Merge branch 'master' into BoxModelCollision
# Conflicts: # src/Game/Systems/PlayerMovementSystem.cpp
This commit is contained in:
@@ -76,18 +76,18 @@ bool TriggerSystem::throwLeaveIfWasInTrigger(std::unordered_set<EntityWrapper>&
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bool TriggerSystem::OnTouch(const Events::TriggerTouch &event)
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{
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LOG_INFO("Player entity %i touched trigger entity %i.", event.Entity, event.Trigger);
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LOG_INFO("Player entity %i touched trigger entity %i.", event.Entity.ID, event.Trigger.ID);
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return true;
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}
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bool TriggerSystem::OnEnter(const Events::TriggerEnter &event)
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{
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LOG_INFO("Player entity %i entered trigger entity %i.", event.Entity, event.Trigger);
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LOG_INFO("Player entity %i entered trigger entity %i.", event.Entity.ID, event.Trigger.ID);
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return true;
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}
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bool TriggerSystem::OnLeave(const Events::TriggerLeave &event)
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{
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LOG_INFO("Player entity %i left trigger entity %i.", event.Entity, event.Trigger);
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LOG_INFO("Player entity %i left trigger entity %i.", event.Entity.ID, event.Trigger.ID);
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return true;
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}
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@@ -23,6 +23,12 @@ void EditorRenderSystem::Update(double dt)
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scene.Camera = m_EditorCamera;
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scene.Viewport = Rectangle(1920, 1080);
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auto cSceneLight = m_World->GetComponents("SceneLight");
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if (cSceneLight != nullptr) {
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//these are hardcoded since they want special light treatment and a component just for widgets is stupid.
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scene.AmbientColor = glm::vec4(0.8, 0.8, 0.8, 1.0);
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}
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auto models = m_World->GetComponents("Model");
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if (models != nullptr) {
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for (auto& cModel : *models) {
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@@ -49,7 +55,7 @@ void EditorRenderSystem::Update(double dt)
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glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
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for (auto matGroup : model->MaterialGroups()) {
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std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f);
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if(cModel["Transparent"]) {
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if (cModel["Transparent"]) {
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scene.TransparentObjects.push_back(modelJob);
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} else {
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scene.OpaqueObjects.push_back(modelJob);
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@@ -258,11 +258,11 @@ void Client::parseSnapshot(Packet& packet)
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}
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}
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int Client::receive(char* data)
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size_t Client::receive(char* data)
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{
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boost::system::error_code error;
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int bytesReceived = m_Socket.receive_from(boost
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size_t bytesReceived = m_Socket.receive_from(boost
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::asio::buffer((void*)data, INPUTSIZE),
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m_ReceiverEndpoint,
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0, error);
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@@ -390,7 +390,7 @@ void Client::identifyPacketLoss()
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bool Client::hasServerTimedOut()
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{
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// Time in ms
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float timeSincePing = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
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double timeSincePing = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
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if (timeSincePing > m_TimeoutMs) {
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// Clear everything and go to menu.
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LOG_INFO("Server has timed out, returning to menu, Beep Boop.");
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@@ -26,10 +26,10 @@ void Network::saveToFile()
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outfile << "Total messages received," + std::to_string(m_NetworkData.AmountOfMessagesReceived) + "\n";
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outfile << "Total messages sent," + std::to_string(m_NetworkData.AmountOfMessagesSent) + "\n";
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float messagesReceivedPerSec = (float)m_NetworkData.AmountOfMessagesReceived / (m_NetworkData.TotalTime / 1000);
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float messagesSentPerSec = (float)m_NetworkData.AmountOfMessagesSent / (m_NetworkData.TotalTime / 1000);
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float dataReceivedPerSec = (float)m_NetworkData.TotalDataReceived / (m_NetworkData.TotalTime / 1000);
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float dataSentPerSec = (float)m_NetworkData.TotalDataSent / (m_NetworkData.TotalTime / 1000);
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double messagesReceivedPerSec = m_NetworkData.AmountOfMessagesReceived / (m_NetworkData.TotalTime / 1000);
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double messagesSentPerSec = m_NetworkData.AmountOfMessagesSent / (m_NetworkData.TotalTime / 1000);
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double dataReceivedPerSec = m_NetworkData.TotalDataReceived / (m_NetworkData.TotalTime / 1000);
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double dataSentPerSec = m_NetworkData.TotalDataSent / (m_NetworkData.TotalTime / 1000);
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outfile << "Avarage messages received / s: " + std::to_string(messagesReceivedPerSec) + "\n";
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outfile << "Avarage messages sents / s: " + std::to_string(messagesSentPerSec) + "\n";
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outfile << "Avarage data received B/s: " + std::to_string(dataReceivedPerSec) + "\n";
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@@ -52,7 +52,7 @@ void Network::updateNetworkData()
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if (m_SaveDataIntervalMs < (1000 * (currentTime - m_SaveDataTimer) / (double)CLOCKS_PER_SEC)) {
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// Set values
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m_NetworkData.TotalTime += (1000 * (currentTime - m_SaveDataTimer) / (double)CLOCKS_PER_SEC);
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m_NetworkData.BandwidthBytes.push_back(std::pair<unsigned int, unsigned int>(m_NetworkData.DataReceivedThisInterval, m_NetworkData.DataSentThisInterval));
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m_NetworkData.BandwidthBytes.push_back(std::pair<size_t, size_t>(m_NetworkData.DataReceivedThisInterval, m_NetworkData.DataSentThisInterval));
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// Reset interval stuff
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m_SaveDataTimer = std::clock();
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m_NetworkData.DataSentThisInterval = 0;
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@@ -7,7 +7,7 @@ Packet::Packet(MessageType type, unsigned int& packetID)
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}
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// Create message
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Packet::Packet(char* data, const int sizeOfPacket)
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Packet::Packet(char* data, const size_t sizeOfPacket)
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{
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// Resize message
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m_MaxPacketSize = sizeOfPacket;
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@@ -45,7 +45,7 @@ void Packet::Init(MessageType type, unsigned int & packetID)
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void Packet::WriteString(const std::string& str)
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{
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// Message, add one extra byte for null terminator
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int sizeOfString = str.size() + 1;
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size_t sizeOfString = str.size() + 1;
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if (m_Offset + sizeOfString > m_MaxPacketSize) {
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//LOG_WARNING("Package::WriteString(): Data size in packet exceeded maximum package size. New size is %i bytes\n", m_MaxPacketSize*2);
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resizeData();
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@@ -82,7 +82,7 @@ char * Packet::ReadData(int SizeOfData)
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//LOG_WARNING("packet ReadData(): Oh no! You are trying to remove things outside my memory kingdom");
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return nullptr;
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}
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unsigned int oldReturnDataOffset = m_ReturnDataOffset;
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size_t oldReturnDataOffset = m_ReturnDataOffset;
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m_ReturnDataOffset += SizeOfData;
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return (m_Data + oldReturnDataOffset);
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}
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@@ -4,7 +4,7 @@ Server::Server() : m_Socket(m_IOService, boost::asio::ip::udp::endpoint(boost::a
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{
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Network::initialize();
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ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
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snapshotInterval = 1000 * config->Get<float>("Networking.SnapshotInterval", 0.05);
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snapshotInterval = 1000 * config->Get<float>("Networking.SnapshotInterval", 0.05f);
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pingIntervalMs = config->Get<float>("Networking.PingIntervalMs", 1000);
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}
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@@ -43,7 +43,7 @@ void Server::readFromClients()
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bytesRead = receive(readBuffer);
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Packet packet(readBuffer, bytesRead);
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parseMessageType(packet);
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} catch (const std::exception& err) {
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} catch (const std::exception&) {
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//LOG_ERROR("%i: Read from client crashed %s", m_PacketID, err.what());
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}
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}
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@@ -103,9 +103,9 @@ void Server::parseMessageType(Packet& packet)
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}
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}
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int Server::receive(char * data)
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size_t Server::receive(char * data)
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{
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unsigned int length = m_Socket.receive_from(
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size_t length = m_Socket.receive_from(
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boost::asio::buffer((void*)data
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, INPUTSIZE)
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, m_ReceiverEndpoint, 0);
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@@ -121,7 +121,7 @@ int Server::receive(char * data)
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void Server::send(PlayerID player, Packet& packet)
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{
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try {
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int bytesSent = m_Socket.send_to(
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size_t bytesSent = m_Socket.send_to(
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boost::asio::buffer(packet.Data(), packet.Size()),
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m_ConnectedPlayers[player].Endpoint,
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0);
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@@ -131,7 +131,7 @@ void Server::send(PlayerID player, Packet& packet)
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m_NetworkData.DataSentThisInterval += packet.Size();
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m_NetworkData.AmountOfMessagesSent++;
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}
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} catch (const boost::system::system_error& e) {
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} catch (const boost::system::system_error&) {
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// TODO: Clean up invalid endpoints out of m_ConnectedPlayers later
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m_ConnectedPlayers[player].Endpoint = boost::asio::ip::udp::endpoint();
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}
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@@ -231,12 +231,12 @@ void Server::sendPing()
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void Server::checkForTimeOuts()
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{
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int startPing = 1000 * m_StartPingTime
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double startPing = 1000 * m_StartPingTime
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/ static_cast<double>(CLOCKS_PER_SEC);
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for (int i = 0; i < m_ConnectedPlayers.size(); i++) {
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if (m_ConnectedPlayers[i].Endpoint.address() != boost::asio::ip::address()) {
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int stopPing = 1000 * m_ConnectedPlayers[i].StopTime /
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double stopPing = 1000 * m_ConnectedPlayers[i].StopTime /
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static_cast<double>(CLOCKS_PER_SEC);
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if (startPing > stopPing + m_TimeoutMs) {
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LOG_INFO("User %i timed out!", i);
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@@ -5,7 +5,8 @@ DrawColorCorrectionPass::DrawColorCorrectionPass(IRenderer* renderer)
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m_Renderer = renderer;
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
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m_Exposure = 0.4; //TODO: Renderer: Fixa så att denna går att ändra på genom komponent eller setting.
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//m_Exposure = 0.4; //TODO: Renderer: Fixa så att denna går att ändra på genom komponent eller setting.
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InitializeShaderPrograms();
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}
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@@ -19,7 +20,7 @@ void DrawColorCorrectionPass::InitializeShaderPrograms()
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m_ColorCorrectionProgram->Link();
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}
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void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture)
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void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure)
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{
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLERROR("DrawScreenQuadPass::Draw: Pre");
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@@ -27,7 +28,8 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture)
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DrawScreenQuadPassState state = DrawScreenQuadPassState();
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m_ColorCorrectionProgram->Bind();
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glClear(GL_COLOR_BUFFER_BIT);
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glUniform1f(glGetUniformLocation(m_ColorCorrectionProgram->GetHandle(), "Exposure"), m_Exposure);
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glUniform1f(glGetUniformLocation(m_ColorCorrectionProgram->GetHandle(), "Exposure"), exposure);
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glUniform1f(glGetUniformLocation(m_ColorCorrectionProgram->GetHandle(), "Gamma"), gamma);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, sceneTexture);
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@@ -44,6 +44,7 @@ void DrawFinalPass::InitializeShaderPrograms()
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m_ForwardPlusProgram->BindFragDataLocation(0, "sceneColor");
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m_ForwardPlusProgram->BindFragDataLocation(1, "bloomColor");
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m_ForwardPlusProgram->Link();
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GLERROR("Creating forward+ program");
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m_ExplosionEffectProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectProgram");
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m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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@@ -53,11 +54,12 @@ void DrawFinalPass::InitializeShaderPrograms()
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m_ExplosionEffectProgram->BindFragDataLocation(0, "sceneColor");
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m_ExplosionEffectProgram->BindFragDataLocation(1, "bloomColor");
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m_ExplosionEffectProgram->Link();
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GLERROR("Creating explosion program");
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}
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void DrawFinalPass::Draw(RenderScene& scene)
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{
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GLERROR("DrawFinalPass::Draw: Pre");
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GLERROR("Pre");
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DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
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if (scene.ClearDepth) {
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@@ -65,12 +67,12 @@ void DrawFinalPass::Draw(RenderScene& scene)
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}
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DrawModelRenderQueues(scene.OpaqueObjects, scene);
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GLERROR("DrawFinalPass::Draw: OpaqueObjects");
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GLERROR("OpaqueObjects");
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DrawModelRenderQueues(scene.TransparentObjects, scene);
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GLERROR("DrawFinalPass::Draw: TransparentObjects");
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GLERROR("TransparentObjects");
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GLERROR("DrawFinalPass::Draw: END");
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delete state;
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GLERROR("END");
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}
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@@ -111,7 +113,9 @@ void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm:
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void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job, RenderScene& scene)
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{
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GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
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GLERROR("forwardHandle");
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GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
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GLERROR("explosionHandle");
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
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@@ -122,10 +126,21 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
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if(explosionEffectJob) {
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//Bind program
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if(GLERROR("Prebind")) {
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continue;
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}
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m_ExplosionEffectProgram->Bind();
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if(GLERROR("BindProgram")) {
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continue;
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}
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glDisable(GL_CULL_FACE);
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//Bind uniforms
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BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
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if(GLERROR("BindExplosionUniforms")) {
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continue;
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}
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if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
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@@ -134,13 +149,23 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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}
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if(GLERROR("Animation")) {
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continue;
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}
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//bind textures
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BindExplosionTextures(explosionEffectJob);
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if(GLERROR("BindExplosionTextures")) {
|
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continue;
|
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}
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//draw
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glBindVertexArray(explosionEffectJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
|
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glEnable(GL_CULL_FACE);
|
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if(GLERROR("explosion effect end")) {
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continue;
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}
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} else {
|
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
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@@ -167,7 +192,9 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
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GLERROR("DrawFinalPass::Model: END");
|
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if(GLERROR("models end")) {
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continue;
|
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}
|
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}
|
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}
|
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}
|
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@@ -176,36 +203,46 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
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|
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void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
|
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{
|
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
|
||||
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
|
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
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glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
|
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glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
|
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glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), job->ExplosionDuration);
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "EndColor"), 1, glm::value_ptr(job->EndColor));
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "Randomness"), job->Randomness);
|
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glUniform1fv(glGetUniformLocation(shaderHandle, "RandomNumbers"), 50, job->RandomNumbers.data());
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "RandomnessScalar"), job->RandomnessScalar);
|
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glUniform2fv(glGetUniformLocation(shaderHandle, "Velocity"), 1, glm::value_ptr(job->Velocity));
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "ColorByDistance"), job->ColorByDistance);
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration);
|
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glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(job->DiffuseColor));
|
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glUniform1fv(glGetUniformLocation(shaderHandle, "RandomNumbers"), 50, job->RandomNumbers.data());
|
||||
}
|
||||
|
||||
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
|
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{
|
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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->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(job->DiffuseColor));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(job->FillColor));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
||||
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->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(job->DiffuseColor));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(job->FillColor));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
|
||||
@@ -217,7 +254,22 @@ void DrawFinalPass::BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& j
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (job->NormalTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
if (job->SpecularTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
if (job->IncandescenceTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture->m_Texture);
|
||||
} else {
|
||||
|
||||
@@ -54,13 +54,6 @@ void FrameBuffer::Generate()
|
||||
case GL_RENDERBUFFER:
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
|
||||
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
|
||||
if ( (*it)->m_Attachment != GL_COLOR_ATTACHMENT0 ||
|
||||
(*it)->m_Attachment != GL_COLOR_ATTACHMENT1 ||
|
||||
(*it)->m_Attachment != GL_DEPTH_ATTACHMENT ||
|
||||
(*it)->m_Attachment != GL_STENCIL_ATTACHMENT) //TODO: Viktor: Fixa detta
|
||||
{
|
||||
LOG_ERROR("RenderBuffer Attachment not valid.");
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
@@ -75,9 +75,9 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
|
||||
if (m_ColorCounter[0] > 255) {
|
||||
m_ColorCounter[0] = 0;
|
||||
m_ColorCounter[1] += 5;
|
||||
m_ColorCounter[1] += 1;
|
||||
} else {
|
||||
m_ColorCounter[0] += 50;
|
||||
m_ColorCounter[0] += 1;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -121,9 +121,9 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
|
||||
if (m_ColorCounter[0] > 255) {
|
||||
m_ColorCounter[0] = 0;
|
||||
m_ColorCounter[1] += 5;
|
||||
m_ColorCounter[1] += 1;
|
||||
} else {
|
||||
m_ColorCounter[0] += 50;
|
||||
m_ColorCounter[0] += 1;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -240,10 +240,17 @@ void RenderSystem::Update(double dt)
|
||||
m_Camera->SetOrientation(Transform::AbsoluteOrientation(m_CurrentCamera));
|
||||
}
|
||||
|
||||
|
||||
RenderScene scene;
|
||||
scene.Camera = m_Camera;
|
||||
scene.Viewport = Rectangle(1280, 720);
|
||||
|
||||
auto cSceneLight = m_World->GetComponents("SceneLight");
|
||||
if (cSceneLight != nullptr && cSceneLight->begin() != cSceneLight->end()) {
|
||||
m_RenderFrame->Gamma = (double)(*cSceneLight->begin())["Gamma"];
|
||||
m_RenderFrame->Exposure = (double)(*cSceneLight->begin())["Exposure"];
|
||||
scene.AmbientColor = (glm::vec4)(*cSceneLight->begin())["AmbientColor"];
|
||||
}
|
||||
|
||||
fillModels(scene.OpaqueObjects, scene.TransparentObjects);
|
||||
fillPointLights(scene.PointLightJobs, m_World);
|
||||
fillDirectionalLights(scene.DirectionalLightJobs, m_World);
|
||||
|
||||
@@ -119,8 +119,8 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
|
||||
}
|
||||
m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
|
||||
if(m_DebugTextureToDraw == 0) {
|
||||
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture());
|
||||
if (m_DebugTextureToDraw == 0) {
|
||||
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
|
||||
}
|
||||
if (m_DebugTextureToDraw == 1) {
|
||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
|
||||
|
||||
Reference in New Issue
Block a user