Merge remote-tracking branch 'origin/master' into Dirtybit
# Conflicts: # src/Engine/Collision/CollisionSystem.cpp # src/Engine/Core/Transform.cpp # src/Engine/Editor/EditorSystem.cpp # src/Engine/Rendering/AnimationSystem.cpp # src/Engine/Rendering/BoneAttachmentSystem.cpp # src/Game/Systems/CapturePointSystem.cpp # src/Game/Systems/ExplosionEffectSystem.cpp # src/Game/Systems/PlayerMovementSystem.cpp
This commit is contained in:
@@ -13,6 +13,8 @@
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#include "../Core/EntityWrapper.h"
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#include "Rendering/AutoBlendQueue.h"
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#include "../Input/EInputCommand.h"
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#include "../Core/EEntityDeleted.h"
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#include "Rendering/ESetBlendWeight.h"
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#include "imgui/imgui.h"
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class AnimationSystem : public ImpureSystem
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@@ -28,6 +30,13 @@ private:
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EventRelay<AnimationSystem, Events::AutoAnimationBlend> m_EAutoAnimationBlend;
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bool OnAutoAnimationBlend(Events::AutoAnimationBlend& e);
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EventRelay<AnimationSystem, Events::EntityDeleted> m_EEntityDeleted;
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bool OnEntityDeleted(Events::EntityDeleted& e);
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EventRelay<AnimationSystem, Events::SetBlendWeight> m_ESetBlendWeight;
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bool OnSetBlendWeight(Events::SetBlendWeight& e);
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std::unordered_map<EntityWrapper, AutoBlendQueue> m_AutoBlendQueues;
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};
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@@ -37,6 +37,8 @@ public:
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std::shared_ptr<BlendTree> GetBlendTree();
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AutoBlendQueue::AutoBlendJob& GetActiveBlendJob();
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bool Empty() { return m_BlendQueue.empty(); }
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private:
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std::list<AutoblendNode> m_BlendQueue;
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@@ -75,7 +75,6 @@ public:
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std::vector<glm::mat4> GetFinalPose() { return m_FinalPose; }
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glm::mat4 GetBoneTransform(int boneID);
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bool IsValid() { return (m_Root == nullptr ? false : true); }
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void PrintTree();
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BlendTree::AutoBlendInfo AutoBlendStep(AutoBlendInfo blendInfo);
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@@ -84,16 +83,20 @@ public:
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EntityWrapper GetSubTreeRoot(std::string nodeName);
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std::vector<EntityWrapper> GetSingleLevelRoots(std::string name);
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std::vector<EntityWrapper> GetEntitesByName(std::string name);
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void SetWeightByName(std::string name, double weight);
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private:
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Skeleton* m_Skeleton = nullptr;
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Node* m_Root = nullptr;
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std::vector<glm::mat4> m_FinalPose;
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std::map<int, glm::mat4> m_FinalBoneTransforms;
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std::vector<BlendTree::Node*> FindNodesByName(std::string name);
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std::vector<glm::mat4> AccumulateFinalPose();
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BlendTree::Node* FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity);
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std::vector<BlendTree::Node*> FindNodesByName(std::string name);
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void Blend(std::map<int, Skeleton::PoseData>& pose);
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};
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@@ -0,0 +1,70 @@
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#ifndef BlurHUD_h__
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#define BlurHUD_h__
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#include "IRenderer.h"
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#include "DrawBloomPassState.h"
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//#include "LightCullingPass.h" Finalpass om den skall skickas in
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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//#include "Util/UnorderedMapVec2.h"
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#include "Texture.h"
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class BlurHUD
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{
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public:
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BlurHUD(IRenderer* renderer);
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~BlurHUD() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void InitializeBuffers();
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void ClearBuffer();
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void FillGaussianBuffer(FrameBuffer* fb);
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GLuint Draw(GLuint texture, RenderScene& scene);
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void OnWindowResize();
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void FillStencil(RenderScene& scene);
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GLuint CombineTextures(GLuint texture1, GLuint texture2);
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//Getters
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//Return the blurred result of the texture that was sent into draw
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GLuint GaussianTexture() const {
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if (m_Quality == 0) {
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return m_BlackTexture->m_Texture;
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} else {
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return m_GaussianTexture_vert;
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}
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}
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private:
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Texture* m_BlackTexture;
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Model* m_ScreenQuad;
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const IRenderer* m_Renderer;
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ConfigFile* m_Config;
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//const LightCullingPass* m_LightCullingPass
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int m_Iterations = 3;
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int m_Quality = 0;
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float m_BlurQuality = 4.f;
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GLuint m_GaussianTexture_horiz = 0;
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GLuint m_GaussianTexture_vert = 0;
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GLuint m_DepthStencil_horiz = 0;
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GLuint m_DepthStencil_vert = 0;
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GLuint m_CombinedTexture = 0;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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FrameBuffer m_CombinedTextureBuffer;
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ShaderProgram* m_GaussianProgram_horiz;
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ShaderProgram* m_GaussianProgram_vert;
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ShaderProgram* m_FillDepthStencilProgram;
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ShaderProgram* m_CombineTexturesProgram;
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};
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#endif
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@@ -15,7 +15,7 @@ public:
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void GenerateCubeMapTexture();
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//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
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GLuint m_CubeMapTexture = -1;
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GLuint m_CubeMapTexture = 0;
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private:
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IRenderer* m_Renderer;
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@@ -13,7 +13,7 @@ class DrawBloomPass
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{
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public:
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DrawBloomPass(IRenderer* renderer, ConfigFile* config);
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~DrawBloomPass() { }
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~DrawBloomPass();
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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@@ -33,12 +33,14 @@ public:
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if (m_Quality == 0) {
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return m_BlackTexture->m_Texture;
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} else {
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return m_GaussianTexture_vert;
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return m_FinalGaussianTexture;
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}
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}
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private:
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void GaussianLodPass(GLuint mipMap, GLuint texture);
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void CombineGaussianBlur();
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Texture* m_BlackTexture;
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Model* m_ScreenQuad;
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@@ -47,15 +49,19 @@ private:
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//const LightCullingPass* m_LightCullingPass
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int m_Iterations;
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int m_Quality = 0;
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int m_BloomLod = 5;
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GLuint m_GaussianTexture_horiz = 0;
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GLuint m_GaussianTexture_vert = 0;
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GLuint m_FinalGaussianTexture = 0;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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FrameBuffer* m_GaussianFrameBuffer_horiz = nullptr;
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FrameBuffer* m_GaussianFrameBuffer_vert = nullptr;
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FrameBuffer m_GaussianCombineBuffer;
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ShaderProgram* m_GaussianProgram_horiz;
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ShaderProgram* m_GaussianProgram_vert;
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ShaderProgram* m_GaussianCombineProgram;
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};
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@@ -11,16 +11,18 @@
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#include "Util/UnorderedMapVec2.h"
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#include "Util/CommonFunctions.h"
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#include "Texture.h"
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#include "ShadowPass.h"
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#include "BlurHUD.h"
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class DrawFinalPass
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{
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
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~DrawFinalPass() { }
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass);
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~DrawFinalPass();
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(RenderScene& scene);
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void Draw(RenderScene& scene, BlurHUD* blurHUDPass);
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void ClearBuffer();
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void OnWindowResize();
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@@ -28,6 +30,10 @@ public:
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GLuint BloomTexture() const { return m_BloomTexture; }
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//Return the texture with diffuse and lighting of the scene.
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GLuint SceneTexture() const { return m_SceneTexture; }
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//Return the SceneTexture with the blurred HUD bits.
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GLuint CombinedSceneTexture() const { return m_CombinedTexture; }
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//Return the blurred scene texture.
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GLuint FullBlurredTexture() const { return m_FullBlurredTexture; }
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//Return the framebuffer used in the scene rendering stage.
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FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
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@@ -52,11 +58,13 @@ private:
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FrameBuffer m_FinalPassFrameBuffer;
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FrameBuffer m_ShieldDepthFrameBuffer;
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GLuint m_BloomTexture;
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GLuint m_SceneTexture;
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GLuint m_DepthBuffer;
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GLuint m_ShieldBuffer;
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GLuint m_CubeMapTexture;
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GLuint m_BloomTexture = 0;
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GLuint m_SceneTexture = 0;
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GLuint m_DepthBuffer = 0;
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GLuint m_ShieldBuffer = 0;
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GLuint m_CubeMapTexture = 0;
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GLuint m_FullBlurredTexture;
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GLuint m_CombinedTexture; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
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//maqke this component based i guess?
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GLuint m_ShieldPixelRate = 16;
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@@ -65,6 +73,7 @@ private:
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const LightCullingPass* m_LightCullingPass;
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const CubeMapPass* m_CubeMapPass;
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const SSAOPass* m_SSAOPass;
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const ShadowPass* m_ShadowPass;
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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@@ -18,7 +18,6 @@ struct AutoAnimationBlend : Event
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bool Reverse = false;
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bool Restart = false;
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bool SingleLevelBlend = false;
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double Weight = -1.0;
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EntityWrapper AnimationEntity = EntityWrapper::Invalid;
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@@ -0,0 +1,19 @@
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#ifndef EResolutionChanged_h__
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#define EResolutionChanged_h__
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#include "../Core/Event.h"
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#include "../Core/Util/Rectangle.h"
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namespace Events
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{
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// Fired when the framebuffer size changes
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struct ResolutionChanged : Event
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{
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Rectangle OldResolution;
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Rectangle NewResolution;
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};
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}
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#endif
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@@ -0,0 +1,20 @@
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#ifndef Events_SetBlendWeight_h__
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#define Events_SetBlendWeight_h__
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#include "../Core/EventBroker.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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//Sets the blend weight for all nodes with "NodeName"
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struct SetBlendWeight : Event
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{
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EntityWrapper RootNode = EntityWrapper::Invalid;
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std::string NodeName;
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double Weight;
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};
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}
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#endif
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@@ -15,8 +15,8 @@
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struct ExplosionEffectJob : ModelJob
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{
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded)
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded, shadow)
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{
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ExplosionOrigin = (Field<glm::vec3>)explosionEffectComponent["ExplosionOrigin"];
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TimeSinceDeath = (Field<double>)explosionEffectComponent["TimeSinceDeath"];
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@@ -7,11 +7,12 @@
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class BufferResource
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{
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public:
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BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment);
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BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod);
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GLuint* m_ResourceHandle;
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GLenum m_ResourceType;
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GLenum m_Attachment;
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GLuint m_MipMapLod = 0;
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private:
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};
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@@ -20,15 +21,15 @@ template <GLenum RESOURCETYPE>
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class ResourceType : public BufferResource
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{
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public:
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ResourceType(GLuint* resourceHandle, GLenum attachment)
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: BufferResource(resourceHandle, RESOURCETYPE, attachment) { }
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ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod)
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: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { }
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};
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class Texture2D : public ResourceType<GL_TEXTURE_2D>
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{
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public:
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Texture2D(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment) { };
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Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
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: ResourceType(resourceHandle, attachment, mipMapLod) { };
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|
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~Texture2D();
|
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};
|
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@@ -37,12 +38,22 @@ class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
|
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{
|
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public:
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RenderBuffer(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment)
|
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: ResourceType(resourceHandle, attachment, 0)
|
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{ };
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|
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~RenderBuffer();
|
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};
|
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|
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class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
|
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{
|
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public:
|
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Texture2DArray(GLuint* resourceHandle, GLenum attachment)
|
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: ResourceType(resourceHandle, attachment, 0)
|
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{ };
|
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|
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~Texture2DArray();
|
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};
|
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|
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class FrameBuffer
|
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{
|
||||
public:
|
||||
|
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@@ -54,7 +54,7 @@ private:
|
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struct Frustum {
|
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Plane Planes[4];
|
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};
|
||||
Frustum* m_Frustums;
|
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Frustum* m_Frustums = nullptr;
|
||||
|
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//This should be a component
|
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struct LightSource {
|
||||
@@ -74,11 +74,11 @@ private:
|
||||
glm::vec2 Padding = glm::vec2(1.f, 2.f);
|
||||
};
|
||||
|
||||
LightGrid* m_LightGrid;
|
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LightGrid* m_LightGrid = nullptr;
|
||||
|
||||
int m_LightOffset = 0;
|
||||
|
||||
float* m_LightIndex;
|
||||
float* m_LightIndex = nullptr;
|
||||
};
|
||||
|
||||
|
||||
|
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@@ -19,31 +19,20 @@
|
||||
|
||||
struct ModelJob : RenderJob
|
||||
{
|
||||
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
|
||||
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
|
||||
: RenderJob()
|
||||
{
|
||||
Model = model;
|
||||
ModelID = model->ResourceID;
|
||||
Type = matProp.type;
|
||||
::RawModel::MaterialBasic* matGroup = matProp.material;
|
||||
ShaderID = matProp.ShaderID;
|
||||
switch(matProp.type){
|
||||
case ::RawModel::MaterialType::Basic:
|
||||
if (Model->IsSkinned()) {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
|
||||
}
|
||||
TextureID = 0;
|
||||
break;
|
||||
case ::RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (Model->IsSkinned()) {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
|
||||
}
|
||||
::RawModel::MaterialSingleTextures* singleTextures = static_cast<::RawModel::MaterialSingleTextures*>(matProp.material);
|
||||
TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
|
||||
if (modelComponent["DiffuseTexture"]) {
|
||||
@@ -65,12 +54,6 @@ struct ModelJob : RenderJob
|
||||
break;
|
||||
case ::RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (Model->IsSkinned()) {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
|
||||
}
|
||||
::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
|
||||
|
||||
SplatMap = &SplatTextures->SplatMap;
|
||||
@@ -111,10 +94,11 @@ struct ModelJob : RenderJob
|
||||
Color = modelComponent["Color"];
|
||||
GlowIntensity = ((double)modelComponent["GlowIntensity"]);
|
||||
Entity = modelComponent.EntityID;
|
||||
glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
|
||||
glm::vec3 abspos = glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);
|
||||
glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
|
||||
Depth = worldpos.z;
|
||||
World = world;
|
||||
Shadow = shadow;
|
||||
|
||||
FillColor = fillColor;
|
||||
FillPercentage = fillPercentage;
|
||||
@@ -162,9 +146,13 @@ struct ModelJob : RenderJob
|
||||
glm::vec4 FillColor = glm::vec4(0);
|
||||
float FillPercentage = 0.0;
|
||||
bool IsShielded;
|
||||
bool Shadow;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = ShaderID << 20 + ModelID << 10 + TextureID;
|
||||
Hash = TextureID;
|
||||
Hash += ModelID << 10;
|
||||
Hash += ShaderID << 20;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -52,8 +52,8 @@ private:
|
||||
|
||||
std::unordered_map<glm::ivec2, PickingInfo> m_PickingColorsToEntity;
|
||||
|
||||
GLuint m_PickingTexture;
|
||||
GLuint m_DepthBuffer;
|
||||
GLuint m_PickingTexture = 0;
|
||||
GLuint m_DepthBuffer = 0;
|
||||
|
||||
FrameBuffer m_PickingBuffer;
|
||||
|
||||
|
||||
@@ -18,6 +18,7 @@
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "Texture.h"
|
||||
#include "Skeleton.h"
|
||||
#include "ShaderProgram.h"
|
||||
|
||||
#include "boost\endian\buffers.hpp"
|
||||
|
||||
@@ -87,6 +88,7 @@ public:
|
||||
struct MaterialProperties {
|
||||
MaterialType type;
|
||||
MaterialBasic* material;
|
||||
unsigned int ShaderID = 0;
|
||||
};
|
||||
|
||||
const Vertex* Vertices() const {
|
||||
|
||||
@@ -16,16 +16,15 @@ struct RenderJob
|
||||
public:
|
||||
float Depth;
|
||||
|
||||
bool operator<(const RenderJob& rhs)
|
||||
{
|
||||
return this->Hash < rhs.Hash;
|
||||
}
|
||||
|
||||
protected:
|
||||
uint64_t Hash;
|
||||
|
||||
virtual void CalculateHash() = 0;
|
||||
|
||||
bool operator<(const RenderJob& rhs)
|
||||
{
|
||||
return this->Hash < rhs.Hash;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -33,6 +33,7 @@ struct RenderScene
|
||||
|
||||
Rectangle Viewport;
|
||||
bool ClearDepth = false;
|
||||
bool ShouldBlur = false;
|
||||
glm::vec4 AmbientColor;
|
||||
|
||||
void Clear()
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
#include "../Core/Octree.h"
|
||||
#include "../Collision/EntityAABB.h"
|
||||
#include "../Core/ConfigFile.h"
|
||||
#include "EResolutionChanged.h"
|
||||
|
||||
class RenderSystem : public ImpureSystem
|
||||
{
|
||||
@@ -36,6 +37,8 @@ private:
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
||||
Octree<EntityAABB>* m_Octree;
|
||||
|
||||
EventRelay<RenderSystem, Events::ResolutionChanged> m_EResolutionChanged;
|
||||
bool OnResolutionChanged(Events::ResolutionChanged &event);
|
||||
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
|
||||
bool OnSetCamera(Events::SetCamera &event);
|
||||
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
|
||||
|
||||
@@ -18,6 +18,7 @@
|
||||
#include "DrawColorCorrectionPass.h"
|
||||
#include "SSAOPass.h"
|
||||
#include "CubeMapPass.h"
|
||||
#include "BlurHUD.h"
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "ImGuiRenderPass.h"
|
||||
#include "Camera.h"
|
||||
@@ -26,16 +27,22 @@
|
||||
#include "TextPass.h"
|
||||
#include "Util/CommonFunctions.h"
|
||||
#include "Core/PerformanceTimer.h"
|
||||
#include "ShadowPass.h"
|
||||
#include "EResolutionChanged.h"
|
||||
|
||||
class Renderer : public IRenderer
|
||||
{
|
||||
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
|
||||
static void glfwWindowSizeCallback(GLFWwindow* window, int width, int height);
|
||||
|
||||
public:
|
||||
Renderer(EventBroker* eventBroker, ConfigFile* config)
|
||||
: m_EventBroker(eventBroker)
|
||||
, m_Config(config)
|
||||
{ }
|
||||
~Renderer();
|
||||
|
||||
virtual void SetResolution(const Rectangle& resolution) override;
|
||||
|
||||
virtual void Initialize() override;
|
||||
virtual void Update(double dt) override;
|
||||
@@ -43,7 +50,6 @@ public:
|
||||
|
||||
virtual PickData Pick(glm::vec2 screenCoord) override;
|
||||
|
||||
|
||||
private:
|
||||
//----------------------Variables----------------------//
|
||||
|
||||
@@ -75,6 +81,8 @@ private:
|
||||
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
|
||||
SSAOPass* m_SSAOPass;
|
||||
CubeMapPass* m_CubeMapPass;
|
||||
ShadowPass* m_ShadowPass;
|
||||
BlurHUD* m_BlurHUDPass;
|
||||
|
||||
//----------------------Functions----------------------//
|
||||
void InitializeWindow();
|
||||
@@ -85,11 +93,14 @@ private:
|
||||
void InputUpdate(double dt);
|
||||
//void PickingPass(RenderQueueCollection& rq);
|
||||
//void DrawScreenQuad(GLuint textureToDraw);
|
||||
void setWindowSize(Rectangle size);
|
||||
void updateFramebufferSize();
|
||||
|
||||
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
|
||||
void SortRenderJobsByDepth(RenderScene &scene);
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||
//--------------------ShaderPrograms-------------------//
|
||||
|
||||
//--------------------ShaderPrograms-------------------//
|
||||
ShaderProgram* m_BasicForwardProgram;
|
||||
ShaderProgram* m_ExplosionEffectProgram;
|
||||
|
||||
|
||||
@@ -14,7 +14,7 @@ class SSAOPass
|
||||
{
|
||||
public:
|
||||
SSAOPass(IRenderer* renderer, ConfigFile* config);
|
||||
~SSAOPass() { };
|
||||
~SSAOPass();
|
||||
|
||||
void ChangeQuality(int quality);
|
||||
|
||||
|
||||
@@ -21,6 +21,8 @@ public:
|
||||
std::string GetFileName() const;
|
||||
GLuint GetHandle() const;
|
||||
bool IsCompiled() const;
|
||||
static std::string ReadFile(std::string fileName);
|
||||
private:
|
||||
protected:
|
||||
GLenum m_ShaderType;
|
||||
std::string m_FileName;
|
||||
|
||||
@@ -0,0 +1,88 @@
|
||||
#ifndef ShadowPass_h__
|
||||
#define ShadowPass_h__
|
||||
|
||||
#include "IRenderer.h"
|
||||
#include "FrameBuffer.h"
|
||||
#include "ShaderProgram.h"
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "../Core/World.h"
|
||||
#include "ShadowPassState.h"
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
#define MAX_SPLITS 4
|
||||
|
||||
enum NearFar { NEAR = 0, FAR = 1 };
|
||||
enum LRBT { LEFT = 0, RIGHT = 1, BOTTOM = 2, TOP = 3 };
|
||||
|
||||
struct ShadowFrustum
|
||||
{
|
||||
float NearClip;
|
||||
float FarClip;
|
||||
float FOV;
|
||||
float AspectRatio;
|
||||
glm::vec3 MiddlePoint;
|
||||
float Radius;
|
||||
std::array<float, 4> LRBT;
|
||||
std::array<glm::vec3, 8> CornerPoint;
|
||||
};
|
||||
|
||||
class ShadowPass
|
||||
{
|
||||
public:
|
||||
ShadowPass(IRenderer* renderer);
|
||||
ShadowPass(IRenderer * renderer, int ShadowResX, int ShadowResY);
|
||||
~ShadowPass();
|
||||
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
void ClearBuffer();
|
||||
void Draw(RenderScene& scene);
|
||||
|
||||
void DebugGUI();
|
||||
|
||||
GLuint DepthMap() const { return m_DepthMap; }
|
||||
std::array<glm::mat4, MAX_SPLITS> LightP() const { return m_LightProjection; }
|
||||
std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
|
||||
std::array<float, MAX_SPLITS> FarDistance() const { std::array<float, MAX_SPLITS> f; for (int i = 0; i < MAX_SPLITS; i++) f[i] = m_shadowFrusta[i].FarClip; return f; }
|
||||
int CurrentNrOfSplits() const { return m_CurrentNrOfSplits; }
|
||||
|
||||
void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; };
|
||||
private:
|
||||
void InitializeCameras(RenderScene & scene);
|
||||
void UpdateSplitDist(std::array<ShadowFrustum, MAX_SPLITS>& frusta, float near_distance, float far_distance);
|
||||
void UpdateFrustumPoints(ShadowFrustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir);
|
||||
void UpdateFrustumPoints(ShadowFrustum& frustum, glm::mat4 p, glm::mat4 v);
|
||||
|
||||
void PointsToLightspace(ShadowFrustum& frustum, glm::mat4 v);
|
||||
|
||||
float FindRadius(ShadowFrustum& frustum);
|
||||
void RadiusToLightspace(ShadowFrustum& frustum);
|
||||
|
||||
EventBroker* m_EventBroker;
|
||||
const IRenderer* m_Renderer;
|
||||
|
||||
GLuint m_DepthMap;
|
||||
FrameBuffer m_DepthBuffer;
|
||||
ShaderProgram* m_ShadowProgram;
|
||||
ShaderProgram* m_ShadowProgramSkinned;
|
||||
|
||||
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
|
||||
std::array<glm::mat4, MAX_SPLITS> m_LightView;
|
||||
|
||||
GLfloat m_NearFarPlane[2] = { -34.f, 27.f };
|
||||
GLuint m_ResolutionSizeWidth = 1024 * 2;
|
||||
GLuint m_ResolutionSizeHeight = 1024 * 2;
|
||||
|
||||
bool m_TransparentObjects = false;
|
||||
bool m_TexturedShadows = false;
|
||||
bool m_EnableShadows = true;
|
||||
|
||||
int m_CurrentNrOfSplits = 4;
|
||||
float m_SplitWeight = 0.962f;
|
||||
|
||||
std::array<ShadowFrustum, MAX_SPLITS> m_shadowFrusta;
|
||||
|
||||
Texture* m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,15 @@
|
||||
#ifndef ShadowPassState_h_
|
||||
#define ShadowPassState_h_
|
||||
|
||||
#include "Rendering/RenderState.h"
|
||||
|
||||
class ShadowPassState : public RenderState
|
||||
{
|
||||
public:
|
||||
ShadowPassState(GLuint frameBuffer);
|
||||
~ShadowPassState();
|
||||
|
||||
private:
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -7,6 +7,7 @@
|
||||
#include "../GLM.h"
|
||||
#include "../Core/ComponentWrapper.h"
|
||||
#include "Texture.h"
|
||||
#include "TextureSprite.h"
|
||||
#include "Model.h"
|
||||
#include "RenderJob.h"
|
||||
#include "../Core/ResourceManager.h"
|
||||
@@ -20,18 +21,21 @@ struct SpriteJob : RenderJob
|
||||
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
|
||||
: RenderJob()
|
||||
{
|
||||
Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
|
||||
Model = ResourceManager::Load<::Model>((std::string)cSprite["Model"]);
|
||||
::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
|
||||
TextureID = 0;
|
||||
|
||||
DiffuseTexture = CommonFunctions::LoadTexture(cSprite["DiffuseTexture"], true);
|
||||
DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]);
|
||||
IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
|
||||
|
||||
IncandescenceTexture = CommonFunctions::LoadTexture(cSprite["GlowMap"], true);
|
||||
Linear = (bool)cSprite["Linear"];
|
||||
|
||||
StartIndex = matProp.material->StartIndex;
|
||||
EndIndex = matProp.material->EndIndex;
|
||||
Matrix = matrix;
|
||||
Color = cSprite["Color"];
|
||||
BlurBackground = (bool)cSprite["BlurBackground"];
|
||||
|
||||
Entity = cSprite.EntityID;
|
||||
Position = Transform::AbsolutePosition(world, cSprite.EntityID);
|
||||
Depth = 0;
|
||||
@@ -45,6 +49,26 @@ struct SpriteJob : RenderJob
|
||||
|
||||
FillColor = fillColor;
|
||||
FillPercentage = fillPercentage;
|
||||
|
||||
glm::vec3 scale = Transform::AbsoluteScale(world, cSprite.EntityID);
|
||||
|
||||
if((bool)cSprite["KeepRatio"] == true) {
|
||||
if(scale.y >= scale.x) {
|
||||
ScaleY = (scale.x)/(scale.y);
|
||||
ScaleX = 1.f;
|
||||
} else {
|
||||
ScaleY = 1.f;
|
||||
ScaleX = (scale.x)/(scale.y);
|
||||
}
|
||||
} else {
|
||||
if ((bool)cSprite["KeepRatioX"] == true) {
|
||||
ScaleX = scale.x;
|
||||
}
|
||||
if ((bool)cSprite["KeepRatioY"] == true) {
|
||||
ScaleY = scale.y;
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
unsigned int TextureID;
|
||||
@@ -65,6 +89,10 @@ struct SpriteJob : RenderJob
|
||||
|
||||
bool Pickable;
|
||||
bool IsIndicator = false;
|
||||
bool BlurBackground = false;
|
||||
float ScaleX = 1;
|
||||
float ScaleY = 1;
|
||||
bool Linear = false;
|
||||
|
||||
glm::vec4 FillColor = glm::vec4(0);
|
||||
float FillPercentage = 0.0;
|
||||
|
||||
@@ -23,6 +23,7 @@ public:
|
||||
|
||||
private:
|
||||
void renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix);
|
||||
std::string parseColors(std::string text, std::map<int, glm::vec4>& colorChanges, glm::vec4 originalColor);
|
||||
|
||||
Font* font;
|
||||
GLuint VAO, VBO;
|
||||
|
||||
@@ -9,7 +9,7 @@ class Texture : public BaseTexture
|
||||
{
|
||||
friend class ResourceManager;
|
||||
|
||||
private:
|
||||
protected:
|
||||
Texture(std::string path);
|
||||
|
||||
public:
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
#ifndef TextureSprite_h__
|
||||
#define TextureSprite_h__
|
||||
|
||||
#include "../OpenGL.h"
|
||||
#include "BaseTexture.h"
|
||||
#include "Texture.h"
|
||||
#include "PNG.h"
|
||||
|
||||
class TextureSprite : public Texture
|
||||
{
|
||||
friend class ResourceManager;
|
||||
|
||||
protected:
|
||||
TextureSprite(std::string path);
|
||||
|
||||
public:
|
||||
~TextureSprite();
|
||||
|
||||
void Bind(GLenum textureUnit = GL_TEXTURE0);
|
||||
|
||||
GLuint m_Texture = 0;
|
||||
unsigned char* Data = nullptr;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -8,7 +8,23 @@
|
||||
|
||||
namespace CommonFunctions
|
||||
{
|
||||
Texture* LoadTexture(std::string path, bool threaded);
|
||||
|
||||
//Loads Texture/SpriteTexture and return null if it fails
|
||||
template <typename T, bool threaded>
|
||||
Texture* TryLoadResource(std::string path)
|
||||
{
|
||||
Texture* img;
|
||||
try {
|
||||
img = ResourceManager::Load<T, threaded>(path);
|
||||
} catch (const Resource::StillLoadingException&) {
|
||||
img = ResourceManager::Load<T>("Textures/Core/ErrorTexture.png");
|
||||
} catch (const std::exception&) {
|
||||
img = nullptr;
|
||||
}
|
||||
|
||||
return img;
|
||||
}
|
||||
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||
void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat);
|
||||
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps);
|
||||
|
||||
@@ -16,7 +16,11 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
|
||||
return false;
|
||||
}
|
||||
|
||||
#ifdef DEBUG
|
||||
#define GLERROR(function) \
|
||||
_GLERROR(function, __BASE_FILE__, __func__, __LINE__)
|
||||
#else
|
||||
#define GLERROR(function) false
|
||||
#endif
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user