Merge branch 'master' into Shadows

# Conflicts:
#	include/Engine/Rendering/DrawFinalPass.h
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/FrameBuffer.cpp
#	src/Engine/Rendering/Renderer.cpp
This commit is contained in:
FakeShemp
2016-03-03 03:00:05 +01:00
58 changed files with 1920 additions and 733 deletions
+2 -1
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@@ -12,7 +12,8 @@ namespace Events
struct Captured : Event struct Captured : Event
{ {
int TeamNumberThatCapturedCapturePoint; int TeamNumberThatCapturedCapturePoint;
EntityID CapturePointID; EntityID CapturePointTakenID;
EntityWrapper NextCapturePoint;
}; };
} }
@@ -104,6 +104,11 @@ protected:
if (!m_Enabled) { if (!m_Enabled) {
return false; return false;
} }
ImGuiIO& io = ImGui::GetIO();
if (io.WantCaptureMouse || io.WantCaptureKeyboard) {
return false;
}
m_SpeedMultiplier += e.DeltaY * (0.1 * m_SpeedMultiplier); m_SpeedMultiplier += e.DeltaY * (0.1 * m_SpeedMultiplier);
m_Config->Set("Editor.CameraSpeed", m_SpeedMultiplier); m_Config->Set("Editor.CameraSpeed", m_SpeedMultiplier);
@@ -27,7 +27,7 @@ public:
virtual bool OnCommand(const Events::InputCommand& e) override; virtual bool OnCommand(const Events::InputCommand& e) override;
virtual void Reset(); virtual void Reset();
void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer); void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer);
virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; } virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; } virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
@@ -41,7 +41,6 @@ protected:
bool m_Crouching = false; bool m_Crouching = false;
//assault dash membervariables - needed to calculate the doubletap- and dashlogic //assault dash membervariables - needed to calculate the doubletap- and dashlogic
double m_AssaultDashDoubleTapDeltaTime = 0.0; double m_AssaultDashDoubleTapDeltaTime = 0.0;
double m_AssaultDashCoolDownTimer = 0.0;
//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable), //i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
//and its very unlikely that someone wants to change that value //and its very unlikely that someone wants to change that value
const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f; const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
@@ -191,21 +190,21 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
} }
template <typename EventContext> template <typename EventContext>
void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer) { void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer) {
m_AssaultDashDoubleTapDeltaTime += dt; m_AssaultDashDoubleTapDeltaTime += dt;
m_AssaultDashCoolDownTimer -= dt; assaultDashCoolDownTimer -= dt;
//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work) //cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
if (m_AssaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) { if (assaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
m_PlayerIsDashing = true; m_PlayerIsDashing = true;
} else { } else {
m_PlayerIsDashing = false; m_PlayerIsDashing = false;
} }
//dashing with shift //dashing with shift
if (m_ShiftDashing && m_AssaultDashCoolDownTimer <= 0.0f) { if (m_ShiftDashing && assaultDashCoolDownTimer <= 0.0f) {
//player is dashing with shift //player is dashing with shift
//the wanted-direction is set in playermovement already so we dont need to check what direction we want to dash in! //the wanted-direction is set in playermovement already so we dont need to check what direction we want to dash in!
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer; assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
m_AssaultDashDoubleTapped = true; m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f; m_AssaultDashDoubleTapDeltaTime = 0.f;
return; return;
@@ -227,7 +226,7 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
} }
m_ValidDoubleTap = false; m_ValidDoubleTap = false;
if (!(m_AssaultDashCoolDownTimer <= 0.0f)) { if (!(assaultDashCoolDownTimer <= 0.0f)) {
//if we cant dash at the moment, then just reset the tap-sensitivity-timer //if we cant dash at the moment, then just reset the tap-sensitivity-timer
m_AssaultDashDoubleTapDeltaTime = 0.f; m_AssaultDashDoubleTapDeltaTime = 0.f;
return; return;
@@ -235,7 +234,7 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
//ok, we have a valid tap, lets do it //ok, we have a valid tap, lets do it
m_AssaultDashDoubleTapped = true; m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f; m_AssaultDashDoubleTapDeltaTime = 0.f;
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer; assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
Events::DashAbility e; Events::DashAbility e;
m_EventBroker->Publish(e); m_EventBroker->Publish(e);
+3 -1
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@@ -26,6 +26,7 @@
#include "Network/EInterpolate.h" #include "Network/EInterpolate.h"
#include "Network/SnapshotFilter.h" #include "Network/SnapshotFilter.h"
#include "Core/EPlayerSpawned.h" #include "Core/EPlayerSpawned.h"
#include "Core/EAmmoPickup.h"
#include "Network/ESearchForServers.h" #include "Network/ESearchForServers.h"
struct ServerInfo struct ServerInfo
@@ -106,7 +107,8 @@ private:
void parsePlayerDamage(Packet& packet); void parsePlayerDamage(Packet& packet);
void parseComponentDeletion(Packet& packet); void parseComponentDeletion(Packet& packet);
void parseDoubleJump(Packet& packet); void parseDoubleJump(Packet& packet);
void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType); void parseAmmoPickup(Packet& packet);
void InterpolateFields(Packet& packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
void parseSnapshot(Packet& packet); void parseSnapshot(Packet& packet);
void identifyPacketLoss(); void identifyPacketLoss();
void hasServerTimedOut(); void hasServerTimedOut();
+1
View File
@@ -21,6 +21,7 @@ enum class MessageType
PlayerTransform, PlayerTransform,
OnDoubleJump, OnDoubleJump,
ServerlistRequest, ServerlistRequest,
AmmoPickup,
Invalid Invalid
}; };
+4 -1
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@@ -20,6 +20,7 @@
#include "../Game/Events/EDoubleJump.h" #include "../Game/Events/EDoubleJump.h"
#include "Core/EEntityDeleted.h" #include "Core/EEntityDeleted.h"
#include "Core/EComponentDeleted.h" #include "Core/EComponentDeleted.h"
#include "Core/EAmmoPickup.h"
class Server : public Network class Server : public Network
{ {
@@ -88,7 +89,7 @@ private:
void parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint); void parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint);
bool shouldSendToClient(EntityWrapper childEntity); bool shouldSendToClient(EntityWrapper childEntity);
// Debug event // Events
EventRelay<Server, Events::InputCommand> m_EInputCommand; EventRelay<Server, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e); bool OnInputCommand(const Events::InputCommand& e);
EventRelay<Server, Events::PlayerSpawned> m_EPlayerSpawned; EventRelay<Server, Events::PlayerSpawned> m_EPlayerSpawned;
@@ -99,6 +100,8 @@ private:
bool OnComponentDeleted(const Events::ComponentDeleted& e); bool OnComponentDeleted(const Events::ComponentDeleted& e);
EventRelay<Server, Events::PlayerDamage> m_EPlayerDamage; EventRelay<Server, Events::PlayerDamage> m_EPlayerDamage;
bool OnPlayerDamage(const Events::PlayerDamage& e); bool OnPlayerDamage(const Events::PlayerDamage& e);
EventRelay<Server, Events::AmmoPickup> m_EAmmoPickup;
bool OnAmmoPickup(const Events::AmmoPickup& e);
}; };
#endif #endif
+15 -8
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@@ -12,7 +12,7 @@
class DrawBloomPass class DrawBloomPass
{ {
public: public:
DrawBloomPass(IRenderer* renderer /* ,Texture or finalpass*/ ); DrawBloomPass(IRenderer* renderer, ConfigFile* config);
~DrawBloomPass() { } ~DrawBloomPass() { }
void InitializeTextures(); void InitializeTextures();
void InitializeFrameBuffers(); void InitializeFrameBuffers();
@@ -23,26 +23,33 @@ public:
void FillGaussianBuffer(FrameBuffer* fb); void FillGaussianBuffer(FrameBuffer* fb);
void Draw(GLuint texture); void Draw(GLuint texture);
void ChangeQuality(int quality);
void OnWindowResize(); void OnWindowResize();
//Getters //Getters
//Return the blurred result of the texture that was sent into draw //Return the blurred result of the texture that was sent into draw
GLuint GaussianTexture() const { return m_GaussianTexture_vert; } GLuint GaussianTexture() const {
if (m_Quality == 0) {
return m_BlackTexture->m_Texture;
} else {
return m_GaussianTexture_vert;
}
}
private: private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const; Texture* m_BlackTexture;
Texture* m_WhiteTexture;
Model* m_ScreenQuad; Model* m_ScreenQuad;
const IRenderer* m_Renderer; const IRenderer* m_Renderer;
ConfigFile* m_Config;
//const LightCullingPass* m_LightCullingPass //const LightCullingPass* m_LightCullingPass
GLuint m_iterations = 9; int m_Iterations;
int m_Quality = 0;
GLuint m_GaussianTexture_horiz; GLuint m_GaussianTexture_horiz = 0;
GLuint m_GaussianTexture_vert; GLuint m_GaussianTexture_vert = 0;
FrameBuffer m_GaussianFrameBuffer_horiz; FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert; FrameBuffer m_GaussianFrameBuffer_vert;
@@ -17,7 +17,7 @@ public:
void InitializeFrameBuffers(); void InitializeFrameBuffers();
void InitializeShaderPrograms(); void InitializeShaderPrograms();
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure); void Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure);
private: private:
const IRenderer* m_Renderer; const IRenderer* m_Renderer;
+24 -19
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@@ -5,6 +5,7 @@
#include "DrawFinalPassState.h" #include "DrawFinalPassState.h"
#include "LightCullingPass.h" #include "LightCullingPass.h"
#include "CubeMapPass.h" #include "CubeMapPass.h"
#include "SSAOPass.h"
#include "FrameBuffer.h" #include "FrameBuffer.h"
#include "ShaderProgram.h" #include "ShaderProgram.h"
#include "Util/UnorderedMapVec2.h" #include "Util/UnorderedMapVec2.h"
@@ -15,34 +16,28 @@
class DrawFinalPass class DrawFinalPass
{ {
public: public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, ShadowPass* shadowPass); DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass);
~DrawFinalPass() { } ~DrawFinalPass() { }
void InitializeTextures(); void InitializeTextures();
void InitializeFrameBuffers(); void InitializeFrameBuffers();
void InitializeShaderPrograms(); void InitializeShaderPrograms();
void Draw(RenderScene& scene, GLuint SSAOTexture); void Draw(RenderScene& scene);
void ClearBuffer(); void ClearBuffer();
void OnWindowResize(); void OnWindowResize();
//Return the texture that is used in later stages to apply the bloom effect //Return the texture that is used in later stages to apply the bloom effect
GLuint BloomTexture() const { return m_BloomTexture; } GLuint BloomTexture() const { return m_BloomTexture; }
GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; }
//Return the texture with diffuse and lighting of the scene. //Return the texture with diffuse and lighting of the scene.
GLuint SceneTexture() const { return m_SceneTexture; } GLuint SceneTexture() const { return m_SceneTexture; }
GLuint SceneTextureLowRes() const { return m_SceneTextureLowRes; }
//Return the framebuffer used in the scene rendering stage. //Return the framebuffer used in the scene rendering stage.
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; } FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
private: private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene); void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture); void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene); void DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene); void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene); void DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene); void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene); void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
@@ -57,13 +52,11 @@ private:
Texture* m_ErrorTexture; Texture* m_ErrorTexture;
FrameBuffer m_FinalPassFrameBuffer; FrameBuffer m_FinalPassFrameBuffer;
FrameBuffer m_FinalPassFrameBufferLowRes; FrameBuffer m_ShieldDepthFrameBuffer;
GLuint m_BloomTexture; GLuint m_BloomTexture;
GLuint m_SceneTexture; GLuint m_SceneTexture;
GLuint m_BloomTextureLowRes;
GLuint m_SceneTextureLowRes;
GLuint m_DepthBuffer; GLuint m_DepthBuffer;
GLuint m_DepthBufferLowRes; GLuint m_ShieldBuffer;
GLuint m_CubeMapTexture; GLuint m_CubeMapTexture;
//maqke this component based i guess? //maqke this component based i guess?
@@ -73,22 +66,34 @@ private:
const LightCullingPass* m_LightCullingPass; const LightCullingPass* m_LightCullingPass;
const ShadowPass* m_ShadowPass; const ShadowPass* m_ShadowPass;
const CubeMapPass* m_CubeMapPass; const CubeMapPass* m_CubeMapPass;
const SSAOPass* m_SSAOPass;
ShaderProgram* m_ForwardPlusProgram; ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram; ShaderProgram* m_ExplosionEffectProgram;
ShaderProgram* m_ExplosionEffectSplatMapProgram; ShaderProgram* m_ExplosionEffectSplatMapProgram;
ShaderProgram* m_SpriteProgram; ShaderProgram* m_SpriteProgram;
ShaderProgram* m_ForwardPlusSplatMapProgram; ShaderProgram* m_ForwardPlusSplatMapProgram;
ShaderProgram* m_ShieldToStencilProgram; ShaderProgram* m_FillDepthStencilBufferProgram;
ShaderProgram* m_FillDepthBufferProgram;
ShaderProgram* m_ForwardPlusShieldCheckProgram;
ShaderProgram* m_ExplosionEffectShieldCheckProgram;
ShaderProgram* m_ExplosionEffectSplatMapShieldCheckProgram;
ShaderProgram* m_SpriteShieldCheckProgram;
ShaderProgram* m_ForwardPlusSplatMapShieldCheckProgram;
ShaderProgram* m_ForwardPlusSkinnedProgram; ShaderProgram* m_ForwardPlusSkinnedProgram;
ShaderProgram* m_ExplosionEffectSkinnedProgram; ShaderProgram* m_ExplosionEffectSkinnedProgram;
ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram; ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram; ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
ShaderProgram* m_ShieldToStencilSkinnedProgram; ShaderProgram* m_FillDepthStencilBufferSkinnedProgram;
ShaderProgram* m_FillDepthBufferSkinnedProgram;
ShaderProgram* m_ForwardPlusSkinnedShieldCheckProgram;
ShaderProgram* m_ExplosionEffectSkinnedShieldCheckProgram;
ShaderProgram* m_ExplosionEffectSplatMapSkinnedShieldCheckProgram;
ShaderProgram* m_ForwardPlusSplatMapSkinnedShieldCheckProgram;
ShaderProgram* m_FillDepthBufferSkinnedShieldCheckProgram;
}; };
#endif #endif
@@ -15,8 +15,8 @@
struct ExplosionEffectJob : ModelJob struct ExplosionEffectJob : ModelJob
{ {
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage) ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage) : ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded)
{ {
ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"]; ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"]; TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
+2
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@@ -5,11 +5,13 @@
#include "../OpenGL.h" #include "../OpenGL.h"
#include "../GLM.h" #include "../GLM.h"
#include "../Core/Util/Rectangle.h" #include "../Core/Util/Rectangle.h"
#include "../Core/ConfigFile.h"
#include "Util/ScreenCoords.h" #include "Util/ScreenCoords.h"
#include "Camera.h" #include "Camera.h"
#include "RenderQueue.h" #include "RenderQueue.h"
#include "Model.h" #include "Model.h"
#include "../Core/World.h" //So temp #include "../Core/World.h" //So temp
#include "Util/CommonFunctions.h"
struct PickData struct PickData
+3 -3
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@@ -18,7 +18,7 @@
struct ModelJob : RenderJob struct ModelJob : RenderJob
{ {
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage) ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
: RenderJob() : RenderJob()
{ {
Model = model; Model = model;
@@ -117,7 +117,7 @@ struct ModelJob : RenderJob
FillColor = fillColor; FillColor = fillColor;
FillPercentage = fillPercentage; FillPercentage = fillPercentage;
IsShielded = isShielded;
if (model->IsSkinned()) { if (model->IsSkinned()) {
Skeleton = Model->m_RawModel->m_Skeleton; Skeleton = Model->m_RawModel->m_Skeleton;
@@ -181,7 +181,7 @@ struct ModelJob : RenderJob
glm::vec4 FillColor = glm::vec4(0); glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0; float FillPercentage = 0.0;
bool IsShielded;
void CalculateHash() override void CalculateHash() override
{ {
Hash = ShaderID << 20 + ModelID << 10 + TextureID; Hash = ShaderID << 20 + ModelID << 10 + TextureID;
+1 -3
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@@ -28,15 +28,13 @@ public:
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; } const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; } //const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
GLuint PickingTexture() const { return m_PickingTexture; } GLuint PickingTexture() const { return m_PickingTexture; }
GLuint DepthBuffer() const { return m_DepthBuffer; } GLuint* DepthBuffer() { return &m_DepthBuffer; }
const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; } const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; }
PickData Pick(glm::vec2 screenCoord); PickData Pick(glm::vec2 screenCoord);
private: private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
EventBroker* m_EventBroker; EventBroker* m_EventBroker;
const IRenderer* m_Renderer; const IRenderer* m_Renderer;
-2
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@@ -24,7 +24,6 @@ struct RenderScene
std::list<std::shared_ptr<RenderJob>> OpaqueObjects; std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
std::list<std::shared_ptr<RenderJob>> TransparentObjects; std::list<std::shared_ptr<RenderJob>> TransparentObjects;
std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects; std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
std::list<std::shared_ptr<RenderJob>> ShieldObjects; std::list<std::shared_ptr<RenderJob>> ShieldObjects;
std::list<std::shared_ptr<RenderJob>> SpriteJob; std::list<std::shared_ptr<RenderJob>> SpriteJob;
std::list<std::shared_ptr<RenderJob>> PointLight; std::list<std::shared_ptr<RenderJob>> PointLight;
@@ -41,7 +40,6 @@ struct RenderScene
Jobs.OpaqueObjects.clear(); Jobs.OpaqueObjects.clear();
Jobs.TransparentObjects.clear(); Jobs.TransparentObjects.clear();
Jobs.OpaqueShieldedObjects.clear(); Jobs.OpaqueShieldedObjects.clear();
Jobs.TransparentShieldedObjects.clear();
Jobs.ShieldObjects.clear(); Jobs.ShieldObjects.clear();
Jobs.SpriteJob.clear(); Jobs.SpriteJob.clear();
Jobs.DirectionalLight.clear(); Jobs.DirectionalLight.clear();
+2
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@@ -24,6 +24,8 @@ public:
bool StencilFunc(GLenum func, GLint ref, GLuint mask); bool StencilFunc(GLenum func, GLint ref, GLuint mask);
bool StencilMask(GLuint mask); bool StencilMask(GLuint mask);
bool DepthMask(GLboolean flag); bool DepthMask(GLboolean flag);
bool DepthFunc(GLenum func);
bool AlphaFunc(GLenum func, GLclampf thresholder);
private: private:
std::vector<std::function<void(void)>> m_ResetFunctions; std::vector<std::function<void(void)>> m_ResetFunctions;
+6 -8
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@@ -33,8 +33,9 @@ class Renderer : public IRenderer
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height); static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
public: public:
Renderer(EventBroker* eventBroker) Renderer(EventBroker* eventBroker, ConfigFile* config)
: m_EventBroker(eventBroker) : m_EventBroker(eventBroker)
, m_Config(config)
{ } { }
virtual void Initialize() override; virtual void Initialize() override;
@@ -48,6 +49,7 @@ private:
//----------------------Variables----------------------// //----------------------Variables----------------------//
static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer; static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
ConfigFile* m_Config;
EventBroker* m_EventBroker; EventBroker* m_EventBroker;
TextPass* m_TextPass; TextPass* m_TextPass;
@@ -62,12 +64,8 @@ private:
int m_DebugTextureToDraw = 0; int m_DebugTextureToDraw = 0;
int m_CubeMapTexture = 0; int m_CubeMapTexture = 0;
bool m_ResizeWindow = false; bool m_ResizeWindow = false;
float m_SSAO_Radius = 1.0f; int m_SSAO_Quality = 0;
float m_SSAO_Bias = 0.05f; int m_GLOW_Quality = 2;
float m_SSAO_Contrast = 1.5f;
float m_SSAO_IntensityScale = 1.0f;
int m_SSAO_NumOfSamples = 24;
int m_SSAO_NumOfTurns = 7;
PickingPass* m_PickingPass; PickingPass* m_PickingPass;
LightCullingPass* m_LightCullingPass; LightCullingPass* m_LightCullingPass;
+36 -12
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@@ -13,18 +13,32 @@
class SSAOPass class SSAOPass
{ {
public: public:
SSAOPass(IRenderer* rendere); SSAOPass(IRenderer* renderer, ConfigFile* config);
~SSAOPass() { ~SSAOPass() { };
delete m_DrawBloomPass;
}; void ChangeQuality(int quality);
void Draw(GLuint depthBuffer, Camera* camera); void Draw(GLuint depthBuffer, Camera* camera);
void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns); void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality);
void ClearBuffer(); void ClearBuffer();
void OnWindowResize(); void OnWindowResize();
//Return the SSAO of the texture sent to Draw //Return the SSAO of the texture sent to Draw
GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); } GLuint SSAOTexture() const {
if (m_Quality == 0) {
return m_WhiteTexture->m_Texture;
} else {
return m_Gaussian_vert;
}
}
int TextureQuality() const {
if (m_Quality == 0) {
return 13;
} else {
return m_TextureQuality;
}
}
private: private:
void InitializeTexture(); void InitializeTexture();
@@ -32,14 +46,13 @@ private:
void InitializeShaderProgram(); void InitializeShaderProgram();
void InitializeBuffer(); void InitializeBuffer();
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
//void blurHorizontal(GLuint depthBuffer); //void blurHorizontal(GLuint depthBuffer);
//void blurVertical(GLuint depthBuffer); //void blurVertical(GLuint depthBuffer);
Model* m_ScreenQuad; Model* m_ScreenQuad;
const IRenderer* m_Renderer; const IRenderer* m_Renderer;
ConfigFile* m_Config;
float m_Radius; float m_Radius;
float m_Bias; float m_Bias;
@@ -47,17 +60,28 @@ private:
float m_IntensityScale; float m_IntensityScale;
int m_NumOfSamples; int m_NumOfSamples;
int m_NumOfTurns; int m_NumOfTurns;
int m_Iterations;
int m_TextureQuality;
int m_Quality = 0;
GLuint m_SSAOTexture; Texture* m_WhiteTexture;
GLuint m_SSAOTexture = 0;
FrameBuffer m_SSAOFramBuffer; FrameBuffer m_SSAOFramBuffer;
GLuint m_SSAOViewSpaceZTexture; GLuint m_SSAOViewSpaceZTexture = 0;
FrameBuffer m_SSAOViewSpaceZFramBuffer; FrameBuffer m_SSAOViewSpaceZFramBuffer;
GLuint m_Gaussian_horiz = 0;
GLuint m_Gaussian_vert = 0;
FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert;
ShaderProgram* m_SSAOProgram; ShaderProgram* m_SSAOProgram;
ShaderProgram* m_SSAOViewSpaceZProgram; ShaderProgram* m_SSAOViewSpaceZProgram;
ShaderProgram* m_GaussianProgram_horiz;
DrawBloomPass* m_DrawBloomPass; ShaderProgram* m_GaussianProgram_vert;
}; };
#endif #endif
@@ -9,6 +9,10 @@
namespace CommonFunctions namespace CommonFunctions
{ {
Texture* LoadTexture(std::string path, bool threaded); Texture* LoadTexture(std::string path, bool threaded);
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);
void DeleteTexture(GLuint* texture);
}; };
#endif #endif
+2
View File
@@ -20,6 +20,8 @@ public:
private: private:
EventRelay<AmmoPickupSystem, Events::TriggerTouch> m_ETriggerTouch; EventRelay<AmmoPickupSystem, Events::TriggerTouch> m_ETriggerTouch;
bool OnTriggerTouch(Events::TriggerTouch& e); bool OnTriggerTouch(Events::TriggerTouch& e);
EventRelay<AmmoPickupSystem, Events::AmmoPickup> m_EAmmoPickup;
bool OnAmmoPickup(Events::AmmoPickup& e);
struct NewAmmoPickup { struct NewAmmoPickup {
glm::vec3 Pos; glm::vec3 Pos;
+2 -2
View File
@@ -42,9 +42,9 @@ private:
int m_NumberOfCapturePoints = 0; int m_NumberOfCapturePoints = 0;
std::map<int, EntityWrapper> m_CapturePointNumberToEntityMap; std::map<int, EntityWrapper> m_CapturePointNumberToEntityMap;
//std::vector<ComponentWrapper>
bool m_ResetTimers = false; bool m_ResetTimers = false;
bool m_RecentlyCapturedNeedNextCapturePointNow = false;
Events::Captured m_CapturedEvent;
//vectors which will keep track of enter/leave changes //vectors which will keep track of enter/leave changes
std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerTouchVector; std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerTouchVector;
+46 -1
View File
@@ -36,4 +36,49 @@ ResourceLoading=true
[Sound] [Sound]
BGMVolume=1.0 BGMVolume=1.0
SFXVolume=1.0 SFXVolume=1.0
Announcer=female Announcer=female
[SSAO]
Quality=0
[SSAO1]
Radius=1.0
Bias=0.02
Contrast=1.5
Intensity=1.0
NumSamples=8
NumTurns=3
NumIterations=5
TextureQuality=2
[SSAO2]
Radius=1.0
Bias=0.02
Contrast=1.5
Intensity=1.0
NumSamples=16
NumTurns=13
NumIterations=9
TextureQuality=1
[SSAO3]
Radius=1.0
Bias=0.02
Contrast=1.5
Intensity=1.0
NumSamples=24
NumTurns=17
NumIterations=9
TextureQuality=0
[GLOW]
Quality=3;
[GLOW1]
NumIterations=5
[GLOW2]
NumIterations=9
[GLOW3]
NumIterations=13
@@ -1,4 +1,5 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<DashAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DashAbility.xsd"> <DashAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DashAbility.xsd">
<CoolDownMaxTimer>2.0</CoolDownMaxTimer> <CoolDownMaxTimer>2.0</CoolDownMaxTimer>
<CoolDownTimer>0.0</CoolDownTimer>
</DashAbility> </DashAbility>
+4 -1
View File
@@ -10,7 +10,10 @@
<xs:complexType> <xs:complexType>
<xs:all> <xs:all>
<xs:element name="CoolDownMaxTimer" type="t:double" minOccurs="0"> <xs:element name="CoolDownMaxTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the cooldown on dash</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>This is the max cooldown on dash</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="CoolDownTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the current cooldown on dash</xs:documentation></xs:annotation>
</xs:element> </xs:element>
</xs:all> </xs:all>
</xs:complexType> </xs:complexType>
+25 -18
View File
@@ -13,7 +13,7 @@
</c:AssaultWeapon> </c:AssaultWeapon>
<c:Collidable/> <c:Collidable/>
<c:DefenderWeapon> <c:DefenderWeapon>
<TimeSinceLastFire>1.6944730461160304</TimeSinceLastFire> <TimeSinceLastFire>52.867678870419283</TimeSinceLastFire>
</c:DefenderWeapon> </c:DefenderWeapon>
<c:DoubleJump/> <c:DoubleJump/>
<c:Health/> <c:Health/>
@@ -37,7 +37,10 @@
<Children> <Children>
<Entity name="Camera"> <Entity name="Camera">
<Components> <Components>
<c:Camera/> <c:Camera>
<NearClip>0.10000000149011612</NearClip>
<FarClip>300</FarClip>
</c:Camera>
<c:Transform> <c:Transform>
<Position X="0" Y="1.27700007" Z="0"/> <Position X="0" Y="1.27700007" Z="0"/>
</c:Transform> </c:Transform>
@@ -372,7 +375,7 @@
<Components> <Components>
<c:Animation> <c:Animation>
<AnimationName1>Idle</AnimationName1> <AnimationName1>Idle</AnimationName1>
<Time1>0.67172915251515519</Time1> <Time1>1.9408570429715581</Time1>
<Speed1>1</Speed1> <Speed1>1</Speed1>
<AnimationName2></AnimationName2> <AnimationName2></AnimationName2>
<AnimationName3></AnimationName3> <AnimationName3></AnimationName3>
@@ -386,25 +389,25 @@
<Children> <Children>
<Entity name="PrimaryAttachment"> <Entity name="PrimaryAttachment">
<Components> <Components>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
</c:WeaponAttachment>
<c:Spawner> <c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponView.xml</EntityFile> <EntityFile>Schema/Entities/DefenderWeaponView.xml</EntityFile>
</c:Spawner> </c:Spawner>
<c:Transform/> <c:Transform/>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
</c:WeaponAttachment>
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
<Entity name="SecondaryAttachment"> <Entity name="SecondaryAttachment">
<Components> <Components>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
</c:WeaponAttachment>
<c:Spawner> <c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile> <EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
</c:Spawner> </c:Spawner>
<c:Transform/> <c:Transform/>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
</c:WeaponAttachment>
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
@@ -414,7 +417,10 @@
</Entity> </Entity>
<Entity name="ThirdPersonCamera"> <Entity name="ThirdPersonCamera">
<Components> <Components>
<c:Camera/> <c:Camera>
<NearClip>0.10000000149011612</NearClip>
<FarClip>300</FarClip>
</c:Camera>
<c:Model> <c:Model>
<Resource>Models/Widgets/Camera.mesh</Resource> <Resource>Models/Widgets/Camera.mesh</Resource>
<Visible>false</Visible> <Visible>false</Visible>
@@ -430,6 +436,7 @@
<Components> <Components>
<c:Animation> <c:Animation>
<AnimationName1>Idle</AnimationName1> <AnimationName1>Idle</AnimationName1>
<Time1>1.5631122524686134</Time1>
<Speed1>1</Speed1> <Speed1>1</Speed1>
<AnimationName2></AnimationName2> <AnimationName2></AnimationName2>
<AnimationName3></AnimationName3> <AnimationName3></AnimationName3>
@@ -449,31 +456,31 @@
<Children> <Children>
<Entity name="PrimaryAttachment"> <Entity name="PrimaryAttachment">
<Components> <Components>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment> <c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon> <Weapon>DefenderWeapon</Weapon>
<Person> <Person>
<ThirdPerson/> <ThirdPerson/>
</Person> </Person>
</c:WeaponAttachment> </c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
<Entity name="SecondaryAttachment"> <Entity name="SecondaryAttachment">
<Components> <Components>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment> <c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon> <Weapon>AssaultWeapon</Weapon>
<Person> <Person>
<ThirdPerson/> <ThirdPerson/>
</Person> </Person>
</c:WeaponAttachment> </c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
+25 -18
View File
@@ -13,7 +13,7 @@
</c:AssaultWeapon> </c:AssaultWeapon>
<c:Collidable/> <c:Collidable/>
<c:DefenderWeapon> <c:DefenderWeapon>
<TimeSinceLastFire>1.6944730461160304</TimeSinceLastFire> <TimeSinceLastFire>22.22055262342397</TimeSinceLastFire>
</c:DefenderWeapon> </c:DefenderWeapon>
<c:DoubleJump/> <c:DoubleJump/>
<c:Health/> <c:Health/>
@@ -37,7 +37,10 @@
<Children> <Children>
<Entity name="Camera"> <Entity name="Camera">
<Components> <Components>
<c:Camera/> <c:Camera>
<NearClip>0.10000000149011612</NearClip>
<FarClip>300</FarClip>
</c:Camera>
<c:Transform> <c:Transform>
<Position X="0" Y="1.27700007" Z="0"/> <Position X="0" Y="1.27700007" Z="0"/>
</c:Transform> </c:Transform>
@@ -372,7 +375,7 @@
<Components> <Components>
<c:Animation> <c:Animation>
<AnimationName1>Idle</AnimationName1> <AnimationName1>Idle</AnimationName1>
<Time1>0.67172915251515519</Time1> <Time1>1.1978087298230946</Time1>
<Speed1>1</Speed1> <Speed1>1</Speed1>
<AnimationName2></AnimationName2> <AnimationName2></AnimationName2>
<AnimationName3></AnimationName3> <AnimationName3></AnimationName3>
@@ -386,25 +389,25 @@
<Children> <Children>
<Entity name="PrimaryAttachment"> <Entity name="PrimaryAttachment">
<Components> <Components>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
</c:WeaponAttachment>
<c:Spawner> <c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponViewRed.xml</EntityFile> <EntityFile>Schema/Entities/DefenderWeaponViewRed.xml</EntityFile>
</c:Spawner> </c:Spawner>
<c:Transform/> <c:Transform/>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
</c:WeaponAttachment>
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
<Entity name="SecondaryAttachment"> <Entity name="SecondaryAttachment">
<Components> <Components>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
</c:WeaponAttachment>
<c:Spawner> <c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile> <EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
</c:Spawner> </c:Spawner>
<c:Transform/> <c:Transform/>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
</c:WeaponAttachment>
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
@@ -414,7 +417,10 @@
</Entity> </Entity>
<Entity name="ThirdPersonCamera"> <Entity name="ThirdPersonCamera">
<Components> <Components>
<c:Camera/> <c:Camera>
<NearClip>0.10000000149011612</NearClip>
<FarClip>300</FarClip>
</c:Camera>
<c:Model> <c:Model>
<Resource>Models/Widgets/Camera.mesh</Resource> <Resource>Models/Widgets/Camera.mesh</Resource>
<Visible>false</Visible> <Visible>false</Visible>
@@ -430,6 +436,7 @@
<Components> <Components>
<c:Animation> <c:Animation>
<AnimationName1>Idle</AnimationName1> <AnimationName1>Idle</AnimationName1>
<Time1>0.69274608502888668</Time1>
<Speed1>1</Speed1> <Speed1>1</Speed1>
<AnimationName2></AnimationName2> <AnimationName2></AnimationName2>
<AnimationName3></AnimationName3> <AnimationName3></AnimationName3>
@@ -449,31 +456,31 @@
<Children> <Children>
<Entity name="PrimaryAttachment"> <Entity name="PrimaryAttachment">
<Components> <Components>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponWorldRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment> <c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon> <Weapon>DefenderWeapon</Weapon>
<Person> <Person>
<ThirdPerson/> <ThirdPerson/>
</Person> </Person>
</c:WeaponAttachment> </c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponWorldRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
<Entity name="SecondaryAttachment"> <Entity name="SecondaryAttachment">
<Components> <Components>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment> <c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon> <Weapon>AssaultWeapon</Weapon>
<Person> <Person>
<ThirdPerson/> <ThirdPerson/>
</Person> </Person>
</c:WeaponAttachment> </c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
@@ -2,8 +2,6 @@
layout (binding = 0) uniform sampler2D SceneTexture; layout (binding = 0) uniform sampler2D SceneTexture;
layout (binding = 1) uniform sampler2D BloomTexture; layout (binding = 1) uniform sampler2D BloomTexture;
layout (binding = 2) uniform sampler2D SceneTextureLowRes;
layout (binding = 3) uniform sampler2D BloomTextureLowRes;
uniform float Exposure; uniform float Exposure;
uniform float Gamma; uniform float Gamma;
@@ -17,21 +15,12 @@ void main()
{ {
vec4 hdrColor = texture(SceneTexture, Input.TextureCoordinate); vec4 hdrColor = texture(SceneTexture, Input.TextureCoordinate);
vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate); vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate);
vec4 hdrColorLowRes = texture(SceneTextureLowRes, Input.TextureCoordinate);
vec4 bloomColorLowRes = texture(BloomTextureLowRes, Input.TextureCoordinate);
//hdrColor = hdrColor * SSAO; //hdrColor = hdrColor * SSAO;
hdrColor += bloomColor; hdrColor += bloomColor;
hdrColorLowRes;
float hdrColorsum = hdrColorLowRes.r + hdrColorLowRes.g + hdrColorLowRes.b;
//Toon mapping thingy //Toon mapping thingy
vec3 result; vec3 result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
if(hdrColorsum > 0.0) {
result = vec3(1.0) - exp(-hdrColorLowRes.rgb * Exposure);
} else {
result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
}
//gamme correction //gamme correction
result = pow(result, vec3(1.0 / Gamma)); result = pow(result, vec3(1.0 / Gamma));
+2 -1
View File
@@ -15,6 +15,7 @@ uniform float FillPercentage;
uniform float FarDistance[MAX_SPLITS]; uniform float FarDistance[MAX_SPLITS];
uniform float GlowIntensity = 10; uniform float GlowIntensity = 10;
uniform vec3 CameraPosition; uniform vec3 CameraPosition;
uniform int SSAOQuality;
uniform vec2 DiffuseUVRepeat; uniform vec2 DiffuseUVRepeat;
uniform vec2 NormalUVRepeat; uniform vec2 NormalUVRepeat;
@@ -296,7 +297,7 @@ int getShadowIndex(float far_distance[4])
void main() void main()
{ {
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r; float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT); ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat); vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat); vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
@@ -0,0 +1,207 @@
#version 430
#define MIN_AMBIENT_LIGHT 0.3
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec4 Color;
uniform vec4 DiffuseColor;
uniform vec2 ScreenDimensions;
uniform vec4 FillColor;
uniform vec4 AmbientColor;
uniform float FillPercentage;
uniform float GlowIntensity = 10;
uniform vec3 CameraPosition;
uniform int SSAOQuality;
uniform vec2 DiffuseUVRepeat;
uniform vec2 NormalUVRepeat;
uniform vec2 SpecularUVRepeat;
uniform vec2 GlowUVRepeat;
layout (binding = 0) uniform sampler2D AOTexture;
layout (binding = 1) uniform sampler2D DiffuseTexture;
layout (binding = 2) uniform sampler2D NormalMapTexture;
layout (binding = 3) uniform sampler2D SpecularMapTexture;
layout (binding = 4) uniform sampler2D GlowMapTexture;
layout (binding = 5) uniform samplerCube CubeMap;
layout (binding = 31) uniform sampler2D ShieldBuffer;
#define TILE_SIZE 16
struct LightSource {
vec4 Position;
vec4 Direction;
vec4 Color;
float Radius;
float Intensity;
float Falloff;
int Type;
};
layout (std430, binding = 1) buffer LightBuffer
{
LightSource List[];
} LightSources;
struct LightGrid {
float Start;
float Amount;
vec2 Padding;
};
layout (std430, binding = 2) buffer LightGridBuffer
{
LightGrid Data[];
} LightGrids;
layout (std430, binding = 4) buffer LightIndexBuffer
{
float LightIndex[];
};
in VertexData{
vec3 Position;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
}Input;
out vec4 sceneColor;
out vec4 bloomColor;
struct LightResult {
vec4 Diffuse;
vec4 Specular;
};
float CalcAttenuation(float radius, float dist, float falloff) {
return 1.0 - smoothstep(radius * falloff, radius, dist);
}
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
vec4 R = normalize( reflect(-lightVec, normal));
float RdotV = max( dot(R, viewVec), 0.0);
return lightColor * pow(RdotV, 90.0);
}
vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
float power = max( dot(normal, lightVec), 0.0);
return lightColor * power;
}
LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
{
vec4 L = lightPos - position;
float dist = length(L);
L = normalize(L);
float attenuation = CalcAttenuation(lightRadius, dist, falloff);
LightResult result;
result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
return result;
}
LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
{
vec4 L = normalize( -vec4(direction.xyz, 0) );
LightResult result;
result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
return result;
}
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
{
mat3 TBN = mat3(tangent, bitangent, normal);
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
return vec4(TBN * normalize(NormalMap), 0.0);
}
void main()
{
float shieldDepthValue = texelFetch(ShieldBuffer, ivec2(gl_FragCoord.xy), 0).r;
if(shieldDepthValue < gl_FragCoord.z){
discard;
}
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
vec4 position = V * M * vec4(Input.Position, 1.0);
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
normal = normalize(normal);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-position);
vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
vec3 R = reflect(-I, Input.Normal);
//R = vec3(P * vec4(R, 1.0));
vec4 reflectionColor = texture(CubeMap, R);
vec2 tilePos;
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
LightResult totalLighting;
totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0);
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
int start = int(LightGrids.Data[currentTile].Start);
int amount = int(LightGrids.Data[currentTile].Amount);
for(int i = start; i < start + amount; i++) {
int l = int(LightIndex[i]);
LightSource light = LightSources.List[l];
LightResult light_result;
//These if statements should be removed.
if(light.Type == 1) { // point
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
} else if (light.Type == 2) { //Directional
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
}
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
}
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
vec4 reflectionTotal = reflectionColor * (1-specularTexel.a) * color_result.a;
color_result = color_result * clamp(1/specularTexel.a, 0, 1) + reflectionTotal;
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
if(pos <= FillPercentage) {
color_result += FillColor;
}
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
//sceneColor = vec4(reflectionColor.xyz, 1);
color_result.xyz += glowTexel.xyz*GlowIntensity;
bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1));
//Tiled Debug Code
/*
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
sceneColor += vec4(0.5, 0, 0, 0);
} else {
sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
}
*/
}
@@ -11,6 +11,7 @@ uniform vec4 DiffuseColor;
uniform vec4 FillColor; uniform vec4 FillColor;
uniform vec4 Color; uniform vec4 Color;
uniform vec4 AmbientColor; uniform vec4 AmbientColor;
uniform int SSAOQuality;
//Get bineded at the same time as the textures //Get bineded at the same time as the textures
uniform vec2 DiffuseUVRepeat1; uniform vec2 DiffuseUVRepeat1;
@@ -178,7 +179,7 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
void main() void main()
{ {
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r; float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT); ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate); vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
@@ -0,0 +1,254 @@
#version 430
#define MIN_AMBIENT_LIGHT 0.3
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec2 ScreenDimensions;
uniform float FillPercentage;
uniform vec4 DiffuseColor;
uniform vec4 FillColor;
uniform vec4 Color;
uniform vec4 AmbientColor;
uniform int SSAOQuality;
//Get bineded at the same time as the textures
uniform vec2 DiffuseUVRepeat1;
uniform vec2 DiffuseUVRepeat2;
uniform vec2 DiffuseUVRepeat3;
uniform vec2 NormalUVRepeat1;
uniform vec2 NormalUVRepeat2;
uniform vec2 NormalUVRepeat3;
uniform vec2 SpecularUVRepeat1;
uniform vec2 SpecularUVRepeat2;
uniform vec2 SpecularUVRepeat3;
uniform vec2 GlowUVRepeat1;
uniform vec2 GlowUVRepeat2;
uniform vec2 GlowUVRepeat3;
layout (binding = 0) uniform sampler2D AOTexture;
layout (binding = 1) uniform sampler2D SplatMapTexture;
layout (binding = 2) uniform sampler2D DiffuseTexture1;
layout (binding = 3) uniform sampler2D DiffuseTexture2;
layout (binding = 4) uniform sampler2D DiffuseTexture3;
layout (binding = 5) uniform sampler2D NormalMapTexture1;
layout (binding = 6) uniform sampler2D NormalMapTexture2;
layout (binding = 7) uniform sampler2D NormalMapTexture3;
layout (binding = 8) uniform sampler2D SpecularMapTexture1;
layout (binding = 9) uniform sampler2D SpecularMapTexture2;
layout (binding = 10) uniform sampler2D SpecularMapTexture3;
layout (binding = 11) uniform sampler2D GlowMapTexture1;
layout (binding = 12) uniform sampler2D GlowMapTexture2;
layout (binding = 13) uniform sampler2D GlowMapTexture3;
layout (binding = 13) uniform sampler2D GlowMapTexture3;
layout (binding = 31) uniform samplerCube ShieldBuffer;
#define TILE_SIZE 16
struct LightSource {
vec4 Position;
vec4 Direction;
vec4 Color;
float Radius;
float Intensity;
float Falloff;
int Type;
};
layout (std430, binding = 1) buffer LightBuffer
{
LightSource List[];
} LightSources;
struct LightGrid {
float Start;
float Amount;
vec2 Padding;
};
layout (std430, binding = 2) buffer LightGridBuffer
{
LightGrid Data[];
} LightGrids;
layout (std430, binding = 4) buffer LightIndexBuffer
{
float LightIndex[];
};
in VertexData{
vec3 Position;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
}Input;
out vec4 sceneColor;
out vec4 bloomColor;
struct LightResult {
vec4 Diffuse;
vec4 Specular;
};
float CalcAttenuation(float radius, float dist, float falloff) {
return 1.0 - smoothstep(radius * 0.3, radius, dist);
}
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
vec4 R = normalize( reflect(-lightVec, normal));
float RdotV = max( dot(R, viewVec), 0.0);
return lightColor * pow(RdotV, 90.0);
}
vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
float power = max( dot(normal, lightVec), 0.0);
return lightColor * power;
}
LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
{
vec4 L = lightPos - position;
float dist = length(L);
L = normalize(L);
float attenuation = CalcAttenuation(lightRadius, dist, falloff);
LightResult result;
result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
return result;
}
LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
{
vec4 L = normalize( -vec4(direction.xyz, 0) );
LightResult result;
result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
return result;
}
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
{
mat3 TBN = mat3(tangent, bitangent, normal);
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
return vec4(TBN * normalize(NormalMap), 0.0);
}
vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues){
vec4 R_Channel = texture2D(R, Input.TextureCoordinate * R_TileValues);
vec4 G_Channel = texture2D(G, Input.TextureCoordinate * G_TileValues);
vec4 B_Channel = texture2D(B, Input.TextureCoordinate * B_TileValues);
float total = blendValue.r + blendValue.g + blendValue.b;
float totalDiv = 1.0f / total;
blendValue.r = blendValue.r * totalDiv;
blendValue.g = blendValue.g * totalDiv;
blendValue.b = blendValue.b * totalDiv;
return blendValue.r * R_Channel
+ blendValue.g * G_Channel
+ blendValue.b * B_Channel;
}
vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues){
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
vec3 R_Channel = texture(R, Input.TextureCoordinate * R_TileValues).xyz * 2.0 - vec3(1.0);
vec3 G_Channel = texture(G, Input.TextureCoordinate * G_TileValues).xyz * 2.0 - vec3(1.0);
vec3 B_Channel = texture(B, Input.TextureCoordinate * B_TileValues).xyz * 2.0 - vec3(1.0);
float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
float totalDiv = 1 / total;
blendValue.r = blendValue.r * totalDiv;
blendValue.g = blendValue.g * totalDiv;
blendValue.b = blendValue.b * totalDiv;
vec3 Normal_result = blendValue.r * R_Channel
+ blendValue.g * G_Channel
+ blendValue.b * B_Channel;
return vec4(TBN * normalize(Normal_result), 0.0);
}
void main()
{
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
vec4 diffuseTexel = CalcBlendedTexel(splatTexel, DiffuseTexture1, DiffuseTexture2, DiffuseTexture3,
DiffuseUVRepeat1, DiffuseUVRepeat2, DiffuseUVRepeat3);
vec4 glowTexel = CalcBlendedTexel(splatTexel, GlowMapTexture1, GlowMapTexture2, GlowMapTexture3,
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
vec4 position = V * M * vec4(Input.Position, 1.0);
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
normal = normalize(normal);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-position);
vec2 tilePos;
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
LightResult totalLighting;
totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0);
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
int start = int(LightGrids.Data[currentTile].Start);
int amount = int(LightGrids.Data[currentTile].Amount);
for(int i = start; i < start + amount; i++) {
int l = int(LightIndex[i]);
LightSource light = LightSources.List[l];
LightResult light_result;
//These if statements should be removed.
if(light.Type == 1) { // point
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
} else if (light.Type == 2) { //Directional
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
}
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
}
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
if(pos <= FillPercentage) {
color_result += FillColor;
}
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
color_result += glowTexel*3;
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
//Tiled Debug Code
/*
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
sceneColor += vec4(0.5, 0, 0, 0);
} else {
sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
}
*/
}
+7 -12
View File
@@ -2,11 +2,11 @@
//Number of samples per pixel //Number of samples per pixel
uniform int uNumOfSamples; uniform int uNumOfSamples;
//#define NUM_SAMPLES (11) //#define uNumOfSamples (11)
//Number of turns around the cirle //Number of turns around the cirle
uniform int uNumOfTurns; uniform int uNumOfTurns;
//#define NUM_TURNS (7) //#define uNumOfTurns (7)
layout (binding = 0) uniform sampler2D ViewSpaceZ; layout (binding = 0) uniform sampler2D ViewSpaceZ;
@@ -16,15 +16,16 @@ uniform float uProjScale;
//#define ProjScale 500 //#define ProjScale 500
uniform float uRadius; uniform float uRadius;
//#define Radius 1.0f //#define uRadius 1.0f
uniform float uBias; uniform float uBias;
//#define Bias 0.012f //#define uBias 0.05f
uniform float uContrast; uniform float uContrast;
//#define IntensityDivR6 1 //#define uContrast 1.5f
uniform float uIntensityScale; uniform float uIntensityScale;
//#define uIntensityScale 1.0f
out float AO; out float AO;
@@ -88,13 +89,7 @@ void main() {
vec3 origin = getVSPosition(originScreenCoord); vec3 origin = getVSPosition(originScreenCoord);
float radius; float radius = min(origin.z, uRadius);
if(origin.z < uRadius){
radius = origin.z;
} else {
radius = uRadius;
}
vec3 originNormal = getVSFaceNormal(origin); vec3 originNormal = getVSFaceNormal(origin);
+5
View File
@@ -2,7 +2,12 @@
layout (location = 0) in vec3 Position; layout (location = 0) in vec3 Position;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main() void main()
{ {
gl_Position = vec4(Position, 1.0); gl_Position = vec4(Position, 1.0);
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
} }
+5 -1
View File
@@ -3,11 +3,15 @@
layout (binding = 0) uniform sampler2D DepthBuffer; layout (binding = 0) uniform sampler2D DepthBuffer;
uniform vec3 ClipInfo; uniform vec3 ClipInfo;
in VertexData{
vec2 TextureCoordinate;
}Input;
out float depthLinear; out float depthLinear;
//Just for Debug, should be depthLinear //Just for Debug, should be depthLinear
//out vec4 fragmentColor; //out vec4 fragmentColor;
void main() { void main() {
float depthSample = texelFetch(DepthBuffer, ivec2(gl_FragCoord.xy), 0).r; float depthSample = texture2D(DepthBuffer, Input.TextureCoordinate).r;
depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]); depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]);
//float depthLinear = (NearClip) / ( -depthSample + 1.0f); //float depthLinear = (NearClip) / ( -depthSample + 1.0f);
//fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f); //fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f);
@@ -0,0 +1,41 @@
#version 430
uniform vec4 Color;
uniform vec4 FillColor;
uniform float FillPercentage;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
layout (binding = 1) uniform sampler2D DiffuseTexture;
layout (binding = 2) uniform sampler2D GlowMapTexture;
in VertexData{
vec3 Position;
vec3 Normal;
vec2 TextureCoordinate;
}Input;
out vec4 sceneColor;
out vec4 bloomColor;
void main()
{
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
vec4 color_result = Color * diffuseTexel;
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
if(pos <= FillPercentage) {
color_result = FillColor*diffuseTexel.a;
}
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
//bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
bloomColor = vec4(1.0, 1.0, 1.0, 0.0);
}
+5
View File
@@ -580,6 +580,11 @@ void EditorGUI::createWidgetToolButton(WidgetMode mode)
bool EditorGUI::OnKeyDown(const Events::KeyDown& e) bool EditorGUI::OnKeyDown(const Events::KeyDown& e)
{ {
ImGuiIO& io = ImGui::GetIO();
if (io.WantCaptureKeyboard) {
return false;
}
if (e.ModCtrl && e.KeyCode == GLFW_KEY_S) { if (e.ModCtrl && e.KeyCode == GLFW_KEY_S) {
if (m_CurrentSelection.Valid()) { if (m_CurrentSelection.Valid()) {
EntityWrapper baseParent = m_CurrentSelection; EntityWrapper baseParent = m_CurrentSelection;
+1 -1
View File
@@ -54,7 +54,7 @@ void EditorRenderSystem::Update(double dt)
EntityWrapper entity(m_World, cModel.EntityID); EntityWrapper entity(m_World, cModel.EntityID);
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World); glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
for (auto matGroup : model->MaterialGroups()) { for (auto matGroup : model->MaterialGroups()) {
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f); std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false);
if (cModel["Transparent"]) { if (cModel["Transparent"]) {
scene.Jobs.TransparentObjects.push_back(modelJob); scene.Jobs.TransparentObjects.push_back(modelJob);
} else { } else {
+12 -3
View File
@@ -101,8 +101,7 @@ void Client::Update()
void Client::parseMessageType(Packet& packet) void Client::parseMessageType(Packet& packet)
{ {
// Pop packetSize which is used by TCP Client to // Pop packetSize
// create a packet of the correct size
packet.ReadPrimitive<int>(); packet.ReadPrimitive<int>();
int messageType = packet.ReadPrimitive<int>(); int messageType = packet.ReadPrimitive<int>();
if (messageType == -1) if (messageType == -1)
@@ -144,6 +143,9 @@ void Client::parseMessageType(Packet& packet)
case MessageType::OnDoubleJump: case MessageType::OnDoubleJump:
parseDoubleJump(packet); parseDoubleJump(packet);
break; break;
case MessageType::AmmoPickup:
parseAmmoPickup(packet);
break;
default: default:
break; break;
} }
@@ -233,7 +235,6 @@ void Client::parseSpawnEvents()
m_EventBroker->Publish(e); m_EventBroker->Publish(e);
} }
m_PlayerSpawnEvents = tempSpawn; m_PlayerSpawnEvents = tempSpawn;
// m_PlayerSpawnEvents.clear();
} }
void Client::parsePlayersSpawned(Packet& packet) void Client::parsePlayersSpawned(Packet& packet)
@@ -296,6 +297,14 @@ void Client::parseDoubleJump(Packet & packet)
} }
} }
void Client::parseAmmoPickup(Packet & packet)
{
Events::AmmoPickup e;
e.AmmoGain = packet.ReadPrimitive<int>();
e.Player = m_LocalPlayer;
m_EventBroker->Publish(e);
}
void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID) void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID)
{ {
for (auto field : componentInfo.FieldsInOrder) { for (auto field : componentInfo.FieldsInOrder) {
+18 -3
View File
@@ -13,7 +13,7 @@ Server::Server(World* world, EventBroker* eventBroker, int port)
EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &Server::OnEntityDeleted); EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &Server::OnEntityDeleted);
EVENT_SUBSCRIBE_MEMBER(m_EComponentDeleted, &Server::OnComponentDeleted); EVENT_SUBSCRIBE_MEMBER(m_EComponentDeleted, &Server::OnComponentDeleted);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Server::OnPlayerDamage); EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Server::OnPlayerDamage);
EVENT_SUBSCRIBE_MEMBER(m_EAmmoPickup, &Server::OnAmmoPickup);
// BindWW // BindWW
if (port == 0) { if (port == 0) {
port = config->Get<float>("Networking.Port", 27666); port = config->Get<float>("Networking.Port", 27666);
@@ -510,6 +510,19 @@ bool Server::OnPlayerDamage(const Events::PlayerDamage& e)
return true; return true;
} }
bool Server::OnAmmoPickup(const Events::AmmoPickup & e)
{
for (auto& kv : m_ConnectedPlayers) {
if (e.Player.ID == kv.second.EntityID) {
Packet packet(MessageType::AmmoPickup);
// We dont send playerID as it will be set at client to local
packet.WritePrimitive(e.AmmoGain);
m_Reliable.Send(packet, kv.second);
}
}
return true;
}
void Server::parseClientPing() void Server::parseClientPing()
{ {
LOG_INFO("%i: Parsing ping", m_PacketID); LOG_INFO("%i: Parsing ping", m_PacketID);
@@ -604,12 +617,14 @@ bool Server::shouldSendToClient(EntityWrapper childEntity)
auto children = m_World->GetDirectChildren(childEntity.ID); auto children = m_World->GetDirectChildren(childEntity.ID);
for (auto it = children.first; it != children.second; it++) { for (auto it = children.first; it != children.second; it++) {
EntityWrapper child(m_World, it->second); EntityWrapper child(m_World, it->second);
if(child.HasComponent("CapturePoint")) { if (child.HasComponent("CapturePoint") || child.HasComponent("HealthPickup")
|| child.HasComponent("AmmoPickup")) {
return true; return true;
} }
} }
return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid() return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid()
|| childEntity.HasComponent("CapturePoint"); || childEntity.HasComponent("CapturePoint") || childEntity.HasComponent("HealthPickup")
|| childEntity.HasComponent("AmmoPickup");
} }
PlayerID Server::GetPlayerIDFromEndpoint() PlayerID Server::GetPlayerIDFromEndpoint()
+59 -33
View File
@@ -1,19 +1,41 @@
#include "Rendering/DrawBloomPass.h" #include "Rendering/DrawBloomPass.h"
DrawBloomPass::DrawBloomPass(IRenderer* renderer) DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
: m_Renderer(renderer)
, m_Config(config)
{ {
m_Renderer = renderer; InitializeTextures();
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh"); ChangeQuality(m_Config->Get<int>("GLOW.Quality", 2));
InitializeTextures();
InitializeBuffers();
InitializeShaderPrograms();
} }
void DrawBloomPass::InitializeTextures() void DrawBloomPass::InitializeTextures()
{ {
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false); m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
}
void DrawBloomPass::ChangeQuality(int quality)
{
if (m_Quality == quality) {
return;
}
m_Quality = quality;
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
if (m_Quality == 0) {
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
m_GaussianTexture_horiz = 0;
m_GaussianTexture_vert = 0;
return;
}
InitializeTextures();
InitializeBuffers();
InitializeShaderPrograms();
std::string qStr = std::to_string(m_Quality);
m_Iterations = m_Config->Get<float>("GLOW" + qStr + ".NumIterations", 0);
} }
void DrawBloomPass::InitializeShaderPrograms() void DrawBloomPass::InitializeShaderPrograms()
@@ -35,37 +57,45 @@ void DrawBloomPass::InitializeShaderPrograms()
} }
} }
void DrawBloomPass::InitializeBuffers() void DrawBloomPass::InitializeBuffers()
{ {
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0))); if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
m_GaussianFrameBuffer_horiz.Generate(); m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_horiz.Generate();
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0))); m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
m_GaussianFrameBuffer_vert.Generate(); }
m_GaussianFrameBuffer_vert.Generate();
} }
void DrawBloomPass::ClearBuffer() void DrawBloomPass::ClearBuffer()
{ {
if (m_Quality == 0) {
return;
}
GLERROR("PRE"); GLERROR("PRE");
m_GaussianFrameBuffer_horiz.Bind(); m_GaussianFrameBuffer_horiz.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f); glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
m_GaussianFrameBuffer_horiz.Unbind(); m_GaussianFrameBuffer_horiz.Unbind();
m_GaussianFrameBuffer_vert.Bind(); m_GaussianFrameBuffer_vert.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f); glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
m_GaussianFrameBuffer_vert.Unbind(); m_GaussianFrameBuffer_vert.Unbind();
GLERROR("END"); GLERROR("END");
} }
void DrawBloomPass::Draw(GLuint texture) void DrawBloomPass::Draw(GLuint texture)
{ {
if (m_Quality == 0) {
return;
}
GLERROR("DrawBloomPass::Draw: Pre"); GLERROR("DrawBloomPass::Draw: Pre");
DrawBloomPassState state; DrawBloomPassState state;
@@ -84,11 +114,12 @@ void DrawBloomPass::Draw(GLuint texture)
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//Iterate some times to make it more gaussian. //Iterate some times to make it more gaussian.
for (int i = 1; i < m_iterations; i++) { for (int i = 1; i < m_Iterations; i++) {
//Vertical pass //Vertical pass
m_GaussianFrameBuffer_vert.Bind(); m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind(); m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
glBindVertexArray(m_ScreenQuad->VAO); glBindVertexArray(m_ScreenQuad->VAO);
@@ -96,16 +127,19 @@ void DrawBloomPass::Draw(GLuint texture)
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//horizontal pass //horizontal pass
m_GaussianFrameBuffer_vert.Unbind();
m_GaussianFrameBuffer_horiz.Bind(); m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind(); m_GaussianProgram_horiz->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
glBindVertexArray(m_ScreenQuad->VAO); glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
m_GaussianFrameBuffer_horiz.Unbind();
} }
//final vertical gaussian after the iterations are done //final vertical gaussian after the iterations are done
@@ -113,6 +147,7 @@ void DrawBloomPass::Draw(GLuint texture)
m_GaussianFrameBuffer_vert.Bind(); m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind(); m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
glBindVertexArray(m_ScreenQuad->VAO); glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
@@ -125,20 +160,11 @@ void DrawBloomPass::Draw(GLuint texture)
void DrawBloomPass::OnWindowResize() void DrawBloomPass::OnWindowResize()
{ {
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); if (m_Quality == 0) {
return;
}
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_vert.Generate(); m_GaussianFrameBuffer_vert.Generate();
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_horiz.Generate(); m_GaussianFrameBuffer_horiz.Generate();
} }
void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
GLERROR("Texture initialization failed");
}
@@ -18,7 +18,7 @@ void DrawColorCorrectionPass::InitializeShaderPrograms()
m_ColorCorrectionProgram->Link(); m_ColorCorrectionProgram->Link();
} }
void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure) void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure)
{ {
//glBindFramebuffer(GL_FRAMEBUFFER, 0); //glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERROR("DrawScreenQuadPass::Draw: Pre"); GLERROR("DrawScreenQuadPass::Draw: Pre");
@@ -33,10 +33,6 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLu
glBindTexture(GL_TEXTURE_2D, sceneTexture); glBindTexture(GL_TEXTURE_2D, sceneTexture);
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, bloomTexture); glBindTexture(GL_TEXTURE_2D, bloomTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, sceneTextureLowRes);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, bloomTextureLowRes);
glBindVertexArray(m_ScreenQuad->VAO); glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
File diff suppressed because it is too large Load Diff
+7 -8
View File
@@ -8,11 +8,12 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
Enable(GL_BLEND); Enable(GL_BLEND);
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Enable(GL_DEPTH_TEST); Enable(GL_DEPTH_TEST);
DepthMask(GL_TRUE);
Enable(GL_CULL_FACE); Enable(GL_CULL_FACE);
Enable(GL_STENCIL_TEST); // Enable(GL_STENCIL_TEST);
StencilFunc(GL_NOTEQUAL, 1, 0xFF); // StencilFunc(GL_NOTEQUAL, 1, 0xFF);
StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); // StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
StencilMask(0xFF); // StencilMask(0xFF);
ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f)); ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
} }
@@ -24,11 +25,9 @@ DrawFinalPassState::~DrawFinalPassState()
DrawStencilState::DrawStencilState(GLuint frameBuffer) DrawStencilState::DrawStencilState(GLuint frameBuffer)
{ {
BindFramebuffer(frameBuffer); BindFramebuffer(frameBuffer);
Enable(GL_STENCIL_TEST);
StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
StencilFunc(GL_ALWAYS, 1, 0xFF);
StencilMask(0xFF);
Enable(GL_DEPTH_TEST); Enable(GL_DEPTH_TEST);
DepthMask(GL_TRUE);
Enable(GL_CULL_FACE);
ClearColor(glm::vec4(0.f)); ClearColor(glm::vec4(0.f));
} }
+7 -5
View File
@@ -41,8 +41,9 @@ void FrameBuffer::Generate()
GLERROR("PRE"); GLERROR("PRE");
std::vector<GLenum> attachments; std::vector<GLenum> attachments;
if (m_BufferHandle == 0) {
glGenFramebuffers(1, &m_BufferHandle); glGenFramebuffers(1, &m_BufferHandle);
}
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle); glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
GLERROR("1"); GLERROR("1");
@@ -66,11 +67,12 @@ void FrameBuffer::Generate()
GLERROR("2"); GLERROR("2");
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) { if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
GLERROR("Attachment"); attachments.push_back((*it)->m_Attachment);
} }
GLERROR("3"); GLERROR("Attachment");
}
GLERROR("3");
GLenum* bufferTextures = &attachments[0]; GLenum* bufferTextures = &attachments[0];
glDrawBuffers(attachments.size(), bufferTextures); glDrawBuffers(attachments.size(), bufferTextures);
+5 -17
View File
@@ -19,15 +19,16 @@ PickingPass::~PickingPass()
void PickingPass::InitializeTextures() void PickingPass::InitializeTextures()
{ {
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, CommonFunctions::GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE); glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST, CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8); glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
} }
void PickingPass::InitializeFrameBuffers() void PickingPass::InitializeFrameBuffers()
{ {
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT))); m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0))); m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
m_PickingBuffer.Generate(); m_PickingBuffer.Generate();
@@ -366,7 +367,7 @@ void PickingPass::ClearPicking()
m_PickingBuffer.Bind(); m_PickingBuffer.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f); glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
m_PickingBuffer.Unbind(); m_PickingBuffer.Unbind();
GLERROR("END"); GLERROR("END");
} }
@@ -407,16 +408,3 @@ PickData PickingPass::Pick(glm::vec2 screenCoord)
pickData.World = pickInfo.World; pickData.World = pickInfo.World;
return pickData; return pickData;
} }
void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
{
//TODO: Renderer: Make this in a sparate class
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
GLERROR("Texture initialization failed");
}
+1 -1
View File
@@ -9,11 +9,11 @@ PickingPassState::PickingPassState(GLuint frameBuffer)
Enable(GL_DEPTH_TEST); Enable(GL_DEPTH_TEST);
Enable(GL_CULL_FACE); Enable(GL_CULL_FACE);
Disable(GL_BLEND); Disable(GL_BLEND);
glm::vec4 clearColor = glm::vec4(0.f); glm::vec4 clearColor = glm::vec4(0.f);
//ClearColor(clearColor); //ClearColor(clearColor);
//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLERROR("END"); GLERROR("END");
} }
PickingPassState::~PickingPassState() PickingPassState::~PickingPassState()
+20
View File
@@ -135,6 +135,26 @@ bool RenderState::DepthMask(GLboolean flag)
return !GLERROR("DepthMask"); return !GLERROR("DepthMask");
} }
bool RenderState::DepthFunc(GLenum func)
{
GLint original;
glGetIntegerv(GL_DEPTH_FUNC, &original);
m_ResetFunctions.push_back(std::bind(glDepthFunc, original));
glDepthFunc(func);
return !GLERROR("DepthFunc");
}
bool RenderState::AlphaFunc(GLenum func, GLclampf thresholder)
{
GLint originalFunc;
glGetIntegerv(GL_ALPHA_TEST_FUNC, &originalFunc);
GLint originalRef;
glGetIntegerv(GL_ALPHA_TEST_REF, &originalRef);
m_ResetFunctions.push_back(std::bind(glAlphaFunc, originalFunc, originalRef));
glAlphaFunc(func, thresholder);
return !GLERROR("AlphaFunc");
}
RenderState::~RenderState() RenderState::~RenderState()
{ {
for (auto& f : boost::adaptors::reverse(m_ResetFunctions)) { for (auto& f : boost::adaptors::reverse(m_ResetFunctions)) {
+10 -9
View File
@@ -240,6 +240,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
fillColor = (glm::vec4)fillComponent["Color"]; fillColor = (glm::vec4)fillComponent["Color"];
} }
bool isShielded = m_World->HasComponent(cModel.EntityID, "Shielded") || m_World->HasComponent(cModel.EntityID, "Player");
glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World); glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World);
//Loop through all materialgroups of a model //Loop through all materialgroups of a model
for (auto matGroup : model->MaterialGroups()) { for (auto matGroup : model->MaterialGroups()) {
@@ -255,20 +257,19 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
cModel, cModel,
m_World, m_World,
fillColor, fillColor,
fillPercentage fillPercentage,
isShielded
)); ));
if (m_World->HasComponent(cModel.EntityID, "Shield")){ if (m_World->HasComponent(cModel.EntityID, "Shield")){
explosionEffectJob->CalculateHash(); explosionEffectJob->CalculateHash();
Jobs.ShieldObjects.push_back(explosionEffectJob); Jobs.ShieldObjects.push_back(explosionEffectJob);
} else if (m_World->HasComponent(cModel.EntityID, "Shielded") } else if (isShielded) {
|| m_World->HasComponent(cModel.EntityID, "Player")) {
if (explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) { if (explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) {
cModel["Transparent"] = true; cModel["Transparent"] = true;
} }
if (cModel["Transparent"]) { if (cModel["Transparent"]) {
Jobs.TransparentShieldedObjects.push_back(explosionEffectJob); Jobs.TransparentObjects.push_back(explosionEffectJob);
} else { } else {
explosionEffectJob->CalculateHash(); explosionEffectJob->CalculateHash();
Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob); Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob);
@@ -294,20 +295,20 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
cModel, cModel,
m_World, m_World,
fillColor, fillColor,
fillPercentage fillPercentage,
isShielded
)); ));
if (m_World->HasComponent(cModel.EntityID, "Shield")) { if (m_World->HasComponent(cModel.EntityID, "Shield")) {
modelJob->CalculateHash(); modelJob->CalculateHash();
Jobs.ShieldObjects.push_back(modelJob); Jobs.ShieldObjects.push_back(modelJob);
} else if (m_World->HasComponent(cModel.EntityID, "Shielded") } else if (isShielded) {
|| m_World->HasComponent(cModel.EntityID, "Player")) {
if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) { if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) {
cModel["Transparent"] = true; cModel["Transparent"] = true;
} }
if (cModel["Transparent"]) { if (cModel["Transparent"]) {
Jobs.TransparentShieldedObjects.push_back(modelJob); Jobs.TransparentObjects.push_back(modelJob);
} else { } else {
modelJob->CalculateHash(); modelJob->CalculateHash();
Jobs.OpaqueShieldedObjects.push_back(modelJob); Jobs.OpaqueShieldedObjects.push_back(modelJob);
+30 -34
View File
@@ -4,6 +4,8 @@ std::unordered_map<GLFWwindow*, Renderer*> Renderer::m_WindowToRenderer;
void Renderer::Initialize() void Renderer::Initialize()
{ {
m_SSAO_Quality = m_Config->Get<int>("SSAO.Quality", 0);
m_GLOW_Quality = m_Config->Get<int>("GLOW.Quality", 0);
InitializeWindow(); InitializeWindow();
InitializeRenderPasses(); InitializeRenderPasses();
@@ -26,9 +28,9 @@ void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height
glViewport(0, 0, width, height); glViewport(0, 0, width, height);
Renderer* currentRenderer = m_WindowToRenderer[window]; Renderer* currentRenderer = m_WindowToRenderer[window];
currentRenderer->m_ViewportSize = Rectangle(width, height); currentRenderer->m_ViewportSize = Rectangle(width, height);
currentRenderer->m_PickingPass->OnWindowResize();
currentRenderer->m_DrawFinalPass->OnWindowResize(); currentRenderer->m_DrawFinalPass->OnWindowResize();
currentRenderer->m_LightCullingPass->OnWindowResize(); currentRenderer->m_LightCullingPass->OnWindowResize();
currentRenderer->m_PickingPass->OnWindowResize();
currentRenderer->m_DrawBloomPass->OnWindowResize(); currentRenderer->m_DrawBloomPass->OnWindowResize();
currentRenderer->m_SSAOPass->OnWindowResize(); currentRenderer->m_SSAOPass->OnWindowResize();
} }
@@ -102,7 +104,8 @@ void Renderer::Update(double dt)
void Renderer::Draw(RenderFrame& frame) void Renderer::Draw(RenderFrame& frame)
{ {
GLERROR("PRE"); GLERROR("PRE");
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion"); glBindFramebuffer(GL_FRAMEBUFFER, 0);
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion");
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)"); ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
if(m_CubeMapTexture == 0) { if(m_CubeMapTexture == 0) {
m_CubeMapPass->LoadTextures("Nevada"); m_CubeMapPass->LoadTextures("Nevada");
@@ -110,19 +113,16 @@ void Renderer::Draw(RenderFrame& frame)
m_CubeMapPass->LoadTextures("Sky"); m_CubeMapPass->LoadTextures("Sky");
} }
ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.01f, 5.0f); ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 0.1f); ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
ImGui::SliderFloat("SSAO contrast", &m_SSAO_Contrast, 0.0f, 10.0f); m_SSAOPass->ChangeQuality(m_SSAO_Quality);
ImGui::SliderFloat("SSAO IntensityScale", &m_SSAO_IntensityScale, 0.0f, 10.0f); m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100);
ImGui::SliderInt("SSAO Number of Turns", &m_SSAO_NumOfTurns, 0, 50);
m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns);
GLERROR("SSAO Settings"); GLERROR("SSAO Settings");
//clear buffer 0 //clear buffer 0
glClearColor(0.f, 0.f, 0.f, 0.f); glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Clear other buffers //Clear other buffers
PerformanceTimer::StartTimer("Renderer-ClearBuffers"); PerformanceTimer::StartTimer("Renderer-ClearBuffers");
m_PickingPass->ClearPicking(); m_PickingPass->ClearPicking();
m_DrawFinalPass->ClearBuffer(); m_DrawFinalPass->ClearBuffer();
@@ -132,18 +132,16 @@ void Renderer::Draw(RenderFrame& frame)
PerformanceTimer::StopTimer("Renderer-ClearBuffers"); PerformanceTimer::StopTimer("Renderer-ClearBuffers");
GLERROR("ClearBuffers"); GLERROR("ClearBuffers");
for (auto scene : frame.RenderScenes) { for (auto scene : frame.RenderScenes) {
PerformanceTimer::StartTimer("Renderer-Depth"); PerformanceTimer::StartTimer("Renderer-PickingPass");
m_PickingPass->Draw(*scene); m_PickingPass->Draw(*scene);
GLERROR("Drawing pickingpass"); GLERROR("Drawing pickingpass");
PerformanceTimer::StopTimer("Renderer-Depth"); PerformanceTimer::StopTimer("Renderer-PickingPass");
} }
PerformanceTimer::StartTimer("AO generation"); PerformanceTimer::StartTimer("Renderer-AO generation");
m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera); m_SSAOPass->Draw(*m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
GLuint ao = m_SSAOPass->SSAOTexture(); PerformanceTimer::StopTimer("Renderer-AO generation");
PerformanceTimer::StopTimer("AO generation");
for (auto scene : frame.RenderScenes){ for (auto scene : frame.RenderScenes){
PerformanceTimer::StartTimer("Renderer-Depth");
PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");
SortRenderJobsByDepth(*scene); SortRenderJobsByDepth(*scene);
GLERROR("SortByDepth"); GLERROR("SortByDepth");
m_ShadowPass->Draw(*scene); m_ShadowPass->Draw(*scene);
@@ -156,8 +154,8 @@ void Renderer::Draw(RenderFrame& frame)
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling"); PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
m_LightCullingPass->CullLights(*scene); m_LightCullingPass->CullLights(*scene);
GLERROR("LightCulling"); GLERROR("LightCulling");
m_DrawFinalPass->Draw(*scene, ao); PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light"); m_DrawFinalPass->Draw(*scene);
GLERROR("Draw Geometry+Light"); GLERROR("Draw Geometry+Light");
//m_DrawScenePass->Draw(*scene); //m_DrawScenePass->Draw(*scene);
@@ -173,7 +171,7 @@ void Renderer::Draw(RenderFrame& frame)
if (m_DebugTextureToDraw == 0) { if (m_DebugTextureToDraw == 0) {
PerformanceTimer::StartTimer("Renderer-Color Correction Pass"); PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure); m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
PerformanceTimer::StopTimer("Renderer-Color Correction Pass"); PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
} }
@@ -185,18 +183,12 @@ void Renderer::Draw(RenderFrame& frame)
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture()); m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture());
} }
if (m_DebugTextureToDraw == 3) { if (m_DebugTextureToDraw == 3) {
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTextureLowRes());
}
if (m_DebugTextureToDraw == 4) {
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTextureLowRes());
}
if (m_DebugTextureToDraw == 5) {
m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture()); m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
} }
if (m_DebugTextureToDraw == 6) { if (m_DebugTextureToDraw == 4) {
m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture()); m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
} }
if (m_DebugTextureToDraw == 7) { if (m_DebugTextureToDraw == 5) {
m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture()); m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
} }
PerformanceTimer::StopTimer("Renderer-Misc Debug Draws"); PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
@@ -204,8 +196,11 @@ void Renderer::Draw(RenderFrame& frame)
PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass"); PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
m_ImGuiRenderPass->Draw(); m_ImGuiRenderPass->Draw();
GLERROR("Imgui draw"); GLERROR("Imgui draw");
PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass");
PerformanceTimer::StartTimer("Renderer-SwapBuffer");
glfwSwapBuffers(m_Window); glfwSwapBuffers(m_Window);
PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass"); PerformanceTimer::StopTimer("Renderer-SwapBuffer");
} }
PickData Renderer::Pick(glm::vec2 screenCoord) PickData Renderer::Pick(glm::vec2 screenCoord)
@@ -246,9 +241,10 @@ void Renderer::InitializeRenderPasses()
m_LightCullingPass = new LightCullingPass(this); m_LightCullingPass = new LightCullingPass(this);
m_ShadowPass = new ShadowPass(this); m_ShadowPass = new ShadowPass(this);
m_CubeMapPass = new CubeMapPass(this); m_CubeMapPass = new CubeMapPass(this);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_ShadowPass); m_SSAOPass = new SSAOPass(this, m_Config);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass);
m_DrawScreenQuadPass = new DrawScreenQuadPass(this); m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
m_DrawBloomPass = new DrawBloomPass(this); m_DrawBloomPass = new DrawBloomPass(this, m_Config);
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this); m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
m_SSAOPass = new SSAOPass(this);
} }
+184 -41
View File
@@ -1,84 +1,168 @@
#include "Rendering/SSAOPass.h" #include "Rendering/SSAOPass.h"
SSAOPass::SSAOPass(IRenderer* renderer) SSAOPass::SSAOPass(IRenderer* renderer, ConfigFile* config)
: m_Renderer(renderer)
, m_Config(config)
{ {
m_Renderer = renderer; m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
ChangeQuality(m_Config->Get<int>("SSAO.Quality", 0));
}
void SSAOPass::ChangeQuality(int quality)
{
if (m_Quality == quality) {
return;
}
m_Quality = quality;
if (m_Quality == 0) {
CommonFunctions::DeleteTexture(&m_SSAOTexture);
CommonFunctions::DeleteTexture(&m_SSAOViewSpaceZTexture);
CommonFunctions::DeleteTexture(&m_Gaussian_horiz);
CommonFunctions::DeleteTexture(&m_Gaussian_vert);
return;
}
std::string qStr = std::to_string(m_Quality);
Setting(
m_Config->Get<float>("SSAO" + qStr + ".Radius", 0.01),
m_Config->Get<float>("SSAO" + qStr + ".Bias", 0.012),
m_Config->Get<float>("SSAO" + qStr + ".Contrast", 1.0),
m_Config->Get<float>("SSAO" + qStr + ".Intensity", 1.0),
m_Config->Get<int>("SSAO" + qStr + ".NumSamples", 0),
m_Config->Get<int>("SSAO" + qStr + ".NumTurns", 0),
m_Config->Get<int>("SSAO" + qStr + ".NumIterations", 0),
m_Config->Get<int>("SSAO" + qStr + ".TextureQuality", 4)
);
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh"); m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
InitializeTexture(); InitializeTexture();
InitializeBuffer(); InitializeBuffer();
InitializeShaderProgram(); InitializeShaderProgram();
Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
m_DrawBloomPass = new DrawBloomPass(renderer);
} }
void SSAOPass::InitializeShaderProgram() void SSAOPass::InitializeShaderProgram()
{ {
m_SSAOProgram = ResourceManager::Load<ShaderProgram>("##SSAOProgram"); m_SSAOProgram = ResourceManager::Load<ShaderProgram>("##SSAOProgram");
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl"))); if (m_SSAOProgram->GetHandle() == 0) {
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl"))); m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
m_SSAOProgram->Compile(); m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
m_SSAOProgram->Link(); m_SSAOProgram->Compile();
m_SSAOProgram->Link();
}
m_SSAOViewSpaceZProgram = ResourceManager::Load<ShaderProgram>("##SSAOViewSpaceZProgram"); m_SSAOViewSpaceZProgram = ResourceManager::Load<ShaderProgram>("##SSAOViewSpaceZProgram");
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl"))); if (m_SSAOViewSpaceZProgram->GetHandle() == 0) {
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl"))); m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
m_SSAOViewSpaceZProgram->Compile(); m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
m_SSAOViewSpaceZProgram->Link(); m_SSAOViewSpaceZProgram->Compile();
m_SSAOViewSpaceZProgram->Link();
}
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
if (m_GaussianProgram_horiz->GetHandle() == 0) {
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
m_GaussianProgram_horiz->Compile();
m_GaussianProgram_horiz->Link();
}
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
if (m_GaussianProgram_vert->GetHandle() == 0) {
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
m_GaussianProgram_vert->Compile();
m_GaussianProgram_vert->Link();
}
} }
void SSAOPass::InitializeTexture() { void SSAOPass::InitializeTexture() {
GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R8, GL_RED, GL_FLOAT); CommonFunctions::GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R32F, GL_RED, GL_FLOAT); CommonFunctions::GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R32F, GL_RED, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_Gaussian_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_Gaussian_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
} }
void SSAOPass::InitializeBuffer() void SSAOPass::InitializeBuffer()
{ {
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0))); if (m_SSAOFramBuffer.GetHandle() == 0) {
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
}
m_SSAOFramBuffer.Generate(); m_SSAOFramBuffer.Generate();
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
if (m_SSAOViewSpaceZFramBuffer.GetHandle() == 0) {
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
}
m_SSAOViewSpaceZFramBuffer.Generate(); m_SSAOViewSpaceZFramBuffer.Generate();
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_Gaussian_horiz, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_horiz.Generate();
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_Gaussian_vert, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_vert.Generate();
} }
void SSAOPass::ClearBuffer() void SSAOPass::ClearBuffer()
{ {
if (m_Quality == 0) {
return;
}
m_SSAOFramBuffer.Bind(); m_SSAOFramBuffer.Bind();
glClearColor(1.f, 1.f, 1.f, 1.f); glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
m_SSAOFramBuffer.Unbind(); m_SSAOFramBuffer.Unbind();
m_SSAOViewSpaceZFramBuffer.Bind(); m_SSAOViewSpaceZFramBuffer.Bind();
glClearColor(1.f, 1.f, 1.f, 1.f); glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
m_SSAOViewSpaceZFramBuffer.Unbind(); m_SSAOViewSpaceZFramBuffer.Unbind();
m_GaussianFrameBuffer_horiz.Bind();
glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
m_GaussianFrameBuffer_horiz.Unbind();
m_GaussianFrameBuffer_vert.Bind();
glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
m_GaussianFrameBuffer_vert.Unbind();
} }
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns) { void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality) {
m_Radius = radius; m_Radius = radius;
m_Bias = bias; m_Bias = bias;
m_Contrast = contrast; m_Contrast = contrast;
m_IntensityScale = intensityScale; m_IntensityScale = intensityScale;
m_NumOfSamples = numOfSamples; m_NumOfSamples = numOfSamples;
m_NumOfTurns = NumOfTurns; m_NumOfTurns = numOfTurns;
} m_Iterations = iterations;
m_TextureQuality = quality;
void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);
GLERROR("Texture initialization failed");
} }
void SSAOPass::Draw(GLuint depthBuffer, Camera* camera) void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
{ {
if (m_Quality == 0) {
return;
}
SSAOPassState state; SSAOPassState state;
GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle(); GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle();
GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle(); GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle();
@@ -98,6 +182,7 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
(-1.0f), (-1.0f),
(+1.0f) (+1.0f)
);*/ );*/
glViewport(0, 0, (m_Renderer->GetViewportSize().Width >> m_TextureQuality), (m_Renderer->GetViewportSize().Height >> m_TextureQuality)); //JOHAN TODO: Get this into state
glUniform3fv(glGetUniformLocation(viewSpaceZPShaderHandle, "ClipInfo"), 1, glm::value_ptr(clipInfo)); glUniform3fv(glGetUniformLocation(viewSpaceZPShaderHandle, "ClipInfo"), 1, glm::value_ptr(clipInfo));
glBindVertexArray(m_ScreenQuad->VAO); glBindVertexArray(m_ScreenQuad->VAO);
@@ -107,9 +192,9 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
glm::vec4 projInfo = glm::vec4( glm::vec4 projInfo = glm::vec4(
((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]), ((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
(-2.0 / (m_Renderer->GetViewportSize().Width * camera->ProjectionMatrix()[0][0])), (-2.0 / ((m_Renderer->GetViewportSize().Width >> m_TextureQuality) * camera->ProjectionMatrix()[0][0])),
((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]), ((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]),
(-2.0 / (m_Renderer->GetViewportSize().Height * camera->ProjectionMatrix()[1][1])) (-2.0 / ((m_Renderer->GetViewportSize().Height >> m_TextureQuality) * camera->ProjectionMatrix()[1][1]))
); );
@@ -120,26 +205,84 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture); glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
// How many pixel there are in a 1m long object 1m away from the camera // How many pixel there are in a 1m long object 1m away from the camera
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), m_Renderer->GetViewportSize().Height / (-2.0f * glm::tan(camera->FOV() * 0.5f))); glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), (m_Renderer->GetViewportSize().Height >> m_TextureQuality) / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius); glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias); glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uContrast"), m_Contrast); glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uContrast"), m_Contrast);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uIntensityScale"), m_IntensityScale); glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uIntensityScale"), m_IntensityScale);
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfSamples"), m_NumOfSamples); glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfSamples"), m_NumOfSamples);
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);; glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);
glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "uProjInfo"), 1, glm::value_ptr(projInfo)); glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "uProjInfo"), 1, glm::value_ptr(projInfo));
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1 glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
m_DrawBloomPass->ClearBuffer(); DrawBloomPassState BloomState;
m_DrawBloomPass->Draw(m_SSAOTexture); GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_SSAOTexture);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//Iterate some times to make it more gaussian.
for (int i = 1; i < m_Iterations; i++) {
//Vertical pass
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//horizontal pass
m_GaussianFrameBuffer_vert.Unbind();
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_Gaussian_vert);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
m_GaussianFrameBuffer_horiz.Unbind();
}
//final vertical gaussian after the iterations are done
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
m_GaussianFrameBuffer_vert.Unbind();
glViewport(0, 0, (m_Renderer->GetViewportSize().Width), (m_Renderer->GetViewportSize().Height));
} }
void SSAOPass::OnWindowResize() { void SSAOPass::OnWindowResize() {
m_DrawBloomPass->OnWindowResize(); if (m_Quality == 0) {
return;
}
InitializeTexture(); InitializeTexture();
m_SSAOFramBuffer.Generate(); InitializeBuffer();
m_SSAOViewSpaceZFramBuffer.Generate();
} }
@@ -17,3 +17,46 @@ Texture* CommonFunctions::LoadTexture(std::string path, bool threaded)
return img; return img;
} }
void CommonFunctions::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
{
glDeleteTextures(1, texture);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);
GLERROR("Texture initialization failed");
}
void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat)
{
glDeleteTextures(1, texture);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, *texture);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, false);
GLERROR("Texture initialization failed");
}
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
GLERROR("MipMap Texture initialization failed");
}
void CommonFunctions::DeleteTexture(GLuint* texture)
{
glDeleteTextures(1, texture);
*texture = 0;
}
+7 -2
View File
@@ -31,22 +31,27 @@ glm::vec3 ScreenCoords::ToWorldPos(glm::vec2 screenCoord, float depth, float scr
ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer) ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
{ {
GLERROR("Pre");
PickDataBuffer->Bind(); PickDataBuffer->Bind();
unsigned char pdata[3]; unsigned char pdata[3];
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata); glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata);
GLERROR("glReadPixels(pdata) Error");
PickDataBuffer->Unbind(); PickDataBuffer->Unbind();
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer); glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
GLERROR("glBindFramebuffer(DepthBuffer) Error");
float depthData; float depthData;
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData); glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);
GLERROR("glReadPixels(depthData) Error");
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERROR("glBindFramebuffer(0) Error");
PixelData p; PixelData p;
p.Color[0] = (int)pdata[0]; p.Color[0] = (int)pdata[0];
p.Color[1] = (int)pdata[1]; p.Color[1] = (int)pdata[1];
p.Depth = depthData; p.Depth = depthData;
GLERROR("ScreenCoords::ToPixelData Error"); GLERROR("End");
return p; return p;
} }
+1 -1
View File
@@ -53,7 +53,7 @@ Game::Game(int argc, char* argv[])
m_EventBroker = new EventBroker(); m_EventBroker = new EventBroker();
// Create the renderer // Create the renderer
m_Renderer = new Renderer(m_EventBroker); m_Renderer = new Renderer(m_EventBroker, m_Config);
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false)); m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false)); m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
m_Renderer->SetResolution(Rectangle::Rectangle( m_Renderer->SetResolution(Rectangle::Rectangle(
+56 -26
View File
@@ -3,37 +3,43 @@
AmmoPickupSystem::AmmoPickupSystem(SystemParams params) AmmoPickupSystem::AmmoPickupSystem(SystemParams params)
: System(params) : System(params)
{ {
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch); if (IsServer) {
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch);
}
if (IsClient) {
EVENT_SUBSCRIBE_MEMBER(m_EAmmoPickup, &AmmoPickupSystem::OnAmmoPickup);
}
} }
void AmmoPickupSystem::Update(double dt) void AmmoPickupSystem::Update(double dt)
{ {
for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it) if (IsServer) {
{ for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it) {
auto& ammoPickupPosition = *it; auto& ammoPickupPosition = *it;
//set the double timer value (value 3) //set the double timer value (value 3)
ammoPickupPosition.DecreaseThisRespawnTimer -= dt; ammoPickupPosition.DecreaseThisRespawnTimer -= dt;
if (ammoPickupPosition.DecreaseThisRespawnTimer < 0.0) { if (ammoPickupPosition.DecreaseThisRespawnTimer < 0.0) {
//spawn and delete the vector item //spawn and delete the vector item
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/AmmoPickup.xml"); auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/AmmoPickup.xml");
EntityFileParser parser(entityFile); EntityFileParser parser(entityFile);
EntityID ammoPickupID = parser.MergeEntities(m_World); EntityID ammoPickupID = parser.MergeEntities(m_World);
//let the world know a pickup has spawned (graphics effects, etc) //let the world know a pickup has spawned (graphics effects, etc)
Events::PickupSpawned ePickupSpawned; Events::PickupSpawned ePickupSpawned;
ePickupSpawned.Pickup = EntityWrapper(m_World, ammoPickupID); ePickupSpawned.Pickup = EntityWrapper(m_World, ammoPickupID);
m_EventBroker->Publish(ePickupSpawned); m_EventBroker->Publish(ePickupSpawned);
//set values from the old entity to the new entity //set values from the old entity to the new entity
auto& newAmmoPickupEntity = EntityWrapper(m_World, ammoPickupID); auto& newAmmoPickupEntity = EntityWrapper(m_World, ammoPickupID);
newAmmoPickupEntity["Transform"]["Position"] = ammoPickupPosition.Pos; newAmmoPickupEntity["Transform"]["Position"] = ammoPickupPosition.Pos;
newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = ammoPickupPosition.AmmoGain; newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = ammoPickupPosition.AmmoGain;
newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = ammoPickupPosition.RespawnTimer; newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = ammoPickupPosition.RespawnTimer;
m_World->SetParent(newAmmoPickupEntity.ID, ammoPickupPosition.parentID); m_World->SetParent(newAmmoPickupEntity.ID, ammoPickupPosition.parentID);
//erase the current element (AmmoPickupPosition) //erase the current element (AmmoPickupPosition)
m_ETriggerTouchVector.erase(it); m_ETriggerTouchVector.erase(it);
break; break;
}
} }
} }
} }
@@ -41,7 +47,11 @@ void AmmoPickupSystem::Update(double dt)
bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e) bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
{ {
if (e.Entity != LocalPlayer) { /*if (e.Entity != LocalPlayer) {
return false;
}*/
if (!e.Entity.Valid()) {
return false; return false;
} }
//TODO: add other weapontypes //TODO: add other weapontypes
@@ -66,7 +76,7 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
ePlayerAmmoPickup.Player = e.Entity; ePlayerAmmoPickup.Player = e.Entity;
m_EventBroker->Publish(ePlayerAmmoPickup); m_EventBroker->Publish(ePlayerAmmoPickup);
//immediately give the player the ammo //immediately give the player the ammo
currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo); //currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo);
//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object) //copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
//we need to copy all values since each value can be different for each ammoPickup //we need to copy all values since each value can be different for each ammoPickup
@@ -77,3 +87,23 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
m_World->DeleteEntity(e.Trigger.ID); m_World->DeleteEntity(e.Trigger.ID);
return true; return true;
} }
bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e)
{
if (!e.Player.Valid()) {
return false;
}
//TODO: add other weapontypes
if (!e.Player.HasComponent("AssaultWeapon")) {
return false;
}
int maxWeaponAmmo = (int)e.Player["AssaultWeapon"]["MaxAmmo"];
int& currentAmmo = (int)e.Player["AssaultWeapon"]["Ammo"];
//cant pick up ammopacks if you are already at MaxAmmo
if (currentAmmo >= maxWeaponAmmo) {
return false;
}
currentAmmo = std::min(currentAmmo + e.AmmoGain, maxWeaponAmmo);
return false;
}
+12 -6
View File
@@ -6,7 +6,7 @@ CapturePointSystem::CapturePointSystem(SystemParams params)
, PureSystem("CapturePoint") , PureSystem("CapturePoint")
{ {
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker) //subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
if (!IsClient) { if (IsServer) {
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch); EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave); EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured); EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
@@ -18,7 +18,7 @@ CapturePointSystem::CapturePointSystem(SystemParams params)
//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt //NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt) void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt)
{ {
if (IsClient) { if (!IsServer) {
return; return;
} }
if (m_WinnerWasFound) { if (m_WinnerWasFound) {
@@ -102,6 +102,13 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
nextPossibleCapturePoint["Blue"] = i - 1; nextPossibleCapturePoint["Blue"] = i - 1;
} }
} }
if (m_RecentlyCapturedNeedNextCapturePointNow) {
m_CapturedEvent.NextCapturePoint = m_CapturedEvent.TeamNumberThatCapturedCapturePoint == blueTeam ?
m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Blue"]] :
m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Red"]];
m_EventBroker->Publish(m_CapturedEvent);
m_RecentlyCapturedNeedNextCapturePointNow = false;
}
//reset timers and reset the bool that triggers this //reset timers and reset the bool that triggers this
if (m_ResetTimers) { if (m_ResetTimers) {
@@ -188,10 +195,9 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
teamComponent["Team"] = currentTeam; teamComponent["Team"] = currentTeam;
cCapturePoint["CaptureTimer"] = glm::sign((double)cCapturePoint["CaptureTimer"])*captureTimeToTakeOver; cCapturePoint["CaptureTimer"] = glm::sign((double)cCapturePoint["CaptureTimer"])*captureTimeToTakeOver;
//publish Captured event //publish Captured event
Events::Captured e; m_RecentlyCapturedNeedNextCapturePointNow = true;
e.CapturePointID = cCapturePoint.EntityID; m_CapturedEvent.CapturePointTakenID = cCapturePoint.EntityID;
e.TeamNumberThatCapturedCapturePoint = currentTeam; m_CapturedEvent.TeamNumberThatCapturedCapturePoint = currentTeam;
m_EventBroker->Publish(e);
//NextPossibleCapturePoint will be calculated in the next update... //NextPossibleCapturePoint will be calculated in the next update...
} }
} }
+29 -26
View File
@@ -3,37 +3,40 @@
PickupSpawnSystem::PickupSpawnSystem(SystemParams params) PickupSpawnSystem::PickupSpawnSystem(SystemParams params)
: System(params) : System(params)
{ {
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &PickupSpawnSystem::OnTriggerTouch); if (IsServer) {
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &PickupSpawnSystem::OnTriggerTouch);
}
} }
void PickupSpawnSystem::Update(double dt) void PickupSpawnSystem::Update(double dt)
{ {
for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it) if (IsServer) {
{ for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it) {
auto& healthPickupPosition = *it; auto& healthPickupPosition = *it;
//set the double timer value (value 3) //set the double timer value (value 3)
healthPickupPosition.DecreaseThisRespawnTimer -= dt; healthPickupPosition.DecreaseThisRespawnTimer -= dt;
if (healthPickupPosition.DecreaseThisRespawnTimer < 0) { if (healthPickupPosition.DecreaseThisRespawnTimer < 0) {
//spawn and delete the vector item //spawn and delete the vector item
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/HealthPickup.xml"); auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/HealthPickup.xml");
EntityFileParser parser(entityFile); EntityFileParser parser(entityFile);
EntityID healthPickupID = parser.MergeEntities(m_World); EntityID healthPickupID = parser.MergeEntities(m_World);
//let the world know a pickup has spawned (graphics effects, etc) //let the world know a pickup has spawned (graphics effects, etc)
Events::PickupSpawned ePickupSpawned; Events::PickupSpawned ePickupSpawned;
ePickupSpawned.Pickup = EntityWrapper(m_World, healthPickupID); ePickupSpawned.Pickup = EntityWrapper(m_World, healthPickupID);
m_EventBroker->Publish(ePickupSpawned); m_EventBroker->Publish(ePickupSpawned);
//set values from the old entity to the new entity //set values from the old entity to the new entity
auto& newHealthPickupEntity = EntityWrapper(m_World, healthPickupID); auto& newHealthPickupEntity = EntityWrapper(m_World, healthPickupID);
newHealthPickupEntity["Transform"]["Position"] = healthPickupPosition.Pos; newHealthPickupEntity["Transform"]["Position"] = healthPickupPosition.Pos;
newHealthPickupEntity["HealthPickup"]["HealthGain"] = healthPickupPosition.HealthGain; newHealthPickupEntity["HealthPickup"]["HealthGain"] = healthPickupPosition.HealthGain;
newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = healthPickupPosition.RespawnTimer; newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = healthPickupPosition.RespawnTimer;
m_World->SetParent(newHealthPickupEntity.ID, healthPickupPosition.parentID); m_World->SetParent(newHealthPickupEntity.ID, healthPickupPosition.parentID);
//erase the current element (healthPickupPosition) //erase the current element (healthPickupPosition)
m_ETriggerTouchVector.erase(it); m_ETriggerTouchVector.erase(it);
break; break;
}
} }
} }
} }
@@ -58,8 +61,8 @@ bool PickupSpawnSystem::OnTriggerTouch(Events::TriggerTouch& e)
//copy position, healthgain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object) //copy position, healthgain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
//we need to copy all values since each value can be different for each healthPickup //we need to copy all values since each value can be different for each healthPickup
m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["HealthPickup"]["HealthGain"], m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"], e.Trigger["HealthPickup"]["HealthGain"],
e.Trigger["HealthPickup"]["RespawnTimer"],e.Trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) }); e.Trigger["HealthPickup"]["RespawnTimer"], e.Trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) });
//delete the healthpickup //delete the healthpickup
m_World->DeleteEntity(e.Trigger.ID); m_World->DeleteEntity(e.Trigger.ID);
+3 -2
View File
@@ -48,7 +48,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
EntityWrapper playerModel = player.FirstChildByName("PlayerModel"); EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
if (playerModel.Valid()) { if (playerModel.Valid()) {
ComponentWrapper cAnimationOffset = playerModel["AnimationOffset"]; ComponentWrapper cAnimationOffset = playerModel["AnimationOffset"];
float pitch = cameraOrientation.x + 0.2; float pitch = cameraOrientation.x + 0.2f;
double time = (pitch + glm::half_pi<float>()) / glm::pi<float>(); double time = (pitch + glm::half_pi<float>()) / glm::pi<float>();
cAnimationOffset["Time"] = time; cAnimationOffset["Time"] = time;
} }
@@ -66,7 +66,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
ComponentWrapper cPhysics = player["Physics"]; ComponentWrapper cPhysics = player["Physics"];
//Assault Dash Check //Assault Dash Check
if (player.HasComponent("DashAbility")) { if (player.HasComponent("DashAbility")) {
controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"]); controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"], player["DashAbility"]["CoolDownTimer"]);
} }
wishDirection = controller->Movement() * glm::inverse(glm::quat(ori)); wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
//this makes sure you can only dash in the 4 directions: forw,backw,left,right //this makes sure you can only dash in the 4 directions: forw,backw,left,right
@@ -311,6 +311,7 @@ bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e)
return false; return false;
} }
spawnHexagon(EntityWrapper(m_World, e.entityID)); spawnHexagon(EntityWrapper(m_World, e.entityID));
return true;
} }
void PlayerMovementSystem::spawnHexagon(EntityWrapper target) void PlayerMovementSystem::spawnHexagon(EntityWrapper target)
+1 -1
View File
@@ -94,7 +94,7 @@ bool SoundSystem::OnCaptured(const Events::Captured & e)
if (!LocalPlayer.Valid()) { if (!LocalPlayer.Valid()) {
return false; return false;
} }
int homeTeam = (int)m_World->GetComponent(e.CapturePointID, "Team")["Team"]; int homeTeam = (int)m_World->GetComponent(e.CapturePointTakenID, "Team")["Team"];
int team = (int)m_World->GetComponent(LocalPlayer.ID, "Team")["Team"]; int team = (int)m_World->GetComponent(LocalPlayer.ID, "Team")["Team"];
Events::PlaySoundOnEntity ev; Events::PlaySoundOnEntity ev;
if (team == homeTeam) { if (team == homeTeam) {
+2
View File
@@ -9,7 +9,9 @@ int main(int argc, char* argv[])
Game game(argc, argv); Game game(argc, argv);
while (game.Running()) { while (game.Running()) {
PerformanceTimer::StartTimer("Game-Tick");
game.Tick(); game.Tick();
PerformanceTimer::StopTimer("Game-Tick");
} }
return 0; return 0;