Merge remote-tracking branch 'origin/master' into AndersTestNetwork
# Conflicts: # include/Game/Systems/DamageIndicatorSystem.h # src/Game/Systems/DamageIndicatorSystem.cpp # src/Game/Systems/SoundSystem.cpp
This commit is contained in:
+1
-1
Submodule assets updated: 1e7adc749e...10a611659d
@@ -1,13 +0,0 @@
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#ifndef HybridClient_h__
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#define HybridClient_h__
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class HybridClient
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{
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public:
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HybridClient();
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~HybridClient();
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private:
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};
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#endif
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@@ -1,12 +0,0 @@
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#ifndef HybridServer_h__
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#define HybridServer_h__
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class HybridServer
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{
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public:
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HybridServer();
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~HybridServer();
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private:
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};
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#endif
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@@ -0,0 +1,27 @@
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#ifndef CubeMapPass_h__
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#define CubeMapPass_h__
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#include "IRenderer.h"
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#include "ShaderProgram.h"
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class CubeMapPass
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{
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public:
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CubeMapPass(IRenderer* renderer);
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~CubeMapPass() { }
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void LoadTextures(std::string input);
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void FillCubeMap(glm::vec3 originPosition);
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void GenerateCubeMapTexture();
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//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
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GLuint m_CubeMapTexture = -1;
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private:
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IRenderer* m_Renderer;
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std::string m_PreviusCubeMapTexture;
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std::vector<Texture*> m_CubeMapTextures;
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};
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#endif
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@@ -4,6 +4,7 @@
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#include "IRenderer.h"
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#include "DrawFinalPassState.h"
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#include "LightCullingPass.h"
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#include "CubeMapPass.h"
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "Util/UnorderedMapVec2.h"
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@@ -13,12 +14,12 @@
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class DrawFinalPass
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{
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass);
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~DrawFinalPass() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(RenderScene& scene);
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void Draw(RenderScene& scene, GLuint SSAOTexture);
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void ClearBuffer();
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void OnWindowResize();
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@@ -37,7 +38,7 @@ private:
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture);
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void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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@@ -62,12 +63,14 @@ private:
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GLuint m_SceneTextureLowRes;
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GLuint m_DepthBuffer;
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GLuint m_DepthBufferLowRes;
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GLuint m_CubeMapTexture;
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//maqke this component based i guess?
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GLuint m_ShieldPixelRate = 16;
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const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
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const CubeMapPass* m_CubeMapPass;
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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@@ -184,7 +184,7 @@ struct ModelJob : RenderJob
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void CalculateHash() override
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{
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Hash = TextureID + ModelID << 10 + ShaderID << 20;
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Hash = ShaderID << 20 + ModelID << 10 + TextureID;
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}
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};
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@@ -16,6 +16,8 @@
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#include "DrawScreenQuadPass.h"
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#include "DrawBloomPass.h"
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#include "DrawColorCorrectionPass.h"
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#include "SSAOPass.h"
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#include "CubeMapPass.h"
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#include "../Core/EventBroker.h"
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#include "ImGuiRenderPass.h"
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#include "Camera.h"
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@@ -57,7 +59,14 @@ private:
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Model* m_UnitSphere;
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int m_DebugTextureToDraw = 0;
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int m_CubeMapTexture = 0;
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bool m_ResizeWindow = false;
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float m_SSAO_Radius = 1.0f;
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float m_SSAO_Bias = 0.05f;
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float m_SSAO_Contrast = 1.5f;
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float m_SSAO_IntensityScale = 1.0f;
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int m_SSAO_NumOfSamples = 24;
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int m_SSAO_NumOfTurns = 7;
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PickingPass* m_PickingPass;
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LightCullingPass* m_LightCullingPass;
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@@ -66,6 +75,8 @@ private:
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DrawScreenQuadPass* m_DrawScreenQuadPass;
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DrawBloomPass* m_DrawBloomPass;
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DrawColorCorrectionPass* m_DrawColorCorrectionPass;
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SSAOPass* m_SSAOPass;
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CubeMapPass* m_CubeMapPass;
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//----------------------Functions----------------------//
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void InitializeWindow();
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@@ -0,0 +1,63 @@
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#ifndef SSAOPass_h__
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#define SSAOPass_h__
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#include "IRenderer.h"
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#include "SSAOPassState.h"
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//#include "LightCullingPass.h" Finalpass om den skall skickas in
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "DrawBloomPass.h"
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//#include "Util/UnorderedMapVec2.h"
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#include "Texture.h"
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class SSAOPass
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{
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public:
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SSAOPass(IRenderer* rendere);
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~SSAOPass() {
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delete m_DrawBloomPass;
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};
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void Draw(GLuint depthBuffer, Camera* camera);
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void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns);
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void ClearBuffer();
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void OnWindowResize();
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//Return the SSAO of the texture sent to Draw
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GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
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private:
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void InitializeTexture();
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void InitializeFrameBuffer();
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void InitializeShaderProgram();
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void InitializeBuffer();
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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//void blurHorizontal(GLuint depthBuffer);
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//void blurVertical(GLuint depthBuffer);
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Model* m_ScreenQuad;
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const IRenderer* m_Renderer;
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float m_Radius;
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float m_Bias;
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float m_Contrast;
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float m_IntensityScale;
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int m_NumOfSamples;
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int m_NumOfTurns;
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GLuint m_SSAOTexture;
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FrameBuffer m_SSAOFramBuffer;
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GLuint m_SSAOViewSpaceZTexture;
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FrameBuffer m_SSAOViewSpaceZFramBuffer;
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ShaderProgram* m_SSAOProgram;
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ShaderProgram* m_SSAOViewSpaceZProgram;
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DrawBloomPass* m_DrawBloomPass;
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};
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#endif
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@@ -0,0 +1,15 @@
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#ifndef SSAOPassState_h__
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#define SSAOPassState_h__
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#include "Rendering/RenderState.h"
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class SSAOPassState : public RenderState
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{
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public:
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SSAOPassState();
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~SSAOPassState();
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private:
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};
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#endif
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@@ -17,7 +17,7 @@
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struct SpriteJob : RenderJob
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{
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SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted)
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SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
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: RenderJob()
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{
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Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
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@@ -30,7 +30,7 @@ struct SpriteJob : RenderJob
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StartIndex = matProp.material->StartIndex;
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EndIndex = matProp.material->EndIndex;
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Matrix = matrix;
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Matrix = matrix;
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Color = cSprite["Color"];
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Entity = cSprite.EntityID;
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Position = Transform::AbsolutePosition(world, cSprite.EntityID);
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@@ -41,7 +41,8 @@ struct SpriteJob : RenderJob
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}
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World = world;
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Pickable = world->HasComponent(cSprite.EntityID, "Button");
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IsIndicator = isIndicator;
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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};
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@@ -61,7 +62,9 @@ struct SpriteJob : RenderJob
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unsigned int StartIndex = 0;
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unsigned int EndIndex = 0;
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World* World;
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bool Pickable;
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bool IsIndicator = false;
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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@@ -18,6 +18,7 @@ public:
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void Bind(GLenum textureUnit = GL_TEXTURE0);
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GLuint m_Texture = 0;
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unsigned char* Data = nullptr;
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};
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@@ -14,6 +14,7 @@
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#include <glm/gtx/vector_angle.hpp>
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#include "Rendering/Util/CommonFunctions.h"
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//#define INDICATOR_TEST
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class DamageIndicatorSystem : public ImpureSystem
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{
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@@ -32,16 +33,17 @@ private:
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struct DamageIndicatorStruct {
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EntityWrapper spriteEntity;
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glm::vec3 enemyPosition;
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DamageIndicatorStruct(EntityWrapper entity, glm::vec3 pos)
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: spriteEntity(entity)
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DamageIndicatorStruct(EntityWrapper sprite, glm::vec3 pos)
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: spriteEntity(sprite)
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, enemyPosition(pos) {}
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};
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std::vector<DamageIndicatorStruct> updateDamageIndicatorVector;
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float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos);
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glm::vec3 DamageIndicatorTest(EntityWrapper player);
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//for tests
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#ifdef INDICATOR_TEST
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glm::vec3 DamageIndicatorTest(EntityWrapper player);
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int m_TestVar = 0;
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bool m_Testing = false;
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#endif
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};
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#endif
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@@ -44,5 +44,6 @@
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<xs:include schemaLocation="Components/Menu.xsd"/>
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<xs:include schemaLocation="Components/KillFeed.xsd"/>
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<xs:include schemaLocation="Components/Page.xsd"/>
|
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<xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
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<xs:include schemaLocation="Components/Button.xsd"/>
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</xs:schema>
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@@ -0,0 +1,5 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<SpriteIndicator xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SpriteIndicator.xsd">
|
||||
<MinScale>10</MinScale>
|
||||
<VisibleForSingleTeamOnly>false</VisibleForSingleTeamOnly>
|
||||
</SpriteIndicator>
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@@ -0,0 +1,19 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="SpriteIndicator">
|
||||
<xs:annotation>
|
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<xs:documentation>Billbord a Sprite around global Y axis</xs:documentation>
|
||||
</xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="MinScale" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="VisibleForSingleTeamOnly" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Add a Team component to this Entity or Parent to make it visible only for that team</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -13,6 +13,7 @@
|
||||
<c:DashAbility/>
|
||||
<c:Health/>
|
||||
<c:Physics>
|
||||
<PrevOrigin X="0" Y="0.772000015" Z="0"/>
|
||||
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
||||
</c:Physics>
|
||||
<c:Player>
|
||||
@@ -60,6 +61,7 @@
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
|
||||
<DepthSort>false</DepthSort>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.200000003"/>
|
||||
@@ -110,6 +112,7 @@
|
||||
</c:Fill>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/HealthHUD3.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.588235319" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:HealthHUD/>
|
||||
@@ -135,6 +138,7 @@
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -152,6 +156,7 @@
|
||||
</c:Fill>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -167,6 +172,7 @@
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -185,6 +191,7 @@
|
||||
</c:Fill>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -200,6 +207,7 @@
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -217,6 +225,7 @@
|
||||
</c:Fill>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -232,6 +241,7 @@
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -249,6 +259,7 @@
|
||||
</c:Fill>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -264,6 +275,7 @@
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.699999988" B="0" G="0.200000003" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -279,6 +291,7 @@
|
||||
</c:Fill>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -303,6 +316,7 @@
|
||||
<Entity name="KillFeed1">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content></Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Alignment>
|
||||
<Right/>
|
||||
@@ -315,6 +329,7 @@
|
||||
<Entity name="KillFeed2">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content></Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Alignment>
|
||||
<Right/>
|
||||
@@ -329,6 +344,7 @@
|
||||
<Entity name="KillFeed3">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content></Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Alignment>
|
||||
<Right/>
|
||||
@@ -348,13 +364,14 @@
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName1>Idle</AnimationName1>
|
||||
<Time1>1.6050530664521858</Time1>
|
||||
<Time1>0.97725610639912475</Time1>
|
||||
<Speed1>1</Speed1>
|
||||
<AnimationName2></AnimationName2>
|
||||
<AnimationName3></AnimationName3>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.309803933" R="0"/>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -366,11 +383,10 @@
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.12043035" Y="-0.234149337" Z="-0.181454644"/>
|
||||
<Orientation X="0.0104045281" Y="-0.00268131681" Z="0.0428438708"/>
|
||||
<Position X="0.12043038" Y="-0.244988307" Z="-0.181454808"/>
|
||||
<Orientation X="0.010404544" Y="-0.00268173823" Z="0.0428441577"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -407,6 +423,7 @@
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.588235319" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -476,8 +493,10 @@
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName1>Idle</AnimationName1>
|
||||
<Time1>1.620305457513453</Time1>
|
||||
<Time1>0.87583812735846323</Time1>
|
||||
<Speed1>1</Speed1>
|
||||
<AnimationName2></AnimationName2>
|
||||
<AnimationName3></AnimationName3>
|
||||
</c:Animation>
|
||||
<c:AnimationOffset>
|
||||
<AnimationName>AimRifle</AnimationName>
|
||||
@@ -500,8 +519,8 @@
|
||||
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.160351232" Y="1.02591991" Z="-0.215102971"/>
|
||||
<Orientation X="-0.0627480298" Y="-0.0432248674" Z="0.119431816"/>
|
||||
<Position X="0.163429111" Y="1.0235405" Z="-0.215489209"/>
|
||||
<Orientation X="-0.0631071255" Y="-0.0576644838" Z="0.118255548"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -571,6 +590,26 @@
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Indicator">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Icons/Arrow.png</DiffuseTexture>
|
||||
<DepthSort>false</DepthSort>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="1" B="1" G="0.309803933" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:HiddenForLocalPlayer/>
|
||||
<c:SpriteIndicator>
|
||||
<MinScale>50</MinScale>
|
||||
<VisibleForSingleTeamOnly>true</VisibleForSingleTeamOnly>
|
||||
</c:SpriteIndicator>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1.84019077" Z="0"/>
|
||||
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
<c:DashAbility/>
|
||||
<c:Health/>
|
||||
<c:Physics>
|
||||
<PrevOrigin X="0" Y="0.772000015" Z="0"/>
|
||||
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
||||
</c:Physics>
|
||||
<c:Player>
|
||||
@@ -60,6 +61,7 @@
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
|
||||
<DepthSort>false</DepthSort>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.200000003"/>
|
||||
@@ -110,6 +112,7 @@
|
||||
</c:Fill>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/HealthHUD3.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.588235319" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:HealthHUD/>
|
||||
@@ -135,6 +138,7 @@
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -152,6 +156,7 @@
|
||||
</c:Fill>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -167,6 +172,7 @@
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -185,6 +191,7 @@
|
||||
</c:Fill>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -200,6 +207,7 @@
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -217,6 +225,7 @@
|
||||
</c:Fill>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -232,6 +241,7 @@
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -249,6 +259,7 @@
|
||||
</c:Fill>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -264,6 +275,7 @@
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.699999988" B="0" G="0.200000003" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -279,6 +291,7 @@
|
||||
</c:Fill>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -304,6 +317,7 @@
|
||||
<Entity name="KillFeed1">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content></Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Alignment>
|
||||
<Right/>
|
||||
@@ -316,6 +330,7 @@
|
||||
<Entity name="KillFeed2">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content></Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Alignment>
|
||||
<Right/>
|
||||
@@ -330,6 +345,7 @@
|
||||
<Entity name="KillFeed3">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content></Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Alignment>
|
||||
<Right/>
|
||||
@@ -349,13 +365,14 @@
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName1>Idle</AnimationName1>
|
||||
<Time1>1.6050530664521858</Time1>
|
||||
<Time1>1.2667383999985162</Time1>
|
||||
<Speed1>1</Speed1>
|
||||
<AnimationName2></AnimationName2>
|
||||
<AnimationName3></AnimationName3>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -367,11 +384,10 @@
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.12043035" Y="-0.234149337" Z="-0.181454644"/>
|
||||
<Orientation X="0.0104045281" Y="-0.00268131681" Z="0.0428438708"/>
|
||||
<Position X="0.120430425" Y="-0.242105931" Z="-0.181454822"/>
|
||||
<Orientation X="0.010404665" Y="-0.00268179877" Z="0.0428443067"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -408,6 +424,7 @@
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.588235319" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -477,8 +494,10 @@
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName1>Idle</AnimationName1>
|
||||
<Time1>1.620305457513453</Time1>
|
||||
<Time1>0.26532318661337229</Time1>
|
||||
<Speed1>1</Speed1>
|
||||
<AnimationName2></AnimationName2>
|
||||
<AnimationName3></AnimationName3>
|
||||
</c:Animation>
|
||||
<c:AnimationOffset>
|
||||
<AnimationName>AimRifle</AnimationName>
|
||||
@@ -501,8 +520,8 @@
|
||||
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.160351232" Y="1.02591991" Z="-0.215102971"/>
|
||||
<Orientation X="-0.0627480298" Y="-0.0432248674" Z="0.119431816"/>
|
||||
<Position X="0.159282878" Y="1.0300566" Z="-0.216084003"/>
|
||||
<Orientation X="-0.0626799241" Y="-0.0390551724" Z="0.119761385"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -572,6 +591,26 @@
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Icons/Arrow.png</DiffuseTexture>
|
||||
<DepthSort>false</DepthSort>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:HiddenForLocalPlayer/>
|
||||
<c:SpriteIndicator>
|
||||
<MinScale>50</MinScale>
|
||||
<VisibleForSingleTeamOnly>true</VisibleForSingleTeamOnly>
|
||||
</c:SpriteIndicator>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1.84000003" Z="0"/>
|
||||
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
|
||||
@@ -19,6 +19,8 @@ void main()
|
||||
vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate);
|
||||
vec4 hdrColorLowRes = texture(SceneTextureLowRes, Input.TextureCoordinate);
|
||||
vec4 bloomColorLowRes = texture(BloomTextureLowRes, Input.TextureCoordinate);
|
||||
|
||||
//hdrColor = hdrColor * SSAO;
|
||||
hdrColor += bloomColor;
|
||||
hdrColorLowRes;
|
||||
|
||||
@@ -33,7 +35,6 @@ void main()
|
||||
|
||||
//gamme correction
|
||||
result = pow(result, vec3(1.0 / Gamma));
|
||||
|
||||
fragmentColor = vec4(result, 1.0);
|
||||
//fragmentColor = hdrColor;
|
||||
//fragmentColor = bloomColor;
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
#version 430
|
||||
|
||||
#define MIN_AMBIENT_LIGHT 0.3
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
@@ -10,15 +12,18 @@ uniform vec4 FillColor;
|
||||
uniform vec4 AmbientColor;
|
||||
uniform float FillPercentage;
|
||||
uniform float GlowIntensity = 10;
|
||||
uniform vec3 CameraPosition;
|
||||
|
||||
uniform vec2 DiffuseUVRepeat;
|
||||
uniform vec2 NormalUVRepeat;
|
||||
uniform vec2 SpecularUVRepeat;
|
||||
uniform vec2 GlowUVRepeat;
|
||||
layout (binding = 0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding = 1) uniform sampler2D NormalMapTexture;
|
||||
layout (binding = 2) uniform sampler2D SpecularMapTexture;
|
||||
layout (binding = 3) uniform sampler2D GlowMapTexture;
|
||||
layout (binding = 0) uniform sampler2D AOTexture;
|
||||
layout (binding = 1) uniform sampler2D DiffuseTexture;
|
||||
layout (binding = 2) uniform sampler2D NormalMapTexture;
|
||||
layout (binding = 3) uniform sampler2D SpecularMapTexture;
|
||||
layout (binding = 4) uniform sampler2D GlowMapTexture;
|
||||
layout (binding = 5) uniform samplerCube CubeMap;
|
||||
|
||||
#define TILE_SIZE 16
|
||||
|
||||
@@ -73,7 +78,7 @@ struct LightResult {
|
||||
};
|
||||
|
||||
float CalcAttenuation(float radius, float dist, float falloff) {
|
||||
return 1.0 - smoothstep(radius * 0.3, radius, dist);
|
||||
return 1.0 - smoothstep(radius * falloff, radius, dist);
|
||||
}
|
||||
|
||||
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
|
||||
@@ -120,6 +125,8 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
|
||||
|
||||
void main()
|
||||
{
|
||||
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
|
||||
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
|
||||
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
|
||||
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
|
||||
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
|
||||
@@ -127,14 +134,18 @@ void main()
|
||||
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));
|
||||
vec4 viewVec = normalize(-position);
|
||||
vec4 viewVec = normalize(-position);
|
||||
vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
|
||||
vec3 R = reflect(-I, Input.Normal);
|
||||
//R = vec3(P * vec4(R, 1.0));
|
||||
vec4 reflectionColor = texture(CubeMap, R);
|
||||
|
||||
vec2 tilePos;
|
||||
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
|
||||
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
|
||||
|
||||
LightResult totalLighting;
|
||||
totalLighting.Diffuse = vec4(AmbientColor.rgb, 1.0);
|
||||
totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0);
|
||||
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
|
||||
|
||||
int start = int(LightGrids.Data[currentTile].Start);
|
||||
@@ -152,12 +163,14 @@ void main()
|
||||
} else if (light.Type == 2) { //Directional
|
||||
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
||||
}
|
||||
totalLighting.Diffuse += light_result.Diffuse;
|
||||
totalLighting.Specular += light_result.Specular;
|
||||
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
|
||||
totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
|
||||
}
|
||||
|
||||
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
||||
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
||||
float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
|
||||
color_result = color_result * clamp(1/specularTexel, 0, 1)*2 + reflectionColor * clamp(specularTexel, 0, 1)/2;
|
||||
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
|
||||
|
||||
|
||||
@@ -167,9 +180,10 @@ void main()
|
||||
color_result += FillColor;
|
||||
}
|
||||
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||
//sceneColor = vec4(reflectionColor.xyz, 1);
|
||||
color_result += glowTexel*GlowIntensity;
|
||||
|
||||
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
|
||||
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), clamp(color_result.a, 0, 1));
|
||||
|
||||
//Tiled Debug Code
|
||||
/*
|
||||
|
||||
@@ -23,12 +23,12 @@ out VertexData{
|
||||
void main()
|
||||
{
|
||||
gl_Position = P*V*M * vec4(Position, 1.0);
|
||||
|
||||
mat4 TIM = transpose(inverse(M));
|
||||
Output.Position = Position;
|
||||
Output.TextureCoordinate = TextureCoords;
|
||||
Output.Normal = vec3(M * vec4(Normal, 0.0));
|
||||
Output.Tangent = vec3(M * vec4(Tangent, 0.0));
|
||||
Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
|
||||
Output.Normal = vec3(TIM * vec4(Normal, 0.0));
|
||||
Output.Tangent = vec3(TIM * vec4(Tangent, 0.0));
|
||||
Output.BiTangent = vec3(TIM * vec4(BiTangent, 0.0));
|
||||
Output.ExplosionColor = vec4(1.0);
|
||||
Output.ExplosionPercentageElapsed = 0.0;
|
||||
}
|
||||
@@ -1,5 +1,7 @@
|
||||
#version 430
|
||||
|
||||
#define MIN_AMBIENT_LIGHT 0.3
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
@@ -23,19 +25,20 @@ uniform vec2 SpecularUVRepeat3;
|
||||
uniform vec2 GlowUVRepeat1;
|
||||
uniform vec2 GlowUVRepeat2;
|
||||
uniform vec2 GlowUVRepeat3;
|
||||
layout (binding = 0) uniform sampler2D SplatMapTexture;
|
||||
layout (binding = 1) uniform sampler2D DiffuseTexture1;
|
||||
layout (binding = 2) uniform sampler2D DiffuseTexture2;
|
||||
layout (binding = 3) uniform sampler2D DiffuseTexture3;
|
||||
layout (binding = 4) uniform sampler2D NormalMapTexture1;
|
||||
layout (binding = 5) uniform sampler2D NormalMapTexture2;
|
||||
layout (binding = 6) uniform sampler2D NormalMapTexture3;
|
||||
layout (binding = 7) uniform sampler2D SpecularMapTexture1;
|
||||
layout (binding = 8) uniform sampler2D SpecularMapTexture2;
|
||||
layout (binding = 9) uniform sampler2D SpecularMapTexture3;
|
||||
layout (binding = 10) uniform sampler2D GlowMapTexture1;
|
||||
layout (binding = 11) uniform sampler2D GlowMapTexture2;
|
||||
layout (binding = 12) uniform sampler2D GlowMapTexture3;
|
||||
layout (binding = 0) uniform sampler2D AOTexture;
|
||||
layout (binding = 1) uniform sampler2D SplatMapTexture;
|
||||
layout (binding = 2) uniform sampler2D DiffuseTexture1;
|
||||
layout (binding = 3) uniform sampler2D DiffuseTexture2;
|
||||
layout (binding = 4) uniform sampler2D DiffuseTexture3;
|
||||
layout (binding = 5) uniform sampler2D NormalMapTexture1;
|
||||
layout (binding = 6) uniform sampler2D NormalMapTexture2;
|
||||
layout (binding = 7) uniform sampler2D NormalMapTexture3;
|
||||
layout (binding = 8) uniform sampler2D SpecularMapTexture1;
|
||||
layout (binding = 9) uniform sampler2D SpecularMapTexture2;
|
||||
layout (binding = 10) uniform sampler2D SpecularMapTexture3;
|
||||
layout (binding = 11) uniform sampler2D GlowMapTexture1;
|
||||
layout (binding = 12) uniform sampler2D GlowMapTexture2;
|
||||
layout (binding = 13) uniform sampler2D GlowMapTexture3;
|
||||
|
||||
#define TILE_SIZE 16
|
||||
|
||||
@@ -174,6 +177,9 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
|
||||
|
||||
void main()
|
||||
{
|
||||
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
|
||||
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
|
||||
|
||||
vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
|
||||
|
||||
vec4 diffuseTexel = CalcBlendedTexel(splatTexel, DiffuseTexture1, DiffuseTexture2, DiffuseTexture3,
|
||||
@@ -195,7 +201,7 @@ void main()
|
||||
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
|
||||
|
||||
LightResult totalLighting;
|
||||
totalLighting.Diffuse = vec4(AmbientColor.rgb, 1.0);
|
||||
totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0);
|
||||
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
|
||||
|
||||
int start = int(LightGrids.Data[currentTile].Start);
|
||||
@@ -213,8 +219,8 @@ void main()
|
||||
} else if (light.Type == 2) { //Directional
|
||||
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
||||
}
|
||||
totalLighting.Diffuse += light_result.Diffuse;
|
||||
totalLighting.Specular += light_result.Specular;
|
||||
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
|
||||
totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
|
||||
}
|
||||
|
||||
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
||||
|
||||
@@ -0,0 +1,114 @@
|
||||
#version 430
|
||||
|
||||
//Number of samples per pixel
|
||||
uniform int uNumOfSamples;
|
||||
//#define NUM_SAMPLES (11)
|
||||
|
||||
//Number of turns around the cirle
|
||||
uniform int uNumOfTurns;
|
||||
//#define NUM_TURNS (7)
|
||||
|
||||
layout (binding = 0) uniform sampler2D ViewSpaceZ;
|
||||
|
||||
uniform vec4 uProjInfo;
|
||||
|
||||
uniform float uProjScale;
|
||||
//#define ProjScale 500
|
||||
|
||||
uniform float uRadius;
|
||||
//#define Radius 1.0f
|
||||
|
||||
uniform float uBias;
|
||||
//#define Bias 0.012f
|
||||
|
||||
uniform float uContrast;
|
||||
//#define IntensityDivR6 1
|
||||
|
||||
uniform float uIntensityScale;
|
||||
|
||||
out float AO;
|
||||
|
||||
vec3 getVSPosition(ivec2 ScreenSpaceCoord) {
|
||||
float z = texelFetch(ViewSpaceZ, ScreenSpaceCoord, 0).r;
|
||||
//Get the xy view space coordinates and add the z value from ViewSpaceZ buffer.
|
||||
return vec3((uProjInfo[0] + (ScreenSpaceCoord.x * uProjInfo[1])) * z, (uProjInfo[2] + (ScreenSpaceCoord.y * uProjInfo[3])) * z, z);
|
||||
}
|
||||
|
||||
vec3 getVSFaceNormal(vec3 ViewSpacePosition) {
|
||||
// Get tangets vector for the plane and ViewSpacePositin... don't ask how this functions works. It's pure magic.
|
||||
// They do this and it just works... I would guess that they approximate the function of a plane from pixels close to the pixel were on now.
|
||||
return normalize(cross(dFdx(ViewSpacePosition), dFdy(ViewSpacePosition)));
|
||||
}
|
||||
|
||||
|
||||
vec3 getSampleViewSpacePos(ivec2 ScreenSpaceCoord, int SampleIndex, float RotationAngle, float ScreenSpaceSampleRadius){
|
||||
// Pure Magic...
|
||||
float alpha = float(SampleIndex) * (1.0 / uNumOfSamples);
|
||||
|
||||
// Angle to where to sample
|
||||
float angle = alpha * (uNumOfTurns * 6.28) + RotationAngle;
|
||||
|
||||
//Lenght to were to sample
|
||||
ScreenSpaceSampleRadius = ScreenSpaceSampleRadius * alpha;
|
||||
|
||||
vec2 screenSpaceSampleOffsetVecor = vec2(cos(angle), sin(angle));
|
||||
|
||||
// Get texel coordinate on where to sample by going screenSpaceSampleOffsetVecor direction in ScreenSpaceSampleRadius units from ScreenSpaceCoord (the point being shaded);
|
||||
ivec2 screenSpaceSampleTexel = ivec2(ScreenSpaceSampleRadius * screenSpaceSampleOffsetVecor) + ScreenSpaceCoord;
|
||||
|
||||
return getVSPosition(screenSpaceSampleTexel);
|
||||
}
|
||||
|
||||
|
||||
|
||||
float sampleAO(ivec2 ScreenSpaceCoord, vec3 Origin, vec3 OriginNormal, float ScreenSpaceSampleRadius, int SampleIndex, float RotationAngle, float Radius) {
|
||||
float radius2 = Radius * Radius;
|
||||
vec3 sampleViewSpacePosition = getSampleViewSpacePos(ScreenSpaceCoord, SampleIndex, RotationAngle, ScreenSpaceSampleRadius);
|
||||
|
||||
vec3 sampleVector = Origin - sampleViewSpacePosition;
|
||||
|
||||
// vv = sampleVectorLenght ^ 2
|
||||
float vv = dot(sampleVector, sampleVector);
|
||||
// vn = angle between sampleVector and Normal
|
||||
float vn = dot(sampleVector, OriginNormal);
|
||||
|
||||
const float epsilon = 0.0001f;
|
||||
|
||||
// vv < radius2 if the vector is shorter then the radius;
|
||||
// vn - bias, offset the angle to reduse self occlusion.
|
||||
// epsilon is here to make divison by 0 impossible.
|
||||
return float(vv < radius2) * max((vn - uBias) / (epsilon + vv), 0.0);
|
||||
//float f = max(radius2 - vv, 0.0);
|
||||
//return f * f * f * max((vn - uBias) / (epsilon + vv), 0.0);
|
||||
}
|
||||
|
||||
|
||||
void main() {
|
||||
ivec2 originScreenCoord = ivec2(gl_FragCoord.xy);
|
||||
|
||||
vec3 origin = getVSPosition(originScreenCoord);
|
||||
|
||||
float radius;
|
||||
if(origin.z < uRadius){
|
||||
radius = origin.z;
|
||||
} else {
|
||||
radius = uRadius;
|
||||
}
|
||||
|
||||
|
||||
vec3 originNormal = getVSFaceNormal(origin);
|
||||
|
||||
float screenSpaceSampleRadius = -uProjScale * radius / origin.z;
|
||||
|
||||
float rotationAngleOffset = 30 * originScreenCoord.x ^ originScreenCoord.y + 10 * originScreenCoord.x * originScreenCoord.y;
|
||||
|
||||
float sum = 0.0;
|
||||
for (int i = 0; i < uNumOfSamples; i++) {
|
||||
sum += sampleAO(originScreenCoord, origin, originNormal, screenSpaceSampleRadius, i, rotationAngleOffset, radius);
|
||||
}
|
||||
|
||||
//float A = max(0.0, 1.0 - sum * (2.0f / uNumOfSamples));
|
||||
float A = 1.0 - sum * (2.0f * uIntensityScale / float(uNumOfSamples));
|
||||
AO = clamp(pow(A, uContrast), 0.0f, 1.0f);
|
||||
//AO = vec4(originNormal, 1.0f);
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
#version 430
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(Position, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
#version 430
|
||||
|
||||
layout (binding = 0) uniform sampler2D DepthBuffer;
|
||||
uniform vec3 ClipInfo;
|
||||
|
||||
out float depthLinear;
|
||||
//Just for Debug, should be depthLinear
|
||||
//out vec4 fragmentColor;
|
||||
void main() {
|
||||
float depthSample = texelFetch(DepthBuffer, ivec2(gl_FragCoord.xy), 0).r;
|
||||
depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]);
|
||||
//float depthLinear = (NearClip) / ( -depthSample + 1.0f);
|
||||
//fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f);
|
||||
}
|
||||
@@ -7,8 +7,8 @@ uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
|
||||
layout (binding = 0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding = 1) uniform sampler2D GlowMapTexture;
|
||||
layout (binding = 1) uniform sampler2D DiffuseTexture;
|
||||
layout (binding = 2) uniform sampler2D GlowMapTexture;
|
||||
|
||||
|
||||
in VertexData{
|
||||
|
||||
@@ -203,6 +203,7 @@ void Client::parseServerlist(Packet& packet)
|
||||
std::string serverName = packet.ReadString();
|
||||
int playersConnected = packet.ReadPrimitive<int>();
|
||||
//TODO: This should not happen when a client is connected to a server
|
||||
|
||||
m_Serverlist.push_back({ address, port, serverName, playersConnected });
|
||||
}
|
||||
|
||||
@@ -598,7 +599,7 @@ void Client::displayServerlist()
|
||||
LOG_INFO("This is a serverlist:\n");
|
||||
for (int i = 0; i < m_Serverlist.size(); i++) {
|
||||
ServerInfo si = m_Serverlist[i];
|
||||
LOG_INFO("%s:%i\t%s\t%i\n", si.Address, si.Port, si.Name, si.PlayersConnected);
|
||||
LOG_INFO("%s:%i\t%s\t%i\n", si.Address.c_str(), si.Port, si.Name.c_str(), si.PlayersConnected);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,10 +0,0 @@
|
||||
#include "Network/HybridClient.h"
|
||||
|
||||
|
||||
HybridClient::HybridClient()
|
||||
{
|
||||
}
|
||||
|
||||
HybridClient::~HybridClient()
|
||||
{
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
#include "Network/HybridServer.h"
|
||||
|
||||
HybridServer::HybridServer()
|
||||
{
|
||||
}
|
||||
|
||||
HybridServer::~HybridServer()
|
||||
{
|
||||
}
|
||||
@@ -399,10 +399,7 @@ void Server::parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint)
|
||||
packet.WritePrimitive<int>(m_Reliable.Port());
|
||||
packet.WriteString("SERVERNAME");
|
||||
packet.WritePrimitive<int>(m_ConnectedPlayers.size());
|
||||
//PlayerDefinition pDef;
|
||||
//pDef.Endpoint = boost::asio::ip::udp::endpoint(endpoint.address(), 13);
|
||||
|
||||
m_ServerlistRequest.Send(packet/*, endpoint*/);
|
||||
m_ServerlistRequest.Send(packet);
|
||||
}
|
||||
|
||||
void Server::disconnect(PlayerID playerID)
|
||||
|
||||
@@ -64,26 +64,6 @@ void TCPClient::Receive(Packet& packet)
|
||||
|
||||
size_t TCPClient::readBuffer()
|
||||
{
|
||||
//if (!m_Socket) {
|
||||
// return 0;
|
||||
//}
|
||||
//boost::system::error_code error;
|
||||
//// Read size of packet
|
||||
//size_t bytesReceived = m_Socket->read_some(boost
|
||||
// ::asio::buffer((void*)data, sizeof(int)),
|
||||
// error);
|
||||
//int sizeOfPacket = 0;
|
||||
//memcpy(&sizeOfPacket, data, sizeof(int));
|
||||
|
||||
//// Read the rest of the message
|
||||
//bytesReceived += m_Socket->read_some(boost
|
||||
// ::asio::buffer((void*)(data + bytesReceived), sizeOfPacket - bytesReceived),
|
||||
// error);
|
||||
//if (error) {
|
||||
// //LOG_ERROR("receive: %s", error.message().c_str());
|
||||
//}
|
||||
//return bytesReceived;
|
||||
|
||||
if (!m_Socket) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -91,38 +91,6 @@ std::string TCPServer::GetAddress()
|
||||
return endpoint.address().to_string().c_str();
|
||||
}
|
||||
|
||||
//void TCPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition)
|
||||
//{
|
||||
// int bytesRead = readBuffer(m_ReadBuffer, playerDefinition);
|
||||
// if (bytesRead > 0) {
|
||||
// packet.ReconstructFromData(m_ReadBuffer, bytesRead);
|
||||
// }
|
||||
// lastReceivedSocket = playerDefinition.TCPSocket;
|
||||
//}
|
||||
//
|
||||
//int TCPServer::readBuffer(char* data, PlayerDefinition & playerDefinition)
|
||||
//{
|
||||
// if (!playerDefinition.TCPSocket) {
|
||||
// return 0;
|
||||
// }
|
||||
// boost::system::error_code error;
|
||||
// // Read size of packet
|
||||
// size_t bytesReceived = playerDefinition.TCPSocket->read_some(boost
|
||||
// ::asio::buffer((void*)data, sizeof(int)),
|
||||
// error);
|
||||
// int sizeOfPacket = 0;
|
||||
// memcpy(&sizeOfPacket, data, sizeof(int));
|
||||
//
|
||||
// // Read the rest of the message
|
||||
// bytesReceived += playerDefinition.TCPSocket->read_some(boost
|
||||
// ::asio::buffer((void*)(data + bytesReceived), sizeOfPacket - bytesReceived),
|
||||
// error);
|
||||
// if (error) {
|
||||
// //LOG_ERROR("receive: %s", error.message().c_str());
|
||||
// }
|
||||
// return bytesReceived;
|
||||
//}
|
||||
|
||||
void TCPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition)
|
||||
{
|
||||
int bytesRead = readBuffer(playerDefinition);
|
||||
|
||||
@@ -35,18 +35,6 @@ void UDPClient::Receive(Packet& packet)
|
||||
|
||||
int UDPClient::readBuffer()
|
||||
{
|
||||
//if (!m_Socket) {
|
||||
// return 0;
|
||||
//}
|
||||
//boost::system::error_code error;
|
||||
//int bytesReceived = m_Socket->receive_from(boost
|
||||
// ::asio::buffer((void*)data, BUFFERSIZE),
|
||||
// m_ReceiverEndpoint,
|
||||
// 0, error);
|
||||
//if (error) {
|
||||
// //LOG_ERROR("receive: %s", error.message().c_str());
|
||||
//}
|
||||
//return bytesReceived;
|
||||
if (!m_Socket) {
|
||||
return 0;
|
||||
}
|
||||
@@ -91,6 +79,7 @@ void UDPClient::Send(Packet& packet)
|
||||
|
||||
void UDPClient::Broadcast(Packet& packet, int port)
|
||||
{
|
||||
packet.UpdateSize();
|
||||
m_Socket->set_option(boost::asio::socket_base::broadcast(true));
|
||||
m_Socket->send_to(boost::asio::buffer(
|
||||
packet.Data(),
|
||||
|
||||
@@ -41,6 +41,7 @@ void UDPServer::Send(Packet & packet)
|
||||
// Broadcasting respond specific logic
|
||||
void UDPServer::Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint)
|
||||
{
|
||||
packet.UpdateSize();
|
||||
m_Socket->send_to(
|
||||
boost::asio::buffer(
|
||||
packet.Data(),
|
||||
@@ -52,6 +53,7 @@ void UDPServer::Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint)
|
||||
// Broadcasting
|
||||
void UDPServer::Broadcast(Packet & packet, int port)
|
||||
{
|
||||
packet.UpdateSize();
|
||||
m_Socket->set_option(boost::asio::socket_base::broadcast(true));
|
||||
m_Socket->send_to(
|
||||
boost::asio::buffer(
|
||||
@@ -78,18 +80,10 @@ bool UDPServer::IsSocketAvailable()
|
||||
|
||||
int UDPServer::readBuffer()
|
||||
{
|
||||
//boost::system::error_code error = boost::asio::error::host_not_found;
|
||||
//unsigned int length = m_Socket->receive_from(
|
||||
// boost::asio::buffer((void*)data
|
||||
// , BUFFERSIZE)
|
||||
// , m_ReceiverEndpoint, 0, error);
|
||||
//if (error) {
|
||||
// LOG_WARNING(error.message().c_str());
|
||||
//}
|
||||
//return length;
|
||||
if (!m_Socket) {
|
||||
return 0;
|
||||
}
|
||||
int addasdasd = m_Socket->available();
|
||||
boost::system::error_code error;
|
||||
// Read size of packet
|
||||
m_Socket->receive_from(boost
|
||||
|
||||
@@ -0,0 +1,40 @@
|
||||
#include "Rendering/CubeMapPass.h"
|
||||
|
||||
CubeMapPass::CubeMapPass(IRenderer* renderer)
|
||||
:m_Renderer(renderer)
|
||||
{
|
||||
LoadTextures("Nevada");
|
||||
}
|
||||
|
||||
void CubeMapPass::LoadTextures(std::string input)
|
||||
{
|
||||
if (m_PreviusCubeMapTexture != input) {
|
||||
m_CubeMapTextures.clear();
|
||||
for (int i = 0; i < 6; i++) {
|
||||
std::string str;
|
||||
str = "Textures/Test/CubeMap/" + input + "/CubeMapTest0" + std::to_string(i) + ".png";
|
||||
Texture* img = ResourceManager::Load<Texture>(str);
|
||||
m_CubeMapTextures.push_back(img);
|
||||
}
|
||||
GenerateCubeMapTexture();
|
||||
}
|
||||
}
|
||||
|
||||
void CubeMapPass::GenerateCubeMapTexture()
|
||||
{
|
||||
if (m_CubeMapTexture == -1) {
|
||||
glGenTextures(1, &m_CubeMapTexture);
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapTexture);
|
||||
|
||||
for (int i = 0; i < 6; i++) {
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA32F, m_CubeMapTextures[0]->Width, m_CubeMapTextures[0]->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_CubeMapTextures[i]->Data);
|
||||
}
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
GLERROR("Generate Cubemap");
|
||||
}
|
||||
|
||||
@@ -19,16 +19,20 @@ void DrawBloomPass::InitializeTextures()
|
||||
void DrawBloomPass::InitializeShaderPrograms()
|
||||
{
|
||||
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
|
||||
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
|
||||
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
|
||||
m_GaussianProgram_horiz->Compile();
|
||||
m_GaussianProgram_horiz->Link();
|
||||
if (m_GaussianProgram_horiz->GetHandle() == 0) {
|
||||
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
|
||||
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
|
||||
m_GaussianProgram_horiz->Compile();
|
||||
m_GaussianProgram_horiz->Link();
|
||||
}
|
||||
|
||||
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
|
||||
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
|
||||
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
|
||||
m_GaussianProgram_vert->Compile();
|
||||
m_GaussianProgram_vert->Link();
|
||||
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
|
||||
if (m_GaussianProgram_vert->GetHandle() == 0) {
|
||||
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
|
||||
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
|
||||
m_GaussianProgram_vert->Compile();
|
||||
m_GaussianProgram_vert->Link();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -48,6 +52,7 @@ void DrawBloomPass::InitializeBuffers()
|
||||
|
||||
void DrawBloomPass::ClearBuffer()
|
||||
{
|
||||
GLERROR("PRE");
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
@@ -56,6 +61,7 @@ void DrawBloomPass::ClearBuffer()
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_vert.Unbind();
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
void DrawBloomPass::Draw(GLuint texture)
|
||||
@@ -71,15 +77,12 @@ void DrawBloomPass::Draw(GLuint texture)
|
||||
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
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
|
||||
@@ -92,7 +95,6 @@ void DrawBloomPass::Draw(GLuint texture)
|
||||
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_horiz.Bind();
|
||||
@@ -112,7 +114,6 @@ void DrawBloomPass::Draw(GLuint texture)
|
||||
m_GaussianProgram_vert->Bind();
|
||||
|
||||
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
|
||||
|
||||
@@ -1,10 +1,11 @@
|
||||
#include "Rendering/DrawFinalPass.h"
|
||||
|
||||
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
|
||||
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass)
|
||||
: m_Renderer(renderer)
|
||||
, m_LightCullingPass(lightCullingPass)
|
||||
, m_CubeMapPass(cubeMapPass)
|
||||
{
|
||||
//TODO: Make sure that uniforms are not sent into shader if not needed.
|
||||
m_Renderer = renderer;
|
||||
m_LightCullingPass = lightCullingPass;
|
||||
m_ShieldPixelRate = 8;
|
||||
InitializeTextures();
|
||||
InitializeShaderPrograms();
|
||||
@@ -27,6 +28,7 @@ void DrawFinalPass::InitializeFrameBuffers()
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
GLERROR("RenderBuffer generation");
|
||||
|
||||
|
||||
GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
@@ -173,26 +175,28 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
GLERROR("Creating DepthFill program");
|
||||
}
|
||||
|
||||
void DrawFinalPass::Draw(RenderScene& scene)
|
||||
void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
|
||||
{
|
||||
GLERROR("Pre");
|
||||
|
||||
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
|
||||
if (scene.ClearDepth) {
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
//glClear(GL_DEPTH_BUFFER_BIT);
|
||||
state->Disable(GL_DEPTH_TEST);
|
||||
state->DepthMask(GL_FALSE);
|
||||
}
|
||||
//TODO: Do we need check for this or will it be per scene always?
|
||||
glClearStencil(0x00);
|
||||
glClear(GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
//Fill depth buffer
|
||||
|
||||
|
||||
|
||||
state->StencilMask(0x00);
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
|
||||
GLERROR("OpaqueObjects");
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
|
||||
state->BlendFunc(GL_ONE, GL_ONE);
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
|
||||
GLERROR("TransparentObjects");
|
||||
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
DrawSprites(scene.Jobs.SpriteJob, scene);
|
||||
GLERROR("SpriteJobs");
|
||||
|
||||
@@ -206,11 +210,11 @@ void DrawFinalPass::Draw(RenderScene& scene)
|
||||
//Draw Opaque shielded objects
|
||||
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||
state->StencilMask(0x00);
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene, SSAOTexture); //might need changing
|
||||
GLERROR("Shielded Opaque object");
|
||||
|
||||
//Draw Transparen Shielded objects
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene, SSAOTexture); //might need changing
|
||||
GLERROR("Shielded Transparent objects");
|
||||
|
||||
GLERROR("END");
|
||||
@@ -241,14 +245,14 @@ void DrawFinalPass::Draw(RenderScene& scene)
|
||||
DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene);
|
||||
GLERROR("StencilPass");
|
||||
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
//glClear(GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
stateLowRes->Enable(GL_DEPTH_TEST);
|
||||
stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
|
||||
stateLowRes->StencilMask(0x00);
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
|
||||
GLERROR("OpaqueObjects");
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
|
||||
GLERROR("TransparentObjects");
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
@@ -258,20 +262,35 @@ void DrawFinalPass::Draw(RenderScene& scene)
|
||||
|
||||
void DrawFinalPass::ClearBuffer()
|
||||
{
|
||||
GLERROR("PRE");
|
||||
m_FinalPassFrameBufferLowRes.Bind();
|
||||
GLERROR("Bind LowRes");
|
||||
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate);
|
||||
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
GLERROR("ViewPort,Scissor LowRes");
|
||||
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
GLERROR("1");
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
GLERROR("2");
|
||||
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
GLERROR("3");
|
||||
|
||||
m_FinalPassFrameBufferLowRes.Unbind();
|
||||
|
||||
GLERROR("prebind HighRes");
|
||||
m_FinalPassFrameBuffer.Bind();
|
||||
GLERROR("Bind HighRes");
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
GLERROR("ViewPort,Scissor LowRes");
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_FinalPassFrameBuffer.Unbind();
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
|
||||
@@ -321,7 +340,7 @@ void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm:
|
||||
GLERROR("MipMap Texture initialization failed");
|
||||
}
|
||||
|
||||
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
||||
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture)
|
||||
{
|
||||
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
||||
GLERROR("forwardHandle");
|
||||
@@ -344,6 +363,9 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, SSAOTexture);
|
||||
|
||||
for (auto &job : jobs) {
|
||||
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
||||
if (explosionEffectJob) {
|
||||
@@ -352,12 +374,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (explosionEffectJob->Model->IsSkinned()) {
|
||||
|
||||
m_ExplosionEffectSkinnedProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSkinned program");
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
||||
@@ -372,6 +399,10 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionHandle, explosionEffectJob);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -430,6 +461,10 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardSkinnedHandle, modelJob);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
@@ -445,6 +480,9 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
BindModelUniforms(forwardHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardHandle, modelJob);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -690,14 +728,14 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (spriteJob->DiffuseTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
if (spriteJob->IncandescenceTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, spriteJob->IncandescenceTexture->m_Texture);
|
||||
} else {
|
||||
@@ -803,11 +841,13 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
|
||||
|
||||
void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job)
|
||||
{
|
||||
|
||||
|
||||
switch (job->Type) {
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
case RawModel::MaterialType::Basic:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat));
|
||||
@@ -817,7 +857,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat));
|
||||
@@ -827,7 +867,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(job->SpecularTexture[0]->UVRepeat));
|
||||
@@ -837,7 +877,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glActiveTexture(GL_TEXTURE4);
|
||||
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(job->IncandescenceTexture[0]->UVRepeat));
|
||||
@@ -850,7 +890,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
|
||||
|
||||
int texturePosition = GL_TEXTURE1;
|
||||
@@ -925,7 +965,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
case RawModel::MaterialType::Basic:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat));
|
||||
@@ -935,7 +975,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat));
|
||||
@@ -945,7 +985,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(job->SpecularTexture[0]->UVRepeat));
|
||||
@@ -955,7 +995,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glActiveTexture(GL_TEXTURE4);
|
||||
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(job->IncandescenceTexture[0]->UVRepeat));
|
||||
@@ -968,10 +1008,10 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
|
||||
|
||||
int texturePosition = GL_TEXTURE1;
|
||||
int texturePosition = GL_TEXTURE2;
|
||||
|
||||
//Bind 5 diffuse textures
|
||||
std::string UniformName = "DiffuseUVRepeat";
|
||||
|
||||
@@ -21,15 +21,14 @@ void PickingPass::InitializeTextures()
|
||||
{
|
||||
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
|
||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
||||
|
||||
GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
||||
}
|
||||
|
||||
void PickingPass::InitializeFrameBuffers()
|
||||
{
|
||||
glGenRenderbuffers(1, &m_DepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_PickingBuffer.Generate();
|
||||
}
|
||||
@@ -55,6 +54,7 @@ void PickingPass::InitializeShaderPrograms()
|
||||
|
||||
void PickingPass::Draw(RenderScene& scene)
|
||||
{
|
||||
GLERROR("PRE");
|
||||
PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
|
||||
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
@@ -63,7 +63,9 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
m_PickingProgram->Bind();
|
||||
|
||||
if (scene.ClearDepth) {
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
//glClear(GL_DEPTH_BUFFER_BIT);
|
||||
state->Disable(GL_DEPTH_TEST);
|
||||
state->DepthMask(GL_FALSE);
|
||||
}
|
||||
m_Camera = scene.Camera;
|
||||
|
||||
@@ -356,6 +358,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
void PickingPass::ClearPicking()
|
||||
{
|
||||
GLERROR("PRE");
|
||||
m_PickingColorsToEntity.clear();
|
||||
m_EntityColors.clear();
|
||||
m_ColorCounter[0] = 0;
|
||||
@@ -365,14 +368,13 @@ void PickingPass::ClearPicking()
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_PickingBuffer.Unbind();
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
|
||||
void PickingPass::OnWindowResize()
|
||||
{
|
||||
InitializeTextures();
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
m_PickingBuffer.Generate();
|
||||
}
|
||||
|
||||
|
||||
@@ -3,9 +3,9 @@
|
||||
|
||||
PickingPassState::PickingPassState(GLuint frameBuffer)
|
||||
{
|
||||
GLERROR("---2");
|
||||
GLERROR("PRE");
|
||||
BindFramebuffer(frameBuffer);
|
||||
GLERROR("---3");
|
||||
GLERROR("Bind Framebuffer");
|
||||
Enable(GL_DEPTH_TEST);
|
||||
Enable(GL_CULL_FACE);
|
||||
Disable(GL_BLEND);
|
||||
@@ -13,6 +13,7 @@ PickingPassState::PickingPassState(GLuint frameBuffer)
|
||||
glm::vec4 clearColor = glm::vec4(0.f);
|
||||
//ClearColor(clearColor);
|
||||
//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
PickingPassState::~PickingPassState()
|
||||
|
||||
@@ -52,6 +52,101 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
|
||||
continue;
|
||||
}
|
||||
|
||||
glm::mat4 modelMatrix;
|
||||
|
||||
// See a sprite is an SpriteIndicator
|
||||
bool isIndicator = false;
|
||||
if (world->HasComponent(entity.ID, "SpriteIndicator"))
|
||||
{
|
||||
auto indicator = entity["SpriteIndicator"];
|
||||
|
||||
float minScale = (float)(double)indicator["MinScale"];
|
||||
bool hasTeam = indicator["VisibleForSingleTeamOnly"];
|
||||
isIndicator = true;
|
||||
glm::vec3 pos = Transform::AbsolutePosition(entity);
|
||||
|
||||
|
||||
EntityWrapper entityTeam;
|
||||
if (hasTeam && (entity.HasComponent("Team") || entity.FirstParentWithComponent("Team").Valid()) && m_LocalPlayer.World != nullptr) {
|
||||
if (!entity.HasComponent("Team")) {
|
||||
entityTeam = entity.FirstParentWithComponent("Team");
|
||||
}
|
||||
else {
|
||||
entityTeam = entity;
|
||||
}
|
||||
|
||||
ComponentWrapper& entityTeamComponent = entityTeam["Team"];
|
||||
ComponentWrapper& localComponent = m_LocalPlayer["Team"];
|
||||
int entityTeamInt = entityTeamComponent["Team"];
|
||||
int localComponentInt = localComponent["Team"];
|
||||
int SpectatorInt = localComponent["Team"].Enum("Spectator");
|
||||
if (entityTeamInt != localComponentInt && localComponentInt != SpectatorInt) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Code for check if sprite is inside or outside of screen
|
||||
//glm::vec4 projectedPos = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix() * glm::vec4(pos, 1.0f);
|
||||
//projectedPos /= projectedPos.w;
|
||||
//// Check if inside of outside of screen.
|
||||
//if (projectedPos.x < -1.0f || projectedPos.x > 1.0f || projectedPos.y < -1.0f || projectedPos.y > 1.0f) {
|
||||
// // is outside of screen
|
||||
//} else {
|
||||
// // is inside of screen
|
||||
//}
|
||||
|
||||
|
||||
glm::vec3 zAxis = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
glm::vec3 normal = pos - m_Camera->Position();
|
||||
|
||||
//float distance = glm::length(normal);
|
||||
//if (distance < minDistance) {
|
||||
// pos = pos - glm::normalize(normal) * (distance - minDistance);
|
||||
//} else if (distance > maxDistance) {
|
||||
// pos = pos - glm::normalize(normal) * (distance - maxDistance);
|
||||
//}
|
||||
normal.y = 0;
|
||||
normal = glm::normalize(normal);
|
||||
glm::vec3 right = glm::cross(normal, zAxis);
|
||||
glm::vec3 up = glm::cross(right, normal);
|
||||
|
||||
modelMatrix[0][0] = right.x;
|
||||
modelMatrix[0][1] = right.y;
|
||||
modelMatrix[0][2] = right.z;
|
||||
modelMatrix[0][3] = 0.0f;
|
||||
|
||||
modelMatrix[1][0] = zAxis.x;
|
||||
modelMatrix[1][1] = zAxis.y;
|
||||
modelMatrix[1][2] = zAxis.z;
|
||||
modelMatrix[1][3] = 0.0f;
|
||||
|
||||
modelMatrix[2][0] = normal.x;
|
||||
modelMatrix[2][1] = normal.y;
|
||||
modelMatrix[2][2] = normal.z;
|
||||
modelMatrix[2][3] = 0.0f;
|
||||
|
||||
modelMatrix[3][0] = pos.x;
|
||||
modelMatrix[3][1] = pos.y;
|
||||
modelMatrix[3][2] = pos.z;
|
||||
modelMatrix[3][3] = 1.0f;
|
||||
|
||||
glm::mat4 tranformationMatrix = modelMatrix * glm::scale(Transform::AbsoluteScale(entity));
|
||||
glm::vec4 tmp = tranformationMatrix * glm::vec4(glm::vec3(0.5, 0.5, 0), 1.0f);
|
||||
glm::vec2 projectedTopRight = m_Camera->WorldToScreen(glm::vec3(tmp), m_Renderer->GetViewportSize());
|
||||
tmp = tranformationMatrix * glm::vec4(glm::vec3(-0.5, -0.5, 0), 1.0f);
|
||||
glm::vec2 projectedBottomLeft = m_Camera->WorldToScreen(glm::vec3(tmp), m_Renderer->GetViewportSize());
|
||||
|
||||
float diag = glm::length(projectedBottomLeft - projectedTopRight);
|
||||
if (diag < minScale) {
|
||||
tranformationMatrix = tranformationMatrix * glm::scale(glm::vec3(minScale / diag, minScale / diag, minScale / diag));
|
||||
}
|
||||
modelMatrix = tranformationMatrix;
|
||||
}
|
||||
else {
|
||||
modelMatrix = Transform::ModelMatrix(entity.ID, world);
|
||||
}
|
||||
|
||||
|
||||
std::string diffuseResource = cSprite["DiffuseTexture"];
|
||||
std::string glowResource = cSprite["GlowMap"];
|
||||
bool depthSorted = cSprite["DepthSort"];
|
||||
@@ -67,11 +162,7 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
|
||||
fillColor = (glm::vec4)fillComponent["Color"];
|
||||
}
|
||||
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, world);
|
||||
//modelMatrix *= m_Camera->BillboardMatrix();
|
||||
|
||||
|
||||
std::shared_ptr<SpriteJob> spriteJob = std::shared_ptr<SpriteJob>(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage, depthSorted));
|
||||
std::shared_ptr<SpriteJob> spriteJob = std::shared_ptr<SpriteJob>(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage, depthSorted, isIndicator));
|
||||
|
||||
jobs.push_back(spriteJob);
|
||||
}
|
||||
@@ -93,7 +184,6 @@ bool RenderSystem::isEntityVisible(EntityWrapper& entity)
|
||||
) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -30,6 +30,7 @@ void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height
|
||||
currentRenderer->m_LightCullingPass->OnWindowResize();
|
||||
currentRenderer->m_PickingPass->OnWindowResize();
|
||||
currentRenderer->m_DrawBloomPass->OnWindowResize();
|
||||
currentRenderer->m_SSAOPass->OnWindowResize();
|
||||
}
|
||||
|
||||
void Renderer::InitializeWindow()
|
||||
@@ -88,9 +89,6 @@ void Renderer::InitializeShaders()
|
||||
//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ExplosionEffect.frag.glsl")));
|
||||
//m_ExplosionEffectProgram->Compile();
|
||||
//m_ExplosionEffectProgram->Link();
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Renderer::InputUpdate(double dt)
|
||||
@@ -108,7 +106,23 @@ void Renderer::Update(double dt)
|
||||
|
||||
void Renderer::Draw(RenderFrame& frame)
|
||||
{
|
||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking");
|
||||
GLERROR("PRE");
|
||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
|
||||
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
|
||||
if(m_CubeMapTexture == 0) {
|
||||
m_CubeMapPass->LoadTextures("Nevada");
|
||||
} else if (m_CubeMapTexture == 1) {
|
||||
m_CubeMapPass->LoadTextures("Sky");
|
||||
}
|
||||
|
||||
ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.01f, 5.0f);
|
||||
ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 0.1f);
|
||||
ImGui::SliderFloat("SSAO contrast", &m_SSAO_Contrast, 0.0f, 10.0f);
|
||||
ImGui::SliderFloat("SSAO IntensityScale", &m_SSAO_IntensityScale, 0.0f, 10.0f);
|
||||
ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100);
|
||||
ImGui::SliderInt("SSAO Number of Turns", &m_SSAO_NumOfTurns, 0, 50);
|
||||
m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns);
|
||||
GLERROR("SSAO Settings");
|
||||
//clear buffer 0
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
@@ -118,16 +132,24 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
m_PickingPass->ClearPicking();
|
||||
m_DrawFinalPass->ClearBuffer();
|
||||
m_DrawBloomPass->ClearBuffer();
|
||||
m_SSAOPass->ClearBuffer();
|
||||
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
|
||||
|
||||
GLERROR("ClearBuffers");
|
||||
for (auto scene : frame.RenderScenes) {
|
||||
PerformanceTimer::StartTimer("Renderer-Depth");
|
||||
m_PickingPass->Draw(*scene);
|
||||
GLERROR("Drawing pickingpass");
|
||||
PerformanceTimer::StopTimer("Renderer-Depth");
|
||||
}
|
||||
PerformanceTimer::StartTimer("AO generation");
|
||||
m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
|
||||
GLuint ao = m_SSAOPass->SSAOTexture();
|
||||
PerformanceTimer::StopTimer("AO generation");
|
||||
for (auto scene : frame.RenderScenes){
|
||||
|
||||
PerformanceTimer::StartTimer("Renderer-Depth");
|
||||
PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");
|
||||
SortRenderJobsByDepth(*scene);
|
||||
GLERROR("SortByDepth");
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Drawing PickingPass");
|
||||
m_PickingPass->Draw(*scene);
|
||||
GLERROR("Drawing pickingpass");
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
|
||||
m_LightCullingPass->GenerateNewFrustum(*scene);
|
||||
GLERROR("Generate frustums");
|
||||
@@ -137,8 +159,8 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
|
||||
m_LightCullingPass->CullLights(*scene);
|
||||
GLERROR("LightCulling");
|
||||
m_DrawFinalPass->Draw(*scene, ao);
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
|
||||
m_DrawFinalPass->Draw(*scene);
|
||||
GLERROR("Draw Geometry+Light");
|
||||
//m_DrawScenePass->Draw(*scene);
|
||||
|
||||
@@ -147,14 +169,17 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
GLERROR("Draw Text");
|
||||
PerformanceTimer::StopTimer("Renderer-Draw Text");
|
||||
}
|
||||
|
||||
PerformanceTimer::StartTimer("Renderer-Draw Bloom");
|
||||
m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
|
||||
PerformanceTimer::StopTimer("Renderer-Draw Bloom");
|
||||
|
||||
if (m_DebugTextureToDraw == 0) {
|
||||
PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
|
||||
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
|
||||
PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
|
||||
}
|
||||
|
||||
PerformanceTimer::StartTimer("Renderer-Misc Debug Draws");
|
||||
if (m_DebugTextureToDraw == 1) {
|
||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
|
||||
@@ -174,7 +199,10 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
if (m_DebugTextureToDraw == 6) {
|
||||
m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
|
||||
}
|
||||
PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
|
||||
if (m_DebugTextureToDraw == 7) {
|
||||
m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
|
||||
}
|
||||
PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
|
||||
|
||||
PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
|
||||
m_ImGuiRenderPass->Draw();
|
||||
@@ -219,8 +247,10 @@ void Renderer::InitializeRenderPasses()
|
||||
{
|
||||
m_PickingPass = new PickingPass(this, m_EventBroker);
|
||||
m_LightCullingPass = new LightCullingPass(this);
|
||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
|
||||
m_CubeMapPass = new CubeMapPass(this);
|
||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass);
|
||||
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
||||
m_DrawBloomPass = new DrawBloomPass(this);
|
||||
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
||||
m_SSAOPass = new SSAOPass(this);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,145 @@
|
||||
#include "Rendering/SSAOPass.h"
|
||||
|
||||
SSAOPass::SSAOPass(IRenderer* renderer)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
|
||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
||||
|
||||
InitializeTexture();
|
||||
InitializeBuffer();
|
||||
InitializeShaderProgram();
|
||||
Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
|
||||
|
||||
m_DrawBloomPass = new DrawBloomPass(renderer);
|
||||
}
|
||||
|
||||
void SSAOPass::InitializeShaderProgram()
|
||||
{
|
||||
m_SSAOProgram = ResourceManager::Load<ShaderProgram>("##SSAOProgram");
|
||||
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
||||
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
|
||||
m_SSAOProgram->Compile();
|
||||
m_SSAOProgram->Link();
|
||||
|
||||
m_SSAOViewSpaceZProgram = ResourceManager::Load<ShaderProgram>("##SSAOViewSpaceZProgram");
|
||||
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
||||
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
|
||||
m_SSAOViewSpaceZProgram->Compile();
|
||||
m_SSAOViewSpaceZProgram->Link();
|
||||
}
|
||||
|
||||
void SSAOPass::InitializeTexture() {
|
||||
GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R8, GL_RED, GL_FLOAT);
|
||||
GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R32F, GL_RED, GL_FLOAT);
|
||||
}
|
||||
|
||||
void SSAOPass::InitializeBuffer()
|
||||
{
|
||||
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_SSAOFramBuffer.Generate();
|
||||
|
||||
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
||||
}
|
||||
|
||||
void SSAOPass::ClearBuffer()
|
||||
{
|
||||
m_SSAOFramBuffer.Bind();
|
||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_SSAOFramBuffer.Unbind();
|
||||
|
||||
m_SSAOViewSpaceZFramBuffer.Bind();
|
||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_SSAOViewSpaceZFramBuffer.Unbind();
|
||||
}
|
||||
|
||||
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns) {
|
||||
m_Radius = radius;
|
||||
m_Bias = bias;
|
||||
m_Contrast = contrast;
|
||||
m_IntensityScale = intensityScale;
|
||||
m_NumOfSamples = numOfSamples;
|
||||
m_NumOfTurns = NumOfTurns;
|
||||
}
|
||||
|
||||
void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
||||
{
|
||||
glGenTextures(1, texture);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);
|
||||
GLERROR("Texture initialization failed");
|
||||
}
|
||||
|
||||
void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
{
|
||||
SSAOPassState state;
|
||||
GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle();
|
||||
GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle();
|
||||
|
||||
m_SSAOViewSpaceZFramBuffer.Bind();
|
||||
m_SSAOViewSpaceZProgram->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, depthBuffer);
|
||||
glm::vec3 clipInfo = glm::vec3(
|
||||
(camera->NearClip() * camera->FarClip()),
|
||||
(camera->NearClip() - camera->FarClip()),
|
||||
(camera->FarClip())
|
||||
);
|
||||
/*glm::vec3 clipInfo = glm::vec3(
|
||||
(camera->NearClip()),
|
||||
(-1.0f),
|
||||
(+1.0f)
|
||||
);*/
|
||||
glUniform3fv(glGetUniformLocation(viewSpaceZPShaderHandle, "ClipInfo"), 1, glm::value_ptr(clipInfo));
|
||||
|
||||
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);
|
||||
|
||||
glm::vec4 projInfo = glm::vec4(
|
||||
((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
|
||||
(-2.0 / (m_Renderer->GetViewportSize().Width * camera->ProjectionMatrix()[0][0])),
|
||||
((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]),
|
||||
(-2.0 / (m_Renderer->GetViewportSize().Height * camera->ProjectionMatrix()[1][1]))
|
||||
);
|
||||
|
||||
|
||||
m_SSAOFramBuffer.Bind();
|
||||
m_SSAOProgram->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
|
||||
|
||||
// How many pixel there are in a 1m long object 1m away from the camera
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), m_Renderer->GetViewportSize().Height / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
|
||||
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius);
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias);
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uContrast"), m_Contrast);
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uIntensityScale"), m_IntensityScale);
|
||||
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfSamples"), m_NumOfSamples);
|
||||
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);;
|
||||
|
||||
glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "uProjInfo"), 1, glm::value_ptr(projInfo));
|
||||
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_DrawBloomPass->ClearBuffer();
|
||||
m_DrawBloomPass->Draw(m_SSAOTexture);
|
||||
}
|
||||
|
||||
void SSAOPass::OnWindowResize() {
|
||||
m_DrawBloomPass->OnWindowResize();
|
||||
InitializeTexture();
|
||||
m_SSAOFramBuffer.Generate();
|
||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
#include "Rendering/SSAOPassState.h"
|
||||
|
||||
|
||||
SSAOPassState::SSAOPassState()
|
||||
{
|
||||
//BindFramebuffer(0);
|
||||
Disable(GL_BLEND);
|
||||
Disable(GL_DEPTH_TEST);
|
||||
Disable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
SSAOPassState::~SSAOPassState()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
@@ -98,8 +98,7 @@ void ShaderProgram::AddShader(std::shared_ptr<Shader> shader)
|
||||
|
||||
void ShaderProgram::Compile()
|
||||
{
|
||||
if (m_ShaderProgramHandle == 0)
|
||||
{
|
||||
if (m_ShaderProgramHandle == 0) {
|
||||
m_ShaderProgramHandle = glCreateProgram();
|
||||
}
|
||||
|
||||
|
||||
@@ -18,6 +18,7 @@ Texture::Texture(std::string path)
|
||||
|
||||
this->Width = img->Width;
|
||||
this->Height = img->Height;
|
||||
this->Data = img->Data;
|
||||
|
||||
GLint format;
|
||||
switch (img->Format) {
|
||||
@@ -28,6 +29,7 @@ Texture::Texture(std::string path)
|
||||
format = GL_RGBA;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
// Construct the OpenGL texture
|
||||
glGenTextures(1, &m_Texture);
|
||||
|
||||
@@ -16,9 +16,6 @@ CapturePointSystem::CapturePointSystem(SystemParams params)
|
||||
//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
|
||||
void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt)
|
||||
{
|
||||
//if (!IsClient) {
|
||||
// return;
|
||||
//}
|
||||
if (m_WinnerWasFound) {
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -42,9 +42,9 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
|
||||
|
||||
glm::vec3 inflictorPos = e.Inflictor["Transform"]["Position"];
|
||||
//if testing
|
||||
if (m_Testing) {
|
||||
#ifdef INDICATOR_TEST
|
||||
inflictorPos = DamageIndicatorTest(e.Victim);
|
||||
}
|
||||
#endif
|
||||
|
||||
float angleBetweenVectors = CalculateAngle(e.Victim, inflictorPos);
|
||||
|
||||
@@ -100,6 +100,7 @@ float DamageIndicatorSystem::CalculateAngle(EntityWrapper player, glm::vec3 enem
|
||||
|
||||
return angleBetweenVectors;
|
||||
}
|
||||
#ifdef INDICATOR_TEST
|
||||
glm::vec3 DamageIndicatorSystem::DamageIndicatorTest(EntityWrapper player) {
|
||||
auto currentPos = (glm::vec3)player["Transform"]["Position"];
|
||||
|
||||
@@ -123,7 +124,7 @@ 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<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
|
||||
@@ -143,7 +144,6 @@ glm::vec3 DamageIndicatorSystem::DamageIndicatorTest(EntityWrapper player) {
|
||||
//copy the models position,orientation
|
||||
deathEffectEW["Transform"]["Position"] = inflictorPos;
|
||||
deathEffectEW["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
|
||||
deathEffectEW["Lifetime"]["Lifetime"] = 8.0f;
|
||||
deathEffectEW["ExplosionEffect"]["ExplosionDuration"] = 8.0f;
|
||||
return inflictorPos;
|
||||
}
|
||||
#endif
|
||||
@@ -44,9 +44,8 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
|
||||
LOG_INFO("<- effect camera");
|
||||
|
||||
//components that we need from player
|
||||
auto playerCamera = player.FirstChildByName("Camera");
|
||||
auto playerModel = player.FirstChildByName("PlayerModel");
|
||||
if (!playerCamera.Valid() || !playerModel.Valid()) {
|
||||
if (!playerModel.Valid()) {
|
||||
return;
|
||||
}
|
||||
if (!playerModel.HasComponent("Model") || !playerModel.HasComponent("Animation")) {
|
||||
@@ -56,7 +55,7 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
|
||||
auto playerEntityAnimation = playerModel["Animation"];
|
||||
LOG_INFO("-> effect camera");
|
||||
|
||||
//copy the data from player to explisioneffectmodel
|
||||
//copy the data from player to explosioneffectmodel
|
||||
playerEntityModel.Copy(deathEffectEW["Model"]);
|
||||
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
|
||||
//freeze the animation
|
||||
|
||||
@@ -14,6 +14,7 @@ SoundSystem::SoundSystem(SystemParams params)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &SoundSystem::OnPlayerDamage);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &SoundSystem::OnCaptured);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &SoundSystem::OnTriggerTouch);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDeath, &SoundSystem::OnPlayerDeath);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -111,7 +112,12 @@ bool SoundSystem::OnCaptured(const Events::Captured & e)
|
||||
// Testing purposes atm...
|
||||
bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
|
||||
{
|
||||
// Should check for only local players here...
|
||||
if (!IsClient) { // Only play for clients
|
||||
return false;
|
||||
}
|
||||
if (LocalPlayer.ID = e.Victim.ID) { // You're local player was the one who took dmg
|
||||
return false;
|
||||
}
|
||||
std::uniform_int_distribution<int> dist(1, 12);
|
||||
int rand = dist(generator);
|
||||
std::vector<std::string> paths;
|
||||
@@ -131,13 +137,18 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
|
||||
|
||||
bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e)
|
||||
{
|
||||
LOG_INFO("<- sound death");
|
||||
|
||||
Events::PlaySoundOnEntity ev;
|
||||
ev.EmitterID = LocalPlayer.ID;
|
||||
if (e.Player.ID != LocalPlayer.ID) {
|
||||
return false;
|
||||
}
|
||||
if (!IsClient) {
|
||||
return false;
|
||||
}
|
||||
// The local player is dead. The local player might be invalid?
|
||||
// Play the sound from the listener.
|
||||
// TODO: We might want to hear other players die.
|
||||
Events::PlayBackgroundMusic ev;
|
||||
ev.FilePath = "Audio/die/die2.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
LOG_INFO("-> sound death");
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user