Merge remote-tracking branch 'origin/master' into CapturePointTake
This commit is contained in:
@@ -9,6 +9,7 @@
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<xs:include schemaLocation="Components/Camera.xsd"/>
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<xs:include schemaLocation="Components/AABB.xsd"/>
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<xs:include schemaLocation="Components/PointLight.xsd"/>
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<xs:include schemaLocation="Components/DirectionalLight.xsd"/>
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<xs:include schemaLocation="Components/Trigger.xsd"/>
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<xs:include schemaLocation="Components/Health.xsd"/>
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<xs:include schemaLocation="Components/CapturePoint.xsd"/>
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@@ -0,0 +1,6 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<DirectionalLight xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DirectionalLight.xsd">
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<Color R="1" G="1" B="1" A="1"/>
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<Intensity>0.8</Intensity>
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<Visible>true</Visible>
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</DirectionalLight>
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@@ -0,0 +1,16 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="DirectionalLight">
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<xs:annotation>
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<xs:documentation>A directional light that shines bright like the future.</xs:documentation>
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</xs:annotation>
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<xs:complexType>
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<xs:all>
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<xs:element name="Color" type="t:Color" minOccurs="0"/>
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<xs:element name="Intensity" type="t:double" minOccurs="0"/>
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<xs:element name="Visible" type="t:bool" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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</xs:schema>
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@@ -13,6 +13,7 @@
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</c:Model>
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<c:Transform>
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<Scale X="100" Y="1" Z="100"/>
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<Orientation X="0" Y="2.59200001" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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@@ -45,9 +46,58 @@
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<Entity>
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<Components>
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<c:Camera/>
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<c:Listener/>
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<c:Transform>
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<Position X="5.85247707" Y="3.8454349" Z="-1.14486957"/>
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<Orientation X="2.51327395" Y="1.23916209" Z="-3.1415925"/>
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<Position X="1.36896265" Y="4.4259491" Z="10.6640663"/>
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<Orientation X="-0.0349078141" Y="0.157154545" Z="-2.60252193e-07"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:DirectionalLight/>
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<c:Model>
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<Resource>Models/DirectionalLightWidget.obj</Resource>
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</c:Model>
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<c:Transform>
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<Position X="2.1529963" Y="6.59221172" Z="0.169116676"/>
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<Orientation X="4.32000017" Y="4.6340003" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:Model>
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<Resource>Models/Assault.obj</Resource>
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</c:Model>
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<c:Transform>
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<Position X="-2.00568962" Y="0.527161121" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Model>
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<Resource>Models/SecondaryWeapon.fbx</Resource>
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</c:Model>
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<c:Transform>
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<Position X="-0.546139359" Y="0.853016734" Z="0.177482292"/>
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<Orientation X="1.47266471" Y="0.524984181" Z="1.243698"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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<Entity>
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<Components>
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<c:Model>
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<Resource>Models/Core/UnitSphere.obj</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="3.70000029" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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@@ -28,6 +28,7 @@
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<xs:element ref="c:SpawnPoint" minOccurs="0"/>
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<xs:element ref="c:PlayerSpawn" minOccurs="0"/>
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<xs:element ref="c:Team" minOccurs="0"/>
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<xs:element ref="c:DirectionalLight" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -27,19 +27,20 @@ layout (std430, binding = 0) buffer FrustumBuffer
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Frustum Data[];
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} Frustums;
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struct PointLight {
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struct LightSource {
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vec4 Position;
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vec4 Direction;
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vec4 Color;
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float Radius;
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float Intensity;
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float Falloff;
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float Padding;
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int Type;
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};
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layout (std430, binding = 1) buffer LightBuffer
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{
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PointLight List[];
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} PointLights;
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LightSource List[];
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} LightSources;
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struct LightGrid {
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float Start;
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@@ -106,8 +107,7 @@ layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
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void main ()
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{
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GroupIndex = int(gl_WorkGroupID.x + (gl_WorkGroupID.y * int(ScreenDimensions.x/TILE_SIZE)));
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if(gl_LocalInvocationIndex == 0)
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{
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if(gl_LocalInvocationIndex == 0) {
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GroupLightCount = 0;
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GroupFrustum = Frustums.Data[GroupIndex];
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}
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@@ -115,22 +115,25 @@ void main ()
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barrier();
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memoryBarrierShared();
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for(int i = int(gl_LocalInvocationIndex); i < PointLights.List.length(); i += TILE_SIZE*TILE_SIZE)
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{
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PointLight light = PointLights.List[i];
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for(int i = int(gl_LocalInvocationIndex); i < LightSources.List.length(); i += TILE_SIZE*TILE_SIZE) {
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LightSource light = LightSources.List[i];
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//if pointlight
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//Pos i view antagligen
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if(SphereInsideFrustrum( vec3(V * light.Position), light.Radius, GroupFrustum))
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{
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//TODO: Fix transparent and opaque list, and depth test.
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AppendLight( i );
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if(light.Type == 1) {
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if(SphereInsideFrustrum( vec3(V * light.Position), light.Radius, GroupFrustum)) {
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//TODO: Fix transparent and opaque list, and depth test.
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AppendLight( i );
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}
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}
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//if conelight
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//if directional
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if(light.Type == 2) {
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AppendLight( i );
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}
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}
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@@ -9,19 +9,20 @@ uniform sampler2D texture0;
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#define TILE_SIZE 16
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struct PointLight {
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struct LightSource {
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vec4 Position;
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vec4 Direction;
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vec4 Color;
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float Radius;
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float Intensity;
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float Falloff;
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float Padding;
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int Type;
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};
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layout (std430, binding = 1) buffer LightBuffer
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{
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PointLight List[];
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} PointLights;
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LightSource List[];
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} LightSources;
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struct LightGrid {
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float Start;
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@@ -71,7 +72,7 @@ vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
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return lightColor * power;
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}
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LightResult CalcPointLight(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
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LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
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{
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vec4 L = lightPos - position;
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float dist = length(L);
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@@ -85,6 +86,16 @@ LightResult CalcPointLight(vec4 lightPos, float lightRadius, vec4 lightColor, fl
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return result;
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}
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LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
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{
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vec4 L = normalize( -vec4(direction.xyz, 0) );
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LightResult result;
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result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
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result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
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return result;
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}
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void main()
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{
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@@ -94,8 +105,8 @@ void main()
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vec4 viewVec = normalize(-position);
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vec2 tilePos;
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tilePos.x = int(gl_FragCoord.x/16);
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tilePos.y = int(gl_FragCoord.y/16);
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tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
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tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
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LightResult totalLighting;
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totalLighting.Diffuse = scene_ambient;
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@@ -103,30 +114,38 @@ void main()
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int start = int(LightGrids.Data[currentTile].Start);
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int amount = int(LightGrids.Data[currentTile].Amount);
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//for(int i = 0; i < 3; i++)
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for(int i = start; i < start + amount; i++)
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{
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for(int i = start; i < start + amount; i++) {
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int l = int(LightIndex[i]);
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LightSource light = LightSources.List[l];
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LightResult result = CalcPointLight(V * PointLights.List[l].Position, PointLights.List[l].Radius, PointLights.List[l].Color, PointLights.List[l].Intensity, viewVec, position, normal, PointLights.List[i].Falloff);
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LightResult result;
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if(light.Type == 1) { // point
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result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
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} else if (light.Type == 2) { //Directional
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result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
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}
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totalLighting.Diffuse += result.Diffuse;
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totalLighting.Specular += result.Specular;
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}
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//fragmentColor += Input.DiffuseColor;
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fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
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//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
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//fragmentColor += vec4(0.0, LightGrids.Data[currentTile].Amount/3.0, 0, 1);
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//fragmentColor += Input.DiffuseColor + vec4(0.0, LightGrids.Data[currentTile].Amount/3, 0, 1);
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//fragmentColor = texel * Input.DiffuseColor * Color;
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if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 )
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{
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//fragmentColor += vec4(0.5, 0, 0, 0);
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//fragmentColor += vec4(currentTile/3600.f, 0, 0, 1);
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//Tiled Debug Code
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/*
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if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
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fragmentColor += vec4(0.5, 0, 0, 0);
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} else {
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//fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/3.0, 0, 0, 1);
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fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
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}
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*/
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}
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@@ -29,6 +29,6 @@ void main()
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = Normal;
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Output.Normal = vec3(M * vec4(Normal, 0.0));
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Output.DiffuseColor = DiffuseVertexColor;
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}
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