WIP
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@@ -40,9 +40,6 @@ public:
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virtual void Draw(RenderFrame& rq) = 0;
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virtual void Draw(RenderFrame& rq) = 0;
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virtual PickData Pick(glm::vec2 screenCord) = 0;
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virtual PickData Pick(glm::vec2 screenCord) = 0;
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World* m_World; //Temp world, untill viktor merge.
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protected:
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protected:
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Rectangle m_Resolution = Rectangle::Rectangle(1280, 720);
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Rectangle m_Resolution = Rectangle::Rectangle(1280, 720);
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Rectangle m_ViewPortWidth = Rectangle::Rectangle(1280, 720);
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Rectangle m_ViewPortWidth = Rectangle::Rectangle(1280, 720);
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@@ -11,6 +11,7 @@
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<xs:include schemaLocation="Components/AABB.xsd"/>
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<xs:include schemaLocation="Components/AABB.xsd"/>
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<xs:include schemaLocation="Components/PointLight.xsd"/>
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<xs:include schemaLocation="Components/PointLight.xsd"/>
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<xs:include schemaLocation="Components/DirectionalLight.xsd"/>
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<xs:include schemaLocation="Components/DirectionalLight.xsd"/>
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<xs:include schemaLocation="Components/SceneLight.xsd"/>
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<xs:include schemaLocation="Components/Trigger.xsd"/>
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<xs:include schemaLocation="Components/Trigger.xsd"/>
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<xs:include schemaLocation="Components/ExplosionEffect.xsd"/>
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<xs:include schemaLocation="Components/ExplosionEffect.xsd"/>
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<xs:include schemaLocation="Components/Health.xsd"/>
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<xs:include schemaLocation="Components/Health.xsd"/>
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@@ -0,0 +1,7 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<SceneLight xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SceneLight.xsd">
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<AmbientColor R="0.2" G="0.2" B="0.2" A="1"/>
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<Visible>true</Visible>
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<Gamma>2.2</Gamma>
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<Exposure>1</Exposure>
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</SceneLight>
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@@ -0,0 +1,25 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="SceneLight">
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<xs:annotation>
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<xs:documentation>Some settings for the scene lighting</xs:documentation>
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</xs:annotation>
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<xs:complexType>
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<xs:all>
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<xs:element name="AmbientColor" type="t:Color" minOccurs="0">
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<xs:annotation><xs:documentation>Color of the ambient light</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Visible" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Wether the ambient light should be applied or not</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Gamma" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Gamma correction for the scene</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Exposure" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>The exposure of the camera</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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</xs:element>
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</xs:schema>
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@@ -31,6 +31,7 @@
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<xs:element ref="c:PlayerSpawn" minOccurs="0"/>
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<xs:element ref="c:PlayerSpawn" minOccurs="0"/>
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<xs:element ref="c:Team" minOccurs="0"/>
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<xs:element ref="c:Team" minOccurs="0"/>
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<xs:element ref="c:DirectionalLight" minOccurs="0"/>
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<xs:element ref="c:DirectionalLight" minOccurs="0"/>
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<xs:element ref="c:SceneLight" minOccurs="0"/>
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<xs:element ref="c:UniformScale" minOccurs="0"/>
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<xs:element ref="c:UniformScale" minOccurs="0"/>
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<xs:element ref="c:EditorWidget" minOccurs="0"/>
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<xs:element ref="c:EditorWidget" minOccurs="0"/>
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<xs:element ref="c:Lifetime" minOccurs="0"/>
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<xs:element ref="c:Lifetime" minOccurs="0"/>
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@@ -22,8 +22,6 @@ void DrawColorCorrectionPass::InitializeShaderPrograms()
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void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture)
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void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture)
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{
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{
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ImGui::DragFloat("Exposure", &m_Exposure, 0.01f, 0.f, 10.f, "%.2f", 1.f);
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ImGui::DragFloat("Gamma", &m_Gamma, 0.01f, 0.f, 50.f, "%.2f", 1.f);
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLERROR("DrawScreenQuadPass::Draw: Pre");
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GLERROR("DrawScreenQuadPass::Draw: Pre");
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@@ -244,6 +244,16 @@ void RenderSystem::Update(double dt)
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RenderScene scene;
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RenderScene scene;
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scene.Camera = m_Camera;
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scene.Camera = m_Camera;
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scene.Viewport = Rectangle(1280, 720);
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scene.Viewport = Rectangle(1280, 720);
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//auto cSceneLight = m_Renderer->m_World->GetComponents("SceneLight");
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//if (cSceneLight != nullptr) {
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// m_Gamma = (double)(*cSceneLight->begin())["Gamma"];
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// m_Exposure = (double)(*cSceneLight->begin())["Exposure"];
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//}
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//scene.ambient
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//scene.gamma
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//scene.exponent
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fillModels(scene.OpaqueObjects, scene.TransparentObjects);
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fillModels(scene.OpaqueObjects, scene.TransparentObjects);
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fillPointLights(scene.PointLightJobs, m_World);
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fillPointLights(scene.PointLightJobs, m_World);
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fillDirectionalLights(scene.DirectionalLightJobs, m_World);
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fillDirectionalLights(scene.DirectionalLightJobs, m_World);
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