Merge remote-tracking branch 'origin/TCPConnections' into WeaponSystem
# Conflicts: # include/Engine/Network/Server.h # src/Engine/Network/Client.cpp # src/Engine/Network/Server.cpp
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@@ -42,22 +42,22 @@ void PickingPass::InitializeShaderPrograms()
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m_PickingProgram->BindFragDataLocation(0, "TextureFragment");
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m_PickingProgram->Link();
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m_PickingSkinnedProgram = ResourceManager::Load<ShaderProgram>("#PickingSkinnedProgram");
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m_PickingSkinnedProgram = ResourceManager::Load<ShaderProgram>("#PickingSkinnedProgram");
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m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/PickingSkinned.vert.glsl")));
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m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
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m_PickingSkinnedProgram->Compile();
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m_PickingSkinnedProgram->BindFragDataLocation(0, "TextureFragment");
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m_PickingSkinnedProgram->Link();
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m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/PickingSkinned.vert.glsl")));
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m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
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m_PickingSkinnedProgram->Compile();
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m_PickingSkinnedProgram->BindFragDataLocation(0, "TextureFragment");
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m_PickingSkinnedProgram->Link();
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}
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void PickingPass::Draw(RenderScene& scene)
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{
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PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
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//TODO: Render: Add code for more jobs than modeljobs.
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GLuint shaderHandle = m_PickingProgram->GetHandle();
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GLuint shaderSkinnedHandle = m_PickingSkinnedProgram->GetHandle();
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GLuint shaderSkinnedHandle = m_PickingSkinnedProgram->GetHandle();
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m_PickingProgram->Bind();
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if (scene.ClearDepth) {
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@@ -92,15 +92,14 @@ void PickingPass::Draw(RenderScene& scene)
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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if (modelJob->Model->IsSkinned())
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{
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m_PickingSkinnedProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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if (modelJob->Model->IsSkinned()) {
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m_PickingSkinnedProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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std::vector<glm::mat4> frameBones;
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if (modelJob->AnimationOffset.animation != nullptr) {
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@@ -109,15 +108,14 @@ void PickingPass::Draw(RenderScene& scene)
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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} else {
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}
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} else {
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m_PickingProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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}
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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@@ -207,7 +205,7 @@ void PickingPass::Draw(RenderScene& scene)
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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if(modelJob->Model->IsSkinned()) {
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if (modelJob->Model->IsSkinned()) {
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m_PickingSkinnedProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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@@ -266,7 +264,7 @@ void PickingPass::Draw(RenderScene& scene)
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if (modelJob->Model->IsSkinned()) {
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m_PickingSkinnedProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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@@ -293,7 +291,7 @@ void PickingPass::Draw(RenderScene& scene)
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glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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}
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glBindVertexArray(modelJob->Model->VAO);
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@@ -301,7 +299,7 @@ void PickingPass::Draw(RenderScene& scene)
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
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}
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}*/
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m_PickingBuffer.Unbind();
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GLERROR("PickingPass Error");
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