diff --git a/assets b/assets index 3af64d8b..007b54bd 160000 --- a/assets +++ b/assets @@ -1 +1 @@ -Subproject commit 3af64d8b1f8cdf3e20198b079dfc02f6d64fdc88 +Subproject commit 007b54bd678d0e80af878bed457e33e73bc0834a diff --git a/include/Engine/Collision/Collision.h b/include/Engine/Collision/Collision.h index 9e1a81db..c616df6b 100644 --- a/include/Engine/Collision/Collision.h +++ b/include/Engine/Collision/Collision.h @@ -84,6 +84,18 @@ bool AABBvsTriangles(const AABB& box, const std::vector& modelIndices, const glm::mat4& modelMatrix); +enum Output +{ + OutContained, + OutSeparated, + OutIntersecting +}; +//Detects intersection and containment. +Output AABBvsTrianglesWContainment(const AABB& box, + const RawModel::Vertex* modelVertices, + const std::vector& modelIndices, + const glm::mat4& modelMatrix); + //Return true if the boxes are intersecting. bool AABBVsAABB(const AABB& a, const AABB& b); //Return true if the boxes are intersecting. diff --git a/include/Engine/Input/FirstPersonInputController.h b/include/Engine/Input/FirstPersonInputController.h index 30d1f945..f8d48e50 100644 --- a/include/Engine/Input/FirstPersonInputController.h +++ b/include/Engine/Input/FirstPersonInputController.h @@ -19,6 +19,7 @@ public: virtual const glm::vec3 Rotation() const { return m_Rotation; } virtual bool Jumping() const { return m_Jumping; } virtual bool Crouching() const { return m_Crouching; } + virtual bool CrouchingLastFrame() const { return m_CrouchingLastFrame; } virtual bool DoubleJumping() const { return m_DoubleJumping; } virtual void SetDoubleJumping(bool isDoubleJumping) { m_DoubleJumping = isDoubleJumping; @@ -44,6 +45,7 @@ protected: bool m_Jumping = false; bool m_DoubleJumping = false; bool m_Crouching = false; + bool m_CrouchingLastFrame = false; //assault dash membervariables - needed to calculate the doubletap- and dashlogic double m_AssaultDashDoubleTapDeltaTime = 0.0; //i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable), @@ -82,6 +84,7 @@ void FirstPersonInputController::Reset() { m_Rotation = glm::vec3(0.f, 0.f, 0.f); m_Jumping = false; + m_CrouchingLastFrame = m_Crouching; } template diff --git a/include/Engine/Rendering/DrawBloomPass.h b/include/Engine/Rendering/DrawBloomPass.h index e6a87c11..eaf17570 100644 --- a/include/Engine/Rendering/DrawBloomPass.h +++ b/include/Engine/Rendering/DrawBloomPass.h @@ -33,12 +33,14 @@ public: if (m_Quality == 0) { return m_BlackTexture->m_Texture; } else { - return m_GaussianTexture_vert; + return m_FinalGaussianTexture; } } private: + void GaussianLodPass(GLuint mipMap, GLuint texture); + void CombineGaussianBlur(); Texture* m_BlackTexture; Model* m_ScreenQuad; @@ -47,15 +49,19 @@ private: //const LightCullingPass* m_LightCullingPass int m_Iterations; int m_Quality = 0; + int m_BloomLod = 5; GLuint m_GaussianTexture_horiz = 0; GLuint m_GaussianTexture_vert = 0; + GLuint m_FinalGaussianTexture = 0; - FrameBuffer m_GaussianFrameBuffer_horiz; - FrameBuffer m_GaussianFrameBuffer_vert; + FrameBuffer* m_GaussianFrameBuffer_horiz = nullptr; + FrameBuffer* m_GaussianFrameBuffer_vert = nullptr; + FrameBuffer m_GaussianCombineBuffer; ShaderProgram* m_GaussianProgram_horiz; ShaderProgram* m_GaussianProgram_vert; + ShaderProgram* m_GaussianCombineProgram; }; diff --git a/include/Engine/Rendering/EResolutionChanged.h b/include/Engine/Rendering/EResolutionChanged.h new file mode 100644 index 00000000..220a2c74 --- /dev/null +++ b/include/Engine/Rendering/EResolutionChanged.h @@ -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 \ No newline at end of file diff --git a/include/Engine/Rendering/FrameBuffer.h b/include/Engine/Rendering/FrameBuffer.h index e9171894..1b4f6012 100644 --- a/include/Engine/Rendering/FrameBuffer.h +++ b/include/Engine/Rendering/FrameBuffer.h @@ -7,11 +7,12 @@ class BufferResource { public: - BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment); + BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod); GLuint* m_ResourceHandle; GLenum m_ResourceType; GLenum m_Attachment; + GLuint m_MipMapLod = 0; private: }; @@ -20,15 +21,15 @@ template class ResourceType : public BufferResource { public: - ResourceType(GLuint* resourceHandle, GLenum attachment) - : BufferResource(resourceHandle, RESOURCETYPE, attachment) { } + ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod) + : BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { } }; class Texture2D : public ResourceType { public: - Texture2D(GLuint* resourceHandle, GLenum attachment) - : ResourceType(resourceHandle, attachment) { }; + Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0) + : ResourceType(resourceHandle, attachment, mipMapLod) { }; ~Texture2D(); }; @@ -37,7 +38,7 @@ class RenderBuffer : public ResourceType { public: RenderBuffer(GLuint* resourceHandle, GLenum attachment) - : ResourceType(resourceHandle, attachment) + : ResourceType(resourceHandle, attachment, 0) { }; ~RenderBuffer(); @@ -47,7 +48,7 @@ class Texture2DArray : public ResourceType { public: Texture2DArray(GLuint* resourceHandle, GLenum attachment) - : ResourceType(resourceHandle, attachment) + : ResourceType(resourceHandle, attachment, 0) { }; ~Texture2DArray(); diff --git a/include/Engine/Rendering/LightCullingPass.h b/include/Engine/Rendering/LightCullingPass.h index 914fb8bb..f3b21705 100644 --- a/include/Engine/Rendering/LightCullingPass.h +++ b/include/Engine/Rendering/LightCullingPass.h @@ -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; }; diff --git a/include/Engine/Rendering/RenderSystem.h b/include/Engine/Rendering/RenderSystem.h index 7580d654..fbcf7ec3 100644 --- a/include/Engine/Rendering/RenderSystem.h +++ b/include/Engine/Rendering/RenderSystem.h @@ -19,6 +19,7 @@ #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* m_Octree; + EventRelay m_EResolutionChanged; + bool OnResolutionChanged(Events::ResolutionChanged &event); EventRelay m_ESetCamera; bool OnSetCamera(Events::SetCamera &event); EventRelay m_EInputCommand; diff --git a/include/Engine/Rendering/Renderer.h b/include/Engine/Rendering/Renderer.h index 16bdea9e..c36ba59a 100644 --- a/include/Engine/Rendering/Renderer.h +++ b/include/Engine/Rendering/Renderer.h @@ -28,10 +28,12 @@ #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) @@ -40,13 +42,14 @@ public: { } ~Renderer(); + virtual void SetResolution(const Rectangle& resolution) override; + virtual void Initialize() override; virtual void Update(double dt) override; virtual void Draw(RenderFrame& frame) override; virtual PickData Pick(glm::vec2 screenCoord) override; - private: //----------------------Variables----------------------// @@ -90,11 +93,14 @@ 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 &i, const std::shared_ptr &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; diff --git a/include/Engine/Rendering/SpriteJob.h b/include/Engine/Rendering/SpriteJob.h index c323fa06..3d55e721 100644 --- a/include/Engine/Rendering/SpriteJob.h +++ b/include/Engine/Rendering/SpriteJob.h @@ -21,14 +21,15 @@ 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>((std::string)cSprite["Model"]); ::RawModel::MaterialProperties matProp = Model->MaterialGroups().front(); TextureID = 0; DiffuseTexture = CommonFunctions::TryLoadResource(cSprite["DiffuseTexture"]); - IncandescenceTexture = CommonFunctions::TryLoadResource(cSprite["GlowMap"]); + Linear = (bool)cSprite["Linear"]; + StartIndex = matProp.material->StartIndex; EndIndex = matProp.material->EndIndex; Matrix = matrix; @@ -48,6 +49,26 @@ struct SpriteJob : RenderJob FillColor = fillColor; FillPercentage = fillPercentage; + + glm::vec3 scale = Transform::AbsoluteScale(world, cSprite.EntityID); + + if((bool)cSprite["KeepRatio"] == true) { + if(scale.y >= scale.x) { + ScaleY = (scale.x)/(scale.y); + 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; @@ -69,6 +90,9 @@ struct SpriteJob : RenderJob bool Pickable; bool IsIndicator = false; bool BlurBackground = false; + float ScaleX = 1; + float ScaleY = 1; + bool Linear = false; glm::vec4 FillColor = glm::vec4(0); float FillPercentage = 0.0; diff --git a/include/Engine/Rendering/Util/GLError.h b/include/Engine/Rendering/Util/GLError.h index 2b244e1c..740a5a3c 100644 --- a/include/Engine/Rendering/Util/GLError.h +++ b/include/Engine/Rendering/Util/GLError.h @@ -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 \ No newline at end of file diff --git a/include/Game/Systems/CapturePointSystem.h b/include/Game/Systems/CapturePointSystem.h index 3cf72e15..6211ad49 100644 --- a/include/Game/Systems/CapturePointSystem.h +++ b/include/Game/Systems/CapturePointSystem.h @@ -30,6 +30,7 @@ private: bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e); EventRelay m_ECaptured; bool CapturePointSystem::OnCaptured(const Events::Captured& e); + void ChangeCapturePointModelsVisibility(EntityWrapper &capturePointModels, bool isOwner); bool m_WinnerWasFound = false; //need to track these variables for the captureSystem to work as per design! diff --git a/include/Game/Systems/SpectatorCameraSystem.h b/include/Game/Systems/SpectatorCameraSystem.h index 5a00279b..bc7aa860 100644 --- a/include/Game/Systems/SpectatorCameraSystem.h +++ b/include/Game/Systems/SpectatorCameraSystem.h @@ -3,6 +3,7 @@ #include "Core/System.h" #include "Input/EInputCommand.h" +#include "Network/EPlayerDisconnected.h" class SpectatorCameraSystem : public ImpureSystem { @@ -17,6 +18,8 @@ private: EventRelay m_EInputCommand; bool OnInputCommand(const Events::InputCommand& e); + EventRelay m_EDisconnect; + bool OnDisconnect(const Events::PlayerDisconnected& e); }; #endif \ No newline at end of file diff --git a/resources/DefaultInput.ini b/resources/DefaultInput.ini index 18fb943f..840e5cd0 100644 --- a/resources/DefaultInput.ini +++ b/resources/DefaultInput.ini @@ -29,4 +29,6 @@ K=TakeDamage,1500 F2=PerformanceTimingResetAllTimers F3=PerformanceTimingCreateExcelData Comma=SwapToClassPick -Period=SwapToTeamPick \ No newline at end of file +Period=SwapToTeamPick +Enter=PickClass,1 +F5=DisconnectFromServer \ No newline at end of file diff --git a/resources/Schema/Components/Camera.xml b/resources/Schema/Components/Camera.xml index b9c28d53..00edcc00 100644 --- a/resources/Schema/Components/Camera.xml +++ b/resources/Schema/Components/Camera.xml @@ -1,6 +1,6 @@ - 45 + 59 0.01 5000 \ No newline at end of file diff --git a/resources/Schema/Components/Model.xml b/resources/Schema/Components/Model.xml index 35b05b69..99190e1f 100644 --- a/resources/Schema/Components/Model.xml +++ b/resources/Schema/Components/Model.xml @@ -9,5 +9,5 @@ true true true - 3.0 + 1.0 \ No newline at end of file diff --git a/resources/Schema/Components/Sprite.xml b/resources/Schema/Components/Sprite.xml index e577ac96..a1963ff8 100644 --- a/resources/Schema/Components/Sprite.xml +++ b/resources/Schema/Components/Sprite.xml @@ -1,9 +1,14 @@ + Models/Core/UnitQuad.mesh true true + false + false + false + false false diff --git a/resources/Schema/Components/Sprite.xsd b/resources/Schema/Components/Sprite.xsd index e26d71c9..af4860c8 100644 --- a/resources/Schema/Components/Sprite.xsd +++ b/resources/Schema/Components/Sprite.xsd @@ -9,14 +9,17 @@ + + The model the sprite will use. + - Diffuse Texture file + Diffuse Texture file. - GlowMap file + GlowMap file. - Color tint + Color tint. Whether the model is visible or not @@ -24,6 +27,18 @@ Whether the sprite should be sorted with depth or not. Only use false for textures that are on HUD + + Wether the sprite should repeat in x instead of stretch when scaled. + + + Wether the sprite should repeat in y instead of stretch when scaled. + + + Keep a 1:1 ratio between X and Y. + + + If it should use Linear or Nearest sampling method. + Wether the background should be blurred begind this sprite. diff --git a/resources/Schema/Entities/OverwatchCamera.xml b/resources/Schema/Entities/OverwatchCamera.xml index 6c93f033..92540e5b 100644 --- a/resources/Schema/Entities/OverwatchCamera.xml +++ b/resources/Schema/Entities/OverwatchCamera.xml @@ -8,7 +8,7 @@ - + @@ -34,13 +34,49 @@ + + + + + false + Models/Core/UnitQuad.mesh + + Textures/Icons/Classes/Assault-01.png + + + PickClass + 1 + + + + + + + + + + + Assault + Fonts/DroidSans.ttf,64 + + + + + + + + + + + - Textures/Icons/Classes/Defender-01.png - false + Models/Core/UnitQuad.mesh + + Textures/Icons/Classes/Defender-01.png PickClass @@ -72,9 +108,10 @@ - Textures/Icons/Classes/Sniper-01.png - false + Models/Core/UnitQuad.mesh + + Textures/Icons/Classes/Sniper-01.png PickClass @@ -102,40 +139,6 @@ - - - - - Textures/Icons/Classes/Assault-01.png - - false - - - PickClass - 1 - - - - - - - - - - - Assault - Fonts/DroidSans.ttf,64 - - - - - - - - - - - @@ -154,9 +157,10 @@ - Textures/Core/UnitHexagon.png - false + Models/Core/UnitQuad.mesh + + Textures/Core/UnitHexagon.png @@ -232,9 +236,10 @@ - Textures/Core/UnitHexagon.png - false + Models/Core/UnitQuad.mesh + + Textures/Core/UnitHexagon.png @@ -266,10 +271,11 @@ - Textures/Core/UnitHexagon.png + Models/Core/UnitQuad.mesh - false + Textures/Core/UnitHexagon.png + true PickTeam @@ -300,10 +306,12 @@ - Textures/Core/UnitHexagon.png - false + Models/Core/UnitQuad.mesh + + Textures/Core/UnitHexagon.png + true PickTeam @@ -334,9 +342,10 @@ - Textures/Core/UnitHexagon.png - false + Models/Core/UnitQuad.mesh + + Textures/Core/UnitHexagon.png false @@ -422,9 +431,10 @@ - Textures/Core/UnitHexagon.png - false + Models/Core/UnitQuad.mesh + + Textures/Core/UnitHexagon.png @@ -441,9 +451,10 @@ 3 - Textures/Core/UnitHexagon_Rotated.png - false + Models/Core/UnitQuad.mesh + + Textures/Core/UnitHexagon_Rotated.png @@ -458,9 +469,10 @@ - Textures/Core/UnitHexagon.png - false + Models/Core/UnitQuad.mesh + + Textures/Core/UnitHexagon.png @@ -477,9 +489,10 @@ 4 - Textures/Core/UnitHexagon_Rotated.png - false + Models/Core/UnitQuad.mesh + + Textures/Core/UnitHexagon_Rotated.png @@ -494,9 +507,10 @@ - Textures/Core/UnitHexagon.png - false + Models/Core/UnitQuad.mesh + + Textures/Core/UnitHexagon.png @@ -513,9 +527,10 @@ 2 - Textures/Core/UnitHexagon_Rotated.png - false + Models/Core/UnitQuad.mesh + + Textures/Core/UnitHexagon_Rotated.png @@ -530,9 +545,10 @@ - Textures/Core/UnitHexagon.png - false + Models/Core/UnitQuad.mesh + + Textures/Core/UnitHexagon.png @@ -550,9 +566,10 @@ 1 - Textures/Core/UnitHexagon_Rotated.png - false + Models/Core/UnitQuad.mesh + + Textures/Core/UnitHexagon_Rotated.png @@ -567,9 +584,10 @@ - Textures/Core/UnitHexagon.png - false + Models/Core/UnitQuad.mesh + + Textures/Core/UnitHexagon.png @@ -584,9 +602,10 @@ - Textures/Core/UnitHexagon_Rotated.png - false + Models/Core/UnitQuad.mesh + + Textures/Core/UnitHexagon_Rotated.png @@ -604,9 +623,10 @@ - Textures/Core/UnitHexagon.png - false + Models/Core/UnitQuad.mesh + + Textures/Core/UnitHexagon.png @@ -651,9 +671,10 @@ - Textures/Core/UnitHexagon.png - false + Models/Core/UnitQuad.mesh + + Textures/Core/UnitHexagon.png diff --git a/resources/Schema/Entities/aim_rays_with_capturep.xml b/resources/Schema/Entities/aim_rays_with_capturep.xml index 6aa3246a..3cf5a26a 100644 --- a/resources/Schema/Entities/aim_rays_with_capturep.xml +++ b/resources/Schema/Entities/aim_rays_with_capturep.xml @@ -99,7 +99,7 @@ - Schema/Entities/Player.xml + Schema/Entities/PlayerRed.xml @@ -225,6 +225,11 @@ + + + + false + @@ -239,7 +244,17 @@ - + + + + + + + + + + + diff --git a/resources/Shaders/CombineGaussianTexture.frag.glsl b/resources/Shaders/CombineGaussianTexture.frag.glsl new file mode 100644 index 00000000..93c36fb8 --- /dev/null +++ b/resources/Shaders/CombineGaussianTexture.frag.glsl @@ -0,0 +1,21 @@ +#version 430 + +layout (binding = 0) uniform sampler2D Texture; +uniform int MaxMipMap; + + +in VertexData{ + vec2 TextureCoordinate; +}Input; + +out vec4 fragmentColor; + +void main() +{ + vec4 result = vec4(0.0, 0.0, 0.0, 0.0); + + for(int i = 0; i < MaxMipMap; i++) { + result += textureLod(Texture, Input.TextureCoordinate, i); + } + fragmentColor = result; +} diff --git a/resources/Shaders/CombineGaussianTexture.vert.glsl b/resources/Shaders/CombineGaussianTexture.vert.glsl new file mode 100644 index 00000000..346bc141 --- /dev/null +++ b/resources/Shaders/CombineGaussianTexture.vert.glsl @@ -0,0 +1,13 @@ +#version 430 + +layout (location = 0) in vec3 Position; + +out VertexData{ + vec2 TextureCoordinate; +}Output; + +void main() +{ + gl_Position = vec4(Position, 1.0); + Output.TextureCoordinate = (vec2(Position) + 1) / 2; +} \ No newline at end of file diff --git a/resources/Shaders/Gaussian_horiz.frag.glsl b/resources/Shaders/Gaussian_horiz.frag.glsl index 8a306ec2..06426ed3 100644 --- a/resources/Shaders/Gaussian_horiz.frag.glsl +++ b/resources/Shaders/Gaussian_horiz.frag.glsl @@ -2,6 +2,7 @@ #extension GL_EXT_gpu_shader4 : enable layout (binding = 0) uniform sampler2D Texture; +uniform int Lod; in VertexData{ vec2 TextureCoordinate; @@ -10,12 +11,14 @@ in VertexData{ out vec4 fragmentColor; uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216); +//uniform float weight[3] = float[](0.265495, 0.226535, 0.140718); void main() { - vec2 tex_offset = 1.0 / textureSize2D(Texture, 0); + vec2 tex_offset = 1.0 / textureSize(Texture, Lod); vec3 center = texture(Texture, Input.TextureCoordinate).rgb; vec3 result = center * weight[0]; + for(int i = 1; i < 5; ++i) { vec4 eastFragments = texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0)); vec4 westFragments = texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0)); diff --git a/resources/Shaders/Gaussian_vert.frag.glsl b/resources/Shaders/Gaussian_vert.frag.glsl index 921ba55a..3924450a 100644 --- a/resources/Shaders/Gaussian_vert.frag.glsl +++ b/resources/Shaders/Gaussian_vert.frag.glsl @@ -2,6 +2,7 @@ #extension GL_EXT_gpu_shader4 : enable layout (binding = 0) uniform sampler2D Texture; +uniform int Lod; in VertexData{ vec2 TextureCoordinate; @@ -10,12 +11,14 @@ in VertexData{ out vec4 fragmentColor; uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216); +//uniform float weight[3] = float[](0.265495, 0.226535, 0.140718); void main() { - vec2 tex_offset = 1.0 / textureSize2D(Texture, 0); + vec2 tex_offset = 1.0 / textureSize(Texture, Lod); vec3 center = texture(Texture, Input.TextureCoordinate).rgb; vec3 result = center * weight[0]; + for(int i = 1; i < 5; ++i) { vec4 northFragments = texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i)); vec4 southFragments = texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i)); diff --git a/resources/Shaders/Sprite.frag.glsl b/resources/Shaders/Sprite.frag.glsl index abad7df1..5b6567eb 100644 --- a/resources/Shaders/Sprite.frag.glsl +++ b/resources/Shaders/Sprite.frag.glsl @@ -3,6 +3,8 @@ uniform vec4 Color; uniform vec4 FillColor; uniform float FillPercentage; +uniform float ScaleX; +uniform float ScaleY; uniform mat4 P; layout (binding = 1) uniform sampler2D DiffuseTexture; @@ -21,15 +23,16 @@ out vec4 bloomColor; void main() { - vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate); - vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate); + vec4 diffuseTexel = texture2D(DiffuseTexture, vec2(Input.TextureCoordinate.x*ScaleX, Input.TextureCoordinate.y*ScaleY)); + vec4 glowTexel = texture2D(GlowMapTexture, vec2(Input.TextureCoordinate.x*ScaleX, Input.TextureCoordinate.y*ScaleY)); vec4 color_result = Color * diffuseTexel; float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0; - if(pos <= FillPercentage) { - color_result = FillColor*diffuseTexel.a; - } + float fillResult = floor(pos*FillPercentage); + + color_result = FillColor*diffuseTexel.a*fillResult + color_result*(1-fillResult); + sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1)); //bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0); diff --git a/src/Engine/Collision/Collision.cpp b/src/Engine/Collision/Collision.cpp index 68d99d92..1c0170f9 100644 --- a/src/Engine/Collision/Collision.cpp +++ b/src/Engine/Collision/Collision.cpp @@ -360,7 +360,14 @@ constexpr bool FaceIsGround(float faceNormalY) //An array containing 3 int pairs { 0, 2 }, { 0, 1 }, { 1, 2 } constexpr std::array, 3> dimensionPairs({ std::pair(0, 2), std::pair(0, 1), std::pair(1, 2) }); -bool AABBvsTriangle(const AABB& box, +enum class BoxTriRes +{ + Front, + Behind, + Intersect +}; + +BoxTriRes AABBvsTriangle(const AABB& box, const std::array& triPos, const glm::vec3& originalBoxVelocity, float verticalStepHeight, @@ -374,7 +381,7 @@ bool AABBvsTriangle(const AABB& box, //Less checks, and we should be able to walk out from models if we are trapped inside. glm::vec3 triNormal = glm::cross(triPos[1] - triPos[0], triPos[2] - triPos[0]); if (!vectorHasLength(triNormal) || (glm::dot(triNormal, originalBoxVelocity) > 0)) { - return false; + return BoxTriRes::Behind; } triNormal = glm::normalize(triNormal); @@ -409,6 +416,9 @@ bool AABBvsTriangle(const AABB& box, const glm::vec3& min = box.MinCorner(); const glm::vec3& max = box.MaxCorner(); + // If there is no intersection, whether the box center is in front of or behind the triangle. + BoxTriRes noIntersection = glm::dot(triNormal, origin - triPos[0]) > 0 ? BoxTriRes::Front : BoxTriRes::Behind; + //For each projection in xy-, xz-, and yx-planes. for (std::pair dim : dimensionPairs) { //2D Triangle. @@ -426,7 +436,7 @@ bool AABBvsTriangle(const AABB& box, bool pushedFromTriangleLine; //if projections don't overlap, return false. if (!rectangleVsTriangle(boxMin, boxMax, t2D, resolutionVector, resolutionDist, pushedFromTriangleLine)) { - return false; + return noIntersection; } else if (resolveCollision) { //Overwrite the smallest resolution if this is smaller. if (resolutionDist < resolveShortest.DistanceSq) { @@ -462,14 +472,15 @@ bool AABBvsTriangle(const AABB& box, float t = glm::dot(triNormal, triPos[0] - origin) / glm::dot(triNormal, diagonal); //If intersection point between plane and diagonal is within the box. if (glm::abs(t) > 1) { - return false; + return noIntersection; } if (!resolveCollision) { - return true; + return BoxTriRes::Intersect; } glm::vec3 cornerResolution = (1+t) * diagonal; + cornerResolution = glm::dot(cornerResolution, triNormal) * triNormal; //Overwrite the smallest resolution if cornerResolution is smaller. float lenSq = glm::length2(cornerResolution); if (lenSq < resolveShortest.DistanceSq) { @@ -498,7 +509,7 @@ bool AABBvsTriangle(const AABB& box, case ResolveDimZ: //If we get here, the resolution is along one coordinate axis. //set velocity to 0 in y if it is along y-axis. - return true; + return BoxTriRes::Intersect; case Line: projNorm = glm::normalize(outResolution); break; @@ -533,10 +544,10 @@ bool AABBvsTriangle(const AABB& box, boxVelocity = boxVelocity - glm::dot(boxVelocity, projNorm) * projNorm; } } - return true; + return BoxTriRes::Intersect; } -bool AABBvsTriangles(const AABB& box, +Output AABBvsTriangles(const AABB& box, const RawModel::Vertex* modelVertices, const std::vector& modelIndices, const glm::mat4& modelMatrix, @@ -546,8 +557,8 @@ bool AABBvsTriangles(const AABB& box, glm::vec3& outResolutionVector, bool resolveCollision) { - bool hit = false; - + bool intersect = false; + Output out = Output::OutContained; bool everHitTheGround = false; AABB newBox = box; outResolutionVector = glm::vec3(0.f); @@ -560,20 +571,27 @@ bool AABBvsTriangles(const AABB& box, }; glm::vec3 outVec; bool collideWithGround = isOnGround; - if (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec, resolveCollision)) { - hit = true; + switch (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec, resolveCollision)) { + case Collision::BoxTriRes::Front: + out = Output::OutSeparated; + break; + case Collision::BoxTriRes::Intersect: + intersect = true; outResolutionVector += outVec; newBox = AABB::FromOriginSize(newBox.Origin() + outVec, newBox.Size()); if (collideWithGround) { everHitTheGround = isOnGround = true; } + break; + default: + break; } } if (!everHitTheGround) { isOnGround = false; } - return hit; + return intersect ? Output::OutIntersecting : out; } bool AABBvsTriangles(const AABB& box, @@ -593,13 +611,31 @@ bool AABBvsTriangles(const AABB& box, verticalStepHeight, isOnGround, outResolutionVector, - true); + true) == Output::OutIntersecting; } bool AABBvsTriangles(const AABB& box, const RawModel::Vertex* modelVertices, const std::vector& modelIndices, const glm::mat4& modelMatrix) +{ + glm::vec3 vel, outres; + bool g; + return AABBvsTriangles(box, + modelVertices, + modelIndices, + modelMatrix, + vel, + 0.f, + g, + outres, + false) == Output::OutIntersecting; +} + +Output AABBvsTrianglesWContainment(const AABB& box, + const RawModel::Vertex* modelVertices, + const std::vector& modelIndices, + const glm::mat4& modelMatrix) { glm::vec3 vel, outres; bool g; diff --git a/src/Engine/Collision/CollisionSystem.cpp b/src/Engine/Collision/CollisionSystem.cpp index 53cabfac..eaa89dcd 100644 --- a/src/Engine/Collision/CollisionSystem.cpp +++ b/src/Engine/Collision/CollisionSystem.cpp @@ -37,6 +37,10 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c bool hit; float dist; if (boxB.Entity.HasComponent("Model")) { + if (!((bool)boxB.Entity["Model"]["Visible"])) { + // Don't collide against invisible models. + continue; + } RawModel* model; std::string res = (std::string)boxB.Entity["Model"]["Resource"]; try { @@ -77,7 +81,11 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c } if (boxB.Entity.HasComponent("Model") && Collision::AABBVsAABB(boxA, boxB)) { - //Here we know boxB is a entity with Collideable, AABB, and Model. + // Here we know boxB is a entity with Collideable, AABB, and Model. + if (!((bool)boxB.Entity["Model"]["Visible"])) { + // Don't collide against invisible models. + continue; + } RawModel* model; try { model = ResourceManager::Load(boxB.Entity["Model"]["Resource"]); @@ -88,12 +96,11 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity); glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"]; - bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end(); bool isOnGround = (bool)cPhysics["IsOnGround"]; float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"]; if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) { //Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector. - (glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector; + (glm::vec3&)cTransform["Position"] += resolutionVector; boxA = *Collision::EntityAbsoluteAABB(entity); cPhysics["Velocity"] = inOutVelocity; if (isOnGround) { diff --git a/src/Engine/Collision/TriggerSystem.cpp b/src/Engine/Collision/TriggerSystem.cpp index 21a47721..ef18629a 100644 --- a/src/Engine/Collision/TriggerSystem.cpp +++ b/src/Engine/Collision/TriggerSystem.cpp @@ -10,6 +10,16 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp return; } + RawModel* triggerModel = nullptr; + glm::mat4 triggerModelMat; + if (triggerEntity.HasComponent("Model")) { + try { + triggerModel = ResourceManager::Load(triggerEntity["Model"]["Resource"]); + triggerModelMat = Transform::ModelMatrix(triggerEntity); + } catch (const std::exception&) { + } + } + m_OctreeOut.clear(); m_Octree->ObjectsInSameRegion(*triggerBox, m_OctreeOut); @@ -22,7 +32,17 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp if (colliderFitsInTrigger) { completelyInsideBox = AABB::FromOriginSize((*triggerBox).Origin(), (*triggerBox).Size() - 2.0f * colliderBox.Size()); } - if (colliderFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, colliderBox)) { + + // We know the entity is inside the trigger box, but perhaps not the model yet. + Collision::Output out = triggerModel == nullptr + ? Collision::Output::OutContained + : Collision::AABBvsTrianglesWContainment( + colliderBox, + triggerModel->Vertices(), + triggerModel->m_Indices, + triggerModelMat); + + if (colliderFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, colliderBox) && out == Collision::Output::OutContained) { // Entity is completely inside the trigger. // If it was only touching before, it is erased. m_EntitiesTouchingTrigger[triggerEntity].erase(colliderEntity); @@ -32,7 +52,8 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp completeSet.insert(colliderEntity); publish(colliderEntity, triggerEntity); } - } else { + continue; + } else if (out != Collision::Output::OutSeparated) { // Entity is only touching the trigger. auto& touchSet = m_EntitiesTouchingTrigger[triggerEntity]; auto& completeSet = m_EntitiesCompletelyInTrigger[triggerEntity]; @@ -47,17 +68,17 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp touchSet.insert(colliderEntity); } // Else, it was touching the trigger last frame too and nothing is done. - } - } else { - // Entity is not touching the trigger, - // Throw event if it was previously. - if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[triggerEntity], colliderEntity, triggerEntity)) { continue; } - // This only occurs if the entity was completely inside the trigger one frame, - // then completely outside the trigger, e.g. when dying and respawning. - throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[triggerEntity], colliderEntity, triggerEntity); } + // Only get here if entity is not touching the trigger, + // throw event if it was touching previously. + if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[triggerEntity], colliderEntity, triggerEntity)) { + continue; + } + // This only occurs if the entity was completely inside the trigger one frame, + // then completely outside the trigger, e.g. when dying and respawning. + throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[triggerEntity], colliderEntity, triggerEntity); } } diff --git a/src/Engine/Editor/EditorRenderSystem.cpp b/src/Engine/Editor/EditorRenderSystem.cpp index 97203dea..f31b63cf 100644 --- a/src/Engine/Editor/EditorRenderSystem.cpp +++ b/src/Engine/Editor/EditorRenderSystem.cpp @@ -86,7 +86,7 @@ bool EditorRenderSystem::OnSetCamera(Events::SetCamera& e) { ComponentWrapper cTransform = e.CameraEntity["Transform"]; ComponentWrapper cCamera = e.CameraEntity["Camera"]; - m_EditorCamera->SetFOV(static_cast((double)cCamera["FOV"])); + m_EditorCamera->SetFOV(glm::radians(static_cast((double)cCamera["FOV"]))); m_EditorCamera->SetNearClip(static_cast((double)cCamera["NearClip"])); m_EditorCamera->SetFarClip(static_cast((double)cCamera["FarClip"])); m_EditorCamera->SetPosition(cTransform["Position"]); diff --git a/src/Engine/Editor/EditorSystem.cpp b/src/Engine/Editor/EditorSystem.cpp index 5e0d02fd..89f6ef5c 100644 --- a/src/Engine/Editor/EditorSystem.cpp +++ b/src/Engine/Editor/EditorSystem.cpp @@ -47,6 +47,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame Enable(); } else { Disable(); + m_EventBroker->Publish(Events::UnlockMouse()); } } diff --git a/src/Engine/Network/Client.cpp b/src/Engine/Network/Client.cpp index d2f075e1..ffe34d97 100644 --- a/src/Engine/Network/Client.cpp +++ b/src/Engine/Network/Client.cpp @@ -1,4 +1,5 @@ #include "Network/Client.h" +#include "Network/EPlayerDisconnected.h" using namespace boost::asio::ip; Client::Client(World* world, EventBroker* eventBroker) @@ -232,7 +233,7 @@ void Client::parseServerlist(Packet& packet) void Client::parseKick() { LOG_WARNING("You have been kicked from the server."); - m_IsConnected = false; + disconnect(); } void Client::parseSpawnEvents() @@ -473,6 +474,10 @@ void Client::disconnect() m_Reliable.Send(packet); m_Unreliable.Disconnect(); m_Reliable.Disconnect(); + Events::PlayerDisconnected e; + e.Entity = m_LocalPlayer.ID; + e.PlayerID = -1; + m_EventBroker->Publish(e); createMainMenu(); } diff --git a/src/Engine/Rendering/BlurHUD.cpp b/src/Engine/Rendering/BlurHUD.cpp index 8fdb7f1a..d9af3085 100644 --- a/src/Engine/Rendering/BlurHUD.cpp +++ b/src/Engine/Rendering/BlurHUD.cpp @@ -97,14 +97,14 @@ void BlurHUD::ClearBuffer() glClearStencil(0x00); glStencilMask(~0); glDisable(GL_SCISSOR_TEST); - glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_GaussianFrameBuffer_horiz.Unbind(); m_GaussianFrameBuffer_vert.Bind(); glClearColor(0.f, 0.f, 0.f, 0.f); glClearStencil(0x00); glStencilMask(~0); glDisable(GL_SCISSOR_TEST); - glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_GaussianFrameBuffer_vert.Unbind(); m_CombinedTextureBuffer.Bind(); @@ -211,12 +211,16 @@ void BlurHUD::FillStencil(RenderScene& scene) RenderState state; state.BindFramebuffer(m_GaussianFrameBuffer_horiz.GetHandle()); - state.Disable(GL_DEPTH_TEST); + state.Enable(GL_DEPTH_TEST); state.Enable(GL_CULL_FACE); state.Enable(GL_STENCIL_TEST); state.StencilFunc(GL_ALWAYS, 1, 0xFF); state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); state.StencilMask(0xFF); + + state.AlphaFunc(GL_GEQUAL, 0.95f); + state.Enable(GL_ALPHA_TEST); + glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality); m_FillDepthStencilProgram->Bind(); diff --git a/src/Engine/Rendering/DrawBloomPass.cpp b/src/Engine/Rendering/DrawBloomPass.cpp index 4172118c..f70f25c1 100644 --- a/src/Engine/Rendering/DrawBloomPass.cpp +++ b/src/Engine/Rendering/DrawBloomPass.cpp @@ -12,6 +12,7 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config) DrawBloomPass::~DrawBloomPass() { CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz); CommonFunctions::DeleteTexture(&m_GaussianTexture_vert); + CommonFunctions::DeleteTexture(&m_FinalGaussianTexture); } void DrawBloomPass::InitializeTextures() @@ -30,9 +31,8 @@ void DrawBloomPass::ChangeQuality(int quality) if (m_Quality == 0) { CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz); - CommonFunctions::DeleteTexture(&m_GaussianTexture_vert); - m_GaussianTexture_horiz = 0; - m_GaussianTexture_vert = 0; + CommonFunctions::DeleteTexture(&m_GaussianTexture_vert); + CommonFunctions::DeleteTexture(&m_FinalGaussianTexture); return; } InitializeTextures(); @@ -62,22 +62,50 @@ void DrawBloomPass::InitializeShaderPrograms() m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor"); m_GaussianProgram_vert->Link(); } + + m_GaussianCombineProgram = ResourceManager::Load("#GaussianCombineProgram"); + if (m_GaussianCombineProgram->GetHandle() == 0) { + m_GaussianCombineProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/CombineGaussianTexture.vert.glsl"))); + m_GaussianCombineProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/CombineGaussianTexture.frag.glsl"))); + m_GaussianCombineProgram->Compile(); + m_GaussianCombineProgram->BindFragDataLocation(0, "fragmentColor"); + m_GaussianCombineProgram->Link(); + } } void DrawBloomPass::InitializeBuffers() { - CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); + CommonFunctions::GenerateMipMapTexture( + &m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height) + , GL_RGB, GL_FLOAT, m_BloomLod); + CommonFunctions::GenerateMipMapTexture( + &m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height) + , GL_RGB, GL_FLOAT, m_BloomLod); + CommonFunctions::GenerateTexture(&m_FinalGaussianTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); - if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) { - m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0))); - } - m_GaussianFrameBuffer_horiz.Generate(); + if (m_GaussianCombineBuffer.GetHandle() == 0) { + m_GaussianCombineBuffer.AddResource(std::shared_ptr(new Texture2D(&m_FinalGaussianTexture, GL_COLOR_ATTACHMENT0))); + } + m_GaussianCombineBuffer.Generate(); - CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); - if (m_GaussianFrameBuffer_vert.GetHandle() == 0) { - m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0))); - } - m_GaussianFrameBuffer_vert.Generate(); + if(m_GaussianFrameBuffer_horiz == nullptr) { + m_GaussianFrameBuffer_horiz = new FrameBuffer[m_BloomLod]; + } + if (m_GaussianFrameBuffer_vert == nullptr) { + m_GaussianFrameBuffer_vert = new FrameBuffer[m_BloomLod]; + } + + for (int i = 0; i < m_BloomLod; i++) { + if(m_GaussianFrameBuffer_horiz[i].GetHandle() == 0) { + m_GaussianFrameBuffer_horiz[i].AddResource(std::shared_ptr(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0, i))); + } + m_GaussianFrameBuffer_horiz[i].Generate(); + + if (m_GaussianFrameBuffer_vert[i].GetHandle() == 0) { + m_GaussianFrameBuffer_vert[i].AddResource(std::shared_ptr(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0, i))); + } + m_GaussianFrameBuffer_vert[i].Generate(); + } } @@ -87,33 +115,75 @@ void DrawBloomPass::ClearBuffer() return; } GLERROR("PRE"); - m_GaussianFrameBuffer_horiz.Bind(); + for (int i = 0; i < m_BloomLod; i++) { + m_GaussianFrameBuffer_horiz[i].Bind(); + glClearColor(0.f, 0.f, 0.f, 0.f); + glClear(GL_COLOR_BUFFER_BIT); + m_GaussianFrameBuffer_horiz[i].Unbind(); + m_GaussianFrameBuffer_vert[i].Bind(); + glClearColor(0.f, 0.f, 0.f, 0.f); + glClear(GL_COLOR_BUFFER_BIT); + m_GaussianFrameBuffer_vert[i].Unbind(); + + } + m_GaussianCombineBuffer.Bind(); glClearColor(0.f, 0.f, 0.f, 0.f); glClear(GL_COLOR_BUFFER_BIT); - m_GaussianFrameBuffer_horiz.Unbind(); - m_GaussianFrameBuffer_vert.Bind(); - glClearColor(0.f, 0.f, 0.f, 0.f); - glClear(GL_COLOR_BUFFER_BIT); - m_GaussianFrameBuffer_vert.Unbind(); + m_GaussianCombineBuffer.Unbind(); GLERROR("END"); } void DrawBloomPass::Draw(GLuint texture) +{ + if (m_Quality == 0) { + return; + } + + for (int i = 0; i < m_BloomLod; i++) { + GaussianLodPass(i, texture); + } + CombineGaussianBlur(); +} + + +void DrawBloomPass::OnWindowResize() { if (m_Quality == 0) { return; } - GLERROR("DrawBloomPass::Draw: Pre"); + CommonFunctions::GenerateMipMapTexture( + &m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height) + , GL_RGB, GL_FLOAT, m_BloomLod); + CommonFunctions::GenerateMipMapTexture( + &m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height) + , GL_RGB, GL_FLOAT, m_BloomLod); + for (int i = 0; i < m_BloomLod; i++) { + m_GaussianFrameBuffer_vert[i].Generate(); + m_GaussianFrameBuffer_horiz[i].Generate(); + } + +} + +void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture) +{ + GLERROR("DrawBloomPass::Draw: Pre"); + glViewport(0, 0, m_Renderer->GetViewportSize().Width/(glm::pow(2, mipMap)), m_Renderer->GetViewportSize().Height/(glm::pow(2, mipMap))); DrawBloomPassState state; GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle(); GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle(); + m_GaussianProgram_vert->Bind(); + glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), mipMap); + m_GaussianProgram_horiz->Bind(); + glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), mipMap); + //Horizontal pass, first use the given texture then save it to the horizontal framebuffer. - m_GaussianFrameBuffer_horiz.Bind(); - m_GaussianProgram_horiz->Bind(); + m_GaussianFrameBuffer_horiz[mipMap].Bind(); + + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); glBindVertexArray(m_ScreenQuad->VAO); @@ -123,55 +193,56 @@ void DrawBloomPass::Draw(GLuint texture) //Iterate some times to make it more gaussian. for (int i = 1; i < m_Iterations; i++) { //Vertical pass - m_GaussianFrameBuffer_vert.Bind(); + m_GaussianFrameBuffer_vert[mipMap].Bind(); m_GaussianProgram_vert->Bind(); - glActiveTexture(GL_TEXTURE0); + + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz); - glBindVertexArray(m_ScreenQuad->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); //horizontal pass - m_GaussianFrameBuffer_vert.Unbind(); + m_GaussianFrameBuffer_vert[mipMap].Unbind(); - m_GaussianFrameBuffer_horiz.Bind(); + m_GaussianFrameBuffer_horiz[mipMap].Bind(); m_GaussianProgram_horiz->Bind(); - glActiveTexture(GL_TEXTURE0); + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert); - glBindVertexArray(m_ScreenQuad->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); - m_GaussianFrameBuffer_horiz.Unbind(); + m_GaussianFrameBuffer_horiz[mipMap].Unbind(); } //final vertical gaussian after the iterations are done - m_GaussianFrameBuffer_vert.Bind(); + m_GaussianFrameBuffer_vert[mipMap].Bind(); m_GaussianProgram_vert->Bind(); - glActiveTexture(GL_TEXTURE0); + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz); - glBindVertexArray(m_ScreenQuad->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); + glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); GLERROR("DrawBloomPass::Draw: END"); + glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + m_GaussianFrameBuffer_vert[mipMap].Unbind(); + } - -void DrawBloomPass::OnWindowResize() +void DrawBloomPass::CombineGaussianBlur() { - if (m_Quality == 0) { - return; - } - CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); - m_GaussianFrameBuffer_vert.Generate(); - CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); - m_GaussianFrameBuffer_horiz.Generate(); + m_GaussianCombineBuffer.Bind(); + m_GaussianCombineProgram->Bind(); + glUniform1i(glGetUniformLocation(m_GaussianCombineProgram->GetHandle(), "MaxMipMap"), m_BloomLod); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert); + glBindVertexArray(m_ScreenQuad->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); + glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 + , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); } diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp index 67a67351..d03b0c2b 100644 --- a/src/Engine/Rendering/DrawFinalPass.cpp +++ b/src/Engine/Rendering/DrawFinalPass.cpp @@ -32,9 +32,9 @@ void DrawFinalPass::InitializeTextures() void DrawFinalPass::InitializeFrameBuffers() { - CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); + CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); //GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); - CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); + CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); //GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4); //GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT); @@ -311,6 +311,8 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass) GLERROR("TransparentObjects"); //state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); stateSprite->Enable(GL_DEPTH_TEST); + //stateSprite->AlphaFunc(GL_GEQUAL, 0.05f); + //stateSprite->Enable(GL_ALPHA_TEST); DrawSprites(scene.Jobs.SpriteJob, scene); GLERROR("SpriteJobs"); @@ -343,8 +345,8 @@ void DrawFinalPass::OnWindowResize() //InitializeFrameBuffers(); CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8); - CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); - CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); + CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); + CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); m_FinalPassFrameBuffer.Generate(); GLERROR("Error changing texture resolutions"); @@ -1269,23 +1271,34 @@ void DrawFinalPass::DrawSprites(std::list>&jobs, Rend glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position())); + RenderState* jobState = new RenderState(); + for(auto& job : jobs) { auto spriteJob = std::dynamic_pointer_cast(job); - RenderState jobState; if (spriteJob) { if(spriteJob->Depth == 0) { - jobState.Disable(GL_DEPTH_TEST); + jobState->Disable(GL_DEPTH_TEST); } glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix)); glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color)); glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor)); glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage); + glUniform1f(glGetUniformLocation(shaderHandle, "ScaleX"), spriteJob->ScaleX); + glUniform1f(glGetUniformLocation(shaderHandle, "ScaleY"), spriteJob->ScaleY); glActiveTexture(GL_TEXTURE1); if (spriteJob->DiffuseTexture != nullptr) { glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture); + if (spriteJob->Linear) { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + } else { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + } + } else { glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture); } @@ -1303,6 +1316,7 @@ void DrawFinalPass::DrawSprites(std::list>&jobs, Rend glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int))); } } + delete jobState; // m_SpriteProgram->Unbind(); } diff --git a/src/Engine/Rendering/DrawFinalPassState.cpp b/src/Engine/Rendering/DrawFinalPassState.cpp index 5c238985..811d9d84 100644 --- a/src/Engine/Rendering/DrawFinalPassState.cpp +++ b/src/Engine/Rendering/DrawFinalPassState.cpp @@ -10,6 +10,8 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer) Enable(GL_DEPTH_TEST); DepthMask(GL_TRUE); Enable(GL_CULL_FACE); + Enable(GL_ALPHA_TEST); + AlphaFunc(GL_GEQUAL, 0.05f); // Enable(GL_STENCIL_TEST); // StencilFunc(GL_NOTEQUAL, 1, 0xFF); // StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); diff --git a/src/Engine/Rendering/FrameBuffer.cpp b/src/Engine/Rendering/FrameBuffer.cpp index c94423ba..dfabb8a3 100644 --- a/src/Engine/Rendering/FrameBuffer.cpp +++ b/src/Engine/Rendering/FrameBuffer.cpp @@ -2,11 +2,12 @@ #include "Rendering/FrameBuffer.h" -BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment) +BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod) { m_ResourceHandle = resourceHandle; m_ResourceType = resourceType; m_Attachment = attachment; + m_MipMapLod = mipMapLod; } Texture2D::~Texture2D() @@ -58,7 +59,7 @@ void FrameBuffer::Generate() for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) { switch ((*it)->m_ResourceType) { case GL_TEXTURE_2D: - glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0); + glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, (*it)->m_MipMapLod); GLERROR("FrameBuffer generate: glFramebufferTexture2D"); break; case GL_RENDERBUFFER: diff --git a/src/Engine/Rendering/LightCullingPass.cpp b/src/Engine/Rendering/LightCullingPass.cpp index 1ce1f88c..9a6e19cf 100644 --- a/src/Engine/Rendering/LightCullingPass.cpp +++ b/src/Engine/Rendering/LightCullingPass.cpp @@ -42,6 +42,15 @@ void LightCullingPass::SetSSBOSizes() { m_NumberOfTiles = (int)(m_Renderer->GetViewportSize().Width/TILE_SIZE) * (int)(m_Renderer->GetViewportSize().Height/TILE_SIZE); + if (m_Frustums != nullptr) { + delete[] m_Frustums; + } + if (m_LightGrid != nullptr) { + delete[] m_LightGrid; + } + if (m_LightIndex != nullptr) { + delete[] m_LightIndex; + } m_Frustums = new Frustum[m_NumberOfTiles]; m_LightGrid = new LightGrid[m_NumberOfTiles]; m_LightIndex = new float[m_NumberOfTiles*MAX_LIGHTS_PER_TILE]; diff --git a/src/Engine/Rendering/PickingPass.cpp b/src/Engine/Rendering/PickingPass.cpp index 93783e19..820c184e 100644 --- a/src/Engine/Rendering/PickingPass.cpp +++ b/src/Engine/Rendering/PickingPass.cpp @@ -24,7 +24,7 @@ void PickingPass::InitializeTextures() glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE); CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST, - glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT); + glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT); } void PickingPass::InitializeFrameBuffers() diff --git a/src/Engine/Rendering/RenderSystem.cpp b/src/Engine/Rendering/RenderSystem.cpp index 54da9666..fee539d4 100644 --- a/src/Engine/Rendering/RenderSystem.cpp +++ b/src/Engine/Rendering/RenderSystem.cpp @@ -9,10 +9,11 @@ RenderSystem::RenderSystem(SystemParams params, const IRenderer* renderer, Rende , m_Octree(frustumCullOctree) { EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera); + EVENT_SUBSCRIBE_MEMBER(m_EResolutionChanged, &RenderSystem::OnResolutionChanged); EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand); EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &RenderSystem::OnPlayerSpawned); - m_Camera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f); + m_Camera = new Camera((float)m_Renderer->GetViewportSize().Width / m_Renderer->GetViewportSize().Height, glm::radians(45.f), 0.01f, 5000.f); } RenderSystem::~RenderSystem() @@ -20,11 +21,18 @@ RenderSystem::~RenderSystem() delete m_Camera; } +bool RenderSystem::OnResolutionChanged(Events::ResolutionChanged& e) +{ + // Update camera aspect ration on resolution change + m_Camera->SetAspectRatio((float)e.NewResolution.Width / e.NewResolution.Height); + return true; +} + bool RenderSystem::OnSetCamera(Events::SetCamera& e) { ComponentWrapper cTransform = e.CameraEntity["Transform"]; ComponentWrapper cCamera = e.CameraEntity["Camera"]; - m_Camera->SetFOV((double)cCamera["FOV"]); + m_Camera->SetFOV(glm::radians((double)cCamera["FOV"])); m_Camera->SetNearClip((double)cCamera["NearClip"]); m_Camera->SetFarClip((double)cCamera["FarClip"]); m_Camera->SetPosition(cTransform["Position"]); diff --git a/src/Engine/Rendering/Renderer.cpp b/src/Engine/Rendering/Renderer.cpp index 90122f7c..eecb5a7a 100644 --- a/src/Engine/Rendering/Renderer.cpp +++ b/src/Engine/Rendering/Renderer.cpp @@ -36,16 +36,24 @@ void Renderer::Initialize() m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker); } +void Renderer::glfwWindowSizeCallback(GLFWwindow* window, int width, int height) +{ + m_WindowToRenderer[window]->setWindowSize(Rectangle(width, height)); +} + void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height) { - glViewport(0, 0, width, height); - Renderer* currentRenderer = m_WindowToRenderer[window]; - currentRenderer->m_ViewportSize = Rectangle(width, height); - currentRenderer->m_PickingPass->OnWindowResize(); - currentRenderer->m_DrawFinalPass->OnWindowResize(); - currentRenderer->m_LightCullingPass->OnWindowResize(); - currentRenderer->m_DrawBloomPass->OnWindowResize(); - currentRenderer->m_SSAOPass->OnWindowResize(); + m_WindowToRenderer[window]->updateFramebufferSize(); +} + +void Renderer::SetResolution(const Rectangle& resolution) +{ + m_Resolution = resolution; + + if (m_Window != nullptr) { + setWindowSize(resolution); + updateFramebufferSize(); + } } void Renderer::InitializeWindow() @@ -67,6 +75,7 @@ void Renderer::InitializeWindow() LOG_ERROR("GLFW: Failed to create window"); exit(EXIT_FAILURE); } + glfwSetWindowSizeCallback(m_Window, &glfwWindowSizeCallback); glfwSetFramebufferSizeCallback(m_Window, &glfwFrameBufferCallback); glfwMakeContextCurrent(m_Window); @@ -111,6 +120,31 @@ void Renderer::InputUpdate(double dt) } +void Renderer::setWindowSize(Rectangle size) +{ + m_Resolution = size; + glfwSetWindowSize(m_Window, size.Width, size.Height); +} + +void Renderer::updateFramebufferSize() +{ + Events::ResolutionChanged e; + e.OldResolution = m_ViewportSize; + + int width, height; + glfwGetFramebufferSize(m_Window, &width, &height); + glViewport(0, 0, width, height); + m_ViewportSize = Rectangle(width, height); + m_PickingPass->OnWindowResize(); + m_DrawFinalPass->OnWindowResize(); + m_LightCullingPass->OnWindowResize(); + m_DrawBloomPass->OnWindowResize(); + m_SSAOPass->OnWindowResize(); + + e.NewResolution = m_ViewportSize; + m_EventBroker->Publish(e); +} + void Renderer::Update(double dt) { m_EventBroker->Process(); @@ -263,6 +297,7 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin GLERROR("Texture initialization failed"); } + void Renderer::InitializeRenderPasses() { m_PickingPass = new PickingPass(this, m_EventBroker); diff --git a/src/Engine/Rendering/SSAOPass.cpp b/src/Engine/Rendering/SSAOPass.cpp index f3c7f74c..166bf924 100644 --- a/src/Engine/Rendering/SSAOPass.cpp +++ b/src/Engine/Rendering/SSAOPass.cpp @@ -233,6 +233,11 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera) GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle(); GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle(); + m_GaussianProgram_vert->Bind(); + glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), 0); + m_GaussianProgram_horiz->Bind(); + glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), 0); + m_GaussianFrameBuffer_horiz.Bind(); m_GaussianProgram_horiz->Bind(); @@ -252,8 +257,6 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera) glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz); - glBindVertexArray(m_ScreenQuad->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); //horizontal pass @@ -265,8 +268,6 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera) glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_Gaussian_vert); - glBindVertexArray(m_ScreenQuad->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); m_GaussianFrameBuffer_horiz.Unbind(); @@ -279,8 +280,7 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera) glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz); - glBindVertexArray(m_ScreenQuad->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); + glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); diff --git a/src/Engine/Rendering/TextureSprite.cpp b/src/Engine/Rendering/TextureSprite.cpp index 178aebf0..70d086cd 100644 --- a/src/Engine/Rendering/TextureSprite.cpp +++ b/src/Engine/Rendering/TextureSprite.cpp @@ -3,9 +3,9 @@ TextureSprite::TextureSprite(std::string path) :Texture(path) { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); GLERROR("Texture load"); } \ No newline at end of file diff --git a/src/Engine/Rendering/Util/CommonFunctions.cpp b/src/Engine/Rendering/Util/CommonFunctions.cpp index e1344928..c185cd5c 100644 --- a/src/Engine/Rendering/Util/CommonFunctions.cpp +++ b/src/Engine/Rendering/Util/CommonFunctions.cpp @@ -25,10 +25,12 @@ void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) { + glDeleteTextures(1, texture); glGenTextures(1, texture); glBindTexture(GL_TEXTURE_2D, *texture); glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y); - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture); + //glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, NULL); + GLERROR("MipMap Texture glTexSubImage2D failed"); glGenerateMipmap(GL_TEXTURE_2D); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping); diff --git a/src/Engine/Rendering/Util/ScreenCoords.cpp b/src/Engine/Rendering/Util/ScreenCoords.cpp index a858524d..a8d8a662 100644 --- a/src/Engine/Rendering/Util/ScreenCoords.cpp +++ b/src/Engine/Rendering/Util/ScreenCoords.cpp @@ -36,10 +36,6 @@ ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer* unsigned char pdata[3]; glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata); GLERROR("glReadPixels(pdata) Error"); - PickDataBuffer->Unbind(); - GLERROR("Unbind Error"); - glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer); - GLERROR("glBindFramebuffer(DepthBuffer) Error"); float depthData; glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData); GLERROR("glReadPixels(depthData) Error"); diff --git a/src/Game/Systems/CapturePointSystem.cpp b/src/Game/Systems/CapturePointSystem.cpp index 4647d1b7..13ac59f3 100644 --- a/src/Game/Systems/CapturePointSystem.cpp +++ b/src/Game/Systems/CapturePointSystem.cpp @@ -108,10 +108,10 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp //change what model is displaying (change all in case 2 capturepoints has been captured on the same frame) for (int i = 0; i < m_NumberOfCapturePoints; i++) { auto owner = (int)m_CapturePointNumberToEntityMap[i]["Team"]["Team"]; - if (m_CapturePointNumberToEntityMap[i].FirstChildByName("Red").ID != EntityID_Invalid) { - (bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Red")["Model"]["Visible"] = owner == redTeam ? true : false; - (bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Blue")["Model"]["Visible"] = owner == blueTeam ? true : false; - (bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Spectator")["Model"]["Visible"] = owner == spectatorTeam ? true : false; + if (m_CapturePointNumberToEntityMap[i].FirstChildByName("Red").Valid()) { + ChangeCapturePointModelsVisibility(m_CapturePointNumberToEntityMap[i].FirstChildByName("Red"), owner == redTeam); + ChangeCapturePointModelsVisibility(m_CapturePointNumberToEntityMap[i].FirstChildByName("Blue"), owner == blueTeam); + ChangeCapturePointModelsVisibility(m_CapturePointNumberToEntityMap[i].FirstChildByName("Spectator"), owner == spectatorTeam); } } //save the next cap points and publish the captured event @@ -232,6 +232,14 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp } +void CapturePointSystem::ChangeCapturePointModelsVisibility(EntityWrapper &capturePointModels, bool isOwner) { + (bool&)capturePointModels["Model"]["Visible"] = isOwner; + for (auto& capModel : capturePointModels.ChildrenWithComponent("Model")) + { + (bool&)capModel["Model"]["Visible"] = isOwner; + } +} + bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e) { //personEntered = e.Entity, thingEntered = e.Trigger diff --git a/src/Game/Systems/PlayerMovementSystem.cpp b/src/Game/Systems/PlayerMovementSystem.cpp index cfe7356c..3e4d7306 100644 --- a/src/Game/Systems/PlayerMovementSystem.cpp +++ b/src/Game/Systems/PlayerMovementSystem.cpp @@ -264,6 +264,11 @@ void PlayerMovementSystem::updateMovementControllers(double dt) size = glm::vec3(1.f, 1.f, 1.f); } else { size = glm::vec3(1.f, 1.6f, 1.f); + if (controller->CrouchingLastFrame() && isOnGround) { + // The collision should resolve this anyway, but + // this is more reliable, since the box gets larger. + ((glm::vec3&)cTransform["Position"]).y += 0.3f; + } } } diff --git a/src/Game/Systems/SpectatorCameraSystem.cpp b/src/Game/Systems/SpectatorCameraSystem.cpp index d1f2f1ce..23dfb164 100644 --- a/src/Game/Systems/SpectatorCameraSystem.cpp +++ b/src/Game/Systems/SpectatorCameraSystem.cpp @@ -8,6 +8,7 @@ SpectatorCameraSystem::SpectatorCameraSystem(SystemParams params) , m_PickedTeam(-1) { EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &SpectatorCameraSystem::OnInputCommand); + EVENT_SUBSCRIBE_MEMBER(m_EDisconnect, &SpectatorCameraSystem::OnDisconnect); } void SpectatorCameraSystem::Update(double dt) @@ -87,4 +88,17 @@ bool SpectatorCameraSystem::OnInputCommand(const Events::InputCommand& e) } return true; -} \ No newline at end of file +} + +bool SpectatorCameraSystem::OnDisconnect(const Events::PlayerDisconnected& e) +{ + // If local player gets disconnected, they should be set to + // the spectator camera next time a map loads that has one. + if (e.Entity == LocalPlayer.ID) { + m_CamSetToTeamPick = false; + // They will also be set to menu, so unlock mouse just in case they were in game with locked mouse. + Events::UnlockMouse unlock; + m_EventBroker->Publish(unlock); + } + return true; +}