Merge remote-tracking branch 'origin/master' into 3rdPersonDeathCam

This commit is contained in:
verysecrethero
2016-02-03 10:38:21 +01:00
31 changed files with 2046 additions and 151 deletions
@@ -15,7 +15,11 @@ public:
virtual const glm::vec3 Rotation() const { return m_Rotation; }
virtual bool Jumping() const { return m_Jumping; }
virtual bool Crouching() const { return m_Crouching; }
virtual bool DoubleJumping() const { return m_DoubleJumping; }
virtual void SetDoubleJumping(bool isDoubleJumping) {
m_DoubleJumping = isDoubleJumping;
}
void LockMouse();
void UnlockMouse();
virtual bool OnCommand(const Events::InputCommand& e) override;
@@ -27,8 +31,9 @@ protected:
glm::vec3 m_Rotation;
glm::vec3 m_Movement;
bool m_Jumping = false;
bool m_DoubleJumping = false;
bool m_Crouching = false;
EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
bool OnLockMouse(const Events::LockMouse& e);
EventRelay<EventContext, Events::UnlockMouse> m_EUnlockMouse;
@@ -36,7 +41,7 @@ protected:
};
template <typename EventContext>
FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID)
FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID)
: InputController(eventBroker)
, m_PlayerID(playerID)
{
@@ -113,14 +118,14 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
template <typename EventContext>
bool FirstPersonInputController<EventContext>::OnUnlockMouse(const Events::UnlockMouse& e)
{
m_MouseLocked = false;
m_MouseLocked = false;
return true;
}
template <typename EventContext>
bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMouse& e)
{
m_MouseLocked = true;
m_MouseLocked = true;
return true;
}
@@ -7,6 +7,7 @@
#include "ShaderProgram.h"
//#include "Util/UnorderedMapVec2.h"
#include "Texture.h"
#include "imgui/imgui.h"
class DrawColorCorrectionPass
{
@@ -16,14 +17,13 @@ public:
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(GLuint sceneTexture, GLuint bloomTexture);
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure);
private:
const IRenderer* m_Renderer;
ShaderProgram* m_ColorCorrectionProgram;
Model* m_ScreenQuad;
GLfloat m_Exposure;
};
#endif
+4
View File
@@ -26,6 +26,7 @@ struct RenderScene
std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
Rectangle Viewport;
bool ClearDepth = false;
glm::vec4 AmbientColor;
void Clear()
{
@@ -40,6 +41,9 @@ struct RenderScene
struct RenderFrame
{
public:
//TODO: Getters
GLfloat Gamma = 2.2f;
GLfloat Exposure = 1.f;
void Add(RenderScene &scene)
{
+1 -1
View File
@@ -9,7 +9,7 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
GLenum error = glGetError();
if (error != GL_NO_ERROR)
{
_LOG(LOG_LEVEL_ERROR, file, func, line, "GL Error: %s, %i, %s", info, error, gluErrorString(error));
_LOG(LOG_LEVEL_ERROR, file, func, line, "GL Error: %s\nError code: %i, %s\n", info, error, gluErrorString(error));
return true;
}