diff --git a/assets b/assets index 52ea74c5..2bf82ffb 160000 --- a/assets +++ b/assets @@ -1 +1 @@ -Subproject commit 52ea74c5d5996ebcd7b064e0a8be469c9f07926e +Subproject commit 2bf82ffb6efb5f7f93c6c7bd32bbbbeae1eff44a diff --git a/include/Engine/Core/EntityWrapper.h b/include/Engine/Core/EntityWrapper.h index dfa835f7..305fc21f 100644 --- a/include/Engine/Core/EntityWrapper.h +++ b/include/Engine/Core/EntityWrapper.h @@ -23,7 +23,7 @@ struct EntityWrapper static const EntityWrapper Invalid; - const std::string Name(); + const std::string Name() const; bool HasComponent(const std::string& componentType); void AttachComponent(const char* componentName); EntityWrapper Parent(); diff --git a/include/Engine/Input/FirstPersonInputController.h b/include/Engine/Input/FirstPersonInputController.h index 00f36ac7..30d1f945 100644 --- a/include/Engine/Input/FirstPersonInputController.h +++ b/include/Engine/Input/FirstPersonInputController.h @@ -7,6 +7,7 @@ #include "../Game/Events/EDashAbility.h" #include "InputHandler.h" #include "Rendering/EAutoAnimationBlend.h" +#include "Rendering/ESetBlendWeight.h" template class FirstPersonInputController : public InputController @@ -45,7 +46,6 @@ protected: bool m_Crouching = false; //assault dash membervariables - needed to calculate the doubletap- and dashlogic double m_AssaultDashDoubleTapDeltaTime = 0.0; - double m_DashEffectResetTimer = 0.0; //i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable), //and its very unlikely that someone wants to change that value const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f; @@ -110,7 +110,6 @@ bool FirstPersonInputController::OnCommand(const Events::InputComm if (e.Command == "Pitch") { float val = glm::radians(e.Value); m_Rotation.x += -val; - //m_Rotation.x = glm::clamp(m_Rotation.x, -glm::half_pi(), glm::half_pi()); } if (e.Command == "Yaw") { @@ -123,22 +122,11 @@ bool FirstPersonInputController::OnCommand(const Events::InputComm float val = glm::clamp(e.Value, -1.f, 1.f); m_Movement.z = -val; + //Animation if (m_PlayerEntity.Valid()) { EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel"); if (playerModel.Valid()) { - if (val > 0) { - Events::AutoAnimationBlend aeb; - aeb.Duration = 0.1; - - if(m_Crouching) { - aeb.NodeName = "Walk"; - } else { - aeb.NodeName = "Run"; - } - aeb.RootNode = playerModel; - aeb.Start = true; - m_EventBroker->Publish(aeb); - } else if (val < 0) { + if (val > 0) { // Walk/Run Events::AutoAnimationBlend aeb; aeb.Duration = 0.1; if (m_Crouching) { @@ -148,10 +136,46 @@ bool FirstPersonInputController::OnCommand(const Events::InputComm } aeb.RootNode = playerModel; aeb.Start = true; + aeb.SingleLevelBlend = true; + m_EventBroker->Publish(aeb); + } else if (val < 0) { // Walk/run Backwards + Events::AutoAnimationBlend aeb; + aeb.Duration = 0.1; + if (m_Crouching) { + aeb.NodeName = "Walk"; + } else { + aeb.NodeName = "Run"; + } + aeb.RootNode = playerModel; + aeb.Start = true; + aeb.SingleLevelBlend = true; aeb.Reverse = true; m_EventBroker->Publish(aeb); - } else { - + } + } + + + EntityWrapper firstPersonModel = m_PlayerEntity.FirstChildByName("Hands"); + if (firstPersonModel.Valid()) { + if (val > 0) { // Walk/Run + if (!m_Crouching) { + Events::AutoAnimationBlend aeb; + aeb.Duration = 0.1; + aeb.NodeName = "Run"; + aeb.RootNode = firstPersonModel; + aeb.Start = true; + m_EventBroker->Publish(aeb); + } + } else if (val < 0) { // Walk/run Backwards + if (!m_Crouching) { + Events::AutoAnimationBlend aeb; + aeb.Duration = 0.1; + aeb.NodeName = "Run"; + aeb.RootNode = firstPersonModel; + aeb.Start = true; + aeb.Reverse = true; + m_EventBroker->Publish(aeb); + } } } } @@ -160,49 +184,92 @@ bool FirstPersonInputController::OnCommand(const Events::InputComm float val = glm::clamp(e.Value, -1.f, 1.f); m_Movement.x = val; + + //Animation if (m_PlayerEntity.Valid()) { EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel"); - - if (playerModel.Valid()) { + if (playerModel.Valid()) { //Right Strafe if (val > 0) { Events::AutoAnimationBlend aeb; aeb.Duration = 0.1; aeb.NodeName = "Right"; aeb.RootNode = playerModel; + aeb.SingleLevelBlend = true; aeb.Start = true; m_EventBroker->Publish(aeb); - } else if (val < 0) { + } else if (val < 0) { //LeftStrafe Events::AutoAnimationBlend aeb; aeb.Duration = 0.1; aeb.NodeName = "Left"; aeb.RootNode = playerModel; + aeb.SingleLevelBlend = true; aeb.Start = true; m_EventBroker->Publish(aeb); - } else { - - } } } - - } - if (glm::length2(m_Movement) > 0) { - m_Movement = glm::normalize(m_Movement); - } else { - if (m_PlayerEntity.Valid()) { - EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel"); - - if (playerModel.Valid()) { - Events::AutoAnimationBlend aeb; - aeb.Duration = 0.1; - aeb.NodeName = "Idle"; - aeb.RootNode = playerModel; - m_EventBroker->Publish(aeb); - } - } } } + //Animation + if (glm::length2(m_Movement) < 0.25f) { + //Blend to Idle + if (m_PlayerEntity.Valid()) { + EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel"); + if (playerModel.Valid()) { + Events::AutoAnimationBlend aeb; + aeb.Duration = 0.1; + aeb.NodeName = "Idle"; + aeb.RootNode = playerModel; + aeb.Start = true; + m_EventBroker->Publish(aeb); + } + EntityWrapper firstPersonModel = m_PlayerEntity.FirstChildByName("Hands"); + if (firstPersonModel.Valid()) { + Events::AutoAnimationBlend aeb; + aeb.Duration = 0.1; + aeb.NodeName = "Idle"; + aeb.RootNode = firstPersonModel; + aeb.Start = true; + m_EventBroker->Publish(aeb); + } + } + } else { + //Blend to movement + if (m_PlayerEntity.Valid()) { + EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel"); + if (playerModel.Valid()) { + Events::AutoAnimationBlend aeb; + aeb.Duration = 0.1; + aeb.NodeName = "DirectionBlend"; + aeb.RootNode = playerModel; + m_EventBroker->Publish(aeb); + } + } + } + + + if (glm::length2(m_Movement) > 0) { + m_Movement = glm::normalize(m_Movement); + + //Animation + // movement direction blend + if (m_PlayerEntity.Valid()) { + EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel"); + if (playerModel.Valid()) { + glm::vec2 direction = glm::normalize(glm::vec2(m_Movement.x, m_Movement.z)); + double weight = glm::abs(glm::dot(glm::vec2(1, 0), direction)); + Events::SetBlendWeight sbw; + sbw.NodeName = "DirectionBlend"; + sbw.Weight = weight; + sbw.RootNode = playerModel; + m_EventBroker->Publish(sbw); + } + } + } + + + if (e.Command == "Forward" || e.Command == "Right") { if (e.Value != 0) { m_CurrentDirectionVector = e.Command == "Right" ? (e.Value > 0 ? "Right" : "Left") : (e.Value > 0 ? "Forward" : "Backward"); @@ -235,6 +302,8 @@ bool FirstPersonInputController::OnCommand(const Events::InputComm if (e.Command == "Crouch") { m_Crouching = e.Value > 0; + + //Animation if (m_PlayerEntity.Valid()) { EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel"); if (playerModel.Valid()) { @@ -288,17 +357,10 @@ bool FirstPersonInputController::OnLockMouse(const Events::LockMou template void FirstPersonInputController::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID) { m_AssaultDashDoubleTapDeltaTime += dt; - m_DashEffectResetTimer += dt; assaultDashCoolDownTimer -= dt; //cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work) if (assaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) { m_PlayerIsDashing = true; - if (m_DashEffectResetTimer > 0.05) { - Events::DashAbility e; - e.Player = playerID; - m_EventBroker->Publish(e); - m_DashEffectResetTimer = 0.0; - } } else { m_PlayerIsDashing = false; } @@ -310,6 +372,7 @@ void FirstPersonInputController::AssaultDashCheck(double dt, bool assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer; m_AssaultDashDoubleTapped = true; m_AssaultDashDoubleTapDeltaTime = 0.f; + Events::DashAbility e; e.Player = playerID; m_EventBroker->Publish(e); diff --git a/include/Engine/Input/InputProxy.h b/include/Engine/Input/InputProxy.h index c9ba5ada..a38b8d24 100644 --- a/include/Engine/Input/InputProxy.h +++ b/include/Engine/Input/InputProxy.h @@ -18,7 +18,7 @@ public: void LoadBindings(std::string file); void Update(double dt); - void Process(); + void Process(bool suppressNewEvents = false); template void AddHandler(); void Publish(const Events::InputCommand& e); diff --git a/include/Engine/Network/Client.h b/include/Engine/Network/Client.h index 4efa6e28..2d4dc991 100644 --- a/include/Engine/Network/Client.h +++ b/include/Engine/Network/Client.h @@ -17,6 +17,7 @@ #include "Network/TCPClient.h" #include "Network/SnapshotDefinitions.h" #include "Core/World.h" +#include "Core/EntityFile.h" #include "Core/EventBroker.h" #include "Core/ConfigFile.h" #include "Core/EPlayerDeath.h" @@ -29,19 +30,8 @@ #include "Core/EAmmoPickup.h" #include "Network/ESearchForServers.h" #include "../Game/Events/EDashAbility.h" - -struct ServerInfo -{ - ServerInfo(std::string a, int b, std::string c, int d) - { - Address = a; Port = b; Name = c; PlayersConnected = d; - } - std::string Address = ""; - int Port = 0; - std::string Name = ""; - int PlayersConnected = 0; -}; - +#include "Network/EDisplayServerlist.h" +#include "Network/EConnectRequest.h" class Client : public Network { public: @@ -120,6 +110,8 @@ private: void becomePlayer(); void displayServerlist(); void popNetworkSegmentOfHeader(Packet& packet); + void removeWorld(); + void createMainMenu(); // Mapping Logic // Returns if local EntityID exist in map bool clientServerMapsHasEntity(EntityID clientEntityID); @@ -140,6 +132,8 @@ private: bool OnDoubleJump(Events::DoubleJump & e); EventRelay m_EDashAbility; bool OnDashAbility(const Events::DashAbility& e); + EventRelay m_EConnectRequest; + bool OnConnectRequest(const Events::ConnectRequest& e); bool OnSearchForServers(const Events::SearchForServers& e); UDPClient m_ServerlistRequest; diff --git a/include/Engine/Network/EConnectRequest.h b/include/Engine/Network/EConnectRequest.h new file mode 100644 index 00000000..b6bf781b --- /dev/null +++ b/include/Engine/Network/EConnectRequest.h @@ -0,0 +1,17 @@ +#ifndef Events_ConnectRequest_h__ +#define Events_ConnectRequest_h__ + +#include "Core/EventBroker.h" + +namespace Events +{ + +struct ConnectRequest : public Event +{ + std::string IP = ""; + int Port = 0; +}; + +} +#endif + diff --git a/include/Engine/Network/EDisplayServerlist.h b/include/Engine/Network/EDisplayServerlist.h new file mode 100644 index 00000000..d80ad1ba --- /dev/null +++ b/include/Engine/Network/EDisplayServerlist.h @@ -0,0 +1,29 @@ +#ifndef Events_DisplayServerlist_h__ +#define Events_DisplayServerlist_h__ + +#include +#include +#include "Core/Event.h" + +struct ServerInfo +{ + ServerInfo(std::string address, int port, std::string name, int players) + { + Address = address; Port = port; Name = name; PlayersConnected = players; + } + std::string Address = ""; + int Port = 0; + std::string Name = ""; + int PlayersConnected = 0; +}; + +namespace Events +{ + +struct DisplayServerlist : public Event +{ + std::vector Serverlist; +}; + +} +#endif diff --git a/include/Engine/Network/NetworkClient.h b/include/Engine/Network/NetworkClient.h index 4adc68f5..1b6af2ea 100644 --- a/include/Engine/Network/NetworkClient.h +++ b/include/Engine/Network/NetworkClient.h @@ -11,7 +11,7 @@ class NetworkClient public: NetworkClient(); virtual ~NetworkClient(); - virtual void Connect(std::string playerName, std::string address, int port) = 0; + virtual bool Connect(std::string playerName, std::string address, int port) = 0; virtual void Disconnect() = 0; virtual void Receive(Packet& packet) = 0; virtual void Send(Packet & packet) = 0; diff --git a/include/Engine/Network/Server.h b/include/Engine/Network/Server.h index 5d4cac51..421d151c 100644 --- a/include/Engine/Network/Server.h +++ b/include/Engine/Network/Server.h @@ -60,6 +60,7 @@ private: std::vector m_InputCommandsToBroadcast; //Timers std::clock_t m_StartPingTime; + std::string m_ServerName = ""; // Packet loss logic PacketID m_PacketID = 0; diff --git a/include/Engine/Network/TCPClient.h b/include/Engine/Network/TCPClient.h index 2108fa3d..13bd2db5 100644 --- a/include/Engine/Network/TCPClient.h +++ b/include/Engine/Network/TCPClient.h @@ -10,7 +10,7 @@ public: TCPClient(); ~TCPClient(); - void Connect(std::string playerName, std::string address, int port); + bool Connect(std::string playerName, std::string address, int port); void Disconnect(); void Receive(Packet& packet); void Send(Packet & packet); diff --git a/include/Engine/Network/UDPClient.h b/include/Engine/Network/UDPClient.h index b2b156e4..654d4ea1 100644 --- a/include/Engine/Network/UDPClient.h +++ b/include/Engine/Network/UDPClient.h @@ -13,7 +13,7 @@ public: UDPClient(); ~UDPClient(); - void Connect(std::string playerName, std::string address, int port); + bool Connect(std::string playerName, std::string address, int port); void Disconnect(); void Receive(Packet& packet); void ReceivePackets(); @@ -29,6 +29,7 @@ private: boost::shared_ptr m_Socket; int lastReceivedSnapshotGroup = 0; int readBuffer(); + void readPartOfPacket(); PacketID m_SendPacketID = 0; //map:(packetGroup, vector:(pair:(groupIndex, packetData))) std::map>>> m_PacketSegmentMap; diff --git a/include/Engine/Rendering/AnimationSystem.h b/include/Engine/Rendering/AnimationSystem.h index 30c6fce5..0305e7c7 100644 --- a/include/Engine/Rendering/AnimationSystem.h +++ b/include/Engine/Rendering/AnimationSystem.h @@ -13,6 +13,8 @@ #include "../Core/EntityWrapper.h" #include "Rendering/AutoBlendQueue.h" #include "../Input/EInputCommand.h" +#include "../Core/EEntityDeleted.h" +#include "Rendering/ESetBlendWeight.h" #include "imgui/imgui.h" class AnimationSystem : public ImpureSystem @@ -28,6 +30,13 @@ private: EventRelay m_EAutoAnimationBlend; bool OnAutoAnimationBlend(Events::AutoAnimationBlend& e); + + EventRelay m_EEntityDeleted; + bool OnEntityDeleted(Events::EntityDeleted& e); + + EventRelay m_ESetBlendWeight; + bool OnSetBlendWeight(Events::SetBlendWeight& e); + std::unordered_map m_AutoBlendQueues; }; diff --git a/include/Engine/Rendering/AutoBlendQueue.h b/include/Engine/Rendering/AutoBlendQueue.h index 3c808408..71fe46d8 100644 --- a/include/Engine/Rendering/AutoBlendQueue.h +++ b/include/Engine/Rendering/AutoBlendQueue.h @@ -37,6 +37,8 @@ public: std::shared_ptr GetBlendTree(); AutoBlendQueue::AutoBlendJob& GetActiveBlendJob(); + + bool Empty() { return m_BlendQueue.empty(); } private: std::list m_BlendQueue; diff --git a/include/Engine/Rendering/BlendTree.h b/include/Engine/Rendering/BlendTree.h index 02f4a348..502a1cc9 100644 --- a/include/Engine/Rendering/BlendTree.h +++ b/include/Engine/Rendering/BlendTree.h @@ -75,7 +75,6 @@ public: std::vector GetFinalPose() { return m_FinalPose; } glm::mat4 GetBoneTransform(int boneID); bool IsValid() { return (m_Root == nullptr ? false : true); } - void PrintTree(); BlendTree::AutoBlendInfo AutoBlendStep(AutoBlendInfo blendInfo); @@ -84,16 +83,20 @@ public: EntityWrapper GetSubTreeRoot(std::string nodeName); + std::vector GetSingleLevelRoots(std::string name); + std::vector GetEntitesByName(std::string name); + + void SetWeightByName(std::string name, double weight); + private: Skeleton* m_Skeleton = nullptr; Node* m_Root = nullptr; std::vector m_FinalPose; std::map m_FinalBoneTransforms; - + std::vector FindNodesByName(std::string name); std::vector AccumulateFinalPose(); BlendTree::Node* FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity); - std::vector FindNodesByName(std::string name); void Blend(std::map& pose); }; diff --git a/include/Engine/Rendering/BlurHUD.h b/include/Engine/Rendering/BlurHUD.h new file mode 100644 index 00000000..783e8a2f --- /dev/null +++ b/include/Engine/Rendering/BlurHUD.h @@ -0,0 +1,70 @@ +#ifndef BlurHUD_h__ +#define BlurHUD_h__ + +#include "IRenderer.h" +#include "DrawBloomPassState.h" +//#include "LightCullingPass.h" Finalpass om den skall skickas in +#include "FrameBuffer.h" +#include "ShaderProgram.h" +//#include "Util/UnorderedMapVec2.h" +#include "Texture.h" + +class BlurHUD +{ +public: + BlurHUD(IRenderer* renderer); + ~BlurHUD() { } + void InitializeTextures(); + void InitializeFrameBuffers(); + void InitializeShaderPrograms(); + void InitializeBuffers(); + void ClearBuffer(); + + void FillGaussianBuffer(FrameBuffer* fb); + + GLuint Draw(GLuint texture, RenderScene& scene); + + void OnWindowResize(); + void FillStencil(RenderScene& scene); + GLuint CombineTextures(GLuint texture1, GLuint texture2); + + //Getters + //Return the blurred result of the texture that was sent into draw + GLuint GaussianTexture() const { + if (m_Quality == 0) { + return m_BlackTexture->m_Texture; + } else { + return m_GaussianTexture_vert; + } + } + + +private: + Texture* m_BlackTexture; + Model* m_ScreenQuad; + + const IRenderer* m_Renderer; + ConfigFile* m_Config; + //const LightCullingPass* m_LightCullingPass + int m_Iterations = 3; + int m_Quality = 0; + float m_BlurQuality = 4.f; + + GLuint m_GaussianTexture_horiz = 0; + GLuint m_GaussianTexture_vert = 0; + GLuint m_DepthStencil_horiz = 0; + GLuint m_DepthStencil_vert = 0; + GLuint m_CombinedTexture = 0; + + FrameBuffer m_GaussianFrameBuffer_horiz; + FrameBuffer m_GaussianFrameBuffer_vert; + FrameBuffer m_CombinedTextureBuffer; + + ShaderProgram* m_GaussianProgram_horiz; + ShaderProgram* m_GaussianProgram_vert; + ShaderProgram* m_FillDepthStencilProgram; + ShaderProgram* m_CombineTexturesProgram; + +}; + +#endif \ No newline at end of file diff --git a/include/Engine/Rendering/CubeMapPass.h b/include/Engine/Rendering/CubeMapPass.h index 3cda8cad..02e8e7ba 100644 --- a/include/Engine/Rendering/CubeMapPass.h +++ b/include/Engine/Rendering/CubeMapPass.h @@ -15,7 +15,7 @@ public: void GenerateCubeMapTexture(); //GLuint CubeMapTexture() const { return m_CubeMapTexture; } - GLuint m_CubeMapTexture = -1; + GLuint m_CubeMapTexture = 0; private: IRenderer* m_Renderer; diff --git a/include/Engine/Rendering/DrawBloomPass.h b/include/Engine/Rendering/DrawBloomPass.h index ee3a8489..e6a87c11 100644 --- a/include/Engine/Rendering/DrawBloomPass.h +++ b/include/Engine/Rendering/DrawBloomPass.h @@ -13,7 +13,7 @@ class DrawBloomPass { public: DrawBloomPass(IRenderer* renderer, ConfigFile* config); - ~DrawBloomPass() { } + ~DrawBloomPass(); void InitializeTextures(); void InitializeFrameBuffers(); void InitializeShaderPrograms(); diff --git a/include/Engine/Rendering/DrawFinalPass.h b/include/Engine/Rendering/DrawFinalPass.h index cfddd5c6..1b2771b5 100644 --- a/include/Engine/Rendering/DrawFinalPass.h +++ b/include/Engine/Rendering/DrawFinalPass.h @@ -11,16 +11,17 @@ #include "Util/UnorderedMapVec2.h" #include "Util/CommonFunctions.h" #include "Texture.h" +#include "BlurHUD.h" class DrawFinalPass { public: DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass); - ~DrawFinalPass() { } + ~DrawFinalPass(); void InitializeTextures(); void InitializeFrameBuffers(); void InitializeShaderPrograms(); - void Draw(RenderScene& scene); + void Draw(RenderScene& scene, BlurHUD* blurHUDPass); void ClearBuffer(); void OnWindowResize(); @@ -28,6 +29,10 @@ public: GLuint BloomTexture() const { return m_BloomTexture; } //Return the texture with diffuse and lighting of the scene. GLuint SceneTexture() const { return m_SceneTexture; } + //Return the SceneTexture with the blurred HUD bits. + GLuint CombinedSceneTexture() const { return m_CombinedTexture; } + //Return the blurred scene texture. + GLuint FullBlurredTexture() const { return m_FullBlurredTexture; } //Return the framebuffer used in the scene rendering stage. FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; } @@ -52,11 +57,13 @@ private: FrameBuffer m_FinalPassFrameBuffer; FrameBuffer m_ShieldDepthFrameBuffer; - GLuint m_BloomTexture; - GLuint m_SceneTexture; - GLuint m_DepthBuffer; - GLuint m_ShieldBuffer; - GLuint m_CubeMapTexture; + GLuint m_BloomTexture = 0; + GLuint m_SceneTexture = 0; + GLuint m_DepthBuffer = 0; + GLuint m_ShieldBuffer = 0; + GLuint m_CubeMapTexture = 0; + GLuint m_FullBlurredTexture; + GLuint m_CombinedTexture; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures //maqke this component based i guess? GLuint m_ShieldPixelRate = 16; diff --git a/include/Engine/Rendering/EAutoAnimationBlend.h b/include/Engine/Rendering/EAutoAnimationBlend.h index 29d3d612..86921f0f 100644 --- a/include/Engine/Rendering/EAutoAnimationBlend.h +++ b/include/Engine/Rendering/EAutoAnimationBlend.h @@ -18,7 +18,6 @@ struct AutoAnimationBlend : Event bool Reverse = false; bool Restart = false; bool SingleLevelBlend = false; - double Weight = -1.0; EntityWrapper AnimationEntity = EntityWrapper::Invalid; diff --git a/include/Engine/Rendering/ESetBlendWeight.h b/include/Engine/Rendering/ESetBlendWeight.h new file mode 100644 index 00000000..2a455d88 --- /dev/null +++ b/include/Engine/Rendering/ESetBlendWeight.h @@ -0,0 +1,20 @@ +#ifndef Events_SetBlendWeight_h__ +#define Events_SetBlendWeight_h__ + +#include "../Core/EventBroker.h" +#include "../Core/EntityWrapper.h" + +namespace Events +{ + +//Sets the blend weight for all nodes with "NodeName" +struct SetBlendWeight : Event +{ + EntityWrapper RootNode = EntityWrapper::Invalid; + std::string NodeName; + double Weight; +}; + +} + +#endif diff --git a/include/Engine/Rendering/ModelJob.h b/include/Engine/Rendering/ModelJob.h index 05a4e5b0..22a4614d 100644 --- a/include/Engine/Rendering/ModelJob.h +++ b/include/Engine/Rendering/ModelJob.h @@ -111,7 +111,7 @@ struct ModelJob : RenderJob Color = modelComponent["Color"]; GlowIntensity = ((double)modelComponent["GlowIntensity"]); Entity = modelComponent.EntityID; - glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID); + glm::vec3 abspos = glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]); glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1)); Depth = worldpos.z; World = world; @@ -164,7 +164,9 @@ struct ModelJob : RenderJob bool IsShielded; void CalculateHash() override { - Hash = ShaderID << 20 + ModelID << 10 + TextureID; + Hash = TextureID; + Hash += ModelID << 10; + Hash += ShaderID << 20; } }; diff --git a/include/Engine/Rendering/PickingPass.h b/include/Engine/Rendering/PickingPass.h index df99a615..14ce26ab 100644 --- a/include/Engine/Rendering/PickingPass.h +++ b/include/Engine/Rendering/PickingPass.h @@ -52,8 +52,8 @@ private: std::unordered_map m_PickingColorsToEntity; - GLuint m_PickingTexture; - GLuint m_DepthBuffer; + GLuint m_PickingTexture = 0; + GLuint m_DepthBuffer = 0; FrameBuffer m_PickingBuffer; diff --git a/include/Engine/Rendering/RenderJob.h b/include/Engine/Rendering/RenderJob.h index bcffc4a5..6fd8963e 100644 --- a/include/Engine/Rendering/RenderJob.h +++ b/include/Engine/Rendering/RenderJob.h @@ -16,16 +16,15 @@ struct RenderJob public: float Depth; + bool operator<(const RenderJob& rhs) + { + return this->Hash < rhs.Hash; + } + protected: uint64_t Hash; virtual void CalculateHash() = 0; - - bool operator<(const RenderJob& rhs) - { - return this->Hash < rhs.Hash; - } - }; #endif \ No newline at end of file diff --git a/include/Engine/Rendering/RenderQueue.h b/include/Engine/Rendering/RenderQueue.h index e3c46e85..f183b021 100644 --- a/include/Engine/Rendering/RenderQueue.h +++ b/include/Engine/Rendering/RenderQueue.h @@ -33,6 +33,7 @@ struct RenderScene Rectangle Viewport; bool ClearDepth = false; + bool ShouldBlur = false; glm::vec4 AmbientColor; void Clear() diff --git a/include/Engine/Rendering/Renderer.h b/include/Engine/Rendering/Renderer.h index a64a4aa3..220b7679 100644 --- a/include/Engine/Rendering/Renderer.h +++ b/include/Engine/Rendering/Renderer.h @@ -18,6 +18,7 @@ #include "DrawColorCorrectionPass.h" #include "SSAOPass.h" #include "CubeMapPass.h" +#include "BlurHUD.h" #include "../Core/EventBroker.h" #include "ImGuiRenderPass.h" #include "Camera.h" @@ -36,6 +37,7 @@ public: : m_EventBroker(eventBroker) , m_Config(config) { } + ~Renderer(); virtual void Initialize() override; virtual void Update(double dt) override; @@ -75,6 +77,7 @@ private: DrawColorCorrectionPass* m_DrawColorCorrectionPass; SSAOPass* m_SSAOPass; CubeMapPass* m_CubeMapPass; + BlurHUD* m_BlurHUDPass; //----------------------Functions----------------------// void InitializeWindow(); diff --git a/include/Engine/Rendering/SSAOPass.h b/include/Engine/Rendering/SSAOPass.h index 1cb28009..ba92b6dc 100644 --- a/include/Engine/Rendering/SSAOPass.h +++ b/include/Engine/Rendering/SSAOPass.h @@ -14,7 +14,7 @@ class SSAOPass { public: SSAOPass(IRenderer* renderer, ConfigFile* config); - ~SSAOPass() { }; + ~SSAOPass(); void ChangeQuality(int quality); diff --git a/include/Engine/Rendering/ShaderProgram.h b/include/Engine/Rendering/ShaderProgram.h index ad01c029..af90ff78 100644 --- a/include/Engine/Rendering/ShaderProgram.h +++ b/include/Engine/Rendering/ShaderProgram.h @@ -21,6 +21,8 @@ public: std::string GetFileName() const; GLuint GetHandle() const; bool IsCompiled() const; + static std::string ReadFile(std::string fileName); +private: protected: GLenum m_ShaderType; std::string m_FileName; diff --git a/include/Engine/Rendering/SpriteJob.h b/include/Engine/Rendering/SpriteJob.h index 25c2d5cb..c323fa06 100644 --- a/include/Engine/Rendering/SpriteJob.h +++ b/include/Engine/Rendering/SpriteJob.h @@ -7,6 +7,7 @@ #include "../GLM.h" #include "../Core/ComponentWrapper.h" #include "Texture.h" +#include "TextureSprite.h" #include "Model.h" #include "RenderJob.h" #include "../Core/ResourceManager.h" @@ -24,14 +25,16 @@ struct SpriteJob : RenderJob ::RawModel::MaterialProperties matProp = Model->MaterialGroups().front(); TextureID = 0; - DiffuseTexture = CommonFunctions::LoadTexture(cSprite["DiffuseTexture"], true); + DiffuseTexture = CommonFunctions::TryLoadResource(cSprite["DiffuseTexture"]); - IncandescenceTexture = CommonFunctions::LoadTexture(cSprite["GlowMap"], true); + IncandescenceTexture = CommonFunctions::TryLoadResource(cSprite["GlowMap"]); StartIndex = matProp.material->StartIndex; EndIndex = matProp.material->EndIndex; Matrix = matrix; Color = cSprite["Color"]; + BlurBackground = (bool)cSprite["BlurBackground"]; + Entity = cSprite.EntityID; Position = Transform::AbsolutePosition(world, cSprite.EntityID); Depth = 0; @@ -65,6 +68,7 @@ struct SpriteJob : RenderJob bool Pickable; bool IsIndicator = false; + bool BlurBackground = false; glm::vec4 FillColor = glm::vec4(0); float FillPercentage = 0.0; diff --git a/include/Engine/Rendering/Texture.h b/include/Engine/Rendering/Texture.h index d159e636..030a4b65 100644 --- a/include/Engine/Rendering/Texture.h +++ b/include/Engine/Rendering/Texture.h @@ -9,7 +9,7 @@ class Texture : public BaseTexture { friend class ResourceManager; -private: +protected: Texture(std::string path); public: diff --git a/include/Engine/Rendering/TextureSprite.h b/include/Engine/Rendering/TextureSprite.h new file mode 100644 index 00000000..f8527664 --- /dev/null +++ b/include/Engine/Rendering/TextureSprite.h @@ -0,0 +1,26 @@ +#ifndef TextureSprite_h__ +#define TextureSprite_h__ + +#include "../OpenGL.h" +#include "BaseTexture.h" +#include "Texture.h" +#include "PNG.h" + +class TextureSprite : public Texture +{ + friend class ResourceManager; + +protected: + TextureSprite(std::string path); + +public: + ~TextureSprite(); + + void Bind(GLenum textureUnit = GL_TEXTURE0); + + GLuint m_Texture = 0; + unsigned char* Data = nullptr; + +}; + +#endif diff --git a/include/Engine/Rendering/Util/CommonFunctions.h b/include/Engine/Rendering/Util/CommonFunctions.h index 1ed3d82a..94cf8683 100644 --- a/include/Engine/Rendering/Util/CommonFunctions.h +++ b/include/Engine/Rendering/Util/CommonFunctions.h @@ -8,7 +8,23 @@ namespace CommonFunctions { -Texture* LoadTexture(std::string path, bool threaded); + +//Loads Texture/SpriteTexture and return null if it fails +template +Texture* TryLoadResource(std::string path) +{ + Texture* img; + try { + img = ResourceManager::Load(path); + } catch (const Resource::StillLoadingException&) { + img = ResourceManager::Load("Textures/Core/ErrorTexture.png"); + } catch (const std::exception&) { + img = nullptr; + } + + return img; +} + void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type); void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat); void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps); diff --git a/include/Game/Systems/AmmoPickupSystem.h b/include/Game/Systems/AmmoPickupSystem.h index 70c5630f..1e61dd32 100644 --- a/include/Game/Systems/AmmoPickupSystem.h +++ b/include/Game/Systems/AmmoPickupSystem.h @@ -40,5 +40,17 @@ private: }; std::vector m_PickupAtMaximum; void DoPickup(EntityWrapper &player, EntityWrapper &trigger); + //class + enum class PlayerClass { + Assault, + Defender, + Sniper, + None + }; + //helper methods + bool DoesPlayerHaveMaxAmmo(EntityWrapper &player); + PlayerClass DetermineClass(EntityWrapper &player); + void SetPlayerAmmo(EntityWrapper &player, int ammoGain); + int GetPlayerMaxAmmo(EntityWrapper &player); }; #endif diff --git a/include/Game/Systems/DamageIndicatorSystem.h b/include/Game/Systems/DamageIndicatorSystem.h index 9c88ba78..f3a95817 100644 --- a/include/Game/Systems/DamageIndicatorSystem.h +++ b/include/Game/Systems/DamageIndicatorSystem.h @@ -15,6 +15,7 @@ #include "Rendering/Util/CommonFunctions.h" //#define INDICATOR_TEST +#include "Core/ConfigFile.h" class DamageIndicatorSystem : public ImpureSystem { @@ -40,6 +41,8 @@ private: std::vector updateDamageIndicatorVector; float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos); + bool m_NetworkEnabled; + //for tests #ifdef INDICATOR_TEST glm::vec3 DamageIndicatorTest(EntityWrapper player); diff --git a/include/Engine/GUI/MainMenuSystem.h b/include/Game/Systems/MainMenuSystem.h similarity index 52% rename from include/Engine/GUI/MainMenuSystem.h rename to include/Game/Systems/MainMenuSystem.h index ba69ff0d..ddefcbf4 100644 --- a/include/Engine/GUI/MainMenuSystem.h +++ b/include/Game/Systems/MainMenuSystem.h @@ -1,15 +1,19 @@ #ifndef MainMenuSystem_h__ #define MainMenuSystem_h__ -#include "../Core/System.h" -#include "../Rendering/IRenderer.h" -#include "../Core/ResourceManager.h" -#include "../Core/Event.h" +#include "Core/System.h" +#include "Rendering/IRenderer.h" +#include "Core/ResourceManager.h" +#include "Core/Event.h" +#include "Systems/SpawnerSystem.h" -#include "EButtonClicked.h" -#include "EButtonPressed.h" -#include "EButtonReleased.h" +#include "GUI/EButtonClicked.h" +#include "GUI/EButtonPressed.h" +#include "GUI/EButtonReleased.h" +#include "Input/EInputCommand.h" +#include "Network/ESearchForServers.h" +#include "Network/EConnectRequest.h" class MainMenuSystem : public ImpureSystem @@ -27,6 +31,11 @@ private: bool OnButtonRelease(const Events::ButtonReleased& e); EventRelay m_EPressed; bool OnButtonPress(const Events::ButtonPressed& e); + EventRelay m_EInputCommand; + bool OnInputCommand(const Events::InputCommand& e); + + std::string m_CurrentCommand = ""; + EntityWrapper m_OpenSubMenu = EntityWrapper::Invalid; }; diff --git a/include/Game/Systems/PlayerDeathSystem.h b/include/Game/Systems/PlayerDeathSystem.h index e4f96114..91b9997b 100644 --- a/include/Game/Systems/PlayerDeathSystem.h +++ b/include/Game/Systems/PlayerDeathSystem.h @@ -24,7 +24,10 @@ private: bool OnPlayerDeath(Events::PlayerDeath& e); EventRelay m_EEntityDeleted; bool OnEntityDeleted(Events::EntityDeleted& e); + EventRelay m_EInputCommand; + bool OnInputCommand(Events::InputCommand& e); + void setSpectatorCamera(); void createDeathEffect(EntityWrapper player); }; diff --git a/include/Game/Systems/PlayerSpawnSystem.h b/include/Game/Systems/PlayerSpawnSystem.h index 70f94807..f74032f7 100644 --- a/include/Game/Systems/PlayerSpawnSystem.h +++ b/include/Game/Systems/PlayerSpawnSystem.h @@ -15,10 +15,19 @@ public: virtual void Update(double dt) override; private: + // This enum must correspond to the command values for PickTeam buttons. + enum class PlayerClass + { + None = 0, + Assault, + Defender, + Sniper + }; struct SpawnRequest { int PlayerID; ComponentInfo::EnumType Team; + PlayerClass Class; }; bool m_NetworkEnabled = false; diff --git a/include/Game/Systems/ServerListSystem.h b/include/Game/Systems/ServerListSystem.h new file mode 100644 index 00000000..014c8881 --- /dev/null +++ b/include/Game/Systems/ServerListSystem.h @@ -0,0 +1,29 @@ +#ifndef ServerListSystem_h__ +#define ServerListSystem_h__ + +#include "Core/System.h" +#include "Rendering/IRenderer.h" +#include "Core/ResourceManager.h" +#include "Core/Event.h" +#include "Systems/SpawnerSystem.h" +#include "Core/EventBroker.h" + +#include "Network/ESearchForServers.h" +#include "Network/EDisplayServerlist.h" + +class ServerListSystem : public PureSystem +{ +public: + ServerListSystem(SystemParams params, IRenderer* renderer); + virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cServerList, double dt) override; + + void RefreshList(); + +private: + IRenderer* m_Renderer; + + EventRelay m_EServerListRecieved; + bool OnServerListRecieved(const Events::DisplayServerlist& e); +}; + +#endif \ No newline at end of file diff --git a/include/Game/Systems/SpectatorCameraSystem.h b/include/Game/Systems/SpectatorCameraSystem.h new file mode 100644 index 00000000..5a00279b --- /dev/null +++ b/include/Game/Systems/SpectatorCameraSystem.h @@ -0,0 +1,22 @@ +#ifndef SpectatorCameraSystem_h__ +#define SpectatorCameraSystem_h__ + +#include "Core/System.h" +#include "Input/EInputCommand.h" + +class SpectatorCameraSystem : public ImpureSystem +{ +public: + SpectatorCameraSystem(SystemParams params); + + virtual void Update(double dt) override; + +private: + int m_PickedTeam; + bool m_CamSetToTeamPick; + + EventRelay m_EInputCommand; + bool OnInputCommand(const Events::InputCommand& e); +}; + +#endif \ No newline at end of file diff --git a/include/Game/Systems/StartSystem.h b/include/Game/Systems/StartSystem.h new file mode 100644 index 00000000..fb2231e9 --- /dev/null +++ b/include/Game/Systems/StartSystem.h @@ -0,0 +1,23 @@ +#ifndef StartSystem_h__ +#define StartSystem_h__ + +#include "Core/System.h" +#include "Core/ResourceManager.h" +#include "Core/Event.h" +#include "Core/EventBroker.h" +#include "Rendering/ESetCamera.h" + +class StartSystem : public ImpureSystem +{ +public: + StartSystem(SystemParams params); + virtual void Update(double dt) override; + +private: + EntityWrapper m_ActiveCamera = EntityWrapper::Invalid; + + EventRelay m_ECameraActivated; + bool OnCameraActivated(const Events::SetCamera& e); +}; + +#endif \ No newline at end of file diff --git a/include/Game/Systems/Weapon/WeaponBehaviour.h b/include/Game/Systems/Weapon/WeaponBehaviour.h index e2d5980b..cd067f36 100644 --- a/include/Game/Systems/Weapon/WeaponBehaviour.h +++ b/include/Game/Systems/Weapon/WeaponBehaviour.h @@ -32,20 +32,19 @@ public: virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override { - EntityWrapper firstPersonWeapon = entity.FirstChildByName("Hands").FirstChildByName("AssaultWeapon"); - EntityWrapper thirdPersonWeapon = entity.FirstChildByName("PlayerModel").FirstChildByName("AssaultWeapon"); - if (IsClient && (firstPersonWeapon.Valid() || thirdPersonWeapon.Valid())) { - if (m_ActiveWeapons.count(entity) == 0) { + /* EntityWrapper firstPersonWeapon = entity.FirstChildByName("Hands").FirstChildByName("AssaultWeapon"); + EntityWrapper thirdPersonWeapon = entity.FirstChildByName("PlayerModel").FirstChildByName("AssaultWeapon"); + if (IsClient && (firstPersonWeapon.Valid() || thirdPersonWeapon.Valid())) { + if (m_ActiveWeapons.count(entity) == 0) { + WeaponInfo& wi = m_ActiveWeapons[entity]; + wi.Player = entity; + wi.WeaponEntity = entity; + wi.FirstPersonEntity = firstPersonWeapon; + wi.ThirdPersonEntity = thirdPersonWeapon; - WeaponInfo& wi = m_ActiveWeapons[entity]; - wi.Player = entity; - wi.WeaponEntity = entity; - wi.FirstPersonEntity = firstPersonWeapon; - wi.ThirdPersonEntity = thirdPersonWeapon; - - OnEquip(cWeapon, wi); - } - } + OnEquip(cWeapon, wi); + } + }*/ auto weapon = getActiveWeapon(entity); if (!weapon) { @@ -61,7 +60,9 @@ protected: EntityWrapper Player; EntityWrapper WeaponEntity; EntityWrapper FirstPersonEntity; + EntityWrapper FirstPersonPlayerModel; EntityWrapper ThirdPersonEntity; + EntityWrapper ThirdPersonPlayerModel; }; IRenderer* m_Renderer; @@ -89,7 +90,7 @@ protected: // Returns wi.FirstPersonEntity or wi.ThirdPersonEntity depending on // if the player is in first person mode or not. - EntityWrapper getRelevantWeaponModelEntity(WeaponInfo& wi) + EntityWrapper getRelevantWeaponEntity(WeaponInfo& wi) { if (isPlayerInFirstPerson(wi.Player)) { return wi.FirstPersonEntity; @@ -137,7 +138,7 @@ protected: void playAnimationAndReturn(EntityWrapper weaponModelEntity, const std::string& subTreeName, const std::string& animationNodeName) { - EntityWrapper root = weaponModelEntity.FirstParentWithComponent("Model"); + EntityWrapper root = weaponModelEntity; if (!root.Valid()) { return; } @@ -254,9 +255,9 @@ private: void selectWeapon(ComponentWrapper cWeapon, EntityWrapper player) { - if (!IsServer) { - return; - } + //if (!IsServer) { + // return; + //} // Don't reselect weapon if it's already active if (getActiveWeapon(player)) { @@ -287,11 +288,11 @@ private: // Spawn the weapon(s) EntityWrapper firstPersonWeapon; EntityWrapper thirdPersonWeapon; - //if (IsClient) { + if (IsClient) { if (firstPersonAttachment.Valid()) { firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment); } - //} + } if (thirdPersonAttachment.Valid()) { thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment); } @@ -300,7 +301,9 @@ private: wi.Player = player; wi.WeaponEntity = player; wi.FirstPersonEntity = firstPersonWeapon; + wi.FirstPersonPlayerModel = firstPersonWeapon; wi.ThirdPersonEntity = thirdPersonWeapon; + wi.ThirdPersonPlayerModel = thirdPersonWeapon.FirstParentWithComponent("Model"); OnEquip(cWeapon, wi); } diff --git a/resources/DefaultInput.ini b/resources/DefaultInput.ini index b47c1e9b..18fb943f 100644 --- a/resources/DefaultInput.ini +++ b/resources/DefaultInput.ini @@ -28,4 +28,5 @@ P=SwitchToPlayer K=TakeDamage,1500 F2=PerformanceTimingResetAllTimers F3=PerformanceTimingCreateExcelData -F4=SwapToClassPick \ No newline at end of file +Comma=SwapToClassPick +Period=SwapToTeamPick \ No newline at end of file diff --git a/resources/Schema/Components.xsd b/resources/Schema/Components.xsd index cf282eec..bc6da932 100644 --- a/resources/Schema/Components.xsd +++ b/resources/Schema/Components.xsd @@ -65,4 +65,7 @@ + + + \ No newline at end of file diff --git a/resources/Schema/Components/Animation.xml b/resources/Schema/Components/Animation.xml index 05de9f9f..8e7fd69b 100644 --- a/resources/Schema/Components/Animation.xml +++ b/resources/Schema/Components/Animation.xml @@ -4,7 +4,7 @@ false false - 0 + 1 true false \ No newline at end of file diff --git a/resources/Schema/Components/ExplosionEffect.xml b/resources/Schema/Components/ExplosionEffect.xml index 22692729..0b4a44c4 100644 --- a/resources/Schema/Components/ExplosionEffect.xml +++ b/resources/Schema/Components/ExplosionEffect.xml @@ -3,6 +3,8 @@ 0 2 + 1 + 0 diff --git a/resources/Schema/Components/ExplosionEffect.xsd b/resources/Schema/Components/ExplosionEffect.xsd index cdde5e52..bd29b2ed 100644 --- a/resources/Schema/Components/ExplosionEffect.xsd +++ b/resources/Schema/Components/ExplosionEffect.xsd @@ -18,6 +18,8 @@ How many seconds the death animation should be + + diff --git a/resources/Schema/Components/NetworkComponent.xml b/resources/Schema/Components/NetworkComponent.xml new file mode 100644 index 00000000..7d5dda6f --- /dev/null +++ b/resources/Schema/Components/NetworkComponent.xml @@ -0,0 +1,3 @@ + + + \ No newline at end of file diff --git a/resources/Schema/Components/NetworkComponent.xsd b/resources/Schema/Components/NetworkComponent.xsd new file mode 100644 index 00000000..19cfeb92 --- /dev/null +++ b/resources/Schema/Components/NetworkComponent.xsd @@ -0,0 +1,10 @@ + + + + + + + If an entity has this component, it will be broadcasted to clients in a snapshot. + + + \ No newline at end of file diff --git a/resources/Schema/Components/ServerIdentity.xml b/resources/Schema/Components/ServerIdentity.xml new file mode 100644 index 00000000..1d44e690 --- /dev/null +++ b/resources/Schema/Components/ServerIdentity.xml @@ -0,0 +1,7 @@ + + + 123.123.123.123 + 65999 + UnkownServer + 0 + \ No newline at end of file diff --git a/resources/Schema/Components/ServerIdentity.xsd b/resources/Schema/Components/ServerIdentity.xsd new file mode 100644 index 00000000..961a69c5 --- /dev/null +++ b/resources/Schema/Components/ServerIdentity.xsd @@ -0,0 +1,23 @@ + + + + + A component for tracking the data of servers in the serverlist. + + + + The IP adress of the server. + + + Port used to connect to the server. + + + Name of the server. + + + Amount of players connected to the server. + + + + + \ No newline at end of file diff --git a/resources/Schema/Components/ServerList.xml b/resources/Schema/Components/ServerList.xml new file mode 100644 index 00000000..e4dbfcad --- /dev/null +++ b/resources/Schema/Components/ServerList.xml @@ -0,0 +1,6 @@ + + + 0 + 0 + + \ No newline at end of file diff --git a/resources/Schema/Components/ServerList.xsd b/resources/Schema/Components/ServerList.xsd new file mode 100644 index 00000000..b422acda --- /dev/null +++ b/resources/Schema/Components/ServerList.xsd @@ -0,0 +1,20 @@ + + + + + The menulist where servers will be listed. + + + + The amount of server identities in this list. + + + Where the next serverIdentity should be placed. + + + How much offset should be applied per position + + + + + \ No newline at end of file diff --git a/resources/Schema/Components/Sprite.xml b/resources/Schema/Components/Sprite.xml index ce4a6e1b..e577ac96 100644 --- a/resources/Schema/Components/Sprite.xml +++ b/resources/Schema/Components/Sprite.xml @@ -5,4 +5,5 @@ true true + false diff --git a/resources/Schema/Components/Sprite.xsd b/resources/Schema/Components/Sprite.xsd index 3c3d124a..e26d71c9 100644 --- a/resources/Schema/Components/Sprite.xsd +++ b/resources/Schema/Components/Sprite.xsd @@ -24,6 +24,9 @@ Whether the sprite should be sorted with depth or not. Only use false for textures that are on HUD + + Wether the background should be blurred begind this sprite. + diff --git a/resources/Schema/Entities/AmmoHUD b/resources/Schema/Entities/AmmoHUD deleted file mode 100644 index 6cdb6568..00000000 --- a/resources/Schema/Entities/AmmoHUD +++ /dev/null @@ -1,98 +0,0 @@ - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - - - - - - - 0 - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - 360 - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - - - - - - - - - 0 - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - 360 - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - diff --git a/resources/Schema/Entities/AmmoPickup.xml b/resources/Schema/Entities/AmmoPickup.xml index bebde467..ee3704f1 100644 --- a/resources/Schema/Entities/AmmoPickup.xml +++ b/resources/Schema/Entities/AmmoPickup.xml @@ -2,6 +2,7 @@ + Models/Props/PickUps/AmmoPickUp.mesh diff --git a/resources/Schema/Entities/BlendTreeAssaultWeapon.xml b/resources/Schema/Entities/BlendTreeAssaultWeapon.xml index a68175a2..2bdaa0bb 100644 --- a/resources/Schema/Entities/BlendTreeAssaultWeapon.xml +++ b/resources/Schema/Entities/BlendTreeAssaultWeapon.xml @@ -1,46 +1,102 @@ - + - - Idle - WeaponAction - 0 - true - + + MovementBlend + FinalBlend + + + Models/Characters/Assault/FirstPersonAssaultBlue.mesh + - + - Fire - Reload - 1 + BlendTreeAssaultWeapon + BlendTreeSecondaryWeapon + 0 + true - + + + + Fire + Reload + 0 + true + + + + + + + + ReloadSwitchF + 0.5 + false + + + + + + + + + ShootRifleF + 1 + false + + + + + + + + + + + + + + + + + + + Idle + Run + 0 + true + + + + + - ShootShotgunF + RunF 1 true - false + true - + - ReloadSwitchF - + IdleF 1 true + true @@ -48,17 +104,116 @@ - + - - IdleF - - 1 - true - - + + R_Arm_Weapon_Joint + + + Models/Weapons/Blue/AssaultWeaponBlue.mesh + + + + + - + + + + + Schema/Entities/RayBlue.xml + + + + + + + + + + + + Schema/Entities/WeaponAssaultReloadEffectView.xml + + + + + + + + + + + R_Ammo_Joint + + true + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + + + + + + + + + + + + + + + + + + 32 + Fonts/DroidSans.ttf,64 + + + + PlayerAssault + AssaultWeapon + MagazineAmmo + + + + + + + + + + + 320 + Fonts/DroidSans.ttf,64 + + + + PlayerAssault + AssaultWeapon + Ammo + + + + + + + + + + + diff --git a/resources/Schema/Entities/BlendTreeDefenderWeapon.xml b/resources/Schema/Entities/BlendTreeDefenderWeapon.xml new file mode 100644 index 00000000..3f22d57f --- /dev/null +++ b/resources/Schema/Entities/BlendTreeDefenderWeapon.xml @@ -0,0 +1,159 @@ + + + + + + MovementBlend + FinalBlend + + + Models/Characters/Defender/FirstPersonDefenderBlue.mesh + + + + + + + + + BlendTreeDefenderWeapon + BlendTreeSecondaryWeapon + 0 + true + + + + + + + + ActionBlend + Shield + 0 + true + + + + + + + + ActivateDeactiveShieldF + + 1 + false + + + + + + + + + Idle + ActionBlend2 + 0 + true + + + + + + + + IdleF + + + + + + + + + Fire + Reload + 0 + + + + + + + + ShootShotgunF + + 1 + false + + + + + + + + + ShotgunReloadTwoF + + 1 + false + + + + + + + + + + + + + + + + + + + + + + + Idle + Run + 0 + true + + + + + + + + RunF + + 1 + true + true + + + + + + + + + IdleF + + 1 + true + true + + + + + + + + + + diff --git a/resources/Schema/Entities/BlueRifle b/resources/Schema/Entities/BlueRifle deleted file mode 100644 index 194c7739..00000000 --- a/resources/Schema/Entities/BlueRifle +++ /dev/null @@ -1,19 +0,0 @@ - - - - - - R_Arm_Weapon_Joint - - - Models/Weapons/Blue/AssaultWeaponBlue.mesh - - - - - - - - - - diff --git a/resources/Schema/Entities/BoneMarker b/resources/Schema/Entities/BoneMarker deleted file mode 100644 index eda56d56..00000000 --- a/resources/Schema/Entities/BoneMarker +++ /dev/null @@ -1,22 +0,0 @@ - - - - - - R_Leg_Top - - - - Models/Core/UnitCube.mesh - - - - - - - - - - - - diff --git a/resources/Schema/Entities/CapturePointHUDGroup.xml b/resources/Schema/Entities/CapturePointHUDGroup.xml index d35e1bde..0987cc56 100644 --- a/resources/Schema/Entities/CapturePointHUDGroup.xml +++ b/resources/Schema/Entities/CapturePointHUDGroup.xml @@ -13,38 +13,8 @@ Textures/Core/UnitHexagon.png - - - - - - - - - - - 2 - - - - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png + + false @@ -54,20 +24,21 @@ + + + 3 - - 0.80222018197612788 - - Textures/Core/UnitHexagon_Rotated.png + + false - + @@ -78,6 +49,8 @@ Textures/Core/UnitHexagon.png + + false @@ -87,19 +60,21 @@ - - 4 - + + 4 + Textures/Core/UnitHexagon_Rotated.png + + false - + @@ -110,6 +85,44 @@ Textures/Core/UnitHexagon.png + + false + + + + + + + + + + + + + + 2 + + + Textures/Core/UnitHexagon_Rotated.png + + false + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false @@ -119,19 +132,21 @@ - - 1 - + + 1 + Textures/Core/UnitHexagon_Rotated.png + + false - + @@ -142,7 +157,9 @@ Textures/Core/UnitHexagon.png - + + false + @@ -151,17 +168,19 @@ - + Textures/Core/UnitHexagon_Rotated.png + + false - + diff --git a/resources/Schema/Entities/DashEffect.xml b/resources/Schema/Entities/DashEffect.xml index 9dfdc14c..6f28784d 100644 --- a/resources/Schema/Entities/DashEffect.xml +++ b/resources/Schema/Entities/DashEffect.xml @@ -2,17 +2,12 @@ - 0.5 - - - 0 - 0.5 - - - + + + diff --git a/resources/Schema/Entities/DeadGirl.xlm b/resources/Schema/Entities/DeadGirl.xlm deleted file mode 100644 index 90a0411d..00000000 --- a/resources/Schema/Entities/DeadGirl.xlm +++ /dev/null @@ -1,255 +0,0 @@ - - - - - - - - - - 600 - - - - - - - - - 5 - - - - - - - - - - - - - - - - - - - - - - - - Fonts/DroidSans.ttf,100 - - - - - - - - - - - - - - Models/Widgets/Camera.mesh - false - - - - - - - - - - - - - - - - - - - 1 - - - - - Models/Core/UnitHexagon.mesh - - - - - - - - - - - - - - Textures/Weapons/Crosshair/SmallThickHoleDot.png - false - - - - - - - - - - - - - - Idle - 0.28963486380924053 - 1 - - - Models/Characters/Assault/FirstPerson.mesh - true - - - - - - - - R_Arm_Weapon_Joint - - - Models/Weapons/Blue/AssaultWeaponBlue.mesh - true - - - - - - - - - - - Schema/Entities/RayBlue.xml - - - - - - - - - - - - - Schema/Entities/WeaponReloadEffect.xml - - - - - - - - - - - - - - Models/Widgets/Camera.mesh - false - - - - - - - - - - - - Idle - 0.42156525436696768 - 1 - - - AimRifle - - - - - Models/Characters/Assault/AssaultAnimations.mesh - - - - - - - - - R_Arm_Weapon_Joint - - - Models/Weapons/Blue/AssaultWeaponBlue.mesh - false - - - - - - - - - - - Schema/Entities/RayBlue.xml - - - - - - - - - - - - - - - Models/Core/UnitCube.mesh - - false - - - - - - - - - - - - Models/Core/UnitCube.mesh - - false - - - - - - - - - - diff --git a/resources/Schema/Entities/FirstPersonArms b/resources/Schema/Entities/FirstPersonArms deleted file mode 100644 index bf749a4e..00000000 --- a/resources/Schema/Entities/FirstPersonArms +++ /dev/null @@ -1,57 +0,0 @@ - - - - - - Run - 0.5 - 0.97312056690160276 - 1 - 1 - ReloadSwitch - 0.91310356788604263 - LeftRight - 0 - 0.040207288496060478 - 1 - - - DownUp - - - - Models/Characters/Assault/FirstPerson.mesh - - true - - - - - - - - - - - R_Arm_Weapon_Joint - - - Models/Weapons/Blue/AssaultWeapon.mesh - - - - - - - - - - - - - - - - - - diff --git a/resources/Schema/Entities/HealthPickup.xml b/resources/Schema/Entities/HealthPickup.xml index b4b83392..6474426f 100644 --- a/resources/Schema/Entities/HealthPickup.xml +++ b/resources/Schema/Entities/HealthPickup.xml @@ -2,6 +2,7 @@ + Models/Props/PickUps/HealthPickUp.mesh diff --git a/resources/Schema/Entities/MainMenu.xml b/resources/Schema/Entities/MainMenu.xml new file mode 100644 index 00000000..e6cc6ef4 --- /dev/null +++ b/resources/Schema/Entities/MainMenu.xml @@ -0,0 +1,344 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Textures/Core/White.png + true + + false + + + + Play + 1 + + + + + + + + + + + Play + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + + + + + Textures/HUD/ButtonCorner_16.png + + + + + + + + + + + + + Textures/HUD/ButtonCorner_16.png + + + + + + + + + + + + + + + + + + + + + + + + + + Textures/Core/White.png + true + + false + + + + + + + + + + + + Credits + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + + + + + Textures/HUD/ButtonCorner_16.png + + + + + + + + + + + + + Textures/HUD/ButtonCorner_16.png + + + + + + + + + + + + + + + + + + + + + + + + + + Textures/Core/White.png + true + + false + + + + + + + + + + + + Option + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + + + + + Textures/HUD/ButtonCorner_16.png + + + + + + + + + + + + + Textures/HUD/ButtonCorner_16.png + + + + + + + + + + + + + + + + + + + + + + + + + + Textures/Core/White.png + true + + false + + + + + + + + + + + + Quit + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + + + + + Textures/HUD/ButtonCorner_16.png + + + + + + + + + + + + + Textures/HUD/ButtonCorner_16.png + + + + + + + + + + + + + + + + + + + + + + + + + + + Schema/Entities/ServerList.xml + + + + + + + + + + diff --git a/resources/Schema/Entities/ModelCollisionTest.xml b/resources/Schema/Entities/ModelCollisionTest.xml index c4a3f81b..2adcc989 100644 --- a/resources/Schema/Entities/ModelCollisionTest.xml +++ b/resources/Schema/Entities/ModelCollisionTest.xml @@ -2,64 +2,168 @@ - - - + - + - - + + + + + + + + Schema/Entities/PlayerAssaultFallbackRed.xml + - - - - - - - - - - - ../assets/Models/Core/Tri.obj - - - - - + + - ../assets/Models/Core/Tri.obj + Models/Characters/Assault/AssaultRed.mesh - + + + + + + + + + + Models/Characters/Assault/AssaultRed.mesh + + + + - + - - + + 0.5 + 4 + + - ../assets/Models/Core/UnitCube.obj + sModels/Widgets/Lights/DirectionalLightWidget.mesh - - + + + + + + + Models/Test/ObstacleCourse.mesh + + + + + + + + + + + + + + + Schema/Entities/Player.xml + + + + + + + + + + + Models/Characters/Assault/AssaultBlue.mesh + + + + + + + + + + + + + Models/Characters/Assault/AssaultBlue.mesh + + + + + + + + + + + + + + ActivateDeactive + + + + Models/Characters/Defender/FirstPersonDefenderBlue.mesh + + + + + + + + + + ActivateDeactiveShieldF + + 1 + true + + + + + + + + + R_Arm_Weapon_Joint + + + Models/Weapons/Blue/DefenderWeaponBlue.mesh + + + + + + + + + + diff --git a/resources/Schema/Entities/MovementTest.xml b/resources/Schema/Entities/MovementTest.xml index 50f77401..8a99df55 100644 --- a/resources/Schema/Entities/MovementTest.xml +++ b/resources/Schema/Entities/MovementTest.xml @@ -2,7 +2,9 @@ - + + + @@ -52,7 +54,10 @@ - + + 0.49999982118606567 + 2.5599997043609619 + sModels/Widgets/Lights/DirectionalLightWidget.mesh @@ -118,6 +123,48 @@ + + + + ActivateDeactive + + + + Models/Characters/Defender/FirstPersonDefenderBlue.mesh + + + + + + + + + + ActivateDeactiveShieldF + + true + + + + + + + + + R_Arm_Weapon_Joint + + + Models/Weapons/Blue/DefenderWeaponBlue.mesh + + + + + + + + + + diff --git a/resources/Schema/Entities/NewMapWSpectatorCam.xml b/resources/Schema/Entities/NewMapWSpectatorCam.xml index 395eb1de..66561969 100644 --- a/resources/Schema/Entities/NewMapWSpectatorCam.xml +++ b/resources/Schema/Entities/NewMapWSpectatorCam.xml @@ -3,6 +3,7 @@ + 10.841646792775492 15 @@ -23,16 +24,6 @@ - - - - - Models/Props/Highground3.mesh - - - - - @@ -87,6 +78,16 @@ + + + + + Models/Props/Highground3.mesh + + + + + @@ -1852,26 +1853,11 @@ - Models/Props/Bridges/WoodenBridge.mesh + Models/Props/Bridges/SciFiBridge1Blue.mesh - - - - - - - - - - - - Models/Props/Bridges/WoodenBridge.mesh - - - - - + + @@ -1893,120 +1879,29 @@ - Models/Props/Bridges/SciFiBridge1Red.mesh + Models/Props/Bridges/WoodenBridge.mesh - - - + + + - - - - - - Models/Props/Bridges/SciFiBridgeDefense.mesh - - - - - - - - - - - - Models/Props/Bridges/SciFiBridgeDefense.mesh - - - - - - - - - - - Models/Props/Bridges/SciFiBridgeDefense.mesh - - - - - - - - - - - Models/Props/Bridges/SciFiBridgeDefense.mesh - - - - - - - - - - - - - - - - - - Models/Props/Bridges/SciFiBridgeDefense.mesh - - - - - - - - - - - - Models/Props/Bridges/SciFiBridgeDefense.mesh - - - - - - - - - - - Models/Props/Bridges/SciFiBridgeDefense.mesh - - - - - - - - - - - Models/Props/Bridges/SciFiBridgeDefense.mesh - - - - - - - - - - - - - - + + + + + + + Models/Props/Bridges/WoodenBridge.mesh + + + + + + + + @@ -2128,33 +2023,6 @@ - - - - - Models/Props/Pillars/SciFiBridgePillar1.mesh - - - - - - - - - - - - - - Models/Props/Bridges/SciFiBridge1Blue.mesh - - - - - - - - @@ -2182,19 +2050,6 @@ - - - - - Models/Props/Bridges/SciFiBridge1Red.mesh - - - - - - - - @@ -2215,56 +2070,23 @@ Models/Props/Bridges/WoodenBridge.mesh - - + + - - - - - - - - Models/Props/Pillars/SciFiBridgePillar1.mesh + Models/Props/Bridges/SciFiBridge1Red.mesh - - - - - - - - - - - - Models/Props/Pillars/SciFiBridgePillar1.mesh - - - - - - - - - - - - - - Models/Props/Walls/MediumWall2.mesh - - - + + + @@ -2272,39 +2094,105 @@ - Models/Props/Walls/MediumWall2.mesh + Models/Props/Bridges/SciFiBridgeDefense.mesh - - + + - + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + + - - - - - - - Models/Props/Walls/MediumWall3.mesh - - - - - - - Models/Props/Walls/MediumWall3.mesh + Models/Props/Bridges/SciFiBridgeDefense.mesh - + + - + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + + @@ -2315,143 +2203,9 @@ Models/Props/Pillars/SciFiBridgePillar1.mesh - - - - - - - - - - Models/Core/UnitCube.mesh - - - - - - - - - - - - - - - Models/Props/Walls/MediumWall1.mesh - - - - - - - - - - - - Models/Props/Walls/MediumWall1.mesh - - - - - - - - - - - - Models/Props/Walls/MediumWall1.mesh - - - - - - - - - - - - - - Models/Props/Walls/MediumWall1.mesh - - - - - - - - - - - Models/Props/Walls/MediumWall1.mesh - - - - - - - - - - - - - - Models/Core/UnitCube.mesh - - - - - - - - - - - - - Models/Core/UnitCube.mesh - - - - - - - - - - - - - - Models/Core/UnitPlane.mesh - - true - - - - - - - - - - - - - Models/Core/UnitPlane.mesh - - true - - - - - + + + @@ -2460,55 +2214,11 @@ - Models/Core/UnitCube.mesh + Models/Props/Bridges/SciFiBridge1Red.mesh - - - - - - - - - - - Models/Core/UnitCube.mesh - - - - - - - - - - - - - - - - Models/Props/Pillars/SciFiBridgePillar1.mesh - - - + - - - - - - - - - - Models/Props/Pillars/SciFiBridgePillar1.mesh - - - - - @@ -2533,6 +2243,20 @@ + + + + + Models/Props/Flora/SpecialRoot.mesh + + + + + + + + + @@ -2551,7 +2275,8 @@ true - + + @@ -2587,7 +2312,7 @@ true - + @@ -2599,14 +2324,41 @@ true - - + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + + Models/Props/Flora/SpecialRoot.mesh + + + + + + + + @@ -2621,6 +2373,120 @@ + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + @@ -2646,6 +2512,34 @@ + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + @@ -2657,6 +2551,18 @@ + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + @@ -2681,18 +2587,6 @@ - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - @@ -2733,141 +2627,6 @@ - - - - - Models/Props/Flora/SpecialRoot.mesh - - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - @@ -2903,8 +2662,36 @@ true - - + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + @@ -2915,43 +2702,37 @@ true - - - + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - @@ -2966,20 +2747,6 @@ - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - @@ -3001,52 +2768,9 @@ true - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - + + + @@ -3066,162 +2790,6 @@ - - - - - Models/Props/Flora/SpecialRoot.mesh - - - - - - - - - - - - - - - - - - - - - Models/Props/PickUps/PickUpHolder.mesh - - - - - - - - - - - - - Models/Props/PickUps/PickUpHolder.mesh - - - - - - - - - - - - - - Models/Props/PickUps/PickUpHolder.mesh - - - - - - - - - - - - - - Models/Props/PickUps/PickUpHolder.mesh - - - - - - - - - - - - - - Models/Props/PickUps/PickUpHolder.mesh - - - - - - - - - - - - - - - - - - - - - - - - Models/Props/PickUps/PickUpHolder.mesh - - - - - - - - - - - - - - Models/Props/PickUps/PickUpHolder.mesh - - - - - - - - - - - - - - Models/Props/PickUps/PickUpHolder.mesh - - - - - - - - - - - - - - Models/Props/PickUps/PickUpHolder.mesh - - - - - - - - - @@ -3229,20 +2797,6 @@ - - - - - Models/Props/Stones/AssaultHolder.mesh - - - - - - - - - @@ -3264,52 +2818,12 @@ Models/Props/Stones/AssaultHolder.mesh - - + + + - - - - - - Models/Props/Stones/AssaultHolder.mesh - - - - - - - - - - - - - - - Models/Props/Stones/AssaultHolder.mesh - - - - - - - - - - - - Models/Props/Stones/AssaultHolder.mesh - - - - - - - - - + @@ -3373,12 +2887,25 @@ Models/Props/Stones/AssaultHolder.mesh - - - + + - + + + + + + Models/Props/Stones/AssaultHolder.mesh + + + + + + + + + @@ -3394,6 +2921,47 @@ + + + + + Models/Props/Stones/AssaultHolder.mesh + + + + + + + + + + + + Models/Props/Stones/AssaultHolder.mesh + + + + + + + + + + + + + + + Models/Props/Stones/AssaultHolder.mesh + + + + + + + + + @@ -3401,6 +2969,262 @@ + + + + + Models/Props/Stones/SmallStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + Models/Props/Stones/SmallStone1.mesh + + + + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Walls/MediumWall1.mesh + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + + + + + @@ -3408,8 +3232,22 @@ Models/Props/Stones/SmallStone1.mesh - - + + + + + + + + + + + + Models/Props/Stones/SmallStone2.mesh + + + + @@ -3461,12 +3299,12 @@ - Models/Props/Stones/MediumStone1.mesh + Models/Props/Stones/MediumStone2.mesh - - - + + + @@ -3484,6 +3322,317 @@ + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + + + + Models/Props/Stones/SmallStone1.mesh + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Stones/SmallStone2.mesh + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Stones/SmallStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/SmallStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + Models/Props/Stones/SmallStone1.mesh + + + + + + + + + + + + + Models/Props/Stones/SmallStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/SmallStone1.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone1.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone1.mesh + + + + + + + + + + + + + + Models/Props/Stones/SmallStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/SmallStone1.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone1.mesh + + + + + + + + + @@ -3502,21 +3651,8 @@ Models/Props/Stones/BigStone.mesh - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - + + @@ -3542,8 +3678,8 @@ Models/Props/Stones/BigStone.mesh - - + + @@ -3561,6 +3697,19 @@ + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + @@ -3576,48 +3725,6 @@ - - - - - Models/Props/Stones/SmallStone2.mesh - - - - - - - - - - - - - - Models/Props/Stones/ShinyStoneCrystalRed.mesh - - - - - - - - - - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - @@ -3631,48 +3738,6 @@ - - - - - Models/Props/Stones/MediumStone2.mesh - - - - - - - - - - - - - - Models/Props/Stones/SmallStone2.mesh - - - - - - - - - - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - @@ -3713,72 +3778,6 @@ - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - - - - Models/Props/Walls/MediumWall1.mesh - - - - - - - - - - - - Models/Props/Stones/MediumStone2.mesh - - - - - - - - @@ -3792,73 +3791,6 @@ - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - - Models/Props/Stones/MediumStone2.mesh - - - - - - - - - - - - Models/Props/Stones/SmallStone1.mesh - - - - - - - - - - - - - - Models/Props/Stones/MediumStone2.mesh - - - - - - - - - - - - - - - Models/Props/Stones/SmallStone1.mesh - - - - - - - - @@ -3872,46 +3804,6 @@ - - - - - Models/Props/Stones/SmallStone2.mesh - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - - Models/Props/Stones/SmallStone2.mesh - - - - - - - - - @@ -3926,46 +3818,6 @@ - - - - - Models/Props/Stones/SmallStone2.mesh - - - - - - - - - - - - - - Models/Props/Stones/MediumStone2.mesh - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - @@ -3980,47 +3832,6 @@ - - - - - Models/Props/Stones/MediumStone2.mesh - - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - - Models/Props/Stones/SmallStone2.mesh - - - - - - - - - @@ -4034,48 +3845,6 @@ - - - - - Models/Props/Stones/ShinyStoneCrystalRed.mesh - - - - - - - - - - - - - - Models/Props/Stones/MediumStone2.mesh - - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - @@ -4089,126 +3858,6 @@ - - - - - Models/Props/Stones/SmallStone1.mesh - - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - - Models/Props/Stones/MediumStone2.mesh - - - - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - @@ -4223,45 +3872,6 @@ - - - - - Models/Props/Stones/SmallStone1.mesh - - - - - - - - - - - - - - Models/Props/Stones/MediumStone2.mesh - - - - - - - - - - - - Models/Props/Stones/SmallStone1.mesh - - - - - - - - @@ -4298,11 +3908,11 @@ - Models/Props/Stones/MediumStone2.mesh + Models/Props/Stones/SmallStone1.mesh - - + + @@ -4311,11 +3921,11 @@ - Models/Props/Stones/SmallStone1.mesh + Models/Props/Stones/MediumStone2.mesh - - + + @@ -4352,16 +3962,67 @@ + + + + + + + - Models/Props/Stones/MediumStone2.mesh + Models/Core/UnitCube.mesh - - - + + + + + + + + + + + Models/Core/UnitCube.mesh + + + + + + + + + + + + + + + + Models/Props/Pillars/SciFiBridgePillar1.mesh + + + + + + + + + + + + + Models/Core/UnitPlane.mesh + + true + + + + + @@ -4370,12 +4031,90 @@ - Models/Props/Stones/MediumStone2.mesh + Models/Props/Walls/MediumWall2.mesh - - - + + + + + + + + + Models/Props/Walls/MediumWall2.mesh + + + + + + + + + + + + + + + Models/Props/Walls/MediumWall1.mesh + + + + + + + + + + + Models/Props/Walls/MediumWall1.mesh + + + + + + + + + + + + + + Models/Props/Pillars/SciFiBridgePillar1.mesh + + + + + + + + + + + + Models/Core/UnitCube.mesh + + + + + + + + + + + + + + + Models/Props/Pillars/SciFiBridgePillar1.mesh + + + + + @@ -4384,12 +4123,274 @@ - Models/Props/Stones/SmallStone2.mesh + Models/Props/Walls/MediumWall3.mesh - - - + + + + + + + + + Models/Props/Walls/MediumWall3.mesh + + + + + + + + + + + + + Models/Core/UnitPlane.mesh + + true + + + + + + + + + + + + + + Models/Props/Pillars/SciFiBridgePillar1.mesh + + + + + + + + + + + + + + Models/Core/UnitCube.mesh + + + + + + + + + + + + + Models/Core/UnitCube.mesh + + + + + + + + + + + + + + + Models/Props/Walls/MediumWall1.mesh + + + + + + + + + + + + Models/Props/Walls/MediumWall1.mesh + + + + + + + + + + + + Models/Props/Walls/MediumWall1.mesh + + + + + + + + + + + + + + Models/Props/Pillars/SciFiBridgePillar1.mesh + + + + + + + + + + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + + + + + + + + + + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + + @@ -4401,32 +4402,6 @@ - - - - - Models/Props/SciFiHolder1.mesh - - - - - - - - - - - - - Models/Props/SciFiHolder1.mesh - - - - - - - - @@ -4492,6 +4467,32 @@ + + + + + Models/Props/SciFiHolder1.mesh + + + + + + + + + + + + + Models/Props/SciFiHolder1.mesh + + + + + + + + @@ -4516,11 +4517,11 @@ - Models/Props/Stones/ShinyStoneCrystalBlue.mesh + Models/Props/Stones/ShinyStoneCrystalRed.mesh - - + + @@ -4533,8 +4534,37 @@ Models/Props/Stones/ShinyStoneCrystalBlue.mesh - - + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + @@ -4560,9 +4590,22 @@ Models/Props/Stones/ShinyStoneCrystalRed.mesh - - - + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalBlue.mesh + + + + + @@ -4581,6 +4624,20 @@ + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + + + + + @@ -4588,9 +4645,35 @@ Models/Props/Stones/ShinyStoneCrystalBlue.mesh - - - + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalBlue.mesh + + + + + @@ -4622,47 +4705,6 @@ - - - - - Models/Props/Stones/ShinyStoneCrystalBlue.mesh - - - - - - - - - - - - - - Models/Props/Stones/ShinyStoneCrystalRed.mesh - - - - - - - - - - - - - Models/Props/Stones/ShinyStoneCrystalRed.mesh - - - - - - - - - @@ -4677,19 +4719,6 @@ - - - - - Models/Props/Stones/ShinyStoneCrystalRed.mesh - - - - - - - - @@ -4697,36 +4726,8 @@ Models/Props/Stones/ShinyStoneCrystalBlue.mesh - - - - - - - - - - - - Models/Props/Stones/ShinyStoneCrystalRed.mesh - - - - - - - - - - - - - - Models/Props/Stones/ShinyStoneCrystalRed.mesh - - - - + + @@ -4750,42 +4751,170 @@ - + - - 10 - + + + + 0.10000000149011612 + + + + Models/Props/PickUps/AmmoPickUp.mesh + - + + + - - 1 - - + + + + 0.10000000149011612 + + + + Models/Props/PickUps/HealthPickUp.mesh + + + + + + - - 10 - + + + + 0.10000000149011612 + + + + Models/Props/PickUps/HealthPickUp.mesh + - + + + + + + + + + 0.10000000149011612 + + + + Models/Props/PickUps/HealthPickUp.mesh + + + + + + + + + + + + + + + 0.10000000149011612 + + + + Models/Props/PickUps/AmmoPickUp.mesh + + + + + + + + + + + + + + + 0.10000000149011612 + + + + Models/Props/PickUps/HealthPickUp.mesh + + + + + + + + + + + + + + + 0.10000000149011612 + + + + Models/Props/PickUps/AmmoPickUp.mesh + + + + + + + + + + + + + + + 0.10000000149011612 + + + + Models/Props/PickUps/AmmoPickUp.mesh + + + + + + + + + + + + + + + + @@ -4809,6 +4938,17 @@ + + + + 10 + + + + + + + @@ -4820,6 +4960,17 @@ + + + + 10 + + + + + + + @@ -4831,19 +4982,28 @@ + + + + 1 + + + + + - - - Schema/Entities/Player.xml - + + + Schema/Entities/Player.xml + @@ -4908,6 +5068,39 @@ + + + + + Models/Props/CapturePoint/CapturePointNeutral.mesh + + + + + + + + + + 1.5498908015879351 + 1 + + + + + Models/Core/UnitCylinder.mesh + + true + + + + + + + + + + @@ -4924,13 +5117,13 @@ 2 + Models/Core/UnitCylinder.mesh true - @@ -4958,17 +5151,17 @@ + + + + + Models/Core/UnitCylinder.mesh true - - - - - @@ -4994,13 +5187,13 @@ 3 + Models/Core/UnitCylinder.mesh true - @@ -5010,39 +5203,6 @@ - - - - - Models/Props/CapturePoint/CapturePointNeutral.mesh - - - - - - - - - - 1.5498908015879351 - 1 - - - - Models/Core/UnitCylinder.mesh - - true - - - - - - - - - - - @@ -5062,17 +5222,17 @@ 4 + + + + + Models/Core/UnitCylinder.mesh true - - - - - @@ -5086,46 +5246,20 @@ - - - Schema/Entities/PlayerRed.xml - + + + Schema/Entities/PlayerRed.xml + - - - - - Models/Characters/Assault/AssaultTPose.mesh - false - - - - - - - - - - - - Models/Characters/Assault/AssaultTPose.mesh - false - - - - - - - @@ -5152,161 +5286,28 @@ - - - - - - - - + - - - - 0.10000000149011612 - - + - Models/Props/PickUps/HealthPickUp.mesh + Models/Characters/Assault/AssaultTPose.mesh + false - - - + - + - - - - 0.10000000149011612 - - + - Models/Props/PickUps/AmmoPickUp.mesh + Models/Characters/Assault/AssaultTPose.mesh + false - - - - - - - - - - - - - 0.10000000149011612 - - - - Models/Props/PickUps/AmmoPickUp.mesh - - - - - - - - - - - - - - - 0.10000000149011612 - - - - Models/Props/PickUps/AmmoPickUp.mesh - - - - - - - - - - - - - - - 0.10000000149011612 - - - - Models/Props/PickUps/HealthPickUp.mesh - - - - - - - - - - - - - - - 0.10000000149011612 - - - - Models/Props/PickUps/HealthPickUp.mesh - - - - - - - - - - - - - - - 0.10000000149011612 - - - - Models/Props/PickUps/HealthPickUp.mesh - - - - - - - - - - - - - - - 0.10000000149011612 - - - - Models/Props/PickUps/AmmoPickUp.mesh - - - - - + @@ -5321,6 +5322,7 @@ + @@ -5332,6 +5334,369 @@ + + + + + + + + + + + + + + + + + + Textures/Icons/Classes/Assault-01.png + + false + + + PickClass + 1 + + + + + + + + + + + Assault + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Icons/Classes/Defender-01.png + + false + + + PickClass + 2 + + + + + + + + + + + Defender + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Icons/Classes/Sniper-01.png + + false + + + PickClass + 3 + + + + + + + + + + + Sniper + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + Pick Class + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false + + + + SwapToTeamPick + 1 + + + + + + + + + + + Change + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + Team + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Pick Team + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false + + + + PickTeam + 1 + + + + + + + + + + + Spectator + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false + + + + PickTeam + 2 + + + + + + + + + + + Red + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false + + + + PickTeam + 3 + + + + + + + + + + + Blue + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false + + false + + + SwapToClassPick + 1 + + + + + + + + + + + Change + Fonts/DroidSans.ttf,64 + false + + + + + + + + + + + + Class + Fonts/DroidSans.ttf,64 + false + + + + + + + + + + + + + + @@ -5345,6 +5710,20 @@ + + + + 5 + Fonts/DroidSans.ttf,64 + + + + + + + + + @@ -5358,40 +5737,7 @@ Textures/Core/UnitHexagon.png - - - - - - - - - - - 2 - - - - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - + false @@ -5401,15 +5747,16 @@ - - 3 - + + 3 + Textures/Core/UnitHexagon_Rotated.png + false @@ -5426,6 +5773,7 @@ Textures/Core/UnitHexagon.png + false @@ -5435,15 +5783,16 @@ - - 4 - + + 4 + Textures/Core/UnitHexagon_Rotated.png + false @@ -5460,6 +5809,43 @@ Textures/Core/UnitHexagon.png + false + + + + + + + + + + + + + + 2 + + + Textures/Core/UnitHexagon_Rotated.png + + false + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false @@ -5469,16 +5855,17 @@ - - 1 - 0.10332605343919568 + + 1 + Textures/Core/UnitHexagon_Rotated.png + false @@ -5495,6 +5882,7 @@ Textures/Core/UnitHexagon.png + false @@ -5504,13 +5892,14 @@ - + Textures/Core/UnitHexagon_Rotated.png + false @@ -5524,90 +5913,99 @@ - - - - 16 - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - - - - - - - - - - - - - - + Textures/Core/UnitHexagon.png + false + - PickClass - 2 - - - - - - - - - - - - - Textures/Core/UnitRaptor.png - - - - PickClass + SwapToTeamPick 1 - + - + + + + + Change + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + Team + Fonts/DroidSans.ttf,64 + + + + + + + + + - + - Textures/Test/aM4ME4GR.png + Textures/Core/UnitHexagon.png + false + - PickClass - 3 + SwapToClassPick + 1 - + - + + + + + Change + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + Class + Fonts/DroidSans.ttf,64 + + + + + + + + + diff --git a/resources/Schema/Entities/OverwatchCamera.xml b/resources/Schema/Entities/OverwatchCamera.xml index a2b774d3..6c93f033 100644 --- a/resources/Schema/Entities/OverwatchCamera.xml +++ b/resources/Schema/Entities/OverwatchCamera.xml @@ -8,6 +8,7 @@ + @@ -20,6 +21,369 @@ + + + + + + + + + + + + + + + + + + Textures/Icons/Classes/Defender-01.png + + false + + + PickClass + 2 + + + + + + + + + + + Defender + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Icons/Classes/Sniper-01.png + + false + + + PickClass + 3 + + + + + + + + + + + Sniper + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Icons/Classes/Assault-01.png + + false + + + PickClass + 1 + + + + + + + + + + + Assault + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + Pick Class + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false + + + + SwapToTeamPick + 1 + + + + + + + + + + + Change + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + Team + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Pick Team + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false + + + + PickTeam + 1 + + + + + + + + + + + Spectator + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false + + + + PickTeam + 2 + + + + + + + + + + + Red + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false + + + + PickTeam + 3 + + + + + + + + + + + Blue + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false + + false + + + SwapToClassPick + 1 + + + + + + + + + + + Change + Fonts/DroidSans.ttf,64 + false + + + + + + + + + + + + Class + Fonts/DroidSans.ttf,64 + false + + + + + + + + + + + + + + @@ -33,6 +397,20 @@ + + + + 7 + Fonts/DroidSans.ttf,64 + + + + + + + + + @@ -46,40 +424,7 @@ Textures/Core/UnitHexagon.png - - - - - - - - - - - 2 - - - - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - + false @@ -89,15 +434,16 @@ - - 3 - + + 3 + Textures/Core/UnitHexagon_Rotated.png + false @@ -114,6 +460,7 @@ Textures/Core/UnitHexagon.png + false @@ -123,15 +470,16 @@ - - 4 - + + 4 + Textures/Core/UnitHexagon_Rotated.png + false @@ -148,6 +496,43 @@ Textures/Core/UnitHexagon.png + false + + + + + + + + + + + + + + 2 + + + Textures/Core/UnitHexagon_Rotated.png + + false + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false @@ -157,16 +542,17 @@ - - 1 - 0.10332605343919568 + + 1 + Textures/Core/UnitHexagon_Rotated.png + false @@ -183,6 +569,7 @@ Textures/Core/UnitHexagon.png + false @@ -192,13 +579,14 @@ - + Textures/Core/UnitHexagon_Rotated.png + false @@ -212,90 +600,99 @@ - - - - 16 - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - - - - - - - - - - - - - - + Textures/Core/UnitHexagon.png + false + - PickClass - 2 - - - - - - - - - - - - - Textures/Core/UnitRaptor.png - - - - PickClass + SwapToTeamPick 1 - + - + + + + + Change + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + Team + Fonts/DroidSans.ttf,64 + + + + + + + + + - + - Textures/Test/aM4ME4GR.png + Textures/Core/UnitHexagon.png + false + - PickClass - 3 + SwapToClassPick + 1 - + - + + + + + Change + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + Class + Fonts/DroidSans.ttf,64 + + + + + + + + + diff --git a/resources/Schema/Entities/Player.xml b/resources/Schema/Entities/Player.xml deleted file mode 100644 index 475acf78..00000000 --- a/resources/Schema/Entities/Player.xml +++ /dev/null @@ -1,1235 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - 5 - - - - - - - - - - - - 0.10000000149011612 - 300 - - - - - - - - - - Models/Widgets/Camera.mesh - false - - - - - - - - - - - - - - - - - - - Textures/Weapons/Crosshair/SmallThickHoleDot.png - - false - - - - - - - - - - - - Schema/Entities/HitMarker.xml - - - - - - - - - - - - - - 1 - - - - - Textures/HealthHUD3.png - - - - - - - - - - - - - - - - - - - - - - - Textures/Core/White.png - - false - - - - - - - - - - - - - - - - Textures/Core/White.png - - false - - - - - - - - - - - - - - - - Textures/Core/White.png - - false - - - - - - - - - - - - - - - - - - - Textures/Core/White.png - - false - - - - - - - - - - - 0.0 - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - - - - - 1 - - - - 100/100 - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - - - - 2 - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - - - - 3 - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - 1 - - - - 4 - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - - - - 1 - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - 1 - - - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - - - - - - - - - - - - - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - - - - - - - - - Models/Widgets/Arrows/Arrow5.mesh - - - - - - - - - - - - - - - BlendTreeAssaultWeapon - BlendTreeSecondaryWeapon - 0 - true - - - Models/Characters/Defender/FirstPersonDefenderBlue.mesh - - - - - - - - R_Arm_Weapon_Joint - - - AssaultWeapon - - - Schema/Entities/WeaponAssaultBlueView.xml - - - - - - - - - - - - R_Arm_Weapon_Joint - - - SidearmWeapon - - - Schema/Entities/SidearmWeaponView.xml - - - - - - - - - - - - Idle - WeaponAction - 0 - true - - - - - - - - Fire - Reload - 1 - - - - - - - - ShootShotgunF - 1 - true - false - - - - - - - - - ReloadSwitchF - - 1 - true - - - - - - - - - - - IdleF - - 1 - true - - - - - - - - - - - - - - - - - - - - - 0.10000000149011612 - 300 - - - Models/Widgets/Camera.mesh - false - - - - - - - - - - - - BlendTreeAim - BlendTreeAssault - - - - - Models/Characters/Assault/AssaultBlue.mesh - - - - - - - - - R_Arm_Weapon_Joint - - - AssaultWeapon - - - - - - Schema/Entities/WeaponAssaultBlueWorld.xml - - - - - - - - - - - - R_Arm_Weapon_Joint - - - SidearmWeapon - - - - - - Schema/Entities/SidearmWeaponWorld.xml - - - - - - - - - - - - AimPrimary - AimSecondary - 0 - true - - - - - - - - AimSecWepA - - false - true - - - - - - - - - AimRifleA - - false - true - - - - - - - - - - - ReloadSwitchBlend - FinalMovementBlend - - - - - - - - StandCrouchBlend - JumpDashBlend - 2.5146881298480398e-63 - true - - - - - - - - StandMovement - CrouchMovement - 0 - true - - - - - - - - MovementBlend - Idle - 1 - - - - - - - - Walk - StrafeLRBlend - 0 - - - - - - - - Left - Right - 0.033793529385008014 - - - - - - - - CrouchStrafeLeftF - - 1 - true - - - - - - - - - CrouchStrafeRightF - - 1 - true - - - - - - - - - - - CrouchWalkF - - 1 - true - - - - - - - - - - - CrouchF - - 1 - - - - - - - - - - - MovementBlend - Idle - 1 - - - - - - - - RunWalkBlend - StrafeLRBlend - 2.4565650245976452e-16 - - - - - - - - Walk - Run - 1.2938206818383024e-24 - - - - - - - - WalkF - - 1 - true - - - - - - - - - RunF - - 1 - true - - - - - - - - - - - Left - Right - 0.033793529385008014 - - - - - - - - StrafeRightF - - 1 - true - - - - - - - - - StrafeLeftF - - 1 - true - - - - - - - - - - - - - IdleF - - 1 - true - - - - - - - - - - - - - Jump - DashBlend - 1 - true - - - - - - - - JumpF - - 1 - false - - - - - - - - - DashFBBlend - DashLRBlend - 0.014621149736541383 - - - - - - - - DashForward - DashBackward - 0.014363533804961248 - - - - - - - - DashForwardF - - 2 - false - - - - - - - - - DashBackwardF - - 2 - false - - - - - - - - - - - DashLeft - DashRight - 4.3244885367500671e-16 - - - - - - - - DashLeftF - - 2 - false - - - - - - - - - DashRightF - - 2 - false - - - - - - - - - - - - - - - - - ReloadSwitch - WeaponActionBlend - 1 - true - - - - - - - - ReloadSwitchU - - 1 - - - - - - - - - IdleBlend - ShootBlend - 0 - - - - - - - - IdlePrimary - IdleSecondary - 0 - - - - - - - - IdleAssaultRifleU - - 1 - true - - - - - - - - - IdleSecWepU - - 1 - true - - - - - - - - - - - ShootPrimary - ShootSecondary - 0 - - - - - - - - ShootFastRifleU - - 1 - - - - - - - - - ShootSecWepFastU - - - - - - - - - - - - - - - - - - - Models/Core/UnitCube.mesh - - false - - - - - - - - - - - - Models/Core/UnitCube.mesh - - false - - - - - - - - - - - Insert name here - Fonts/DroidSans.ttf,100 - - - - - - - - - - - - - - Textures/Icons/Arrow.png - - false - - - - - 50 - true - - - - - - - - - - - - Schema/Entities/DefenderShield.xml - - - - - - - - - - diff --git a/resources/Schema/Entities/PlayerAssaultBlue.xml b/resources/Schema/Entities/PlayerAssaultBlue.xml index 7773235b..64141757 100644 --- a/resources/Schema/Entities/PlayerAssaultBlue.xml +++ b/resources/Schema/Entities/PlayerAssaultBlue.xml @@ -6,9 +6,7 @@ - - 0.5 - + @@ -16,8 +14,14 @@ + + + + + + @@ -459,7 +463,7 @@ - Textures/Icons/Abilities/Superman-01.png + Textures\Icons\Abilities\Superman-01.png false @@ -493,250 +497,34 @@ - + - - MovementBlend - FinalBlend - - - Models/Characters/Assault/FirstPersonAssaultBlue.mesh - - - R_Arm_Weapon_Joint - - - AssaultWeapon - Schema/Entities/WeaponAssaultBlueView.xml - - - - - - - - - - Models/Weapons/Blue/AssaultWeaponBlue.mesh - - - - - - - - - - - - - - Schema/Entities/RayBlue.xml - - - - - - - - - - - - Schema/Entities/ReloadEffectView.xml - - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - - - - - - - - 32 - Fonts/DroidSans.ttf,64 - - - - PlayerAssault - AssaultWeapon - MagazineAmmo - - - - - - - - - - - 320 - Fonts/DroidSans.ttf,64 - - - - PlayerAssault - AssaultWeapon - Ammo - - - - - - - - - - - - - - - - - - - - R_Arm_Weapon_Joint - + - SidearmWeapon + AssaultWeapon - - Schema/Entities/SidearmWeaponView.xml - - - - - - + - - BlendTreeAssaultWeapon - BlendTreeSecondaryWeapon - 0 - true - + + Schema/Entities/WeaponDefenderBlueView.xml + + + DefenderWeapon + - - - - - Fire - Reload - 0 - true - - - - - - - - ShootRifleF - 1 - false - - - - - - - - - ReloadSwitchF - 1 - false - - - - - - - - - - - - - - - - - - - Idle - Run - 0 - true - - - - - - - - RunF - 1 - true - true - - - - - - - - - IdleF - 1 - true - true - - - - - - + @@ -761,16 +549,14 @@ - - BlendTreeAim - BlendTreeAssault - + + BlendTreeUpper + BlendTreeLower + Models/Characters/Assault/AssaultBlue.mesh - - true @@ -780,19 +566,19 @@ R_Arm_Weapon_Joint + + Schema/Entities/WeaponAssaultBlueWorld.xml + + + + + AssaultWeapon - - Schema/Entities/WeaponAssaultBlueWorld.xml - - - - - @@ -801,152 +587,90 @@ R_Arm_Weapon_Joint + + Schema/Entities/SidearmWeaponWorld.xml + + + + + SidearmWeapon - - Schema/Entities/SidearmWeaponWorld.xml - - - - - - + - AimPrimary - AimSecondary - 0 + MovementBlend + JumpDashBlend + 2.5146881298480398e-63 true - - - - AimSecWepA - - false - true - - - - - - - - - AimRifleA - - false - true - - - - - - - - - - - ReloadSwitchBlend - FinalMovementBlend - - - - - + - StandCrouchBlend - JumpDashBlend - 2.5146881298480398e-63 + StandMovement + CrouchMovement + 0 true - + - StandMovement - CrouchMovement - 0 - true + DirectionBlend + Idle + 1 - + - MovementBlend - Idle - 1 + Walk + StrafeLRBlend + 0 - + - Walk - StrafeLRBlend - 0 + Left + Right + 0.033793529385008014 - - - - Left - Right - 0.033793529385008014 - - - - - - - - CrouchStrafeLeftF - - 1 - true - - - - - - - - - CrouchStrafeRightF - - 1 - true - - - - - - - - + - CrouchWalkF - - 1 + CrouchStrafeLeftF + + true + + + + + + + + + CrouchStrafeRightF + true @@ -955,119 +679,11 @@ - + - CrouchF - - 1 - - - - - - - - - - - MovementBlend - Idle - 1 - - - - - - - - RunWalkBlend - StrafeLRBlend - 2.4565650245976452e-16 - - - - - - - - Left - Right - 0.033793529385008014 - - - - - - - - StrafeLeftF - - 1 - true - - - - - - - - - StrafeRightF - - 1 - true - - - - - - - - - - - Walk - Run - 1.2938206818383024e-24 - - - - - - - - WalkF - - 1 - true - - - - - - - - - RunF - - 1 - true - - - - - - - - - - - - - IdleF - - 1 + CrouchWalkF + true @@ -1076,70 +692,67 @@ - - - - - - Jump - DashBlend - 1 - true - - - - - + - JumpF - - 1 - false + CrouchF + + true - + + + + + + DirectionBlend + Idle + 1 + + + + + - DashFBBlend - DashLRBlend - 0.014621149736541383 + RunWalkBlend + StrafeLRBlend + 2.4565650245976452e-16 - + - DashForward - DashBackward - 0.014363533804961248 + Walk + Run + 1.2938206818383024e-24 - + - DashForwardF - - 2 - false + WalkF + + true - + - DashBackwardF - + RunF + 2 - false + true @@ -1147,35 +760,35 @@ - + - DashLeft - DashRight - 4.3244885367500671e-16 + Left + Right + 0.033793529385008014 - + - DashLeftF - + StrafeLeftF + 2 - false + true - + - DashRightF - + StrafeRightF + 2 - false + true @@ -1185,71 +798,186 @@ + + + + IdleF + + true + + + + + + + + + + + + + Jump + DashBlend + 1 + true + + + + + + + + JumpF + + false + + + + + + + + + DashFBBlend + DashLRBlend + 0.014621149736541383 + + + + + + + + DashForward + DashBackward + 0.014363533804961248 + + + + + + + + DashForwardF + + 1.7999999523162842 + false + + + + + + + + + DashBackwardF + + 1.7999999523162842 + false + + + + + + + + + + + DashLeft + DashRight + 4.3244885367500671e-16 + + + + + + + + DashRightF + + 1.7999999523162842 + false + + + + + + + + + DashLeftF + + 1.7999999523162842 + false + + + + + + + - + + + + + + AssaultWeaponBlend + SidearmWeapon + 0 + true + + + + + - - ReloadSwitch - WeaponActionBlend - 1 - true - + + Aim + WeaponBlend + - + - - ReloadSwitchU - - 1 - - - - - - - - - IdleBlend - ShootBlend - 0 - + + MovementBlend + ActionBlend + - + - IdlePrimary - IdleSecondary - 0 + Fire + Reload + 1 - + - IdleAssaultRifleU - - 1 - true + ReloadSwitchU + 0.5 + false - + - IdleSecWepU - - 1 - true + ShootFastRifleU + false @@ -1257,31 +985,35 @@ - + - ShootPrimary - ShootSecondary + Idle + Run 0 - + - ShootFastRifleU - - 1 + IdleAssaultRifleU + + true + true - + - ShootSecWepFastU + IdleAssaultRifleU + + true + true @@ -1291,6 +1023,19 @@ + + + + AimRifleA + + 0.10000000149011612 + false + true + + + + + @@ -1327,12 +1072,12 @@ - Insert name here + Fonts/DroidSans.ttf,100 - + diff --git a/resources/Schema/Entities/PlayerAssaultFallbackBlue.xml b/resources/Schema/Entities/PlayerAssaultFallbackBlue.xml deleted file mode 100644 index 9650cfe8..00000000 --- a/resources/Schema/Entities/PlayerAssaultFallbackBlue.xml +++ /dev/null @@ -1,698 +0,0 @@ - - - - - - - - - - - - - - - - - - 5 - - - - - - - - - - - - - - - - - 0.10000000149011612 - 300 - - - - - - - - - - Models/Widgets/Camera.mesh - false - - - - - - - - - - - - - - - - - - - Textures/Weapons/Crosshair/SmallThickHoleDot.png - - false - - - - - - - - - - - - Schema/Entities/HitMarker.xml - - - - - - - - - - - - - - 1 - - - - - Textures/HealthHUD3.png - - - - - - - - - - - - - - - - - - - - - - - Textures/Core/White.png - - false - - - - - - - - - - - - - - - - Textures/Core/White.png - - false - - - - - - - - - - - - - - - - Textures/Core/White.png - - false - - - - - - - - - - - - - - - - - - - Textures/Core/White.png - - false - - - - - - - - - - - 0.0 - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - - - - - 1 - - - - 100/100 - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - 2 - - - - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - 3 - - - - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - 4 - - - 1 - - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - 1 - - - - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - - 1 - - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - - - - - - - - - - - - - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - - - - Models/Widgets/Arrows/Arrow5.mesh - - - - - - - - - - - - - - - - - - - - Idle - 1.8348644854054612 - 1 - - - - - Models/Characters/Assault/Test/FirstPerson.mesh - - - - - - - - - R_Arm_Weapon_Joint - - - AssaultWeapon - - - Schema/Entities/WeaponAssaultBlueView.xml - - - - - - - - - - - - R_Arm_Weapon_Joint - - - SidearmWeapon - - - Schema/Entities/SidearmWeaponView.xml - - - - - - - - - - - - - - - - 0.10000000149011612 - 300 - - - Models/Widgets/Camera.mesh - false - - - - - - - - - - - - IdleF - 1 - - - - - AimRifle - - - - - - Models/Characters/Assault/AssaultBlue.mesh - - - - - - - - - R_Arm_Weapon_Joint - - - AssaultWeapon - - - - - - Schema/Entities/WeaponAssaultBlueWorld.xml - - - - - - - - - - - - R_Arm_Weapon_Joint - - - SidearmWeapon - - - - - - Schema/Entities/SidearmWeaponWorld.xml - - - - - - - - - - - - - - Models/Core/UnitCube.mesh - - false - - - - - - - - - - - - Models/Core/UnitCube.mesh - - false - - - - - - - - - - - Insert name here - Fonts/DroidSans.ttf,100 - - - - - - - - - - - - - - Textures/Icons/Arrow.png - - false - - - - - 50 - true - - - - - - - - - - - - Schema/Entities/DefenderShield.xml - - - - - - - - - - diff --git a/resources/Schema/Entities/PlayerAssaultFallbackRed.xml b/resources/Schema/Entities/PlayerAssaultFallbackRed.xml deleted file mode 100644 index a32988c7..00000000 --- a/resources/Schema/Entities/PlayerAssaultFallbackRed.xml +++ /dev/null @@ -1,698 +0,0 @@ - - - - - - - - - - - - - - - - - - 5 - - - - - - - - - - - - - - - - - 0.10000000149011612 - 300 - - - - - - - - - - Models/Widgets/Camera.mesh - false - - - - - - - - - - - - - - - - - - - Textures/Weapons/Crosshair/SmallThickHoleDot.png - - false - - - - - - - - - - - - Schema/Entities/HitMarker.xml - - - - - - - - - - - - - - 1 - - - - - Textures/HealthHUD3.png - - - - - - - - - - - - - - - - - - - - - - - Textures/Core/White.png - - false - - - - - - - - - - - - - - - - Textures/Core/White.png - - false - - - - - - - - - - - - - - - - Textures/Core/White.png - - false - - - - - - - - - - - - - - - - - - - Textures/Core/White.png - - false - - - - - - - - - - - 0.0 - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - - - - - 1 - - - - 100/100 - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - 2 - - - - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - 3 - - - - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - 4 - - - 1 - - - - 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- - - - - - - - - - - IdleF - 1 - - - - - AimRifle - - - - - - Models/Characters/Assault/AssaultRed.mesh - - - - - - - - - R_Arm_Weapon_Joint - - - AssaultWeapon - - - - - - Schema/Entities/WeaponAssaultRedWorld.xml - - - - - - - - - - - - R_Arm_Weapon_Joint - - - SidearmWeapon - - - - - - Schema/Entities/SidearmWeaponWorld.xml - - - - - - - - - - - - - - Models/Core/UnitCube.mesh - - false - - - - - - - - - - - - Models/Core/UnitCube.mesh - - false - - - - - - - - - - - Insert name here - Fonts/DroidSans.ttf,100 - - - - - - - - - - - - - - Textures/Icons/Arrow.png - - false - - - - - 50 - true - - - - - - - - - - - - Schema/Entities/DefenderShield.xml - - - - - - - - - - diff --git a/resources/Schema/Entities/PlayerAssaultRed.xml b/resources/Schema/Entities/PlayerAssaultRed.xml deleted file mode 100644 index a198196e..00000000 --- a/resources/Schema/Entities/PlayerAssaultRed.xml +++ /dev/null @@ -1,1375 +0,0 @@ - - - - - - - - - - 0.5 - - - - - - - - - - - - - - - 5 - - - - - - - - - - - - - 0.10000000149011612 - 300 - - - - - - - - - - Models/Widgets/Camera.mesh - false - - - - - - - - - - - - - - - - - - - Textures/Weapons/Crosshair/SmallThickHoleDot.png - - false - - - - - - - - - - - - Schema/Entities/HitMarker.xml - - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - - - - 2 - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - - - - 3 - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - 1 - - - - 4 - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - - - - 1 - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - 1 - - - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - - - - - - - - - - - - - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - - - - - - - - - Models/Widgets/Arrows/Arrow5.mesh - - - - - - - - - - - - - - - - - - - - - 1 - - - - 100/100 - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - - 1 - - - - - Textures/HealthHUD3.png - - - - - - - - - - - - - - - - - - - - - - - - Textures/Icons/Boosts/Assault-01.png - - false - - - - - - - - - - - - - - - - - Textures/Icons/Boosts/Defender-01.png - - false - - - - - - - - - - - - - - - - - Textures/Icons/Boosts/Sniper-01.png - - false - - - - - - - - - - - - - - - - - - - - Textures/Icons/Abilities/Superman-01.png - - false - - - - - - - - - - - - - 0.0 - Fonts/DroidSans.ttf,64 - - false - - - - - - - - - - - - - - - - - - - MovementBlend - FinalBlend - - - Models/Characters/Assault/FirstPersonAssaultRed.mesh - - - - - - - - R_Arm_Weapon_Joint - - - AssaultWeapon - - - Schema/Entities/WeaponAssaultRedView.xml - - - - - - - - - - - Models/Weapons/Red/AssaultWeaponRed.mesh - - - - - - - - - - - - - - Schema/Entities/RayRed.xml - - - - - - - - - - - - Schema/Entities/ReloadEffectView.xml - - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - - - - - - - - 32 - Fonts/DroidSans.ttf,64 - - - - PlayerAssault - AssaultWeapon - MagazineAmmo - - - - - - - - - - - 320 - Fonts/DroidSans.ttf,64 - - - - PlayerAssault - AssaultWeapon - Ammo - - - - - - - - - - - - - - - - - - - - R_Arm_Weapon_Joint - - - SidearmWeapon - - - Schema/Entities/SidearmWeaponView.xml - - - - - - - - - - - - BlendTreeAssaultWeapon - BlendTreeSecondaryWeapon - 0 - true - - - - - - - - Fire - Reload - 0 - true - - - - - - - - ShootRifleF - 1 - false - - - - - - - - - ReloadSwitchF - 1 - false - - - - - - - - - - - - - - - - - - - Idle - Run - 0 - true - - - - - - - - RunF - 1 - true - true - - - - - - - - - IdleF - 1 - true - true - - - - - - - - - - - - - - - 0.10000000149011612 - 300 - - - Models/Widgets/Camera.mesh - false - - - - - - - - - - - - BlendTreeAim - BlendTreeAssault - - - - - Models/Characters/Assault/AssaultRed.mesh - - true - - - - - - - - R_Arm_Weapon_Joint - - - AssaultWeapon - - - - - - Schema/Entities/WeaponAssaultRedWorld.xml - - - - - - - - - - - - R_Arm_Weapon_Joint - - - SidearmWeapon - - - - - - Schema/Entities/SidearmWeaponWorld.xml - - - - - - - - - - - - AimPrimary - AimSecondary - 0 - true - - - - - - - - AimSecWepA - - false - true - - - - - - - - - AimRifleA - - false - true - - - - - - - - - - - ReloadSwitchBlend - FinalMovementBlend - - - - - - - - StandCrouchBlend - JumpDashBlend - 2.5146881298480398e-63 - true - - - - - - - - StandMovement - CrouchMovement - 0 - true - - - - - - - - MovementBlend - Idle - 1 - - - - - - - - Walk - StrafeLRBlend - 0 - - - - - - - - Left - Right - 0.033793529385008014 - - - - - - - - CrouchStrafeLeftF - - 1 - true - - - - - - - - - CrouchStrafeRightF - - 1 - true - - - - - - - - - - - CrouchWalkF - - 1 - true - - - - - - - - - - - CrouchF - - 1 - - - - - - - - - - - MovementBlend - Idle - 1 - - - - - - - - RunWalkBlend - StrafeLRBlend - 2.4565650245976452e-16 - - - - - - - - Left - Right - 0.033793529385008014 - - - - - - - - StrafeLeftF - - 1 - true - - - - - - - - - StrafeRightF - - 1 - true - - - - - - - - - - - Walk - Run - 1.2938206818383024e-24 - - - - - - - - WalkF - - 1 - true - - - - - - - - - RunF - - 1 - true - - - - - - - - - - - - - IdleF - - 1 - true - - - - - - - - - - - - - Jump - DashBlend - 1 - true - - - - - - - - JumpF - - 1 - false - - - - - - - - - DashFBBlend - DashLRBlend - 0.014621149736541383 - - - - - - - - DashForward - DashBackward - 0.014363533804961248 - - - - - - - - DashForwardF - - 2 - false - - - - - - - - - DashBackwardF - - 2 - false - - - - - - - - - - - DashLeft - DashRight - 4.3244885367500671e-16 - - - - - - - - DashLeftF - - 2 - false - - - - - - - - - DashRightF - - 2 - false - - - - - - - - - - - - - - - - - ReloadSwitch - WeaponActionBlend - 1 - true - - - - - - - - ReloadSwitchU - - 1 - - - - - - - - - IdleBlend - ShootBlend - 0 - - - - - - - - IdlePrimary - IdleSecondary - 0 - - - - - - - - IdleAssaultRifleU - - 1 - true - - - - - - - - - IdleSecWepU - - 1 - true - - - - - - - - - - - ShootPrimary - ShootSecondary - 0 - - - - - - - - ShootFastRifleU - - 1 - - - - - - - - - ShootSecWepFastU - - - - - - - - - - - - - - - - - - - Models/Core/UnitCube.mesh - - false - - - - - - - - - - - - Models/Core/UnitCube.mesh - - false - - - - - - - - - - - Insert name here - Fonts/DroidSans.ttf,100 - - - - - - - - - - - - - - Textures/Icons/Arrow.png - - false - - - - - 50 - true - - - - - - - - - - - - Schema/Entities/DefenderShield.xml - - - - - - - - - - diff --git a/resources/Schema/Entities/PlayerDefenderBlue.xml b/resources/Schema/Entities/PlayerDefenderBlue.xml index c3bfc074..24bfee2b 100644 --- a/resources/Schema/Entities/PlayerDefenderBlue.xml +++ b/resources/Schema/Entities/PlayerDefenderBlue.xml @@ -2,6 +2,7 @@ + diff --git a/resources/Schema/Entities/PlayerRed.xml b/resources/Schema/Entities/PlayerRed.xml index c46b9d79..9fa7be05 100644 --- a/resources/Schema/Entities/PlayerRed.xml +++ b/resources/Schema/Entities/PlayerRed.xml @@ -2,6 +2,7 @@ + diff --git a/resources/Schema/Entities/QualityAssurance.xml b/resources/Schema/Entities/QualityAssurance.xml index 04cc288a..8b88404a 100644 --- a/resources/Schema/Entities/QualityAssurance.xml +++ b/resources/Schema/Entities/QualityAssurance.xml @@ -3,7 +3,7 @@ - 4.7473226580121377 + 3.6154132075906489 @@ -11,6 +11,104 @@ + + + + + + + + + + + + + + + Models/Characters/Assault/AssaultAnimated.mesh + + + + + + + + + + + + + + Models/Characters/Assault/AssaultAnimated.mesh + + + + + + + + + Animation test + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + Models/Core/UnitCylinder.mesh + + + + + + + + + + + + + + + + + + + + 0.5 + + + + + + + + + + + + + + Models/Characters/Assault/AssaultAnimated.mesh + + + + + + + + + + + + + @@ -43,7 +141,7 @@ - + @@ -96,115 +194,11 @@ - + - - - - - - - - - - - - - - - - - Models/Characters/Assault/AssaultAnimated.mesh - - - - - - - - - - - - - - - - Models/Characters/Assault/AssaultAnimated.mesh - - - - - - - - - Animation test - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - Models/Core/UnitCylinder.mesh - - - - - - - - - - - - - - - - - - - - 0.5 - - - - - - - - - - - - - - - - Models/Characters/Assault/AssaultAnimated.mesh - - - - - - - - - - - - - @@ -228,7 +222,7 @@ - + @@ -292,7 +286,7 @@ - + @@ -324,7 +318,7 @@ - + @@ -395,15 +389,15 @@ - - - Schema/Entities/Player.xml - + + + Schema/Entities/Player.xml + @@ -465,15 +459,15 @@ - - - Schema/Entities/Player.xml - + + + Schema/Entities/Player.xml + @@ -619,8 +613,8 @@ - + @@ -674,7 +668,7 @@ - + @@ -721,7 +715,7 @@ - + @@ -781,7 +775,7 @@ - + @@ -828,7 +822,7 @@ - + @@ -874,7 +868,7 @@ - + @@ -921,7 +915,7 @@ - + @@ -968,7 +962,7 @@ - + @@ -1023,22 +1017,22 @@ + 15 - 15 + + + + + Models/Core/UnitCube.mesh true - - - - - @@ -1054,8 +1048,8 @@ - + @@ 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Fonts/DroidSans.ttf,64 + false @@ -2540,20 +2546,20 @@ + + + + + 2 Models/Weapons/Blue/AssaultWeaponBlue.mesh - - - - - + - diff --git a/resources/Schema/Entities/ReloadEffectView.xml b/resources/Schema/Entities/ReloadEffectView.xml index ca7e6e1a..8aa6b8ec 100644 --- a/resources/Schema/Entities/ReloadEffectView.xml +++ b/resources/Schema/Entities/ReloadEffectView.xml @@ -1,20 +1,20 @@ - + - 2 + 1 - true - - - true - + + + 1 + true Models/Weapons/Blue/AssaultWeaponBlue.mesh + true diff --git a/resources/Schema/Entities/ScoreBoard.xml b/resources/Schema/Entities/ScoreBoard.xml index ce612800..b3798e72 100644 --- a/resources/Schema/Entities/ScoreBoard.xml +++ b/resources/Schema/Entities/ScoreBoard.xml @@ -2,6 +2,7 @@ + diff --git a/resources/Schema/Entities/ServerIdentity.xml b/resources/Schema/Entities/ServerIdentity.xml new file mode 100644 index 00000000..3c47e045 --- /dev/null +++ b/resources/Schema/Entities/ServerIdentity.xml @@ -0,0 +1,122 @@ + + + + + + + + + + + + + + + + + + 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Schema/Entities/SidearmWeaponWorld.xml + + + + + + + + + + + + AimPrimary + AimSecondary + 0 + true + + + + + + + + AimSecWepA + + false + true + + + + + + + + + AimRifleA + + false + true + + + + + + + + + + + ReloadSwitchBlend + FinalMovementBlend + + + + + + + + StandCrouchBlend + JumpDashBlend + 2.5146881298480398e-63 + true + + + + + + + + StandMovement + CrouchMovement + 0 + true + + + + + + + + MovementBlend + Idle + 1 + + + + + + + + Walk + StrafeLRBlend + 0 + + + + + + + + Left + Right + 0.033793529385008014 + + + + + + + + CrouchStrafeLeftF + + true + + + + + + + + + CrouchStrafeRightF + + true + + + + + + + + + + + CrouchWalkF + + true + + + + + + + + + + + CrouchF + + + + + + + + + + + + MovementBlend + Idle + 1 + + + + + + + + RunWalkBlend + StrafeLRBlend + 0 + + + + + + + + Walk + Run + 1 + + + + + + + + WalkF + + true + + + + + + + + + RunF + + true + true + + + + + + + + + + + Left + Right + 0.033793529385008014 + + + + + + + + StrafeLeftF + + true + + + + + + + + + StrafeRightF + + true + + + + + + + + + + + + + IdleF + + true + + + + + + + + + + + + + Jump + DashBlend + 1 + true + + + + + + + + JumpF + + false + + + + + + + + + DashFBBlend + DashLRBlend + 0.014621149736541383 + + + + + + + + DashForward + DashBackward + 0.014363533804961248 + + + + + + + + DashForwardF + + 2 + false + + + + + + + + + DashBackwardF + + 2 + false + + + + + + + + + + + DashLeft + DashRight + 4.3244885367500671e-16 + + + + + + + + DashLeftF + + 2 + false + + + + + + + + + DashRightF + + 2 + false + + + + + + + + + + + + + + + + + ReloadSwitch + WeaponActionBlend + 1 + true + + + + + + + + ReloadSwitchU + + + + + + + + + + IdleBlend + ShootBlend + 0 + + + + + + + + IdlePrimary + IdleSecondary + 0 + + + + + + + + IdleAssaultRifleU + + true + + + + + + + + + IdleSecWepU + + true + + + + + + + + + + + ShootPrimary + ShootSecondary + 0 + + + + + + + + ShootFastRifleU + + + + + + + + + + ShootSecWepFastU + + + + + + + + + + + + + + + + diff --git a/resources/Schema/Entities/WeaponAssaultBlueView.xml b/resources/Schema/Entities/WeaponAssaultBlueView.xml index 9b10618b..49015151 100644 --- a/resources/Schema/Entities/WeaponAssaultBlueView.xml +++ b/resources/Schema/Entities/WeaponAssaultBlueView.xml @@ -1,44 +1,139 @@ - + + + MovementBlend + ActionBlend + - Models/Weapons/Blue/AssaultWeaponBlue.mesh + Models/Characters/Assault/FirstPersonAssaultBlue.mesh - + - - Schema/Entities/RayBlue.xml - - - - - - - - - - - - Schema/Entities/ReloadEffectView.xml - + + Fire + Reload + 0 + true + - + + + + + ReloadSwitchF + 0.5 + false + + + + + + + + + ShootRifleF + false + + + + + + - + + + Idle + Run + 0 + true + + + + + + + + RunF + true + true + + + + + + + + + IdelF + true + true + + + + + + + + + + + R_Arm_Weapon_Joint + + + Models/Weapons/Blue/AssaultWeaponBlue.mesh + - - + + - + + + + Schema/Entities/RayBlue.xml + + + + + + + + + + + + Schema/Entities/WeaponAssaultReloadEffectView.xml + + + + + + + + + + + R_Ammo_Joint + + true + + + + + + + + + Textures/Core/UnitHexagon.png @@ -52,7 +147,7 @@ - + @@ -65,7 +160,7 @@ - Player + AssaultWeapon MagazineAmmo @@ -83,7 +178,7 @@ - Player + AssaultWeapon Ammo @@ -98,12 +193,6 @@ - - - - - - diff --git a/resources/Schema/Entities/WeaponAssaultBlueWorld.xml b/resources/Schema/Entities/WeaponAssaultBlueWorld.xml index 9f33c8f2..cb1acae6 100644 --- a/resources/Schema/Entities/WeaponAssaultBlueWorld.xml +++ b/resources/Schema/Entities/WeaponAssaultBlueWorld.xml @@ -20,7 +20,7 @@ - + Schema/Entities/ReloadEffectWorld.xml diff --git a/resources/Schema/Entities/WeaponAssaultRedView.xml b/resources/Schema/Entities/WeaponAssaultRedView.xml deleted file mode 100644 index 0a9b65b2..00000000 --- a/resources/Schema/Entities/WeaponAssaultRedView.xml +++ /dev/null @@ -1,109 +0,0 @@ - - - - - - Models/Weapons/Red/AssaultWeaponRed.mesh - - - - - - - - - Schema/Entities/RayRed.xml - - - - - - - - - - - - Schema/Entities/ReloadEffectView.xml - - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - - - - - - - - 32 - Fonts/DroidSans.ttf,64 - - - - Player - AssaultWeapon - MagazineAmmo - - - - - - - - - - - 320 - Fonts/DroidSans.ttf,64 - - - - Player - AssaultWeapon - Ammo - - - - - - - - - - - - - - - - - - - - - diff --git a/resources/Schema/Entities/WeaponAssaultRedWorld.xml b/resources/Schema/Entities/WeaponAssaultRedWorld.xml deleted file mode 100644 index 68d78d03..00000000 --- a/resources/Schema/Entities/WeaponAssaultRedWorld.xml +++ /dev/null @@ -1,34 +0,0 @@ - - - - - - Models/Weapons/Red/AssaultWeaponRed.mesh - - - - - - - - - Schema/Entities/RayRed.xml - - - - - - - - - - - Schema/Entities/ReloadEffectWorld.xml - - - - - - - - diff --git a/resources/Schema/Entities/WeaponAssaultReloadEffectView.xml b/resources/Schema/Entities/WeaponAssaultReloadEffectView.xml new file mode 100644 index 00000000..fe33de28 --- /dev/null +++ b/resources/Schema/Entities/WeaponAssaultReloadEffectView.xml @@ -0,0 +1,54 @@ + + + + + + 2 + + + + + + + + + + + 1 + 1 + -1 + 1 + + true + + + Models/Weapons/Blue/AssaultWeaponBlue.mesh + true + + + + + + + + + 1 + + + + + 1 + + true + + + Models/Weapons/Blue/AssaultWeaponBlue.mesh + true + + + + + + + + diff --git a/resources/Schema/Entities/WeaponDefenderBlueView.xml b/resources/Schema/Entities/WeaponDefenderBlueView.xml index 24b18f68..c22e7200 100644 --- a/resources/Schema/Entities/WeaponDefenderBlueView.xml +++ b/resources/Schema/Entities/WeaponDefenderBlueView.xml @@ -1,43 +1,201 @@ - + + + MovementBlend + FinalBlend + - Models/Weapons/Blue/DefenderWeaponBlue.mesh + Models/Characters/Defender/FirstPersonDefenderBlue.mesh - + - - Schema/Entities/RayBlue.xml - - - - - - - - - - - Schema/Entities/ReloadEffectView.xml - + + ActionBlend + Shield + 0 + true + - + + + + + ActivateDeactivateShieldF + false + + + + + + + + + Fire + ReloadBlend + 0 + + + + + + + + ShootShotgunF + false + + + + + + + + + ReloadLoop + ReloadTransitionBlend + 1 + + + + + + + + ShotgunReloadTwoF + + + + + + + + + ReloadStart + ReloadEnd + 0 + + + + + + + + ShotgunReloadOneF + false + + + + + + + + + ShotgunReloadThreeF + false + + + + + + + + + + + + - + + + Idle + Run + 0 + true + + + + + + + + IdleF + true + true + + + + + + + + + RunF + true + true + + + + + + + + + + + R_Arm_Weapon_Joint + + + Models/Weapons/Blue/DefenderWeaponBlue.mesh + - - + + - + + + + Schema/Entities/RayBlue.xml + + + + + + + + + + + Schema/Entities/ReloadEffectView.xml + + + + + + + + + + + R_Ammo_Joint + true + + + + + + + + + Textures/Core/UnitHexagon.png @@ -51,38 +209,20 @@ - + - - - - 8 - Fonts/DroidSans.ttf,64 - - - - Player - DefenderWeapon - MagazineAmmo - - - - - - - - 64 + 38 Fonts/DroidSans.ttf,64 - Player + DefenderWeapon Ammo @@ -93,6 +233,24 @@ + + + + 5 + Fonts/DroidSans.ttf,64 + + + + + DefenderWeapon + MagazineAmmo + + + + + + + diff --git a/resources/Schema/Entities/aaaatestremoveme.xml b/resources/Schema/Entities/aaaatestremoveme.xml deleted file mode 100644 index 8da40b58..00000000 --- a/resources/Schema/Entities/aaaatestremoveme.xml +++ /dev/null @@ -1,39 +0,0 @@ - - - - - - - - - - - - Models/Core/Unithexagon.mesh - - - - - - - - - - - - - - - - - - - 2.2000000476837158 - - - - - - - - diff --git a/resources/Schema/Entities/aim_rays.xml b/resources/Schema/Entities/aim_rays.xml deleted file mode 100644 index 1d953bf1..00000000 --- a/resources/Schema/Entities/aim_rays.xml +++ /dev/null @@ -1,265 +0,0 @@ - - - - - - - - - - - - - - models/core/unitcube.mesh - - - - - - - - - - - - - - - models/core/unitcube.mesh - - - - - - - - - - - - - - - - - - - - - - - - models/core/unitcube.mesh - - - - - - - - - - - - - - - models/core/unitcube.mesh - - - - - - - - - - - - - - - models/core/unitcube.mesh - - - - - - - - - - - - - - - - - - - Schema/Entities/Player.xml - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Schema/Entities/Player.xml - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - models/core/unitcube.mesh - - - - - - - - - - - - - -15 - - - - - - - - - - - - Models\Core\UnitCube.mesh - - true - - - - - - - - - - - - - 15 - - - - 1 - - - - - - - - - Models\Core\UnitCube.mesh - - true - - - - - - - - - - - diff --git a/resources/Schema/Entities/awdawd b/resources/Schema/Entities/awdawd deleted file mode 100644 index d8dacb54..00000000 --- a/resources/Schema/Entities/awdawd +++ /dev/null @@ -1,23 +0,0 @@ - - - - - - - L_Foot - true - - - Models/Core/UnitCube.mesh - - - - - - - - - - - - diff --git a/resources/Schema/Entities/ble b/resources/Schema/Entities/ble deleted file mode 100644 index 6518ee5b..00000000 --- a/resources/Schema/Entities/ble +++ /dev/null @@ -1,145 +0,0 @@ - - - - - - 0.30000001192092896 - 3 - - - - - - - - - - - - - - - - - 0 - - - Models/Widgets/Lights/DirectionalLightWidget.mesh - - - - - - - - - - - - - 8 - 0.60000002384185791 - - - - - - - - - - - - - - - 5 - Models/Characters/Defender/DefenderBlue.mesh - - - - - - - - R_Arm_Weapon_Joint - - - Models/Weapons/Blue/AssaultWeaponBlue.mesh - - - - - - - - - - - AimPrimary - AimSecondary - 0 - - - - - - - - - - - - - - - - - - - - - - - - - - - Models/Core/UnitPlane.mesh - - - - - - - - - - - - 8 - 0.60000002384185791 - - - - - - - - - - - 8 - 0.80000001192092896 - - - - - - - - - - - - diff --git a/resources/Schema/Types/Entity.xsd b/resources/Schema/Types/Entity.xsd index 4865b936..c0ac15aa 100644 --- a/resources/Schema/Types/Entity.xsd +++ b/resources/Schema/Types/Entity.xsd @@ -68,6 +68,9 @@ + + + diff --git a/resources/Shaders/CombineTexture.frag.glsl b/resources/Shaders/CombineTexture.frag.glsl new file mode 100644 index 00000000..fd4acaac --- /dev/null +++ b/resources/Shaders/CombineTexture.frag.glsl @@ -0,0 +1,31 @@ +#version 430 + +layout (binding = 0) uniform sampler2D Texture0; +layout (binding = 1)uniform sampler2D Texture1; + + +in VertexData{ + vec2 TextureCoordinate; +}Input; + +out vec4 sceneColor; +out vec4 bloomColor; + +void main() +{ + vec4 texel0 = texture(Texture0, Input.TextureCoordinate); + vec4 texel1 = texture(Texture1, Input.TextureCoordinate); + float texel1_total = (texel1.r + texel1.g + texel1.b) * texel1.a; + texel1_total = ceil(clamp(texel1_total, 0, 1)); + + vec4 result0 = texel0 * (1.0 - texel1_total); + vec4 result1 = texel1 * texel1_total; + + //vec4 final = texel1 * texel1_total + texel0 * (1.0 - texel1_total); + //float res = 1.0 - texel1_total; + //vec4 final = vec4(texel1_total, texel1_total, texel1_total, 1.0); + sceneColor = result1; + bloomColor = vec4(0.0, 0.0, 0.0, 0.0); +} + + diff --git a/resources/Shaders/CombineTexture.vert.glsl b/resources/Shaders/CombineTexture.vert.glsl new file mode 100644 index 00000000..346bc141 --- /dev/null +++ b/resources/Shaders/CombineTexture.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/FillDepthBuffer.vert.glsl b/resources/Shaders/FillDepthBuffer.vert.glsl index ff849790..e8f6838d 100644 --- a/resources/Shaders/FillDepthBuffer.vert.glsl +++ b/resources/Shaders/FillDepthBuffer.vert.glsl @@ -1,8 +1,6 @@ #version 430 -uniform mat4 M; -uniform mat4 V; -uniform mat4 P; +uniform mat4 PVM; layout(location = 0) in vec3 Position; layout(location = 5) in vec4 BoneIndices; @@ -15,7 +13,7 @@ out VertexData{ void main() { - gl_Position = P * V * M * vec4(Position, 1.0); + gl_Position = PVM * vec4(Position, 1.0); Output.Position = Position; } \ No newline at end of file diff --git a/resources/Shaders/FillDepthBufferSkinned.vert.glsl b/resources/Shaders/FillDepthBufferSkinned.vert.glsl index ce2a142d..a1ad5c14 100644 --- a/resources/Shaders/FillDepthBufferSkinned.vert.glsl +++ b/resources/Shaders/FillDepthBufferSkinned.vert.glsl @@ -1,8 +1,6 @@ #version 430 -uniform mat4 M; -uniform mat4 V; -uniform mat4 P; +uniform mat4 PVM; uniform mat4 Bones[100]; @@ -27,7 +25,7 @@ void main() + BoneWeights[3] * Bones[int(BoneIndices[3])]; } - gl_Position = P*V*M*boneTransform * vec4(Position, 1.0); + gl_Position = PVM*boneTransform * vec4(Position, 1.0); Output.Position = vec3(0.0); } \ No newline at end of file diff --git a/resources/Shaders/ForwardPlus.frag.glsl b/resources/Shaders/ForwardPlus.frag.glsl index 8f0f7deb..91d362c0 100644 --- a/resources/Shaders/ForwardPlus.frag.glsl +++ b/resources/Shaders/ForwardPlus.frag.glsl @@ -2,6 +2,7 @@ #define MIN_AMBIENT_LIGHT 0.3 +uniform mat4 VM; uniform mat4 M; uniform mat4 V; uniform mat4 P; @@ -11,7 +12,7 @@ uniform vec2 ScreenDimensions; uniform vec4 FillColor; uniform vec4 AmbientColor; uniform float FillPercentage; -uniform float GlowIntensity = 10; +uniform float GlowIntensity; uniform vec3 CameraPosition; uniform int SSAOQuality; @@ -131,7 +132,7 @@ 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 = V * M * vec4(Input.Position, 1.0); + vec4 position = VM * vec4(Input.Position, 1.0); vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture); normal = normalize(normal); //vec4 normal = normalize(V * vec4(Input.Normal, 0.0)); @@ -182,6 +183,7 @@ void main() color_result += FillColor; } sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1)); + //sceneColor = CommonUniforms.testColour; //sceneColor = vec4(reflectionColor.xyz, 1); color_result.xyz += glowTexel.xyz*GlowIntensity; diff --git a/resources/Shaders/ForwardPlus.vert.glsl b/resources/Shaders/ForwardPlus.vert.glsl index 26686222..ce251c00 100644 --- a/resources/Shaders/ForwardPlus.vert.glsl +++ b/resources/Shaders/ForwardPlus.vert.glsl @@ -1,5 +1,6 @@ #version 430 - +uniform mat4 PVM; +uniform mat4 TIM; uniform mat4 M; uniform mat4 V; uniform mat4 P; @@ -22,8 +23,8 @@ out VertexData{ void main() { - gl_Position = P*V*M * vec4(Position, 1.0); - mat4 TIM = transpose(inverse(M)); + gl_Position = PVM * vec4(Position, 1.0); + //mat4 TIM = transpose(inverse(M)); Output.Position = Position; Output.TextureCoordinate = TextureCoords; Output.Normal = vec3(TIM * vec4(Normal, 0.0)); diff --git a/resources/Shaders/ForwardPlusShieldCheck.frag.glsl b/resources/Shaders/ForwardPlusShieldCheck.frag.glsl index 5995facb..6fcbf881 100644 --- a/resources/Shaders/ForwardPlusShieldCheck.frag.glsl +++ b/resources/Shaders/ForwardPlusShieldCheck.frag.glsl @@ -2,6 +2,7 @@ #define MIN_AMBIENT_LIGHT 0.3 +uniform mat4 VM; uniform mat4 M; uniform mat4 V; uniform mat4 P; @@ -11,7 +12,7 @@ uniform vec2 ScreenDimensions; uniform vec4 FillColor; uniform vec4 AmbientColor; uniform float FillPercentage; -uniform float GlowIntensity = 10; +uniform float GlowIntensity; uniform vec3 CameraPosition; uniform int SSAOQuality; @@ -138,7 +139,7 @@ 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 = V * M * vec4(Input.Position, 1.0); + vec4 position = VM * vec4(Input.Position, 1.0); vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture); normal = normalize(normal); //vec4 normal = normalize(V * vec4(Input.Normal, 0.0)); diff --git a/resources/Shaders/ForwardPlusSkinned.vert.glsl b/resources/Shaders/ForwardPlusSkinned.vert.glsl index 5fd55a8c..0d959caa 100644 --- a/resources/Shaders/ForwardPlusSkinned.vert.glsl +++ b/resources/Shaders/ForwardPlusSkinned.vert.glsl @@ -1,5 +1,7 @@ #version 430 +uniform mat4 PVM; +uniform mat4 TIM; uniform mat4 M; uniform mat4 V; uniform mat4 P; @@ -34,7 +36,7 @@ void main() + BoneWeights[3] * Bones[int(BoneIndices[3])]; } - gl_Position = P*V*M*boneTransform * vec4(Position, 1.0); + gl_Position = PVM*boneTransform * vec4(Position, 1.0); Output.Position = (boneTransform * vec4(Position, 1.0)).xyz; Output.TextureCoordinate = TextureCoords; diff --git a/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl b/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl index c67a9c99..e0c73e70 100644 --- a/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl +++ b/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl @@ -2,6 +2,7 @@ #define MIN_AMBIENT_LIGHT 0.3 +uniform mat4 VM; uniform mat4 M; uniform mat4 V; uniform mat4 P; @@ -189,7 +190,7 @@ void main() GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3); vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3, SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3); - vec4 position = V * M * vec4(Input.Position, 1.0); + 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); diff --git a/resources/Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl b/resources/Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl index d61726fe..a26d85f5 100644 --- a/resources/Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl +++ b/resources/Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl @@ -2,6 +2,7 @@ #define MIN_AMBIENT_LIGHT 0.3 +uniform mat4 VM; uniform mat4 M; uniform mat4 V; uniform mat4 P; @@ -190,7 +191,7 @@ void main() GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3); vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3, SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3); - vec4 position = V * M * vec4(Input.Position, 1.0); + 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); diff --git a/resources/Shaders/Gaussian_horiz.frag.glsl b/resources/Shaders/Gaussian_horiz.frag.glsl index 6a9572c2..8a306ec2 100644 --- a/resources/Shaders/Gaussian_horiz.frag.glsl +++ b/resources/Shaders/Gaussian_horiz.frag.glsl @@ -14,11 +14,15 @@ uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.01 void main() { vec2 tex_offset = 1.0 / textureSize2D(Texture, 0); - vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0]; - + vec3 center = texture(Texture, Input.TextureCoordinate).rgb; + vec3 result = center * weight[0]; for(int i = 1; i < 5; ++i) { - result += texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0)).rgb * weight[i]; - result += texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0)).rgb * weight[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)); + result += eastFragments.rgb * weight[i] * eastFragments.a; + result += westFragments.rgb * weight[i] * westFragments.a; + result += center * weight[i] * (1.0 - westFragments.a); + result += center * weight[i] * (1.0 - eastFragments.a); } fragmentColor = vec4(result, 1.0); } \ No newline at end of file diff --git a/resources/Shaders/Gaussian_vert.frag.glsl b/resources/Shaders/Gaussian_vert.frag.glsl index 8b0e861a..921ba55a 100644 --- a/resources/Shaders/Gaussian_vert.frag.glsl +++ b/resources/Shaders/Gaussian_vert.frag.glsl @@ -14,11 +14,15 @@ uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.01 void main() { vec2 tex_offset = 1.0 / textureSize2D(Texture, 0); - vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0]; - + vec3 center = texture(Texture, Input.TextureCoordinate).rgb; + vec3 result = center * weight[0]; for(int i = 1; i < 5; ++i) { - result += texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i)).rgb * weight[i]; - result += texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i)).rgb * weight[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)); + result += northFragments.rgb * weight[i] * northFragments.a; + result += southFragments.rgb * weight[i] * southFragments.a; + result += center * weight[i] * (1.0 - northFragments.a); + result += center * weight[i] * (1.0 - southFragments.a); } fragmentColor = vec4(result, 1.0); } \ No newline at end of file diff --git a/resources/Shaders/Picking.vert.glsl b/resources/Shaders/Picking.vert.glsl index f888cd16..00013383 100644 --- a/resources/Shaders/Picking.vert.glsl +++ b/resources/Shaders/Picking.vert.glsl @@ -1,8 +1,5 @@ #version 430 - -uniform mat4 M; -uniform mat4 V; -uniform mat4 P; +uniform mat4 PVM; layout(location = 0) in vec3 Position; layout(location = 1) in vec3 Normal; @@ -16,6 +13,6 @@ out VertexData{ void main() { - gl_Position = P*V*M * vec4(Position, 1.0); + gl_Position = PVM * vec4(Position, 1.0); Output.Position = Position, 1.0; } \ No newline at end of file diff --git a/resources/Shaders/PickingSkinned.vert.glsl b/resources/Shaders/PickingSkinned.vert.glsl index 205a8fdd..4d72fa49 100644 --- a/resources/Shaders/PickingSkinned.vert.glsl +++ b/resources/Shaders/PickingSkinned.vert.glsl @@ -1,8 +1,5 @@ #version 430 - -uniform mat4 M; -uniform mat4 V; -uniform mat4 P; +uniform mat4 PVM; uniform mat4 Bones[100]; layout(location = 0) in vec3 Position; @@ -27,6 +24,6 @@ void main() + BoneWeights[3] * Bones[int(BoneIndices[3])]; } - gl_Position = P*V*M*boneTransform * vec4(Position, 1.0); + gl_Position = PVM*boneTransform * vec4(Position, 1.0); Output.Position = (boneTransform * vec4(Position, 1.0)).xyz; } \ No newline at end of file diff --git a/resources/Shaders/Sprite.frag.glsl b/resources/Shaders/Sprite.frag.glsl index 754be6ac..abad7df1 100644 --- a/resources/Shaders/Sprite.frag.glsl +++ b/resources/Shaders/Sprite.frag.glsl @@ -3,8 +3,6 @@ uniform vec4 Color; uniform vec4 FillColor; uniform float FillPercentage; -uniform mat4 M; -uniform mat4 V; uniform mat4 P; layout (binding = 1) uniform sampler2D DiffuseTexture; @@ -35,7 +33,8 @@ void main() sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1)); //bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0); - bloomColor = vec4(1.0, 1.0, 1.0, 0.0); + bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1)); + //bloomColor = vec4(1.0, 1.0, 1.0, 0.0); } diff --git a/resources/Shaders/Sprite.vert.glsl b/resources/Shaders/Sprite.vert.glsl index c09d745b..82c4c9bb 100644 --- a/resources/Shaders/Sprite.vert.glsl +++ b/resources/Shaders/Sprite.vert.glsl @@ -1,8 +1,6 @@ #version 430 -uniform mat4 M; -uniform mat4 V; -uniform mat4 P; +uniform mat4 PVM; layout(location = 0) in vec3 Position; layout(location = 1) in vec3 Normal; @@ -17,7 +15,7 @@ out VertexData{ void main() { - gl_Position = P * V * M * vec4(Position, 1.0); + gl_Position = PVM* vec4(Position, 1.0); Output.Position = Position; Output.TextureCoordinate = TextureCoords; diff --git a/resources/Shaders/Util/CommonUniforms.glsl b/resources/Shaders/Util/CommonUniforms.glsl new file mode 100644 index 00000000..de6700ae --- /dev/null +++ b/resources/Shaders/Util/CommonUniforms.glsl @@ -0,0 +1,6 @@ +vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap) +{ + mat3 TBN = mat3(tangent, bitangent, normal); + vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0); + return vec4(TBN * normalize(NormalMap), 0.0); +} \ No newline at end of file diff --git a/src/Engine/Core/EntityWrapper.cpp b/src/Engine/Core/EntityWrapper.cpp index cba90ded..a85127ad 100644 --- a/src/Engine/Core/EntityWrapper.cpp +++ b/src/Engine/Core/EntityWrapper.cpp @@ -3,7 +3,7 @@ const EntityWrapper EntityWrapper::Invalid = EntityWrapper(nullptr, EntityID_Invalid); -const std::string EntityWrapper::Name() +const std::string EntityWrapper::Name() const { return World->GetName(ID); } diff --git a/src/Engine/GUI/ButtonSystem.cpp b/src/Engine/GUI/ButtonSystem.cpp index b28c0119..44c8a13c 100644 --- a/src/Engine/GUI/ButtonSystem.cpp +++ b/src/Engine/GUI/ButtonSystem.cpp @@ -40,7 +40,7 @@ bool ButtonSystem::OnMousePress(const Events::MousePress& e) //You have clicked on a button entity, send pressed event. if (m_World->HasComponent(m_PickData.Entity, "InputCmdButton")) { Events::InputCommand eInputCmd; - eInputCmd.PlayerID = LocalPlayer.ID; + eInputCmd.PlayerID = -1; eInputCmd.Player = LocalPlayer; EntityWrapper button = EntityWrapper(m_World, m_PickData.Entity); eInputCmd.Command = (std::string)button["InputCmdButton"]["Command"]; @@ -68,7 +68,7 @@ bool ButtonSystem::OnMouseRelease(const Events::MouseRelease& e) if (m_World->HasComponent(m_PickData.Entity, "InputCmdButton")) { Events::InputCommand eInputCmd; - eInputCmd.PlayerID = LocalPlayer.ID; + eInputCmd.PlayerID = -1; eInputCmd.Player = LocalPlayer; EntityWrapper button = EntityWrapper(m_World, m_PickData.Entity); eInputCmd.Command = (std::string)button["InputCmdButton"]["Command"]; diff --git a/src/Engine/GUI/MainMenuSystem.cpp b/src/Engine/GUI/MainMenuSystem.cpp deleted file mode 100644 index f8bf032b..00000000 --- a/src/Engine/GUI/MainMenuSystem.cpp +++ /dev/null @@ -1,57 +0,0 @@ -#include "GUI/MainMenuSystem.h" - -MainMenuSystem::MainMenuSystem(SystemParams params, IRenderer* renderer) - : System(params) - , ImpureSystem() - , m_Renderer(renderer) -{ - EVENT_SUBSCRIBE_MEMBER(m_EPressed, &MainMenuSystem::OnButtonPress); - EVENT_SUBSCRIBE_MEMBER(m_EReleased, &MainMenuSystem::OnButtonRelease); - EVENT_SUBSCRIBE_MEMBER(m_EClicked, &MainMenuSystem::OnButtonClick); -} - -void MainMenuSystem::Update(double dt) -{ - -} - -bool MainMenuSystem::OnButtonClick(const Events::ButtonClicked& e) -{ - if(e.EntityName == "Play") { - //Run play code - } else if(e.EntityName == "Connect") { - //Run connect code - } else if(e.EntityName == "Host") { - //Run host code - } else if(e.EntityName == "Quit") { - printf("No, you stay"); - } else if (e.EntityName == "Res1080") { - glfwSetWindowSize(m_Renderer->Window(), 1920, 1080); - printf("\n1080"); - } else if (e.EntityName == "Res720") { - glfwSetWindowSize(m_Renderer->Window(), 1280, 720); - glViewport(0, 0, 1280, 720); - printf("\n720"); - } else if (e.EntityName == "Res480") { - glfwSetWindowSize(m_Renderer->Window(), 854, 480); - glViewport(0, 0, 854, 480); - printf("\n480"); - } else if (e.EntityName == "FullScreen") { - printf("No fullscreen for now"); - } - - return true; -} - -bool MainMenuSystem::OnButtonRelease(const Events::ButtonReleased& e) -{ - - return true; -} - -bool MainMenuSystem::OnButtonPress(const Events::ButtonPressed& e) -{ - - return true; -} - diff --git a/src/Engine/Input/InputProxy.cpp b/src/Engine/Input/InputProxy.cpp index 6c3591e3..662aea52 100644 --- a/src/Engine/Input/InputProxy.cpp +++ b/src/Engine/Input/InputProxy.cpp @@ -45,7 +45,7 @@ void InputProxy::Update(double dt) } } -void InputProxy::Process() +void InputProxy::Process(bool suppressNewEvents /*= false*/) { for (auto& pair : m_CommandHandlers) { const std::string& command = pair.first; @@ -62,8 +62,10 @@ void InputProxy::Process() e.PlayerID = -1; e.Command = command; e.Value = currentValue; - m_EventBroker->Publish(e); - //LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID); + if (!suppressNewEvents || e.Value == 0) { + m_EventBroker->Publish(e); + //LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID); + } m_LastCommandValues[command] = currentValue; } } @@ -78,8 +80,10 @@ void InputProxy::Process() e.Value += value; } //e.Value = std::max(-1.f, std::min(e.Value, 1.f)); - m_EventBroker->Publish(e); - //LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID); + if (!suppressNewEvents || e.Value == 0) { + m_EventBroker->Publish(e); + //LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID); + } } m_CommandQueue.clear(); } diff --git a/src/Engine/Network/Client.cpp b/src/Engine/Network/Client.cpp index 9c494cae..9caabdab 100644 --- a/src/Engine/Network/Client.cpp +++ b/src/Engine/Network/Client.cpp @@ -35,6 +35,7 @@ void Client::Connect(std::string address, int port) EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &Client::OnDoubleJump); EVENT_SUBSCRIBE_MEMBER(m_EDashAbility, &Client::OnDashAbility); EVENT_SUBSCRIBE_MEMBER(m_ESearchForServers, &Client::OnSearchForServers); + EVENT_SUBSCRIBE_MEMBER(m_EConnectRequest, &Client::OnConnectRequest); auto config = ResourceManager::Load("Config.ini"); m_Address = address; if (address.empty()) { @@ -85,7 +86,10 @@ void Client::Update() if (m_SearchingForServers) { if (m_SearchingTime < (1000* (std::clock() - m_StartSearchTime) / (double)CLOCKS_PER_SEC)) { m_SearchingForServers = false; - displayServerlist(); + //displayServerlist(); + Events::DisplayServerlist e; + e.Serverlist = m_Serverlist; + m_EventBroker->Publish(e); } } @@ -457,29 +461,25 @@ void Client::parseSnapshot(Packet& packet) void Client::disconnect() { + removeWorld(); m_IsConnected = false; m_PreviousPacketID = 0; m_PacketID = 0; Packet packet(MessageType::Disconnect, m_SendPacketID); m_Reliable.Send(packet); m_Reliable.Disconnect(); + createMainMenu(); } bool Client::OnInputCommand(const Events::InputCommand & e) { - // TEMP - if (e.Command == "SearchForServers" && e.Value > 0) { - Events::SearchForServers e; - m_EventBroker->Publish(e); - } - if (e.PlayerID != -1) { return false; } if (e.Command == "ConnectToServer") { // Connect for now if (e.Value > 0) { - m_Reliable.Connect(m_PlayerName, m_Address, m_Port); + //m_Reliable.Connect(m_PlayerName, m_Address, m_Port); m_Unreliable.Connect(m_PlayerName, m_Address, m_Port); } //LOG_DEBUG("Client::OnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID); @@ -552,12 +552,28 @@ bool Client::OnDashAbility(const Events::DashAbility& e) return true; } + +bool Client::OnConnectRequest(const Events::ConnectRequest& e) +{ + removeWorld(); + if (m_Reliable.Connect(m_PlayerName, e.IP, e.Port)) { + // The client sent a successful connect message + return true; + + } else { + // The client could not send a successful connect message + createMainMenu(); + // Load the main menu again ? + return false; + } + return false; +} + bool Client::OnSearchForServers(const Events::SearchForServers& e) { m_SearchingForServers = true; m_StartSearchTime = std::clock(); m_Serverlist.clear(); - LOG_INFO("Searching for LAN servers...\n"); Packet packet(MessageType::ServerlistRequest); m_ServerlistRequest.Broadcast(packet, 13); // TODO: Config return true; @@ -688,6 +704,25 @@ void Client::popNetworkSegmentOfHeader(Packet & packet) packet.ReadPrimitive(); } +void Client::removeWorld() +{ + std::vector childrenToBeDeleted; + auto rootEntites = m_World->GetDirectChildren(EntityID_Invalid); + for (auto it = rootEntites.first; it != rootEntites.second; it++) { + childrenToBeDeleted.push_back(it->second); + } + for (int i = 0; i < childrenToBeDeleted.size(); ++i) { + m_World->DeleteEntity(childrenToBeDeleted[i]); + } +} + + +void Client::createMainMenu() +{ + auto entityFile = ResourceManager::Load("Schema/Entities/StartMenu.xml"); + entityFile->MergeInto(m_World); +} + bool Client::clientServerMapsHasEntity(EntityID clientEntityID) { if (m_ClientIDToServerID.find(clientEntityID) != m_ClientIDToServerID.end()) { diff --git a/src/Engine/Network/Server.cpp b/src/Engine/Network/Server.cpp index 7ccfcd96..ce96427b 100644 --- a/src/Engine/Network/Server.cpp +++ b/src/Engine/Network/Server.cpp @@ -7,6 +7,8 @@ Server::Server(World* world, EventBroker* eventBroker, int port) ConfigFile* config = ResourceManager::Load("Config.ini"); snapshotInterval = 1000 * config->Get("Networking.SnapshotInterval", 0.05f); pingIntervalMs = config->Get("Networking.PingIntervalMs", 1000); + m_ServerName = config->Get("Networking.Name", "Unnamed"); + // Subscribe to events EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Server::OnInputCommand); EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Server::OnPlayerSpawned); @@ -67,9 +69,7 @@ void Server::Update() localArea.Endpoint = boost::asio::ip::udp::endpoint(); m_ServerlistRequest.Receive(packet, localArea); if (packet.GetMessageType() == MessageType::ServerlistRequest) { - packet.ReadPrimitive(); // Pop size - packet.ReadPrimitive(); // Pop MsgType - packet.ReadPrimitive(); // Pop packet ID + popNetworkSegmentOfHeader(packet); int port = packet.ReadPrimitive(); std::string address = localArea.Endpoint.address().to_string(); parseServerlistRequest(boost::asio::ip::udp::endpoint(boost::asio::ip::address().from_string(address), port)); @@ -411,7 +411,7 @@ void Server::parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint) Packet packet(MessageType::ServerlistRequest); packet.WriteString(m_Reliable.Address()); packet.WritePrimitive(m_Reliable.Port()); - packet.WriteString("SERVERNAME"); + packet.WriteString(m_ServerName); packet.WritePrimitive(m_ConnectedPlayers.size()); m_ServerlistRequest.Send(packet); } @@ -642,22 +642,7 @@ void Server::parsePlayerTransform(Packet& packet) bool Server::shouldSendToClient(EntityWrapper childEntity) { - auto children = m_World->GetDirectChildren(childEntity.ID); - for (auto it = children.first; it != children.second; it++) { - EntityWrapper child(m_World, it->second); - if (child.HasComponent("CapturePoint") || child.HasComponent("HealthPickup") - || child.HasComponent("AmmoPickup")) { - return true; - } - } - return childEntity.HasComponent("Player") - || childEntity.FirstParentWithComponent("Player").Valid() - || childEntity.HasComponent("CapturePoint") - || childEntity.HasComponent("HealthPickup") - || childEntity.HasComponent("AmmoPickup") - || childEntity.HasComponent("ScoreScreen") - || childEntity.FirstParentWithComponent("ScoreScreen").Valid() - || childEntity.FirstParentWithComponent("CapturePoint").Valid(); + return childEntity.HasComponent("NetworkComponent") || childEntity.FirstParentWithComponent("NetworkComponent").Valid(); } PlayerID Server::getPlayerIDFromEndpoint() diff --git a/src/Engine/Network/TCPClient.cpp b/src/Engine/Network/TCPClient.cpp index b3aa7d1b..df9c159a 100644 --- a/src/Engine/Network/TCPClient.cpp +++ b/src/Engine/Network/TCPClient.cpp @@ -10,7 +10,7 @@ TCPClient::~TCPClient() { } -void TCPClient::Connect(std::string playerName, std::string address, int port) +bool TCPClient::Connect(std::string playerName, std::string address, int port) { if (m_Socket) { if (m_IsConnected) { @@ -19,6 +19,7 @@ void TCPClient::Connect(std::string playerName, std::string address, int port) Send(packet); LOG_INFO("Connect message sent again!"); } + return true; } else if (!m_IsConnected) { boost::system::error_code error = boost::asio::error::host_not_found; @@ -34,11 +35,13 @@ void TCPClient::Connect(std::string playerName, std::string address, int port) packet.WriteString(playerName); Send(packet); LOG_INFO("Connect message sent!"); + return true; } // If error else { m_Socket->close(); m_Socket = nullptr; + return false; } } } diff --git a/src/Engine/Network/UDPClient.cpp b/src/Engine/Network/UDPClient.cpp index dbc4d979..a6b51541 100644 --- a/src/Engine/Network/UDPClient.cpp +++ b/src/Engine/Network/UDPClient.cpp @@ -8,14 +8,15 @@ UDPClient::UDPClient() UDPClient::~UDPClient() { } -void UDPClient::Connect(std::string playerName, std::string address, int port) +bool UDPClient::Connect(std::string playerName, std::string address, int port) { if (m_Socket) { - return; + return false; } m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address().from_string(address), port); m_Socket = boost::shared_ptr(new boost::asio::ip::udp::socket(m_IOService)); m_Socket->open(boost::asio::ip::udp::v4()); + return true; } void UDPClient::Disconnect() @@ -25,24 +26,61 @@ void UDPClient::Disconnect() void UDPClient::Receive(Packet& packet) { - // int bytesRead = readBuffer(); - //if (bytesRead > 0) { - // packet.ReconstructFromData(m_ReadBuffer, bytesRead); - //} + int bytesRead = readBuffer(); + if (bytesRead > 0) { + packet.ReconstructFromData(m_ReadBuffer, bytesRead); + } } void UDPClient::ReceivePackets() { - readBuffer(); + readPartOfPacket(); } - int UDPClient::readBuffer() { if (!m_Socket) { return 0; } boost::system::error_code error; + // Read size of packet + m_Socket->receive(boost + ::asio::buffer((void*)m_ReadBuffer, sizeof(int)), + boost::asio::ip::udp::socket::message_peek, error); + int sizeOfPacket = 0; + memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int)); + if (sizeOfPacket > m_Socket->available()) { + LOG_WARNING("UDPClient::readBuffer(): We haven't got the whole packet yet."); + //return 0; + } + // if the buffer is to small increase the size of it + if (sizeOfPacket > m_BufferSize) { + delete[] m_ReadBuffer; + m_ReadBuffer = new char[sizeOfPacket]; + m_BufferSize = sizeOfPacket; + } + + size_t availableData = m_Socket->available(); + // Read the rest of the message + size_t bytesReceived = m_Socket->receive_from(boost + ::asio::buffer((void*)(m_ReadBuffer), + sizeOfPacket), + m_ReceiverEndpoint, 0, error); + if (error) { + //LOG_ERROR("receive: %s", error.message().c_str()); + } + if (sizeOfPacket > 1000000) + LOG_WARNING("The packets received are bigger than 1MB"); + + return bytesReceived; +} + +void UDPClient::readPartOfPacket() +{ + if (!m_Socket) { + return; + } + boost::system::error_code error; // Peek header m_Socket->receive(boost ::asio::buffer((void*)m_ReadBuffer, 5 * sizeof(int)), @@ -51,7 +89,7 @@ int UDPClient::readBuffer() int sizeOfPacket = 0; memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int)); if (sizeOfPacket == 0) { - return 0; + return; } int packetGroup = 0; memcpy(&packetGroup, m_ReadBuffer + sizeof(int), sizeof(int)); @@ -80,7 +118,7 @@ int UDPClient::readBuffer() // Might want to do this earlier when i figure out a good way to // remove data from network buffer. if (hasReceivedPacket(packetGroup, packetGroupIndex)) { - return 0; + return; } //std::map>>> packetSegmentMap; // If group exists @@ -89,7 +127,7 @@ int UDPClient::readBuffer() } else { // Create group and add element m_PacketSegmentMap[packetGroup].push_back(std::make_pair(packetGroupIndex, std::move(packetData))); } - return bytesReceived; + return; } bool UDPClient::hasReceivedPacket(int packetGroup, int groupIndex) @@ -154,9 +192,9 @@ bool UDPClient::GetNextPacket(Packet & packet) continue; } if (headerInfoPacket.GetMessageType() == MessageType::Snapshot && lastReceivedSnapshotGroup > headerInfoPacket.Group()) { - it = m_PacketSegmentMap.erase(it); - continue; - //LOG_INFO("Deleted old entry"); + it = m_PacketSegmentMap.erase(it); + continue; + //LOG_INFO("Deleted old entry"); } if (currentVector.size() == groupSize) { std::sort(currentVector.begin(), currentVector.end()); diff --git a/src/Engine/Rendering/AnimationSystem.cpp b/src/Engine/Rendering/AnimationSystem.cpp index 005778e7..93a603a7 100644 --- a/src/Engine/Rendering/AnimationSystem.cpp +++ b/src/Engine/Rendering/AnimationSystem.cpp @@ -4,6 +4,8 @@ AnimationSystem::AnimationSystem(SystemParams params) : System(params) { EVENT_SUBSCRIBE_MEMBER(m_EAutoAnimationBlend, &AnimationSystem::OnAutoAnimationBlend); + EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &AnimationSystem::OnEntityDeleted); + EVENT_SUBSCRIBE_MEMBER(m_ESetBlendWeight, &AnimationSystem::OnSetBlendWeight); } void AnimationSystem::Update(double dt) @@ -122,16 +124,16 @@ void AnimationSystem::UpdateAnimations(double dt) } } - void AnimationSystem::UpdateWeights(double dt) { - for (auto& autoBlendQueue : m_AutoBlendQueues) { - - if(autoBlendQueue.second.HasActiveBlendJob()) { - AutoBlendQueue::AutoBlendJob& blendJob = autoBlendQueue.second.GetActiveBlendJob(); - - std::shared_ptr blendTree = autoBlendQueue.second.GetBlendTree(); - + for (auto it = m_AutoBlendQueues.begin(); it != m_AutoBlendQueues.end(); ) { + LOG_INFO("%s", it->first.Name().c_str()); + it->second.PrintQueue(); + + if(it->second.HasActiveBlendJob()) { + AutoBlendQueue::AutoBlendJob& blendJob = it->second.GetActiveBlendJob(); + LOG_INFO("%s", blendJob.RootNode.Name().c_str()); + std::shared_ptr blendTree = it->second.GetBlendTree(); if (blendTree != nullptr) { if (blendJob.Duration != 0.0) { blendJob.BlendInfo.progress = glm::clamp(blendJob.CurrentTime / blendJob.Duration, 0.0, 1.0); @@ -140,10 +142,17 @@ void AnimationSystem::UpdateWeights(double dt) } blendJob.BlendInfo = blendTree->AutoBlendStep(blendJob.BlendInfo); + } else { + it = m_AutoBlendQueues.erase(it); + } + it++; + } else { + if (it->second.Empty()) { + it = m_AutoBlendQueues.erase(it); + } else { + it++; } - } - } } @@ -177,46 +186,163 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e) return false; } + EntityWrapper subTreeRoot; - EntityWrapper subTreeRoot = blendTree->GetSubTreeRoot(e.NodeName); + if (e.SingleLevelBlend) { + subTreeRoot = blendTree->GetSubTreeRoot(e.NodeName); - if (!subTreeRoot.Valid()) { - return false; - } + if (!subTreeRoot.Valid()) { + return false; + } - AutoBlendQueue::AutoBlendJob abj; - abj.AnimationEntity = e.AnimationEntity; - abj.CurrentTime = 0.0; - abj.Delay = e.Delay; - abj.Duration = e.Duration; - abj.RootNode = e.RootNode; + AutoBlendQueue::AutoBlendJob abj; + abj.AnimationEntity = e.AnimationEntity; + abj.CurrentTime = 0.0; + abj.Delay = e.Delay; + abj.Duration = e.Duration; + abj.RootNode = e.RootNode; - abj.BlendInfo.NodeName = e.NodeName; - abj.BlendInfo.progress = 0.0; - abj.BlendInfo.Start = e.Start; - abj.BlendInfo.SingleBlend = e.SingleLevelBlend; - abj.BlendInfo.Weight = e.Weight; + abj.BlendInfo.NodeName = e.NodeName; + abj.BlendInfo.progress = 0.0; + abj.BlendInfo.Start = e.Start; + abj.BlendInfo.SingleBlend = e.SingleLevelBlend; + abj.BlendInfo.Weight = e.Weight; - EntityWrapper nodeEntity = subTreeRoot.FirstChildByName(e.NodeName); // more than one - if (nodeEntity.Valid()) { - if (nodeEntity.HasComponent("Animation")) { - const Skeleton::Animation* animation = skeleton->GetAnimation(nodeEntity["Animation"]["AnimationName"]); - (bool&)nodeEntity["Animation"]["Reverse"] = e.Reverse; + std::vector animationEntities = blendTree->GetEntitesByName(e.NodeName); // more than one + for(auto entity : animationEntities) + if (entity.Valid()) { + if (entity.HasComponent("Animation")) { + const Skeleton::Animation* animation = skeleton->GetAnimation(entity["Animation"]["AnimationName"]); + (bool&)entity["Animation"]["Reverse"] = e.Reverse; - if (e.Restart) { - if (animation != nullptr) { - if (e.Restart) { - if (e.Reverse) { - (double&)nodeEntity["Animation"]["Time"] = animation->Duration; - } else { - (double&)nodeEntity["Animation"]["Time"] = 0.0; + if (e.Restart) { + if (animation != nullptr) { + if (e.Restart) { + if (e.Reverse) { + (double&)entity["Animation"]["Time"] = animation->Duration; + } else { + (double&)entity["Animation"]["Time"] = 0.0; + } } } } } } + m_AutoBlendQueues[subTreeRoot].Insert(abj); + } else { + std::vector subtreeroots = blendTree->GetSingleLevelRoots(e.NodeName); + + for(auto entity : subtreeroots) { + subTreeRoot = entity; + + if (!subTreeRoot.Valid()) { + return false; + } + + AutoBlendQueue::AutoBlendJob abj; + abj.AnimationEntity = e.AnimationEntity; + abj.CurrentTime = 0.0; + abj.Delay = e.Delay; + abj.Duration = e.Duration; + abj.RootNode = e.RootNode; + + abj.BlendInfo.NodeName = e.NodeName; + abj.BlendInfo.progress = 0.0; + abj.BlendInfo.Start = e.Start; + abj.BlendInfo.SingleBlend = e.SingleLevelBlend; + abj.BlendInfo.Weight = e.Weight; + m_AutoBlendQueues[subTreeRoot].Insert(abj); + } + + std::vector animationEntities = blendTree->GetEntitesByName(e.NodeName); // more than one + for (auto entity : animationEntities) + if (entity.Valid()) { + if (entity.HasComponent("Animation")) { + const Skeleton::Animation* animation = skeleton->GetAnimation(entity["Animation"]["AnimationName"]); + (bool&)entity["Animation"]["Reverse"] = e.Reverse; + + if (e.Restart) { + if (animation != nullptr) { + if (e.Restart) { + if (e.Reverse) { + (double&)entity["Animation"]["Time"] = animation->Duration; + } else { + (double&)entity["Animation"]["Time"] = 0.0; + } + } + } + } + } + } } - m_AutoBlendQueues[subTreeRoot].Insert(abj); + + return true; } + +bool AnimationSystem::OnEntityDeleted(Events::EntityDeleted& e) +{ + EntityWrapper entity = EntityWrapper(m_World, e.DeletedEntity); + + if (entity.HasComponent("Model")) { + Model* model; + try { + model = ResourceManager::Load<::Model, true>(entity["Model"]["Resource"]); + } catch (const std::exception&) { + return false; + } + + Skeleton* skeleton = model->m_RawModel->m_Skeleton; + if (skeleton == nullptr) { + return false; + } + + if (skeleton->BlendTrees.find(entity) != skeleton->BlendTrees.end()) { + skeleton->BlendTrees.erase(entity); + } + + + } + +} + +bool AnimationSystem::OnSetBlendWeight(Events::SetBlendWeight& e) +{ + if (!e.RootNode.Valid()) { + return false; + } + + if (!e.RootNode.HasComponent("Model")) { + return false; + } + + Model* model; + try { + model = ResourceManager::Load<::Model, true>((std::string)e.RootNode["Model"]["Resource"]); + } catch (const std::exception&) { + return false; + } + + Skeleton* skeleton = model->m_RawModel->m_Skeleton; + if (skeleton == nullptr) { + return false; + } + + std::shared_ptr blendTree; + if (skeleton->BlendTrees.find(e.RootNode) != skeleton->BlendTrees.end()) { + blendTree = skeleton->BlendTrees.at(e.RootNode); + } else { + return false; + } + + if(e.Weight >= 0 && e.Weight <= 1) { + + blendTree->SetWeightByName(e.NodeName, e.Weight); + + return true; + } else { + return false; + } + +} diff --git a/src/Engine/Rendering/AutoBlendQueue.cpp b/src/Engine/Rendering/AutoBlendQueue.cpp index cafb7ee5..f4a854ec 100644 --- a/src/Engine/Rendering/AutoBlendQueue.cpp +++ b/src/Engine/Rendering/AutoBlendQueue.cpp @@ -38,11 +38,14 @@ void AutoBlendQueue::Insert(AutoBlendJob autoBlendJob) double animationSpeed = (double)autoBlendJob.AnimationEntity["Animation"]["Speed"]; double animationTime = (double)autoBlendJob.AnimationEntity["Animation"]["Time"]; - - if ((bool)autoBlendJob.AnimationEntity["Animation"]["Reverse"]) { - AnimationDuration = (animation->Duration * animationSpeed) - (animation->Duration - animationTime); + if (animationSpeed != 0) { + if ((bool)autoBlendJob.AnimationEntity["Animation"]["Reverse"]) { + AnimationDuration = (animation->Duration / animationSpeed) - (animation->Duration - animationTime); + } else { + AnimationDuration = (animation->Duration / animationSpeed) - animationTime; + } } else { - AnimationDuration = (animation->Duration * animationSpeed) - animationTime; + return; } blendNode.StartTime += AnimationDuration; @@ -75,7 +78,6 @@ void AutoBlendQueue::Insert(AutoBlendJob autoBlendJob) } } - m_BlendQueue.clear(); m_BlendQueue.push_back(blendNode); } @@ -124,7 +126,7 @@ bool AutoBlendQueue::HasActiveBlendJob() try { model = ResourceManager::Load<::Model, true>(blendJob.RootNode["Model"]["Resource"]); } catch (const std::exception&) { - m_BlendQueue.pop_front(); + //m_BlendQueue.pop_front(); return HasActiveBlendJob(); } diff --git a/src/Engine/Rendering/BlendTree.cpp b/src/Engine/Rendering/BlendTree.cpp index 29bbe7e6..ca22cd74 100644 --- a/src/Engine/Rendering/BlendTree.cpp +++ b/src/Engine/Rendering/BlendTree.cpp @@ -2,11 +2,8 @@ BlendTree::BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton) { - m_Skeleton = skeleton; - - if (ModelEntity.HasComponent("Animation")) { const Skeleton::Animation* animation = skeleton->GetAnimation(ModelEntity["Animation"]["AnimationName"]); if (animation == nullptr) { @@ -217,7 +214,6 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo) } } } - return blendInfo; } @@ -270,7 +266,7 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo) currentNode = currentNode->Parent; if (blendInfo.SingleBlend) { - break; + return blendInfo;; } } } else if(goalNodes.size() >= 2) { @@ -331,9 +327,11 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo) lastNode = currentNode; currentNode = currentNode->Parent; + if (blendInfo.SingleBlend) { + return blendInfo; + } } } - } return blendInfo; @@ -427,6 +425,55 @@ EntityWrapper BlendTree::GetSubTreeRoot(std::string nodeName) return subTreeRoots.front()->Entity; } + +std::vector BlendTree::GetSingleLevelRoots(std::string name) +{ + std::vector nodes = FindNodesByName(name); + std::vector entities; + + for (auto it = nodes.begin(); it != nodes.end(); it++) { + Node* currentNode = (*it)->Parent; + + if(currentNode->Entity.Valid()) { + entities.push_back(currentNode->Entity); + } + } + + return entities; +} + + +std::vector BlendTree::GetEntitesByName(std::string name) +{ + std::vector nodes = FindNodesByName(name); + std::vector entities; + + for (auto it = nodes.begin(); it != nodes.end(); it++) { + Node* currentNode = (*it); + + if (currentNode->Entity.Valid()) { + entities.push_back(currentNode->Entity); + } + } + + return entities; +} + + +void BlendTree::SetWeightByName(std::string name, double weight) +{ + std::vector nodes = FindNodesByName(name); + + for (auto node : nodes) { + EntityWrapper entity = node->Entity; + + if(entity.HasComponent("Blend")) { + entity["Blend"]["Weight"] = weight; + node->Weight = weight; + } + } +} + void BlendTree::Blend(std::map& pose) { Node* currentNode; diff --git a/src/Engine/Rendering/BlurHUD.cpp b/src/Engine/Rendering/BlurHUD.cpp new file mode 100644 index 00000000..8fdb7f1a --- /dev/null +++ b/src/Engine/Rendering/BlurHUD.cpp @@ -0,0 +1,282 @@ +#include "Rendering/BlurHUD.h" + +BlurHUD::BlurHUD(IRenderer* renderer) + : m_Renderer(renderer) +{ + InitializeShaderPrograms(); + InitializeBuffers(); + InitializeTextures(); +} + +void BlurHUD::InitializeTextures() +{ + m_BlackTexture = CommonFunctions::TryLoadResource("Textures/Core/Black.png"); + m_ScreenQuad = ResourceManager::Load("Models/Core/ScreenQuad.mesh"); +} + +void BlurHUD::InitializeShaderPrograms() +{ + m_GaussianProgram_horiz = ResourceManager::Load("##GaussianProgramHoriz"); + if (m_GaussianProgram_horiz->GetHandle() == 0) { + m_GaussianProgram_horiz->AddShader(std::shared_ptr(new VertexShader("Shaders/Gaussian_horiz.vert.glsl"))); + m_GaussianProgram_horiz->AddShader(std::shared_ptr(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl"))); + m_GaussianProgram_horiz->Compile(); + m_GaussianProgram_horiz->BindFragDataLocation(0, "fragmentColor"); + m_GaussianProgram_horiz->Link(); + } + + m_GaussianProgram_vert = ResourceManager::Load("##GaussianProgramVert"); + if (m_GaussianProgram_vert->GetHandle() == 0) { + m_GaussianProgram_vert->AddShader(std::shared_ptr(new VertexShader("Shaders/Gaussian_vert.vert.glsl"))); + m_GaussianProgram_vert->AddShader(std::shared_ptr(new FragmentShader("Shaders/Gaussian_vert.frag.glsl"))); + m_GaussianProgram_vert->Compile(); + m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor"); + m_GaussianProgram_vert->Link(); + } + m_FillDepthStencilProgram = ResourceManager::Load("#FillDepthStencilProgram"); + if (m_FillDepthStencilProgram->GetHandle() == 0) { + m_FillDepthStencilProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/FillDepthBuffer.vert.glsl"))); + m_FillDepthStencilProgram->Compile(); + m_FillDepthStencilProgram->Link(); + } + m_CombineTexturesProgram = ResourceManager::Load("#CombineTexturesProgram"); + if (m_CombineTexturesProgram->GetHandle() == 0) { + m_CombineTexturesProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/CombineTexture.vert.glsl"))); + m_CombineTexturesProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/CombineTexture.frag.glsl"))); + m_CombineTexturesProgram->Compile(); + m_CombineTexturesProgram->BindFragDataLocation(0, "sceneColor"); + m_CombineTexturesProgram->BindFragDataLocation(1, "bloomColor"); + m_CombineTexturesProgram->Link(); + } + GLERROR("Creating DepthFill program"); +} + +void BlurHUD::InitializeBuffers() +{ + glm::vec2 res = glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glm::vec2 res2 = glm::vec2(m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality); + + + CommonFunctions::GenerateTexture(&m_DepthStencil_horiz, GL_CLAMP_TO_BORDER, GL_NEAREST, + res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8); + CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_NEAREST, + res2, GL_RGBA16F, GL_RGBA, GL_FLOAT); + + if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) { + m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr(new Texture2D(&m_DepthStencil_horiz, GL_DEPTH_STENCIL_ATTACHMENT))); + m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0))); + } + m_GaussianFrameBuffer_horiz.Generate(); + + CommonFunctions::GenerateTexture(&m_DepthStencil_vert, GL_CLAMP_TO_BORDER, GL_NEAREST, + res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8); + CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_NEAREST, + res2, GL_RGBA16F, GL_RGBA, GL_FLOAT); + + if (m_GaussianFrameBuffer_vert.GetHandle() == 0) { + m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr(new Texture2D(&m_DepthStencil_vert, GL_DEPTH_STENCIL_ATTACHMENT))); + m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0))); + } + m_GaussianFrameBuffer_vert.Generate(); + + CommonFunctions::GenerateTexture(&m_CombinedTexture, GL_CLAMP_TO_BORDER, GL_NEAREST, + res, GL_RGB16F, GL_RGB, GL_FLOAT); + + if (m_CombinedTextureBuffer.GetHandle() == 0) { + m_CombinedTextureBuffer.AddResource(std::shared_ptr(new Texture2D(&m_CombinedTexture, GL_COLOR_ATTACHMENT0))); + } + m_CombinedTextureBuffer.Generate(); +} + + +void BlurHUD::ClearBuffer() +{ + GLERROR("PRE"); + m_GaussianFrameBuffer_horiz.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); + 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); + m_GaussianFrameBuffer_vert.Unbind(); + + m_CombinedTextureBuffer.Bind(); + glClearColor(0.f, 0.f, 0.f, 0.f); + glClear(GL_COLOR_BUFFER_BIT); + m_CombinedTextureBuffer.Unbind(); + GLERROR("END"); +} + +//Returns the finished blurred texture +GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene) +{ + GLERROR("DrawBloomPass::Draw: Pre"); + + FillStencil(scene); + + RenderState state; + state.Disable(GL_BLEND); + state.Disable(GL_DEPTH_TEST); + state.Disable(GL_CULL_FACE); + + state.Enable(GL_STENCIL_TEST); + state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + state.StencilFunc(GL_EQUAL, 1, 0xFF); + state.StencilMask(0x00); + state.DepthMask(GL_FALSE); + state.Enable(GL_SCISSOR_TEST); + + GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle(); + GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle(); + + //Horizontal pass, first use the given texture then save it to the horizontal framebuffer. + m_GaussianFrameBuffer_horiz.Bind(); + + glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality); + glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + + m_GaussianProgram_horiz->Bind(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, texture); + 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); + //Iterate some times to make it more gaussian. + for (int i = 1; i < m_Iterations; i++) { + //Vertical pass + m_GaussianFrameBuffer_vert.Bind(); + m_GaussianProgram_vert->Bind(); + + 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_horiz.Bind(); + m_GaussianProgram_horiz->Bind(); + + 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(); + } + + //final vertical gaussian after the iterations are done + + m_GaussianFrameBuffer_vert.Bind(); + m_GaussianProgram_vert->Bind(); + + 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); + glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + + + return m_GaussianTexture_vert; +} + + +void BlurHUD::OnWindowResize() +{ + CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality), 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_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality), GL_RGB16F, GL_RGB, GL_FLOAT); + m_GaussianFrameBuffer_horiz.Generate(); +} + +void BlurHUD::FillStencil(RenderScene& scene) +{ + RenderState state; + + state.BindFramebuffer(m_GaussianFrameBuffer_horiz.GetHandle()); + state.Disable(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); + glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality); + + m_FillDepthStencilProgram->Bind(); + + GLuint shaderHandle = m_FillDepthStencilProgram->GetHandle(); + + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + + for (auto& job : scene.Jobs.SpriteJob) { + auto spriteJob = std::dynamic_pointer_cast(job); + if (!spriteJob) { + continue; + } + if (!spriteJob->BlurBackground) { + continue; + } + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix)); + + glBindVertexArray(spriteJob->Model->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer); + glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int))); + } + + state.BindFramebuffer(m_GaussianFrameBuffer_vert.GetHandle()); + for (auto& job : scene.Jobs.SpriteJob) { + auto spriteJob = std::dynamic_pointer_cast(job); + if (!spriteJob) { + continue; + } + if(!spriteJob->BlurBackground) { + continue; + } + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix)); + + glBindVertexArray(spriteJob->Model->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer); + glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int))); + } + glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); +} + +//Texture 1 will be used if texture 2 is black at that texel, else texture 2 is used. +GLuint BlurHUD::CombineTextures(GLuint texture1, GLuint texture2) +{ + //RenderState state; + //state.BindFramebuffer(m_CombinedTextureBuffer.GetHandle()); + //state.Disable(GL_DEPTH_TEST); + //state.Disable(GL_STENCIL_TEST); + + m_CombineTexturesProgram->Bind(); + + glActiveTexture(GL_TEXTURE0); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, texture1); + glBindTexture(GL_TEXTURE_2D, texture2); + 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); + + return m_CombinedTexture; +} diff --git a/src/Engine/Rendering/BoneAttachmentSystem.cpp b/src/Engine/Rendering/BoneAttachmentSystem.cpp index 43dc8634..c1cdf0f2 100644 --- a/src/Engine/Rendering/BoneAttachmentSystem.cpp +++ b/src/Engine/Rendering/BoneAttachmentSystem.cpp @@ -50,13 +50,15 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp glm::vec4 perspective; glm::decompose(boneTransform, scale, rotation, translation, skew, perspective); - glm::vec3 angles = glm::vec3(-glm::pitch(rotation), -glm::yaw(rotation), -glm::roll(rotation)); + rotation = glm::quat((glm::vec3)entity["BoneAttachment"]["OrientationOffset"]) * rotation; + rotation = glm::inverse(rotation); + glm::vec3 angles = glm::eulerAngles(rotation); if ((bool)entity["BoneAttachment"]["InheritPosition"]) { (glm::vec3&)entity["Transform"]["Position"] = translation + (glm::vec3)entity["BoneAttachment"]["PositionOffset"]; } if ((bool)entity["BoneAttachment"]["InheritOrientation"]) { - (glm::vec3&)entity["Transform"]["Orientation"] = angles + (glm::vec3)entity["BoneAttachment"]["OrientationOffset"]; + (glm::vec3&)entity["Transform"]["Orientation"] = angles; } if ((bool)entity["BoneAttachment"]["InheritScale"]) { (glm::vec3&)entity["Transform"]["Scale"] = scale * (glm::vec3)entity["BoneAttachment"]["ScaleOffset"]; diff --git a/src/Engine/Rendering/DrawBloomPass.cpp b/src/Engine/Rendering/DrawBloomPass.cpp index 73f73cc4..4172118c 100644 --- a/src/Engine/Rendering/DrawBloomPass.cpp +++ b/src/Engine/Rendering/DrawBloomPass.cpp @@ -9,9 +9,14 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config) ChangeQuality(m_Config->Get("GLOW.Quality", 2)); } +DrawBloomPass::~DrawBloomPass() { + CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz); + CommonFunctions::DeleteTexture(&m_GaussianTexture_vert); +} + void DrawBloomPass::InitializeTextures() { - m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false); + m_BlackTexture = CommonFunctions::TryLoadResource("Textures/Core/Black.png"); } void DrawBloomPass::ChangeQuality(int quality) diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp index a610fab1..82e78437 100644 --- a/src/Engine/Rendering/DrawFinalPass.cpp +++ b/src/Engine/Rendering/DrawFinalPass.cpp @@ -12,13 +12,21 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling InitializeFrameBuffers(); } +DrawFinalPass::~DrawFinalPass(){ + CommonFunctions::DeleteTexture(&m_BloomTexture); + CommonFunctions::DeleteTexture(&m_SceneTexture); + CommonFunctions::DeleteTexture(&m_DepthBuffer); + CommonFunctions::DeleteTexture(&m_ShieldBuffer); + CommonFunctions::DeleteTexture(&m_CubeMapTexture); +} + void DrawFinalPass::InitializeTextures() { - m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false); - m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false); - m_NeutralNormalTexture = CommonFunctions::LoadTexture("Textures/Core/NeutralNormalMap.png", false); - m_GreyTexture = CommonFunctions::LoadTexture("Textures/Core/Grey.png", false); - m_ErrorTexture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false); + m_WhiteTexture = CommonFunctions::TryLoadResource("Textures/Core/White.png"); + m_BlackTexture = CommonFunctions::TryLoadResource("Textures/Core/Black.png"); + m_NeutralNormalTexture = CommonFunctions::TryLoadResource("Textures/Core/NeutralNormalMap.png"); + m_GreyTexture = CommonFunctions::TryLoadResource("Textures/Core/Grey.png"); + m_ErrorTexture = CommonFunctions::TryLoadResource("Textures/Core/ErrorTexture.png"); } void DrawFinalPass::InitializeFrameBuffers() @@ -233,7 +241,7 @@ void DrawFinalPass::InitializeShaderPrograms() } -void DrawFinalPass::Draw(RenderScene& scene) +void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass) { GLERROR("Pre"); DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle()); @@ -280,16 +288,32 @@ void DrawFinalPass::Draw(RenderScene& scene) DrawModelRenderQueuesWithShieldCheck(scene.Jobs.TransparentObjects, scene); //might need changing GLERROR("Shielded Transparent objects"); + //Generate blur texture. + delete state; + if (scene.ShouldBlur) { + //This needs to be drawn only when the full scene is being renderd, and then let be, otherwise sprite and other shit will show on it. + m_FullBlurredTexture = blurHUDPass->Draw(m_SceneTexture, scene); + } + + DrawFinalPassState* stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle()); + if(scene.ShouldBlur) { + //Combine nonblur and blur texture + stateSprite->Disable(GL_DEPTH_TEST); + stateSprite->Disable(GL_STENCIL_TEST); + m_CombinedTexture = blurHUDPass->CombineTextures(m_SceneTexture, m_FullBlurredTexture); + + } //Draw Transparen objects //state->BlendFunc(GL_ONE, GL_ONE); //state->StencilFunc(GL_EQUAL, 1, 0xFF); //DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene); GLERROR("TransparentObjects"); //state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + stateSprite->Enable(GL_DEPTH_TEST); DrawSprites(scene.Jobs.SpriteJob, scene); GLERROR("SpriteJobs"); - delete state; + delete stateSprite; GLERROR("END"); } @@ -335,6 +359,8 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& GLuint explosionSkinnedHandle = m_ExplosionEffectSkinnedProgram->GetHandle(); GLuint explosionSplatMapSkinnedHandle = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle(); GLuint forwardSplatMapSkinnedHandle = m_ForwardPlusSplatMapSkinnedProgram->GetHandle(); + GLuint lastShader = 0; + unsigned int lastModel = 0; glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO()); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO()); @@ -351,9 +377,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& case RawModel::MaterialType::SingleTextures: { if (explosionEffectJob->Model->IsSkinned()) { - - m_ExplosionEffectSkinnedProgram->Bind(); - GLERROR("Bind ExplosionEffectSkinned program"); + if (lastShader != m_ExplosionEffectSkinnedProgram->GetHandle()) { + m_ExplosionEffectSkinnedProgram->Bind(); + lastShader = m_ExplosionEffectSkinnedProgram->GetHandle(); + GLERROR("Bind ExplosionEffectSkinned program"); + glUniform1i(glGetUniformLocation(explosionSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(explosionSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(explosionSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind ExplosionEffectSkinned Uniforms"); + } //bind uniforms BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene); //bind textures @@ -373,8 +407,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& } else { - m_ExplosionEffectProgram->Bind(); - GLERROR("Bind ExplosionEffect program"); + if (lastShader != m_ExplosionEffectProgram->GetHandle()) { + m_ExplosionEffectProgram->Bind(); + lastShader = m_ExplosionEffectProgram->GetHandle(); + GLERROR("Bind ExplosionEffect program"); + glUniform1i(glGetUniformLocation(explosionHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(explosionHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(explosionHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind ExplosionEffect Uniforms"); + } //bind uniforms BindExplosionUniforms(explosionHandle, explosionEffectJob, scene); //bind textures @@ -388,8 +431,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& case RawModel::MaterialType::SplatMapping: { if (explosionEffectJob->Model->IsSkinned()) { - m_ExplosionEffectSplatMapSkinnedProgram->Bind(); - GLERROR("Bind ExplosionEffectSplatMapSkinned program"); + if (lastShader != m_ExplosionEffectSplatMapSkinnedProgram->GetHandle()) { + m_ExplosionEffectSplatMapSkinnedProgram->Bind(); + lastShader = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle(); + GLERROR("Bind ExplosionEffectSplatMapSkinned program"); + glUniform1i(glGetUniformLocation(explosionSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(explosionSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind ExplosionEffectSplatMapSkinned Uniforms"); + } //bind uniforms BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene); //bind textures @@ -405,9 +457,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& } else { - m_ExplosionEffectSplatMapProgram->Bind(); - GLERROR("Bind ExplosionEffectSplatMap program"); - //bind uniforms + if (lastShader != m_ExplosionEffectSplatMapProgram->GetHandle()) { + m_ExplosionEffectSplatMapProgram->Bind(); + lastShader = m_ExplosionEffectSplatMapProgram->GetHandle(); + GLERROR("Bind ExplosionEffectSplatMap program"); + glUniform1i(glGetUniformLocation(explosionSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(explosionSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(explosionSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind ExplosionEffectSplatMap Uniforms"); + } //bind uniforms BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene); //bind textures @@ -420,8 +480,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& glDisable(GL_CULL_FACE); //draw - glBindVertexArray(explosionEffectJob->Model->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer); + if (lastModel != explosionEffectJob->ModelID) { + glBindVertexArray(explosionEffectJob->Model->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer); + lastModel = explosionEffectJob->ModelID; + } glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int))); glEnable(GL_CULL_FACE); GLERROR("explosion effect end"); @@ -435,8 +498,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& case RawModel::MaterialType::SingleTextures: { if (modelJob->Model->IsSkinned()) { - m_ForwardPlusSkinnedProgram->Bind(); - GLERROR("Bind ForwardPlusSkinnedProgram"); + if (lastShader != m_ForwardPlusSkinnedProgram->GetHandle()) { + m_ForwardPlusSkinnedProgram->Bind(); + lastShader = m_ForwardPlusSkinnedProgram->GetHandle(); + GLERROR("Bind ForwardPlusSkinnedProgram program"); + glUniform1i(glGetUniformLocation(forwardSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(forwardSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(forwardSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind ForwardPlusSkinnedProgram Uniforms"); + } //bind uniforms BindModelUniforms(forwardSkinnedHandle, modelJob, scene); //bind textures @@ -454,8 +526,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); } else { - m_ForwardPlusProgram->Bind(); - GLERROR("Bind ForwardPlusProgram"); + if (lastShader != m_ForwardPlusProgram->GetHandle()) { + m_ForwardPlusProgram->Bind(); + lastShader = m_ForwardPlusProgram->GetHandle(); + GLERROR("Bind ForwardPlusProgram program"); + glUniform1i(glGetUniformLocation(forwardHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(forwardHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind ForwardPlusProgram Uniforms"); + } //bind uniforms BindModelUniforms(forwardHandle, modelJob, scene); //bind textures @@ -469,8 +550,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& case RawModel::MaterialType::SplatMapping: { if (modelJob->Model->IsSkinned()) { - m_ForwardPlusSplatMapSkinnedProgram->Bind(); - GLERROR("Bind SplatMap program"); + if (lastShader != m_ForwardPlusSplatMapSkinnedProgram->GetHandle()) { + m_ForwardPlusSplatMapSkinnedProgram->Bind(); + lastShader = m_ForwardPlusSplatMapSkinnedProgram->GetHandle(); + GLERROR("Bind SkinnedSplatMapProgram program"); + glUniform1i(glGetUniformLocation(forwardSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(forwardSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind SkinnedSplatMapProgram Uniforms"); + } //bind uniforms BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene); //bind textures @@ -486,8 +576,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& } else { - m_ForwardPlusSplatMapProgram->Bind(); - GLERROR("Bind SplatMap program"); + if (lastShader != m_ForwardPlusSplatMapProgram->GetHandle()) { + m_ForwardPlusSplatMapProgram->Bind(); + lastShader = m_ForwardPlusSplatMapProgram->GetHandle(); + GLERROR("Bind SplatMap program"); + glUniform1i(glGetUniformLocation(forwardSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(forwardSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(forwardSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind SplatMap Uniforms"); + } //bind uniforms BindModelUniforms(forwardSplatMapHandle, modelJob, scene); //bind textures @@ -498,8 +597,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& } } //draw - glBindVertexArray(modelJob->Model->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); + if (lastModel != modelJob->ModelID) { + glBindVertexArray(modelJob->Model->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); + lastModel = modelJob->ModelID; + } glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int))); if (GLERROR("models end")) { continue; @@ -528,6 +630,8 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::listGetHandle(); GLuint explosionSplatMapSkinnedShieldCheckHandle = m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->GetHandle(); GLuint forwardSplatMapSkinnedShieldCheckHandle = m_ForwardPlusSplatMapSkinnedShieldCheckProgram->GetHandle(); + GLuint lastShader = 0; + unsigned int lastModel = 0; glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO()); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO()); @@ -548,9 +652,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::listModel->IsSkinned()) { - - m_ExplosionEffectSkinnedShieldCheckProgram->Bind(); - GLERROR("Bind ExplosionEffectSkinned program"); + if (lastShader != m_ExplosionEffectSkinnedShieldCheckProgram->GetHandle()) { + m_ExplosionEffectSkinnedShieldCheckProgram->Bind(); + lastShader = m_ExplosionEffectSkinnedShieldCheckProgram->GetHandle(); + GLERROR("Bind ExplosionEffectSkinned program"); + glUniform1i(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind ExplosionEffectSkinned Uniforms"); + } //bind uniforms BindExplosionUniforms(explosionSkinnedShieldCheckHandle, explosionEffectJob, scene); //bind textures @@ -569,8 +681,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::listBind(); - GLERROR("Bind ExplosionEffect program"); + if (lastShader != m_ExplosionEffectShieldCheckProgram->GetHandle()) { + m_ExplosionEffectShieldCheckProgram->Bind(); + lastShader = m_ExplosionEffectShieldCheckProgram->GetHandle(); + GLERROR("Bind ExplosionEffect program"); + glUniform1i(glGetUniformLocation(explosionShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(explosionShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(explosionShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(explosionShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(explosionShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind ExplosionEffect Uniforms"); + } //bind uniforms BindExplosionUniforms(explosionShieldCheckHandle, explosionEffectJob, scene); //bind textures @@ -585,8 +706,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::listModel->IsSkinned()) { - m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Bind(); - GLERROR("Bind ExplosionEffectSplatMapSkinned program"); + if (lastShader != m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->GetHandle()) { + m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Bind(); + lastShader = m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->GetHandle(); + GLERROR("Bind ExplosionEffectSplatMapSkinned program"); + glUniform1i(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind ExplosionEffectSplatMapSkinned Uniforms"); + } //bind uniforms BindExplosionUniforms(explosionSplatMapSkinnedShieldCheckHandle, explosionEffectJob, scene); //bind textures @@ -603,9 +733,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::listBind(); - GLERROR("Bind ExplosionEffectSplatMap program"); - //bind uniforms + if (lastShader != m_ExplosionEffectSplatMapShieldCheckProgram->GetHandle()) { + m_ExplosionEffectSplatMapShieldCheckProgram->Bind(); + lastShader = m_ExplosionEffectSplatMapShieldCheckProgram->GetHandle(); + GLERROR("Bind ExplosionEffectSplatMap program"); + glUniform1i(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind ExplosionEffectSplatMap Uniforms"); + } //bind uniforms BindExplosionUniforms(explosionSplatMapShieldCheckHandle, explosionEffectJob, scene); //bind textures @@ -621,9 +759,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::listModel->IsSkinned()) { - - m_ExplosionEffectSkinnedProgram->Bind(); - GLERROR("Bind ExplosionEffectSkinned program"); + if (lastShader != m_ExplosionEffectSkinnedProgram->GetHandle()) { + m_ExplosionEffectSkinnedProgram->Bind(); + lastShader = m_ExplosionEffectSkinnedProgram->GetHandle(); + GLERROR("Bind ExplosionEffectSkinned program"); + glUniform1i(glGetUniformLocation(explosionSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(explosionSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(explosionSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind ExplosionEffectSkinned Uniforms"); + } //bind uniforms BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene); //bind textures @@ -641,8 +787,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::listBind(); - GLERROR("Bind ExplosionEffect program"); + if (lastShader != m_ExplosionEffectProgram->GetHandle()) { + m_ExplosionEffectProgram->Bind(); + lastShader = m_ExplosionEffectProgram->GetHandle(); + GLERROR("Bind ExplosionEffect program"); + glUniform1i(glGetUniformLocation(explosionHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(explosionHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(explosionHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind ExplosionEffect Uniforms"); + } //bind uniforms BindExplosionUniforms(explosionHandle, explosionEffectJob, scene); //bind textures @@ -656,8 +811,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::listModel->IsSkinned()) { - m_ExplosionEffectSplatMapSkinnedProgram->Bind(); - GLERROR("Bind ExplosionEffectSplatMapSkinned program"); + if (lastShader != m_ExplosionEffectSplatMapSkinnedProgram->GetHandle()) { + m_ExplosionEffectSplatMapSkinnedProgram->Bind(); + lastShader = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle(); + GLERROR("Bind ExplosionEffectSkinnedSplatMap program"); + glUniform1i(glGetUniformLocation(explosionSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(explosionSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind ExplosionEffectSkinnedSplatMap Uniforms"); + } //bind uniforms BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene); //bind textures @@ -673,9 +837,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::listBind(); - GLERROR("Bind ExplosionEffectSplatMap program"); - //bind uniforms + if (lastShader != m_ExplosionEffectSplatMapProgram->GetHandle()) { + m_ExplosionEffectSplatMapProgram->Bind(); + lastShader = m_ExplosionEffectSplatMapProgram->GetHandle(); + GLERROR("Bind ExplosionEffectSplatMap program"); + glUniform1i(glGetUniformLocation(explosionSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(explosionSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(explosionSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind ExplosionEffectSplatMap Uniforms"); + } //bind uniforms BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene); //bind textures @@ -689,8 +861,11 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::listModel->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer); + if (lastModel != explosionEffectJob->ModelID) { + glBindVertexArray(explosionEffectJob->Model->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer); + lastModel = explosionEffectJob->ModelID; + } glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int))); glEnable(GL_CULL_FACE); GLERROR("explosion effect end"); @@ -705,8 +880,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::listModel->IsSkinned()) { - m_ForwardPlusSkinnedShieldCheckProgram->Bind(); - GLERROR("Bind ForwardPlusSkinnedProgram"); + if (lastShader != m_ForwardPlusSkinnedShieldCheckProgram->GetHandle()) { + m_ForwardPlusSkinnedShieldCheckProgram->Bind(); + lastShader = m_ForwardPlusSkinnedShieldCheckProgram->GetHandle(); + GLERROR("Bind ForwardPlusSkinnedProgram program"); + glUniform1i(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind ForwardPlusSkinnedProgram Uniforms"); + } //bind uniforms BindModelUniforms(forwardSkinnedShieldCheckHandle, modelJob, scene); //bind textures @@ -725,8 +909,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::listBind(); - GLERROR("Bind ForwardPlusProgram"); + if (lastShader != m_ForwardPlusShieldCheckProgram->GetHandle()) { + m_ForwardPlusShieldCheckProgram->Bind(); + lastShader = m_ForwardPlusShieldCheckProgram->GetHandle(); + GLERROR("Bind ForwardPlusProgram program"); + glUniform1i(glGetUniformLocation(forwardShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(forwardShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(forwardShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(forwardShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(forwardShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind ForwardPlusProgram Uniforms"); + } //bind uniforms BindModelUniforms(forwardShieldCheckHandle, modelJob, scene); //bind textures @@ -740,8 +933,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::listModel->IsSkinned()) { - m_ForwardPlusSplatMapSkinnedShieldCheckProgram->Bind(); - GLERROR("Bind SplatMap program"); + if (lastShader != m_ForwardPlusSplatMapSkinnedShieldCheckProgram->GetHandle()) { + m_ForwardPlusSplatMapSkinnedShieldCheckProgram->Bind(); + lastShader = m_ForwardPlusSplatMapSkinnedShieldCheckProgram->GetHandle(); + GLERROR("Bind ForwardPlusProgramSplatMapSkinned program"); + glUniform1i(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind ForwardPlusProgramSplatMapSkinned Uniforms"); + } //bind uniforms BindModelUniforms(forwardSplatMapSkinnedShieldCheckHandle, modelJob, scene); //bind textures @@ -757,8 +959,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::listBind(); - GLERROR("Bind SplatMap program"); + if (lastShader != m_ForwardPlusSplatMapShieldCheckProgram->GetHandle()) { + m_ForwardPlusSplatMapShieldCheckProgram->Bind(); + lastShader = m_ForwardPlusSplatMapShieldCheckProgram->GetHandle(); + GLERROR("Bind SplatMap program"); + glUniform1i(glGetUniformLocation(forwardSplatShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(forwardSplatShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(forwardSplatShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(forwardSplatShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(forwardSplatShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind SplatMap Uniforms"); + } //bind uniforms BindModelUniforms(forwardSplatShieldCheckHandle, modelJob, scene); //bind textures @@ -774,8 +985,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::listModel->IsSkinned()) { - m_ForwardPlusSkinnedProgram->Bind(); - GLERROR("Bind ForwardPlusSkinnedProgram"); + if (lastShader != m_ForwardPlusSkinnedProgram->GetHandle()) { + m_ForwardPlusSkinnedProgram->Bind(); + lastShader = m_ForwardPlusSkinnedProgram->GetHandle(); + GLERROR("Bind ForwardPlusSkinnedProgram program"); + glUniform1i(glGetUniformLocation(forwardSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(forwardSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(forwardSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind ForwardPlusSkinnedProgram Uniforms"); + } //bind uniforms BindModelUniforms(forwardSkinnedHandle, modelJob, scene); //bind textures @@ -794,8 +1014,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::listBind(); - GLERROR("Bind ForwardPlusProgram"); + if (lastShader != m_ForwardPlusProgram->GetHandle()) { + m_ForwardPlusProgram->Bind(); + lastShader = m_ForwardPlusProgram->GetHandle(); + GLERROR("Bind ForwardPlusProgram program"); + glUniform1i(glGetUniformLocation(forwardHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(forwardHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind ForwardPlusProgram Uniforms"); + } //bind uniforms BindModelUniforms(forwardHandle, modelJob, scene); //bind textures @@ -809,8 +1038,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::listModel->IsSkinned()) { - m_ForwardPlusSplatMapSkinnedProgram->Bind(); - GLERROR("Bind SplatMap program"); + if (lastShader != m_ForwardPlusSplatMapSkinnedProgram->GetHandle()) { + m_ForwardPlusSplatMapSkinnedProgram->Bind(); + lastShader = m_ForwardPlusSplatMapSkinnedProgram->GetHandle(); + GLERROR("Bind SplatMap program"); + glUniform1i(glGetUniformLocation(forwardSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(forwardSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind SplatMap Uniforms"); + } //bind uniforms BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene); //bind textures @@ -826,8 +1064,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::listBind(); - GLERROR("Bind SplatMap program"); + if (lastShader != m_ForwardPlusSplatMapProgram->GetHandle()) { + m_ForwardPlusSplatMapProgram->Bind(); + lastShader = m_ForwardPlusSplatMapProgram->GetHandle(); + GLERROR("Bind SplatMap program"); + glUniform1i(glGetUniformLocation(forwardSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(forwardSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(forwardSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind SplatMap Uniforms"); + } //bind uniforms BindModelUniforms(forwardSplatMapHandle, modelJob, scene); //bind textures @@ -839,8 +1086,11 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::listModel->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); + if (lastModel != modelJob->ModelID) { + glBindVertexArray(modelJob->Model->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); + lastModel = modelJob->ModelID; + } glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int))); if (GLERROR("models end")) { continue; @@ -945,17 +1195,26 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list>& jobs, RenderScene& scene) { - - + GLuint shaderSkinnedHandle = m_FillDepthStencilBufferSkinnedProgram->GetHandle(); + GLuint shaderHandle = m_FillDepthStencilBufferProgram->GetHandle(); + GLuint lastShader = 0; for (auto &job : jobs) { auto modelJob = std::dynamic_pointer_cast(job); if(modelJob->Model->IsSkinned()) { - m_FillDepthStencilBufferSkinnedProgram->Bind(); - GLuint shaderHandle = m_FillDepthStencilBufferSkinnedProgram->GetHandle(); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); + if (lastShader != m_FillDepthStencilBufferSkinnedProgram->GetHandle()) { + m_FillDepthStencilBufferSkinnedProgram->Bind(); + lastShader = m_FillDepthStencilBufferSkinnedProgram->GetHandle(); + glUniform1i(glGetUniformLocation(shaderSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(shaderSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(shaderSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind Uniforms 1"); + } + + glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix)); + GLERROR("Bind PVM uniform"); std::vector frameBones; if (modelJob->BlendTree != nullptr) { @@ -966,11 +1225,19 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::listBind(); - GLuint shaderHandle = m_FillDepthStencilBufferProgram->GetHandle(); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); + if (lastShader != m_FillDepthStencilBufferProgram->GetHandle()) { + m_FillDepthStencilBufferProgram->Bind(); + lastShader = m_FillDepthStencilBufferProgram->GetHandle(); + glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind Uniforms 2"); + } + + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix)); + GLERROR("Bind PVM uniform"); } @@ -992,6 +1259,9 @@ void DrawFinalPass::DrawSprites(std::list>&jobs, Rend GLuint shaderHandle = m_SpriteProgram->GetHandle(); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position())); + for(auto& job : jobs) { auto spriteJob = std::dynamic_pointer_cast(job); RenderState jobState; @@ -1000,10 +1270,7 @@ void DrawFinalPass::DrawSprites(std::list>&jobs, Rend if(spriteJob->Depth == 0) { jobState.Disable(GL_DEPTH_TEST); } - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix)); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); - glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position())); + 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); @@ -1033,17 +1300,14 @@ void DrawFinalPass::DrawSprites(std::list>&jobs, Rend void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr& job, RenderScene& scene) { - glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); - GLERROR("Bind 1 uniform"); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix)); GLERROR("Bind 2 uniform"); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); - GLERROR("Bind 3 uniform"); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); - GLERROR("Bind 4 uniform"); - - glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); - GLERROR("Bind 5 uniform"); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * job->Matrix)); + GLERROR("Bind PVM uniform"); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "VM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix() * job->Matrix)); + GLERROR("Bind VM uniform"); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "TIM"), 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(job->Matrix)))); + GLERROR("Bind TIM uniform"); glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin)); GLERROR("Bind 6 uniform"); @@ -1074,29 +1338,21 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptrFillPercentage); GLERROR("Bind 19 uniform"); - glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); - GLERROR("Bind 20 uniform"); glUniform1f(glGetUniformLocation(shaderHandle, "GlowIntensity"), job->GlowIntensity); GLERROR("END"); } void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr& job, RenderScene& scene) { - glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); - GLERROR("Bind 1 uniform"); GLint Location_M = glGetUniformLocation(shaderHandle, "M"); glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix)); GLERROR("Bind 2 uniform"); - GLint Location_V = glGetUniformLocation(shaderHandle, "V"); - glUniformMatrix4fv(Location_V, 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); - GLERROR("Bind 3 uniform"); - GLint Location_P = glGetUniformLocation(shaderHandle, "P"); - glUniformMatrix4fv(Location_P, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); - GLERROR("Bind 4 uniform"); - - GLint Location_ScreenDimensions = glGetUniformLocation(shaderHandle, "ScreenDimensions"); - glUniform2f(Location_ScreenDimensions, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); - GLERROR("Bind 5 uniform"); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * job->Matrix)); + GLERROR("Bind PVM uniform"); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "VM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix() * job->Matrix)); + GLERROR("Bind VM uniform"); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "TIM"), 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(job->Matrix)))); + GLERROR("Bind TIM uniform"); GLint Location_FillPercentage = glGetUniformLocation(shaderHandle, "FillPercentage"); glUniform1f(Location_FillPercentage, job->FillPercentage); @@ -1109,11 +1365,6 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptrColor)); - GLERROR("Bind 9 uniform"); - GLint Location_AmbientColor = glGetUniformLocation(shaderHandle, "AmbientColor"); - glUniform4fv(Location_AmbientColor, 1, glm::value_ptr(scene.AmbientColor)); - - GLERROR("Bind 10 uniform"); GLint Location_GlowIntensity = glGetUniformLocation(shaderHandle, "GlowIntensity"); glUniform1f(Location_GlowIntensity, job->GlowIntensity); diff --git a/src/Engine/Rendering/Model.cpp b/src/Engine/Rendering/Model.cpp index 3f8e20e1..d34ce809 100644 --- a/src/Engine/Rendering/Model.cpp +++ b/src/Engine/Rendering/Model.cpp @@ -10,31 +10,31 @@ Model::Model(std::string fileName) case RawModel::MaterialType::SingleTextures: { RawModel::MaterialSingleTextures* materialSingleTexture = static_cast(materialProperty.material); - materialSingleTexture->ColorMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->ColorMap.TexturePath, false); - materialSingleTexture->NormalMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->NormalMap.TexturePath, false); - materialSingleTexture->SpecularMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->SpecularMap.TexturePath, false); - materialSingleTexture->IncandescenceMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->IncandescenceMap.TexturePath, false); + materialSingleTexture->ColorMap.Texture = CommonFunctions::TryLoadResource(materialSingleTexture->ColorMap.TexturePath); + materialSingleTexture->NormalMap.Texture = CommonFunctions::TryLoadResource(materialSingleTexture->NormalMap.TexturePath); + materialSingleTexture->SpecularMap.Texture = CommonFunctions::TryLoadResource(materialSingleTexture->SpecularMap.TexturePath); + materialSingleTexture->IncandescenceMap.Texture = CommonFunctions::TryLoadResource(materialSingleTexture->IncandescenceMap.TexturePath); } break; case RawModel::MaterialType::SplatMapping: { RawModel::MaterialSplatMapping* materialSplatMapping = static_cast(materialProperty.material); - materialSplatMapping->SplatMap.Texture = CommonFunctions::LoadTexture(materialSplatMapping->SplatMap.TexturePath, false); + materialSplatMapping->SplatMap.Texture = CommonFunctions::TryLoadResource(materialSplatMapping->SplatMap.TexturePath); for (auto& texture : materialSplatMapping->ColorMaps) { - texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false); + texture.Texture = CommonFunctions::TryLoadResource(texture.TexturePath); } for (auto& texture : materialSplatMapping->NormalMaps) { - texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false); + texture.Texture = CommonFunctions::TryLoadResource(texture.TexturePath); } for (auto& texture : materialSplatMapping->SpecularMaps) { - texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false); + texture.Texture = CommonFunctions::TryLoadResource(texture.TexturePath); } for (auto& texture : materialSplatMapping->IncandescenceMaps) { - texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false); + texture.Texture = CommonFunctions::TryLoadResource(texture.TexturePath); } } break; diff --git a/src/Engine/Rendering/PickingPass.cpp b/src/Engine/Rendering/PickingPass.cpp index 57e10aff..b5162e72 100644 --- a/src/Engine/Rendering/PickingPass.cpp +++ b/src/Engine/Rendering/PickingPass.cpp @@ -12,7 +12,8 @@ PickingPass::PickingPass(IRenderer* renderer, EventBroker* eb) PickingPass::~PickingPass() { - + CommonFunctions::DeleteTexture(&m_PickingTexture); + CommonFunctions::DeleteTexture(&m_DepthBuffer); } @@ -61,8 +62,9 @@ void PickingPass::Draw(RenderScene& scene) //TODO: Render: Add code for more jobs than modeljobs. GLuint shaderHandle = m_PickingProgram->GetHandle(); GLuint shaderSkinnedHandle = m_PickingSkinnedProgram->GetHandle(); + GLuint lastShader = 0; + unsigned int lastModel = 0; m_PickingProgram->Bind(); - if (scene.ClearDepth) { //glClear(GL_DEPTH_BUFFER_BIT); state->Disable(GL_DEPTH_TEST); @@ -98,10 +100,11 @@ void PickingPass::Draw(RenderScene& scene) m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo; if (modelJob->Model->IsSkinned()) { - m_PickingSkinnedProgram->Bind(); - glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); - glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); - glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + if (lastShader != m_PickingSkinnedProgram->GetHandle()) { + m_PickingSkinnedProgram->Bind(); + lastShader = m_PickingSkinnedProgram->GetHandle(); + } + glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix)); glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); std::vector frameBones; @@ -114,15 +117,19 @@ void PickingPass::Draw(RenderScene& scene) } else { - m_PickingProgram->Bind(); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + if (lastShader != m_PickingProgram->GetHandle()) { + m_PickingProgram->Bind(); + lastShader = m_PickingProgram->GetHandle(); + } + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix)); glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); } - glBindVertexArray(modelJob->Model->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); + if (lastModel != modelJob->ModelID) { + glBindVertexArray(modelJob->Model->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); + lastModel = modelJob->ModelID; + } glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int))); } } @@ -208,10 +215,11 @@ void PickingPass::Draw(RenderScene& scene) m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo; if (modelJob->Model->IsSkinned()) { - m_PickingSkinnedProgram->Bind(); - glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); - glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); - glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + if (lastShader != m_PickingSkinnedProgram->GetHandle()) { + m_PickingSkinnedProgram->Bind(); + lastShader = m_PickingSkinnedProgram->GetHandle(); + } + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix)); glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); std::vector frameBones; @@ -224,19 +232,24 @@ void PickingPass::Draw(RenderScene& scene) glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); } else { - m_PickingProgram->Bind(); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + if (lastShader != m_PickingProgram->GetHandle()) { + m_PickingProgram->Bind(); + lastShader = m_PickingProgram->GetHandle(); + } + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix)); glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); } - glBindVertexArray(modelJob->Model->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); + if (lastModel != modelJob->ModelID) { + glBindVertexArray(modelJob->Model->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); + lastModel = modelJob->ModelID; + } glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int))); } } + m_PickingProgram->Bind(); for (auto& job : scene.Jobs.SpriteJob) { auto spriteJob = std::dynamic_pointer_cast(job); if (!spriteJob->Pickable) { @@ -271,14 +284,11 @@ void PickingPass::Draw(RenderScene& scene) m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo; - m_PickingProgram->Bind(); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix)); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix)); glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); - glBindVertexArray(spriteJob->Model->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer); + glBindVertexArray(spriteJob->Model->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer); glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex * sizeof(unsigned int))); } } diff --git a/src/Engine/Rendering/RenderSystem.cpp b/src/Engine/Rendering/RenderSystem.cpp index a1f00c88..05de7fbe 100644 --- a/src/Engine/Rendering/RenderSystem.cpp +++ b/src/Engine/Rendering/RenderSystem.cpp @@ -435,6 +435,7 @@ void RenderSystem::Update(double dt) } RenderScene scene; + scene.ShouldBlur = true; scene.Camera = m_Camera; scene.Viewport = Rectangle(1280, 720); @@ -448,7 +449,7 @@ void RenderSystem::Update(double dt) fillModels(scene.Jobs); fillPointLights(scene.Jobs.PointLight, m_World); //TODO: Make sure all objects needed are also sorted. - scene.Jobs.OpaqueObjects.sort(); + scene.Jobs.OpaqueObjects.sort([](auto& a, auto& b) {return *a < *b; }); fillSprites(scene.Jobs.SpriteJob, m_World); fillDirectionalLights(scene.Jobs.DirectionalLight, m_World); fillText(scene.Jobs.Text, m_World); diff --git a/src/Engine/Rendering/Renderer.cpp b/src/Engine/Rendering/Renderer.cpp index 7e11f3b2..fdfcf235 100644 --- a/src/Engine/Rendering/Renderer.cpp +++ b/src/Engine/Rendering/Renderer.cpp @@ -2,6 +2,19 @@ std::unordered_map Renderer::m_WindowToRenderer; +Renderer::~Renderer() { + delete m_PickingPass; + delete m_LightCullingPass; + delete m_ImGuiRenderPass; + delete m_DrawFinalPass; + delete m_DrawScreenQuadPass; + delete m_DrawBloomPass; + delete m_DrawColorCorrectionPass; + delete m_SSAOPass; + delete m_CubeMapPass; + delete m_TextPass; +} + void Renderer::Initialize() { m_SSAO_Quality = m_Config->Get("SSAO.Quality", 0); @@ -110,7 +123,7 @@ void Renderer::Draw(RenderFrame& frame) { GLERROR("PRE"); glBindFramebuffer(GL_FRAMEBUFFER, 0); - ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion"); + ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion\0Combined Scene Texture\0Full Blurred Texture"); ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)"); if(m_CubeMapTexture == 0) { m_CubeMapPass->LoadTextures("Nevada"); @@ -133,6 +146,7 @@ void Renderer::Draw(RenderFrame& frame) m_DrawFinalPass->ClearBuffer(); m_DrawBloomPass->ClearBuffer(); m_SSAOPass->ClearBuffer(); + m_BlurHUDPass->ClearBuffer(); PerformanceTimer::StopTimer("Renderer-ClearBuffers"); GLERROR("ClearBuffers"); for (auto scene : frame.RenderScenes) { @@ -158,7 +172,7 @@ void Renderer::Draw(RenderFrame& frame) m_LightCullingPass->CullLights(*scene); GLERROR("LightCulling"); PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light"); - m_DrawFinalPass->Draw(*scene); + m_DrawFinalPass->Draw(*scene, m_BlurHUDPass); GLERROR("Draw Geometry+Light"); //m_DrawScenePass->Draw(*scene); @@ -194,6 +208,12 @@ void Renderer::Draw(RenderFrame& frame) if (m_DebugTextureToDraw == 5) { m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture()); } + if (m_DebugTextureToDraw == 6) { + m_DrawScreenQuadPass->Draw(m_DrawFinalPass->CombinedSceneTexture()); + } + if (m_DebugTextureToDraw == 7) { + m_DrawScreenQuadPass->Draw(m_DrawFinalPass->FullBlurredTexture()); + } PerformanceTimer::StopTimer("Renderer-Misc Debug Draws"); PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass"); @@ -213,8 +233,8 @@ PickData Renderer::Pick(glm::vec2 screenCoord) void Renderer::InitializeTextures() { - m_ErrorTexture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false); - m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false); + m_ErrorTexture = CommonFunctions::TryLoadResource("Textures/Core/ErrorTexture.png"); + m_WhiteTexture = CommonFunctions::TryLoadResource("Textures/Core/White.png"); } @@ -244,9 +264,10 @@ void Renderer::InitializeRenderPasses() m_LightCullingPass = new LightCullingPass(this); m_CubeMapPass = new CubeMapPass(this); m_SSAOPass = new SSAOPass(this, m_Config); + m_BlurHUDPass = new BlurHUD(this); m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass); m_DrawScreenQuadPass = new DrawScreenQuadPass(this); m_DrawBloomPass = new DrawBloomPass(this, m_Config); m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this); - + } \ No newline at end of file diff --git a/src/Engine/Rendering/SSAOPass.cpp b/src/Engine/Rendering/SSAOPass.cpp index 3b11535f..f3c7f74c 100644 --- a/src/Engine/Rendering/SSAOPass.cpp +++ b/src/Engine/Rendering/SSAOPass.cpp @@ -4,12 +4,19 @@ SSAOPass::SSAOPass(IRenderer* renderer, ConfigFile* config) : m_Renderer(renderer) , m_Config(config) { - m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false); + m_WhiteTexture = CommonFunctions::TryLoadResource("Textures/Core/White.png"); ChangeQuality(m_Config->Get("SSAO.Quality", 0)); } +SSAOPass::~SSAOPass() { + CommonFunctions::DeleteTexture(&m_SSAOTexture); + CommonFunctions::DeleteTexture(&m_SSAOViewSpaceZTexture); + CommonFunctions::DeleteTexture(&m_Gaussian_horiz); + CommonFunctions::DeleteTexture(&m_Gaussian_vert); +} + void SSAOPass::ChangeQuality(int quality) { if (m_Quality == quality) { diff --git a/src/Engine/Rendering/ShaderProgram.cpp b/src/Engine/Rendering/ShaderProgram.cpp index ae536bc0..d2a45888 100644 --- a/src/Engine/Rendering/ShaderProgram.cpp +++ b/src/Engine/Rendering/ShaderProgram.cpp @@ -4,22 +4,32 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName) { LOG_INFO("Compiling shader \"%s\"", fileName.c_str()); - std::string shaderFile; - std::ifstream in(fileName, std::ios::in); - if (!in) { - LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str()); - return 0; - } - in.seekg(0, std::ios::end); - shaderFile.resize((int)in.tellg()); - in.seekg(0, std::ios::beg); - in.read(&shaderFile[0], shaderFile.size()); - in.close(); + std::string shaderFile = ReadFile(fileName); GLuint shader = glCreateShader(shaderType); if (GLERROR("glCreateShader")) return 0; + std::size_t startPos = 0; + std::size_t SEofNewFile[2]; + std::string key = "#include"; + while((startPos = shaderFile.find(key, startPos)) != std::string::npos) + { + SEofNewFile[0] = shaderFile.find('"', startPos+key.length())+1; + SEofNewFile[1] = shaderFile.find('"', SEofNewFile[0]); + if (SEofNewFile[0] == std::string::npos || SEofNewFile[1] == std::string::npos) + return 0; + + std::string replacementFileName = shaderFile.substr(SEofNewFile[0], SEofNewFile[1] - SEofNewFile[0]); + std::string replacementString = ReadFile(replacementFileName); + size_t firstof = replacementString.find_first_of((char)0); + replacementString.erase(firstof, replacementString.size() - firstof); + if (replacementString.length() <= 0) + return 0; + shaderFile.replace(startPos, SEofNewFile[1]+2 - startPos, replacementString + "\n"); + startPos += replacementString.length(); //This might not be wanted. + } + const GLchar* shaderFiles = shaderFile.c_str(); const GLint length = static_cast(shaderFile.length()); glShaderSource(shader, 1, &shaderFiles, &length); @@ -46,6 +56,24 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName) return shader; } +std::string Shader::ReadFile(std::string fileName) +{ + std::string shaderFile; + std::ifstream in(fileName, std::ios::in); + if (!in) { + LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str()); + return ""; + } + + in.seekg(0, std::ios::end); + shaderFile.resize((int)in.tellg()); + in.seekg(0, std::ios::beg); + in.read(&shaderFile[0], shaderFile.size()); + in.close(); + return shaderFile; +} + + Shader::Shader(GLenum shaderType, std::string fileName) : m_ShaderType(shaderType), m_FileName(fileName) { m_ShaderHandle = 0; diff --git a/src/Engine/Rendering/Skeleton.cpp b/src/Engine/Rendering/Skeleton.cpp index 592279ed..2883c53d 100644 --- a/src/Engine/Rendering/Skeleton.cpp +++ b/src/Engine/Rendering/Skeleton.cpp @@ -321,6 +321,8 @@ Skeleton::~Skeleton() for (auto &kv : Bones) { delete kv.second; } + + BlendTrees.clear(); } const Skeleton::Animation* Skeleton::GetAnimation(std::string name) diff --git a/src/Engine/Rendering/Texture.cpp b/src/Engine/Rendering/Texture.cpp index 03347044..fdf387c2 100644 --- a/src/Engine/Rendering/Texture.cpp +++ b/src/Engine/Rendering/Texture.cpp @@ -4,18 +4,6 @@ Texture::Texture(std::string path) { PNG* img = ResourceManager::Load(path); //TODO: Make this threaded. Catch exeptions in all other load places. - //PNG image(path); - - //if (img->Width == 0 && img->Height == 0 || img->Format == Image::ImageFormat::Unknown) { - // //image = PNG("Textures/Core/ErrorTexture.png"); - // //return; // Temporary fix to remove crash - - // if (img->Width == 0 && img->Height == 0 || img->Format == Image::ImageFormat::Unknown) { - // LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed."); - // return; - // } - //} - this->Width = img->Width; this->Height = img->Height; this->Data = img->Data; @@ -29,9 +17,9 @@ Texture::Texture(std::string path) format = GL_RGBA; break; } - - + // Construct the OpenGL texture + glGenTextures(1, &m_Texture); glBindTexture(GL_TEXTURE_2D, m_Texture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); diff --git a/src/Engine/Rendering/TextureSprite.cpp b/src/Engine/Rendering/TextureSprite.cpp new file mode 100644 index 00000000..178aebf0 --- /dev/null +++ b/src/Engine/Rendering/TextureSprite.cpp @@ -0,0 +1,11 @@ +#include "Rendering/TextureSprite.h" + +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); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_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 913e005e..e1344928 100644 --- a/src/Engine/Rendering/Util/CommonFunctions.cpp +++ b/src/Engine/Rendering/Util/CommonFunctions.cpp @@ -1,23 +1,5 @@ #include "Rendering/Util/CommonFunctions.h" -Texture* CommonFunctions::LoadTexture(std::string path, bool threaded) -{ - Texture* img; - try { - if(threaded) { - img = ResourceManager::Load(path); - } else { - img = ResourceManager::Load(path); - } - } catch (const Resource::StillLoadingException&) { - img = ResourceManager::Load("Textures/Core/ErrorTexture.png"); - } catch (const std::exception&) { - img = nullptr; - } - - return img; -} - void CommonFunctions::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) { glDeleteTextures(1, texture); diff --git a/src/Engine/Rendering/Util/ScreenCoords.cpp b/src/Engine/Rendering/Util/ScreenCoords.cpp index 8b7768c8..a858524d 100644 --- a/src/Engine/Rendering/Util/ScreenCoords.cpp +++ b/src/Engine/Rendering/Util/ScreenCoords.cpp @@ -37,7 +37,7 @@ ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer* 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; diff --git a/src/Game/Game.cpp b/src/Game/Game.cpp index 69a9ad57..7b80727e 100644 --- a/src/Game/Game.cpp +++ b/src/Game/Game.cpp @@ -35,8 +35,12 @@ #include "Game/Systems/BoostSystem.h" #include "Game/Systems/BoostIconsHUDSystem.h" #include "Game/Systems/ScoreScreenSystem.h" +#include "Game/Systems/SpectatorCameraSystem.h" #include "GUI/ButtonSystem.h" -#include "GUI/MainMenuSystem.h" +#include "Game/Systems/MainMenuSystem.h" +#include "Game/Systems/ServerListSystem.h" +#include "Game/Systems/StartSystem.h" +#include "Rendering/TextureSprite.h" Game::Game(int argc, char* argv[]) @@ -48,6 +52,7 @@ Game::Game(int argc, char* argv[]) ResourceManager::RegisterType("Model"); ResourceManager::RegisterType("RawModel"); ResourceManager::RegisterType("Texture"); + ResourceManager::RegisterType("TextureSprite"); ResourceManager::RegisterType("Png"); ResourceManager::RegisterType("ShaderProgram"); ResourceManager::RegisterType("EntityFile"); @@ -149,6 +154,9 @@ Game::Game(int argc, char* argv[]) m_SystemPipeline->AddSystem(updateOrderLevel, m_Renderer); m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel, m_Renderer); + m_SystemPipeline->AddSystem(updateOrderLevel); // Populate Octree with collidables ++updateOrderLevel; m_SystemPipeline->AddSystem(updateOrderLevel, m_OctreeCollision, "Collidable"); @@ -211,7 +219,7 @@ void Game::Tick() PerformanceTimer::StartTimerAndStopPrevious("InputProxy"); m_InputProxy->Update(dt); m_EventBroker->Swap(); - m_InputProxy->Process(); + m_InputProxy->Process(ImGui::GetIO().WantCaptureKeyboard || ImGui::GetIO().WantCaptureMouse); m_EventBroker->Swap(); PerformanceTimer::StartTimerAndStopPrevious("SoundManager"); diff --git a/src/Game/Network/MultiplayerSnapshotFilter.cpp b/src/Game/Network/MultiplayerSnapshotFilter.cpp index 295cdd7a..1131424b 100644 --- a/src/Game/Network/MultiplayerSnapshotFilter.cpp +++ b/src/Game/Network/MultiplayerSnapshotFilter.cpp @@ -15,7 +15,9 @@ bool MultiplayerSnapshotFilter::FilterComponent(EntityWrapper entity, SharedComp || component.Info.Name == "AssaultWeapon" || component.Info.Name == "DefenderWeapon" || component.Info.Name == "Animation" - || component.Info.Name == "AnimationOffset" + || component.Info.Name == "Blend" + || component.Info.Name == "BlendAdditive" + || component.Info.Name == "BlendOverride" || entity.Name() == "PlayerName" ) { return false; diff --git a/src/Game/Systems/AmmoPickupSystem.cpp b/src/Game/Systems/AmmoPickupSystem.cpp index e28c38ff..ea4561c6 100644 --- a/src/Game/Systems/AmmoPickupSystem.cpp +++ b/src/Game/Systems/AmmoPickupSystem.cpp @@ -37,8 +37,7 @@ void AmmoPickupSystem::Update(double dt) //erase the current element (somePickup) it = m_ETriggerTouchVector.erase(it); - } - else { + } else { it++; } } @@ -48,7 +47,7 @@ void AmmoPickupSystem::Update(double dt) m_PickupAtMaximum.erase(it); break; } - if ((int)it->player["AssaultWeapon"]["Ammo"] < (int)it->player["AssaultWeapon"]["MaxAmmo"]) { + if (!DoesPlayerHaveMaxAmmo(it->player)) { DoPickup(it->player, it->trigger); m_PickupAtMaximum.erase(it); break; @@ -56,6 +55,58 @@ void AmmoPickupSystem::Update(double dt) } } } +bool AmmoPickupSystem::DoesPlayerHaveMaxAmmo(EntityWrapper &player) { + PlayerClass playerClass = DetermineClass(player); + if (playerClass == PlayerClass::Defender) { + return !((int)player["DefenderWeapon"]["Ammo"] < (int)player["DefenderWeapon"]["MaxAmmo"]); + } else if (playerClass == PlayerClass::Sniper) { + return !((int)player["SniperWeapon"]["Ammo"] < (int)player["SniperWeapon"]["MaxAmmo"]); + } else if (playerClass == PlayerClass::Assault) { + return !((int)player["AssaultWeapon"]["Ammo"] < (int)player["AssaultWeapon"]["MaxAmmo"]); + } else { + return false; + } +} +void AmmoPickupSystem::SetPlayerAmmo(EntityWrapper &player, int ammoGain) { + int maxWeaponAmmo = GetPlayerMaxAmmo(player); + + PlayerClass playerClass = DetermineClass(player); + if (playerClass == PlayerClass::Defender) { + (int&)player["DefenderWeapon"]["Ammo"] = std::min((int)player["DefenderWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo); + } else if (playerClass == PlayerClass::Sniper) { + (int&)player["SniperWeapon"]["Ammo"] = std::min((int)player["SniperWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo); + } else if (playerClass == PlayerClass::Assault) { + (int&)player["AssaultWeapon"]["Ammo"] = std::min((int)player["AssaultWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo); + } else { + //unknown class - ignore + } +} +int AmmoPickupSystem::GetPlayerMaxAmmo(EntityWrapper &player) { + PlayerClass playerClass = DetermineClass(player); + if (playerClass == PlayerClass::Defender) { + return (int)player["DefenderWeapon"]["MaxAmmo"]; + } else if (playerClass == PlayerClass::Sniper) { + return (int)player["SniperWeapon"]["MaxAmmo"]; + } else if (playerClass == PlayerClass::Assault) { + return (int)player["AssaultWeapon"]["MaxAmmo"]; + } else { + return -1; + } +} +AmmoPickupSystem::PlayerClass AmmoPickupSystem::DetermineClass(EntityWrapper &player) +{ + //determine the class based on what component the inflictor-player has + if (m_World->HasComponent(player.ID, "DashAbility")) { + return PlayerClass::Assault; + } + if (m_World->HasComponent(player.ID, "ShieldAbility")) { + return PlayerClass::Defender; + } + if (m_World->HasComponent(player.ID, "SprintAbility")) { + return PlayerClass::Sniper; + } + return PlayerClass::None; +} bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e) { @@ -63,7 +114,7 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e) return false; } //TODO: add other weapontypes - if (!e.Entity.HasComponent("AssaultWeapon")) { + if (DetermineClass(e.Entity) == PlayerClass::None) { return false; } if (!e.Trigger.HasComponent("AmmoPickup")) { @@ -71,7 +122,7 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e) } //if at maxammo, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger - if ((int)e.Entity["AssaultWeapon"]["Ammo"] >= (int)e.Entity["AssaultWeapon"]["MaxAmmo"]) { + if (DoesPlayerHaveMaxAmmo(e.Entity)) { m_PickupAtMaximum.push_back({ e.Entity, e.Trigger }); return false; } @@ -85,19 +136,16 @@ bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e) return false; } //TODO: add other weapontypes - if (!e.Player.HasComponent("AssaultWeapon")) { + if (DetermineClass(e.Player) == PlayerClass::None) { return false; } - int maxWeaponAmmo = (int)e.Player["AssaultWeapon"]["MaxAmmo"]; - int& currentAmmo = (int)e.Player["AssaultWeapon"]["Ammo"]; //cant pick up ammopacks if you are already at MaxAmmo - if (currentAmmo >= maxWeaponAmmo) { + if (DoesPlayerHaveMaxAmmo(e.Player)) { return false; } + SetPlayerAmmo(e.Player, e.AmmoGain); - currentAmmo = std::min(currentAmmo + e.AmmoGain, maxWeaponAmmo); - - return false; + return true; } bool AmmoPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) { @@ -119,7 +167,7 @@ void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) { if (!trigger.Valid()) { return; } - int maxWeaponAmmo = (int)player["AssaultWeapon"]["MaxAmmo"]; + int maxWeaponAmmo = GetPlayerMaxAmmo(player); int ammoGiven = 0.01*(double)trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo; Events::AmmoPickup ePlayerAmmoPickup; diff --git a/src/Game/Systems/DamageIndicatorSystem.cpp b/src/Game/Systems/DamageIndicatorSystem.cpp index e68f741d..c4de21ff 100644 --- a/src/Game/Systems/DamageIndicatorSystem.cpp +++ b/src/Game/Systems/DamageIndicatorSystem.cpp @@ -8,12 +8,13 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params) EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DamageIndicatorSystem::OnSetCamera); //load texture to cache - auto texture = CommonFunctions::LoadTexture("Textures/DamageIndicator.png", false); + auto texture = CommonFunctions::TryLoadResource("Textures/DamageIndicator.png"); auto entityFile = ResourceManager::Load("Schema/Entities/DamageIndicator.xml"); + m_NetworkEnabled = ResourceManager::Load("Config.ini")->Get("Networking.StartNetwork", false); } void DamageIndicatorSystem::Update(double dt) { - if (!IsServer && LocalPlayer.Valid()) { + if ((!IsServer || !m_NetworkEnabled) && LocalPlayer.Valid()) { for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) { if (!iter->spriteEntity.Valid()) { updateDamageIndicatorVector.erase(iter); @@ -40,10 +41,15 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e) return false; } + //friendly fire - return + if (e.Damage < 0.1f) { + return false; + } + glm::vec3 inflictorPos = e.Inflictor["Transform"]["Position"]; //if testing #ifdef INDICATOR_TEST - inflictorPos = DamageIndicatorTest(e.Victim); + inflictorPos = DamageIndicatorTest(e.Victim); #endif float angleBetweenVectors = CalculateAngle(e.Victim, inflictorPos); @@ -55,7 +61,7 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e) //simply set the rotation z-wise to the angleBetweenVectors sprite["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors); - if (!IsServer) { + if (!IsServer || !m_NetworkEnabled) { updateDamageIndicatorVector.emplace_back(sprite, inflictorPos); } @@ -122,7 +128,7 @@ glm::vec3 DamageIndicatorSystem::DamageIndicatorTest(EntityWrapper player) { } m_TestVar++; - auto inflictorPos = glm::vec3(currentPos.x + testVar*6.0f, currentPos.y, currentPos.z + testVar2*6.0f); + auto inflictorPos = glm::vec3(currentPos.x + testVar*6.0f, currentPos.y, currentPos.z + testVar2*6.0f); //load the explosioneffect XML auto deathEffect = ResourceManager::Load("Schema/Entities/PlayerDeathExplosionWithCamera.xml"); diff --git a/src/Game/Systems/ExplosionEffectSystem.cpp b/src/Game/Systems/ExplosionEffectSystem.cpp index 2704d2da..71de192a 100644 --- a/src/Game/Systems/ExplosionEffectSystem.cpp +++ b/src/Game/Systems/ExplosionEffectSystem.cpp @@ -2,13 +2,17 @@ void ExplosionEffectSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) { - if ((double)component["TimeSinceDeath"] > (double)component["ExplosionDuration"]) { - (double)component["TimeSinceDeath"] = 0.f; + double& delay = (double)component["Delay"]; + if (delay > 0) { + delay = std::max(0.0, delay - dt); } - (double&)component["TimeSinceDeath"] += dt; - //if ((bool)Component["Gravity"] == true) { - // (bool)Component["ExponentialAccelaration"] = false; - //} + if (delay <= 0) { + double& timeSinceDeath = component["TimeSinceDeath"]; + timeSinceDeath += (double)component["Speed"] * dt; + if (timeSinceDeath < 0 || timeSinceDeath > (double)component["ExplosionDuration"]) { + timeSinceDeath = 0.0; + } + } } diff --git a/src/Game/Systems/MainMenuSystem.cpp b/src/Game/Systems/MainMenuSystem.cpp new file mode 100644 index 00000000..848070b4 --- /dev/null +++ b/src/Game/Systems/MainMenuSystem.cpp @@ -0,0 +1,93 @@ +#include "../Game/Systems/MainMenuSystem.h" + +MainMenuSystem::MainMenuSystem(SystemParams params, IRenderer* renderer) + : System(params) + , ImpureSystem() + , m_Renderer(renderer) +{ + EVENT_SUBSCRIBE_MEMBER(m_EPressed, &MainMenuSystem::OnButtonPress); + EVENT_SUBSCRIBE_MEMBER(m_EReleased, &MainMenuSystem::OnButtonRelease); + EVENT_SUBSCRIBE_MEMBER(m_EClicked, &MainMenuSystem::OnButtonClick); + EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &MainMenuSystem::OnInputCommand); +} + +void MainMenuSystem::Update(double dt) +{ + +} + +bool MainMenuSystem::OnButtonClick(const Events::ButtonClicked& e) +{ + if (e.EntityName == "ServerIdentityConnect") { + EntityWrapper entity = e.Entity; + EntityWrapper serverIdentityEntity = entity.FirstParentWithComponent("ServerIdentity"); + if(serverIdentityEntity.Valid()) { + Events::ConnectRequest event; + event.IP = (std::string)serverIdentityEntity["ServerIdentity"]["IP"]; + event.Port = (int)serverIdentityEntity["ServerIdentity"]["Port"]; + printf("\n ----Request Server Connect----\nIP: %s\nPort: %i\n ------------------------------", event.IP, event.Port); + m_EventBroker->Publish(event); + } + } + return true; +} + +bool MainMenuSystem::OnButtonRelease(const Events::ButtonReleased& e) +{ + return true; +} + +bool MainMenuSystem::OnButtonPress(const Events::ButtonPressed& e) +{ + return true; +} + +bool MainMenuSystem::OnInputCommand(const Events::InputCommand& e) +{ + if(e.Command == "Play" && e.Value == 1) { + auto menus = m_World->GetComponents("Menu"); + if (menus == nullptr) { + return 0; + } + + if (m_OpenSubMenu == EntityWrapper::Invalid) { + //No submenu is open, open one. + for (auto& menu : *menus) { + EntityWrapper menuEntity = EntityWrapper(m_World, menu.EntityID); + auto serverListSpawner = menuEntity.FirstChildByName(e.Command + "Spawner"); + if (!serverListSpawner.HasComponent("Spawner")) { + return 0; + } + m_OpenSubMenu = SpawnerSystem::Spawn(serverListSpawner, serverListSpawner); + Events::SearchForServers event; + m_EventBroker->Publish(event); + break; + } + + } else if(!m_OpenSubMenu.HasComponent("ServerList")) { + //Menu is open, but not the right one, delete the old one and open a new one. + m_World->DeleteEntity(m_OpenSubMenu.ID); + m_OpenSubMenu = EntityWrapper::Invalid; + + for (auto& menu : *menus) { + EntityWrapper menuEntity = EntityWrapper(m_World, menu.EntityID); + auto serverListSpawner = menuEntity.FirstChildByName(e.Command + "Spawner"); + if (!serverListSpawner.HasComponent("Spawner")) { + return 0; + } + m_OpenSubMenu = SpawnerSystem::Spawn(serverListSpawner, serverListSpawner); + Events::SearchForServers event; + m_EventBroker->Publish(event); + break; + } + } else { + //Serverlist submenu is open, close it. + m_World->DeleteEntity(m_OpenSubMenu.ID); + m_OpenSubMenu = EntityWrapper::Invalid; + } + } else if (e.Command == "RefreshServerList" && e.Value == 1){ + Events::SearchForServers event; + m_EventBroker->Publish(event); + } + return true; +} \ No newline at end of file diff --git a/src/Game/Systems/PlayerDeathSystem.cpp b/src/Game/Systems/PlayerDeathSystem.cpp index b9a42ffc..9f2900fa 100644 --- a/src/Game/Systems/PlayerDeathSystem.cpp +++ b/src/Game/Systems/PlayerDeathSystem.cpp @@ -1,10 +1,12 @@ #include "Systems/PlayerDeathSystem.h" +#include "Core/ELockMouse.h" PlayerDeathSystem::PlayerDeathSystem(SystemParams params) : System(params) { EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerDeathSystem::OnPlayerDeath); EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &PlayerDeathSystem::OnEntityDeleted); + EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &PlayerDeathSystem::OnInputCommand); } void PlayerDeathSystem::Update(double dt) @@ -33,10 +35,10 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player) //components that we need from player auto playerModel = player.FirstChildByName("PlayerModel"); - if (!playerModel.Valid()) { - return; - } if (!playerModel.HasComponent("Model") || !playerModel.HasComponent("Animation")) { + if (player == LocalPlayer) { + setSpectatorCamera(); + } return; } auto playerEntityModel = playerModel["Model"]; @@ -68,14 +70,35 @@ bool PlayerDeathSystem::OnEntityDeleted(Events::EntityDeleted& e) if (m_LocalPlayerDeathEffect.ID != e.DeletedEntity) { return false; } - + + // If the player hasn't spawned already, activate the spectator camera. + if (!LocalPlayer.Valid()) { + setSpectatorCamera(); + } + return true; +} + +void PlayerDeathSystem::setSpectatorCamera() +{ // Look for the spectator camera entity in the level. EntityWrapper spectatorCam = m_World->GetFirstEntityByName("SpectatorCamera"); - if (!spectatorCam.Valid() || !spectatorCam.HasComponent("Camera") || LocalPlayer.Valid()) { - return false; + if (!spectatorCam.HasComponent("Camera")) { + return; } Events::SetCamera eSetCamera; eSetCamera.CameraEntity = spectatorCam; m_EventBroker->Publish(eSetCamera); - return true; + Events::UnlockMouse unlock; + m_EventBroker->Publish(unlock); } + +bool PlayerDeathSystem::OnInputCommand(Events::InputCommand& e) +{ + if (e.Value == 0 || e.Command != "SwapToTeamPick" && e.Command != "SwapToClassPick") { + return false; + } + + // Ensure that we don't set spectator camera if the player deliberately changes to class/team pick. + m_LocalPlayerDeathEffect = EntityWrapper::Invalid; + return true; +} \ No newline at end of file diff --git a/src/Game/Systems/PlayerMovementSystem.cpp b/src/Game/Systems/PlayerMovementSystem.cpp index b927856a..cfe7356c 100644 --- a/src/Game/Systems/PlayerMovementSystem.cpp +++ b/src/Game/Systems/PlayerMovementSystem.cpp @@ -81,27 +81,18 @@ void PlayerMovementSystem::updateMovementControllers(double dt) cameraOrientation.x += controller->Rotation().x; // Limit camera pitch so we don't break our necks cameraOrientation.x = glm::clamp(cameraOrientation.x, -glm::half_pi(), glm::half_pi()); + // Set third person model aim pitch EntityWrapper playerModel = player.FirstChildByName("PlayerModel"); - - //Third-person aim if (playerModel.Valid()) { - EntityWrapper aimPrimaryEntity = playerModel.FirstChildByName("AimPrimary"); + EntityWrapper aimPrimaryEntity = playerModel.FirstChildByName("Aim"); if(aimPrimaryEntity.Valid()){ if(aimPrimaryEntity.HasComponent("Animation")) { - float pitch = cameraOrientation.x + 0.2f; - double time = (pitch + glm::half_pi()) / glm::pi(); + float pitch = cameraOrientation.x; + double time = ((pitch + glm::half_pi()) / glm::pi()); (double&)aimPrimaryEntity["Animation"]["Time"] = time; } } - EntityWrapper aimSecondaryEntity = playerModel.FirstChildByName("AimSecondary"); - if (aimSecondaryEntity.Valid()) { - if (aimSecondaryEntity.HasComponent("Animation")) { - float pitch = cameraOrientation.x + 0.2f; - double time = (pitch + glm::half_pi()) / glm::pi(); - (double&)aimSecondaryEntity["Animation"]["Time"] = time; - } - } } } @@ -213,7 +204,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt) { Events::AutoAnimationBlend aeb; aeb.Duration = 0.25; - aeb.NodeName = "StandCrouchBlend"; + aeb.NodeName = "MovementBlend"; aeb.RootNode = playerModel; aeb.Start = true; aeb.Restart = false; @@ -244,11 +235,11 @@ void PlayerMovementSystem::updateMovementControllers(double dt) { Events::AutoAnimationBlend aeb; aeb.Duration = 0.25; - aeb.NodeName = "StandCrouchBlend"; + aeb.NodeName = "MovementBlend"; aeb.RootNode = playerModel; aeb.Start = true; aeb.Restart = false; - aeb.AnimationEntity = playerModel.FirstChildByName("Jump"); + aeb.AnimationEntity = playerModel.FirstChildByName("BlendTreeLower").FirstChildByName("Jump"); m_EventBroker->Publish(aeb); } } @@ -377,12 +368,12 @@ void PlayerMovementSystem::spawnHexagon(EntityWrapper target) bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e) { EntityWrapper player(m_World, e.Player); - if (!player.Valid() || !IsClient){// || player.ID == LocalPlayer.ID) { + if (!player.Valid()){// || !IsClient || player.ID == LocalPlayer.ID) { return false; } - auto entityFile = ResourceManager::Load("Schema/Entities/DashEffect.xml"); - EntityWrapper dashEffect = entityFile->MergeInto(m_World); +// auto entityFile = ResourceManager::Load("Schema/Entities/DashEffect.xml"); + // EntityWrapper dashEffect = entityFile->MergeInto(m_World); EntityWrapper playerModel = player.FirstChildByName("PlayerModel"); for (auto& kv : m_PlayerInputControllers) { @@ -400,7 +391,7 @@ bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e) if (controller->Movement().x > 0) { { Events::AutoAnimationBlend aeb; - aeb.Duration = 0.3; + aeb.Duration = 0.1; aeb.NodeName = "DashRight"; aeb.RootNode = playerModel; aeb.Restart = true; @@ -409,19 +400,18 @@ bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e) } { Events::AutoAnimationBlend aeb; - aeb.Duration = 0.3; - aeb.NodeName = "StandCrouchBlend"; + aeb.Duration = 0.2; + aeb.NodeName = "MovementBlend"; aeb.RootNode = playerModel; - aeb.Delay = -0.3; aeb.Start = true; aeb.Restart = false; - aeb.AnimationEntity = playerModel.FirstChildByName("DashForward"); + aeb.AnimationEntity = playerModel.FirstChildByName("DashRight"); m_EventBroker->Publish(aeb); } } else { { Events::AutoAnimationBlend aeb; - aeb.Duration = 0.3; + aeb.Duration = 0.1; aeb.NodeName = "DashLeft"; aeb.RootNode = playerModel; aeb.Restart = true; @@ -430,13 +420,12 @@ bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e) } { Events::AutoAnimationBlend aeb; - aeb.Duration = 0.3; - aeb.NodeName = "StandCrouchBlend"; + aeb.Duration = 0.2; + aeb.NodeName = "MovementBlend"; aeb.RootNode = playerModel; - aeb.Delay = -0.3; aeb.Start = true; aeb.Restart = false; - aeb.AnimationEntity = playerModel.FirstChildByName("DashForward"); + aeb.AnimationEntity = playerModel.FirstChildByName("DashLeft"); m_EventBroker->Publish(aeb); } } @@ -444,7 +433,7 @@ bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e) if (controller->Movement().z < 0) { { Events::AutoAnimationBlend aeb; - aeb.Duration = 0.3; + aeb.Duration = 0.1; aeb.NodeName = "DashForward"; aeb.RootNode = playerModel; aeb.Restart = true; @@ -453,10 +442,9 @@ bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e) } { Events::AutoAnimationBlend aeb; - aeb.Duration = 0.3; - aeb.NodeName = "StandCrouchBlend"; + aeb.Duration = 0.2; + aeb.NodeName = "MovementBlend"; aeb.RootNode = playerModel; - aeb.Delay = -0.3; aeb.Start = true; aeb.Restart = false; aeb.AnimationEntity = playerModel.FirstChildByName("DashForward"); @@ -465,7 +453,7 @@ bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e) } else { { Events::AutoAnimationBlend aeb; - aeb.Duration = 0.3; + aeb.Duration = 0.1; aeb.NodeName = "DashBackward"; aeb.RootNode = playerModel; aeb.Restart = true; @@ -474,32 +462,41 @@ bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e) } { Events::AutoAnimationBlend aeb; - aeb.Duration = 0.3; - aeb.NodeName = "StandCrouchBlend"; + aeb.Duration = 0.2; + aeb.NodeName = "MovementBlend"; aeb.RootNode = playerModel; - aeb.Delay = -0.3; aeb.Start = true; aeb.Restart = false; - aeb.AnimationEntity = playerModel.FirstChildByName("DashForward"); + aeb.AnimationEntity = playerModel.FirstChildByName("DashBackward"); m_EventBroker->Publish(aeb); } } } - } - } - } /* - auto playerEntityAnimation = playerModel["Animation"]; - - playerEntityModel.Copy(dashEffect["Model"]); - playerEntityAnimation.Copy(dashEffect["Animation"]); - dashEffect["ExplosionEffect"]["EndColor"] = (glm::vec4)playerEntityModel["Color"]; - ((glm::vec4&)dashEffect["ExplosionEffect"]["EndColor"]).w = 0.f; -*/ + EntityWrapper dashEffectModel; + dashEffectModel = playerModel.Clone(); + player["Transform"].Copy(dashEffectModel["Transform"]); + dashEffectModel.AttachComponent("ExplosionEffect"); + dashEffectModel["ExplosionEffect"]["EndColor"] = (glm::vec4)playerModel["Model"]["Color"]; + ((glm::vec4&)dashEffectModel["ExplosionEffect"]["EndColor"]).w = 0.f; + (double&)dashEffectModel["ExplosionEffect"]["ExplosionDuration"] = dashEffect["Lifetime"]["Lifetime"]; + (glm::vec3&)dashEffectModel["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 1, 0) + (0.2f * controller->Movement()); + + + auto animationChildren = dashEffectModel.ChildrenWithComponent("Animation"); + + for (auto animationEntity : animationChildren) { + (bool&)animationEntity["Animation"]["Play"] = false; + } + */ + } + + } + } return true; } diff --git a/src/Game/Systems/PlayerSpawnSystem.cpp b/src/Game/Systems/PlayerSpawnSystem.cpp index 39fa1606..454c5c53 100644 --- a/src/Game/Systems/PlayerSpawnSystem.cpp +++ b/src/Game/Systems/PlayerSpawnSystem.cpp @@ -1,4 +1,5 @@ #include "Systems/PlayerSpawnSystem.h" +#include "Core/ELockMouse.h" PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params) : System(params) @@ -59,7 +60,15 @@ void PlayerSpawnSystem::Update(double dt) } int numSpawnedPlayers = 0; - for (auto& req : m_SpawnRequests) { + int playersSpectating = 0; + const int numRequestsToHandle = (int)m_SpawnRequests.size(); + for (auto it = m_SpawnRequests.begin(); it != m_SpawnRequests.end(); ++it) { + // It is valid if they didn't pick class yet + // but don't spawn anything, goto next spawnrequest. + if (it->Class == PlayerClass::None) { + ++playersSpectating; + continue; + } for (auto& cPlayerSpawn : *playerSpawns) { EntityWrapper spawner(m_World, cPlayerSpawn.EntityID); if (!spawner.HasComponent("Spawner")) { @@ -69,43 +78,49 @@ void PlayerSpawnSystem::Update(double dt) // If the spawner has a team affiliation, check it if (spawner.HasComponent("Team")) { auto cSpawnerTeam = spawner["Team"]; - if ((int)cSpawnerTeam["Team"] != req.Team) { - // Increase num spawned players if someone picks spectator, since it is valid to pick spectator - // but don't spawn anything, goto next spawnrequest. - if (req.Team == (int)cSpawnerTeam["Team"].Enum("Spectator")) { - ++numSpawnedPlayers; + if ((int)cSpawnerTeam["Team"] != it->Team) { + // If they somehow has a valid class as spectator, don't spawn them. + if (it->Team == cSpawnerTeam["Team"].Enum("Spectator")) { + ++playersSpectating; break; } continue; } } + // TODO: Choose a different spawner depending on class picked? + // Spawn the player! EntityWrapper player = SpawnerSystem::Spawn(spawner, EntityWrapper::Invalid, "Player"); // Set the player team affiliation - player["Team"]["Team"] = req.Team; + player["Team"]["Team"] = it->Team; // Publish a PlayerSpawned event Events::PlayerSpawned e; - e.PlayerID = req.PlayerID; + e.PlayerID = it->PlayerID; e.Player = player; e.Spawner = spawner; m_EventBroker->Publish(e); ++numSpawnedPlayers; + it = m_SpawnRequests.erase(it); + break; + } + if (it == m_SpawnRequests.end()) { break; } } - if (numSpawnedPlayers != (int)m_SpawnRequests.size()) { - LOG_DEBUG("%i players were supposed to be spawned or set as spectator, but only %i was handled.", (int)m_SpawnRequests.size(), numSpawnedPlayers); + if (numSpawnedPlayers != numRequestsToHandle - playersSpectating) { + LOG_DEBUG("%i players were supposed to be spawned, but only %i was successfully.", numRequestsToHandle - playersSpectating, numSpawnedPlayers); } else { - LOG_DEBUG("%i players were spawned or set as spectator.", numSpawnedPlayers); + std::string dbg = numSpawnedPlayers != 0 ? std::to_string(numSpawnedPlayers) + " players were spawned. " : ""; + dbg += playersSpectating != 0 ? std::to_string(playersSpectating) + " players are spectating/picking class. " : ""; + LOG_DEBUG(dbg.c_str()); } - m_SpawnRequests.clear(); } bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e) { - if (e.Command != "PickTeam" && e.Command != "SwapToClassPick") { + if (e.Command != "PickTeam" && e.Command != "PickClass" && e.Command != "SwapToTeamPick" && e.Command != "SwapToClassPick") { return false; } @@ -113,19 +128,6 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e) return false; } - // A dead client should be able to swap to the overwatch camera. - if (IsClient && !LocalPlayer.Valid()) { - // Set the camera as active, if it exists. - // Find the respawn camera or class pick camera. - std::string camName = e.Command == "SwapToClassPick" ? "PickClassCamera" : "SpectatorCamera"; - EntityWrapper spectatorCam = m_World->GetFirstEntityByName(camName); - if (spectatorCam.Valid() && spectatorCam.HasComponent("Camera")) { - Events::SetCamera eSetCamera; - eSetCamera.CameraEntity = spectatorCam; - m_EventBroker->Publish(eSetCamera); - } - } - // Team picks should be processed ONLY server-side! // Don't make a spawn request if we're the client. if (!IsServer && m_NetworkEnabled) { @@ -136,27 +138,38 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e) auto iter = m_SpawnRequests.begin(); for (; iter != m_SpawnRequests.end(); ++iter) { if (iter->PlayerID == e.PlayerID) { - // If player wants to switch class, remove their spawn request. - if (e.Command == "SwapToClassPick") { - m_SpawnRequests.erase(iter); + // If player wants to switch team or class , remove their selected class so they don't spawn. + if (e.Command == "SwapToTeamPick" || e.Command == "SwapToClassPick") { + iter->Class = PlayerClass::None; + return true; } break; } } - if (e.Command == "SwapToClassPick") { - return true; - } + //If we get here we got a PickTeam or PickClass, so add or alter a spawn request. if (iter != m_SpawnRequests.end()) { - // If player is in queue to spawn, then change their team affiliation in the request. - iter->Team = (ComponentInfo::EnumType)e.Value; + // If player is in queue to spawn, then change their team affiliation or class in the request. + if (e.Command == "PickTeam") { + iter->Team = (ComponentInfo::EnumType)e.Value; + } else { + iter->Class = static_cast((int)e.Value); + } } else if (m_PlayerEntities.count(e.PlayerID) == 0 || !m_PlayerEntities[e.PlayerID].Valid()) { // If player is not in queue to spawn, then create a spawn request, // but only if they are spectating and/or just connected. SpawnRequest req; req.PlayerID = e.PlayerID; - req.Team = (ComponentInfo::EnumType)e.Value; + if (e.Command == "PickTeam") { + req.Team = (ComponentInfo::EnumType)e.Value; + req.Class = PlayerClass::None; + } else { + // Should never get here, since you should have picked a team before you ever get a chance to pick class. + LOG_WARNING("Sequence error: Should not be able to pick class before team"); + req.Team = 1; // TODO: 1 Signifies spectator, should probably have real enum here later. + req.Class = static_cast((int)e.Value); + } m_SpawnRequests.push_back(req); } else { return false; @@ -191,6 +204,8 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e) Events::SetCamera e; e.CameraEntity = cameraEntity; m_EventBroker->Publish(e); + Events::LockMouse lock; + m_EventBroker->Publish(lock); } // HACK: Set the player model color to team color @@ -210,7 +225,7 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e) bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e) { - //Only spawn request if network is disabled or we are server. + // Only spawn request if network is disabled or we are server. if (!IsServer && m_NetworkEnabled) { return false; } @@ -218,10 +233,6 @@ bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e) return false; } ComponentWrapper cTeam = e.Player["Team"]; - //A spectator can't die anyway - if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Spectator")) { - return false; - } if (m_PlayerIDs.count(e.Player.ID) == 0) { return false; @@ -230,6 +241,16 @@ bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e) SpawnRequest req; req.PlayerID = m_PlayerIDs.at(e.Player.ID); req.Team = cTeam["Team"]; + // TODO: Something better than temp class state code, if we ever add class enums in .xml + if (e.Player.HasComponent("DashAbility")) { + req.Class = PlayerClass::Assault; + } else if (e.Player.HasComponent("SprintAbility")) { + req.Class = PlayerClass::Sniper; + } else if (e.Player.HasComponent("ShieldAbility")) { + req.Class = PlayerClass::Defender; + } else { + req.Class = PlayerClass::None; + } m_SpawnRequests.push_back(req); return true; diff --git a/src/Game/Systems/ServerListSystem.cpp b/src/Game/Systems/ServerListSystem.cpp new file mode 100644 index 00000000..ad575e3f --- /dev/null +++ b/src/Game/Systems/ServerListSystem.cpp @@ -0,0 +1,53 @@ +#include "../Game/Systems/ServerListSystem.h" + +ServerListSystem::ServerListSystem(SystemParams params, IRenderer* renderer) + : System(params) + , PureSystem("ServerList") + , m_Renderer(renderer) +{ + EVENT_SUBSCRIBE_MEMBER(m_EServerListRecieved, &ServerListSystem::OnServerListRecieved); +} + +void ServerListSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cServerList, double dt) +{ + +} + +void ServerListSystem::RefreshList() +{ + Events::SearchForServers event; + m_EventBroker->Publish(event); +} + + +bool ServerListSystem::OnServerListRecieved(const Events::DisplayServerlist& e) +{ + if (e.Serverlist.size() == 0) { + return 1; + } + auto serverLists = m_World->GetComponents("ServerList"); + if (serverLists == nullptr) + return 1; + for (auto& cServerList : *serverLists) { + EntityWrapper serverListEntity = EntityWrapper(m_World, cServerList.EntityID); + EntityWrapper identitySpawner = serverListEntity.FirstChildByName("ServerIdentitySpawner"); + identitySpawner.DeleteChildren(); + + (int&)cServerList["TotalIdentities"] = (int)e.Serverlist.size(); + for (int i = 0; i < e.Serverlist.size(); i++) { + //Create Identities for each server and place them on the right position. + EntityWrapper newIdentity = SpawnerSystem::Spawn(identitySpawner, identitySpawner); + EntityWrapper serverIdentityEntity = newIdentity.FirstChildByName("ServerIdentity"); + + glm::vec3 offset = (glm::vec3)serverListEntity["ServerList"]["Offset"]; + (glm::vec3&)serverIdentityEntity["Transform"]["Position"] = offset * (float)i; + + auto& cIdentity = serverIdentityEntity["ServerIdentity"]; + (std::string&)cIdentity["IP"] = e.Serverlist[i].Address; + (std::string&)cIdentity["ServerName"] = e.Serverlist[i].Name; + (int&)cIdentity["Port"] = e.Serverlist[i].Port; + (int&)cIdentity["PlayersConnected"] = e.Serverlist[i].PlayersConnected; + } + } + return 1; +} diff --git a/src/Game/Systems/SpectatorCameraSystem.cpp b/src/Game/Systems/SpectatorCameraSystem.cpp new file mode 100644 index 00000000..d1f2f1ce --- /dev/null +++ b/src/Game/Systems/SpectatorCameraSystem.cpp @@ -0,0 +1,90 @@ +#include "Systems/SpectatorCameraSystem.h" +#include "Rendering/ESetCamera.h" +#include "Core/ELockMouse.h" + +SpectatorCameraSystem::SpectatorCameraSystem(SystemParams params) + : System(params) + , m_CamSetToTeamPick(false) + , m_PickedTeam(-1) +{ + EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &SpectatorCameraSystem::OnInputCommand); +} + +void SpectatorCameraSystem::Update(double dt) +{ + if (!m_CamSetToTeamPick && IsClient) { + // Find the class pick camera and set them to it, since they need to pick a team before they can leave the screen. + EntityWrapper spectatorCam = m_World->GetFirstEntityByName("PickTeamCamera"); + if (spectatorCam.HasComponent("Camera")) { + m_CamSetToTeamPick = true; + Events::SetCamera eSetCamera; + eSetCamera.CameraEntity = spectatorCam; + m_EventBroker->Publish(eSetCamera); + Events::UnlockMouse unlock; + m_EventBroker->Publish(unlock); + } + } +} + +bool SpectatorCameraSystem::OnInputCommand(const Events::InputCommand& e) +{ + // Only the client should do this, and only if player is not spawned. + if (!IsClient || LocalPlayer.Valid()) { + return false; + } + bool swapToClass = e.Command == "PickTeam" || e.Command == "SwapToClassPick"; + if (e.Value == 0 || !swapToClass && e.Command != "SwapToTeamPick" && e.Command != "PickClass") { + return false; + } + + if (e.Command == "PickTeam") { + m_PickedTeam = e.Value; + } + + // If a team has not been picked, they may not exit the pick team screen. + if (m_PickedTeam == -1) { + return false; + } + + // A dead client should be able to swap to and between the overwatch cameras. + std::string camName; + // TODO: 1 Signifies spectator, should probably have real enum here later. + // Spectators should never end up at the class select, instead put them at the SpectatorCamera. + if (swapToClass && m_PickedTeam != 1) { + camName = "PickClassCamera"; + } else if (e.Command == "SwapToTeamPick") { + camName = "PickTeamCamera"; + } else { + camName = "SpectatorCamera"; + } + EntityWrapper spectatorCam = m_World->GetFirstEntityByName(camName); + // Set the camera as active, if it exists. + if (spectatorCam.HasComponent("Camera")) { + // Set the class pick button visible if a blue or red team is picked, else invisible. + EntityWrapper HUD; + if (camName == "SpectatorCamera") { + HUD = spectatorCam.FirstChildByName("SpectatorHUD"); + } else if (camName == "PickTeamCamera") { + HUD = spectatorCam.FirstChildByName("PickTeamHUD"); + } + // If we are at the class pick already, or if HUD is invalid for any other reason, do nothing. + if (HUD.Valid()) { + EntityWrapper toClassButton = spectatorCam.FirstChildByName("ToClassPick"); + if (toClassButton.Valid()) { + // Set ClassButton as invisible if spectator, else visible. + bool visible = m_PickedTeam != 1; // TODO: 1 Signifies spectator. + toClassButton["Sprite"]["Visible"] = visible; + for (auto& child : toClassButton.ChildrenWithComponent("Text")) { + child["Text"]["Visible"] = visible; + } + } + } + Events::SetCamera eSetCamera; + eSetCamera.CameraEntity = spectatorCam; + m_EventBroker->Publish(eSetCamera); + Events::UnlockMouse unlock; + m_EventBroker->Publish(unlock); + } + + return true; +} \ No newline at end of file diff --git a/src/Game/Systems/StartSystem.cpp b/src/Game/Systems/StartSystem.cpp new file mode 100644 index 00000000..3efc2ec3 --- /dev/null +++ b/src/Game/Systems/StartSystem.cpp @@ -0,0 +1,33 @@ +#include "../Game/Systems/StartSystem.h" + +StartSystem::StartSystem(SystemParams params) + : System(params) + , ImpureSystem() +{ + EVENT_SUBSCRIBE_MEMBER(m_ECameraActivated, &StartSystem::OnCameraActivated); +} + +void StartSystem::Update(double dt) +{ + auto cameras = m_World->GetComponents("Camera"); + if(cameras == nullptr) { + return; + } + for(auto& cCamera: *cameras) { + EntityWrapper cameraEntity = EntityWrapper(m_World, cCamera.EntityID); + if(cameraEntity == m_ActiveCamera){ + return; + } + if(cameraEntity.Name() == "Overview_Camera_Start_Menu") { + Events::SetCamera event; + event.CameraEntity = cameraEntity; + m_EventBroker->Publish(event); + } + } +} + +bool StartSystem::OnCameraActivated(const Events::SetCamera& e) +{ + m_ActiveCamera = e.CameraEntity; + return 1; +} diff --git a/src/Game/Systems/TextFieldReader.cpp b/src/Game/Systems/TextFieldReader.cpp index c2e5c1e4..71218ef8 100644 --- a/src/Game/Systems/TextFieldReader.cpp +++ b/src/Game/Systems/TextFieldReader.cpp @@ -7,17 +7,21 @@ void TextFieldReader::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c } // Find the entity to read from - const std::string& parentEntityName = cAmmunitionHUD["ParentEntityName"]; + const std::string& entityName = cAmmunitionHUD["ParentEntityName"]; + const std::string& componentType = cAmmunitionHUD["ComponentType"]; EntityWrapper readEntity = entity; - if (!parentEntityName.empty()) { - readEntity = entity.FirstParentByName(parentEntityName); - if (!readEntity.Valid()) { - return; + if (entityName.empty()) { + if (!readEntity.HasComponent(componentType)) { + readEntity = readEntity.FirstParentWithComponent(componentType); } + } else { + readEntity = entity.FirstParentByName(entityName); + } + if (!readEntity.Valid()) { + return; } // Find the component to read from - const std::string& componentType = cAmmunitionHUD["ComponentType"]; if (componentType.empty() || !readEntity.HasComponent(componentType)) { return; } diff --git a/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp b/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp index fc5334c9..8c92b35b 100644 --- a/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp +++ b/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp @@ -40,12 +40,16 @@ void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& magAmmo = glm::min(magSize, ammo); isReloading = false; if (wi.FirstPersonEntity.Valid()) { - wi.FirstPersonEntity["Model"]["Visible"] = true; + wi.FirstPersonEntity.FirstChildByName("ViewModel")["Model"]["Visible"] = true; } if (wi.ThirdPersonEntity.Valid()) { wi.ThirdPersonEntity["Model"]["Visible"] = true; } } + double reloadTime = cWeapon["ReloadTime"]; + if (isReloading && reloadTimer <= reloadTime / 2) { + + } // Restore view angle if (IsClient) { @@ -68,7 +72,7 @@ void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& const float& movementSpeed = cPlayer["MovementSpeed"]; float speed = glm::length((const glm::vec3&)cPhysics["Velocity"]); float animationWeight = glm::min(speed, movementSpeed) / movementSpeed; - EntityWrapper rootNode = wi.FirstPersonEntity.FirstParentWithComponent("Model"); + EntityWrapper rootNode = wi.FirstPersonEntity; if (rootNode.Valid()) { EntityWrapper blend = rootNode.FirstChildByName("MovementBlend"); if (blend.Valid()) { @@ -121,19 +125,35 @@ void AssaultWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) reloadTimer = reloadTime; // Play animation - playAnimationAndReturn(wi.FirstPersonEntity, "BlendTreeAssaultWeapon", "Reload"); - if (IsClient) { - // Spawn explosion effect - EntityWrapper reloadEffectSpawner = wi.FirstPersonEntity.FirstChildByName("FirstPersonReloadSpawner"); - if (reloadEffectSpawner.Valid()) { - SpawnerSystem::Spawn(reloadEffectSpawner, reloadEffectSpawner); + playAnimationAndReturn(wi.FirstPersonEntity, "ActionBlend", "Reload"); + // Third person anim + Events::AutoAnimationBlend b1; + b1.RootNode = wi.ThirdPersonPlayerModel; + b1.NodeName = "Reload"; + b1.Restart = true; + b1.Start = true; + m_EventBroker->Publish(b1); + + // Spawn explosion effect + if (wi.FirstPersonEntity.Valid()) { + if (IsClient) { + EntityWrapper reloadEffectSpawner = wi.FirstPersonEntity.FirstChildByName("ReloadSpawner"); + if (reloadEffectSpawner.Valid()) { + reloadEffectSpawner.DeleteChildren(); + SpawnerSystem::Spawn(reloadEffectSpawner, reloadEffectSpawner); + } } - if (wi.FirstPersonEntity.Valid()) { - wi.FirstPersonEntity["Model"]["Visible"] = false; - } - if (wi.ThirdPersonEntity.Valid()) { - wi.ThirdPersonEntity["Model"]["Visible"] = false; + wi.FirstPersonEntity.FirstChildByName("ViewModel")["Model"]["Visible"] = false; + } + if (wi.ThirdPersonEntity.Valid()) { + if (IsServer) { + EntityWrapper reloadEffectSpawner = wi.ThirdPersonEntity.FirstChildByName("ReloadSpawner"); + if (reloadEffectSpawner.Valid()) { + reloadEffectSpawner.DeleteChildren(); + SpawnerSystem::Spawn(reloadEffectSpawner, reloadEffectSpawner); + } } + wi.ThirdPersonEntity["Model"]["Visible"] = false; } // Sound @@ -190,7 +210,7 @@ void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi } // Get weapon model based on current person - EntityWrapper weaponModelEntity = getRelevantWeaponModelEntity(wi); + EntityWrapper weaponModelEntity = getRelevantWeaponEntity(wi); if (!weaponModelEntity.Valid()) { return; } @@ -221,7 +241,15 @@ void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi } // Play animation - playAnimationAndReturn(wi.FirstPersonEntity, "BlendTreeAssaultWeapon", "Fire"); + playAnimationAndReturn(wi.FirstPersonEntity, "ActionBlend", "Fire"); + + // Third person anim + Events::AutoAnimationBlend b1; + b1.RootNode = wi.ThirdPersonPlayerModel; + b1.NodeName = "Fire"; + b1.Restart = true; + b1.Start = true; + m_EventBroker->Publish(b1); // Sound Events::PlaySoundOnEntity e; diff --git a/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp b/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp index 2d6ab74b..835b5378 100644 --- a/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp +++ b/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp @@ -36,7 +36,7 @@ void DefenderWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& m_EventBroker->Publish(e); } else { isReloading = false; - playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Idle"); + playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "ReloadEnd"); } } @@ -99,7 +99,21 @@ void DefenderWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) reloadTimer = reloadTime; // Play animation - playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Reload"); + if (wi.FirstPersonEntity.Valid()) { + Events::AutoAnimationBlend eBlendStart; + eBlendStart.RootNode = wi.FirstPersonEntity; + eBlendStart.NodeName = "ReloadStart"; + eBlendStart.Restart = true; + eBlendStart.Start = true; + m_EventBroker->Publish(eBlendStart); + Events::AutoAnimationBlend eBlendLoop; + eBlendLoop.RootNode = wi.FirstPersonEntity; + eBlendLoop.NodeName = "ReloadLoop"; + eBlendLoop.Restart = true; + eBlendLoop.Start = true; + eBlendLoop.AnimationEntity = wi.FirstPersonEntity.FirstChildByName("ReloadStart"); + m_EventBroker->Publish(eBlendLoop); + } } void DefenderWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) @@ -114,17 +128,18 @@ void DefenderWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) { - if (e.Command == "SpecialAbility" && IsServer) { + if (e.Command == "SpecialAbility") { EntityWrapper attachment = wi.Player.FirstChildByName("ShieldAttachment"); if (attachment.Valid()) { if (e.Value > 0) { - SpawnerSystem::Spawn(attachment, attachment); + if (IsServer) { + SpawnerSystem::Spawn(attachment, attachment); + } - EntityWrapper root = wi.FirstPersonEntity.FirstParentWithComponent("Model"); - if (root.Valid()) { - EntityWrapper subTree = root.FirstChildByName("FinalBlend"); - if (subTree.Valid()) { - EntityWrapper animationNode = subTree.FirstChildByName("Shield"); + if (IsClient) { + EntityWrapper root = wi.FirstPersonEntity; + if (root.Valid()) { + EntityWrapper animationNode = root.FirstChildByName("Shield"); if (animationNode.Valid()) { Events::AutoAnimationBlend eFireBlend; eFireBlend.RootNode = root; @@ -138,11 +153,10 @@ bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInf } else { attachment.DeleteChildren(); - EntityWrapper root = wi.FirstPersonEntity.FirstParentWithComponent("Model"); - if (root.Valid()) { - EntityWrapper subTree = root.FirstChildByName("FinalBlend"); - if (subTree.Valid()) { - EntityWrapper animationNode = subTree.FirstChildByName("ActionBlend"); + if (IsClient) { + EntityWrapper root = wi.FirstPersonEntity; + if (root.Valid()) { + EntityWrapper animationNode = root.FirstChildByName("ActionBlend"); if (animationNode.Valid()) { Events::AutoAnimationBlend eFireBlend; eFireBlend.RootNode = root; @@ -232,7 +246,7 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi } // Play animation - playAnimationAndReturn(wi.FirstPersonEntity, "BlendTreeDefenderWeapon", "Fire"); + playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Fire"); // Sound Events::PlaySoundOnEntity e; diff --git a/src/Game/Systems/Weapon/SidearmWeaponBehaviour.cpp b/src/Game/Systems/Weapon/SidearmWeaponBehaviour.cpp index d32b7d7e..cba3d5e8 100644 --- a/src/Game/Systems/Weapon/SidearmWeaponBehaviour.cpp +++ b/src/Game/Systems/Weapon/SidearmWeaponBehaviour.cpp @@ -52,7 +52,7 @@ void SidearmWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"]; // Get weapon model based on current person - EntityWrapper weaponModelEntity = getRelevantWeaponModelEntity(wi); + EntityWrapper weaponModelEntity = getRelevantWeaponEntity(wi); if (!weaponModelEntity.Valid()) { return; }