Command == "PerformanceTimingResetAllTimers" && e.Value > 0) {
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PerformanceTimer::ResetAllTimers();
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}
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if (e.Command == "PerformanceTimingCreateExcelData" && e.Value > 0) {
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PerformanceTimer::CreateExcelData();
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}
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return true;
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}
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@@ -38,6 +38,7 @@ bool ButtonSystem::OnMousePress(const Events::MousePress& e)
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//You have clicked on a button entity, send pressed event.
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Events::ButtonPressed ePressed;
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ePressed.Entity = m_PickEntity;
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ePressed.EntityName = m_PickEntity.Name();
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m_EventBroker->Publish(ePressed);
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}
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@@ -50,15 +51,20 @@ bool ButtonSystem::OnMouseRelease(const Events::MouseRelease& e)
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{
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if(!m_MouseIsLocked) {
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//Mouse is not locked, send release event.
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Events::ButtonReleased eReleased;
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m_EventBroker->Publish(eReleased);
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m_PickData = m_Renderer->Pick(glm::vec2(e.X, e.Y));
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if(m_PickData.Entity != EntityID_Invalid && m_PickData.World == m_World) {
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EntityWrapper ent = EntityWrapper(m_World, m_PickData.Entity);
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Events::ButtonReleased eReleased;
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eReleased.EntityName = m_PickEntity.Name();
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eReleased.Entity = m_PickEntity;
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m_EventBroker->Publish(eReleased);
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if(m_World->HasComponent(m_PickData.Entity, "Button")) {
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EntityWrapper ent = EntityWrapper(m_World, m_PickData.Entity);
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if (ent == m_PickEntity) {
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//The entity you released the mouse button on is the same as you pressed it on. "Clicked"
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Events::ButtonClicked eClicked;
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eClicked.Entity = m_PickEntity;
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eClicked.EntityName = m_PickEntity.Name();
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m_EventBroker->Publish(eClicked);
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}
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@@ -757,7 +757,7 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
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GLERROR("Bind 19 uniform");
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glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
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GLERROR("Bind 20 uniform");
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glUniform1f(glGetUniformLocation(shaderHandle, "GlowIntensity"), job->GlowIntencity);
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glUniform1f(glGetUniformLocation(shaderHandle, "GlowIntensity"), job->GlowIntensity);
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GLERROR("END");
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}
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@@ -796,7 +796,7 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
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GLERROR("Bind 10 uniform");
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GLint Location_GlowIntensity = glGetUniformLocation(shaderHandle, "GlowIntensity");
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glUniform1f(Location_GlowIntensity, job->GlowIntencity);
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glUniform1f(Location_GlowIntensity, job->GlowIntensity);
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GLERROR("END");
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}
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@@ -114,34 +114,48 @@ void Renderer::Draw(RenderFrame& frame)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//Clear other buffers
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PerformanceTimer::StartTimer("Renderer-ClearBuffers");
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m_PickingPass->ClearPicking();
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m_DrawFinalPass->ClearBuffer();
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m_DrawBloomPass->ClearBuffer();
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PerformanceTimer::StopTimer("Renderer-ClearBuffers");
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for (auto scene : frame.RenderScenes){
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PerformanceTimer::StartTimer("Renderer-Depth");
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SortRenderJobsByDepth(*scene);
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GLERROR("SortByDepth");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Drawing PickingPass");
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m_PickingPass->Draw(*scene);
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GLERROR("Drawing pickingpass");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
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m_LightCullingPass->GenerateNewFrustum(*scene);
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GLERROR("Generate frustums");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Filling Light List");
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m_LightCullingPass->FillLightList(*scene);
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GLERROR("Filling light list");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
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m_LightCullingPass->CullLights(*scene);
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GLERROR("LightCulling");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
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m_DrawFinalPass->Draw(*scene);
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GLERROR("Draw Geometry+Light");
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//m_DrawScenePass->Draw(*scene);
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Text");
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m_TextPass->Draw(*scene, *m_DrawFinalPass->FinalPassFrameBuffer());
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GLERROR("Draw Text");
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PerformanceTimer::StopTimer("Renderer-Draw Text");
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}
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PerformanceTimer::StartTimer("Renderer-Draw Bloom");
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m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
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PerformanceTimer::StopTimer("Renderer-Draw Bloom");
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if (m_DebugTextureToDraw == 0) {
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PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
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PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
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}
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PerformanceTimer::StartTimer("Renderer-Misc Debug Draws");
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if (m_DebugTextureToDraw == 1) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
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}
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@@ -160,10 +174,13 @@ void Renderer::Draw(RenderFrame& frame)
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if (m_DebugTextureToDraw == 6) {
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m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
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}
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PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
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PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
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m_ImGuiRenderPass->Draw();
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GLERROR("Imgui draw");
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glfwSwapBuffers(m_Window);
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PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass");
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}
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PickData Renderer::Pick(glm::vec2 screenCoord)
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