Merge remote-tracking branch 'origin/deffered_rendering'
Conflicts: assets src/Components/PointLight.h src/GameWorld.cpp src/Renderer.cpp src/Renderer.h vs11/Returngeance/Returngeance.vcxproj.filters
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+31
-31
@@ -324,13 +324,13 @@ void GameWorld::Initialize()
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{
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auto lightentity = CreateEntity(tank);
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auto transform = AddComponent<Components::Transform>(lightentity, "Transform");
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transform->Position = glm::vec3(0, 15, 0);
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transform->Position = glm::vec3(0, 0, 0);
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auto light = AddComponent<Components::PointLight>(lightentity, "PointLight");
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light->Diffuse = glm::vec3(128.f/255.f, 172.f/255.f, 242.f/255.f);
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light->Specular = glm::vec3(1.f);
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light->constantAttenuation = 0.3f;
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light->linearAttenuation = 0.003f;
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light->quadraticAttenuation = 0.002f;
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//light->Diffuse = glm::vec3(128.f/255.f, 172.f/255.f, 242.f/255.f);
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//light->Specular = glm::vec3(1.f);
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/*light->ConstantAttenuation = 0.3f;
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light->LinearAttenuation = 0.003f;
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light->QuadraticAttenuation = 0.002f;*/
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}
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// auto wheelpair = CreateEntity(tank);
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@@ -524,7 +524,7 @@ void GameWorld::Initialize()
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}
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CommitEntity(wheel);
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/*auto entity = CreateEntity(tank);
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auto entity = CreateEntity(tank);
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auto transformComponent = AddComponent<Components::Transform>(entity, "Transform");
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transformComponent->Position = glm::vec3(2,-1.7,2.0);
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transformComponent->Scale = glm::vec3(3,3,3);
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@@ -546,7 +546,7 @@ void GameWorld::Initialize()
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spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png";
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emitterComponent->ParticleTemplate = particleEntity;
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CommitEntity(particleEntity);*/
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CommitEntity(particleEntity);
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}
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{
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@@ -608,37 +608,37 @@ void GameWorld::Initialize()
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}
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CommitEntity(wheel);
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//auto entity = CreateEntity(tank);
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//auto transformComponent = AddComponent<Components::Transform>(entity, "Transform");
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//transformComponent->Position = glm::vec3(-2,-1.7,2.0);
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//transformComponent->Scale = glm::vec3(3,3,3);
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//transformComponent->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
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//auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity, "ParticleEmitter");
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//emitterComponent->SpawnCount = 2;
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//emitterComponent->SpawnFrequency = 0.005;
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//emitterComponent->SpreadAngle = glm::pi<float>();
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//emitterComponent->UseGoalVelocity = false;
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//emitterComponent->LifeTime = 0.5;
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////emitterComponent->AngularVelocitySpectrum.push_back(glm::pi<float>() / 100);
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//emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05));
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//CommitEntity(entity);
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auto entity = CreateEntity(tank);
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auto transformComponent = AddComponent<Components::Transform>(entity, "Transform");
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transformComponent->Position = glm::vec3(-2,-1.7,2.0);
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transformComponent->Scale = glm::vec3(3,3,3);
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transformComponent->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
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auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity, "ParticleEmitter");
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emitterComponent->SpawnCount = 2;
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emitterComponent->SpawnFrequency = 0.005;
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emitterComponent->SpreadAngle = glm::pi<float>();
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emitterComponent->UseGoalVelocity = false;
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emitterComponent->LifeTime = 0.5;
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//emitterComponent->AngularVelocitySpectrum.push_back(glm::pi<float>() / 100);
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emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05));
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CommitEntity(entity);
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//auto particleEntity = CreateEntity(entity);
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//auto TEMP = AddComponent<Components::Transform>(particleEntity, "Transform");
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//TEMP->Scale = glm::vec3(0);
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//auto spriteComponent = AddComponent<Components::Sprite>(particleEntity, "Sprite");
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//spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png";
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//emitterComponent->ParticleTemplate = particleEntity;
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auto particleEntity = CreateEntity(entity);
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auto TEMP = AddComponent<Components::Transform>(particleEntity, "Transform");
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TEMP->Scale = glm::vec3(0);
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auto spriteComponent = AddComponent<Components::Sprite>(particleEntity, "Sprite");
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spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png";
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emitterComponent->ParticleTemplate = particleEntity;
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//CommitEntity(particleEntity);
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CommitEntity(particleEntity);
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}
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CommitEntity(tank);
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{
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auto camera = CreateEntity(tank);
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auto transform = AddComponent<Components::Transform>(camera, "Transform");
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transform->Position.z = 20.f;
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transform->Position.y = 7.f;
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transform->Position.z = 30.f;
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transform->Position.y = 5.f;
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//transform->Orientation = glm::quat(glm::vec3(-glm::pi<float>() / 8.f, 0.f, 0.f));
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transform->Orientation = glm::angleAxis(glm::pi<float>() / 100, glm::vec3(1,0,0));
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auto cameraComp = AddComponent<Components::Camera>(camera, "Camera");
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