Merge branch 'master' of github.com:teamfisk/AgileBreakOut into Tobias
This commit is contained in:
+17
-15
@@ -21,12 +21,12 @@
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#include <Sound/CCollisionSound.h>
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#include "ResourceManager.h"
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#include "OBJ.h"
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#include "Model.h"
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#include "Texture.h"
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#include "Rendering/OBJ.h"
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#include "Rendering/Model.h"
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#include "Rendering/Texture.h"
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#include "EventBroker.h"
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#include "RenderQueue.h"
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#include "Renderer.h"
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#include "Rendering/RenderQueue.h"
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#include "Rendering/Renderer.h"
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#include "InputManager.h"
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//TODO: Remove includes that are only here for the temporary draw solution.
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#include "World.h"
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@@ -59,6 +59,7 @@
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#include "Game/LifebuoySystem.h"
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#include "Game/ProjectileSystem.h"
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#include "Game/KrakenSystem.h"
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#include "Game/WaterSystem.h"
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#include "Game/Bricks/CPowerUpBrick.h"
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#include "Game/BrickComponents.h"
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@@ -164,7 +165,7 @@ public:
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m_World->ComponentFactory.Register<Components::KrakenAttackBrick>();
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m_World->SystemFactory.Register<Systems::LevelSystem>(
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[this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
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[this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::LevelSystem>();
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m_World->SystemFactory.Register<Systems::PadSystem>(
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[this]() { return new Systems::PadSystem(m_World.get(), m_EventBroker); });
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@@ -193,6 +194,9 @@ public:
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m_World->SystemFactory.Register<Systems::KrakenSystem>(
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[this]() { return new Systems::KrakenSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::KrakenSystem>();
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m_World->SystemFactory.Register<Systems::WaterSystem>(
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[this]() { return new Systems::WaterSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::WaterSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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@@ -351,11 +355,10 @@ public:
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{
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ModelJob job;
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job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
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job.DiffuseTexture = (texGroup.Texture) ? *texGroup.Texture : 0;
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job.NormalTexture = (texGroup.NormalMap) ? *texGroup.NormalMap : 0;
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job.SpecularTexture = (texGroup.SpecularMap) ? *texGroup.SpecularMap : 0;
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job.VAO = model->VAO;
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job.ElementBuffer = model->ElementBuffer;
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job.DiffuseTexture = texGroup.Texture.get();
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job.NormalTexture = texGroup.NormalMap.get();
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job.SpecularTexture = texGroup.SpecularMap.get();
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job.Model = model;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = modelMatrix * model->m_Matrix;
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@@ -379,14 +382,13 @@ public:
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{
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SpriteJob job;
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job.TextureID = texture->ResourceID;
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job.DiffuseTexture = *texture;
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job.NormalTexture = *normalTexture;
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job.SpecularTexture = *specularTexture;
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job.DiffuseTexture = texture;
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job.NormalTexture = normalTexture;
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job.SpecularTexture = specularTexture;
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job.ModelMatrix = modelMatrix;
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job.Color = color;
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job.Depth = depth;
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m_RendererQueue.Forward.Add(job);
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}
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