Merge remote-tracking branch 'origin/master' into SplitSnapshots
This commit is contained in:
@@ -360,7 +360,14 @@ constexpr bool FaceIsGround(float faceNormalY)
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//An array containing 3 int pairs { 0, 2 }, { 0, 1 }, { 1, 2 }
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constexpr std::array<std::pair<int, int>, 3> dimensionPairs({ std::pair<int, int>(0, 2), std::pair<int, int>(0, 1), std::pair<int, int>(1, 2) });
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bool AABBvsTriangle(const AABB& box,
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enum class BoxTriRes
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{
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Front,
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Behind,
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Intersect
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};
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BoxTriRes AABBvsTriangle(const AABB& box,
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const std::array<glm::vec3, 3>& triPos,
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const glm::vec3& originalBoxVelocity,
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float verticalStepHeight,
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@@ -374,7 +381,7 @@ bool AABBvsTriangle(const AABB& box,
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//Less checks, and we should be able to walk out from models if we are trapped inside.
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glm::vec3 triNormal = glm::cross(triPos[1] - triPos[0], triPos[2] - triPos[0]);
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if (!vectorHasLength(triNormal) || (glm::dot(triNormal, originalBoxVelocity) > 0)) {
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return false;
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return BoxTriRes::Behind;
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}
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triNormal = glm::normalize(triNormal);
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@@ -409,6 +416,9 @@ bool AABBvsTriangle(const AABB& box,
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const glm::vec3& min = box.MinCorner();
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const glm::vec3& max = box.MaxCorner();
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// If there is no intersection, whether the box center is in front of or behind the triangle.
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BoxTriRes noIntersection = glm::dot(triNormal, origin - triPos[0]) > 0 ? BoxTriRes::Front : BoxTriRes::Behind;
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//For each projection in xy-, xz-, and yx-planes.
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for (std::pair<int, int> dim : dimensionPairs) {
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//2D Triangle.
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@@ -426,7 +436,7 @@ bool AABBvsTriangle(const AABB& box,
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bool pushedFromTriangleLine;
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//if projections don't overlap, return false.
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if (!rectangleVsTriangle(boxMin, boxMax, t2D, resolutionVector, resolutionDist, pushedFromTriangleLine)) {
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return false;
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return noIntersection;
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} else if (resolveCollision) {
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//Overwrite the smallest resolution if this is smaller.
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if (resolutionDist < resolveShortest.DistanceSq) {
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@@ -462,14 +472,15 @@ bool AABBvsTriangle(const AABB& box,
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float t = glm::dot(triNormal, triPos[0] - origin) / glm::dot(triNormal, diagonal);
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//If intersection point between plane and diagonal is within the box.
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if (glm::abs(t) > 1) {
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return false;
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return noIntersection;
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}
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if (!resolveCollision) {
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return true;
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return BoxTriRes::Intersect;
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}
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glm::vec3 cornerResolution = (1+t) * diagonal;
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cornerResolution = glm::dot(cornerResolution, triNormal) * triNormal;
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//Overwrite the smallest resolution if cornerResolution is smaller.
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float lenSq = glm::length2(cornerResolution);
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if (lenSq < resolveShortest.DistanceSq) {
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@@ -498,7 +509,7 @@ bool AABBvsTriangle(const AABB& box,
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case ResolveDimZ:
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//If we get here, the resolution is along one coordinate axis.
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//set velocity to 0 in y if it is along y-axis.
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return true;
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return BoxTriRes::Intersect;
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case Line:
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projNorm = glm::normalize(outResolution);
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break;
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@@ -533,10 +544,10 @@ bool AABBvsTriangle(const AABB& box,
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boxVelocity = boxVelocity - glm::dot(boxVelocity, projNorm) * projNorm;
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}
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}
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return true;
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return BoxTriRes::Intersect;
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}
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bool AABBvsTriangles(const AABB& box,
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Output AABBvsTriangles(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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@@ -546,8 +557,8 @@ bool AABBvsTriangles(const AABB& box,
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glm::vec3& outResolutionVector,
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bool resolveCollision)
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{
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bool hit = false;
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bool intersect = false;
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Output out = Output::OutContained;
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bool everHitTheGround = false;
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AABB newBox = box;
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outResolutionVector = glm::vec3(0.f);
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@@ -560,20 +571,27 @@ bool AABBvsTriangles(const AABB& box,
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};
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glm::vec3 outVec;
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bool collideWithGround = isOnGround;
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if (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec, resolveCollision)) {
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hit = true;
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switch (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec, resolveCollision)) {
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case Collision::BoxTriRes::Front:
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out = Output::OutSeparated;
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break;
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case Collision::BoxTriRes::Intersect:
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intersect = true;
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outResolutionVector += outVec;
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newBox = AABB::FromOriginSize(newBox.Origin() + outVec, newBox.Size());
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if (collideWithGround) {
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everHitTheGround = isOnGround = true;
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}
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break;
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default:
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break;
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}
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}
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if (!everHitTheGround) {
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isOnGround = false;
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}
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return hit;
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return intersect ? Output::OutIntersecting : out;
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}
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bool AABBvsTriangles(const AABB& box,
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@@ -593,13 +611,31 @@ bool AABBvsTriangles(const AABB& box,
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verticalStepHeight,
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isOnGround,
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outResolutionVector,
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true);
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true) == Output::OutIntersecting;
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}
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bool AABBvsTriangles(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix)
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{
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glm::vec3 vel, outres;
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bool g;
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return AABBvsTriangles(box,
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modelVertices,
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modelIndices,
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modelMatrix,
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vel,
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0.f,
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g,
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outres,
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false) == Output::OutIntersecting;
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}
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Output AABBvsTrianglesWContainment(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix)
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{
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glm::vec3 vel, outres;
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bool g;
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@@ -37,6 +37,10 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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bool hit;
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float dist;
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if (boxB.Entity.HasComponent("Model")) {
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if (!((bool)boxB.Entity["Model"]["Visible"])) {
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// Don't collide against invisible models.
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continue;
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}
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RawModel* model;
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std::string res = (std::string)boxB.Entity["Model"]["Resource"];
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try {
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@@ -77,7 +81,11 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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}
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if (boxB.Entity.HasComponent("Model") && Collision::AABBVsAABB(boxA, boxB)) {
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//Here we know boxB is a entity with Collideable, AABB, and Model.
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// Here we know boxB is a entity with Collideable, AABB, and Model.
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if (!((bool)boxB.Entity["Model"]["Visible"])) {
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// Don't collide against invisible models.
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continue;
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}
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RawModel* model;
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try {
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model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
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@@ -88,12 +96,11 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
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glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
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bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
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bool isOnGround = (bool)cPhysics["IsOnGround"];
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float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
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if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
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(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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cPhysics["Velocity"] = inOutVelocity;
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if (isOnGround) {
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@@ -10,6 +10,16 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
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return;
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}
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RawModel* triggerModel = nullptr;
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glm::mat4 triggerModelMat;
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if (triggerEntity.HasComponent("Model")) {
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try {
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triggerModel = ResourceManager::Load<RawModel, true>(triggerEntity["Model"]["Resource"]);
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triggerModelMat = Transform::ModelMatrix(triggerEntity);
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} catch (const std::exception&) {
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}
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}
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m_OctreeOut.clear();
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m_Octree->ObjectsInSameRegion(*triggerBox, m_OctreeOut);
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@@ -22,7 +32,17 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
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if (colliderFitsInTrigger) {
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completelyInsideBox = AABB::FromOriginSize((*triggerBox).Origin(), (*triggerBox).Size() - 2.0f * colliderBox.Size());
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}
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if (colliderFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, colliderBox)) {
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// We know the entity is inside the trigger box, but perhaps not the model yet.
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Collision::Output out = triggerModel == nullptr
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? Collision::Output::OutContained
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: Collision::AABBvsTrianglesWContainment(
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colliderBox,
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triggerModel->Vertices(),
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triggerModel->m_Indices,
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triggerModelMat);
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if (colliderFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, colliderBox) && out == Collision::Output::OutContained) {
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// Entity is completely inside the trigger.
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// If it was only touching before, it is erased.
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m_EntitiesTouchingTrigger[triggerEntity].erase(colliderEntity);
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@@ -32,7 +52,8 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
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completeSet.insert(colliderEntity);
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publish<Events::TriggerEnter>(colliderEntity, triggerEntity);
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}
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} else {
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continue;
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} else if (out != Collision::Output::OutSeparated) {
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// Entity is only touching the trigger.
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auto& touchSet = m_EntitiesTouchingTrigger[triggerEntity];
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auto& completeSet = m_EntitiesCompletelyInTrigger[triggerEntity];
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@@ -47,17 +68,17 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
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touchSet.insert(colliderEntity);
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}
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// Else, it was touching the trigger last frame too and nothing is done.
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}
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} else {
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// Entity is not touching the trigger,
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// Throw event if it was previously.
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if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[triggerEntity], colliderEntity, triggerEntity)) {
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continue;
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}
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// This only occurs if the entity was completely inside the trigger one frame,
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// then completely outside the trigger, e.g. when dying and respawning.
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||||
throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[triggerEntity], colliderEntity, triggerEntity);
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}
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// Only get here if entity is not touching the trigger,
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// throw event if it was touching previously.
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||||
if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[triggerEntity], colliderEntity, triggerEntity)) {
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continue;
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}
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||||
// This only occurs if the entity was completely inside the trigger one frame,
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// then completely outside the trigger, e.g. when dying and respawning.
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throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[triggerEntity], colliderEntity, triggerEntity);
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}
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||||
}
|
||||
|
||||
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||||
@@ -86,7 +86,7 @@ bool EditorRenderSystem::OnSetCamera(Events::SetCamera& e)
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{
|
||||
ComponentWrapper cTransform = e.CameraEntity["Transform"];
|
||||
ComponentWrapper cCamera = e.CameraEntity["Camera"];
|
||||
m_EditorCamera->SetFOV(static_cast<float>((double)cCamera["FOV"]));
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||||
m_EditorCamera->SetFOV(glm::radians(static_cast<float>((double)cCamera["FOV"])));
|
||||
m_EditorCamera->SetNearClip(static_cast<float>((double)cCamera["NearClip"]));
|
||||
m_EditorCamera->SetFarClip(static_cast<float>((double)cCamera["FarClip"]));
|
||||
m_EditorCamera->SetPosition(cTransform["Position"]);
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||||
|
||||
@@ -47,6 +47,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
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||||
Enable();
|
||||
} else {
|
||||
Disable();
|
||||
m_EventBroker->Publish(Events::UnlockMouse());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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()
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||||
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();
|
||||
}
|
||||
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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<ShaderProgram>("#GaussianCombineProgram");
|
||||
if (m_GaussianCombineProgram->GetHandle() == 0) {
|
||||
m_GaussianCombineProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/CombineGaussianTexture.vert.glsl")));
|
||||
m_GaussianCombineProgram->AddShader(std::shared_ptr<Shader>(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<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
|
||||
}
|
||||
m_GaussianFrameBuffer_horiz.Generate();
|
||||
if (m_GaussianCombineBuffer.GetHandle() == 0) {
|
||||
m_GaussianCombineBuffer.AddResource(std::shared_ptr<BufferResource>(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<BufferResource>(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<BufferResource>(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<BufferResource>(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);
|
||||
}
|
||||
|
||||
@@ -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<std::shared_ptr<RenderJob>>&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<SpriteJob>(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<std::shared_ptr<RenderJob>>&jobs, Rend
|
||||
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
|
||||
}
|
||||
}
|
||||
delete jobState;
|
||||
// m_SpriteProgram->Unbind();
|
||||
}
|
||||
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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:
|
||||
|
||||
@@ -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];
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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"]);
|
||||
|
||||
@@ -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<Renderer>();
|
||||
@@ -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);
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -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");
|
||||
}
|
||||
@@ -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);
|
||||
|
||||
@@ -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");
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user