Merge branch 'master' into DashEffect

This commit is contained in:
William Moberg
2016-03-13 23:25:38 +01:00
58 changed files with 16154 additions and 11226 deletions
+1 -1
Submodule assets updated: 6ffc1ab82a...2c75d24ddf
+5
View File
@@ -2,8 +2,11 @@
#define PerformanceTimer_h__
#include "../Common.h"
#ifdef DEBUG
#include <boost/timer/timer.hpp>
using boost::timer::cpu_timer;
#endif //DEBUG
class PerformanceTimer
{
@@ -17,9 +20,11 @@ public:
static void CreateExcelData();
private:
#ifdef DEBUG
static std::map<std::string, cpu_timer> timers;
static cpu_timer m_Timer;
static std::string currentTimerRunning;
#endif //DEBUG
};
#endif
@@ -212,6 +212,33 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
m_EventBroker->Publish(aeb);
}
}
EntityWrapper firstPersonModel = m_PlayerEntity.FirstChildByName("Hands");
if (firstPersonModel.Valid()) {
if (val > 0) { // Walk/Run
if (!m_Crouching) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "Run";
aeb.RootNode = firstPersonModel;
aeb.SingleLevelBlend = true;
aeb.Start = true;
m_EventBroker->Publish(aeb);
}
} else if (val < 0) { // Walk/run Backwards
if (!m_Crouching) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "Run";
aeb.RootNode = firstPersonModel;
aeb.SingleLevelBlend = true;
aeb.Start = true;
aeb.Reverse = true;
m_EventBroker->Publish(aeb);
}
}
}
}
}
}
+14 -13
View File
@@ -10,31 +10,32 @@
#include <boost/asio.hpp>
#include <boost/shared_array.hpp>
#include "Network/Network.h"
#include "Network/MessageType.h"
#include "Network/PlayerDefinition.h"
#include "Network/UDPClient.h"
#include "Network/TCPClient.h"
#include "Network/SnapshotDefinitions.h"
#include "Network/EKillDeath.h"
#include "Core/World.h"
#include "Core/EntityFile.h"
#include "Core/EventBroker.h"
#include "Core/ConfigFile.h"
#include "Core/EPlayerDeath.h"
#include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h"
#include "../Game/Events/EDoubleJump.h"
#include "Network/EInterpolate.h"
#include "Network/SnapshotFilter.h"
#include "Core/EPlayerSpawned.h"
#include "Core/EAmmoPickup.h"
#include "Network/ESearchForServers.h"
#include "../Game/Events/EDashAbility.h"
#include "Game/Events/EDoubleJump.h"
#include "Game/Events/EDashAbility.h"
#include "Game/Events/EReset.h"
#include "Input/EInputCommand.h"
#include "imgui/imgui.h"
#include "Network/Network.h"
#include "Network/MessageType.h"
#include "Network/PlayerDefinition.h"
#include "Network/UDPClient.h"
#include "Network/TCPClient.h"
#include "Network/SnapshotDefinitions.h"
#include "Network/EDisplayServerlist.h"
#include "Network/EConnectRequest.h"
#include "Network/EPlayerDisconnected.h"
#include "Game/Events/EReset.h"
#include "Network/ESearchForServers.h"
#include "Network/EInterpolate.h"
#include "Network/SnapshotFilter.h"
class Client : public Network
{
+73 -10
View File
@@ -17,7 +17,7 @@
class DrawFinalPass
{
public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass);
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass, ConfigFile* config);
~DrawFinalPass();
void InitializeTextures();
void InitializeFrameBuffers();
@@ -25,17 +25,77 @@ public:
void Draw(RenderScene& scene, BlurHUD* blurHUDPass);
void ClearBuffer();
void OnWindowResize();
void setMSAA(unsigned int numberOfSamples);
//Return the texture that is used in later stages to apply the bloom effect
GLuint BloomTexture() const { return m_BloomTexture; }
GLuint BloomTexture() {
if (m_MSAA){
m_AntiAliasedFrameBuffer->Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_AntiAliasedFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Read();
glReadBuffer(GL_COLOR_ATTACHMENT1);
m_AntiAliasedFrameBuffer->Draw();
glBlitFramebuffer(
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
return m_AntiAliasedTexture;
}
return m_BloomTexture; }
//Return the texture with diffuse and lighting of the scene.
GLuint SceneTexture() const { return m_SceneTexture; }
GLuint DrawFinalPass::SceneTexture() {
if (m_MSAA) {
m_AntiAliasedFrameBuffer->Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_AntiAliasedFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Read();
glReadBuffer(GL_COLOR_ATTACHMENT0);
m_AntiAliasedFrameBuffer->Draw();
glBlitFramebuffer(
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
return m_AntiAliasedTexture;
}
return m_SceneTexture;
}
//Return the SceneTexture with the blurred HUD bits.
GLuint CombinedSceneTexture() const { return m_CombinedTexture; }
GLuint CombinedSceneTexture() {
if (m_MSAA) {
m_AntiAliasedFrameBuffer->Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_AntiAliasedFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Read();
m_AntiAliasedFrameBuffer->Draw();
glBlitFramebuffer(
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
return m_AntiAliasedTexture;
}
return m_CombinedTexture; }
//Return the blurred scene texture.
GLuint FullBlurredTexture() const { return m_FullBlurredTexture; }
GLuint FullBlurredTexture() {
if (m_MSAA) {
m_AntiAliasedFrameBuffer->Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_AntiAliasedFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Read();
m_AntiAliasedFrameBuffer->Draw();
glBlitFramebuffer(
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
return m_AntiAliasedTexture;
}
return m_FullBlurredTexture; }
//Return the framebuffer used in the scene rendering stage.
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
FrameBuffer* FinalPassFrameBuffer() { return m_FinalPassFrameBuffer; }
private:
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
@@ -56,18 +116,21 @@ private:
Texture* m_GreyTexture;
Texture* m_ErrorTexture;
FrameBuffer m_FinalPassFrameBuffer;
FrameBuffer m_ShieldDepthFrameBuffer;
FrameBuffer* m_FinalPassFrameBuffer = nullptr;
FrameBuffer* m_ShieldDepthFrameBuffer = nullptr;
FrameBuffer* m_AntiAliasedFrameBuffer = nullptr;
GLuint m_BloomTexture = 0;
GLuint m_SceneTexture = 0;
GLuint m_DepthBuffer = 0;
GLuint m_ShieldBuffer = 0;
GLuint m_CubeMapTexture = 0;
GLuint m_FullBlurredTexture;
GLuint m_CombinedTexture; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
GLuint m_FullBlurredTexture = 0;
GLuint m_CombinedTexture = 0; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
GLuint m_AntiAliasedTexture = 0; //Is only used when MSAA is active;
//maqke this component based i guess?
GLuint m_ShieldPixelRate = 16;
unsigned int m_MSAA = 0;
const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass;
+22 -7
View File
@@ -7,12 +7,13 @@
class BufferResource
{
public:
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod);
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod, bool multiSampling);
GLuint* m_ResourceHandle;
GLenum m_ResourceType;
GLenum m_Attachment;
GLuint m_MipMapLod = 0;
bool m_MultiSampling = false;
private:
};
@@ -21,24 +22,33 @@ template <GLenum RESOURCETYPE>
class ResourceType : public BufferResource
{
public:
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod)
: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { }
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod, bool multiSampling)
: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod, multiSampling) { }
};
class Texture2D : public ResourceType<GL_TEXTURE_2D>
{
public:
Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
: ResourceType(resourceHandle, attachment, mipMapLod) { };
: ResourceType(resourceHandle, attachment, mipMapLod, false) { };
~Texture2D();
};
class Texture2DMultiSample : public ResourceType<GL_TEXTURE_2D_MULTISAMPLE>
{
public:
Texture2DMultiSample(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
: ResourceType(resourceHandle, attachment, mipMapLod, true) { };
~Texture2DMultiSample();
};
class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
{
public:
RenderBuffer(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment, 0)
RenderBuffer(GLuint* resourceHandle, GLenum attachment, bool multiSampling = false)
: ResourceType(resourceHandle, attachment, 0, multiSampling)
{ };
~RenderBuffer();
@@ -48,12 +58,13 @@ class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
{
public:
Texture2DArray(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment, 0)
: ResourceType(resourceHandle, attachment, 0, false)
{ };
~Texture2DArray();
};
class FrameBuffer
{
public:
@@ -65,9 +76,13 @@ public:
void Generate();
void Bind();
void Unbind();
void Read();
void Draw();
GLuint GetHandle();
bool MultiSampling() { return m_MultiSampling; };
private:
bool m_MultiSampling = true;
GLuint m_BufferHandle;
std::vector<std::shared_ptr<BufferResource>> m_Resources;
};
+7 -1
View File
@@ -104,13 +104,18 @@ struct ModelJob : RenderJob
FillPercentage = fillPercentage;
IsShielded = isShielded;
if (world->HasComponent(Entity, "Unpickable")) {
NotPickable = true;
}
if (model->IsSkinned()) {
Skeleton = Model->m_RawModel->m_Skeleton;
if (Skeleton != nullptr) {
EntityWrapper entityWrapper = EntityWrapper(world, modelComponent.EntityID);
if(Skeleton->BlendTrees.find(entityWrapper) != Skeleton->BlendTrees.end()) {
BlendTree = Skeleton->BlendTrees.at(entityWrapper);
}
@@ -147,6 +152,7 @@ struct ModelJob : RenderJob
float FillPercentage = 0.0;
bool IsShielded;
bool Shadow;
bool NotPickable = false;
void CalculateHash() override
{
+1
View File
@@ -71,6 +71,7 @@ private:
bool m_ResizeWindow = false;
int m_SSAO_Quality = 0;
int m_GLOW_Quality = 2;
unsigned int m_MSAA_Level = 0;
PickingPass* m_PickingPass;
LightCullingPass* m_LightCullingPass;
+4 -1
View File
@@ -20,11 +20,14 @@ public:
, Parent(parent)
, Name(name)
, OffsetMatrix(offsetMatrix)
{ }
{
BindTransformMatrix = glm::inverse(offsetMatrix);
}
std::string Name;
glm::mat4 OffsetMatrix;
int ID;
glm::mat4 BindTransformMatrix;
Bone* Parent;
std::vector<Bone*> Children;
+2
View File
@@ -29,6 +29,7 @@ struct SpriteJob : RenderJob
IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
Linear = (bool)cSprite["Linear"];
ClampToBorder = (bool)cSprite["ClampToBorder"];
StartIndex = matProp.material->StartIndex;
EndIndex = matProp.material->EndIndex;
@@ -93,6 +94,7 @@ struct SpriteJob : RenderJob
float ScaleX = 1.f;
float ScaleY = 1.f;
bool Linear = false;
bool ClampToBorder = false;
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
@@ -27,7 +27,7 @@ Texture* TryLoadResource(std::string path)
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat);
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps);
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type, GLint numMipMaps, GLint MAGFilter, GLint MINFilter);
void DeleteTexture(GLuint* texture);
};
+3 -1
View File
@@ -30,6 +30,7 @@
#include "../Engine/Core/EPause.h"
#include "../Engine/Core/EComponentAttached.h"
#include "../Core/EPlayerSpawned.h"
#include "../Rendering/ESetCamera.h"
typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
@@ -91,7 +92,6 @@ private:
void matchBGMLoop();
Source* m_CurrentBGM = nullptr;
Source* m_CurrentBGMCombo = nullptr;
bool m_DrumLoopHasBeenStarted = false;
// Logic
World* m_World = nullptr;
@@ -139,6 +139,8 @@ private:
bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
EventRelay<SoundManager, Events::ChangeBGM> m_EChangeBGM;
bool OnChangeBGM(const Events::ChangeBGM &e);
EventRelay<SoundManager, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera& e);
};
+3 -3
View File
@@ -19,9 +19,9 @@ private:
enum class PlayerClass
{
None = 0,
Assault,
Defender,
Sniper
Assault = 1,
Defender = 2,
Sniper = 2
};
struct SpawnRequest
{
+1
View File
@@ -18,6 +18,7 @@ public:
// will try to pick a spawn location so that the spawned entity doesn't
// collide with anything that has that component and is collidable.
static EntityWrapper Spawn(EntityWrapper spawner, EntityWrapper parent = EntityWrapper::Invalid, const std::string& dontCollideComponent = "");
static EntityWrapper SpawnEntityFile(const std::string& entityFilePath, EntityWrapper spawner, EntityWrapper parent = EntityWrapper::Invalid, const std::string& dontCollideComponent = "");
private:
EventRelay<SpawnerSystem, Events::SpawnerSpawn> m_OnSpawnerSpawn;
+3
View File
@@ -86,3 +86,6 @@ NumIterations=4
[GLOW3]
NumIterations=6
[MSAA]
Level = 0;
+1
View File
@@ -68,6 +68,7 @@
<xs:include schemaLocation="Components/NetworkComponent.xsd"/>
<xs:include schemaLocation="Components/ServerIdentity.xsd"/>
<xs:include schemaLocation="Components/ServerList.xsd"/>
<xs:include schemaLocation="Components/Unpickable.xsd"/>
<xs:include schemaLocation="Components/ConfigBtnResolution.xsd"/>
<xs:include schemaLocation="Components/ConfigBtnFloat.xsd"/>
<xs:include schemaLocation="Components/EndScreen.xsd"/>
+5 -1
View File
@@ -1,2 +1,6 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<PlayerSpawn xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="PlayerSpawn.xsd"/>
<PlayerSpawn xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="PlayerSpawn.xsd">
<AssaultFile>Schema/Entities/PlayerAssaultBlue.xml</AssaultFile>
<DefenderFile>Schema/Entities/PlayerDefenderBlue.xml</DefenderFile>
<SniperFile></SniperFile>
</PlayerSpawn>
@@ -7,5 +7,12 @@
<xs:annotation>
<xs:documentation>Combined with a Spawner and a Team component, defines a spawn point for a player team.</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="AssaultFile" type="t:string" minOccurs="0"/>
<xs:element name="DefenderFile" type="t:string" minOccurs="0"/>
<xs:element name="SniperFile" type="t:string" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+1
View File
@@ -10,5 +10,6 @@
<KeepRatioY>false</KeepRatioY>
<KeepRatio>false</KeepRatio>
<Linear>true</Linear>
<ClampToBorder>false</ClampToBorder>
<BlurBackground>false</BlurBackground>
</Sprite>
+3
View File
@@ -39,6 +39,9 @@
<xs:element name="Linear" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>If it should use Linear or Nearest sampling method.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ClampToBorder" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>If it should clamp to border or repeat the texture.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="BlurBackground" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
</xs:element>
@@ -0,0 +1,3 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Unpickable xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Unpickable.xsd">
</Unpickable>
@@ -0,0 +1,11 @@
<?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="Unpickable">
<xs:annotation>
<xs:documentation>Makes the entity unpickable</xs:documentation>
</xs:annotation>
</xs:element>
</xs:schema>
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+43 -45
View File
@@ -2,18 +2,58 @@
<Entity name="ScoreBoard_Main_Origin" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
<c:NetworkComponent/>
<c:Transform>
<Orientation X="0" Y="4.71199989" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="Spawner_2">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ScoreBoard_Red.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="-16.5" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Background_Main">
<Components>
<c:Model>
<GlowIntensity>0.80000019073486328</GlowIntensity>
<Resource>Models/Props/ScoreBoard/Scoreboard.mesh</Resource>
<Shadow>false</Shadow>
</c:Model>
<c:Transform>
<Orientation X="0" Y="3.13400006" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Background_Spectator">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<GlowIntensity>0.70000028610229492</GlowIntensity>
<Resource>Models/Props/ScoreBoard/Spectatorboard.mesh</Resource>
<Shadow>false</Shadow>
</c:Model>
<c:Transform>
<Position X="0" Y="-19" Z="0"/>
<Scale X="30" Y="12" Z="1"/>
<Orientation X="0" Y="3.13300014" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Spawner_1">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ScoreBoard_Blue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="16.5" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
@@ -30,48 +70,6 @@
</Components>
<Children/>
</Entity>
<Entity name="Background_Main">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Scale X="69" Y="25" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Spawner_1">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ScoreBoard_Red.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="16.5" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Spawner_2">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ScoreBoard_Blue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="-16.5" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="EndScreenCameraSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/EndScreen.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -150,12 +150,13 @@
<Components>
<c:BoneAttachment>
<BoneName>R_Ammo_Joint</BoneName>
<ScaleOffset X="0.600000024" Y="0.600000024" Z="0.600000024"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment>
<c:Transform>
<Position X="0.0540262833" Y="-0.0954347998" Z="-0.225546911"/>
<Orientation X="0.00124507793" Y="0.077417776" Z="0.00737103401"/>
<Scale X="0.5" Y="0.50000006" Z="0.499999911"/>
<Scale X="0.300000012" Y="0.300000042" Z="0.299999952"/>
</c:Transform>
</Components>
<Children>
@@ -224,7 +225,7 @@
<EntityFile>Schema/Entities/FriendlyBoostBlueHUD.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="-0.000110394583" Y="-0.0960000008" Z="6.07890324e-05"/>
<Position X="-0.0762779638" Y="-0.04478902" Z="6.07890324e-05"/>
</c:Transform>
</Components>
<Children/>
+1
View File
@@ -72,6 +72,7 @@
<xs:element ref="c:ServerIdentity" minOccurs="0"/>
<xs:element ref="c:ServerList" minOccurs="0"/>
<xs:element ref="c:EndScreen" minOccurs="0"/>
<xs:element ref="c:Unpickable" minOccurs="0"/>
<xs:element ref="c:Fade" minOccurs="0"/>
<xs:element ref="c:ConfigBtnResolution" minOccurs="0"/>
<xs:element ref="c:ConfigBtnFloat" minOccurs="0"/>
+1 -4
View File
@@ -1,14 +1,11 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec4 Color;
uniform sampler2D texture0;
in VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec2 TextureCoordinate;
vec4 DiffuseColor;
+5 -1
View File
@@ -2,6 +2,7 @@
#define MAX_SPLITS 4
uniform mat4 PVM;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
@@ -23,6 +24,7 @@ uniform float ColorDistanceScalar;
in VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
@@ -34,6 +36,7 @@ in VertexData{
out VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
@@ -101,6 +104,7 @@ void PassThingsThrough(int index)
// pass through vertex data
Output.Normal = Input[index].Normal;
Output.Position = Input[index].Position;
Output.ViewSpacePosition = Input[index].ViewSpacePosition;
Output.TextureCoordinate = Input[index].TextureCoordinate;
Output.Tangent = Input[index].Tangent;
Output.BiTangent = Input[index].BiTangent;
@@ -175,7 +179,7 @@ void main()
}
// convert to window space
gl_Position = P * V * M * vec4(ExplodedPosition, 1.0);
gl_Position = PVM * vec4(ExplodedPosition, 1.0);
EmitVertex();
}
}
+3 -5
View File
@@ -2,8 +2,6 @@
#define MIN_AMBIENT_LIGHT 0.3
#define MAX_SPLITS 4
uniform mat4 VM;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
@@ -65,6 +63,7 @@ layout (std430, binding = 4) buffer LightIndexBuffer
in VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
@@ -302,11 +301,10 @@ void main()
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
vec4 position = VM * vec4(Input.Position, 1.0);
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(-Input.ViewSpacePosition);
vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
vec3 R = reflect(-I, Input.Normal);
//R = vec3(P * vec4(R, 1.0));
@@ -333,7 +331,7 @@ void main()
LightResult light_result;
//These if statements should be removed.
if(light.Type == 1) { // point
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, Input.ViewSpacePosition, normal, light.Falloff);
} else if (light.Type == 2) { //Directional
int DepthMapIndex = getShadowIndex(FarDistance);
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
+3
View File
@@ -1,5 +1,6 @@
#version 430
uniform mat4 PVM;
uniform mat4 VM;
#define MAX_SPLITS 4
uniform mat4 TIM;
@@ -17,6 +18,7 @@ layout(location = 4) in vec2 TextureCoords;
out VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
@@ -31,6 +33,7 @@ void main()
gl_Position = PVM * vec4(Position, 1.0);
//mat4 TIM = transpose(inverse(M));
Output.Position = Position;
Output.ViewSpacePosition = VM * vec4(Position, 1.0);
Output.TextureCoordinate = TextureCoords;
Output.Normal = vec3(TIM * vec4(Normal, 0.0));
Output.Tangent = vec3(TIM * vec4(Tangent, 0.0));
@@ -65,6 +65,7 @@ layout (std430, binding = 4) buffer LightIndexBuffer
in VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
@@ -141,11 +142,10 @@ void main()
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
vec4 position = VM * vec4(Input.Position, 1.0);
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(-Input.ViewSpacePosition);
vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
vec3 R = reflect(-I, Input.Normal);
//R = vec3(P * vec4(R, 1.0));
@@ -170,7 +170,7 @@ void main()
LightResult light_result;
//These if statements should be removed.
if(light.Type == 1) { // point
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, Input.ViewSpacePosition, normal, light.Falloff);
} else if (light.Type == 2) { //Directional
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
}
@@ -3,6 +3,7 @@
#define MAX_SPLITS 4
uniform mat4 PVM;
uniform mat4 VM;
uniform mat4 TIM;
uniform mat4 M;
uniform mat4 V;
@@ -21,6 +22,7 @@ layout(location = 6) in vec4 BoneWeights;
out VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
@@ -34,16 +36,15 @@ void main()
{
mat4 boneTransform = mat4(1);
if(BoneWeights[0] > 0.0f){
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
}
gl_Position = PVM*boneTransform * vec4(Position, 1.0);
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
Output.ViewSpacePosition = VM * vec4(Position, 1.0);
Output.TextureCoordinate = TextureCoords;
Output.Normal = vec3(M * boneTransform * vec4(Normal, 0.0));
Output.Tangent = vec3(M * vec4(Tangent, 0.0));
@@ -2,8 +2,6 @@
#define MIN_AMBIENT_LIGHT 0.3
#define MAX_SPLITS 4
uniform mat4 VM;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
@@ -82,6 +80,7 @@ layout (std430, binding = 4) buffer LightIndexBuffer
in VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
@@ -362,13 +361,12 @@ void main()
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
vec4 position = VM * vec4(Input.Position, 1.0);
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
normal = normalize(normal);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-position);
vec4 viewVec = normalize(-Input.ViewSpacePosition);
vec2 tilePos;
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
@@ -391,7 +389,7 @@ void main()
LightResult light_result;
//These if statements should be removed.
if(light.Type == 1) { // point
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, Input.ViewSpacePosition, normal, light.Falloff);
} else if (light.Type == 2) { //Directional
int DepthMapIndex = getShadowIndex(FarDistance);
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
@@ -2,8 +2,6 @@
#define MIN_AMBIENT_LIGHT 0.3
#define MAX_SPLITS 4
uniform mat4 VM;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
@@ -80,6 +78,7 @@ layout (std430, binding = 4) buffer LightIndexBuffer
in VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
@@ -193,13 +192,12 @@ void main()
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
vec4 position = VM * vec4(Input.Position, 1.0);
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
normal = normalize(normal);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-position);
vec4 viewVec = normalize(-Input.ViewSpacePosition);
vec2 tilePos;
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
@@ -220,7 +218,7 @@ void main()
LightResult light_result;
//These if statements should be removed.
if(light.Type == 1) { // point
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, Input.ViewSpacePosition, normal, light.Falloff);
} else if (light.Type == 2) { //Directional
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
}
@@ -17,12 +17,10 @@ out VertexData{
void main()
{
mat4 boneTransform = mat4(1);
if(BoneWeights[0] > 0.0f){
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
}
gl_Position = PVM*boneTransform * vec4(Position, 1.0);
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
+2 -4
View File
@@ -1,8 +1,6 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 PVM;
layout (location = 0) in vec3 Position;
layout (location = 4) in vec2 TextureCoords;
@@ -13,6 +11,6 @@ out VertexData{
void main()
{
gl_Position = P * V * M * vec4(Position, 1.0);
gl_Position = PVM * vec4(Position, 1.0);
Output.TextureCoordinate = TextureCoords;
}
+2 -6
View File
@@ -1,8 +1,6 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 PVM;
uniform mat4 Bones[100];
layout (location = 0) in vec3 Position;
@@ -17,13 +15,11 @@ out VertexData{
void main()
{
mat4 boneTransform = mat4(1);
if(BoneWeights[0] > 0.0f){
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
}
gl_Position = P * V * M * boneTransform * vec4(Position, 1.0);
gl_Position = PVM * boneTransform * vec4(Position, 1.0);
Output.TextureCoordinate = TextureCoords;
}
+15
View File
@@ -1,7 +1,10 @@
#include "Core/PerformanceTimer.h"
#ifdef DEBUG
#include <ctime>
#include <fstream>
cpu_timer PerformanceTimer::m_Timer;
std::map<std::string, cpu_timer> PerformanceTimer::timers;
std::string PerformanceTimer::currentTimerRunning = "";
@@ -74,3 +77,15 @@ void PerformanceTimer::CreateExcelData()
}
someFileStream.close();
}
#else
void PerformanceTimer::StartTimer(std::string nameOfTimer) {};
void PerformanceTimer::StartTimerAndStopPrevious(std::string nameOfTimer) {};
void PerformanceTimer::StopTimer(std::string nameOfTimer) {};
void PerformanceTimer::SetFrameNumber(int frameNumber) {};
void PerformanceTimer::ResetAllTimers() {};
void PerformanceTimer::CreateExcelData() {};
#endif //DEBUG
-162
View File
@@ -1,162 +0,0 @@
#include "Core/TransformSystem.h"
std::unordered_map<EntityWrapper, glm::vec3> TransformSystem::PositionCache;
std::unordered_map<EntityWrapper, glm::quat> TransformSystem::OrientationCache;
std::unordered_map<EntityWrapper, glm::vec3> TransformSystem::ScaleCache;
std::unordered_map<EntityWrapper, glm::mat4> TransformSystem::MatrixCache;
int TransformSystem::RecalculatedPositions = 0;
int TransformSystem::RecalculatedOrientations = 0;
int TransformSystem::RecalculatedScales = 0;
TransformSystem::TransformSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &TransformSystem::OnEntityDeleted);
}
bool TransformSystem::OnEntityDeleted(const Events::EntityDeleted& e)
{
// Clean up deleted entity
PositionCache.erase(e.DeletedEntity);
OrientationCache.erase(e.DeletedEntity);
ScaleCache.erase(e.DeletedEntity);
MatrixCache.erase(e.DeletedEntity);
return true;
}
//glm::mat4 Transform::AbsoluteTransformation(EntityWrapper entity)
//{
// glm::mat4 t = glm::mat4(1.f);
//
// while (entity.Valid()) {
// t = glm::translate((const glm::vec3&)entity["Transform"]["Position"]) * glm::toMat4(glm::quat((const glm::vec3&)entity["Transform"]["Orientation"])) * glm::scale((const glm::vec3&)entity["Transform"]["Scale"]) * t;
// entity = entity.Parent();
// }
//
// return t;
//}
glm::vec3 TransformSystem::AbsolutePosition(World* world, EntityID entity)
{
return TransformSystem::AbsolutePosition(EntityWrapper(world, entity));
}
glm::vec3 TransformSystem::AbsolutePosition(EntityWrapper entity)
{
if (!entity.Valid()) {
return glm::vec3();
}
auto cacheIt = PositionCache.find(entity);
ComponentWrapper cTransform = entity["Transform"];
ComponentWrapper::SubscriptProxy cTransformPosition = cTransform["Position"];
if (cacheIt != PositionCache.end() && !cTransformPosition.Dirty(DirtySetType::Transform)) {
return cacheIt->second;
} else {
EntityWrapper parent = entity.Parent();
// Calculate position
glm::vec3 position = AbsolutePosition(parent) + TransformSystem::AbsoluteOrientation(parent) * (TransformSystem::AbsoluteScale(parent) * (const glm::vec3&)cTransformPosition);
// Cache it
PositionCache[entity] = position;
RecalculatedPositions++;
// Unset dirty flag
cTransformPosition.SetDirty(DirtySetType::Transform, false);
return position;
}
}
glm::vec3 TransformSystem::AbsoluteOrientationEuler(EntityWrapper entity)
{
glm::vec3 orientation;
while (entity.Valid()) {
ComponentWrapper transform = entity["Transform"];
orientation += (Field<glm::vec3>)transform["Orientation"];
entity = entity.Parent();
}
return orientation;
}
glm::quat TransformSystem::AbsoluteOrientation(World* world, EntityID entity)
{
return TransformSystem::AbsoluteOrientation(EntityWrapper(world, entity));
}
glm::quat TransformSystem::AbsoluteOrientation(EntityWrapper entity)
{
if (!entity.Valid()) {
return glm::quat();
}
auto cacheIt = OrientationCache.find(entity);
ComponentWrapper cTransform = entity["Transform"];
ComponentWrapper::SubscriptProxy cTransformOrientation = cTransform["Orientation"];
if (cacheIt != OrientationCache.end() && !cTransformOrientation.Dirty(DirtySetType::Transform)) {
return cacheIt->second;
} else {
EntityWrapper parent = entity.Parent();
// Calculate orientation
glm::quat orientation = AbsoluteOrientation(parent) * glm::quat((const glm::vec3&)cTransformOrientation);
// Cache it
OrientationCache[entity] = orientation;
RecalculatedOrientations++;
// Unset dirty flag
cTransformOrientation.SetDirty(DirtySetType::Transform, false);
return orientation;
}
}
glm::vec3 TransformSystem::AbsoluteScale(World* world, EntityID entity)
{
return TransformSystem::AbsoluteScale(EntityWrapper(world, entity));
}
glm::vec3 TransformSystem::AbsoluteScale(EntityWrapper entity)
{
if (!entity.Valid()) {
return glm::vec3(1.f);
}
auto cacheIt = ScaleCache.find(entity);
ComponentWrapper cTransform = entity["Transform"];
ComponentWrapper::SubscriptProxy cTransformScale = cTransform["Scale"];
if (cacheIt != ScaleCache.end() && !cTransformScale.Dirty(DirtySetType::Transform)) {
return cacheIt->second;
} else {
EntityWrapper parent = entity.Parent();
// Calculate scale
glm::vec3 scale = AbsoluteScale(parent) * (const glm::vec3&)cTransformScale;
// Cache it
ScaleCache[entity] = scale;
RecalculatedPositions++;
// Unset dirty flag
cTransformScale.SetDirty(DirtySetType::Transform, false);
return scale;
}
}
glm::mat4 TransformSystem::ModelMatrix(EntityID entityID, World* world)
{
return ModelMatrix(EntityWrapper(world, entityID));
}
glm::mat4 TransformSystem::ModelMatrix(EntityWrapper entity)
{
auto cacheIt = MatrixCache.find(entity);
ComponentWrapper cTransform = entity["Transform"];
bool isDirty = cTransform["Position"].Dirty(DirtySetType::Transform) || cTransform["Orientation"].Dirty(DirtySetType::Transform) || cTransform["Scale"].Dirty(DirtySetType::Transform);
if (cacheIt != MatrixCache.end() && !isDirty) {
return cacheIt->second;
} else {
glm::mat4 matrix = glm::translate(AbsolutePosition(entity)) * glm::toMat4(AbsoluteOrientation(entity)) * glm::scale(AbsoluteScale(entity));
MatrixCache[entity] = matrix;
return matrix;
}
}
glm::vec3 TransformSystem::TransformPoint(const glm::vec3& point, const glm::mat4& matrix)
{
return glm::vec3(matrix * glm::vec4(point.x, point.y, point.z, 1));
}
+11 -2
View File
@@ -108,7 +108,15 @@ void Client::Update(double dt)
hasServerTimedOut();
}
//Network::Update();
if (ImGui::BeginPopupModal("Disconnected", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) {
ImGui::Text("You have been disconnected from server.\n\n");
ImGui::SetCursorPosX(ImGui::GetContentRegionAvailWidth() - 120);
if (ImGui::Button("OK", ImVec2(120, 0))) {
ImGui::CloseCurrentPopup();
}
ImGui::EndPopup();
}
}
void Client::parseMessageType(Packet& packet)
@@ -199,7 +207,7 @@ void Client::parseTCPConnect(Packet& packet)
packet.WritePrimitive(m_PlayerID);
m_Unreliable.Send(packet);
// LOG_INFO("Sent UDP Connect Server");
// LOG_INFO("Sent UDP Connect Server");
}
void Client::parsePlayerConnected(Packet & packet)
@@ -695,6 +703,7 @@ void Client::hasServerTimedOut()
if (timeSincePing > m_TimeoutMs) {
// Clear everything and go to menu.
LOG_INFO("Server has timed out, returning to menu, Beep Boop.");
ImGui::OpenPopup("Disconnected");
disconnect();
}
}
+18 -18
View File
@@ -68,13 +68,13 @@ void BlurHUD::InitializeBuffers()
}
m_GaussianFrameBuffer_horiz.Generate();
CommonFunctions::GenerateTexture(&m_DepthStencil_vert, GL_CLAMP_TO_BORDER, GL_NEAREST,
res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
//CommonFunctions::GenerateTexture(&m_DepthStencil_vert, GL_CLAMP_TO_BORDER, GL_NEAREST,
// res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_NEAREST,
res2, GL_RGBA16F, GL_RGBA, GL_FLOAT);
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthStencil_vert, GL_DEPTH_STENCIL_ATTACHMENT)));
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthStencil_horiz, GL_DEPTH_STENCIL_ATTACHMENT)));
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_vert.Generate();
@@ -260,22 +260,22 @@ void BlurHUD::FillStencil(RenderScene& scene)
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
}
state.BindFramebuffer(m_GaussianFrameBuffer_vert.GetHandle());
for (auto& job : scene.Jobs.SpriteJob) {
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if (!spriteJob) {
continue;
}
if(!spriteJob->BlurBackground) {
continue;
}
glm::mat4 MVP = VP * spriteJob->Matrix;
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(MVP));
//state.BindFramebuffer(m_GaussianFrameBuffer_vert.GetHandle());
//for (auto& job : scene.Jobs.SpriteJob) {
// auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
// if (!spriteJob) {
// continue;
// }
// if(!spriteJob->BlurBackground) {
// continue;
// }
// glm::mat4 MVP = VP * spriteJob->Matrix;
// glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(MVP));
glBindVertexArray(spriteJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
}
// glBindVertexArray(spriteJob->Model->VAO);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
// glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
//}
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
}
+5 -5
View File
@@ -76,12 +76,12 @@ void DrawBloomPass::InitializeShaderPrograms()
void DrawBloomPass::InitializeBuffers()
{
CommonFunctions::GenerateMipMapTexture(
&m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
, GL_RGB, GL_FLOAT, m_BloomLod);
&m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height),
GL_RGB16F, GL_RGB, GL_FLOAT, m_BloomLod, GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST);
CommonFunctions::GenerateMipMapTexture(
&m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
, GL_RGB, GL_FLOAT, m_BloomLod);
CommonFunctions::GenerateTexture(&m_FinalGaussianTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
&m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height),
GL_RGB16F, GL_RGB, GL_FLOAT, m_BloomLod, GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST);
CommonFunctions::GenerateTexture(&m_FinalGaussianTexture, GL_CLAMP_TO_BORDER, GL_NEAREST, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
if (m_GaussianCombineBuffer.GetHandle() == 0) {
m_GaussianCombineBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_FinalGaussianTexture, GL_COLOR_ATTACHMENT0)));
+152 -46
View File
@@ -1,5 +1,5 @@
#include "Rendering/DrawFinalPass.h"
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass)
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass, ConfigFile* config)
: m_Renderer(renderer)
, m_LightCullingPass(lightCullingPass)
, m_CubeMapPass(cubeMapPass)
@@ -8,6 +8,11 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
{
//TODO: Make sure that uniforms are not sent into shader if not needed.
m_ShieldPixelRate = 8;
m_FinalPassFrameBuffer = new FrameBuffer();
m_ShieldDepthFrameBuffer = new FrameBuffer();
setMSAA(config->Get<int>("MSAA.Level", 0));
InitializeTextures();
InitializeShaderPrograms();
InitializeFrameBuffers();
@@ -19,6 +24,9 @@ DrawFinalPass::~DrawFinalPass(){
CommonFunctions::DeleteTexture(&m_DepthBuffer);
CommonFunctions::DeleteTexture(&m_ShieldBuffer);
CommonFunctions::DeleteTexture(&m_CubeMapTexture);
delete m_FinalPassFrameBuffer;
delete m_ShieldDepthFrameBuffer;
}
void DrawFinalPass::InitializeTextures()
@@ -32,26 +40,88 @@ void DrawFinalPass::InitializeTextures()
void DrawFinalPass::InitializeFrameBuffers()
{
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, 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);
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
if (m_MSAA) {
CommonFunctions::GenerateTexture(&m_AntiAliasedTexture, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::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);
if (m_AntiAliasedFrameBuffer == nullptr) {
m_AntiAliasedFrameBuffer = new FrameBuffer();
m_AntiAliasedFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_AntiAliasedTexture, GL_COLOR_ATTACHMENT0)));
}
m_AntiAliasedFrameBuffer->Generate();
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
//m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
m_FinalPassFrameBuffer.Generate();
GLERROR("FBO generation");
if (m_SceneTexture != 0) {
glDeleteRenderbuffers(1, &m_SceneTexture);
}
glGenRenderbuffers(1, &m_SceneTexture);
GLERROR("FBO 1");
glBindRenderbuffer(GL_RENDERBUFFER, m_SceneTexture);
GLERROR("FBO 11");
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("FBO 111");
if (m_BloomTexture != 0) {
glDeleteRenderbuffers(1, &m_BloomTexture);
}
glGenRenderbuffers(1, &m_BloomTexture);
GLERROR("FBO 2");
glBindRenderbuffer(GL_RENDERBUFFER, m_BloomTexture);
GLERROR("FBO 22");
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("FBO 222");
if (m_DepthBuffer != 0) {
glDeleteRenderbuffers(1, &m_DepthBuffer);
}
glGenRenderbuffers(1, &m_DepthBuffer);
GLERROR("FBO 3");
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
GLERROR("FBO 33");
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("FBO 333");
//CommonFunctions::GenerateMultiSampleTexture(&m_SceneTexture, m_MSAA, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F);
//CommonFunctions::GenerateMultiSampleTexture(&m_BloomTexture, m_MSAA, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F);
//CommonFunctions::GenerateMultiSampleTexture(&m_DepthBuffer, m_MSAA,
//glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8);
//CommonFunctions::GenerateMultiSampleTexture(&m_ShieldBuffer, m_MSAA,
//glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F);
} else {
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, 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);
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
CommonFunctions::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);
}
CommonFunctions::GenerateTexture(&m_ShieldBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
m_ShieldDepthFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_ShieldBuffer, GL_DEPTH_ATTACHMENT)));
m_ShieldDepthFrameBuffer.Generate();
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
if (m_FinalPassFrameBuffer->GetHandle() == 0) {
if (m_MSAA) {
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
//m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
} else {
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
//m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
}
}
m_FinalPassFrameBuffer->Generate();
GLERROR("FBO generation");
if (m_ShieldDepthFrameBuffer->GetHandle() == 0) {
m_ShieldDepthFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_ShieldBuffer, GL_DEPTH_ATTACHMENT)));
}
m_ShieldDepthFrameBuffer->Generate();
}
void DrawFinalPass::InitializeShaderPrograms()
@@ -245,14 +315,14 @@ void DrawFinalPass::InitializeShaderPrograms()
void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
{
GLERROR("Pre");
DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle());
DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer->GetHandle());
//Draw shields to stencil
DrawToDepthStencilBuffer(scene.Jobs.ShieldObjects, scene);
GLERROR("StencilPass");
delete stateDethp;
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
if (scene.ClearDepth) {
//glClear(GL_DEPTH_BUFFER_BIT);
state->Disable(GL_DEPTH_TEST);
@@ -293,17 +363,22 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
delete state;
if (scene.ShouldBlur) {
//This needs to be drawn only when the full scene is being renderd, and then let be, otherwise sprite and other shit will show on it.
m_FullBlurredTexture = blurHUDPass->Draw(m_SceneTexture, scene);
GLuint sceneTexture = SceneTexture();
m_FullBlurredTexture = blurHUDPass->Draw(sceneTexture, scene);
}
DrawFinalPassState* stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
DrawFinalPassState* stateSprite;
if(scene.ShouldBlur) {
//Combine nonblur and blur texture
stateSprite->Disable(GL_DEPTH_TEST);
stateSprite->Disable(GL_STENCIL_TEST);
m_CombinedTexture = blurHUDPass->CombineTextures(m_SceneTexture, m_FullBlurredTexture);
GLuint sceneTexture = SceneTexture();
stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
stateSprite->Disable(GL_DEPTH_TEST);
stateSprite->Disable(GL_STENCIL_TEST);
m_CombinedTexture = blurHUDPass->CombineTextures(sceneTexture, m_FullBlurredTexture);
}
} else {
stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
}
//Draw Transparen objects
//state->BlendFunc(GL_ONE, GL_ONE);
//state->StencilFunc(GL_EQUAL, 1, 0xFF);
@@ -325,33 +400,67 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
void DrawFinalPass::ClearBuffer()
{
GLERROR("PRE");
m_ShieldDepthFrameBuffer.Bind();
m_ShieldDepthFrameBuffer->Bind();
glClear(GL_DEPTH_BUFFER_BIT);
m_ShieldDepthFrameBuffer.Unbind();
m_FinalPassFrameBuffer.Bind();
m_ShieldDepthFrameBuffer->Unbind();
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();
m_FinalPassFrameBuffer->Unbind();
GLERROR("END");
}
void DrawFinalPass::OnWindowResize()
{
//InitializeFrameBuffers();
CommonFunctions::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);
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_FinalPassFrameBuffer.Generate();
if (m_FinalPassFrameBuffer->MultiSampling() != (bool)m_MSAA) {
delete m_FinalPassFrameBuffer;
delete m_ShieldDepthFrameBuffer;
m_FinalPassFrameBuffer = new FrameBuffer();
m_ShieldDepthFrameBuffer = new FrameBuffer();
}
if (m_MSAA) {
if (m_AntiAliasedFrameBuffer != nullptr) {
delete m_AntiAliasedFrameBuffer;
m_AntiAliasedFrameBuffer = nullptr;
}
}
InitializeFrameBuffers();
GLERROR("Error changing texture resolutions");
}
void DrawFinalPass::setMSAA(unsigned int numberOfSamples) {
if (m_MSAA == numberOfSamples) {
return;
}
if (!(bool)numberOfSamples) {
if (m_AntiAliasedFrameBuffer != nullptr) {
delete m_AntiAliasedFrameBuffer;
m_AntiAliasedFrameBuffer = nullptr;
}
delete m_FinalPassFrameBuffer;
m_FinalPassFrameBuffer = new FrameBuffer();
}
if ((bool)numberOfSamples && !(bool)m_MSAA) {
delete m_FinalPassFrameBuffer;
m_FinalPassFrameBuffer = new FrameBuffer();
}
m_MSAA = numberOfSamples;
InitializeFrameBuffers();
}
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
@@ -1215,11 +1324,6 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
if (lastShader != m_FillDepthStencilBufferSkinnedProgram->GetHandle()) {
m_FillDepthStencilBufferSkinnedProgram->Bind();
lastShader = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
glUniform1i(glGetUniformLocation(shaderSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(shaderSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(shaderSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind Uniforms 1");
}
@@ -1238,11 +1342,6 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
if (lastShader != m_FillDepthStencilBufferProgram->GetHandle()) {
m_FillDepthStencilBufferProgram->Bind();
lastShader = m_FillDepthStencilBufferProgram->GetHandle();
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind Uniforms 2");
}
@@ -1298,7 +1397,14 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
if (spriteJob->ClampToBorder) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
} else {
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
}
+37 -7
View File
@@ -2,12 +2,13 @@
#include "Rendering/FrameBuffer.h"
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod)
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod, bool multiSampling)
{
m_ResourceHandle = resourceHandle;
m_ResourceType = resourceType;
m_Attachment = attachment;
m_MipMapLod = mipMapLod;
m_MultiSampling = multiSampling;
}
Texture2D::~Texture2D()
@@ -15,14 +16,23 @@ Texture2D::~Texture2D()
if (m_ResourceHandle != 0) {
glDeleteTextures(1, m_ResourceHandle);
}
*m_ResourceHandle = 0;
}
Texture2DMultiSample::~Texture2DMultiSample()
{
if (m_ResourceHandle != 0) {
glDeleteTextures(1, m_ResourceHandle);
}
*m_ResourceHandle = 0;
}
RenderBuffer::~RenderBuffer()
{
if (m_ResourceHandle != 0) {
glDeleteRenderbuffers(1, m_ResourceHandle);
}
*m_ResourceHandle = 0;
}
Texture2DArray::~Texture2DArray()
@@ -30,6 +40,7 @@ Texture2DArray::~Texture2DArray()
if (m_ResourceHandle != 0) {
glDeleteTextures(1, m_ResourceHandle);
}
*m_ResourceHandle = 0;
}
@@ -42,6 +53,14 @@ FrameBuffer::~FrameBuffer()
void FrameBuffer::AddResource(std::shared_ptr<BufferResource> resource)
{
//m_MultiSampling is true when initialized
if (m_MultiSampling != resource->m_MultiSampling) {
if (m_MultiSampling == false) {
GLERROR("All renderbuffers is/is not using multisampling");
} else {
m_MultiSampling = false;
}
}
m_Resources.push_back(resource);
}
@@ -55,20 +74,23 @@ void FrameBuffer::Generate()
}
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
GLERROR("1");
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
switch ((*it)->m_ResourceType) {
case GL_TEXTURE_2D_MULTISAMPLE:
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, GL_TEXTURE_2D_MULTISAMPLE, 0, 0);
GLERROR("FrameBuffer generate: GL_TEXTURE_2D_MULTISAMPLE");
break;
case GL_TEXTURE_2D:
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, (*it)->m_MipMapLod);
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
GLERROR("FrameBuffer generate: GL_TEXTURE_2D");
break;
case GL_RENDERBUFFER:
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
GLERROR("FrameBuffer generate: GL_RENDERBUFFER");
break;
case GL_TEXTURE_2D_ARRAY:
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, 0);
GLERROR("FrameBuffer generate: glFramebufferTexture2DArray");
GLERROR("FrameBuffer generate: GL_TEXTURE_2D_ARRAY");
break;
}
GLERROR("2");
@@ -77,8 +99,8 @@ void FrameBuffer::Generate()
attachments.push_back((*it)->m_Attachment);
}
GLERROR("Attachment");
}
GLERROR("3");
GLenum* bufferTextures = attachments.data();
@@ -89,7 +111,7 @@ void FrameBuffer::Generate()
if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
GLERROR("Framebuffer incomplete");
//LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
LOG_ERROR("FrameBuffer incomplete: 0x%x\n", glCheckFramebufferStatus(GL_FRAMEBUFFER));
exit(EXIT_FAILURE);
}
GLERROR("END");
@@ -110,3 +132,11 @@ GLuint FrameBuffer::GetHandle()
{
return m_BufferHandle;
}
void FrameBuffer::Read() {
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_BufferHandle);
}
void FrameBuffer::Draw() {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_BufferHandle);
}
+5
View File
@@ -76,6 +76,11 @@ void PickingPass::Draw(RenderScene& scene)
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
if(modelJob->NotPickable) {
continue;
}
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
PickingInfo pickInfo;
+5
View File
@@ -362,6 +362,11 @@ void RenderSystem::fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs,
continue;
}
EntityWrapper entity(world, pointlightC.EntityID);
if (!isEntityVisible(entity)) {
continue;
}
std::shared_ptr<PointLightJob> pointLightJob = std::shared_ptr<PointLightJob>(new PointLightJob(transformC, pointlightC, m_World));
jobs.push_back(pointLightJob);
}
+17 -5
View File
@@ -67,10 +67,19 @@ void Renderer::InitializeWindow()
// Create a window
GLFWmonitor* monitor = nullptr;
if (m_Fullscreen) {
monitor = glfwGetPrimaryMonitor();
//monitor = glfwGetPrimaryMonitor();
//const GLFWvidmode* mode = glfwGetVideoMode(monitor);
//glfwWindowHint(GLFW_RED_BITS, mode->redBits);
//glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
//glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
//glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
glfwWindowHint(GLFW_DECORATED, false);
glfwWindowHint(GLFW_AUTO_ICONIFY, false);
}
//glfwWindowHint(GLFW_SAMPLES, 8);
m_Window = glfwCreateWindow(m_Resolution.Width, m_Resolution.Height, "daydream", monitor, nullptr);
//glfwWindowHint(GLFW_SAMPLES, 8);
m_Window = glfwCreateWindow(m_Resolution.Width, m_Resolution.Height + 1, "daydream", monitor, nullptr);
if (!m_Window) {
LOG_ERROR("GLFW: Failed to create window");
exit(EXIT_FAILURE);
@@ -168,8 +177,10 @@ void Renderer::Draw(RenderFrame& frame)
ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
ImGui::SliderInt("MSAA Level", (int*)&m_MSAA_Level, 0, 16);
m_SSAOPass->ChangeQuality(m_SSAO_Quality);
m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
m_DrawFinalPass->setMSAA(m_MSAA_Level);
GLERROR("SSAO Settings");
//clear buffer 0
glClearColor(0.f, 0.f, 0.f, 0.f);
@@ -228,7 +239,8 @@ void Renderer::Draw(RenderFrame& frame)
if (m_DebugTextureToDraw == 0) {
PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
GLuint test = m_DrawFinalPass->SceneTexture();
m_DrawColorCorrectionPass->Draw(test, m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
}
@@ -307,7 +319,7 @@ void Renderer::InitializeRenderPasses()
m_SSAOPass = new SSAOPass(this, m_Config);
m_ShadowPass = new ShadowPass(this);
m_BlurHUDPass = new BlurHUD(this);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass, m_Config);
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
+28 -30
View File
@@ -226,8 +226,8 @@ void ShadowPass::Draw(RenderScene & scene)
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
GLuint shaderHandle;
GLuint shaderHandle = 0;
GLuint lastModel = 0;
for (auto &job : scene.Jobs.DirectionalLight) {
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
@@ -240,19 +240,6 @@ void ShadowPass::Draw(RenderScene & scene)
//RadiusToLightspace(m_shadowFrusta[i]);
m_LightProjection[i] = glm::ortho(m_shadowFrusta[i].LRBT[LEFT], m_shadowFrusta[i].LRBT[RIGHT], m_shadowFrusta[i].LRBT[BOTTOM], m_shadowFrusta[i].LRBT[TOP], m_NearFarPlane[NEAR], m_NearFarPlane[FAR]);
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
GLERROR("ShadowLight ERROR");
for (auto &objectJob : scene.Jobs.OpaqueObjects) {
@@ -264,8 +251,10 @@ void ShadowPass::Draw(RenderScene & scene)
}
if(modelJob->Model->IsSkinned()) {
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
if (shaderHandle != m_ShadowProgramSkinned->GetHandle()) {
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
}
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
@@ -276,15 +265,19 @@ void ShadowPass::Draw(RenderScene & scene)
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
if (shaderHandle != m_ShadowProgram->GetHandle()) {
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
}
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i] * m_LightView[i] * modelJob->Matrix));
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
if (lastModel != modelJob->ModelID) {
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
}
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
GLERROR("Shadow Draw ERROR");
@@ -301,8 +294,10 @@ void ShadowPass::Draw(RenderScene & scene)
}
if (modelJob->Model->IsSkinned()) {
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
if (shaderHandle != m_ShadowProgramSkinned->GetHandle()) {
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
}
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
@@ -313,11 +308,13 @@ void ShadowPass::Draw(RenderScene & scene)
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
if (shaderHandle != m_ShadowProgram->GetHandle()) {
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
}
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i] * m_LightView[i] * modelJob->Matrix));
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
if (m_TexturedShadows) {
@@ -345,9 +342,10 @@ void ShadowPass::Draw(RenderScene & scene)
}
}
}
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
if (lastModel != modelJob->ModelID) {
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
}
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
GLERROR("Shadow Draw ERROR");
+30 -30
View File
@@ -33,33 +33,33 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
PoseData poseData;
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
const std::vector<Animation::Keyframe>& boneKeyFrames = animation->JointAnimations.at(bone->ID);
Animation::Keyframe currentFrame;
Animation::Keyframe nextFrame;
const Animation::Keyframe* currentFrame;
const Animation::Keyframe* nextFrame;
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = boneKeyFrames.at(index);
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
currentFrame = &boneKeyFrames.at(index);
nextFrame = &boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame.Index == 0) {
if (nextFrame->Index == 0) {
nextFrame = currentFrame;
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
progress = (time - currentFrame->Time) / (animation->Duration - currentFrame->Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
progress = (time - currentFrame->Time) / (nextFrame->Time - currentFrame->Time);
}
progress = glm::clamp(progress, 0.0f, 1.0f);
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
const Animation::Keyframe::BoneProperty& currentBoneProperty = currentFrame->BoneProperties;
const Animation::Keyframe::BoneProperty& nextBoneProperty = nextFrame->BoneProperties;
glm::vec3 position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
glm::quat rotation = glm::normalize(glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress));
@@ -77,10 +77,10 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
boneMatrices[bone->ID] = poseData;
} else { // 1 keyframes for the current bone
currentFrame = boneKeyFrames.at(0);
poseData.Translation = currentFrame.BoneProperties.Position;
poseData.Orientation = currentFrame.BoneProperties.Rotation;
poseData.Scale = currentFrame.BoneProperties.Scale;
currentFrame = &boneKeyFrames.at(0);
poseData.Translation = currentFrame->BoneProperties.Position;
poseData.Orientation = currentFrame->BoneProperties.Rotation;
poseData.Scale = currentFrame->BoneProperties.Scale;
boneMatrices[bone->ID] = poseData;
}
}
@@ -117,33 +117,33 @@ Skeleton::PoseData Skeleton::GetAdditiveBonePose(const Bone* bone, const Animati
glm::vec3 scale = glm::vec3(1);
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
const std::vector<Animation::Keyframe>& boneKeyFrames = animation->JointAnimations.at(bone->ID);
Animation::Keyframe currentFrame;
Animation::Keyframe nextFrame;
const Animation::Keyframe* currentFrame;
const Animation::Keyframe* nextFrame;
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = boneKeyFrames.at(index);
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
currentFrame = &boneKeyFrames.at(index);
nextFrame = &boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame.Index == 0) {
if (nextFrame->Index == 0) {
nextFrame = currentFrame;
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
progress = (time - currentFrame->Time) / (animation->Duration - currentFrame->Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
progress = (time - currentFrame->Time) / (nextFrame->Time - currentFrame->Time);
}
progress = glm::clamp(progress, 0.0f, 1.0f);
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
const Animation::Keyframe::BoneProperty& currentBoneProperty = currentFrame->BoneProperties;
const Animation::Keyframe::BoneProperty& nextBoneProperty = nextFrame->BoneProperties;
position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
rotation = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
@@ -151,10 +151,10 @@ Skeleton::PoseData Skeleton::GetAdditiveBonePose(const Bone* bone, const Animati
} else { // 1 keyframes for the current bone
currentFrame = boneKeyFrames.at(0);
position = currentFrame.BoneProperties.Position;
rotation = currentFrame.BoneProperties.Rotation;
scale = currentFrame.BoneProperties.Scale;
currentFrame = &boneKeyFrames.at(0);
position = currentFrame->BoneProperties.Position;
rotation = currentFrame->BoneProperties.Rotation;
scale = currentFrame->BoneProperties.Scale;
}
}
@@ -270,10 +270,10 @@ void Skeleton::AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, std::
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
if (bone->Parent) {
boneMatrix = parentMatrix * (glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix);
boneMatrix = parentMatrix * bone->BindTransformMatrix * bone->Parent->OffsetMatrix;
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
boneMatrix = glm::inverse(bone->OffsetMatrix);
boneMatrix = bone->BindTransformMatrix;
boneMatrices[bone->ID] = parentMatrix;
}
}
@@ -17,25 +17,26 @@ void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples
{
glDeleteTextures(1, texture);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, *texture);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, false);
glBindTexture(GL_TEXTURE_2D, *texture);
GLERROR("Texture initialization failed 1");
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, GL_FALSE);
GLERROR("Texture initialization failed");
}
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type, GLint numMipMaps, GLint MAGFilter, GLint MINFilter)
{
glDeleteTextures(1, texture);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, internalFormat, dimensions.x, dimensions.y);
//glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, NULL);
GLERROR("MipMap Texture glTexSubImage2D failed");
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, MAGFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, MINFilter);
GLERROR("MipMap Texture initialization failed");
}
+33 -16
View File
@@ -30,10 +30,7 @@ SoundManager::SoundManager(World* world, EventBroker* eventBroker)
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundManager::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_EPlayQueueOnEntity, &SoundManager::OnPlayQueueOnEntity);
EVENT_SUBSCRIBE_MEMBER(m_EChangeBGM, &SoundManager::OnChangeBGM);
Events::ChangeBGM e;
e.FilePath = "Audio/bgm/MenuMusic.wav";
m_EventBroker->Publish(e);
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &SoundManager::OnSetCamera);
}
SoundManager::~SoundManager()
@@ -67,8 +64,7 @@ void SoundManager::Update(double dt)
deleteInactiveEmitters();
updateEmitters(dt);
updateListener(dt);
if (m_DrumLoopHasBeenStarted)
matchBGMLoop();
matchBGMLoop();
}
void SoundManager::deleteInactiveEmitters()
@@ -363,15 +359,6 @@ bool SoundManager::OnPlayerSpawned(const Events::PlayerSpawned &e)
{
if (e.PlayerID == -1) { // Local player
m_LocalPlayer = e.Player;
if (m_DrumLoopHasBeenStarted) {
return true;
}
m_CurrentBGMCombo = createSource("Audio/BGM/Layer2.wav");
m_CurrentBGMCombo->Type = SoundType::BGM;
alSourcei(m_CurrentBGMCombo->ALsource, AL_LOOPING, 1);
setGain(m_CurrentBGMCombo, 0);
playSound(m_CurrentBGMCombo);
m_DrumLoopHasBeenStarted = true;
return true;
}
return false;
@@ -394,7 +381,9 @@ bool SoundManager::OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e)
bool SoundManager::OnChangeBGM(const Events::ChangeBGM &e)
{
if (m_CurrentBGM != nullptr) {
stopSound(m_CurrentBGM);
if (getSourceState(m_CurrentBGM->ALsource) == AL_PLAYING) {
stopSound(m_CurrentBGM);
}
}
m_CurrentBGM = createSource(e.FilePath);
m_CurrentBGM->Type = SoundType::BGM;
@@ -403,6 +392,34 @@ bool SoundManager::OnChangeBGM(const Events::ChangeBGM &e)
return true;
}
bool SoundManager::OnSetCamera(const Events::SetCamera& e)
{
if (e.CameraEntity.Name() == "Overview_Camera_Start_Menu") {
if (m_CurrentBGMCombo != nullptr) {
if (getSourceState(m_CurrentBGMCombo->ALsource) == AL_PLAYING) {
stopSound(m_CurrentBGMCombo);
}
}
Events::ChangeBGM changeBGM;
changeBGM.FilePath = "Audio/BGM/MenuMusic.wav";
m_EventBroker->Publish(changeBGM);
} else if (e.CameraEntity.Name() == "PickTeamCamera") {
Events::ChangeBGM changeBGM;
changeBGM.FilePath = "Audio/BGM/Layer1.wav";
m_EventBroker->Publish(changeBGM);
if (m_CurrentBGMCombo != nullptr) {
if (getSourceState(m_CurrentBGMCombo->ALsource) == AL_PLAYING) {
stopSound(m_CurrentBGMCombo);
}
}
m_CurrentBGMCombo = createSource("Audio/BGM/Layer2.wav");
m_CurrentBGMCombo->Type = SoundType::BGM;
alSourcei(m_CurrentBGMCombo->ALsource, AL_LOOPING, 1);
setGain(m_CurrentBGMCombo, 0);
playSound(m_CurrentBGMCombo);
}
}
ALenum SoundManager::getSourceState(ALuint source)
{
ALenum state;
+2 -2
View File
@@ -23,7 +23,7 @@ void HealthHUDSystem::Update(double dt)
if (entity.HasComponent("Text")) {
double health = (const double&)entityIDParent["Health"]["Health"];
double maxHealth = (const double&)entityIDParent["Health"]["Health"];
double maxHealth = (const double&)entityIDParent["Health"]["MaxHealth"];
std::string s = "";
s = s + std::to_string((int)health);
s = s + "/";
@@ -35,7 +35,7 @@ void HealthHUDSystem::Update(double dt)
if(entity.HasComponent("Fill")) {
double health = (const double&)entityIDParent["Health"]["Health"];
double maxHealth = (const double&)entityIDParent["Health"]["Health"];
double maxHealth = (const double&)entityIDParent["Health"]["MaxHealth"];
float healthPercentage = health/maxHealth;
entity["Fill"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, glm::vec4(entity["Fill"]["Color"]).a);
entity["Fill"]["Percentage"] = (double)healthPercentage;
+11 -2
View File
@@ -83,15 +83,24 @@ void PlayerSpawnSystem::Update(double dt)
if (it->Team == cSpawnerTeam["Team"].Enum("Spectator")) {
++playersSpectating;
break;
} else {
continue;
}
continue;
}
}
// TODO: Choose a different spawner depending on class picked?
std::string playerEntityFile;
if (it->Class == PlayerClass::Assault) {
playerEntityFile = (const std::string&)cPlayerSpawn["AssaultFile"];
} else if (it->Class == PlayerClass::Defender) {
playerEntityFile = (const std::string&)cPlayerSpawn["DefenderFile"];
} else if (it->Class == PlayerClass::Sniper) {
playerEntityFile = (const std::string&)cPlayerSpawn["SniperFile"];
}
// Spawn the player!
EntityWrapper player = SpawnerSystem::Spawn(spawner, EntityWrapper::Invalid, "Player");
EntityWrapper player = SpawnerSystem::SpawnEntityFile(playerEntityFile, spawner, EntityWrapper::Invalid, "Player");
// Set the player team affiliation
player["Team"]["Team"] = it->Team;
-5
View File
@@ -30,11 +30,6 @@ bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned &e)
Events::PlayAnonuncerVoice go;
go.FilePath = "Audio/Announcer/" + m_Announcer + "/Go.wav";
m_EventBroker->Publish(go);
{
Events::ChangeBGM ev;
ev.FilePath = "Audio/BGM/Layer1.wav";
m_EventBroker->Publish(ev);
}
}
return true;
}
+12 -3
View File
@@ -8,6 +8,17 @@ SpawnerSystem::SpawnerSystem(SystemParams params)
}
EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /*= EntityWrapper::Invalid*/, const std::string& dontCollideComponent)
{
// Load the entity file and parse it
const std::string& entityFilePath = spawner["Spawner"]["EntityFile"];
if (!entityFilePath.empty()) {
return SpawnEntityFile(entityFilePath, spawner, parent, dontCollideComponent);
} else {
return EntityWrapper::Invalid;
}
}
EntityWrapper SpawnerSystem::SpawnEntityFile(const std::string& entityFilePath, EntityWrapper spawner, EntityWrapper parent /*= EntityWrapper::Invalid*/, const std::string& dontCollideComponent /*= ""*/)
{
// Spawn the entity in the parent's world if it exists, otherwise in the spawner's world
World* world = parent.World;
@@ -15,8 +26,6 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
world = spawner.World;
}
// Load the entity file and parse it
const std::string& entityFilePath = spawner["Spawner"]["EntityFile"];
EntityWrapper spawnedEntity;
try {
auto entityFile = ResourceManager::Load<EntityFile>(entityFilePath);
@@ -39,7 +48,7 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
// Find any SpawnPoints existing as children of spawner
auto children = spawner.World->GetDirectChildren(spawner.ID);
std::vector<EntityWrapper> spawnPoints;
std::list<EntityWrapper> spawnPoints;
for (auto kv = children.first; kv != children.second; ++kv) {
const EntityID& child = kv->second;
if (spawner.World->HasComponent(child, "SpawnPoint")) {
+5 -1
View File
@@ -61,7 +61,11 @@ bool SpectatorCameraSystem::OnInputCommand(const Events::InputCommand& e)
// TODO: 1 Signifies spectator, should probably have real enum here later.
// Spectators should never end up at the class select, instead put them at the SpectatorCamera.
if (swapToClass && m_PickedTeam != 1) {
camName = "PickClassCamera";
if (m_PickedTeam == 2) {
camName = "PickClassCameraRed";
} else if (m_PickedTeam == 3) {
camName = "PickClassCameraBlue";
}
} else if (e.Command == "SwapToTeamPick") {
camName = "PickTeamCamera";
} else {