Merge remote-tracking branch 'origin/master' into Animations
# Conflicts: # include/Engine/Rendering/DrawFinalPass.h # resources/Schema/Components.xsd # resources/Schema/Entities/CollisionTestLevel.xml # resources/Schema/Types/Entity.xsd # src/Engine/Collision/Collision.cpp # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/RenderSystem.cpp
This commit is contained in:
@@ -28,6 +28,21 @@ bool RayVsAABB(const Ray& ray, const AABB& box);
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//Return true if the ray hits the box, also outputs distance from ray origin to intersection point in [outDistance].
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bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance);
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//Return true if the ray hits the triangle.
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bool RayVsTriangle(const Ray& ray,
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const glm::vec3& v0,
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const glm::vec3& v1,
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const glm::vec3& v2,
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bool trueOnNegativeDistance = false);
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//Return true if the ray hits the triangle, and the distance is less than outDistance.
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bool RayVsTriangle(const Ray& ray,
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const glm::vec3& v0,
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const glm::vec3& v1,
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const glm::vec3& v2,
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float& outDistance,
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float& outUCoord,
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float& outVCoord,
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bool trueOnNegativeDistance = false);
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//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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@@ -52,6 +67,9 @@ bool AABBvsTriangles(const AABB& box,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& boxVelocity,
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float verticalStepHeight,
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bool& isOnGround,
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glm::vec3& outResolutionVector);
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//Return true if the boxes are intersecting.
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@@ -60,6 +78,8 @@ bool AABBVsAABB(const AABB& a, const AABB& b);
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//Also outputs the minimum translation that box [a] would need in order to resolve collision.
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bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
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//Attaches an AABB which contains all vertices in the entitys Model.
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bool AttachAABBComponentFromModel(EntityWrapper entity);
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// Calculates an absolute AABB from an entity AABB component
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boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity);
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+3
-3
@@ -6,12 +6,12 @@
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#include "Collision.h"
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#include "EntityAABB.h"
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class CollidableOctreeSystem : public ImpureSystem, public PureSystem
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class FillOctreeSystem : public ImpureSystem, public PureSystem
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{
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public:
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CollidableOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree, const std::string& componentType)
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FillOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree, const std::string& fillComponentType)
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: System(world, eventBroker)
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, PureSystem(componentType)
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, PureSystem(fillComponentType)
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, m_Octree(octree)
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{ }
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@@ -43,6 +43,11 @@ struct ComponentWrapper
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// Specialization for string literals
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template <std::size_t N>
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void SetField(std::string name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); }
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void Copy(ComponentWrapper& destination)
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{
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memcpy(destination.Data, this->Data, Info.Stride);
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}
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struct SubscriptProxy
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{
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@@ -0,0 +1,17 @@
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#ifndef EPickupSpawned_h__
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#define EPickupSpawned_h__
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#include "Core/Event.h"
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#include "Core/EntityWrapper.h"
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namespace Events
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{
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struct PickupSpawned : Event
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{
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EntityWrapper Pickup;
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};
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}
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#endif
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@@ -9,6 +9,7 @@ namespace Events
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struct PlayerDamage : Event
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{
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//NOTE: this struct is missing information on what the damageSource is
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EntityWrapper Player;
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double Damage;
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};
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@@ -2,7 +2,7 @@
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#define EPlayerDeath_h__
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#include "EventBroker.h"
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#include "../Core/Entity.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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@@ -10,8 +10,7 @@ namespace Events
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struct PlayerDeath : Event
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{
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//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
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EntityID KilledBy;
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EntityID PlayerID;
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EntityWrapper Player;
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std::string KilledByWhat;
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};
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@@ -2,16 +2,16 @@
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#define EPlayerHealthPickup_h__
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#include "EventBroker.h"
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#include "../Core/Entity.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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struct PlayerHealthPickup : Event
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{
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double HealthAmount;
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EntityID PlayerHealedID;
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};
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struct PlayerHealthPickup : Event
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{
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EntityWrapper Player;
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double HealthAmount;
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};
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}
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@@ -25,6 +25,7 @@ struct EntityWrapper
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const std::string Name();
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bool HasComponent(const std::string& componentType);
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void AttachComponent(const char* componentName);
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EntityWrapper Parent();
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EntityWrapper FirstChildByName(const std::string& name);
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EntityWrapper FirstParentWithComponent(const std::string& componentType);
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@@ -102,7 +102,7 @@ public:
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m_ExtraMemory.push_back((char*)malloc(m_Stride));
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//We should preferably not enter here to avoid performance issues. Set more numMaxElements in constructor instead.
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if (!DisableMemoryPool::Value) {
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LOG_WARNING("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
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LOG_DEBUG("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
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}
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return m_ExtraMemory.back();
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}
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@@ -111,7 +111,7 @@ struct Child
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std::vector<ContainedObject>& m_StaticObjectsRef;
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std::vector<ContainedObject>& m_DynamicObjectsRef;
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bool hasChildren() const;
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inline bool hasChildren() const { return m_Children[0] != nullptr; }
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int childIndexContainingPoint(const glm::vec3& point) const;
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std::vector<int> childIndicesContainingBox(const AABB& box) const;
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};
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@@ -7,6 +7,10 @@
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class Ray
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{
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public:
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Ray()
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: m_Origin(glm::vec3(0.f))
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, m_Direction(glm::vec3(0, 0, 1))
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{}
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Ray(const glm::vec3& origin, const glm::vec3& dir)
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: m_Origin(origin)
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, m_Direction(glm::normalize(dir))
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@@ -18,6 +18,7 @@ glm::vec3 AbsoluteScale(EntityWrapper entity);
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glm::vec3 AbsoluteScale(World* world, EntityID entity);
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glm::mat4 ModelMatrix(EntityWrapper entity);
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glm::mat4 ModelMatrix(EntityID entity, World* world);
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glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix);
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}
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@@ -17,7 +17,7 @@ public:
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure);
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void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure);
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private:
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const IRenderer* m_Renderer;
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@@ -22,15 +22,23 @@ public:
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//Return the texture that is used in later stages to apply the bloom effect
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GLuint BloomTexture() const { return m_BloomTexture; }
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GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; }
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//Return the texture with diffuse and lighting of the scene.
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GLuint SceneTexture() const { return m_SceneTexture; }
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GLuint SceneTextureLowRes() const { return m_SceneTextureLowRes; }
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//Return the framebuffer used in the scene rendering stage.
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FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
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FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
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void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
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@@ -44,9 +52,16 @@ private:
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Texture* m_GreyTexture;
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FrameBuffer m_FinalPassFrameBuffer;
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FrameBuffer m_FinalPassFrameBufferLowRes;
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GLuint m_BloomTexture;
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GLuint m_SceneTexture;
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GLuint m_BloomTextureLowRes;
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GLuint m_SceneTextureLowRes;
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GLuint m_DepthBuffer;
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GLuint m_DepthBufferLowRes;
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//maqke this component based i guess?
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GLuint m_ShieldPixelRate = 16;
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const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
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@@ -55,6 +70,8 @@ private:
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ShaderProgram* m_ExplosionEffectProgram;
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ShaderProgram* m_ExplosionEffectSplatMapProgram;
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ShaderProgram* m_ForwardPlusSplatMapProgram;
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ShaderProgram* m_ShieldToStencilProgram;
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ShaderProgram* m_FillDepthBufferProgram;
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ShaderProgram* m_ForwardPlusSkinnedProgram;
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@@ -12,4 +12,11 @@ private:
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};
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class DrawStencilState : public RenderState
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{
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public:
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DrawStencilState(GLuint frameBuffer);
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~DrawStencilState();
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};
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#endif
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@@ -19,22 +19,30 @@
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struct RenderScene
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{
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::Camera* Camera = nullptr;
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std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
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std::list<std::shared_ptr<RenderJob>> TransparentObjects;
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std::list<std::shared_ptr<RenderJob>> PointLightJobs;
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std::list<std::shared_ptr<RenderJob>> TextJobs;
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std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
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struct Queues {
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std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
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std::list<std::shared_ptr<RenderJob>> TransparentObjects;
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std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
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std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
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std::list<std::shared_ptr<RenderJob>> ShieldObjects;
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std::list<std::shared_ptr<RenderJob>> PointLight;
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std::list<std::shared_ptr<RenderJob>> Text;
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std::list<std::shared_ptr<RenderJob>> DirectionalLight;
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} Jobs;
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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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OpaqueObjects.clear();
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TransparentObjects.clear();
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PointLightJobs.clear();
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TextJobs.clear();
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DirectionalLightJobs.clear();
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Jobs.OpaqueObjects.clear();
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Jobs.TransparentObjects.clear();
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Jobs.OpaqueShieldedObjects.clear();
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Jobs.TransparentShieldedObjects.clear();
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Jobs.ShieldObjects.clear();
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Jobs.Text.clear();
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Jobs.DirectionalLight.clear();
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}
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};
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@@ -2,6 +2,7 @@
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#define RenderState_h__
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#include <functional>
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#include <boost/range/adaptor/reversed.hpp>
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#include "../Common.h"
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#include "../OpenGL.h"
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#include "../GLM.h"
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@@ -19,6 +20,9 @@ public:
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bool BindFramebuffer(GLint framebuffer);
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bool BlendEquation(GLenum mode);
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bool BlendFunc(GLenum sfactor, GLenum dfactor);
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bool StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);
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bool StencilFunc(GLenum func, GLint ref, GLuint mask);
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bool StencilMask(GLuint mask);
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bool DepthMask(GLboolean flag);
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private:
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@@ -40,7 +40,7 @@ private:
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EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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void fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs);
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void fillModels(RenderScene::Queues &jobs);
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void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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