Merge branch 'master' into FrameAttempt
This commit is contained in:
+30
-44
@@ -70,9 +70,6 @@ public:
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m_World->SystemFactory.Register<Systems::TransformSystem>(
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[this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::TransformSystem>();
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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::Sprite>();
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@@ -108,14 +105,15 @@ public:
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/*{
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}*/
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//OctoBall
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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, -9.9f);
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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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sprite->SpriteFile = "Textures/Ball.png";
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auto model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Test/Ball/Ballopus.obj";
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
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@@ -135,26 +133,34 @@ public:
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m_EventBroker->Publish(e);
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}
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//PointLightTest
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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/Ball.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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auto t_Light = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_Light);
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transform->Position = glm::vec3(2.f, 1.5f, -9.f);
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auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
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pl->Radius = 8.f;
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}
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//Halfpipe background test model.
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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(0.4f, 0.f, -9.5f);
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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/Ball.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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auto t_halfPipe = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
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transform->Position = glm::vec3(0.f, 0.f, -15.f);
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transform->Scale = glm::vec3(15.f);
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auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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}
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//Brick test model
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{
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auto t_Brick = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_Brick);
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transform->Position = glm::vec3(0.f, 0.f, -12.f);
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transform->Orientation = glm::rotate(glm::quat(), 0.5f, glm::vec3(0,-1,-1));
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auto model = m_World->AddComponent<Components::Model>(t_Brick);
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model->ModelFile = "Models/Test/Brick/Brick.obj";
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}
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// Top Wall
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@@ -209,25 +215,6 @@ public:
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m_World->CommitEntity(rightWall);
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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.f, -3.f, -10.f);
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transform->Scale = glm::vec3(8.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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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(ent);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = true;
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m_World->CommitEntity(ent);
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}*/
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{
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auto ent = m_World->CreateEntity();
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m_World->SetProperty(ent, "Name", "Pad");
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@@ -326,7 +313,7 @@ public:
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
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* glm::toMat4(absoluteTransform.Orientation)
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* glm::scale(absoluteTransform.Scale);
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EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color);
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EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color, modelComponent->ModelFile);
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}
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}
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@@ -374,7 +361,7 @@ public:
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}
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//TODO: Get this out of engine.h
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void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent, glm::vec4 color)
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void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent, glm::vec4 color, std::string fileName)
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{
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for (auto texGroup : model->TextureGroups)
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{
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@@ -389,8 +376,7 @@ public:
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = modelMatrix;
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job.Color = color;
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//TODO: This Depth is probably wrong.
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job.Depth = (glm::vec4(1,1,1,0) * modelMatrix).z;
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job.fileName = fileName;
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m_RendererQueue.Deferred.Add(job);
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}
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@@ -121,8 +121,6 @@ public:
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int Process(std::string contextTypeName);
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void Clear();
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void Unsubscribe(BaseEventRelay &relay);
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template <typename ContextType>
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void UnsubscribeAll();
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private:
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typedef std::string ContextTypeName_t; // typeid(ContextType).name()
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@@ -156,13 +154,6 @@ int EventBroker::Process()
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return Process(contextTypeName);
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}
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template <typename ContextType>
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void EventBroker::UnsubscribeAll()
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{
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const std::string contextTypeName = typeid(ContextType).name();
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m_ContextRelays.erase(contextTypeName);
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}
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}
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#endif // MessageRelay_h__
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@@ -52,6 +52,8 @@ struct ModelJob : RenderJob
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unsigned int ShaderID;
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unsigned int TextureID;
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std::string fileName;
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glm::mat4 ModelMatrix;
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GLuint DiffuseTexture;
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GLuint NormalTexture;
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@@ -77,6 +77,8 @@ private:
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GLuint m_ScreenQuad = 0;
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Model* m_UnitSphere = nullptr;
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Model* m_UnitQuad = nullptr;
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Texture* m_StandardNormal;
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Texture* m_StandardSpecular;
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GLuint m_rbDepthBuffer = 0;
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GLuint m_fbDeferred1 = 0;
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Regular → Executable
+1
@@ -8,6 +8,7 @@
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#include "Core/System.h"
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#include "Core/CTransform.h"
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#include "Rendering/CSprite.h"
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#include "Rendering/CModel.h"
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#include "Game/CBrick.h"
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#include "Core/EventBroker.h"
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#include "Core/World.h"
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Regular → Executable
+1
@@ -19,6 +19,7 @@
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#include "Physics/CCircleShape.h"
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#include "Physics/ESetImpulse.h"
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#include "Rendering/CSprite.h"
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#include "Rendering/CModel.h"
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#include "Game/CBall.h"
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#include "Game/EResetBall.h"
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#include "CPad.h"
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