Merge branch 'master' into UnpickableComponent

# Conflicts:
#	resources/Schema/Components.xsd
#	resources/Schema/Types/Entity.xsd
This commit is contained in:
2016-03-13 22:00:10 +01:00
186 changed files with 28974 additions and 20087 deletions
+2 -1
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@@ -3,6 +3,7 @@
#include "IRenderer.h"
#include "ShaderProgram.h"
#include "PNG.h"
class CubeMapPass
{
@@ -21,7 +22,7 @@ private:
IRenderer* m_Renderer;
std::string m_PreviusCubeMapTexture;
std::vector<Texture*> m_CubeMapTextures;
std::vector<std::string> m_CubeMapTextures;
};
#endif
@@ -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 DirectionalLightJob : RenderJob
@@ -16,7 +16,7 @@ struct DirectionalLightJob : RenderJob
: RenderJob()
{
Direction = glm::vec4(0,0,-1,0) * glm::inverse(Transform::AbsoluteOrientation(m_World, transformComponent.EntityID));
Direction = glm::vec4(0,0,-1,0) * glm::inverse(TransformSystem::AbsoluteOrientation(m_World, transformComponent.EntityID));
//Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f);
Color = (glm::vec4)directionalLightComponent["Color"];
Intensity = (double)directionalLightComponent["Intensity"];
+73 -10
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@@ -17,7 +17,7 @@
class DrawFinalPass
{
public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass);
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass, ConfigFile* config);
~DrawFinalPass();
void InitializeTextures();
void InitializeFrameBuffers();
@@ -25,17 +25,77 @@ public:
void Draw(RenderScene& scene, BlurHUD* blurHUDPass);
void ClearBuffer();
void OnWindowResize();
void setMSAA(unsigned int numberOfSamples);
//Return the texture that is used in later stages to apply the bloom effect
GLuint BloomTexture() const { return m_BloomTexture; }
GLuint BloomTexture() {
if (m_MSAA){
m_AntiAliasedFrameBuffer->Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_AntiAliasedFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Read();
glReadBuffer(GL_COLOR_ATTACHMENT1);
m_AntiAliasedFrameBuffer->Draw();
glBlitFramebuffer(
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
return m_AntiAliasedTexture;
}
return m_BloomTexture; }
//Return the texture with diffuse and lighting of the scene.
GLuint SceneTexture() const { return m_SceneTexture; }
GLuint DrawFinalPass::SceneTexture() {
if (m_MSAA) {
m_AntiAliasedFrameBuffer->Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_AntiAliasedFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Read();
glReadBuffer(GL_COLOR_ATTACHMENT0);
m_AntiAliasedFrameBuffer->Draw();
glBlitFramebuffer(
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
return m_AntiAliasedTexture;
}
return m_SceneTexture;
}
//Return the SceneTexture with the blurred HUD bits.
GLuint CombinedSceneTexture() const { return m_CombinedTexture; }
GLuint CombinedSceneTexture() {
if (m_MSAA) {
m_AntiAliasedFrameBuffer->Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_AntiAliasedFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Read();
m_AntiAliasedFrameBuffer->Draw();
glBlitFramebuffer(
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
return m_AntiAliasedTexture;
}
return m_CombinedTexture; }
//Return the blurred scene texture.
GLuint FullBlurredTexture() const { return m_FullBlurredTexture; }
GLuint FullBlurredTexture() {
if (m_MSAA) {
m_AntiAliasedFrameBuffer->Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_AntiAliasedFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Read();
m_AntiAliasedFrameBuffer->Draw();
glBlitFramebuffer(
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
return m_AntiAliasedTexture;
}
return m_FullBlurredTexture; }
//Return the framebuffer used in the scene rendering stage.
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
FrameBuffer* FinalPassFrameBuffer() { return m_FinalPassFrameBuffer; }
private:
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
@@ -56,18 +116,21 @@ private:
Texture* m_GreyTexture;
Texture* m_ErrorTexture;
FrameBuffer m_FinalPassFrameBuffer;
FrameBuffer m_ShieldDepthFrameBuffer;
FrameBuffer* m_FinalPassFrameBuffer = nullptr;
FrameBuffer* m_ShieldDepthFrameBuffer = nullptr;
FrameBuffer* m_AntiAliasedFrameBuffer = nullptr;
GLuint m_BloomTexture = 0;
GLuint m_SceneTexture = 0;
GLuint m_DepthBuffer = 0;
GLuint m_ShieldBuffer = 0;
GLuint m_CubeMapTexture = 0;
GLuint m_FullBlurredTexture;
GLuint m_CombinedTexture; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
GLuint m_FullBlurredTexture = 0;
GLuint m_CombinedTexture = 0; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
GLuint m_AntiAliasedTexture = 0; //Is only used when MSAA is active;
//maqke this component based i guess?
GLuint m_ShieldPixelRate = 16;
unsigned int m_MSAA = 0;
const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass;
+14 -10
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@@ -18,15 +18,17 @@ struct ExplosionEffectJob : ModelJob
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)
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded, shadow)
{
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"];
ExplosionOrigin = (Field<glm::vec3>)explosionEffectComponent["ExplosionOrigin"];
TimeSinceDeath = (Field<double>)explosionEffectComponent["TimeSinceDeath"];
ExplosionDuration = (Field<double>)explosionEffectComponent["ExplosionDuration"];
EndColor = (Field<glm::vec4>)explosionEffectComponent["EndColor"];
Randomness = (Field<bool>)explosionEffectComponent["Randomness"];
RandomnessScalar = (Field<double>)explosionEffectComponent["RandomnessScalar"];
Velocity = (Field<glm::vec2>)explosionEffectComponent["Velocity"];
ColorByDistance = (Field<bool>)explosionEffectComponent["ColorByDistance"];
ExponentialAccelaration = (Field<bool>)explosionEffectComponent["ExponentialAccelaration"];
Reverse = (Field<bool>)explosionEffectComponent["Reverse"];Reverse = (bool)explosionEffectComponent["Reverse"];
ColorDistanceScalar = (Field<double>)explosionEffectComponent["ColorDistanceScalar"];ColorDistanceScalar = (double)explosionEffectComponent["ColorDistanceScalar"];
};
glm::vec3 ExplosionOrigin;
@@ -38,12 +40,14 @@ struct ExplosionEffectJob : ModelJob
glm::vec4 EndColor;
bool Randomness = false;
float RandomnessScalar = 1.f;
double RandomnessScalar = 1.f;
glm::vec2 Velocity;
bool ColorByDistance = false;
//bool ReverseAnimation = false;
//bool Wireframe = false;
bool ExponentialAccelaration = false;
bool Reverse = false;
double ColorDistanceScalar = 1.f;
std::array<float, 50> RandomNumbers = {
0.3257552917701f,
+22 -7
View File
@@ -7,12 +7,13 @@
class BufferResource
{
public:
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod);
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod, bool multiSampling);
GLuint* m_ResourceHandle;
GLenum m_ResourceType;
GLenum m_Attachment;
GLuint m_MipMapLod = 0;
bool m_MultiSampling = false;
private:
};
@@ -21,24 +22,33 @@ template <GLenum RESOURCETYPE>
class ResourceType : public BufferResource
{
public:
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod)
: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { }
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod, bool multiSampling)
: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod, multiSampling) { }
};
class Texture2D : public ResourceType<GL_TEXTURE_2D>
{
public:
Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
: ResourceType(resourceHandle, attachment, mipMapLod) { };
: ResourceType(resourceHandle, attachment, mipMapLod, false) { };
~Texture2D();
};
class Texture2DMultiSample : public ResourceType<GL_TEXTURE_2D_MULTISAMPLE>
{
public:
Texture2DMultiSample(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
: ResourceType(resourceHandle, attachment, mipMapLod, true) { };
~Texture2DMultiSample();
};
class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
{
public:
RenderBuffer(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment, 0)
RenderBuffer(GLuint* resourceHandle, GLenum attachment, bool multiSampling = false)
: ResourceType(resourceHandle, attachment, 0, multiSampling)
{ };
~RenderBuffer();
@@ -48,12 +58,13 @@ class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
{
public:
Texture2DArray(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment, 0)
: ResourceType(resourceHandle, attachment, 0, false)
{ };
~Texture2DArray();
};
class FrameBuffer
{
public:
@@ -65,9 +76,13 @@ public:
void Generate();
void Bind();
void Unbind();
void Read();
void Draw();
GLuint GetHandle();
bool MultiSampling() { return m_MultiSampling; };
private:
bool m_MultiSampling = true;
GLuint m_BufferHandle;
std::vector<std::shared_ptr<BufferResource>> m_Resources;
};
+2
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@@ -3,6 +3,8 @@
struct Image
{
virtual ~Image() = default;
enum class ImageFormat
{
Unknown,
+2 -19
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@@ -12,7 +12,7 @@
#include "../Core/ResourceManager.h"
#include "Camera.h"
#include "../Core/World.h"
#include "../Core/Transform.h"
#include "../Core/TransformSystem.h"
#include "Skeleton.h"
#include "ShaderProgram.h"
#include "BlendTree.h"
@@ -26,24 +26,13 @@ struct ModelJob : RenderJob
ModelID = model->ResourceID;
Type = matProp.type;
::RawModel::MaterialBasic* matGroup = matProp.material;
ShaderID = matProp.ShaderID;
switch(matProp.type){
case ::RawModel::MaterialType::Basic:
if (Model->IsSkinned()) {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
}
else {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
}
TextureID = 0;
break;
case ::RawModel::MaterialType::SingleTextures:
{
if (Model->IsSkinned()) {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
}
else {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
}
::RawModel::MaterialSingleTextures* singleTextures = static_cast<::RawModel::MaterialSingleTextures*>(matProp.material);
TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
if (modelComponent["DiffuseTexture"]) {
@@ -65,12 +54,6 @@ struct ModelJob : RenderJob
break;
case ::RawModel::MaterialType::SplatMapping:
{
if (Model->IsSkinned()) {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
}
else {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
}
::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
SplatMap = &SplatTextures->SplatMap;
+2 -2
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@@ -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 {
+1 -1
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@@ -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"
+2 -1
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@@ -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;
+4 -1
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@@ -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;
+5 -3
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@@ -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;
+2 -2
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@@ -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")) {
+1
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@@ -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;
-2
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@@ -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);
};