Merge remote-tracking branch 'origin/master' into 3rdPersonDeathCam
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@@ -15,7 +15,11 @@ public:
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virtual const glm::vec3 Rotation() const { return m_Rotation; }
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virtual bool Jumping() const { return m_Jumping; }
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virtual bool Crouching() const { return m_Crouching; }
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virtual bool DoubleJumping() const { return m_DoubleJumping; }
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virtual void SetDoubleJumping(bool isDoubleJumping) {
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m_DoubleJumping = isDoubleJumping;
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}
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void LockMouse();
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void UnlockMouse();
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virtual bool OnCommand(const Events::InputCommand& e) override;
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@@ -27,8 +31,9 @@ protected:
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glm::vec3 m_Rotation;
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glm::vec3 m_Movement;
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bool m_Jumping = false;
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bool m_DoubleJumping = false;
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bool m_Crouching = false;
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EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
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bool OnLockMouse(const Events::LockMouse& e);
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EventRelay<EventContext, Events::UnlockMouse> m_EUnlockMouse;
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@@ -36,7 +41,7 @@ protected:
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};
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template <typename EventContext>
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FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID)
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FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID)
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: InputController(eventBroker)
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, m_PlayerID(playerID)
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{
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@@ -113,14 +118,14 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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template <typename EventContext>
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bool FirstPersonInputController<EventContext>::OnUnlockMouse(const Events::UnlockMouse& e)
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{
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m_MouseLocked = false;
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m_MouseLocked = false;
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return true;
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}
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template <typename EventContext>
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bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMouse& e)
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{
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m_MouseLocked = true;
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m_MouseLocked = true;
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return true;
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}
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@@ -7,6 +7,7 @@
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#include "ShaderProgram.h"
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//#include "Util/UnorderedMapVec2.h"
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#include "Texture.h"
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#include "imgui/imgui.h"
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class DrawColorCorrectionPass
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{
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@@ -16,14 +17,13 @@ public:
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(GLuint sceneTexture, GLuint bloomTexture);
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void Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure);
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private:
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const IRenderer* m_Renderer;
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ShaderProgram* m_ColorCorrectionProgram;
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Model* m_ScreenQuad;
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GLfloat m_Exposure;
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};
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#endif
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@@ -26,6 +26,7 @@ struct RenderScene
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std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
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Rectangle Viewport;
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bool ClearDepth = false;
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glm::vec4 AmbientColor;
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void Clear()
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{
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@@ -40,6 +41,9 @@ struct RenderScene
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struct RenderFrame
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{
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public:
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//TODO: Getters
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GLfloat Gamma = 2.2f;
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GLfloat Exposure = 1.f;
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void Add(RenderScene &scene)
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{
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@@ -9,7 +9,7 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
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GLenum error = glGetError();
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if (error != GL_NO_ERROR)
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{
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_LOG(LOG_LEVEL_ERROR, file, func, line, "GL Error: %s, %i, %s", info, error, gluErrorString(error));
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_LOG(LOG_LEVEL_ERROR, file, func, line, "GL Error: %s\nError code: %i, %s\n", info, error, gluErrorString(error));
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return true;
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}
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