Lots of things done
This commit is contained in:
@@ -31,6 +31,12 @@ private:
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ShaderProgram* m_BasicForwardProgram;
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ShaderProgram* m_BasicForwardProgram;
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ShaderProgram* m_CoolDeathAnimProgram;
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glm::vec3 Origin;
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GLfloat TimeDeath = 0.f;
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GLfloat EndDeath = 0.f;
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};
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};
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#endif
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#endif
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@@ -63,6 +63,17 @@ struct ModelJob : RenderJob
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}
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}
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};
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};
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// Cool Death Animation
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struct CoolDeathAnimationJob : ModelJob
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{
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glm::vec3 OriginPos;
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float TimeSinceDeath = 0.f;
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float EndOfDeath = 15.0f;
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};
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struct SpriteJob : RenderJob
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struct SpriteJob : RenderJob
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{
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{
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unsigned int ShaderID = 0;
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unsigned int ShaderID = 0;
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@@ -25,6 +25,8 @@ private:
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void FillModels(World* world, RenderQueue* renderQueue);
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void FillModels(World* world, RenderQueue* renderQueue);
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void FillLights(World* world, RenderQueue* renderQueue);
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void FillLights(World* world, RenderQueue* renderQueue);
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void FillCoolDeathAnim(World* world, RenderQueue* renderQueue);
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glm::mat4 ModelMatrix(World* world, EntityID entity);
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glm::mat4 ModelMatrix(World* world, EntityID entity);
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};
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};
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@@ -119,6 +119,8 @@ private:
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ShaderProgram* m_CalculateFrustumProgram;
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ShaderProgram* m_CalculateFrustumProgram;
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ShaderProgram* m_LightCullProgram;
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ShaderProgram* m_LightCullProgram;
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ShaderProgram* m_CoolDeathAnimProgram;
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};
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};
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#endif
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#endif
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@@ -8,4 +8,5 @@
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<xs:include schemaLocation="Components/Player.xsd"/>
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<xs:include schemaLocation="Components/Player.xsd"/>
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<xs:include schemaLocation="Components/AABB.xsd"/>
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<xs:include schemaLocation="Components/AABB.xsd"/>
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<xs:include schemaLocation="Components/Trigger.xsd"/>
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<xs:include schemaLocation="Components/Trigger.xsd"/>
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<xs:include schemaLocation="Components/CoolDeathAnim.xsd"/>
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</xs:schema>
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</xs:schema>
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@@ -0,0 +1,5 @@
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<c:CoolDeathAnim>
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<OriginPos X="0" Y="0" Z="0"/>
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<TimeSinceDeath>0</TimeSinceDeath>
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<EndOfDeath>15</EndOfDeath>
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</c:CoolDeathAnim>
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@@ -0,0 +1,24 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="CoolDeathAnim">
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<xs:annotation>
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<xs:documentation>A component that trigger the death effect</xs:documentation>
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</xs:annotation>
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<xs:complexType>
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<xs:all>
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<xs:element name="OriginPos" type="t:Vector" minOccurs="0">
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<xs:annotation><xs:documentation>The position in which to spawn the component</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="TimeSinceDeath" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Time since death</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="EndOfDeath" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>How long the death animation should be</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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</xs:element>
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</xs:schema>
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@@ -66,12 +66,17 @@
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<Components>
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<Components>
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<c:Transform>
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<c:Transform>
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<Position X="0" Y="0"/>
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<Position X="0" Y="0"/>
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<Orientation X="0.0" Y="0" Z="1.0"/>
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<Orientation X="0.0" Y="0.0" Z="0"/>
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</c:Transform>
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</c:Transform>
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<c:Model>
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<c:Model>
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<Resource>Models/Core/UnitRaptor.obj</Resource>
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<Resource>Models/Core/UnitRaptor.obj</Resource>
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<Color R="1" G="0.4" B="0.8"/>
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<Color R="1" G="0.4" B="0.8"/>
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</c:Model>
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</c:Model>
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<c:CoolDeathAnim>
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<OriginPos X="0" Y="0" Z="0"/>
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<TimeSinceDeath>0</TimeSinceDeath>
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<EndOfDeath>15</EndOfDeath>
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</c:CoolDeathAnim>
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</Components>
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</Components>
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<Children>
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<Children>
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<Entity>
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<Entity>
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@@ -15,6 +15,7 @@
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<xs:element ref="c:Test" minOccurs="0"/>
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<xs:element ref="c:Test" minOccurs="0"/>
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<xs:element ref="c:RaptorCopter" minOccurs="0"/>
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<xs:element ref="c:RaptorCopter" minOccurs="0"/>
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<xs:element ref="c:Player" minOccurs="0"/>
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<xs:element ref="c:Player" minOccurs="0"/>
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<xs:element ref="c:CoolDeathAnim" minOccurs="0"/>
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</xs:all>
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</xs:all>
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</xs:complexType>
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</xs:complexType>
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</xs:element>
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</xs:element>
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@@ -0,0 +1,22 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform vec4 Color;
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uniform sampler2D texture0;
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in vec3 Normal;
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in vec3 Position;
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in vec2 TextureCoordinate;
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in vec4 DiffuseColor;
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out vec4 fragmentColor;
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void main()
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{
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vec4 texel = texture2D(texture0, TextureCoordinate);
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fragmentColor = texel * DiffuseColor * Color;
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}
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@@ -0,0 +1,98 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform vec3 OriginPos;
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uniform float TimeSinceDeath;
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uniform float EndOfDeath;
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in VertexData{
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoordinate;
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vec4 DiffuseColor;
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}Input[];
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out vec3 Normal;
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out vec3 Position;
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out vec2 TextureCoordinate;
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out vec4 DiffuseColor;
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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void main()
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{
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// surface vectors for triangle
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//vec3 v1 = Input[1].Position - Input[0].Position;
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//vec3 v2 = Input[2].Position - Input[0].Position;
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//vec3 v3 = Input[1].Position - OriginPos;
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//v3 = normalize(v3);
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// surface normal
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//vec3 normal = cross(v1, v2);
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//normal = normalize(normal);
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// calculate middle of a vectors
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vec3 v1 = Input[1].Position - Input[0].Position;
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vec3 v2 = Input[2].Position - Input[0].Position;
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vec3 v3 = Input[2].Position - (v1 / 2);
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vec3 v4 = Input[1].Position - (v2 / 2);
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//
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//vec3 oriToTri = Input[1].Position - OriginPos;
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//v5 = normalize(v3);
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// calculate intersection
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// normalize direction
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vec3 dir1 = normalize(v1);
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vec3 dir2 = normalize(v2);
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vec3 vecA = Input[2].Position - Input[1].Position; //o2 - o1
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vec3 vecB = cross(dir1, dir2);
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mat3 matrisA = mat3(vecA, dir2, vecB);
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mat3 matrisB = mat3(vecA, dir1, vecB);
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float lengthA = length(cross(dir1, dir2));
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lengthA = lengthA * lengthA;
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float s = determinant(matrisA) / lengthA;
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float t = determinant(matrisB) / lengthA;
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// center position of triangle
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vec3 centerPosS = Input[1].Position + (s * dir1);
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//vec3 centerPosT = Input[2].Position + (t * dir2);
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// center position of triangle to origin
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vec3 oriToCenterTri = normalize(centerPosS - OriginPos);
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for(int i = 0; i < gl_in.length(); i++)
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{
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vec4 screenPos = gl_in[i].gl_Position;
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if (distance(OriginPos, Input[0].Position) <= TimeSinceDeath)
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{
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vec4 changedPos = M * vec4(Input[i].Position + (oriToCenterTri * TimeSinceDeath), 1.0); //objectspace
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changedPos = vec4(changedPos.x, changedPos.y - pow(TimeSinceDeath, 2), changedPos.z, changedPos.w); //objectspace
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screenPos = P*V * changedPos; //sceenspace
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}
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// Explosion from origin
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Normal = Input[i].Normal;
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Position = Input[i].Position;
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TextureCoordinate = Input[i].TextureCoordinate;
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DiffuseColor = vec4(Input[i].DiffuseColor.rg, Input[i].DiffuseColor.b + TimeSinceDeath, Input[i].DiffuseColor.a);
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gl_Position = screenPos;
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//gl_Position = gl_in[i].gl_Position;
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EmitVertex();
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}
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}
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@@ -0,0 +1,34 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec3 Tangent;
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layout(location = 3) in vec3 BiTangent;
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layout(location = 4) in vec2 TextureCoords;
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layout(location = 5) in vec4 DiffuseVertexColor;
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layout(location = 6) in vec4 SpecularVertexColor;
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layout(location = 7) in vec4 BoneIndices1;
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layout(location = 8) in vec4 BoneIndices2;
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layout(location = 9) in vec4 BoneWeights1;
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layout(location = 10) in vec4 BoneWeights2;
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out VertexData{
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoordinate;
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vec4 DiffuseColor;
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}Output;
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = Normal;
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Output.DiffuseColor = DiffuseVertexColor;
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}
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@@ -16,18 +16,32 @@ void DrawScenePass::InitializeShaderPrograms()
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{
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{
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//Gör så att shaders är en resource, tex som texture classen. Konstruktorn måste vara privat.
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//Gör så att shaders är en resource, tex som texture classen. Konstruktorn måste vara privat.
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m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#BasicForwardProgram");
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m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#BasicForwardProgram");
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m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
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m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
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m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
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m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
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m_BasicForwardProgram->Compile();
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m_BasicForwardProgram->Compile();
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m_BasicForwardProgram->Link();
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m_BasicForwardProgram->Link();
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m_CoolDeathAnimProgram = ResourceManager::Load<ShaderProgram>("#CoolDeathAnimProgram");
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m_CoolDeathAnimProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/CoolDeathAnim.vert.glsl")));
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m_CoolDeathAnimProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/CoolDeathAnim.geom.glsl")));
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m_CoolDeathAnimProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/CoolDeathAnim.frag.glsl")));
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m_CoolDeathAnimProgram->Compile();
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m_CoolDeathAnimProgram->Link();
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}
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}
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void DrawScenePass::Draw(RenderQueueCollection& rq)
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void DrawScenePass::Draw(RenderQueueCollection& rq)
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{
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{
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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if (TimeDeath > 2.f) {
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TimeDeath = 0.f;
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}
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Origin = glm::vec3(0.f, 0.0f, 0.f);
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TimeDeath = TimeDeath + 0.01f;
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EndDeath = EndDeath + 0.05f;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLERROR("Renderer::Draw PickingPass");
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GLERROR("Renderer::Draw PickingPass");
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DrawScenePassState state;
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DrawScenePassState state;
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@@ -35,17 +49,47 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
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//TODO: Render: Add code for more jobs than modeljobs.
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//TODO: Render: Add code for more jobs than modeljobs.
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for (auto &job : rq.Forward) {
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for (auto &job : rq.Forward) {
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auto coolDeathAnimationJob = std::dynamic_pointer_cast<CoolDeathAnimationJob>(job);
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if (coolDeathAnimationJob) {
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GLuint ShaderHandle = m_CoolDeathAnimProgram->GetHandle(); //---
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//---
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m_CoolDeathAnimProgram->Bind();
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(coolDeathAnimationJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
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glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(coolDeathAnimationJob->Color));
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glUniform3fv(glGetUniformLocation(ShaderHandle, "OriginPos"), 1, glm::value_ptr(Origin));
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glUniform1f(glGetUniformLocation(ShaderHandle, "TimeSinceDeath"), TimeDeath);
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glUniform1f(glGetUniformLocation(ShaderHandle, "EndOfDeath"), EndDeath);
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//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
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if (coolDeathAnimationJob->DiffuseTexture != nullptr) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, coolDeathAnimationJob->DiffuseTexture->m_Texture);
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} else {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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}
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glBindVertexArray(coolDeathAnimationJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, coolDeathAnimationJob->Model->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, coolDeathAnimationJob->EndIndex - coolDeathAnimationJob->StartIndex + 1, GL_UNSIGNED_INT, 0, coolDeathAnimationJob->StartIndex);
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continue;
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}
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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if (modelJob) {
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GLuint ShaderHandle = m_BasicForwardProgram->GetHandle();
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GLuint ShaderHandle = m_BasicForwardProgram->GetHandle(); //---
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||||||
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GLERROR("1");
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//---
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m_BasicForwardProgram->Bind();
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m_BasicForwardProgram->Bind();
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GLERROR("2.1");
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
|
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
|
||||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
|
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
|
||||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
|
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
|
||||||
glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
||||||
|
GLERROR("2");
|
||||||
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
|
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
|
||||||
if (modelJob->DiffuseTexture != nullptr) {
|
if (modelJob->DiffuseTexture != nullptr) {
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
@@ -54,11 +98,11 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
|
|||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||||
}
|
}
|
||||||
|
GLERROR("3");
|
||||||
glBindVertexArray(modelJob->Model->VAO);
|
glBindVertexArray(modelJob->Model->VAO);
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||||
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
|
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
|
||||||
|
GLERROR("4");
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -90,21 +90,47 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
|
|||||||
}
|
}
|
||||||
|
|
||||||
for (auto texGroup : model->TextureGroups) {
|
for (auto texGroup : model->TextureGroups) {
|
||||||
ModelJob job;
|
auto deathComp = world->HasComponent(modelC.EntityID, "CoolDeathAnim");
|
||||||
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
|
if (!deathComp) {
|
||||||
job.DiffuseTexture = texGroup.Texture.get();
|
ModelJob job;
|
||||||
job.NormalTexture = texGroup.NormalMap.get();
|
|
||||||
job.SpecularTexture = texGroup.SpecularMap.get();
|
|
||||||
job.Model = model;
|
|
||||||
job.StartIndex = texGroup.StartIndex;
|
|
||||||
job.EndIndex = texGroup.EndIndex;
|
|
||||||
job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
|
|
||||||
job.Color = color;
|
|
||||||
|
|
||||||
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
|
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
|
||||||
job.Entity = modelC.EntityID;
|
job.DiffuseTexture = texGroup.Texture.get();
|
||||||
|
job.NormalTexture = texGroup.NormalMap.get();
|
||||||
|
job.SpecularTexture = texGroup.SpecularMap.get();
|
||||||
|
job.Model = model;
|
||||||
|
job.StartIndex = texGroup.StartIndex;
|
||||||
|
job.EndIndex = texGroup.EndIndex;
|
||||||
|
job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
|
||||||
|
job.Color = color;
|
||||||
|
|
||||||
renderQueue->Add(job);
|
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
|
||||||
|
job.Entity = modelC.EntityID;
|
||||||
|
|
||||||
|
renderQueue->Add(job);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
CoolDeathAnimationJob job;
|
||||||
|
|
||||||
|
job.TimeSinceDeath = 1.f;
|
||||||
|
job.EndOfDeath = 15.f;
|
||||||
|
job.OriginPos = glm::vec3(1000.f, 2.f, 0.f);
|
||||||
|
|
||||||
|
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
|
||||||
|
job.DiffuseTexture = texGroup.Texture.get();
|
||||||
|
job.NormalTexture = texGroup.NormalMap.get();
|
||||||
|
job.SpecularTexture = texGroup.SpecularMap.get();
|
||||||
|
job.Model = model;
|
||||||
|
job.StartIndex = texGroup.StartIndex;
|
||||||
|
job.EndIndex = texGroup.EndIndex;
|
||||||
|
job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
|
||||||
|
job.Color = color;
|
||||||
|
|
||||||
|
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
|
||||||
|
job.Entity = modelC.EntityID;
|
||||||
|
|
||||||
|
renderQueue->Add(job);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -76,6 +76,15 @@ void Renderer::InitializeShaders()
|
|||||||
m_DrawScreenQuadProgram->Compile();
|
m_DrawScreenQuadProgram->Compile();
|
||||||
m_DrawScreenQuadProgram->Link();
|
m_DrawScreenQuadProgram->Link();
|
||||||
|
|
||||||
|
m_CoolDeathAnimProgram = ResourceManager::Load<ShaderProgram>("#CoolDeathAnimProgram");
|
||||||
|
//m_CoolDeathAnimProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/CoolDeathAnim.vert.glsl")));
|
||||||
|
//m_CoolDeathAnimProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/CoolDeathAnim.geom.glsl")));
|
||||||
|
//m_CoolDeathAnimProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/CoolDeathAnim.frag.glsl")));
|
||||||
|
//m_CoolDeathAnimProgram->Compile();
|
||||||
|
//m_CoolDeathAnimProgram->Link();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//m_CalculateFrustumProgram = ResourceManager::Load<ShaderProgram>("#CalculateFrustumProgram");
|
//m_CalculateFrustumProgram = ResourceManager::Load<ShaderProgram>("#CalculateFrustumProgram");
|
||||||
//m_CalculateFrustumProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
|
//m_CalculateFrustumProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
|
||||||
//m_CalculateFrustumProgram.Compile();
|
//m_CalculateFrustumProgram.Compile();
|
||||||
|
|||||||
Reference in New Issue
Block a user