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
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@@ -4,24 +4,27 @@ 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 vec4 DiffuseColor;
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uniform vec2 ScreenDimensions;
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uniform sampler2D texture0;
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layout (binding = 0) uniform sampler2D DiffuseTexture;
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layout (binding = 1) uniform sampler2D GlowMap;
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#define TILE_SIZE 16
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struct PointLight {
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struct LightSource {
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vec4 Position;
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vec4 Direction;
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vec4 Color;
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float Radius;
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float Intensity;
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float Falloff;
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float Padding;
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int Type;
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};
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layout (std430, binding = 1) buffer LightBuffer
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{
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PointLight List[];
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} PointLights;
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LightSource List[];
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} LightSources;
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struct LightGrid {
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float Start;
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@@ -44,11 +47,11 @@ 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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vec4 ExplosionColor;
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}Input;
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out vec4 fragmentColor;
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out vec4 sceneColor;
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out vec4 bloomColor;
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vec4 scene_ambient = vec4(0.3,0.3,0.3,1);
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@@ -72,7 +75,7 @@ vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
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return lightColor * power;
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}
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LightResult CalcPointLight(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
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LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
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{
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vec4 L = lightPos - position;
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float dist = length(L);
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@@ -86,17 +89,28 @@ LightResult CalcPointLight(vec4 lightPos, float lightRadius, vec4 lightColor, fl
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return result;
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}
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LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
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{
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vec4 L = normalize( -vec4(direction.xyz, 0) );
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LightResult result;
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result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
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result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
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return result;
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}
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void main()
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{
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vec4 texel = texture2D(texture0, Input.TextureCoordinate);
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vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
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vec4 glowTexel = texture2D(GlowMap, Input.TextureCoordinate);
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vec4 position = V * M * vec4(Input.Position, 1.0);
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vec4 normal = V * vec4(Input.Normal, 0.0);
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vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
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vec4 viewVec = normalize(-position);
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vec2 tilePos;
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tilePos.x = int(gl_FragCoord.x/16);
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tilePos.y = int(gl_FragCoord.y/16);
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tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
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tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
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LightResult totalLighting;
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totalLighting.Diffuse = scene_ambient;
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@@ -104,30 +118,46 @@ void main()
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int start = int(LightGrids.Data[currentTile].Start);
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int amount = int(LightGrids.Data[currentTile].Amount);
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//for(int i = 0; i < 3; i++)
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for(int i = start; i < start + amount; i++)
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{
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for(int i = start; i < start + amount; i++) {
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int l = int(LightIndex[i]);
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LightSource light = LightSources.List[l];
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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);
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totalLighting.Diffuse += result.Diffuse;
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totalLighting.Specular += result.Specular;
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LightResult light_result;
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//These if statements should be removed.
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if(light.Type == 1) { // point
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light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
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} else if (light.Type == 2) { //Directional
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light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
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}
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totalLighting.Diffuse += light_result.Diffuse;
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totalLighting.Specular += light_result.Specular;
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}
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fragmentColor += (Input.DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
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//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
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//fragmentColor += vec4(0.0, LightGrids.Data[currentTile].Amount/3.0, 0, 1);
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//fragmentColor = texel * Input.DiffuseColor * Color;
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if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 )
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{
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//fragmentColor += vec4(0.5, 0, 0, 0);
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vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + totalLighting.Specular) * diffuseTexel * Color;
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//bloomColor = vec4(0.3, 0.8, 0.6, 1.0);
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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//These if statements should be removed if they are slow.
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color_result += glowTexel;
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
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/*
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if(color_result.x > 1 || color_result.y > 1 || color_result.z > 1) {
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bloomColor = vec4(color_result.xyz, 1.0);
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} else {
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//fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/3.0, 0, 0, 1);
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bloomColor = vec4(0.0, 0.0, 0.0, 1.0);
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} */
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//Tiled Debug Code
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/*
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if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
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sceneColor += vec4(0.5, 0, 0, 0);
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} else {
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sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
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}
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*/
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}
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