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:
verysecrethero
2016-02-25 10:30:35 +01:00
48 changed files with 916 additions and 273 deletions
-13
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@@ -1,13 +0,0 @@
#ifndef HybridClient_h__
#define HybridClient_h__
class HybridClient
{
public:
HybridClient();
~HybridClient();
private:
};
#endif
-12
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@@ -1,12 +0,0 @@
#ifndef HybridServer_h__
#define HybridServer_h__
class HybridServer
{
public:
HybridServer();
~HybridServer();
private:
};
#endif
+27
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@@ -0,0 +1,27 @@
#ifndef CubeMapPass_h__
#define CubeMapPass_h__
#include "IRenderer.h"
#include "ShaderProgram.h"
class CubeMapPass
{
public:
CubeMapPass(IRenderer* renderer);
~CubeMapPass() { }
void LoadTextures(std::string input);
void FillCubeMap(glm::vec3 originPosition);
void GenerateCubeMapTexture();
//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
GLuint m_CubeMapTexture = -1;
private:
IRenderer* m_Renderer;
std::string m_PreviusCubeMapTexture;
std::vector<Texture*> m_CubeMapTextures;
};
#endif
+6 -3
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@@ -4,6 +4,7 @@
#include "IRenderer.h"
#include "DrawFinalPassState.h"
#include "LightCullingPass.h"
#include "CubeMapPass.h"
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "Util/UnorderedMapVec2.h"
@@ -13,12 +14,12 @@
class DrawFinalPass
{
public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass);
~DrawFinalPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderScene& scene);
void Draw(RenderScene& scene, GLuint SSAOTexture);
void ClearBuffer();
void OnWindowResize();
@@ -37,7 +38,7 @@ private:
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture);
void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
@@ -62,12 +63,14 @@ private:
GLuint m_SceneTextureLowRes;
GLuint m_DepthBuffer;
GLuint m_DepthBufferLowRes;
GLuint m_CubeMapTexture;
//maqke this component based i guess?
GLuint m_ShieldPixelRate = 16;
const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass;
const CubeMapPass* m_CubeMapPass;
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
+1 -1
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@@ -184,7 +184,7 @@ struct ModelJob : RenderJob
void CalculateHash() override
{
Hash = TextureID + ModelID << 10 + ShaderID << 20;
Hash = ShaderID << 20 + ModelID << 10 + TextureID;
}
};
+11
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@@ -16,6 +16,8 @@
#include "DrawScreenQuadPass.h"
#include "DrawBloomPass.h"
#include "DrawColorCorrectionPass.h"
#include "SSAOPass.h"
#include "CubeMapPass.h"
#include "../Core/EventBroker.h"
#include "ImGuiRenderPass.h"
#include "Camera.h"
@@ -57,7 +59,14 @@ private:
Model* m_UnitSphere;
int m_DebugTextureToDraw = 0;
int m_CubeMapTexture = 0;
bool m_ResizeWindow = false;
float m_SSAO_Radius = 1.0f;
float m_SSAO_Bias = 0.05f;
float m_SSAO_Contrast = 1.5f;
float m_SSAO_IntensityScale = 1.0f;
int m_SSAO_NumOfSamples = 24;
int m_SSAO_NumOfTurns = 7;
PickingPass* m_PickingPass;
LightCullingPass* m_LightCullingPass;
@@ -66,6 +75,8 @@ private:
DrawScreenQuadPass* m_DrawScreenQuadPass;
DrawBloomPass* m_DrawBloomPass;
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
SSAOPass* m_SSAOPass;
CubeMapPass* m_CubeMapPass;
//----------------------Functions----------------------//
void InitializeWindow();
+63
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@@ -0,0 +1,63 @@
#ifndef SSAOPass_h__
#define SSAOPass_h__
#include "IRenderer.h"
#include "SSAOPassState.h"
//#include "LightCullingPass.h" Finalpass om den skall skickas in
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "DrawBloomPass.h"
//#include "Util/UnorderedMapVec2.h"
#include "Texture.h"
class SSAOPass
{
public:
SSAOPass(IRenderer* rendere);
~SSAOPass() {
delete m_DrawBloomPass;
};
void Draw(GLuint depthBuffer, Camera* camera);
void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns);
void ClearBuffer();
void OnWindowResize();
//Return the SSAO of the texture sent to Draw
GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
private:
void InitializeTexture();
void InitializeFrameBuffer();
void InitializeShaderProgram();
void InitializeBuffer();
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
//void blurHorizontal(GLuint depthBuffer);
//void blurVertical(GLuint depthBuffer);
Model* m_ScreenQuad;
const IRenderer* m_Renderer;
float m_Radius;
float m_Bias;
float m_Contrast;
float m_IntensityScale;
int m_NumOfSamples;
int m_NumOfTurns;
GLuint m_SSAOTexture;
FrameBuffer m_SSAOFramBuffer;
GLuint m_SSAOViewSpaceZTexture;
FrameBuffer m_SSAOViewSpaceZFramBuffer;
ShaderProgram* m_SSAOProgram;
ShaderProgram* m_SSAOViewSpaceZProgram;
DrawBloomPass* m_DrawBloomPass;
};
#endif
+15
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@@ -0,0 +1,15 @@
#ifndef SSAOPassState_h__
#define SSAOPassState_h__
#include "Rendering/RenderState.h"
class SSAOPassState : public RenderState
{
public:
SSAOPassState();
~SSAOPassState();
private:
};
#endif
+6 -3
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@@ -17,7 +17,7 @@
struct SpriteJob : RenderJob
{
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted)
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
: RenderJob()
{
Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
@@ -30,7 +30,7 @@ struct SpriteJob : RenderJob
StartIndex = matProp.material->StartIndex;
EndIndex = matProp.material->EndIndex;
Matrix = matrix;
Matrix = matrix;
Color = cSprite["Color"];
Entity = cSprite.EntityID;
Position = Transform::AbsolutePosition(world, cSprite.EntityID);
@@ -41,7 +41,8 @@ struct SpriteJob : RenderJob
}
World = world;
Pickable = world->HasComponent(cSprite.EntityID, "Button");
IsIndicator = isIndicator;
FillColor = fillColor;
FillPercentage = fillPercentage;
};
@@ -61,7 +62,9 @@ struct SpriteJob : RenderJob
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
World* World;
bool Pickable;
bool IsIndicator = false;
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
+1
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@@ -18,6 +18,7 @@ public:
void Bind(GLenum textureUnit = GL_TEXTURE0);
GLuint m_Texture = 0;
unsigned char* Data = nullptr;
};