Glow Intencity can now be changed in the model component.
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@@ -108,6 +108,7 @@ struct ModelJob : RenderJob
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EndIndex = matGroup->EndIndex;
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Matrix = matrix;
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Color = modelComponent["Color"];
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GlowIntencity = ((double)modelComponent["GlowIntensity"]);
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Entity = modelComponent.EntityID;
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glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
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glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
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@@ -170,7 +171,7 @@ struct ModelJob : RenderJob
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::Skeleton::AnimationOffset AnimationOffset;
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float GlowIntencity = 8.0;
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glm::vec4 DiffuseColor;
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glm::vec4 SpecularColor;
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glm::vec4 IncandescenceColor;
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@@ -8,4 +8,5 @@
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<NormalMap>true</NormalMap>
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<SpecularMap>true</SpecularMap>
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<GlowMap>true</GlowMap>
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<GlowIntensity>3.0</GlowIntensity>
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</Model>
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@@ -33,6 +33,9 @@
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<xs:element name="GlowMap" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Whether the model should use the Glowmap or not</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="GlowIntensity" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Intensity of the glow map</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -9,6 +9,7 @@ uniform vec2 ScreenDimensions;
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uniform vec4 FillColor;
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uniform vec4 AmbientColor;
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uniform float FillPercentage;
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uniform float GlowIntensity = 10;
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uniform vec2 DiffuseUVRepeat;
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uniform vec2 NormalUVRepeat;
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@@ -166,7 +167,7 @@ void main()
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color_result += FillColor;
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}
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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color_result += glowTexel*3;
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color_result += glowTexel*GlowIntensity;
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
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@@ -738,6 +738,8 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
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glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
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GLERROR("Bind 19 uniform");
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glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
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GLERROR("Bind 20 uniform");
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glUniform1f(glGetUniformLocation(shaderHandle, "GlowIntensity"), job->GlowIntencity);
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GLERROR("END");
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}
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@@ -773,6 +775,11 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
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GLint Location_AmbientColor = glGetUniformLocation(shaderHandle, "AmbientColor");
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glUniform4fv(Location_AmbientColor, 1, glm::value_ptr(scene.AmbientColor));
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GLERROR("Bind 10 uniform");
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GLint Location_GlowIntensity = glGetUniformLocation(shaderHandle, "GlowIntensity");
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glUniform1f(Location_GlowIntensity, job->GlowIntencity);
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GLERROR("END");
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}
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