Merge branch 'master' into DDS

Conflicts:
	assets
	include/Engine/Core/ResourceManager.h
	include/Engine/Rendering/Image.h
	include/Engine/Rendering/TextureSprite.h
	resources/Schema/Entities/MovementTest.xml
	resources/Shaders/ForwardPlus.frag.glsl
	resources/Shaders/ForwardPlusShieldCheck.frag.glsl
	src/Engine/Rendering/CubeMapPass.cpp
	src/Engine/Rendering/Texture.cpp
	src/Game/Game.cpp
This commit is contained in:
Teejoon
2016-03-14 02:51:45 +01:00
271 changed files with 46496 additions and 28292 deletions
@@ -68,6 +68,7 @@ layout (std430, binding = 4) buffer LightIndexBuffer
in VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
@@ -137,11 +138,10 @@ void main()
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
vec4 position = VM * vec4(Input.Position, 1.0);
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture, NormalTextureType);
normal = normalize(normal);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-position);
vec4 viewVec = normalize(-Input.ViewSpacePosition);
vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
vec3 R = reflect(-I, Input.Normal);
//R = vec3(P * vec4(R, 1.0));
@@ -166,7 +166,7 @@ void main()
LightResult light_result;
//These if statements should be removed.
if(light.Type == 1) { // point
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, Input.ViewSpacePosition, normal, light.Falloff);
} else if (light.Type == 2) { //Directional
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
}