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
@@ -4,8 +4,6 @@
#define MIN_AMBIENT_LIGHT 0.3
#define MAX_SPLITS 4
uniform mat4 VM;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
@@ -86,6 +84,7 @@ layout (std430, binding = 4) buffer LightIndexBuffer
in VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
@@ -200,14 +199,13 @@ void main()
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
vec4 position = VM * vec4(Input.Position, 1.0);
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3,
NormalTextureType1, NormalTextureType2, NormalTextureType3);
normal = normalize(normal);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-position);
vec4 viewVec = normalize(-Input.ViewSpacePosition);
vec2 tilePos;
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
@@ -228,7 +226,7 @@ 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);
}