Merge branch 'master' into Importer
# Conflicts: # src/Engine/Collision/Collision.cpp # src/Engine/Collision/CollisionSystem.cpp # src/Engine/Rendering/DrawFinalPass.cpp # src/Game/Systems/SpawnerSystem.cpp
This commit is contained in:
@@ -3,27 +3,41 @@
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#include "GLM.h"
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/ResourceManager.h"
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#include "../Common.h"
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#include "../Core/System.h"
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#include "../Core/ResourceManager.h"
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#include "Rendering/Model.h"
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#include "Rendering/EAnimationComplete.h"
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#include "Rendering/Skeleton.h"
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#include <imgui/imgui.h>
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#include "Rendering/BlendTree.h"
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#include "Rendering/EAutoAnimationBlend.h"
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#include "../Core/EntityWrapper.h"
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#include "Rendering/AutoBlendQueue.h"
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#include "../Input/EInputCommand.h"
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#include "../Core/EEntityDeleted.h"
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#include "Rendering/ESetBlendWeight.h"
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#include "imgui/imgui.h"
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class AnimationSystem : public PureSystem
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class AnimationSystem : public ImpureSystem
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{
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public:
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AnimationSystem(SystemParams params)
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: System(params)
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, PureSystem("Animation")
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{
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}
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AnimationSystem(SystemParams params);
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~AnimationSystem() { }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
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virtual void Update(double dt) override;
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private:
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void CreateBlendTrees();
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void UpdateAnimations(double dt);
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void UpdateWeights(double dt);
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EventRelay<AnimationSystem, Events::AutoAnimationBlend> m_EAutoAnimationBlend;
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bool OnAutoAnimationBlend(Events::AutoAnimationBlend& e);
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EventRelay<AnimationSystem, Events::EntityDeleted> m_EEntityDeleted;
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bool OnEntityDeleted(Events::EntityDeleted& e);
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EventRelay<AnimationSystem, Events::SetBlendWeight> m_ESetBlendWeight;
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bool OnSetBlendWeight(Events::SetBlendWeight& e);
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std::unordered_map<EntityWrapper, AutoBlendQueue> m_AutoBlendQueues;
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};
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#endif
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@@ -0,0 +1,48 @@
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#ifndef AutoBlendQueue_h__
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#define AutoBlendQueue_h__
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#include "../Core/ResourceManager.h"
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#include "Skeleton.h"
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#include "Model.h"
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#include "BlendTree.h"
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#include "../Core/EntityWrapper.h"
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class AutoBlendQueue
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{
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public:
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struct AutoBlendJob
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{
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EntityWrapper RootNode = EntityWrapper::Invalid;
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double Duration;
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double CurrentTime = 0.0;
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double Delay = 0.0;
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EntityWrapper AnimationEntity = EntityWrapper::Invalid;
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BlendTree::AutoBlendInfo BlendInfo;
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};
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struct AutoblendNode
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{
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AutoBlendJob BlendJob;
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double StartTime;
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double EndTime;
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};
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AutoBlendQueue() { };
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void Insert(AutoBlendJob autoBlendJob);
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void UpdateTime(double dt);
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void PrintQueue();
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bool HasActiveBlendJob();
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std::shared_ptr<BlendTree> GetBlendTree();
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AutoBlendQueue::AutoBlendJob& GetActiveBlendJob();
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bool Empty() { return m_BlendQueue.empty(); }
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private:
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std::list<AutoblendNode> m_BlendQueue;
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};
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#endif
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@@ -0,0 +1,103 @@
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#ifndef BlendTree_h__
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#define BlendTree_h__
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#include "Common.h"
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#include "../GLM.h"
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#include "Skeleton.h"
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#include "../Core/EntityWrapper.h"
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#include "../Core/World.h"
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#include <stack>
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class BlendTree
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{
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public:
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enum class NodeType
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{
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Additive,
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Blend,
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Override,
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Animation,
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};
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struct Node
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{
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std::string Name;
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EntityWrapper Entity;
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Node* Parent = nullptr;
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Node* Child[2] = { nullptr, nullptr };
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NodeType Type;
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std::map<int, Skeleton::PoseData> Pose;
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bool SubTreeRoot = false;
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double Weight = 0.0;
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Node* Next() {
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Node* next = this;
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if (next->Child[1] == nullptr) {
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// Node has no right child
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next = this;
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while (next->Parent != nullptr && next == next->Parent->Child[1]) {
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next = next->Parent;
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}
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next = next->Parent;
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} else {
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// Find the leftmost node in the right subtree
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next = next->Child[1];
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while (next->Child[0] != nullptr) {
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next = next->Child[0];
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}
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}
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return next;
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}
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};
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struct AutoBlendInfo
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{
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std::string NodeName;
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double progress;
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bool Start;
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bool SingleBlend;
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double Weight;
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std::unordered_map<EntityWrapper, double> StartWeights;
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};
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BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton);
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~BlendTree();
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std::vector<glm::mat4> GetFinalPose() { return m_FinalPose; }
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glm::mat4 GetBoneTransform(int boneID);
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bool IsValid() { return (m_Root == nullptr ? false : true); }
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void PrintTree();
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BlendTree::AutoBlendInfo AutoBlendStep(AutoBlendInfo blendInfo);
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BlendTree::Node* GetCommonParent(std::string NodeName1, std::string NodeName2);
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BlendTree::Node* FirstCommonParent(Node* node1, Node* node2);
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EntityWrapper GetSubTreeRoot(std::string nodeName);
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std::vector<EntityWrapper> GetSubTreeRoots(std::string nodeName);
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std::vector<EntityWrapper> GetSingleLevelRoots(std::string name);
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std::vector<EntityWrapper> GetEntitesByName(std::string name);
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void SetWeightByName(std::string name, double weight);
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private:
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Skeleton* m_Skeleton = nullptr;
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Node* m_Root = nullptr;
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std::vector<glm::mat4> m_FinalPose;
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std::map<int, glm::mat4> m_FinalBoneTransforms;
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std::vector<BlendTree::Node*> FindNodesByName(std::string name);
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std::vector<glm::mat4> AccumulateFinalPose();
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BlendTree::Node* FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity);
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void Blend(std::map<int, Skeleton::PoseData>& pose);
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};
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#endif
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@@ -0,0 +1,70 @@
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#ifndef BlurHUD_h__
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#define BlurHUD_h__
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#include "IRenderer.h"
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#include "DrawBloomPassState.h"
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//#include "LightCullingPass.h" Finalpass om den skall skickas in
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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//#include "Util/UnorderedMapVec2.h"
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#include "Texture.h"
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class BlurHUD
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{
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public:
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BlurHUD(IRenderer* renderer);
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~BlurHUD() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void InitializeBuffers();
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void ClearBuffer();
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void FillGaussianBuffer(FrameBuffer* fb);
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GLuint Draw(GLuint texture, RenderScene& scene);
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void OnWindowResize();
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void FillStencil(RenderScene& scene);
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GLuint CombineTextures(GLuint texture1, GLuint texture2);
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//Getters
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//Return the blurred result of the texture that was sent into draw
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GLuint GaussianTexture() const {
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if (m_Quality == 0) {
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return m_BlackTexture->m_Texture;
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} else {
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return m_GaussianTexture_vert;
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}
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}
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private:
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Texture* m_BlackTexture;
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Model* m_ScreenQuad;
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const IRenderer* m_Renderer;
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ConfigFile* m_Config;
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//const LightCullingPass* m_LightCullingPass
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int m_Iterations = 3;
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int m_Quality = 0;
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float m_BlurQuality = 4.f;
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GLuint m_GaussianTexture_horiz = 0;
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GLuint m_GaussianTexture_vert = 0;
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GLuint m_DepthStencil_horiz = 0;
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GLuint m_DepthStencil_vert = 0;
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GLuint m_CombinedTexture = 0;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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FrameBuffer m_CombinedTextureBuffer;
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ShaderProgram* m_GaussianProgram_horiz;
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ShaderProgram* m_GaussianProgram_vert;
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ShaderProgram* m_FillDepthStencilProgram;
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ShaderProgram* m_CombineTexturesProgram;
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};
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#endif
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@@ -8,6 +8,7 @@
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#include "Core/ResourceManager.h"
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#include "Rendering/Model.h"
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#include "Rendering/Skeleton.h"
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#include "Rendering/BlendTree.h"
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//Needs to be a higher orderlevel than AnimationSystem
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class BoneAttachmentSystem : public PureSystem
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@@ -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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@@ -15,13 +16,13 @@ public:
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void GenerateCubeMapTexture();
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//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
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GLuint m_CubeMapTexture = -1;
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GLuint m_CubeMapTexture = 0;
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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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@@ -13,7 +13,7 @@ class DrawBloomPass
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{
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public:
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DrawBloomPass(IRenderer* renderer, ConfigFile* config);
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~DrawBloomPass() { }
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~DrawBloomPass();
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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@@ -33,12 +33,14 @@ public:
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if (m_Quality == 0) {
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return m_BlackTexture->m_Texture;
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} else {
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return m_GaussianTexture_vert;
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return m_FinalGaussianTexture;
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}
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}
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private:
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void GaussianLodPass(GLuint mipMap, GLuint texture);
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void CombineGaussianBlur();
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Texture* m_BlackTexture;
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Model* m_ScreenQuad;
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@@ -47,15 +49,19 @@ private:
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//const LightCullingPass* m_LightCullingPass
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int m_Iterations;
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int m_Quality = 0;
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int m_BloomLod = 5;
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GLuint m_GaussianTexture_horiz = 0;
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GLuint m_GaussianTexture_vert = 0;
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GLuint m_FinalGaussianTexture = 0;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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FrameBuffer* m_GaussianFrameBuffer_horiz = nullptr;
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FrameBuffer* m_GaussianFrameBuffer_vert = nullptr;
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FrameBuffer m_GaussianCombineBuffer;
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ShaderProgram* m_GaussianProgram_horiz;
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ShaderProgram* m_GaussianProgram_vert;
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ShaderProgram* m_GaussianCombineProgram;
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};
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@@ -11,25 +11,91 @@
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#include "Util/UnorderedMapVec2.h"
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#include "Util/CommonFunctions.h"
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#include "Texture.h"
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#include "ShadowPass.h"
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#include "BlurHUD.h"
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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);
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~DrawFinalPass() { }
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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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void InitializeShaderPrograms();
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void Draw(RenderScene& scene);
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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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|
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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,
|
||||
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.
|
||||
GLuint CombinedSceneTexture() {
|
||||
if (m_MSAA) {
|
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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() {
|
||||
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);
|
||||
@@ -50,21 +116,27 @@ private:
|
||||
Texture* m_GreyTexture;
|
||||
Texture* m_ErrorTexture;
|
||||
|
||||
FrameBuffer m_FinalPassFrameBuffer;
|
||||
FrameBuffer m_ShieldDepthFrameBuffer;
|
||||
GLuint m_BloomTexture;
|
||||
GLuint m_SceneTexture;
|
||||
GLuint m_DepthBuffer;
|
||||
GLuint m_ShieldBuffer;
|
||||
GLuint m_CubeMapTexture;
|
||||
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 = 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;
|
||||
const CubeMapPass* m_CubeMapPass;
|
||||
const SSAOPass* m_SSAOPass;
|
||||
const ShadowPass* m_ShadowPass;
|
||||
|
||||
ShaderProgram* m_ForwardPlusProgram;
|
||||
ShaderProgram* m_ExplosionEffectProgram;
|
||||
|
||||
@@ -0,0 +1,28 @@
|
||||
#ifndef Events_AutoAnimationBlend_h__
|
||||
#define Events_AutoAnimationBlend_h__
|
||||
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "../Core/EntityWrapper.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct AutoAnimationBlend : Event
|
||||
{
|
||||
EntityWrapper RootNode = EntityWrapper::Invalid;
|
||||
std::string NodeName;
|
||||
double Duration = 0.0;
|
||||
double Delay = 0.0;
|
||||
|
||||
bool Start = false;
|
||||
bool Reverse = false;
|
||||
bool Restart = false;
|
||||
bool SingleLevelBlend = false;
|
||||
double Weight = -1.0;
|
||||
|
||||
EntityWrapper AnimationEntity = EntityWrapper::Invalid;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,19 @@
|
||||
#ifndef EResolutionChanged_h__
|
||||
#define EResolutionChanged_h__
|
||||
|
||||
#include "../Core/Event.h"
|
||||
#include "../Core/Util/Rectangle.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
// Fired when the framebuffer size changes
|
||||
struct ResolutionChanged : Event
|
||||
{
|
||||
Rectangle OldResolution;
|
||||
Rectangle NewResolution;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,20 @@
|
||||
#ifndef Events_SetBlendWeight_h__
|
||||
#define Events_SetBlendWeight_h__
|
||||
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "../Core/EntityWrapper.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
//Sets the blend weight for all nodes with "NodeName"
|
||||
struct SetBlendWeight : Event
|
||||
{
|
||||
EntityWrapper RootNode = EntityWrapper::Invalid;
|
||||
std::string NodeName;
|
||||
double Weight;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -15,18 +15,20 @@
|
||||
|
||||
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)
|
||||
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded)
|
||||
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,
|
||||
|
||||
@@ -7,11 +7,13 @@
|
||||
class BufferResource
|
||||
{
|
||||
public:
|
||||
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment);
|
||||
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:
|
||||
|
||||
};
|
||||
@@ -20,29 +22,49 @@ template <GLenum RESOURCETYPE>
|
||||
class ResourceType : public BufferResource
|
||||
{
|
||||
public:
|
||||
ResourceType(GLuint* resourceHandle, GLenum attachment)
|
||||
: BufferResource(resourceHandle, RESOURCETYPE, attachment) { }
|
||||
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)
|
||||
: ResourceType(resourceHandle, attachment) { };
|
||||
Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
|
||||
: 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)
|
||||
RenderBuffer(GLuint* resourceHandle, GLenum attachment, bool multiSampling = false)
|
||||
: ResourceType(resourceHandle, attachment, 0, multiSampling)
|
||||
{ };
|
||||
|
||||
~RenderBuffer();
|
||||
};
|
||||
|
||||
class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
|
||||
{
|
||||
public:
|
||||
Texture2DArray(GLuint* resourceHandle, GLenum attachment)
|
||||
: ResourceType(resourceHandle, attachment, 0, false)
|
||||
{ };
|
||||
|
||||
~Texture2DArray();
|
||||
};
|
||||
|
||||
|
||||
class FrameBuffer
|
||||
{
|
||||
public:
|
||||
@@ -54,9 +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;
|
||||
};
|
||||
|
||||
@@ -3,6 +3,8 @@
|
||||
|
||||
struct Image
|
||||
{
|
||||
virtual ~Image() = default;
|
||||
|
||||
enum class ImageFormat
|
||||
{
|
||||
Unknown,
|
||||
|
||||
@@ -54,7 +54,7 @@ private:
|
||||
struct Frustum {
|
||||
Plane Planes[4];
|
||||
};
|
||||
Frustum* m_Frustums;
|
||||
Frustum* m_Frustums = nullptr;
|
||||
|
||||
//This should be a component
|
||||
struct LightSource {
|
||||
@@ -74,11 +74,11 @@ private:
|
||||
glm::vec2 Padding = glm::vec2(1.f, 2.f);
|
||||
};
|
||||
|
||||
LightGrid* m_LightGrid;
|
||||
LightGrid* m_LightGrid = nullptr;
|
||||
|
||||
int m_LightOffset = 0;
|
||||
|
||||
float* m_LightIndex;
|
||||
float* m_LightIndex = nullptr;
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -12,37 +12,27 @@
|
||||
#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"
|
||||
|
||||
struct ModelJob : RenderJob
|
||||
{
|
||||
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
|
||||
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
|
||||
: RenderJob()
|
||||
{
|
||||
Model = model;
|
||||
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"]) {
|
||||
@@ -64,12 +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;
|
||||
@@ -110,45 +94,33 @@ struct ModelJob : RenderJob
|
||||
Color = modelComponent["Color"];
|
||||
GlowIntensity = ((double)modelComponent["GlowIntensity"]);
|
||||
Entity = modelComponent.EntityID;
|
||||
glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
|
||||
glm::vec3 abspos = glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);
|
||||
glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
|
||||
Depth = worldpos.z;
|
||||
World = world;
|
||||
Shadow = shadow;
|
||||
|
||||
FillColor = fillColor;
|
||||
FillPercentage = fillPercentage;
|
||||
IsShielded = isShielded;
|
||||
|
||||
|
||||
if (world->HasComponent(Entity, "Unpickable")) {
|
||||
NotPickable = true;
|
||||
}
|
||||
|
||||
if (model->IsSkinned()) {
|
||||
Skeleton = Model->m_RawModel->m_Skeleton;
|
||||
|
||||
if (Skeleton != nullptr) {
|
||||
if (world->HasComponent(Entity, "Animation")) {
|
||||
auto animationComponent = world->GetComponent(Entity, "Animation");
|
||||
EntityWrapper entityWrapper = EntityWrapper(world, modelComponent.EntityID);
|
||||
|
||||
|
||||
for (int i = 1; i <= 3; i++) {
|
||||
::Skeleton::AnimationData animationData;
|
||||
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
|
||||
if (animationData.animation == nullptr) {
|
||||
continue;
|
||||
}
|
||||
animationData.time = (double)animationComponent["Time" + std::to_string(i)];
|
||||
animationData.weight = (double)animationComponent["Weight" + std::to_string(i)];
|
||||
|
||||
Animations.push_back(animationData);
|
||||
}
|
||||
}
|
||||
|
||||
if (world->HasComponent(Entity, "AnimationOffset")) {
|
||||
auto animationOffsetComponent = world->GetComponent(Entity, "AnimationOffset");
|
||||
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationOffsetComponent["AnimationName"]);
|
||||
AnimationOffset.time = (double)animationOffsetComponent["Time"];
|
||||
} else {
|
||||
AnimationOffset.animation = nullptr;
|
||||
if(Skeleton->BlendTrees.find(entityWrapper) != Skeleton->BlendTrees.end()) {
|
||||
BlendTree = Skeleton->BlendTrees.at(entityWrapper);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
unsigned int TextureID;
|
||||
@@ -167,10 +139,7 @@ struct ModelJob : RenderJob
|
||||
glm::vec4 Color;
|
||||
const ::Model* Model = nullptr;
|
||||
::Skeleton* Skeleton = nullptr;
|
||||
std::vector<::Skeleton::AnimationData> Animations;
|
||||
::Skeleton::AnimationOffset AnimationOffset;
|
||||
|
||||
|
||||
std::shared_ptr<::BlendTree> BlendTree = nullptr;
|
||||
float GlowIntensity = 8.0;
|
||||
glm::vec4 DiffuseColor;
|
||||
glm::vec4 SpecularColor;
|
||||
@@ -182,9 +151,14 @@ struct ModelJob : RenderJob
|
||||
glm::vec4 FillColor = glm::vec4(0);
|
||||
float FillPercentage = 0.0;
|
||||
bool IsShielded;
|
||||
bool Shadow;
|
||||
bool NotPickable = false;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = ShaderID << 20 + ModelID << 10 + TextureID;
|
||||
Hash = TextureID;
|
||||
Hash += ModelID << 10;
|
||||
Hash += ShaderID << 20;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -52,8 +52,8 @@ private:
|
||||
|
||||
std::unordered_map<glm::ivec2, PickingInfo> m_PickingColorsToEntity;
|
||||
|
||||
GLuint m_PickingTexture;
|
||||
GLuint m_DepthBuffer;
|
||||
GLuint m_PickingTexture = 0;
|
||||
GLuint m_DepthBuffer = 0;
|
||||
|
||||
FrameBuffer m_PickingBuffer;
|
||||
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -89,6 +90,7 @@ public:
|
||||
struct MaterialProperties {
|
||||
MaterialType type;
|
||||
MaterialBasic* material;
|
||||
unsigned int ShaderID = 0;
|
||||
};
|
||||
|
||||
const RenderVertex* Vertices() const {
|
||||
|
||||
@@ -16,16 +16,15 @@ struct RenderJob
|
||||
public:
|
||||
float Depth;
|
||||
|
||||
bool operator<(const RenderJob& rhs)
|
||||
{
|
||||
return this->Hash < rhs.Hash;
|
||||
}
|
||||
|
||||
protected:
|
||||
uint64_t Hash;
|
||||
|
||||
virtual void CalculateHash() = 0;
|
||||
|
||||
bool operator<(const RenderJob& rhs)
|
||||
{
|
||||
return this->Hash < rhs.Hash;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -33,6 +33,7 @@ struct RenderScene
|
||||
|
||||
Rectangle Viewport;
|
||||
bool ClearDepth = false;
|
||||
bool ShouldBlur = false;
|
||||
glm::vec4 AmbientColor;
|
||||
|
||||
void Clear()
|
||||
|
||||
@@ -14,11 +14,12 @@
|
||||
#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"
|
||||
#include "../Core/ConfigFile.h"
|
||||
#include "EResolutionChanged.h"
|
||||
|
||||
class RenderSystem : public ImpureSystem
|
||||
{
|
||||
@@ -36,6 +37,8 @@ private:
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
||||
Octree<EntityAABB>* m_Octree;
|
||||
|
||||
EventRelay<RenderSystem, Events::ResolutionChanged> m_EResolutionChanged;
|
||||
bool OnResolutionChanged(Events::ResolutionChanged &event);
|
||||
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
|
||||
bool OnSetCamera(Events::SetCamera &event);
|
||||
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
|
||||
|
||||
@@ -18,24 +18,31 @@
|
||||
#include "DrawColorCorrectionPass.h"
|
||||
#include "SSAOPass.h"
|
||||
#include "CubeMapPass.h"
|
||||
#include "BlurHUD.h"
|
||||
#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"
|
||||
#include "Core/PerformanceTimer.h"
|
||||
#include "ShadowPass.h"
|
||||
#include "EResolutionChanged.h"
|
||||
|
||||
class Renderer : public IRenderer
|
||||
{
|
||||
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
|
||||
static void glfwWindowSizeCallback(GLFWwindow* window, int width, int height);
|
||||
|
||||
public:
|
||||
Renderer(EventBroker* eventBroker, ConfigFile* config)
|
||||
: m_EventBroker(eventBroker)
|
||||
, m_Config(config)
|
||||
{ }
|
||||
~Renderer();
|
||||
|
||||
virtual void SetResolution(const Rectangle& resolution) override;
|
||||
|
||||
virtual void Initialize() override;
|
||||
virtual void Update(double dt) override;
|
||||
@@ -43,7 +50,6 @@ public:
|
||||
|
||||
virtual PickData Pick(glm::vec2 screenCoord) override;
|
||||
|
||||
|
||||
private:
|
||||
//----------------------Variables----------------------//
|
||||
|
||||
@@ -65,6 +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;
|
||||
@@ -75,6 +82,8 @@ private:
|
||||
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
|
||||
SSAOPass* m_SSAOPass;
|
||||
CubeMapPass* m_CubeMapPass;
|
||||
ShadowPass* m_ShadowPass;
|
||||
BlurHUD* m_BlurHUDPass;
|
||||
|
||||
//----------------------Functions----------------------//
|
||||
void InitializeWindow();
|
||||
@@ -85,11 +94,14 @@ private:
|
||||
void InputUpdate(double dt);
|
||||
//void PickingPass(RenderQueueCollection& rq);
|
||||
//void DrawScreenQuad(GLuint textureToDraw);
|
||||
void setWindowSize(Rectangle size);
|
||||
void updateFramebufferSize();
|
||||
|
||||
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
|
||||
void SortRenderJobsByDepth(RenderScene &scene);
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||
//--------------------ShaderPrograms-------------------//
|
||||
|
||||
//--------------------ShaderPrograms-------------------//
|
||||
ShaderProgram* m_BasicForwardProgram;
|
||||
ShaderProgram* m_ExplosionEffectProgram;
|
||||
|
||||
|
||||
@@ -14,7 +14,7 @@ class SSAOPass
|
||||
{
|
||||
public:
|
||||
SSAOPass(IRenderer* renderer, ConfigFile* config);
|
||||
~SSAOPass() { };
|
||||
~SSAOPass();
|
||||
|
||||
void ChangeQuality(int quality);
|
||||
|
||||
|
||||
@@ -21,6 +21,8 @@ public:
|
||||
std::string GetFileName() const;
|
||||
GLuint GetHandle() const;
|
||||
bool IsCompiled() const;
|
||||
static std::string ReadFile(std::string fileName);
|
||||
private:
|
||||
protected:
|
||||
GLenum m_ShaderType;
|
||||
std::string m_FileName;
|
||||
|
||||
@@ -0,0 +1,88 @@
|
||||
#ifndef ShadowPass_h__
|
||||
#define ShadowPass_h__
|
||||
|
||||
#include "IRenderer.h"
|
||||
#include "FrameBuffer.h"
|
||||
#include "ShaderProgram.h"
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "../Core/World.h"
|
||||
#include "ShadowPassState.h"
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
#define MAX_SPLITS 4
|
||||
|
||||
enum NearFar { NEAR = 0, FAR = 1 };
|
||||
enum LRBT { LEFT = 0, RIGHT = 1, BOTTOM = 2, TOP = 3 };
|
||||
|
||||
struct ShadowFrustum
|
||||
{
|
||||
float NearClip;
|
||||
float FarClip;
|
||||
float FOV;
|
||||
float AspectRatio;
|
||||
glm::vec3 MiddlePoint;
|
||||
float Radius;
|
||||
std::array<float, 4> LRBT;
|
||||
std::array<glm::vec3, 8> CornerPoint;
|
||||
};
|
||||
|
||||
class ShadowPass
|
||||
{
|
||||
public:
|
||||
ShadowPass(IRenderer* renderer);
|
||||
ShadowPass(IRenderer * renderer, int ShadowResX, int ShadowResY);
|
||||
~ShadowPass();
|
||||
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
void ClearBuffer();
|
||||
void Draw(RenderScene& scene);
|
||||
|
||||
void DebugGUI();
|
||||
|
||||
GLuint DepthMap() const { return m_DepthMap; }
|
||||
std::array<glm::mat4, MAX_SPLITS> LightP() const { return m_LightProjection; }
|
||||
std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
|
||||
std::array<float, MAX_SPLITS> FarDistance() const { std::array<float, MAX_SPLITS> f; for (int i = 0; i < MAX_SPLITS; i++) f[i] = m_shadowFrusta[i].FarClip; return f; }
|
||||
int CurrentNrOfSplits() const { return m_CurrentNrOfSplits; }
|
||||
|
||||
void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; };
|
||||
private:
|
||||
void InitializeCameras(RenderScene & scene);
|
||||
void UpdateSplitDist(std::array<ShadowFrustum, MAX_SPLITS>& frusta, float near_distance, float far_distance);
|
||||
void UpdateFrustumPoints(ShadowFrustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir);
|
||||
void UpdateFrustumPoints(ShadowFrustum& frustum, glm::mat4 p, glm::mat4 v);
|
||||
|
||||
void PointsToLightspace(ShadowFrustum& frustum, glm::mat4 v);
|
||||
|
||||
float FindRadius(ShadowFrustum& frustum);
|
||||
void RadiusToLightspace(ShadowFrustum& frustum);
|
||||
|
||||
EventBroker* m_EventBroker;
|
||||
const IRenderer* m_Renderer;
|
||||
|
||||
GLuint m_DepthMap;
|
||||
FrameBuffer m_DepthBuffer;
|
||||
ShaderProgram* m_ShadowProgram;
|
||||
ShaderProgram* m_ShadowProgramSkinned;
|
||||
|
||||
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
|
||||
std::array<glm::mat4, MAX_SPLITS> m_LightView;
|
||||
|
||||
GLfloat m_NearFarPlane[2] = { -34.f, 27.f };
|
||||
GLuint m_ResolutionSizeWidth = 1024 * 2;
|
||||
GLuint m_ResolutionSizeHeight = 1024 * 2;
|
||||
|
||||
bool m_TransparentObjects = false;
|
||||
bool m_TexturedShadows = false;
|
||||
bool m_EnableShadows = true;
|
||||
|
||||
int m_CurrentNrOfSplits = 4;
|
||||
float m_SplitWeight = 0.962f;
|
||||
|
||||
std::array<ShadowFrustum, MAX_SPLITS> m_shadowFrusta;
|
||||
|
||||
Texture* m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,15 @@
|
||||
#ifndef ShadowPassState_h_
|
||||
#define ShadowPassState_h_
|
||||
|
||||
#include "Rendering/RenderState.h"
|
||||
|
||||
class ShadowPassState : public RenderState
|
||||
{
|
||||
public:
|
||||
ShadowPassState(GLuint frameBuffer);
|
||||
~ShadowPassState();
|
||||
|
||||
private:
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -6,27 +6,9 @@
|
||||
#include "../GLM.h"
|
||||
#include <glm/gtx/matrix_decompose.hpp>
|
||||
#include <imgui/imgui.h>
|
||||
#include "../Core/EntityWrapper.h"
|
||||
|
||||
//struct Bone
|
||||
//{
|
||||
// Bone(std::string name, glm::mat4 offsetMatrix)
|
||||
// : Name(name)
|
||||
// , OffsetMatrix(offsetMatrix)
|
||||
// { }
|
||||
//
|
||||
// ~Bone()
|
||||
// {
|
||||
// for (auto kv : Children) {
|
||||
// delete kv.second;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// std::string Name;
|
||||
// glm::mat4 OffsetMatrix;
|
||||
// glm::mat4 LocalMatrix;
|
||||
//
|
||||
// std::map<std::string, Bone*> Children;
|
||||
//};
|
||||
class BlendTree;
|
||||
|
||||
class Skeleton
|
||||
{
|
||||
@@ -38,11 +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;
|
||||
@@ -68,58 +53,43 @@ public:
|
||||
std::map<int, std::vector<Keyframe>> JointAnimations;
|
||||
};
|
||||
|
||||
struct AnimationData
|
||||
{
|
||||
const Animation* animation;
|
||||
float time;
|
||||
float weight;
|
||||
};
|
||||
|
||||
struct JointFrameTransform {
|
||||
glm::vec3 PositionInterp = glm::vec3(0);
|
||||
glm::quat RotationInterp = glm::quat();
|
||||
glm::vec3 ScaleInterp = glm::vec3(0);
|
||||
float Weight;
|
||||
};
|
||||
|
||||
struct AnimationOffset {
|
||||
const Animation* animation;
|
||||
float time;
|
||||
struct PoseData {
|
||||
glm::vec3 Translation;
|
||||
glm::quat Orientation;
|
||||
glm::vec3 Scale;
|
||||
};
|
||||
|
||||
Skeleton() { }
|
||||
~Skeleton();
|
||||
|
||||
Bone* RootBone;
|
||||
|
||||
std::map<int, Bone*> Bones;
|
||||
|
||||
std::unordered_map<EntityWrapper, std::shared_ptr<BlendTree>> BlendTrees;
|
||||
|
||||
// Attach a new bone to the skeleton
|
||||
// Returns: New bone index
|
||||
int CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix);
|
||||
|
||||
int GetBoneID(std::string name);
|
||||
|
||||
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
|
||||
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
|
||||
|
||||
const Animation* GetAnimation(std::string name);
|
||||
|
||||
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
|
||||
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
|
||||
std::map<int, Skeleton::PoseData> GetFrameBones(const Animation* animation, double time, bool additive, bool noRootMotion = false);
|
||||
|
||||
std::map<int, Skeleton::PoseData> BlendPoses(const std::map<int, PoseData>& pose1, const std::map<int, PoseData>& pose2, double weight);
|
||||
std::map<int, Skeleton::PoseData> OverridePose(const std::map<int, PoseData>& overridePose, const std::map<int, PoseData>& targetPose);
|
||||
std::map<int, Skeleton::PoseData> BlendPoseAdditive(const std::map<int, PoseData>& additivePose, const std::map<int, PoseData>& targetPose);
|
||||
void GetFinalPose(std::map<int, Skeleton::PoseData>& boneMatrices, std::vector<glm::mat4>& finalPose, std::map<int, glm::mat4>& boneTransforms);
|
||||
|
||||
std::vector<glm::mat4> GetTPose();
|
||||
|
||||
void PrintSkeleton();
|
||||
void PrintSkeleton(const Bone* parent, int depthCount);
|
||||
std::map<std::string, Animation> Animations;
|
||||
|
||||
glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
|
||||
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, AnimationOffset animationOffset, glm::mat4 childMatrix);
|
||||
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix);
|
||||
int GetKeyframe(const Animation& animation, double time);
|
||||
|
||||
std::map<std::string, Animation> Animations;
|
||||
private:
|
||||
|
||||
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
|
||||
Skeleton::PoseData GetAdditiveBonePose(const Bone* bone, const Animation* animation, double time);
|
||||
|
||||
void AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, std::map<int, Skeleton::PoseData>& poseDatas, std::map<int, glm::mat4>& boneTransforms, const Bone* bone, glm::mat4 parentMatrix);
|
||||
void AdditiveBoneTransforms(const Animation* animation, double time, std::map<int, PoseData>& boneMatrices, const Bone* bone);
|
||||
void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, double time, std::map<int, PoseData>& boneMatrices, const Bone* bone);
|
||||
|
||||
std::map<std::string, Bone*> m_BonesByName;
|
||||
|
||||
|
||||
@@ -7,12 +7,13 @@
|
||||
#include "../GLM.h"
|
||||
#include "../Core/ComponentWrapper.h"
|
||||
#include "Texture.h"
|
||||
#include "TextureSprite.h"
|
||||
#include "Model.h"
|
||||
#include "RenderJob.h"
|
||||
#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
|
||||
@@ -20,20 +21,24 @@ struct SpriteJob : RenderJob
|
||||
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
|
||||
: RenderJob()
|
||||
{
|
||||
Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
|
||||
Model = ResourceManager::Load<::Model>(cSprite["Model"]);
|
||||
::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
|
||||
TextureID = 0;
|
||||
|
||||
DiffuseTexture = CommonFunctions::LoadTexture(cSprite["DiffuseTexture"], true);
|
||||
DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]);
|
||||
IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
|
||||
|
||||
IncandescenceTexture = CommonFunctions::LoadTexture(cSprite["GlowMap"], true);
|
||||
Linear = (bool)cSprite["Linear"];
|
||||
ClampToBorder = (bool)cSprite["ClampToBorder"];
|
||||
|
||||
StartIndex = matProp.material->StartIndex;
|
||||
EndIndex = matProp.material->EndIndex;
|
||||
Matrix = matrix;
|
||||
Color = cSprite["Color"];
|
||||
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));
|
||||
@@ -45,6 +50,26 @@ struct SpriteJob : RenderJob
|
||||
|
||||
FillColor = fillColor;
|
||||
FillPercentage = fillPercentage;
|
||||
|
||||
glm::vec3 scale = TransformSystem::AbsoluteScale(world, cSprite.EntityID);
|
||||
|
||||
if((bool)cSprite["KeepRatio"] == true) {
|
||||
if(scale.y >= scale.x) {
|
||||
ScaleY = (scale.y)/(scale.x);
|
||||
ScaleX = 1.f;
|
||||
} else {
|
||||
ScaleY = 1.f;
|
||||
ScaleX = (scale.x)/(scale.y);
|
||||
}
|
||||
} else {
|
||||
if ((bool)cSprite["KeepRatioX"] == true) {
|
||||
ScaleX = scale.x;
|
||||
}
|
||||
if ((bool)cSprite["KeepRatioY"] == true) {
|
||||
ScaleY = scale.y;
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
unsigned int TextureID;
|
||||
@@ -65,6 +90,11 @@ struct SpriteJob : RenderJob
|
||||
|
||||
bool Pickable;
|
||||
bool IsIndicator = false;
|
||||
bool BlurBackground = false;
|
||||
float ScaleX = 1.f;
|
||||
float ScaleY = 1.f;
|
||||
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;
|
||||
|
||||
@@ -9,7 +9,7 @@ class Texture : public BaseTexture
|
||||
{
|
||||
friend class ResourceManager;
|
||||
|
||||
private:
|
||||
protected:
|
||||
Texture(std::string path);
|
||||
|
||||
public:
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
#ifndef TextureSprite_h__
|
||||
#define TextureSprite_h__
|
||||
|
||||
#include "../OpenGL.h"
|
||||
#include "BaseTexture.h"
|
||||
#include "Texture.h"
|
||||
#include "PNG.h"
|
||||
|
||||
class TextureSprite : public Texture
|
||||
{
|
||||
friend class ResourceManager;
|
||||
|
||||
protected:
|
||||
TextureSprite(std::string path);
|
||||
|
||||
public:
|
||||
void Bind(GLenum textureUnit = GL_TEXTURE0);
|
||||
|
||||
GLuint m_Texture = 0;
|
||||
unsigned char* Data = nullptr;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -8,10 +8,26 @@
|
||||
|
||||
namespace CommonFunctions
|
||||
{
|
||||
Texture* LoadTexture(std::string path, bool threaded);
|
||||
|
||||
//Loads Texture/SpriteTexture and return null if it fails
|
||||
template <typename T, bool threaded>
|
||||
Texture* TryLoadResource(std::string path)
|
||||
{
|
||||
Texture* img;
|
||||
try {
|
||||
img = ResourceManager::Load<T, threaded>(path);
|
||||
} catch (const Resource::StillLoadingException&) {
|
||||
img = ResourceManager::Load<T>("Textures/Core/ErrorTexture.png");
|
||||
} catch (const std::exception&) {
|
||||
img = nullptr;
|
||||
}
|
||||
|
||||
return img;
|
||||
}
|
||||
|
||||
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);
|
||||
};
|
||||
|
||||
|
||||
@@ -16,7 +16,11 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
|
||||
return false;
|
||||
}
|
||||
|
||||
#ifdef DEBUG
|
||||
#define GLERROR(function) \
|
||||
_GLERROR(function, __BASE_FILE__, __func__, __LINE__)
|
||||
#else
|
||||
#define GLERROR(function) false
|
||||
#endif
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user