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1 Commits
| Author | SHA1 | Date | |
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| f89cef7a78 |
@@ -4,11 +4,11 @@
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#include "../GLM.h"
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#include "World.h"
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#include "EntityWrapper.h"
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#include "System.h"
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namespace Transform
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{
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glm::mat4 AbsoluteTransformation(EntityWrapper entity);
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glm::vec3 AbsolutePosition(EntityWrapper entity);
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glm::vec3 AbsolutePosition(World* world, EntityID entity);
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glm::vec3 AbsoluteOrientationEuler(EntityWrapper entity);
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@@ -20,16 +20,6 @@ glm::mat4 ModelMatrix(EntityWrapper entity);
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glm::mat4 ModelMatrix(EntityID entity, World* world);
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glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix);
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class ClearCache : public ImpureSystem
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{
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public:
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ClearCache(SystemParams params)
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: System(params)
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{ }
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virtual void Update(double dt) override;
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};
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}
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#endif
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@@ -13,6 +13,7 @@
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#include "Texture.h"
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#include "ShadowPass.h"
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#include "BlurHUD.h"
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#include "TextPass.h"
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class DrawFinalPass
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{
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@@ -22,7 +23,7 @@ public:
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(RenderScene& scene, BlurHUD* blurHUDPass);
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void Draw(RenderScene& scene, BlurHUD* blurHUDPass, TextPass* textPass);
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void ClearBuffer();
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void OnWindowResize();
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@@ -621,7 +621,7 @@ boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeM
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ComponentWrapper& cAABB = entity["AABB"];
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modelSpaceBox = EntityAABB::FromOriginSize((glm::vec3)cAABB["Origin"], (glm::vec3)cAABB["Size"]);
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} else if (entity.HasComponent("Model")) {
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const std::string& res = entity["Model"]["Resource"];
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std::string res = entity["Model"]["Resource"];
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if (res.empty()) {
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return boost::none;
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}
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@@ -638,7 +638,7 @@ boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeM
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return boost::none;
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}
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glm::mat4 modelMat = Transform::ModelMatrix(entity);
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glm::mat4 modelMat = Transform::AbsoluteTransformation(entity);
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glm::vec3 mini(INFINITY);
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glm::vec3 maxi(-INFINITY);
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glm::vec3 maxCorner = modelSpaceBox.MaxCorner();
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@@ -1,6 +1,16 @@
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#include "Core/Transform.h"
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static std::unordered_map<EntityWrapper, glm::mat4> MatrixCache;
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glm::mat4 Transform::AbsoluteTransformation(EntityWrapper entity)
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{
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glm::mat4 t = glm::mat4(1.f);
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while (entity.Valid()) {
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t = glm::translate((glm::vec3&)entity["Transform"]["Position"]) * glm::toMat4(glm::quat((glm::vec3&)entity["Transform"]["Orientation"])) * glm::scale((glm::vec3&)entity["Transform"]["Scale"]) * t;
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entity = entity.Parent();
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}
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return t;
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}
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glm::vec3 Transform::AbsolutePosition(EntityWrapper entity)
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{
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@@ -70,36 +80,24 @@ glm::vec3 Transform::AbsoluteScale(World* world, EntityID entity)
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return scale;
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}
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glm::mat4 Transform::ModelMatrix(EntityWrapper entity)
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{
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return ModelMatrix(entity.ID, entity.World);
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}
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glm::mat4 Transform::ModelMatrix(EntityID entity, World* world)
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{
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return ModelMatrix(EntityWrapper(world, entity));
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return AbsoluteTransformation(EntityWrapper(world, entity));
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//glm::vec3 position = Transform::AbsolutePosition(world, entity);
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//glm::quat orientation = Transform::AbsoluteOrientation(world, entity);
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//glm::vec3 scale = Transform::AbsoluteScale(world, entity);
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//glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
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//return modelMatrix;
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}
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glm::vec3 Transform::TransformPoint(const glm::vec3& point, const glm::mat4& matrix)
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{
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return glm::vec3(matrix * glm::vec4(point.x, point.y, point.z, 1));
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}
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glm::mat4 Transform::ModelMatrix(EntityWrapper entity)
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{
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auto cacheIt = MatrixCache.find(entity);
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if (cacheIt != MatrixCache.end()) {
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return cacheIt->second;
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}
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ComponentWrapper cTransform = entity["Transform"];
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glm::mat4 t = glm::translate((const glm::vec3&)cTransform["Position"]) * glm::toMat4(glm::quat((const glm::vec3&)cTransform["Orientation"])) * glm::scale((const glm::vec3&)cTransform["Scale"]);
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EntityWrapper parent = entity.Parent();
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if (parent.Valid()) {
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t = ModelMatrix(parent) * t;
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}
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MatrixCache[entity] = t;
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return t;
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}
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void Transform::ClearCache::Update(double dt)
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{
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MatrixCache.clear();
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}
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}
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@@ -242,7 +242,7 @@ void DrawFinalPass::InitializeShaderPrograms()
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}
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void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
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void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass, TextPass* textPass)
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{
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GLERROR("Pre");
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DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle());
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@@ -282,10 +282,36 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
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//state->StencilMask(0x00);
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DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
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GLERROR("OpaqueObjects");
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delete state;
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DrawFinalPassState* stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
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if (scene.ShouldBlur) {
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//Combine nonblur and blur texture
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stateSprite->Disable(GL_DEPTH_TEST);
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stateSprite->Disable(GL_STENCIL_TEST);
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m_CombinedTexture = blurHUDPass->CombineTextures(m_SceneTexture, m_FullBlurredTexture);
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}
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//Draw Transparen objects
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//state->BlendFunc(GL_ONE, GL_ONE);
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//state->StencilFunc(GL_EQUAL, 1, 0xFF);
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//DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
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GLERROR("TransparentObjects");
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//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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stateSprite->Enable(GL_DEPTH_TEST);
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//stateSprite->AlphaFunc(GL_GEQUAL, 0.05f);
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//stateSprite->Enable(GL_ALPHA_TEST);
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DrawSprites(scene.Jobs.SpriteJob, scene);
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GLERROR("SpriteJobs");
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delete stateSprite;
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state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
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//state->Disable(GL_STENCIL_TEST);
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//Draw Transparen Shielded objects
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state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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textPass->Draw(scene, m_FinalPassFrameBuffer);
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DrawModelRenderQueuesWithShieldCheck(scene.Jobs.TransparentObjects, scene); //might need changing
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GLERROR("Shielded Transparent objects");
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@@ -296,27 +322,7 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
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m_FullBlurredTexture = blurHUDPass->Draw(m_SceneTexture, scene);
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}
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DrawFinalPassState* stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
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if(scene.ShouldBlur) {
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//Combine nonblur and blur texture
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stateSprite->Disable(GL_DEPTH_TEST);
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stateSprite->Disable(GL_STENCIL_TEST);
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m_CombinedTexture = blurHUDPass->CombineTextures(m_SceneTexture, m_FullBlurredTexture);
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}
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//Draw Transparen objects
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//state->BlendFunc(GL_ONE, GL_ONE);
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//state->StencilFunc(GL_EQUAL, 1, 0xFF);
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//DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
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GLERROR("TransparentObjects");
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//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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stateSprite->Enable(GL_DEPTH_TEST);
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//stateSprite->AlphaFunc(GL_GEQUAL, 0.05f);
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//stateSprite->Enable(GL_ALPHA_TEST);
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DrawSprites(scene.Jobs.SpriteJob, scene);
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GLERROR("SpriteJobs");
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delete stateSprite;
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GLERROR("END");
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}
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@@ -184,7 +184,7 @@ bool RenderSystem::isEntityVisible(EntityWrapper& entity)
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}
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// Hide things parented to local player if they have the HiddenFromLocalPlayer component
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bool outOfBodyExperience = false; // ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false); // APPARENTLY THIS IS REALLY SLOW
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bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
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if (
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(entity.HasComponent("HiddenForLocalPlayer") || entity.FirstParentWithComponent("HiddenForLocalPlayer").Valid())
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&& (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))
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@@ -210,14 +210,15 @@ void Renderer::Draw(RenderFrame& frame)
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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 Text");
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//m_TextPass->Draw(*scene, *m_DrawFinalPass->FinalPassFrameBuffer());
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GLERROR("Draw Text");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
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m_DrawFinalPass->Draw(*scene, m_BlurHUDPass);
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m_DrawFinalPass->Draw(*scene, m_BlurHUDPass, m_TextPass);
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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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@@ -34,7 +34,7 @@ void TextPass::Update()
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void TextPass::Draw(RenderScene& scene, FrameBuffer& frameBuffer)
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{
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GLERROR("Derp1");
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TextPassState* state = new TextPassState(frameBuffer.GetHandle());
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//TextPassState* state = new TextPassState(frameBuffer.GetHandle());
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for (auto &job : scene.Jobs.Text) {
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auto textJob = std::dynamic_pointer_cast<TextJob>(job);
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if (textJob) {
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@@ -43,7 +43,7 @@ void TextPass::Draw(RenderScene& scene, FrameBuffer& frameBuffer)
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}
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}
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GLERROR("Derp2");
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delete state;
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// delete state;
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}
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void TextPass::renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix)
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@@ -4,10 +4,13 @@
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TextPassState::TextPassState(GLuint frameBuffer)
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{
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BindFramebuffer(frameBuffer);
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glEnable(GL_BLEND);
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glDisable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Enable(GL_BLEND);
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Disable(GL_CULL_FACE);
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Enable(GL_DEPTH_TEST);
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BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Enable(GL_ALPHA_TEST);
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AlphaFunc(GL_GEQUAL, 0.05f);
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}
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TextPassState::~TextPassState()
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+1
-4
@@ -42,6 +42,7 @@
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#include "Game/Systems/StartSystem.h"
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#include "Rendering/TextureSprite.h"
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Game::Game(int argc, char* argv[])
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{
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parseArgs(argc, argv);
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@@ -158,8 +159,6 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<StartSystem>(updateOrderLevel);
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// Populate Octree with collidables
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<Transform::ClearCache>(updateOrderLevel);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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@@ -175,8 +174,6 @@ Game::Game(int argc, char* argv[])
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<Transform::ClearCache>(updateOrderLevel);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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