Merge remote-tracking branch 'origin/master' into CoolDeathAnimation

# Conflicts:
#	include/Engine/Common.h
#	include/Engine/Rendering/DrawFinalPass.h
#	include/Engine/Rendering/DrawScenePass.h
#	include/Engine/Rendering/RenderQueue.h
#	include/Engine/Rendering/Renderer.h
#	resources/Shaders/ForwardPlus.frag.glsl
#	resources/Shaders/ForwardPlus.vert.glsl
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/DrawScenePass.cpp
#	src/Engine/Rendering/RenderSystem.cpp
#	src/Engine/Rendering/Renderer.cpp
#	src/Game/Game.cpp
This commit is contained in:
stiffly
2016-01-25 01:21:15 +01:00
251 changed files with 11834 additions and 3294 deletions
+58 -28
View File
@@ -4,24 +4,27 @@ uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec4 Color;
uniform vec4 DiffuseColor;
uniform vec2 ScreenDimensions;
uniform sampler2D texture0;
layout (binding = 0) uniform sampler2D DiffuseTexture;
layout (binding = 1) uniform sampler2D GlowMap;
#define TILE_SIZE 16
struct PointLight {
struct LightSource {
vec4 Position;
vec4 Direction;
vec4 Color;
float Radius;
float Intensity;
float Falloff;
float Padding;
int Type;
};
layout (std430, binding = 1) buffer LightBuffer
{
PointLight List[];
} PointLights;
LightSource List[];
} LightSources;
struct LightGrid {
float Start;
@@ -44,11 +47,11 @@ in VertexData{
vec3 Position;
vec3 Normal;
vec2 TextureCoordinate;
vec4 DiffuseColor;
vec4 ExplosionColor;
}Input;
out vec4 fragmentColor;
out vec4 sceneColor;
out vec4 bloomColor;
vec4 scene_ambient = vec4(0.3,0.3,0.3,1);
@@ -72,7 +75,7 @@ vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
return lightColor * power;
}
LightResult CalcPointLight(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
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);
@@ -86,17 +89,28 @@ LightResult CalcPointLight(vec4 lightPos, float lightRadius, vec4 lightColor, fl
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;
}
void main()
{
vec4 texel = texture2D(texture0, Input.TextureCoordinate);
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
vec4 glowTexel = texture2D(GlowMap, Input.TextureCoordinate);
vec4 position = V * M * vec4(Input.Position, 1.0);
vec4 normal = V * vec4(Input.Normal, 0.0);
vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-position);
vec2 tilePos;
tilePos.x = int(gl_FragCoord.x/16);
tilePos.y = int(gl_FragCoord.y/16);
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
LightResult totalLighting;
totalLighting.Diffuse = scene_ambient;
@@ -104,30 +118,46 @@ void main()
int start = int(LightGrids.Data[currentTile].Start);
int amount = int(LightGrids.Data[currentTile].Amount);
//for(int i = 0; i < 3; i++)
for(int i = start; i < start + amount; i++)
{
for(int i = start; i < start + amount; i++) {
int l = int(LightIndex[i]);
LightSource light = LightSources.List[l];
LightResult result = CalcPointLight(V * PointLights.List[l].Position, PointLights.List[l].Radius, PointLights.List[l].Color, PointLights.List[l].Intensity, viewVec, position, normal, PointLights.List[i].Falloff);
totalLighting.Diffuse += result.Diffuse;
totalLighting.Specular += result.Specular;
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 += light_result.Diffuse;
totalLighting.Specular += light_result.Specular;
}
fragmentColor += (Input.DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
//fragmentColor += vec4(0.0, LightGrids.Data[currentTile].Amount/3.0, 0, 1);
//fragmentColor = texel * Input.DiffuseColor * Color;
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 )
{
//fragmentColor += vec4(0.5, 0, 0, 0);
vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + totalLighting.Specular) * diffuseTexel * Color;
//bloomColor = vec4(0.3, 0.8, 0.6, 1.0);
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
//These if statements should be removed if they are slow.
color_result += glowTexel;
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
/*
if(color_result.x > 1 || color_result.y > 1 || color_result.z > 1) {
bloomColor = vec4(color_result.xyz, 1.0);
} else {
//fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/3.0, 0, 0, 1);
bloomColor = vec4(0.0, 0.0, 0.0, 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);
}
*/
}