Merge branch 'master' into UnpickableComponent
# Conflicts: # resources/Schema/Components.xsd # resources/Schema/Types/Entity.xsd
This commit is contained in:
@@ -3,6 +3,7 @@
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#include "IRenderer.h"
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#include "ShaderProgram.h"
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#include "PNG.h"
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class CubeMapPass
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{
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@@ -21,7 +22,7 @@ private:
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IRenderer* m_Renderer;
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std::string m_PreviusCubeMapTexture;
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std::vector<Texture*> m_CubeMapTextures;
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std::vector<std::string> m_CubeMapTextures;
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};
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#endif
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@@ -7,7 +7,7 @@
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#include "../GLM.h"
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#include "../Core/ComponentWrapper.h"
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#include "RenderJob.h"
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#include "../Core/Transform.h"
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#include "../Core/TransformSystem.h"
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#include "../Core/World.h"
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struct DirectionalLightJob : RenderJob
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@@ -16,7 +16,7 @@ struct DirectionalLightJob : RenderJob
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: RenderJob()
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{
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Direction = glm::vec4(0,0,-1,0) * glm::inverse(Transform::AbsoluteOrientation(m_World, transformComponent.EntityID));
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Direction = glm::vec4(0,0,-1,0) * glm::inverse(TransformSystem::AbsoluteOrientation(m_World, transformComponent.EntityID));
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//Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f);
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Color = (glm::vec4)directionalLightComponent["Color"];
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Intensity = (double)directionalLightComponent["Intensity"];
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@@ -17,7 +17,7 @@
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class DrawFinalPass
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{
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass);
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass, ConfigFile* config);
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~DrawFinalPass();
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void InitializeTextures();
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void InitializeFrameBuffers();
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@@ -25,17 +25,77 @@ public:
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void Draw(RenderScene& scene, BlurHUD* blurHUDPass);
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void ClearBuffer();
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void OnWindowResize();
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void setMSAA(unsigned int numberOfSamples);
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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 BloomTexture() {
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if (m_MSAA){
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m_AntiAliasedFrameBuffer->Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_AntiAliasedFrameBuffer->Unbind();
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m_FinalPassFrameBuffer->Read();
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glReadBuffer(GL_COLOR_ATTACHMENT1);
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m_AntiAliasedFrameBuffer->Draw();
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glBlitFramebuffer(
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0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
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0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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return m_AntiAliasedTexture;
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}
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return m_BloomTexture; }
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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 DrawFinalPass::SceneTexture() {
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if (m_MSAA) {
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m_AntiAliasedFrameBuffer->Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_AntiAliasedFrameBuffer->Unbind();
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m_FinalPassFrameBuffer->Read();
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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m_AntiAliasedFrameBuffer->Draw();
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glBlitFramebuffer(
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0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
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0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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return m_AntiAliasedTexture;
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}
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return m_SceneTexture;
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}
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//Return the SceneTexture with the blurred HUD bits.
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GLuint CombinedSceneTexture() const { return m_CombinedTexture; }
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GLuint CombinedSceneTexture() {
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if (m_MSAA) {
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m_AntiAliasedFrameBuffer->Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_AntiAliasedFrameBuffer->Unbind();
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m_FinalPassFrameBuffer->Read();
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m_AntiAliasedFrameBuffer->Draw();
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glBlitFramebuffer(
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0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
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0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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return m_AntiAliasedTexture;
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}
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return m_CombinedTexture; }
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//Return the blurred scene texture.
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GLuint FullBlurredTexture() const { return m_FullBlurredTexture; }
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GLuint FullBlurredTexture() {
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if (m_MSAA) {
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m_AntiAliasedFrameBuffer->Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_AntiAliasedFrameBuffer->Unbind();
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m_FinalPassFrameBuffer->Read();
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m_AntiAliasedFrameBuffer->Draw();
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glBlitFramebuffer(
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0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
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0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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return m_AntiAliasedTexture;
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}
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return m_FullBlurredTexture; }
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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* FinalPassFrameBuffer() { return m_FinalPassFrameBuffer; }
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private:
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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@@ -56,18 +116,21 @@ private:
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Texture* m_GreyTexture;
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Texture* m_ErrorTexture;
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FrameBuffer m_FinalPassFrameBuffer;
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FrameBuffer m_ShieldDepthFrameBuffer;
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FrameBuffer* m_FinalPassFrameBuffer = nullptr;
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FrameBuffer* m_ShieldDepthFrameBuffer = nullptr;
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FrameBuffer* m_AntiAliasedFrameBuffer = nullptr;
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GLuint m_BloomTexture = 0;
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GLuint m_SceneTexture = 0;
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GLuint m_DepthBuffer = 0;
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GLuint m_ShieldBuffer = 0;
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GLuint m_CubeMapTexture = 0;
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GLuint m_FullBlurredTexture;
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GLuint m_CombinedTexture; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
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GLuint m_FullBlurredTexture = 0;
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GLuint m_CombinedTexture = 0; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
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GLuint m_AntiAliasedTexture = 0; //Is only used when MSAA is active;
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//maqke this component based i guess?
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GLuint m_ShieldPixelRate = 16;
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unsigned int m_MSAA = 0;
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const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
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@@ -18,15 +18,17 @@ struct ExplosionEffectJob : ModelJob
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded, shadow)
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{
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ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
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TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
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ExplosionDuration = (double)explosionEffectComponent["ExplosionDuration"];
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EndColor = (glm::vec4)explosionEffectComponent["EndColor"];
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Randomness = (bool)explosionEffectComponent["Randomness"];
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RandomnessScalar = (double)explosionEffectComponent["RandomnessScalar"];
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Velocity = (glm::vec2)explosionEffectComponent["Velocity"];
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ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"];
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ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"];
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ExplosionOrigin = (Field<glm::vec3>)explosionEffectComponent["ExplosionOrigin"];
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TimeSinceDeath = (Field<double>)explosionEffectComponent["TimeSinceDeath"];
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ExplosionDuration = (Field<double>)explosionEffectComponent["ExplosionDuration"];
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EndColor = (Field<glm::vec4>)explosionEffectComponent["EndColor"];
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Randomness = (Field<bool>)explosionEffectComponent["Randomness"];
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RandomnessScalar = (Field<double>)explosionEffectComponent["RandomnessScalar"];
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Velocity = (Field<glm::vec2>)explosionEffectComponent["Velocity"];
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ColorByDistance = (Field<bool>)explosionEffectComponent["ColorByDistance"];
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ExponentialAccelaration = (Field<bool>)explosionEffectComponent["ExponentialAccelaration"];
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Reverse = (Field<bool>)explosionEffectComponent["Reverse"];Reverse = (bool)explosionEffectComponent["Reverse"];
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ColorDistanceScalar = (Field<double>)explosionEffectComponent["ColorDistanceScalar"];ColorDistanceScalar = (double)explosionEffectComponent["ColorDistanceScalar"];
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};
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glm::vec3 ExplosionOrigin;
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@@ -38,12 +40,14 @@ struct ExplosionEffectJob : ModelJob
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glm::vec4 EndColor;
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bool Randomness = false;
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float RandomnessScalar = 1.f;
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double RandomnessScalar = 1.f;
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glm::vec2 Velocity;
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bool ColorByDistance = false;
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//bool ReverseAnimation = false;
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//bool Wireframe = false;
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bool ExponentialAccelaration = false;
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bool Reverse = false;
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double ColorDistanceScalar = 1.f;
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std::array<float, 50> RandomNumbers = {
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0.3257552917701f,
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@@ -7,12 +7,13 @@
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class BufferResource
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{
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public:
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BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod);
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BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod, bool multiSampling);
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GLuint* m_ResourceHandle;
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GLenum m_ResourceType;
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GLenum m_Attachment;
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GLuint m_MipMapLod = 0;
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bool m_MultiSampling = false;
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private:
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};
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@@ -21,24 +22,33 @@ template <GLenum RESOURCETYPE>
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class ResourceType : public BufferResource
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{
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public:
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ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod)
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: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { }
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ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod, bool multiSampling)
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: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod, multiSampling) { }
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};
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class Texture2D : public ResourceType<GL_TEXTURE_2D>
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{
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public:
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Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
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: ResourceType(resourceHandle, attachment, mipMapLod) { };
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: ResourceType(resourceHandle, attachment, mipMapLod, false) { };
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~Texture2D();
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};
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class Texture2DMultiSample : public ResourceType<GL_TEXTURE_2D_MULTISAMPLE>
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{
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public:
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Texture2DMultiSample(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
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: ResourceType(resourceHandle, attachment, mipMapLod, true) { };
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~Texture2DMultiSample();
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};
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class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
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{
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public:
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RenderBuffer(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment, 0)
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RenderBuffer(GLuint* resourceHandle, GLenum attachment, bool multiSampling = false)
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: ResourceType(resourceHandle, attachment, 0, multiSampling)
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{ };
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~RenderBuffer();
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@@ -48,12 +58,13 @@ class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
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{
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public:
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Texture2DArray(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment, 0)
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: ResourceType(resourceHandle, attachment, 0, false)
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{ };
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~Texture2DArray();
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};
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class FrameBuffer
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{
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public:
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@@ -65,9 +76,13 @@ public:
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void Generate();
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void Bind();
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void Unbind();
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void Read();
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void Draw();
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GLuint GetHandle();
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bool MultiSampling() { return m_MultiSampling; };
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private:
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bool m_MultiSampling = true;
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GLuint m_BufferHandle;
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std::vector<std::shared_ptr<BufferResource>> m_Resources;
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};
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@@ -3,6 +3,8 @@
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struct Image
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{
|
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virtual ~Image() = default;
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enum class ImageFormat
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{
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Unknown,
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@@ -12,7 +12,7 @@
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#include "../Core/ResourceManager.h"
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#include "Camera.h"
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#include "../Core/World.h"
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#include "../Core/Transform.h"
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#include "../Core/TransformSystem.h"
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#include "Skeleton.h"
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#include "ShaderProgram.h"
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#include "BlendTree.h"
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@@ -26,24 +26,13 @@ struct ModelJob : RenderJob
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ModelID = model->ResourceID;
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Type = matProp.type;
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::RawModel::MaterialBasic* matGroup = matProp.material;
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ShaderID = matProp.ShaderID;
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switch(matProp.type){
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case ::RawModel::MaterialType::Basic:
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if (Model->IsSkinned()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
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}
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else {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
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}
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TextureID = 0;
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break;
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case ::RawModel::MaterialType::SingleTextures:
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{
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if (Model->IsSkinned()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
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}
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else {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
|
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}
|
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::RawModel::MaterialSingleTextures* singleTextures = static_cast<::RawModel::MaterialSingleTextures*>(matProp.material);
|
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TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
|
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if (modelComponent["DiffuseTexture"]) {
|
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@@ -65,12 +54,6 @@ struct ModelJob : RenderJob
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break;
|
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case ::RawModel::MaterialType::SplatMapping:
|
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{
|
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if (Model->IsSkinned()) {
|
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
|
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}
|
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::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
|
||||
|
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SplatMap = &SplatTextures->SplatMap;
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
#include "../GLM.h"
|
||||
#include "../Core/ComponentWrapper.h"
|
||||
#include "RenderJob.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "../Core/TransformSystem.h"
|
||||
#include "../Core/World.h"
|
||||
|
||||
struct PointLightJob : RenderJob
|
||||
@@ -16,7 +16,7 @@ struct PointLightJob : RenderJob
|
||||
: RenderJob()
|
||||
{
|
||||
Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f);
|
||||
Position = glm::vec4(Transform::AbsolutePosition(m_World, transformComponent.EntityID), 1.f);
|
||||
Position = glm::vec4(TransformSystem::AbsolutePosition(m_World, transformComponent.EntityID), 1.f);
|
||||
Color = (glm::vec4)pointLightComponent["Color"];
|
||||
Radius = (double)pointLightComponent["Radius"];
|
||||
Intensity = (double)pointLightComponent["Intensity"];
|
||||
|
||||
@@ -18,6 +18,7 @@
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "Texture.h"
|
||||
#include "Skeleton.h"
|
||||
#include "ShaderProgram.h"
|
||||
|
||||
#include "boost\endian\buffers.hpp"
|
||||
|
||||
@@ -87,6 +88,7 @@ public:
|
||||
struct MaterialProperties {
|
||||
MaterialType type;
|
||||
MaterialBasic* material;
|
||||
unsigned int ShaderID = 0;
|
||||
};
|
||||
|
||||
const Vertex* Vertices() const {
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
#include "ModelJob.h"
|
||||
#include "Renderer.h"
|
||||
#include "PointLightJob.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "../Core/TransformSystem.h"
|
||||
#include "../Core/EPlayerSpawned.h"
|
||||
#include "../Core/Octree.h"
|
||||
#include "../Collision/EntityAABB.h"
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "ImGuiRenderPass.h"
|
||||
#include "Camera.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "../Core/TransformSystem.h"
|
||||
#include "imgui/imgui.h"
|
||||
#include "TextPass.h"
|
||||
#include "Util/CommonFunctions.h"
|
||||
@@ -71,6 +71,7 @@ private:
|
||||
bool m_ResizeWindow = false;
|
||||
int m_SSAO_Quality = 0;
|
||||
int m_GLOW_Quality = 2;
|
||||
unsigned int m_MSAA_Level = 0;
|
||||
|
||||
PickingPass* m_PickingPass;
|
||||
LightCullingPass* m_LightCullingPass;
|
||||
|
||||
@@ -20,11 +20,14 @@ public:
|
||||
, Parent(parent)
|
||||
, Name(name)
|
||||
, OffsetMatrix(offsetMatrix)
|
||||
{ }
|
||||
{
|
||||
BindTransformMatrix = glm::inverse(offsetMatrix);
|
||||
}
|
||||
|
||||
std::string Name;
|
||||
glm::mat4 OffsetMatrix;
|
||||
int ID;
|
||||
glm::mat4 BindTransformMatrix;
|
||||
|
||||
Bone* Parent;
|
||||
std::vector<Bone*> Children;
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "Camera.h"
|
||||
#include "../Core/World.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "../Core/TransformSystem.h"
|
||||
#include "Skeleton.h"
|
||||
|
||||
struct SpriteJob : RenderJob
|
||||
@@ -29,6 +29,7 @@ struct SpriteJob : RenderJob
|
||||
IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
|
||||
|
||||
Linear = (bool)cSprite["Linear"];
|
||||
ClampToBorder = (bool)cSprite["ClampToBorder"];
|
||||
|
||||
StartIndex = matProp.material->StartIndex;
|
||||
EndIndex = matProp.material->EndIndex;
|
||||
@@ -37,7 +38,7 @@ struct SpriteJob : RenderJob
|
||||
BlurBackground = (bool)cSprite["BlurBackground"];
|
||||
|
||||
Entity = cSprite.EntityID;
|
||||
Position = Transform::AbsolutePosition(world, cSprite.EntityID);
|
||||
Position = TransformSystem::AbsolutePosition(world, cSprite.EntityID);
|
||||
Depth = 0;
|
||||
if (depthSorted) {
|
||||
glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1));
|
||||
@@ -50,7 +51,7 @@ struct SpriteJob : RenderJob
|
||||
FillColor = fillColor;
|
||||
FillPercentage = fillPercentage;
|
||||
|
||||
glm::vec3 scale = Transform::AbsoluteScale(world, cSprite.EntityID);
|
||||
glm::vec3 scale = TransformSystem::AbsoluteScale(world, cSprite.EntityID);
|
||||
|
||||
if((bool)cSprite["KeepRatio"] == true) {
|
||||
if(scale.y >= scale.x) {
|
||||
@@ -93,6 +94,7 @@ struct SpriteJob : RenderJob
|
||||
float ScaleX = 1;
|
||||
float ScaleY = 1;
|
||||
bool Linear = false;
|
||||
bool ClampToBorder = false;
|
||||
|
||||
glm::vec4 FillColor = glm::vec4(0);
|
||||
float FillPercentage = 0.0;
|
||||
|
||||
@@ -17,8 +17,8 @@ struct TextJob : RenderJob
|
||||
: RenderJob()
|
||||
{
|
||||
Matrix = matrix;
|
||||
Color = (glm::vec4)textComponent["Color"];
|
||||
Content = (std::string)textComponent["Content"];
|
||||
Color = (const glm::vec4&)textComponent["Color"];
|
||||
Content = (const std::string&)textComponent["Content"];
|
||||
Resource = font;
|
||||
|
||||
if ((int)textComponent["Alignment"] == textComponent["Alignment"].Enum("Left")) {
|
||||
|
||||
@@ -23,6 +23,7 @@ public:
|
||||
|
||||
private:
|
||||
void renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix);
|
||||
std::string parseColors(std::string text, std::map<int, glm::vec4>& colorChanges, glm::vec4 originalColor);
|
||||
|
||||
Font* font;
|
||||
GLuint VAO, VBO;
|
||||
|
||||
@@ -14,8 +14,6 @@ protected:
|
||||
TextureSprite(std::string path);
|
||||
|
||||
public:
|
||||
~TextureSprite();
|
||||
|
||||
void Bind(GLenum textureUnit = GL_TEXTURE0);
|
||||
|
||||
GLuint m_Texture = 0;
|
||||
|
||||
@@ -27,7 +27,7 @@ Texture* TryLoadResource(std::string path)
|
||||
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||
void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat);
|
||||
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps);
|
||||
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type, GLint numMipMaps, GLint MAGFilter, GLint MINFilter);
|
||||
void DeleteTexture(GLuint* texture);
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user