Fixed blendmaps

Merge remote-tracking branch 'origin/gui' into deffered_rendering

Conflicts:
	vs11/Returngeance/Returngeance.vcxproj.filters
This commit is contained in:
Tleety
2014-05-28 22:08:50 +02:00
21 changed files with 932 additions and 1201 deletions
+1 -1
Submodule assets updated: 62d8e73c68...066c47ecd7
+6 -4
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@@ -9,12 +9,14 @@ namespace Components
struct BlendMap : Component
{
BlendMap()
: TextureRed("Textures/Ground/Asphalt")
, TextureGreen("Textures/Ground/Grass")
, TextureBlue("Textures/Ground/Sand")
: TextureRed("Textures/ErrorTextureRed.png")
, TextureGreen("Textures/ErrorTextureGreen.png")
, TextureBlue("Textures/ErrorTextureBlue.png")
, TextureRepeats(100.f) { }
std::string TextureRed, TextureGreen, TextureBlue;
std::string TextureRed;
std::string TextureGreen;
std::string TextureBlue;
float TextureRepeats;
virtual BlendMap* Clone() const override { return new BlendMap(*this); }
+2 -2
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@@ -9,9 +9,9 @@ namespace Components
struct Health : Component
{
Health()
: health(1.0f){ }
: Amount(1.0f) { }
float health;
float Amount;
virtual Health* Clone() const override { return new Health(*this); }
};
+3 -3
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@@ -5,13 +5,13 @@
namespace Events
{
struct Damage : Event
{
EntityID Entity;
float damage;
float Amount;
};
}
#endif // Events_Damage_h__
+3 -2
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@@ -36,8 +36,7 @@ public:
// Create a frame as a child
Frame(Frame* parent, std::string name)
: Rectangle(static_cast<Rectangle>(*parent)) // Clone parent rectangle using copy constructor
, m_Name(name)
: m_Name(name)
, m_Layer(0)
{ SetParent(std::shared_ptr<Frame>(parent)); }
@@ -52,6 +51,8 @@ public:
return;
}
Width = parent->Width;
Height = parent->Height;
m_Layer = parent->Layer() + 1;
parent->AddChild(std::shared_ptr<Frame>(this));
m_Parent = parent;
+9 -20
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@@ -5,8 +5,7 @@
#include "GUI/WorldFrame.h"
#include "GUI/Viewport.h"
#include "GUI/TextureFrame.h"
#include "Events/Damage.h"
#include "GUI/PlayerHUD.h"
#include "GameWorld.h"
@@ -19,42 +18,32 @@ public:
GameFrame(Frame* parent, std::string name)
: Frame(parent, name)
{
EVENT_SUBSCRIBE_MEMBER(m_EDamage, &GameFrame::OnDamage);
m_World = std::make_shared<GameWorld>(EventBroker, ResourceManager);
auto worldFrame = new WorldFrame(this, "GameWorldFrame", m_World);
{
vp1 = new Viewport(worldFrame, "Viewport1", m_World);
vp1->X = 0;
vp1->Width = 640;
vp1->Height = 720 / 2;
new PlayerHUD(vp1, "PlayerHUD", m_World, 1);
vp2 = new Viewport(worldFrame, "Viewport2", m_World);
vp2->X = vp1->Right();
vp2->Width = 640;
vp2->Height = 720 / 2;
new PlayerHUD(vp2, "PlayerHUD", m_World, 2);
tex = new TextureFrame(vp1, "TextureFrameThingy");
tex->SetTexture("Textures/GUI/hurt.png");
auto vpc = new Viewport(worldFrame, "ViewportFreeCam", m_World);
vpc->Y = 720 / 2;
vpc->Height = 720 / 2;
}
m_World->Initialize();
}
void Update(double dt)
{
}
bool OnDamage(const Events::Damage &event)
{
//tex->SetTexture("Textures/GUI/hurt.png");
return false;
}
private:
EventRelay<Frame, Events::Damage> m_EDamage;
std::shared_ptr<GameWorld> m_World;
Viewport* vp1;
Viewport* vp2;
TextureFrame* tex;
};
}
+53
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@@ -0,0 +1,53 @@
#ifndef GUI_HealthOverlay_h__
#define GUI_HealthOverlay_h__
#include "GUI/TextureFrame.h"
#include "World.h"
#include "Events/Damage.h"
#include "Components/Player.h"
#include "Components/Health.h"
namespace GUI
{
class HealthOverlay : public TextureFrame
{
public:
HealthOverlay(Frame* parent, std::string name, std::shared_ptr<World> world, int playerID)
: TextureFrame(parent, name)
, m_World(world)
, m_PlayerID(playerID)
{
EVENT_SUBSCRIBE_MEMBER(m_EDamage, &HealthOverlay::OnDamage);
SetTexture("Textures/GUI/hurt.png");
SetColor(glm::vec4(0.f));
}
bool OnDamage(const Events::Damage &event)
{
auto player = m_World->GetComponent<Components::Player>(event.Entity);
if (!player)
return false;
if (player->ID != m_PlayerID)
return false;
auto health = m_World->GetComponent<Components::Health>(event.Entity);
if (!health)
return false;
SetColor(glm::vec4(1.f, 1.f, 1.f, 1 - health->Amount / 100.f));
return true;
}
protected:
std::shared_ptr<World> m_World;
int m_PlayerID;
EventRelay<Frame, Events::Damage> m_EDamage;
};
}
#endif // GUI_TextureFrame_h__
+30
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@@ -0,0 +1,30 @@
#include "GUI/Frame.h"
#include "GUI/HealthOverlay.h"
#ifndef GUI_PlayerHUD_h__
#define GUI_PlayerHUD_h__
namespace GUI
{
class PlayerHUD : public Frame
{
public:
PlayerHUD(Frame* parent, std::string name, std::shared_ptr<World> world, int playerID)
: Frame(parent, name)
, m_World(world)
, m_PlayerID(playerID)
{
m_HealthOverlay = new HealthOverlay(this, "HealthOverlay", m_World, m_PlayerID);
}
protected:
std::shared_ptr<World> m_World;
int m_PlayerID;
HealthOverlay* m_HealthOverlay;
};
}
#endif // GUI_TextureFrame_h__
+13 -4
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@@ -11,7 +11,10 @@ class TextureFrame : public Frame
{
public:
TextureFrame(Frame* parent, std::string name)
: Frame(parent, name) { }
: Frame(parent, name)
, m_Texture(nullptr)
, m_Color(glm::vec4(1.f, 1.f, 1.f, 1.f))
{ }
void Draw(std::shared_ptr<Renderer> renderer) override
{
@@ -22,20 +25,26 @@ public:
SpriteJob job;
job.TextureID = m_Texture->ResourceID;
job.Texture = *m_Texture;
job.Color = m_Color;
RenderQueue.Add(job);
renderer->SetCamera(nullptr);
renderer->DrawFrame(RenderQueue);
}
std::shared_ptr<::Texture> Texture() const { return m_Texture; }
::Texture* Texture() const { return m_Texture; }
void SetTexture(std::string resourceName)
{
m_Texture = std::shared_ptr<::Texture>(ResourceManager->Load<::Texture>("Texture", resourceName));
m_Texture = ResourceManager->Load<::Texture>("Texture", resourceName);
}
glm::vec4 Color() const { return m_Color; }
void SetColor(glm::vec4 val) { m_Color = val; }
protected:
std::shared_ptr<::Texture> m_Texture;
::Texture* m_Texture;
glm::vec4 m_Color;
};
}
+727 -1092
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File diff suppressed because it is too large Load Diff
+3
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@@ -58,6 +58,9 @@ public:
void Initialize();
EntityID CreateTank(int playerID);
EntityID CreateJeep(int playerID);
void RegisterSystems() override;
void AddSystems() override;
void RegisterComponents() override;
+2 -2
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@@ -30,10 +30,10 @@ struct ModelJob : RenderJob
unsigned int ShaderID;
unsigned int TextureID;
GLuint ShaderProgram;
GLuint DiffuseTexture;
GLuint NormalTexture;
GLuint SpecularTexture;
glm::vec4 Color;
GLuint VAO;
unsigned int StartIndex;
unsigned int EndIndex;
@@ -58,8 +58,8 @@ struct SpriteJob : RenderJob
unsigned int ShaderID;
unsigned int TextureID;
GLuint ShaderProgram;
GLuint Texture;
glm::vec4 Color;
glm::mat4 ModelMatrix;
void CalculateHash() override
+57 -58
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@@ -108,10 +108,10 @@ void Renderer::LoadContent()
m_ShaderProgramDebugAABB.Compile();
m_ShaderProgramDebugAABB.Link();*/
m_BlendMapProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BlendMap.vert.glsl")));
m_BlendMapProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BlendMap.frag.glsl")));
m_BlendMapProgram.Compile();
m_BlendMapProgram.Link();
m_BlendMapProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BlendMap.vert.glsl")));
m_BlendMapProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BlendMap.frag.glsl")));
m_BlendMapProgram.Compile();
m_BlendMapProgram.Link();
m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Skybox.vert.glsl")));
m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Skybox.frag.glsl")));
@@ -264,8 +264,8 @@ void Renderer::Draw(double dt)
void Renderer::DrawFrame(RenderQueue &rq)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(m_Viewport.X, -m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, -m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
@@ -346,6 +346,7 @@ void Renderer::DrawFrame(RenderQueue &rq)
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniform4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "Color"), 1, glm::value_ptr(spriteJob->Color));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
@@ -367,8 +368,8 @@ void Renderer::DrawWorld(RenderQueue &rq)
Base pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
glViewport(m_Viewport.X, -m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, -m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
//glViewport(0, 0, m_Width, m_Height);
// Clear G-buffer
@@ -439,7 +440,6 @@ void Renderer::Swap()
glfwSwapBuffers(m_Window);
}
#pragma region TempRegion
void Renderer::DrawSkybox()
{
@@ -762,8 +762,6 @@ void Renderer::ClearStuff()
Lights.clear();
}
#pragma endregion
void Renderer::FrameBufferTextures()
{
m_fbBasePass = 0;
@@ -976,17 +974,62 @@ void Renderer::DrawFBOScene(RenderQueue &rq)
glm::vec3 sunDirection = m_SunTarget - m_SunPosition;
glm::vec3 sunDirection_cameraview = glm::vec3(cameraProjection * m_Camera->ViewMatrix() * glm::vec4(sunDirection, 1.0));
m_FirstPassProgram.Bind();
GLuint ShaderProgramHandle = m_FirstPassProgram.GetHandle();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
for (auto &job : rq)
{
auto blendMapJob = std::dynamic_pointer_cast<BlendMapModelJob>(job);
if(blendMapJob)
{
m_BlendMapProgram.Bind();
GLuint ShaderProgramHandle = m_BlendMapProgram.GetHandle();
glm::mat4 modelMatrix = blendMapJob->ModelMatrix;
MVP = cameraMatrix * modelMatrix;
depthMVP = depthCameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
glUniform1f(glGetUniformLocation(ShaderProgramHandle, "TextureRepeats"), blendMapJob->TextureRepeat);
glBindVertexArray(blendMapJob->VAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, blendMapJob->DiffuseTexture);
if (blendMapJob->NormalTexture != 0)
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, blendMapJob->NormalTexture);
}
if (blendMapJob->SpecularTexture)
{
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, blendMapJob->SpecularTexture);
}
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureRed);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureGreen);
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureBlue);
glDrawArrays(GL_TRIANGLES, blendMapJob->StartIndex, blendMapJob->EndIndex - blendMapJob->StartIndex + 1);
continue;
}
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob)
{
m_FirstPassProgram.Bind();
GLuint ShaderProgramHandle = m_FirstPassProgram.GetHandle();
glm::mat4 modelMatrix = modelJob->ModelMatrix;
MVP = cameraMatrix * modelMatrix;
@@ -1041,50 +1084,6 @@ void Renderer::DrawFBOScene(RenderQueue &rq)
// continue;
//}
m_BlendMapProgram.Bind();
GLuint ShaderProgramHandle = m_BlendMapProgram.GetHandle();
auto blendMapJob = std::dynamic_pointer_cast<BlendMapModelJob>(job);
if(blendMapJob)
{
glm::mat4 modelMatrix = blendMapJob->ModelMatrix;
MVP = cameraMatrix * modelMatrix;
depthMVP = depthCameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
glUniform1f(glGetUniformLocation(ShaderProgramHandle, "TextureRepeats"), blendMapJob->TextureRepeat);
glBindVertexArray(blendMapJob->VAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, blendMapJob->DiffuseTexture);
if (blendMapJob->NormalTexture != 0)
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, blendMapJob->NormalTexture);
}
if (blendMapJob->SpecularTexture)
{
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, blendMapJob->SpecularTexture);
}
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureRed);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureGreen);
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureBlue);
glDrawArrays(GL_TRIANGLES, blendMapJob->StartIndex, modelJob->EndIndex - modelJob->StartIndex + 1);
continue;
}
}
}
+5 -5
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@@ -58,11 +58,11 @@ float Shadow(vec4 ShadowCoord, vec3 normal)
void main()
{
vec4 BlendMap = texture2D(DiffuseTexture, Input.TextureCoord.st);
vec4 BlendMap = texture(DiffuseTexture, Input.TextureCoord);
vec4 TextureRedTexel = texture2D(TextureRed, Input.TextureCoord.st * TextureRepeats);
vec4 TextureGreenTexel = texture2D(TextureGreen, Input.TextureCoord.st * TextureRepeats);
vec4 TextureBlueTexel = texture2D(TextureBlue, Input.TextureCoord.st * TextureRepeats);
vec4 TextureRedTexel = texture(TextureRed, Input.TextureCoord * TextureRepeats);
vec4 TextureGreenTexel = texture(TextureGreen, Input.TextureCoord * TextureRepeats);
vec4 TextureBlueTexel = texture(TextureBlue, Input.TextureCoord * TextureRepeats);
//Mix the Terrain-textures together
TextureRedTexel *= BlendMap.r;
@@ -79,7 +79,7 @@ void main()
//frag_Normal = vec4(Input.Normal, 0.0);
// Diffuse Texture
frag_Diffuse = finalBlendTexel * Shadow(Input.ShadowCoord, vec3(frag_Normal));
frag_Diffuse = finalBlendTexel;
//G-buffer Specular
frag_Specular = texture(SpecularMapTexture, Input.TextureCoord);
+3 -1
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@@ -1,5 +1,7 @@
#version 430
uniform vec4 Color;
layout(binding=0) uniform sampler2D texture0;
in VertexData {
@@ -14,5 +16,5 @@ void main() {
// Texture
vec4 texel = texture(texture0, Input.TextureCoord);
fragmentColor = texel;
fragmentColor = texel * Color;
}
+2 -2
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@@ -16,7 +16,7 @@ void Systems::DamageSystem::Initialize()
bool Systems::DamageSystem::OnDamage( const Events::Damage &event )
{
auto health = m_World->GetComponent<Components::Health>(event.Entity);
health->health -= event.damage;
LOG_INFO("Damaged entity %i, Health left: %f", event.Entity, health->health);
health->Amount -= event.Amount;
LOG_INFO("Damaged entity %i, Health left: %f", event.Entity, health->Amount);
return true;
}
+3 -3
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@@ -40,6 +40,7 @@ void Systems::FreeSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
glm::quat mouseOrientationPitch = glm::quat(m_InputController->MouseOrientation * glm::vec3(1, 0, 0));
glm::quat mouseOrientationYaw = glm::quat(m_InputController->MouseOrientation * glm::vec3(0, 1, 0));
m_InputController->MouseOrientation = glm::vec3(0);
glm::vec3 controllerOrientationEuler = m_InputController->ControllerOrientation * (float)dt;
glm::quat controllerOrientationPitch = glm::quat(controllerOrientationEuler * glm::vec3(1, 0, 0));
@@ -53,8 +54,6 @@ void Systems::FreeSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
//---------------------------------------------------------------------
// TOUCHING THIS CODE MIGHT CAUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
}
m_InputController->MouseOrientation = glm::vec3(0);
}
bool Systems::FreeSteeringSystem::FreeSteeringInputController::OnCommand(const Events::InputCommand &event)
@@ -80,7 +79,7 @@ bool Systems::FreeSteeringSystem::FreeSteeringInputController::OnCommand(const E
}
// Mouse click
else if (event.Command == "cam_attack")
else if (event.Command == "cam_lock")
{
OrientationActive = event.Value > 0;
@@ -113,6 +112,7 @@ bool Systems::FreeSteeringSystem::FreeSteeringInputController::OnMouseMove(const
if (OrientationActive)
{
MouseOrientation = -glm::vec3(event.DeltaY / 300.f, event.DeltaX / 300.f, 0.f);
LOG_DEBUG("Mouse DX: %f", event.DeltaX);
}
return true;
+1 -1
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@@ -813,4 +813,4 @@ bool Systems::PhysicsSystem::OnDisableCollisions( const Events::DisableCollision
m_PhysicsWorld->setCollisionFilter(m_CollisionFilter);
m_PhysicsWorld->unmarkForWrite();
return true;
}
}
+1 -1
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@@ -150,7 +150,7 @@ bool Systems::TankSteeringSystem::OnCollision( const Events::Collision &e )
{
Events::Damage d;
d.Entity = physicsEntity;
d.damage = (1.f - pow(distance / radius, 2)) * shellComponent->Damage;
d.Amount = (1.f - pow(distance / radius, 2)) * shellComponent->Damage;
EventBroker->Publish(d);
}
+2
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@@ -196,6 +196,8 @@
<ClInclude Include="..\..\src\GUI\Frame.h" />
<ClInclude Include="..\..\src\EventBroker.h" />
<ClInclude Include="..\..\src\GUI\GameFrame.h" />
<ClInclude Include="..\..\src\GUI\HealthOverlay.h" />
<ClInclude Include="..\..\src\GUI\PlayerHUD.h" />
<ClInclude Include="..\..\src\GUI\WorldFrame.h" />
<ClInclude Include="..\..\src\GUI\TextureFrame.h" />
<ClInclude Include="..\..\src\GUI\Viewport.h" />
@@ -472,6 +472,12 @@
<ClInclude Include="..\..\src\GUI\GameFrame.h">
<Filter>GUI</Filter>
</ClInclude>
<ClInclude Include="..\..\src\GUI\HealthOverlay.h">
<Filter>GUI</Filter>
</ClInclude>
<ClInclude Include="..\..\src\GUI\PlayerHUD.h">
<Filter>GUI</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Components\BlendMap.h">
<Filter>Rendering\Components</Filter>
</ClInclude>