Merge fixes and CapturePointHUD component skeleton added.
This commit is contained in:
@@ -50,7 +50,7 @@ public:
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struct TextureProperties {
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std::string TexturePath;
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glm::vec2 UVRepeat;
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std::shared_ptr<::Texture> Texture;
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Texture* Texture;
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};
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struct MaterialBasic
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@@ -26,8 +26,7 @@ struct RenderScene
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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>> SpriteJobs;
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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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std::list<std::shared_ptr<RenderJob>> Text;
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std::list<std::shared_ptr<RenderJob>> DirectionalLight;
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@@ -44,7 +43,7 @@ struct RenderScene
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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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SpriteJobs.clear();
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Jobs.SpriteJob.clear();
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Jobs.DirectionalLight.clear();
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}
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};
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@@ -21,15 +21,15 @@ struct SpriteJob : RenderJob
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: RenderJob()
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{
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Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
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::RawModel::MaterialGroup matGroup = Model->MaterialGroups().front();
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TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
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::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
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TextureID = 0;
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DiffuseTexture = CommonFunctions::LoadTexture(cSprite["DiffuseTexture"], true);
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IncandescenceTexture = CommonFunctions::LoadTexture(cSprite["GlowMap"], true);
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StartIndex = matGroup.StartIndex;
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EndIndex = matGroup.EndIndex;
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StartIndex = matProp.material->StartIndex;
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EndIndex = matProp.material->EndIndex;
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Matrix = matrix;
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Color = cSprite["Color"];
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Entity = cSprite.EntityID;
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@@ -37,4 +37,5 @@
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<xs:include schemaLocation="Components/Shield.xsd"/>
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<xs:include schemaLocation="Components/Sprite.xsd"/>
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<xs:include schemaLocation="Components/Shielded.xsd"/>
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<xs:include schemaLocation="Components/CampturePointHUD.xsd"/>
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</xs:schema>
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@@ -0,0 +1,2 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<HealthHUD xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="CapturePointHUD.xsd"/>
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@@ -0,0 +1,6 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="CapturePointHUD">
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</xs:element>
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</xs:schema>
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@@ -40,7 +40,7 @@
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="0" Y="7364.78906" Z="0"/>
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<Orientation X="0" Y="7364.78955" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -120,11 +120,7 @@
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<Children>
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<Entity name="RunAnim">
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<Components>
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<c:Animation>
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<Name>Run</Name>
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<Time>0.79292191744688711</Time>
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<Speed>1</Speed>
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</c:Animation>
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<c:Animation/>
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<c:Model>
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<Resource>Models/Characters/Assault/AssaultAnimated.mesh</Resource>
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</c:Model>
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@@ -136,11 +132,7 @@
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</Entity>
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<Entity name="Walkanim">
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<Components>
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<c:Animation>
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<Name>Walk</Name>
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<Time>0.96020137154739604</Time>
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<Speed>1</Speed>
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</c:Animation>
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<c:Animation/>
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<c:Model>
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<Resource>Models/Characters/Assault/AssaultAnimated.mesh</Resource>
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</c:Model>
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@@ -188,17 +180,13 @@
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="0" Y="2019.2854" Z="0"/>
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<Orientation X="0" Y="2019.28552" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity name="Asset">
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<Components>
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<c:Animation>
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<Name>Run</Name>
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<Time>0.53173203453812956</Time>
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<Speed>1</Speed>
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</c:Animation>
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<c:Animation/>
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<c:Model>
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<Resource>Models/Characters/Assault/AssaultAnimated.mesh</Resource>
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</c:Model>
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@@ -683,7 +671,7 @@
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="0" Y="316.504944" Z="0"/>
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<Orientation X="0" Y="316.505096" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -730,7 +718,7 @@
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="0" Y="316.504944" Z="0"/>
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<Orientation X="0" Y="316.505096" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -790,7 +778,7 @@
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="0" Y="316.504944" Z="0"/>
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<Orientation X="0" Y="316.505096" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -837,7 +825,7 @@
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="0" Y="316.504944" Z="0"/>
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<Orientation X="0" Y="316.505096" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -883,7 +871,7 @@
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="0" Y="316.504944" Z="0"/>
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<Orientation X="0" Y="316.505096" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -930,7 +918,7 @@
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="0" Y="316.504944" Z="0"/>
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<Orientation X="0" Y="316.505096" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -977,7 +965,7 @@
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="0" Y="316.504944" Z="0"/>
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<Orientation X="0" Y="316.505096" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -1390,7 +1378,7 @@
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="0" Y="850.207336" Z="0"/>
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<Orientation X="0" Y="850.20752" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -1399,7 +1387,7 @@
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<c:ExplosionEffect>
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<ColorByDistance>true</ColorByDistance>
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<Velocity X="0.800000012" Y="0.0379999988" Z="0"/>
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<TimeSinceDeath>0.75102457088592522</TimeSinceDeath>
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<TimeSinceDeath>0.75134174339666815</TimeSinceDeath>
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<ExplosionDuration>3.7999999523162842</ExplosionDuration>
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<EndColor A="0" B="23.5294113" G="11.7647057" R="0"/>
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<Randomness>true</Randomness>
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@@ -1446,7 +1434,7 @@
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="0" Y="850.207336" Z="0"/>
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<Orientation X="0" Y="850.20752" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -1455,7 +1443,7 @@
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<c:ExplosionEffect>
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<Velocity X="0.5" Y="1" Z="0"/>
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<ExplosionOrigin X="0" Y="0.900000036" Z="0"/>
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<TimeSinceDeath>1.2009303215000324</TimeSinceDeath>
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<TimeSinceDeath>1.2012474940107754</TimeSinceDeath>
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</c:ExplosionEffect>
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<c:Model>
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<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
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@@ -1498,22 +1486,18 @@
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="0" Y="850.207336" Z="0"/>
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<Orientation X="0" Y="850.20752" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity name="Asset">
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<Components>
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<c:Animation>
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<Name>Walk</Name>
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<Time>0.74121802989810703</Time>
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<Speed>1</Speed>
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</c:Animation>
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<c:Animation/>
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<c:ExplosionEffect>
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<ColorByDistance>true</ColorByDistance>
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<Velocity X="0.300000012" Y="2" Z="0"/>
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<ExplosionOrigin X="0" Y="1.30000007" Z="-0.200000003"/>
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<TimeSinceDeath>0.68437610515996361</TimeSinceDeath>
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<TimeSinceDeath>0.68469327767070653</TimeSinceDeath>
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<EndColor A="0" B="0.333333343" G="0.933333337" R="3.92156863"/>
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<Randomness>true</Randomness>
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</c:ExplosionEffect>
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@@ -1558,7 +1542,7 @@
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="0" Y="857.983765" Z="0"/>
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<Orientation X="0" Y="857.983948" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -1568,7 +1552,7 @@
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<ColorByDistance>true</ColorByDistance>
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<Velocity X="0" Y="0.699999988" Z="0"/>
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<ExplosionOrigin X="0" Y="-1.10000002" Z="0"/>
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<TimeSinceDeath>0.95047462600732735</TimeSinceDeath>
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<TimeSinceDeath>0.95079179851807027</TimeSinceDeath>
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<ExplosionDuration>10</ExplosionDuration>
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<EndColor A="1" B="0" G="0" R="1"/>
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<RandomnessScalar>3</RandomnessScalar>
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@@ -1616,7 +1600,7 @@
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="0" Y="456.13559" Z="0"/>
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<Orientation X="0" Y="456.135742" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -1626,7 +1610,7 @@
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<ColorByDistance>true</ColorByDistance>
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<Velocity X="6" Y="0.100000001" Z="0"/>
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<ExplosionOrigin X="0" Y="-10" Z="0"/>
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<TimeSinceDeath>1.350502887383392</TimeSinceDeath>
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<TimeSinceDeath>1.3508200598941349</TimeSinceDeath>
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<ExponentialAccelaration>true</ExponentialAccelaration>
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<ExplosionDuration>5</ExplosionDuration>
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<Randomness>true</Randomness>
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@@ -1807,7 +1791,7 @@
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<c:ExplosionEffect>
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<ColorByDistance>true</ColorByDistance>
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<Velocity X="0.800000012" Y="0.0379999988" Z="0"/>
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<TimeSinceDeath>1.3671759474185377</TimeSinceDeath>
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<TimeSinceDeath>1.3674931199292806</TimeSinceDeath>
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<ExplosionDuration>3.7999999523162842</ExplosionDuration>
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<EndColor A="0" B="23.5294113" G="11.7647057" R="0"/>
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<Randomness>true</Randomness>
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@@ -1850,11 +1834,7 @@
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</Entity>
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<Entity name="PlayerModel">
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<Components>
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<c:Animation>
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<Name>Hold Pos</Name>
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<Time>0.39573681725672838</Time>
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<Speed>1</Speed>
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</c:Animation>
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<c:Animation/>
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<c:HiddenForLocalPlayer/>
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<c:Model>
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<Resource>Models/AssaultAnimated.mesh</Resource>
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@@ -1916,7 +1896,8 @@
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<Entity name="Bush">
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<Components>
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<c:Model>
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<Resource>Models/BushAlive.mesh</Resource>
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<Resource>Models/Props/Flora/AliveBush.mesh</Resource>
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<Transparent>true</Transparent>
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</c:Model>
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<c:Transform>
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<Position X="-4.95900011" Y="0" Z="1.29897511"/>
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@@ -1943,6 +1924,37 @@
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</Entity>
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</Children>
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</Entity>
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<Entity name="SpriteOrigin">
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<Components>
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<c:Transform>
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<Position X="-24.0121765" Y="1" Z="0"/>
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<Orientation X="0" Y="1.45400012" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity name="Sprite1">
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<Components>
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<c:Sprite>
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<DiffuseTexture>Textures/Props/FoliageDiff.png</DiffuseTexture>
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<GlowMap></GlowMap>
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</c:Sprite>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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<Entity name="Sprite2">
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<Components>
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<c:Sprite>
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<DiffuseTexture>Textures/Props/FoliageDiff.png</DiffuseTexture>
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</c:Sprite>
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<c:Transform>
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<Position X="-0.177861199" Y="0" Z="-1.04673338"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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@@ -41,6 +41,7 @@
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<xs:element ref="c:BoneAttachment" minOccurs="0"/>
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<xs:element ref="c:Shield" minOccurs="0"/>
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<xs:element ref="c:Shielded" minOccurs="0"/>
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<xs:element ref="c:CapturePointHUD" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -193,7 +193,7 @@ void DrawFinalPass::Draw(RenderScene& scene)
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GLERROR("OpaqueObjects");
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
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GLERROR("TransparentObjects");
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DrawSprites(scene.SpriteJobs, scene);
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DrawSprites(scene.Jobs.SpriteJob, scene);
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GLERROR("SpriteJobs");
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//DrawStencilState* stencilState = new DrawStencilState(m_FinalPassFrameBuffer.GetHandle());
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@@ -10,60 +10,31 @@ Model::Model(std::string fileName)
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case RawModel::MaterialType::SingleTextures:
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{
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RawModel::MaterialSingleTextures* materialSingleTexture = static_cast<RawModel::MaterialSingleTextures*>(materialProperty.material);
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if (!materialSingleTexture->ColorMap.TexturePath.empty()) {
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materialSingleTexture->ColorMap.Texture = std::shared_ptr<Texture>(ResourceManager::LoadfixTexture>(materialSingleTexture->ColorMap.TexturePath));
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}
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if (!materialSingleTexture->NormalMap.TexturePath.empty()) {
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materialSingleTexture->NormalMap.Texture = std::shared_ptr<Texture>(ResourceManager::LoadfixTexture>(materialSingleTexture->NormalMap.TexturePath));
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}
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if (!materialSingleTexture->SpecularMap.TexturePath.empty()) {
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materialSingleTexture->SpecularMap.Texture = std::shared_ptr<Texture>(ResourceManager::LoadfixTexture>(materialSingleTexture->SpecularMap.TexturePath));
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}
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if (!materialSingleTexture->IncandescenceMap.TexturePath.empty()) {
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materialSingleTexture->IncandescenceMap.Texture = std::shared_ptr<Texture>(ResourceManager::LoadfixTexture>(materialSingleTexture->IncandescenceMap.TexturePath));
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}
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materialSingleTexture->ColorMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->ColorMap.TexturePath, false);
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materialSingleTexture->NormalMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->NormalMap.TexturePath, false);
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materialSingleTexture->SpecularMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->SpecularMap.TexturePath, false);
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materialSingleTexture->IncandescenceMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->IncandescenceMap.TexturePath, false);
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}
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break;
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case RawModel::MaterialType::SplatMapping:
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{
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RawModel::MaterialSplatMapping* materialSplatMapping = static_cast<RawModel::MaterialSplatMapping*>(materialProperty.material);
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if (!materialSplatMapping->SplatMap.TexturePath.empty()) {
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materialSplatMapping->SplatMap.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(materialSplatMapping->SplatMap.TexturePath));
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}
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materialSplatMapping->SplatMap.Texture = CommonFunctions::LoadTexture(materialSplatMapping->SplatMap.TexturePath, false);
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for (auto& texture : materialSplatMapping->ColorMaps)
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{
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||||
if (!texture.TexturePath.empty()) {
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texture.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(texture.TexturePath));
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||||
}
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||||
else {
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texture.Texture = nullptr;
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||||
}
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||||
texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false);
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||||
}
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for (auto& texture : materialSplatMapping->NormalMaps)
|
||||
{
|
||||
if (!texture.TexturePath.empty()) {
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||||
texture.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(texture.TexturePath));
|
||||
} else {
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||||
texture.Texture = nullptr;
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||||
}
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||||
texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false);
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||||
}
|
||||
for (auto& texture : materialSplatMapping->SpecularMaps)
|
||||
{
|
||||
if (!texture.TexturePath.empty()) {
|
||||
texture.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(texture.TexturePath));
|
||||
}
|
||||
else {
|
||||
texture.Texture = nullptr;
|
||||
}
|
||||
texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false);
|
||||
}
|
||||
for (auto& texture : materialSplatMapping->IncandescenceMaps)
|
||||
{
|
||||
if (!texture.TexturePath.empty()) {
|
||||
texture.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(texture.TexturePath));
|
||||
}
|
||||
else {
|
||||
texture.Texture = nullptr;
|
||||
}
|
||||
texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -346,7 +346,7 @@ void RenderSystem::Update(double dt)
|
||||
fillPointLights(scene.Jobs.PointLight, m_World);
|
||||
//TODO: Make sure all objects needed are also sorted.
|
||||
scene.Jobs.OpaqueObjects.sort();
|
||||
fillSprites(scene.SpriteJobs, m_World);
|
||||
fillSprites(scene.Jobs.SpriteJob, m_World);
|
||||
fillDirectionalLights(scene.Jobs.DirectionalLight, m_World);
|
||||
fillText(scene.Jobs.Text, m_World);
|
||||
m_RenderFrame->Add(scene);
|
||||
|
||||
@@ -167,7 +167,7 @@ void Renderer::SortRenderJobsByDepth(RenderScene &scene)
|
||||
{
|
||||
//Sort all forward jobs so transparency is good.
|
||||
scene.Jobs.TransparentObjects.sort(Renderer::DepthSort);
|
||||
scene.SpriteJobs.sort(Renderer::DepthSort);
|
||||
scene.Jobs.SpriteJob.sort(Renderer::DepthSort);
|
||||
}
|
||||
|
||||
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
|
||||
|
||||
Reference in New Issue
Block a user