Merge branch 'Importer' of https://github.com/teamfisk/TacticalZ into Importer
This commit is contained in:
@@ -30,9 +30,18 @@ public:
|
||||
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 DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& 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 BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job);
|
||||
void BindModelTextures(std::shared_ptr<ModelJob>& job);
|
||||
|
||||
Texture* m_WhiteTexture;
|
||||
Texture* m_BlackTexture;
|
||||
Texture* m_NeutralNormalTexture;
|
||||
Texture* m_GreyTexture;
|
||||
|
||||
FrameBuffer m_FinalPassFrameBuffer;
|
||||
GLuint m_BloomTexture;
|
||||
@@ -43,6 +52,7 @@ private:
|
||||
const LightCullingPass* m_LightCullingPass;
|
||||
|
||||
ShaderProgram* m_ForwardPlusProgram;
|
||||
ShaderProgram* m_ExplosionEffectProgram;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,106 @@
|
||||
#ifndef ExplosionEffectJob_h__
|
||||
#define ExplosionEffectJob_h__
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#include "../Common.h"
|
||||
#include "../GLM.h"
|
||||
#include "../Core/ComponentWrapper.h"
|
||||
#include "Texture.h"
|
||||
#include "Model.h"
|
||||
#include "RenderJob.h"
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "Camera.h"
|
||||
#include "../Core/World.h"
|
||||
|
||||
struct ExplosionEffectJob : ModelJob
|
||||
{
|
||||
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
|
||||
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
|
||||
{
|
||||
ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
|
||||
TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
|
||||
ExplosionDuration = (double)explosionEffectComponent["ExplosionDuration"];
|
||||
EndColor = (glm::vec4)explosionEffectComponent["EndColor"];
|
||||
Randomness = (bool)explosionEffectComponent["Randomness"];
|
||||
RandomnessScalar = (double)explosionEffectComponent["RandomnessScalar"];
|
||||
Velocity = (glm::vec2)explosionEffectComponent["Velocity"];
|
||||
ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"];
|
||||
ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"];
|
||||
};
|
||||
|
||||
glm::vec3 ExplosionOrigin;
|
||||
double TimeSinceDeath = 0.f; //Seconds
|
||||
double ExplosionDuration = 2.f;
|
||||
//bool Gravity = true;
|
||||
//double GravityForce = 1.f; // Speed
|
||||
//double ObjectRadius = 2.f; // TODO: Change this for object radius when it's available
|
||||
glm::vec4 EndColor;
|
||||
bool Randomness = false;
|
||||
|
||||
float RandomnessScalar = 1.f;
|
||||
glm::vec2 Velocity;
|
||||
bool ColorByDistance = false;
|
||||
//bool ReverseAnimation = false;
|
||||
//bool Wireframe = false;
|
||||
bool ExponentialAccelaration = false;
|
||||
|
||||
std::array<float, 50> RandomNumbers = {
|
||||
0.3257552917701f,
|
||||
0.07601508315467f,
|
||||
0.57408909014151f,
|
||||
0.0f,
|
||||
0.8618231368539f,
|
||||
0.074957156588769f,
|
||||
0.39413607511396f,
|
||||
0.54579346698979f,
|
||||
0.83222648353885f,
|
||||
0.83635707285086f,
|
||||
0.34473986148124f,
|
||||
0.98092448710507f,
|
||||
0.46346380070944f,
|
||||
0.7308761201477f,
|
||||
0.70832470371776f,
|
||||
0.28268750909841f,
|
||||
0.26291620883295f,
|
||||
0.07685032816457f,
|
||||
0.30760929515008f,
|
||||
0.2781575388639f ,
|
||||
0.016950582161988f ,
|
||||
0.25787915254844f ,
|
||||
0.76293767279151f ,
|
||||
0.67730279903733f ,
|
||||
0.49042877018937f ,
|
||||
0.13002237823327f ,
|
||||
0.62803373841012f ,
|
||||
0.94525353747665f ,
|
||||
0.32893980076953f ,
|
||||
0.95952951719962f ,
|
||||
0.056386206790985f ,
|
||||
0.012030893476694f ,
|
||||
0.93090049220757f,
|
||||
0.83579883064879f,
|
||||
0.79733513938139f,
|
||||
0.8796381046435f ,
|
||||
0.94160434600972f ,
|
||||
0.76901855588379f ,
|
||||
0.50253688101775f ,
|
||||
0.82457069578793f ,
|
||||
0.80157403359263f ,
|
||||
0.87291810189975f ,
|
||||
0.64679548919517f ,
|
||||
0.42664138899494f ,
|
||||
0.77171308303797f ,
|
||||
0.75567959237643f ,
|
||||
0.45190826265696f ,
|
||||
0.59844922628181f ,
|
||||
0.56534937655802f ,
|
||||
0.195656257307f};
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -25,21 +25,27 @@ class IRenderer
|
||||
{
|
||||
public:
|
||||
GLFWwindow* Window() const { return m_Window; }
|
||||
//Returns screensize including window border and header
|
||||
Rectangle Resolution() const { return m_Resolution; }
|
||||
void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; }
|
||||
bool Fullscreen() { return m_Fullscreen; }
|
||||
void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
|
||||
bool VSYNC() const { return m_VSYNC; }
|
||||
void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
|
||||
//Returns screensize excluding window border and header
|
||||
Rectangle GetViewPortSize() const { return m_ViewPortWidth; }
|
||||
void SetViewPortSize(const Rectangle& viewportWidth) { m_ViewPortWidth = viewportWidth; }
|
||||
virtual void Initialize() = 0;
|
||||
virtual void Update(double dt) = 0;
|
||||
virtual void Draw(RenderFrame& rq) = 0;
|
||||
virtual PickData Pick(glm::vec2 screenCord) = 0;
|
||||
|
||||
|
||||
World* m_World; //Temp world, untill viktor merge.
|
||||
|
||||
protected:
|
||||
Rectangle m_Resolution = Rectangle::Rectangle(1280, 720);
|
||||
Rectangle m_ViewPortWidth = Rectangle::Rectangle(1280, 720);
|
||||
bool m_Fullscreen = false;
|
||||
bool m_VSYNC = false;
|
||||
int m_GLVersion[2];
|
||||
|
||||
@@ -22,10 +22,26 @@ struct ModelJob : RenderJob
|
||||
{
|
||||
Model = model;
|
||||
TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
|
||||
DiffuseTexture = matGroup.Texture.get();
|
||||
NormalTexture = matGroup.NormalMap.get();
|
||||
SpecularTexture = matGroup.SpecularMap.get();
|
||||
IncandescenceTexture = matGroup.IncandescenceMap.get();
|
||||
if (modelComponent["DiffuseTexture"]) {
|
||||
DiffuseTexture = matGroup.Texture.get();
|
||||
} else {
|
||||
DiffuseTexture = nullptr;
|
||||
}
|
||||
if (modelComponent["NormalMap"]) {
|
||||
NormalTexture = matGroup.NormalMap.get();
|
||||
} else {
|
||||
NormalTexture = nullptr;
|
||||
}
|
||||
if (modelComponent["SpecularMap"]) {
|
||||
SpecularTexture = matGroup.SpecularMap.get();
|
||||
} else {
|
||||
SpecularTexture = nullptr;
|
||||
}
|
||||
if (modelComponent["GlowMap"]) {
|
||||
IncandescenceTexture = matGroup.IncandescenceMap.get();
|
||||
} else {
|
||||
IncandescenceTexture = nullptr;
|
||||
}
|
||||
DiffuseColor = matGroup.DiffuseColor;
|
||||
SpecularColor = matGroup.SpecularColor;
|
||||
IncandescenceColor = matGroup.IncandescenceColor;
|
||||
@@ -39,7 +55,6 @@ struct ModelJob : RenderJob
|
||||
Depth = worldpos.z;
|
||||
World = world;
|
||||
|
||||
|
||||
FillColor = fillColor;
|
||||
FillPercentage = fillPercentage;
|
||||
Skeleton = Model->m_RawModel->m_Skeleton;
|
||||
|
||||
@@ -110,7 +110,7 @@ private:
|
||||
void ReadAnimationJoint(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
|
||||
void ReadAnimationClips(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int numberOfClips);
|
||||
void ReadAnimationClipSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int clipIndex);
|
||||
void ReadAnimationKeyFrame(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int numberOfJoints, Skeleton::Animation& animation);
|
||||
void ReadAnimationKeyFrame(unsigned int &offset, char* fileData, unsigned int& fileByteSize, Skeleton::Animation& animation);
|
||||
|
||||
//void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
|
||||
};
|
||||
|
||||
@@ -14,11 +14,13 @@
|
||||
#include "TextJob.h"
|
||||
#include "PointLightJob.h"
|
||||
#include "DirectionalLightJob.h"
|
||||
#include "ExplosionEffectJob.h"
|
||||
|
||||
struct RenderScene
|
||||
{
|
||||
::Camera* Camera = nullptr;
|
||||
std::list<std::shared_ptr<RenderJob>> ForwardJobs;
|
||||
std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> TransparentObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> PointLightJobs;
|
||||
std::list<std::shared_ptr<RenderJob>> TextJobs;
|
||||
std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
|
||||
@@ -27,7 +29,8 @@ struct RenderScene
|
||||
|
||||
void Clear()
|
||||
{
|
||||
ForwardJobs.clear();
|
||||
OpaqueObjects.clear();
|
||||
TransparentObjects.clear();
|
||||
PointLightJobs.clear();
|
||||
TextJobs.clear();
|
||||
DirectionalLightJobs.clear();
|
||||
|
||||
@@ -35,17 +35,19 @@ private:
|
||||
|
||||
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
|
||||
bool OnSetCamera(Events::SetCamera &event);
|
||||
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
|
||||
bool OnInputCommand(const Events::InputCommand& e);
|
||||
EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
||||
|
||||
void fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs);
|
||||
void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
|
||||
bool OnInputCommand(const Events::InputCommand& e);
|
||||
|
||||
void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs);
|
||||
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
|
||||
bool isChildOfACamera(EntityWrapper entity);
|
||||
bool isChildOfCurrentCamera(EntityWrapper entity);
|
||||
|
||||
EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -73,6 +73,8 @@ private:
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||
//--------------------ShaderPrograms-------------------//
|
||||
ShaderProgram* m_BasicForwardProgram;
|
||||
ShaderProgram* m_ExplosionEffectProgram;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user