Merge remote-tracking branch 'origin/master' into Shadows
# Conflicts: # include/Engine/Rendering/DrawFinalPass.h # include/Engine/Rendering/Renderer.h # resources/Shaders/ForwardPlus.vert.glsl # resources/Shaders/ForwardPlusSkinned.vert.glsl # src/Engine/Rendering/Renderer.cpp
This commit is contained in:
@@ -13,6 +13,8 @@
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#include "../Core/EntityWrapper.h"
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#include "Rendering/AutoBlendQueue.h"
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#include "../Input/EInputCommand.h"
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#include "../Core/EEntityDeleted.h"
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#include "Rendering/ESetBlendWeight.h"
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#include "imgui/imgui.h"
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class AnimationSystem : public ImpureSystem
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@@ -28,6 +30,13 @@ private:
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EventRelay<AnimationSystem, Events::AutoAnimationBlend> m_EAutoAnimationBlend;
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bool OnAutoAnimationBlend(Events::AutoAnimationBlend& e);
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EventRelay<AnimationSystem, Events::EntityDeleted> m_EEntityDeleted;
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bool OnEntityDeleted(Events::EntityDeleted& e);
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EventRelay<AnimationSystem, Events::SetBlendWeight> m_ESetBlendWeight;
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bool OnSetBlendWeight(Events::SetBlendWeight& e);
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std::unordered_map<EntityWrapper, AutoBlendQueue> m_AutoBlendQueues;
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};
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@@ -37,6 +37,8 @@ public:
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std::shared_ptr<BlendTree> GetBlendTree();
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AutoBlendQueue::AutoBlendJob& GetActiveBlendJob();
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bool Empty() { return m_BlendQueue.empty(); }
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private:
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std::list<AutoblendNode> m_BlendQueue;
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@@ -75,7 +75,6 @@ public:
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std::vector<glm::mat4> GetFinalPose() { return m_FinalPose; }
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glm::mat4 GetBoneTransform(int boneID);
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bool IsValid() { return (m_Root == nullptr ? false : true); }
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void PrintTree();
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BlendTree::AutoBlendInfo AutoBlendStep(AutoBlendInfo blendInfo);
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@@ -84,16 +83,20 @@ public:
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EntityWrapper GetSubTreeRoot(std::string nodeName);
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std::vector<EntityWrapper> GetSingleLevelRoots(std::string name);
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std::vector<EntityWrapper> GetEntitesByName(std::string name);
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void SetWeightByName(std::string name, double weight);
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private:
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Skeleton* m_Skeleton = nullptr;
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Node* m_Root = nullptr;
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std::vector<glm::mat4> m_FinalPose;
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std::map<int, glm::mat4> m_FinalBoneTransforms;
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std::vector<BlendTree::Node*> FindNodesByName(std::string name);
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std::vector<glm::mat4> AccumulateFinalPose();
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BlendTree::Node* FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity);
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std::vector<BlendTree::Node*> FindNodesByName(std::string name);
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void Blend(std::map<int, Skeleton::PoseData>& pose);
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};
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@@ -0,0 +1,70 @@
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#ifndef BlurHUD_h__
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#define BlurHUD_h__
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#include "IRenderer.h"
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#include "DrawBloomPassState.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 "Util/UnorderedMapVec2.h"
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#include "Texture.h"
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class BlurHUD
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{
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public:
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BlurHUD(IRenderer* renderer);
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~BlurHUD() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void InitializeBuffers();
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void ClearBuffer();
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void FillGaussianBuffer(FrameBuffer* fb);
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GLuint Draw(GLuint texture, RenderScene& scene);
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void OnWindowResize();
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void FillStencil(RenderScene& scene);
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GLuint CombineTextures(GLuint texture1, GLuint texture2);
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//Getters
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//Return the blurred result of the texture that was sent into draw
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GLuint GaussianTexture() const {
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if (m_Quality == 0) {
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return m_BlackTexture->m_Texture;
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} else {
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return m_GaussianTexture_vert;
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}
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}
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private:
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Texture* m_BlackTexture;
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Model* m_ScreenQuad;
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const IRenderer* m_Renderer;
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ConfigFile* m_Config;
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//const LightCullingPass* m_LightCullingPass
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int m_Iterations = 3;
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int m_Quality = 0;
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float m_BlurQuality = 4.f;
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GLuint m_GaussianTexture_horiz = 0;
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GLuint m_GaussianTexture_vert = 0;
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GLuint m_DepthStencil_horiz = 0;
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GLuint m_DepthStencil_vert = 0;
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GLuint m_CombinedTexture = 0;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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FrameBuffer m_CombinedTextureBuffer;
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ShaderProgram* m_GaussianProgram_horiz;
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ShaderProgram* m_GaussianProgram_vert;
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ShaderProgram* m_FillDepthStencilProgram;
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ShaderProgram* m_CombineTexturesProgram;
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};
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#endif
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@@ -15,7 +15,7 @@ public:
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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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GLuint m_CubeMapTexture = 0;
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private:
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IRenderer* m_Renderer;
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@@ -13,7 +13,7 @@ class DrawBloomPass
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{
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public:
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DrawBloomPass(IRenderer* renderer, ConfigFile* config);
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~DrawBloomPass() { }
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~DrawBloomPass();
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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@@ -12,16 +12,17 @@
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#include "Util/CommonFunctions.h"
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#include "Texture.h"
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#include "ShadowPass.h"
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#include "BlurHUD.h"
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class DrawFinalPass
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{
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass);
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~DrawFinalPass() { }
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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, BlurHUD* blurHUDPass);
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void ClearBuffer();
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void OnWindowResize();
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@@ -29,6 +30,10 @@ public:
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GLuint BloomTexture() const { return m_BloomTexture; }
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//Return the texture with diffuse and lighting of the scene.
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GLuint SceneTexture() const { return m_SceneTexture; }
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//Return the SceneTexture with the blurred HUD bits.
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GLuint CombinedSceneTexture() const { return m_CombinedTexture; }
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//Return the blurred scene texture.
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GLuint FullBlurredTexture() const { return m_FullBlurredTexture; }
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//Return the framebuffer used in the scene rendering stage.
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FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
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@@ -53,11 +58,13 @@ private:
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FrameBuffer m_FinalPassFrameBuffer;
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FrameBuffer m_ShieldDepthFrameBuffer;
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GLuint m_BloomTexture;
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GLuint m_SceneTexture;
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GLuint m_DepthBuffer;
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GLuint m_ShieldBuffer;
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GLuint m_CubeMapTexture;
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GLuint m_BloomTexture = 0;
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GLuint m_SceneTexture = 0;
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GLuint m_DepthBuffer = 0;
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GLuint m_ShieldBuffer = 0;
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GLuint m_CubeMapTexture = 0;
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GLuint m_FullBlurredTexture;
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GLuint m_CombinedTexture; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
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//maqke this component based i guess?
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GLuint m_ShieldPixelRate = 16;
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@@ -18,7 +18,6 @@ struct AutoAnimationBlend : Event
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bool Reverse = false;
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bool Restart = false;
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bool SingleLevelBlend = false;
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double Weight = -1.0;
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EntityWrapper AnimationEntity = EntityWrapper::Invalid;
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@@ -0,0 +1,20 @@
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#ifndef Events_SetBlendWeight_h__
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#define Events_SetBlendWeight_h__
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#include "../Core/EventBroker.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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//Sets the blend weight for all nodes with "NodeName"
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struct SetBlendWeight : Event
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{
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EntityWrapper RootNode = EntityWrapper::Invalid;
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std::string NodeName;
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double Weight;
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};
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}
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#endif
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@@ -111,7 +111,7 @@ struct ModelJob : RenderJob
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Color = modelComponent["Color"];
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GlowIntensity = ((double)modelComponent["GlowIntensity"]);
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Entity = modelComponent.EntityID;
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glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
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glm::vec3 abspos = glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);
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glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
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Depth = worldpos.z;
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World = world;
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@@ -167,7 +167,9 @@ struct ModelJob : RenderJob
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void CalculateHash() override
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{
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Hash = ShaderID << 20 + ModelID << 10 + TextureID;
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Hash = TextureID;
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Hash += ModelID << 10;
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Hash += ShaderID << 20;
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}
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};
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@@ -52,8 +52,8 @@ private:
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std::unordered_map<glm::ivec2, PickingInfo> m_PickingColorsToEntity;
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GLuint m_PickingTexture;
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GLuint m_DepthBuffer;
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GLuint m_PickingTexture = 0;
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GLuint m_DepthBuffer = 0;
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FrameBuffer m_PickingBuffer;
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@@ -16,16 +16,15 @@ struct RenderJob
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public:
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float Depth;
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bool operator<(const RenderJob& rhs)
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{
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return this->Hash < rhs.Hash;
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}
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protected:
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uint64_t Hash;
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virtual void CalculateHash() = 0;
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bool operator<(const RenderJob& rhs)
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{
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return this->Hash < rhs.Hash;
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}
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};
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#endif
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@@ -33,6 +33,7 @@ struct RenderScene
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Rectangle Viewport;
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bool ClearDepth = false;
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bool ShouldBlur = false;
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glm::vec4 AmbientColor;
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void Clear()
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@@ -18,6 +18,7 @@
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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 "BlurHUD.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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@@ -37,6 +38,7 @@ public:
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: m_EventBroker(eventBroker)
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, m_Config(config)
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{ }
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~Renderer();
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virtual void Initialize() override;
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virtual void Update(double dt) override;
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@@ -77,6 +79,7 @@ private:
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SSAOPass* m_SSAOPass;
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CubeMapPass* m_CubeMapPass;
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ShadowPass* m_ShadowPass;
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BlurHUD* m_BlurHUDPass;
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//----------------------Functions----------------------//
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void InitializeWindow();
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@@ -14,7 +14,7 @@ class SSAOPass
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{
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public:
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SSAOPass(IRenderer* renderer, ConfigFile* config);
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~SSAOPass() { };
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~SSAOPass();
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void ChangeQuality(int quality);
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@@ -21,6 +21,8 @@ public:
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std::string GetFileName() const;
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GLuint GetHandle() const;
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bool IsCompiled() const;
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static std::string ReadFile(std::string fileName);
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private:
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protected:
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GLenum m_ShaderType;
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std::string m_FileName;
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@@ -7,6 +7,7 @@
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#include "../GLM.h"
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#include "../Core/ComponentWrapper.h"
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#include "Texture.h"
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#include "TextureSprite.h"
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#include "Model.h"
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#include "RenderJob.h"
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#include "../Core/ResourceManager.h"
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@@ -24,14 +25,16 @@ struct SpriteJob : RenderJob
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::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
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TextureID = 0;
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DiffuseTexture = CommonFunctions::LoadTexture(cSprite["DiffuseTexture"], true);
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DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]);
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IncandescenceTexture = CommonFunctions::LoadTexture(cSprite["GlowMap"], true);
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IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
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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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Color = cSprite["Color"];
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BlurBackground = (bool)cSprite["BlurBackground"];
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Entity = cSprite.EntityID;
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Position = Transform::AbsolutePosition(world, cSprite.EntityID);
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Depth = 0;
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@@ -65,6 +68,7 @@ struct SpriteJob : RenderJob
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bool Pickable;
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bool IsIndicator = false;
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bool BlurBackground = false;
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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@@ -9,7 +9,7 @@ class Texture : public BaseTexture
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{
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friend class ResourceManager;
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private:
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protected:
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Texture(std::string path);
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public:
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@@ -0,0 +1,26 @@
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#ifndef TextureSprite_h__
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#define TextureSprite_h__
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#include "../OpenGL.h"
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#include "BaseTexture.h"
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#include "Texture.h"
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#include "PNG.h"
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class TextureSprite : public Texture
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{
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friend class ResourceManager;
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protected:
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TextureSprite(std::string path);
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public:
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~TextureSprite();
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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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#endif
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@@ -8,7 +8,23 @@
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namespace CommonFunctions
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{
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Texture* LoadTexture(std::string path, bool threaded);
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//Loads Texture/SpriteTexture and return null if it fails
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template <typename T, bool threaded>
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Texture* TryLoadResource(std::string path)
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{
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Texture* img;
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try {
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img = ResourceManager::Load<T, threaded>(path);
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} catch (const Resource::StillLoadingException&) {
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img = ResourceManager::Load<T>("Textures/Core/ErrorTexture.png");
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} catch (const std::exception&) {
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img = nullptr;
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}
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return img;
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}
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
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void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat);
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps);
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