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
+1
View File
@@ -44,5 +44,6 @@
<xs:include schemaLocation="Components/Menu.xsd"/>
<xs:include schemaLocation="Components/KillFeed.xsd"/>
<xs:include schemaLocation="Components/Page.xsd"/>
<xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
<xs:include schemaLocation="Components/Button.xsd"/>
</xs:schema>
@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<SpriteIndicator xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SpriteIndicator.xsd">
<MinScale>10</MinScale>
<VisibleForSingleTeamOnly>false</VisibleForSingleTeamOnly>
</SpriteIndicator>
@@ -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>
<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>
+47 -8
View File
@@ -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>
+47 -8
View File
@@ -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;
+24 -10
View File
@@ -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
/*
+4 -4
View File
@@ -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);
+114
View File
@@ -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);
}
+8
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@@ -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);
}
+2 -2
View File
@@ -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{