Merge into master
This commit is contained in:
Regular → Executable
+71
-14
@@ -34,6 +34,7 @@
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#include "Rendering/CModel.h"
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#include "Rendering/CSprite.h"
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#include "CTemplate.h"
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#include "Rendering/CPointLight.h"
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#include "Transform/TransformSystem.h"
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#include "Game/LevelSystem.h"
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#include "Game/PadSystem.h"
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@@ -91,15 +92,30 @@ public:
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->ComponentFactory.Register<Components::PointLight>();
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m_World->Initialize();
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//TODO: Remove tobias light-test code.
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{
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auto t_BrickWall = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_BrickWall);
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transform->Position = glm::vec3(0.f, 0.f, -10.f);
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auto sprite = m_World->AddComponent<Components::Sprite>(t_BrickWall);
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//TODO: Rename SpriteFile to DiffuseTexture or similar.
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sprite->SpriteFile = "Textures/Test/Brick_Diffuse.png";
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sprite->NormalTexture = "Textures/Test/Brick_Normal.png";
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sprite->SpecularTexture = "Textures/Test/Brick_Specular.png";
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}
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{
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(0.5f, 0.f, -10.f);
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transform->Scale = glm::vec3(1.f, 1.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
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//std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
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sprite->SpriteFile = "Textures/Ball.png";
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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@@ -108,6 +124,9 @@ public:
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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auto plight = m_World->AddComponent<Components::PointLight>(ent);
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plight->Radius = 2.f;
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m_World->CommitEntity(ent);
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Events::SetImpulse e;
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@@ -170,7 +189,7 @@ public:
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/*{
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(0.f, -3.f, -9.f);
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transform->Position = glm::vec3(0.f, -3.f, -10.f);
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transform->Scale = glm::vec3(2.f, 0.5f, 1.f);
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transform->Orientation = glm::rotate(transform->Orientation, glm::radians(25.f), glm::vec3(0, 0, -1));
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@@ -287,19 +306,43 @@ public:
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}
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}
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//TODO: Add LightLoadShit
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auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
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if (pointLightComponent)
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{
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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EnqueuePointLight(absoluteTransform.Position,
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pointLightComponent->Diffuse,
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pointLightComponent->Specular,
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pointLightComponent->Radius);
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}
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auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
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if (spriteComponent)
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{
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auto textureAsset = ResourceManager::Load<Texture>(spriteComponent->SpriteFile);
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if (textureAsset)
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{
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
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glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
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* glm::toMat4(orientation2D)
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* glm::scale(absoluteTransform.Scale);
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EnqueueSprite(textureAsset, modelMatrix, spriteComponent->Color);
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std::string normal = spriteComponent->NormalTexture;
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std::string spec = spriteComponent->SpecularTexture;
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if (normal.empty()) {
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normal = "Textures/Core/NeutralNormalMap.png";
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}
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if (spec.empty()) {
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spec = "Textures/Core/NeutralSpecularMap.png";
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}
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auto texturediff = ResourceManager::Load<Texture>(spriteComponent->SpriteFile);
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auto texturenorm = ResourceManager::Load<Texture>(normal);
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auto texturespec = ResourceManager::Load<Texture>(spec);
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
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glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
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* glm::toMat4(orientation2D)
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* glm::scale(absoluteTransform.Scale);
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EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color);
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}
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}
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@@ -328,15 +371,29 @@ public:
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}
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// TODO: Get this out of engine.h
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void EnqueueSprite(Texture* texture, glm::mat4 modelMatrix, glm::vec4 color)
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void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color)
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{
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SpriteJob job;
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job.TextureID = texture->ResourceID;
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job.Texture = *texture;
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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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m_RendererQueue.Forward.Add(job);
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m_RendererQueue.Deferred.Add(job);
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}
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void EnqueuePointLight(glm::vec3 position, glm::vec3 diffuseColor, glm::vec3 specularColor, float radius)
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{
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PointLightJob job;
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job.Position = position;
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job.DiffuseColor = diffuseColor;
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job.SpecularColor = specularColor;
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job.Radius = radius;
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m_RendererQueue.Lights.Add(job);
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}
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private:
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