Skybox working, flag for averaging normals working.
This commit is contained in:
+1
-1
Submodule assets updated: 26839b66e2...8ab7df0d7f
@@ -10,12 +10,13 @@ namespace Components
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struct Model : Component
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struct Model : Component
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{
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{
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Model() : Color(glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)), Visible(true), ShadowCaster(true), Transparent(false) { }
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Model() : Color(glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)), Visible(true), ShadowCaster(true), Transparent(false), AverageNormals(false) { }
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std::string ModelFile;
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std::string ModelFile;
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glm::vec4 Color;
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glm::vec4 Color;
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bool Visible;
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bool Visible;
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bool ShadowCaster;
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bool ShadowCaster;
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bool Transparent;
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bool Transparent;
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bool AverageNormals;
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virtual Model* Clone() const override { return new Model(*this); }
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virtual Model* Clone() const override { return new Model(*this); }
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};
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};
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+2
-1
@@ -22,7 +22,8 @@ public:
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m_ResourceManager = std::make_shared<ResourceManager>();
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m_ResourceManager = std::make_shared<ResourceManager>();
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m_ResourceManager->RegisterType("OBJ", [](std::string resourceName) { return new OBJ(resourceName); });
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m_ResourceManager->RegisterType("OBJ", [](std::string resourceName) { return new OBJ(resourceName); });
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auto rm = m_ResourceManager;
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auto rm = m_ResourceManager;
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m_ResourceManager->RegisterType("Model", [rm](std::string resourceName) { return new Model(rm, *rm->Load<OBJ>("OBJ", resourceName)); });
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m_ResourceManager->RegisterType("Model", [rm](std::string resourceName) { return new Model(rm, *rm->Load<OBJ>("OBJ", resourceName), false); });
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m_ResourceManager->RegisterType("AveragedModel", [rm](std::string resourceName) { return new Model(rm, *rm->Load<OBJ>("OBJ", resourceName), true); });
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m_ResourceManager->RegisterType("Texture", [](std::string resourceName) { return new Texture(resourceName); });
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m_ResourceManager->RegisterType("Texture", [](std::string resourceName) { return new Texture(resourceName); });
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m_FrameStack = new GUI::Frame(m_EventBroker, m_ResourceManager);
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m_FrameStack = new GUI::Frame(m_EventBroker, m_ResourceManager);
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+11
-1
@@ -55,7 +55,17 @@ public:
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auto modelComponent = m_World->GetComponent<Components::Model>(entity);
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auto modelComponent = m_World->GetComponent<Components::Model>(entity);
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if (modelComponent)
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if (modelComponent)
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{
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{
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auto modelAsset = ResourceManager->Load<Model>("Model", modelComponent->ModelFile);
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Model* modelAsset = nullptr;
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if (modelComponent->AverageNormals)
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{
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modelAsset = ResourceManager->Load<Model>("AveragedModel", modelComponent->ModelFile);
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}
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else
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{
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modelAsset = ResourceManager->Load<Model>("Model", modelComponent->ModelFile);
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}
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if (modelAsset)
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if (modelAsset)
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{
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{
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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+17
-12
@@ -634,7 +634,7 @@ void GameWorld::CreateGate(EntityID parent, glm::vec3 position, glm::quat orient
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}
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}
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}
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}
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EntityID GameWorld::CreateTower(EntityID parent, glm::vec3 pos, int playerID)
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EntityID GameWorld::CreateTower(EntityID parent, glm::vec3 pos, int teamID)
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{
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{
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auto towerBase = CreateEntity(parent);
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auto towerBase = CreateEntity(parent);
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auto transform = AddComponent<Components::Transform>(towerBase);
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auto transform = AddComponent<Components::Transform>(towerBase);
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@@ -642,9 +642,9 @@ EntityID GameWorld::CreateTower(EntityID parent, glm::vec3 pos, int playerID)
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auto towerComponent = AddComponent<Components::Tower>(towerBase);
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auto towerComponent = AddComponent<Components::Tower>(towerBase);
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// auto physics = AddComponent<Components::Physics>(towerBase);
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auto physics = AddComponent<Components::Physics>(towerBase);
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// physics->Mass = 100.f;
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physics->Mass = 100.f;
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// physics->MotionType = Components::Physics::MotionTypeEnum::Fixed;
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physics->MotionType = Components::Physics::MotionTypeEnum::Fixed;
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auto model = AddComponent<Components::Model>(towerBase);
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auto model = AddComponent<Components::Model>(towerBase);
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model->ModelFile = "Models/Turret/Base/Base.obj";
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model->ModelFile = "Models/Turret/Base/Base.obj";
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@@ -652,12 +652,12 @@ EntityID GameWorld::CreateTower(EntityID parent, glm::vec3 pos, int playerID)
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auto health = AddComponent<Components::Health>(towerBase);
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auto health = AddComponent<Components::Health>(towerBase);
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health->Amount = 50.f;
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health->Amount = 50.f;
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// auto shape = CreateEntity(towerBase);
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auto shape = CreateEntity(towerBase);
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// auto shapetransform = AddComponent<Components::Transform>(shape);
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auto shapetransform = AddComponent<Components::Transform>(shape);
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// auto shapemesh = AddComponent<Components::MeshShape>(shape);
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auto shapemesh = AddComponent<Components::MeshShape>(shape);
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// shapemesh->ResourceName = "Models/Turret/Base/Base.obj";
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shapemesh->ResourceName = "Models/Turret/Base/Base.obj";
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//CommitEntity(shape);
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CommitEntity(shape);
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{
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{
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auto towerGunRotation = CreateEntity(towerBase);
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auto towerGunRotation = CreateEntity(towerBase);
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auto transform = AddComponent<Components::Transform>(towerGunRotation);
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auto transform = AddComponent<Components::Transform>(towerGunRotation);
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@@ -687,7 +687,7 @@ EntityID GameWorld::CreateTower(EntityID parent, glm::vec3 pos, int playerID)
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{
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{
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auto shot = CreateEntity(towerGun);
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auto shot = CreateEntity(towerGun);
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auto transform = AddComponent<Components::Transform>(shot);
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auto transform = AddComponent<Components::Transform>(shot);
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transform->Position = glm::vec3(0.f, 0.f, -4.f);
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transform->Position = glm::vec3(0.f, 0.f, -4.37612f);
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transform->Orientation = glm::angleAxis(-glm::pi<float>() / 2.f, glm::vec3(1, 0, 0));
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transform->Orientation = glm::angleAxis(-glm::pi<float>() / 2.f, glm::vec3(1, 0, 0));
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transform->Scale = glm::vec3(2.f);
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transform->Scale = glm::vec3(2.f);
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AddComponent<Components::Template>(shot);
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AddComponent<Components::Template>(shot);
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@@ -736,7 +736,7 @@ EntityID GameWorld::CreateTower(EntityID parent, glm::vec3 pos, int playerID)
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towerComponent->GunBase = towerGunRotation;
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towerComponent->GunBase = towerGunRotation;
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}
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}
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towerComponent->ID = playerID;
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towerComponent->ID = teamID;
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auto turretComponent = AddComponent<Components::Turret>(towerBase);
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auto turretComponent = AddComponent<Components::Turret>(towerBase);
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turretComponent->ShotTemplate = m_ShotTemplate;
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turretComponent->ShotTemplate = m_ShotTemplate;
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@@ -844,6 +844,7 @@ void GameWorld::CreateTerrain()
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auto transform = AddComponent<Components::Transform>(ground_middle);
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auto transform = AddComponent<Components::Transform>(ground_middle);
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auto model = AddComponent<Components::Model>(ground_middle);
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auto model = AddComponent<Components::Model>(ground_middle);
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model->ModelFile = "Models/TerrainFiveIstles/Middle.obj";
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model->ModelFile = "Models/TerrainFiveIstles/Middle.obj";
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model->AverageNormals = true;
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auto blendmap = AddComponent<Components::BlendMap>(ground_middle);
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auto blendmap = AddComponent<Components::BlendMap>(ground_middle);
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blendmap->TextureRed = "Textures/Ground/SoilBeach0087_11_S.jpg";
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blendmap->TextureRed = "Textures/Ground/SoilBeach0087_11_S.jpg";
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blendmap->TextureRedNormal = "Textures/Ground/SoilBeach0087_11_SNM.png";
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blendmap->TextureRedNormal = "Textures/Ground/SoilBeach0087_11_SNM.png";
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@@ -949,6 +950,7 @@ void GameWorld::CreateBase(glm::quat orientation, int teamID)
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auto transform = AddComponent<Components::Transform>(ground_small);
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auto transform = AddComponent<Components::Transform>(ground_small);
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auto model = AddComponent<Components::Model>(ground_small);
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auto model = AddComponent<Components::Model>(ground_small);
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model->ModelFile = "Models/TerrainFiveIstles/Small.obj";
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model->ModelFile = "Models/TerrainFiveIstles/Small.obj";
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model->AverageNormals = true;
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auto blendmap = AddComponent<Components::BlendMap>(ground_small);
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auto blendmap = AddComponent<Components::BlendMap>(ground_small);
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blendmap->TextureRed = "Textures/Ground/SoilBeach0087_11_S.jpg";
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blendmap->TextureRed = "Textures/Ground/SoilBeach0087_11_S.jpg";
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blendmap->TextureRedNormal = "Textures/Ground/SoilBeach0087_11_SNM.png";
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blendmap->TextureRedNormal = "Textures/Ground/SoilBeach0087_11_SNM.png";
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@@ -997,6 +999,7 @@ void GameWorld::CreateBase(glm::quat orientation, int teamID)
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auto transform = AddComponent<Components::Transform>(bridge_middle);
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auto transform = AddComponent<Components::Transform>(bridge_middle);
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auto model = AddComponent<Components::Model>(bridge_middle);
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auto model = AddComponent<Components::Model>(bridge_middle);
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model->ModelFile = "Models/TerrainFiveIstles/Bridges/MiddleBridge.obj";
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model->ModelFile = "Models/TerrainFiveIstles/Bridges/MiddleBridge.obj";
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model->AverageNormals = false;
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auto physics = AddComponent<Components::Physics>(bridge_middle);
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auto physics = AddComponent<Components::Physics>(bridge_middle);
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physics->Mass = 10;
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physics->Mass = 10;
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physics->MotionType = Components::Physics::MotionTypeEnum::Fixed;
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physics->MotionType = Components::Physics::MotionTypeEnum::Fixed;
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@@ -1072,6 +1075,7 @@ void GameWorld::CreateBase(glm::quat orientation, int teamID)
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auto transform = AddComponent<Components::Transform>(terrain_base);
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auto transform = AddComponent<Components::Transform>(terrain_base);
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auto model = AddComponent<Components::Model>(terrain_base);
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auto model = AddComponent<Components::Model>(terrain_base);
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model->ModelFile = "Models/TerrainFiveIstles/Base.obj";
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model->ModelFile = "Models/TerrainFiveIstles/Base.obj";
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model->AverageNormals = true;
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auto blendmap = AddComponent<Components::BlendMap>(terrain_base);
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auto blendmap = AddComponent<Components::BlendMap>(terrain_base);
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blendmap->TextureRed = "Textures/Ground/SoilBeach0087_11_S.jpg";
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blendmap->TextureRed = "Textures/Ground/SoilBeach0087_11_S.jpg";
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blendmap->TextureRedNormal = "Textures/Ground/SoilBeach0087_11_SNM.png";
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blendmap->TextureRedNormal = "Textures/Ground/SoilBeach0087_11_SNM.png";
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@@ -1140,6 +1144,7 @@ void GameWorld::CreateBase(glm::quat orientation, int teamID)
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auto transform = AddComponent<Components::Transform>(bridge_base);
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auto transform = AddComponent<Components::Transform>(bridge_base);
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auto model = AddComponent<Components::Model>(bridge_base);
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auto model = AddComponent<Components::Model>(bridge_base);
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model->ModelFile = "Models/TerrainFiveIstles/Bridges/BaseBridge.obj";
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model->ModelFile = "Models/TerrainFiveIstles/Bridges/BaseBridge.obj";
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model->AverageNormals = false;
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auto physics = AddComponent<Components::Physics>(bridge_base);
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auto physics = AddComponent<Components::Physics>(bridge_base);
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physics->Mass = 10;
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physics->Mass = 10;
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physics->MotionType = Components::Physics::MotionTypeEnum::Fixed;
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physics->MotionType = Components::Physics::MotionTypeEnum::Fixed;
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@@ -1208,7 +1213,7 @@ void GameWorld::CreateBase(glm::quat orientation, int teamID)
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CreateWall(base, glm::vec3(273.f, 40.3f, -15.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, -15.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, 15.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, 15.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, 25.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, 25.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateTower(base, glm::vec3(290.f, 40.3f, 15.f), playerID);
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CreateTower(base, glm::vec3(290.f, 40.3f, 15.f), teamID);
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CreateGarage(base, glm::vec3(323.2f, 41.4f, -10.2f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)), teamID);
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CreateGarage(base, glm::vec3(323.2f, 41.4f, -10.2f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)), teamID);
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}
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}
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+5
-2
@@ -1,7 +1,7 @@
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#include "PrecompiledHeader.h"
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#include "PrecompiledHeader.h"
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#include "Model.h"
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#include "Model.h"
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Model::Model(std::shared_ptr<ResourceManager> rm, OBJ &obj)
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Model::Model(std::shared_ptr<ResourceManager> rm, OBJ &obj, bool average)
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{
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{
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OBJ::MaterialInfo* currentMaterial = nullptr;
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OBJ::MaterialInfo* currentMaterial = nullptr;
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TextureGroup* currentTexGroup = nullptr;
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TextureGroup* currentTexGroup = nullptr;
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@@ -93,7 +93,10 @@ Model::Model(std::shared_ptr<ResourceManager> rm, OBJ &obj)
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if (Vertices.size() > 0)
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if (Vertices.size() > 0)
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{
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{
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CreateTangents();
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CreateTangents();
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//getSimilarVertexIndex();
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if (average)
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{
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getSimilarVertexIndex();
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}
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CreateBuffers(Vertices, Normals, TangentNormals, BiTangentNormals, TextureCoords);
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CreateBuffers(Vertices, Normals, TangentNormals, BiTangentNormals, TextureCoords);
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}
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}
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else
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else
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+1
-1
@@ -17,7 +17,7 @@
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class Model : public Resource
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class Model : public Resource
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{
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{
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public:
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public:
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Model(std::shared_ptr<ResourceManager> resourceManager, OBJ &obj);
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Model(std::shared_ptr<ResourceManager> resourceManager, OBJ &obj, bool average);
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struct TextureGroup
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struct TextureGroup
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{
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{
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+12
-5
@@ -169,7 +169,7 @@ void Renderer::LoadContent()
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FrameBufferTextures();
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FrameBufferTextures();
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m_sphereModel = ResourceManager->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj");
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m_sphereModel = ResourceManager->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj");
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m_Skybox = std::make_shared<Skybox>("Textures/Skybox/sunset", "jpg");
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m_Skybox = std::make_shared<Skybox>("Textures/Skybox/sky36", "jpg");
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}
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}
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void Renderer::Draw(double dt)
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void Renderer::Draw(double dt)
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@@ -376,6 +376,7 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDepthMask(GL_TRUE);
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glEnable(GL_SCISSOR_TEST);
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glEnable(GL_SCISSOR_TEST);
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glDepthRange(0.0, 0.999);
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//Sort forward rendering items by z value.
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//Sort forward rendering items by z value.
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for(auto job : rq.Forward)
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for(auto job : rq.Forward)
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@@ -406,8 +407,7 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
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glCullFace(GL_BACK);
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glCullFace(GL_BACK);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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//DrawSkybox();
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DrawFBOScene(rq.Deferred);
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DrawFBOScene(rq.Deferred);
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/*
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/*
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@@ -552,6 +552,9 @@ void Renderer::ForwardRendering(RenderQueue &rq)
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//glDepthMask (GL_TRUE);
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//glDepthMask (GL_TRUE);
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//glDisable (GL_BLEND);
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//glDisable (GL_BLEND);
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glDepthRange(0.999, 1.0);
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DrawSkybox();
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/*
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/*
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Final pass
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Final pass
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*/
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*/
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@@ -613,6 +616,8 @@ void Renderer::Swap()
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void Renderer::DrawSkybox()
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void Renderer::DrawSkybox()
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{
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{
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// glEnable(GL_CULL_FACE);
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// glCullFace(GL_BACK);
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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@@ -623,8 +628,10 @@ void Renderer::DrawSkybox()
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//glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
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//glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
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//glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
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//glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height) * glm::inverse(glm::toMat4(m_Camera->Orientation()));
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
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glm::mat4 cameraView = glm::inverse(glm::toMat4(m_Camera->Orientation()));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(cameraView));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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m_Skybox->Draw();
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m_Skybox->Draw();
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}
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}
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|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
#version 430
|
#version 430
|
||||||
|
|
||||||
uniform mat4 MVP;
|
uniform mat4 V;
|
||||||
|
uniform mat4 P;
|
||||||
|
|
||||||
layout(location = 0) in vec3 Position;
|
layout(location = 0) in vec3 Position;
|
||||||
|
|
||||||
@@ -11,6 +12,7 @@ out VertexData
|
|||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = MVP * vec4(Position, 1.0);
|
vec4 pos = V * vec4(Position, 1.0);
|
||||||
|
gl_Position = P * pos;
|
||||||
Output.TextureCoord = Position;
|
Output.TextureCoord = Position;
|
||||||
}
|
}
|
||||||
+171
-6
@@ -12,6 +12,7 @@ void Systems::TowerSystem::RegisterComponents( ComponentFactory* cf )
|
|||||||
void Systems::TowerSystem::Initialize()
|
void Systems::TowerSystem::Initialize()
|
||||||
{
|
{
|
||||||
//EVENT_SUBSCRIBE_MEMBER(m_eDamage, &Systems::TowerSystem::Damage);
|
//EVENT_SUBSCRIBE_MEMBER(m_eDamage, &Systems::TowerSystem::Damage);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_ECollision, &Systems::TowerSystem::OnCollision);
|
||||||
Temp_m_TimeSinceLastShot = 0;
|
Temp_m_TimeSinceLastShot = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -41,6 +42,8 @@ void Systems::TowerSystem::UpdateEntity( double dt, EntityID entity, EntityID pa
|
|||||||
return;
|
return;
|
||||||
|
|
||||||
auto players = m_World->GetComponentsOfType<Components::Player>();
|
auto players = m_World->GetComponentsOfType<Components::Player>();
|
||||||
|
if (!players)
|
||||||
|
return;
|
||||||
|
|
||||||
for(auto player : *players)
|
for(auto player : *players)
|
||||||
{
|
{
|
||||||
@@ -53,7 +56,9 @@ void Systems::TowerSystem::UpdateEntity( double dt, EntityID entity, EntityID pa
|
|||||||
continue;
|
continue;
|
||||||
|
|
||||||
Components::Transform absolutePlayerTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(player->Entity);
|
Components::Transform absolutePlayerTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(player->Entity);
|
||||||
|
|
||||||
|
if(glm::distance(absolutePlayerTransform.Position, absoluteTowerGunTransform.Position) > 45.f)
|
||||||
|
continue;
|
||||||
//Rotate the turret towards the enemy player
|
//Rotate the turret towards the enemy player
|
||||||
glm::quat baseLookAt = glm::inverse(glm::quat_cast(glm::lookAt(absoluteTowerGunTransform.Position, glm::vec3(absolutePlayerTransform.Position.x, absoluteTowerGunTransform.Position.y, absolutePlayerTransform.Position.z), glm::vec3(0, 1, 0))));
|
glm::quat baseLookAt = glm::inverse(glm::quat_cast(glm::lookAt(absoluteTowerGunTransform.Position, glm::vec3(absolutePlayerTransform.Position.x, absoluteTowerGunTransform.Position.y, absolutePlayerTransform.Position.z), glm::vec3(0, 1, 0))));
|
||||||
glm::quat gunLookAt = glm::inverse(glm::quat_cast(glm::lookAt(absoluteTowerGunTransform.Position, glm::vec3(absolutePlayerTransform.Position.x, absolutePlayerTransform.Position.y, absolutePlayerTransform.Position.z ), glm::vec3(0, 1, 0))));
|
glm::quat gunLookAt = glm::inverse(glm::quat_cast(glm::lookAt(absoluteTowerGunTransform.Position, glm::vec3(absolutePlayerTransform.Position.x, absolutePlayerTransform.Position.y, absolutePlayerTransform.Position.z ), glm::vec3(0, 1, 0))));
|
||||||
@@ -70,8 +75,9 @@ void Systems::TowerSystem::UpdateEntity( double dt, EntityID entity, EntityID pa
|
|||||||
EntityID clone = m_World->CloneEntity(turretComponent->ShotTemplate);
|
EntityID clone = m_World->CloneEntity(turretComponent->ShotTemplate);
|
||||||
auto templateAbsoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(turretComponent->ShotTemplate);
|
auto templateAbsoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(turretComponent->ShotTemplate);
|
||||||
auto cloneTransform = m_World->GetComponent<Components::Transform>(clone);
|
auto cloneTransform = m_World->GetComponent<Components::Transform>(clone);
|
||||||
cloneTransform->Position = templateAbsoluteTransform.Position - glm::vec3(0.97163f, 0.f, 0.f);
|
|
||||||
cloneTransform->Orientation = templateAbsoluteTransform.Orientation;
|
cloneTransform->Orientation = templateAbsoluteTransform.Orientation;
|
||||||
|
cloneTransform->Position = templateAbsoluteTransform.Position - (cloneTransform->Orientation* glm::vec3(0.97163f, 0.f, 0.f));
|
||||||
|
|
||||||
|
|
||||||
Events::SetVelocity eSetVelocity;
|
Events::SetVelocity eSetVelocity;
|
||||||
eSetVelocity.Entity = clone;
|
eSetVelocity.Entity = clone;
|
||||||
@@ -113,8 +119,9 @@ void Systems::TowerSystem::UpdateEntity( double dt, EntityID entity, EntityID pa
|
|||||||
EntityID clone = m_World->CloneEntity(turretComponent->ShotTemplate);
|
EntityID clone = m_World->CloneEntity(turretComponent->ShotTemplate);
|
||||||
auto templateAbsoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(turretComponent->ShotTemplate);
|
auto templateAbsoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(turretComponent->ShotTemplate);
|
||||||
auto cloneTransform = m_World->GetComponent<Components::Transform>(clone);
|
auto cloneTransform = m_World->GetComponent<Components::Transform>(clone);
|
||||||
cloneTransform->Position = templateAbsoluteTransform.Position + glm::vec3(0.97163f, 0.f, 0.f);
|
|
||||||
cloneTransform->Orientation = templateAbsoluteTransform.Orientation;
|
cloneTransform->Orientation = templateAbsoluteTransform.Orientation;
|
||||||
|
cloneTransform->Position = templateAbsoluteTransform.Position + (cloneTransform->Orientation * glm::vec3(0.97163f, 0.f, 0.f));
|
||||||
|
|
||||||
|
|
||||||
Events::SetVelocity eSetVelocity;
|
Events::SetVelocity eSetVelocity;
|
||||||
eSetVelocity.Entity = clone;
|
eSetVelocity.Entity = clone;
|
||||||
@@ -153,11 +160,169 @@ void Systems::TowerSystem::UpdateEntity( double dt, EntityID entity, EntityID pa
|
|||||||
}
|
}
|
||||||
|
|
||||||
Temp_m_TimeSinceLastShot = 0;
|
Temp_m_TimeSinceLastShot = 0;
|
||||||
|
|
||||||
#pragma endregion
|
#pragma endregion
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool Systems::TowerSystem::OnCollision(const Events::Collision &e)
|
||||||
|
{
|
||||||
|
if(m_World->ValidEntity(e.Entity1) && m_World->ValidEntity(e.Entity2))
|
||||||
|
{
|
||||||
|
auto tankShell1 = m_World->GetComponent<Components::TurretShot>(e.Entity1);
|
||||||
|
auto tankShell2 = m_World->GetComponent<Components::TurretShot>(e.Entity2);
|
||||||
|
|
||||||
|
EntityID shellEntity = 0;
|
||||||
|
Components::TurretShot* shellComponent;
|
||||||
|
EntityID otherEntity = 0;
|
||||||
|
|
||||||
|
if (tankShell1)
|
||||||
|
{
|
||||||
|
shellEntity = e.Entity1;
|
||||||
|
otherEntity = e.Entity2;
|
||||||
|
shellComponent = tankShell1;
|
||||||
|
}
|
||||||
|
else if (tankShell2)
|
||||||
|
{
|
||||||
|
shellEntity = e.Entity2;
|
||||||
|
otherEntity = e.Entity1;
|
||||||
|
shellComponent = tankShell2;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(m_World->GetComponent<Components::Template>(shellEntity))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
//auto physicsComponents = m_World->GetComponentsOfType<Components::Physics>();
|
||||||
|
auto shellTransform = m_World->GetComponent<Components::Transform>(shellEntity);
|
||||||
|
//auto otherTransform = m_World->GetComponent<Components::Transform>(otherEntity);
|
||||||
|
|
||||||
|
|
||||||
|
{
|
||||||
|
Events::CreateExplosion e;
|
||||||
|
e.LifeTime = 2;
|
||||||
|
e.ParticleScale.push_back(3);
|
||||||
|
e.ParticlesToSpawn = 10;
|
||||||
|
e.Position = shellTransform->Position;
|
||||||
|
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1, 0, 0));
|
||||||
|
e.Speed = 3;
|
||||||
|
e.SpreadAngle = glm::pi<float>();
|
||||||
|
e.spritePath = "Textures/Sprites/Smoke1.png";
|
||||||
|
e.Color = glm::vec4(0.6, 0.6, 0.6, 0.1);
|
||||||
|
EventBroker->Publish(e);
|
||||||
|
e.LifeTime = 0.7;
|
||||||
|
e.ParticleScale.push_back(5);
|
||||||
|
e.ParticlesToSpawn = 10;
|
||||||
|
e.Position = shellTransform->Position;
|
||||||
|
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1, 0, 0));
|
||||||
|
e.Speed = 17;
|
||||||
|
e.SpreadAngle = glm::pi<float>();
|
||||||
|
e.spritePath = "Textures/Sprites/Fire.png";
|
||||||
|
EventBroker->Publish(e);
|
||||||
|
e.LifeTime = 0.2;
|
||||||
|
e.ParticleScale.push_back(1);
|
||||||
|
e.ParticleScale.push_back(5);
|
||||||
|
e.ParticlesToSpawn = 5;
|
||||||
|
e.Position = shellTransform->Position;
|
||||||
|
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1, 0, 0));
|
||||||
|
e.Speed = 6;
|
||||||
|
e.SpreadAngle = glm::pi<float>();
|
||||||
|
e.spritePath = "Textures/Sprites/Blast1.png";
|
||||||
|
e.Color = glm::vec4(2, 2, 2, 0.2);
|
||||||
|
EventBroker->Publish(e);
|
||||||
|
}
|
||||||
|
|
||||||
|
//{
|
||||||
|
// Events::CreateExplosion e;
|
||||||
|
// e.LifeTime = 1.5;
|
||||||
|
// e.ParticleScale.push_back(1);
|
||||||
|
// e.ParticleScale.push_back(6);
|
||||||
|
// e.ParticlesToSpawn = 20;
|
||||||
|
// e.Position = shellTransform->Position;
|
||||||
|
// e.SpreadAngle = glm::radians<float>(180) / 4;
|
||||||
|
// e.RelativeUpOrientation = glm::angleAxis(glm::radians<float>(90), glm::vec3(1,0,0));
|
||||||
|
// e.UseGoalVector = true;
|
||||||
|
// e.GoalVelocity = glm::vec3(0,-12,0);
|
||||||
|
// e.Speed = 12;
|
||||||
|
// e.spritePath = "Textures/Sprites/Splash.png";
|
||||||
|
// e.Color = glm::vec4(5.f,5.f,5.f,1);
|
||||||
|
|
||||||
|
// EventBroker->Publish(e);
|
||||||
|
// e.LifeTime = 1.5;
|
||||||
|
// e.ParticleScale.push_back(1);
|
||||||
|
// e.ParticleScale.push_back(6);
|
||||||
|
// e.ParticlesToSpawn = 20;
|
||||||
|
// e.Position = shellTransform->Position;
|
||||||
|
// e.SpreadAngle = glm::radians<float>(180)/ 4;
|
||||||
|
// e.RelativeUpOrientation = glm::angleAxis(glm::radians<float>(90), glm::vec3(1,0,0));
|
||||||
|
// e.UseGoalVector = true;
|
||||||
|
// e.GoalVelocity = glm::vec3(0,-12,0);
|
||||||
|
// e.Speed = 12;
|
||||||
|
// e.spritePath = "Textures/Sprites/Splash.png";
|
||||||
|
// e.Color = glm::vec4(1.f,1.f,1.f,1);
|
||||||
|
// EventBroker->Publish(e);
|
||||||
|
//}
|
||||||
|
|
||||||
|
|
||||||
|
//{
|
||||||
|
// Events::PlaySFX e;
|
||||||
|
// e.MinDistance = 150.f;
|
||||||
|
// e.Position = shellTransform->Position;
|
||||||
|
// e.Resource = "Sounds/SFX/Explosion.wav";
|
||||||
|
// EventBroker->Publish(e);
|
||||||
|
//}
|
||||||
|
|
||||||
|
// Direct damage
|
||||||
|
auto health = m_World->GetComponent<Components::Health>(otherEntity);
|
||||||
|
if (health)
|
||||||
|
{
|
||||||
|
Events::Damage d;
|
||||||
|
d.Entity = otherEntity;
|
||||||
|
d.Amount = shellComponent->Damage;
|
||||||
|
EventBroker->Publish(d);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Splash damage
|
||||||
|
//for (auto &physComponent : *physicsComponents)
|
||||||
|
//{
|
||||||
|
// EntityID physicsEntity = physComponent->Entity;
|
||||||
|
// // No splash damage to the direct hit target
|
||||||
|
// if (physicsEntity == otherEntity)
|
||||||
|
// continue;
|
||||||
|
// auto physEntityTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(physicsEntity);
|
||||||
|
|
||||||
|
// float distance = glm::distance(physEntityTransform.Position, shellTransform->Position);
|
||||||
|
// if (distance <= shellComponent->ExplosionRadius)
|
||||||
|
// {
|
||||||
|
// // DO STUFF! :D
|
||||||
|
// float radius = shellComponent->ExplosionRadius;
|
||||||
|
// float strength = (1.f - pow(distance / radius, 2)) * shellComponent->ExplosionStrength;
|
||||||
|
// glm::vec3 direction = glm::normalize(physEntityTransform.Position - shellTransform->Position);
|
||||||
|
|
||||||
|
// Events::ApplyPointImpulse e;
|
||||||
|
// e.Entity = physicsEntity;
|
||||||
|
// e.Impulse = direction * strength;
|
||||||
|
// e.Position = physEntityTransform.Position;
|
||||||
|
// EventBroker->Publish(e);
|
||||||
|
|
||||||
|
// auto health = m_World->GetComponent<Components::Health>(physicsEntity);
|
||||||
|
// if (health && health->VulnerableToSplash)
|
||||||
|
// {
|
||||||
|
// Events::Damage d;
|
||||||
|
// d.Entity = physicsEntity;
|
||||||
|
// d.Amount = (1.f - pow(distance / radius, 2)) * shellComponent->Damage;
|
||||||
|
// EventBroker->Publish(d);
|
||||||
|
// }
|
||||||
|
//
|
||||||
|
//
|
||||||
|
// }
|
||||||
|
//}
|
||||||
|
m_World->RemoveEntity(shellEntity);
|
||||||
|
|
||||||
|
}
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -8,8 +8,13 @@
|
|||||||
#include "Components/Tower.h"
|
#include "Components/Tower.h"
|
||||||
#include "Components/Turret.h"
|
#include "Components/Turret.h"
|
||||||
#include "Components/TurretShot.h"
|
#include "Components/TurretShot.h"
|
||||||
|
#include "Components/Health.h"
|
||||||
#include "Events/SetVelocity.h"
|
#include "Events/SetVelocity.h"
|
||||||
#include "Events/CreateExplosion.h"
|
#include "Events/CreateExplosion.h"
|
||||||
|
#include "Events/Collision.h"
|
||||||
|
#include "Events/Damage.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@@ -29,8 +34,10 @@ namespace Systems
|
|||||||
virtual void Update(double dt);
|
virtual void Update(double dt);
|
||||||
virtual void UpdateEntity(double dt, EntityID entity, EntityID parent);
|
virtual void UpdateEntity(double dt, EntityID entity, EntityID parent);
|
||||||
|
|
||||||
//EventRelay<TowerSystem, Events::Damage> m_eDamage;
|
|
||||||
//bool Damage(const Events::Damage &event);
|
EventRelay<TowerSystem, Events::Collision> m_ECollision;
|
||||||
|
bool OnCollision(const Events::Collision &e);
|
||||||
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
std::map<EntityID, double> m_TimeSinceLastShot;
|
std::map<EntityID, double> m_TimeSinceLastShot;
|
||||||
|
|||||||
Reference in New Issue
Block a user