Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
Conflicts: Escape-the-Dawn/Escape-the-Dawn.vcxproj.filters Escape-the-Dawn/GameWorld.cpp Escape-the-Dawn/Renderer.cpp Escape-the-Dawn/Systems/RenderSystem.cpp
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@@ -1,62 +0,0 @@
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#include "RenderSystem.h"
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#include "World.h"
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void Systems::RenderSystem::OnComponentCreated( std::string type, std:: shared_ptr<Component> component )
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{
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if(type == "Model")
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{
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auto modelComponent = std::static_pointer_cast<Components::Model>(component);
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}
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}
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void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
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{
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
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if (transformComponent == nullptr)
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return;
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// Draw models
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auto modelComponent = m_World->GetComponent<Components::Model>(entity, "Model");
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if (modelComponent != nullptr)
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{
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if (m_CachedModels.find(modelComponent->ModelFile) == m_CachedModels.end()){
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m_CachedModels[modelComponent->ModelFile] = std::make_shared<Model>(OBJ(modelComponent->ModelFile));
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}
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auto model = m_CachedModels[modelComponent->ModelFile];
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m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
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}
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<<<<<<< HEAD
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auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity, "PointLight");
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if (pointLightComponent != nullptr)
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{
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m_Renderer->AddPointLightToDraw(
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transformComponent->Position,
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pointLightComponent->Specular,
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pointLightComponent->Diffuse,
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pointLightComponent->constantAttenuation,
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pointLightComponent->linearAttenuation,
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pointLightComponent->quadraticAttenuation,
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pointLightComponent->spotExponent);
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}
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=======
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// Update camera
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>>>>>>> origin/master
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auto cameraComponent = m_World->GetComponent<Components::Camera>(entity, "Camera");
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if (cameraComponent != nullptr)
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{
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m_Renderer->GetCamera()->Position(transformComponent->Position);
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m_Renderer->GetCamera()->Orientation(transformComponent->Orientation);
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m_Renderer->GetCamera()->FOV(cameraComponent->FOV);
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m_Renderer->GetCamera()->NearClip(cameraComponent->NearClip);
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m_Renderer->GetCamera()->FarClip(cameraComponent->FarClip);
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}
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}
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@@ -1,5 +1,5 @@
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#ifndef RenderSystem_h__
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#define RenderSystem_h__
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#define RenderSystem_h__
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#include <unordered_map>
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