Merge branch 'master' into Menu

This commit is contained in:
Tleety
2016-03-09 21:07:40 +01:00
83 changed files with 16498 additions and 478 deletions
+1 -1
Submodule assets updated: 2bf82ffb6e...3af64d8b1f
+1 -1
View File
@@ -23,7 +23,7 @@ struct EntityWrapper
static const EntityWrapper Invalid;
const std::string Name();
const std::string Name() const;
bool HasComponent(const std::string& componentType);
void AttachComponent(const char* componentName);
EntityWrapper Parent();
+109 -46
View File
@@ -7,6 +7,7 @@
#include "../Game/Events/EDashAbility.h"
#include "InputHandler.h"
#include "Rendering/EAutoAnimationBlend.h"
#include "Rendering/ESetBlendWeight.h"
template <typename EventContext>
class FirstPersonInputController : public InputController<EventContext>
@@ -45,7 +46,6 @@ protected:
bool m_Crouching = false;
//assault dash membervariables - needed to calculate the doubletap- and dashlogic
double m_AssaultDashDoubleTapDeltaTime = 0.0;
double m_DashEffectResetTimer = 0.0;
//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
//and its very unlikely that someone wants to change that value
const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
@@ -110,7 +110,6 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
if (e.Command == "Pitch") {
float val = glm::radians(e.Value);
m_Rotation.x += -val;
//m_Rotation.x = glm::clamp(m_Rotation.x, -glm::half_pi<float>(), glm::half_pi<float>());
}
if (e.Command == "Yaw") {
@@ -123,22 +122,11 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
float val = glm::clamp(e.Value, -1.f, 1.f);
m_Movement.z = -val;
//Animation
if (m_PlayerEntity.Valid()) {
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
if (val > 0) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
if(m_Crouching) {
aeb.NodeName = "Walk";
} else {
aeb.NodeName = "Run";
}
aeb.RootNode = playerModel;
aeb.Start = true;
m_EventBroker->Publish(aeb);
} else if (val < 0) {
if (val > 0) { // Walk/Run
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
if (m_Crouching) {
@@ -148,10 +136,46 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
}
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.SingleLevelBlend = true;
m_EventBroker->Publish(aeb);
} else if (val < 0) { // Walk/run Backwards
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
if (m_Crouching) {
aeb.NodeName = "Walk";
} else {
aeb.NodeName = "Run";
}
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.SingleLevelBlend = true;
aeb.Reverse = true;
m_EventBroker->Publish(aeb);
} else {
}
}
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.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.Start = true;
aeb.Reverse = true;
m_EventBroker->Publish(aeb);
}
}
}
}
@@ -160,49 +184,92 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
float val = glm::clamp(e.Value, -1.f, 1.f);
m_Movement.x = val;
//Animation
if (m_PlayerEntity.Valid()) {
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
if (playerModel.Valid()) { //Right Strafe
if (val > 0) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "Right";
aeb.RootNode = playerModel;
aeb.SingleLevelBlend = true;
aeb.Start = true;
m_EventBroker->Publish(aeb);
} else if (val < 0) {
} else if (val < 0) { //LeftStrafe
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "Left";
aeb.RootNode = playerModel;
aeb.SingleLevelBlend = true;
aeb.Start = true;
m_EventBroker->Publish(aeb);
} else {
}
}
}
}
if (glm::length2(m_Movement) > 0) {
m_Movement = glm::normalize(m_Movement);
} else {
if (m_PlayerEntity.Valid()) {
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "Idle";
aeb.RootNode = playerModel;
m_EventBroker->Publish(aeb);
}
}
}
}
//Animation
if (glm::length2(m_Movement) < 0.25f) {
//Blend to Idle
if (m_PlayerEntity.Valid()) {
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "Idle";
aeb.RootNode = playerModel;
aeb.Start = true;
m_EventBroker->Publish(aeb);
}
EntityWrapper firstPersonModel = m_PlayerEntity.FirstChildByName("Hands");
if (firstPersonModel.Valid()) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "Idle";
aeb.RootNode = firstPersonModel;
aeb.Start = true;
m_EventBroker->Publish(aeb);
}
}
} else {
//Blend to movement
if (m_PlayerEntity.Valid()) {
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "DirectionBlend";
aeb.RootNode = playerModel;
m_EventBroker->Publish(aeb);
}
}
}
if (glm::length2(m_Movement) > 0) {
m_Movement = glm::normalize(m_Movement);
//Animation
// movement direction blend
if (m_PlayerEntity.Valid()) {
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
glm::vec2 direction = glm::normalize(glm::vec2(m_Movement.x, m_Movement.z));
double weight = glm::abs(glm::dot(glm::vec2(1, 0), direction));
Events::SetBlendWeight sbw;
sbw.NodeName = "DirectionBlend";
sbw.Weight = weight;
sbw.RootNode = playerModel;
m_EventBroker->Publish(sbw);
}
}
}
if (e.Command == "Forward" || e.Command == "Right") {
if (e.Value != 0) {
m_CurrentDirectionVector = e.Command == "Right" ? (e.Value > 0 ? "Right" : "Left") : (e.Value > 0 ? "Forward" : "Backward");
@@ -235,6 +302,8 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
if (e.Command == "Crouch") {
m_Crouching = e.Value > 0;
//Animation
if (m_PlayerEntity.Valid()) {
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
@@ -288,17 +357,10 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
template <typename EventContext>
void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID) {
m_AssaultDashDoubleTapDeltaTime += dt;
m_DashEffectResetTimer += dt;
assaultDashCoolDownTimer -= dt;
//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
if (assaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
m_PlayerIsDashing = true;
if (m_DashEffectResetTimer > 0.05) {
Events::DashAbility e;
e.Player = playerID;
m_EventBroker->Publish(e);
m_DashEffectResetTimer = 0.0;
}
} else {
m_PlayerIsDashing = false;
}
@@ -310,6 +372,7 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
Events::DashAbility e;
e.Player = playerID;
m_EventBroker->Publish(e);
+6 -1
View File
@@ -17,6 +17,7 @@
#include "Network/TCPClient.h"
#include "Network/SnapshotDefinitions.h"
#include "Core/World.h"
#include "Core/EntityFile.h"
#include "Core/EventBroker.h"
#include "Core/ConfigFile.h"
#include "Core/EPlayerDeath.h"
@@ -30,7 +31,7 @@
#include "Network/ESearchForServers.h"
#include "../Game/Events/EDashAbility.h"
#include "Network/EDisplayServerlist.h"
#include "Network/EConnectRequest.h"
class Client : public Network
{
public:
@@ -108,6 +109,8 @@ private:
void sendLocalPlayerTransform();
void becomePlayer();
void displayServerlist();
void removeWorld();
void createMainMenu();
// Mapping Logic
// Returns if local EntityID exist in map
bool clientServerMapsHasEntity(EntityID clientEntityID);
@@ -128,6 +131,8 @@ private:
bool OnDoubleJump(Events::DoubleJump & e);
EventRelay<Client, Events::DashAbility> m_EDashAbility;
bool OnDashAbility(const Events::DashAbility& e);
EventRelay<Client, Events::ConnectRequest> m_EConnectRequest;
bool OnConnectRequest(const Events::ConnectRequest& e);
bool OnSearchForServers(const Events::SearchForServers& e);
UDPClient m_ServerlistRequest;
+1 -1
View File
@@ -11,7 +11,7 @@ class NetworkClient
public:
NetworkClient();
virtual ~NetworkClient();
virtual void Connect(std::string playerName, std::string address, int port) = 0;
virtual bool Connect(std::string playerName, std::string address, int port) = 0;
virtual void Disconnect() = 0;
virtual void Receive(Packet& packet) = 0;
virtual void Send(Packet & packet) = 0;
+1
View File
@@ -60,6 +60,7 @@ private:
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
//Timers
std::clock_t m_StartPingTime;
std::string m_ServerName = "";
// Packet loss logic
PacketID m_PacketID = 0;
+1 -1
View File
@@ -10,7 +10,7 @@ public:
TCPClient();
~TCPClient();
void Connect(std::string playerName, std::string address, int port);
bool Connect(std::string playerName, std::string address, int port);
void Disconnect();
void Receive(Packet& packet);
void Send(Packet & packet);
+1 -1
View File
@@ -10,7 +10,7 @@ public:
UDPClient();
~UDPClient();
void Connect(std::string playerName, std::string address, int port);
bool Connect(std::string playerName, std::string address, int port);
void Disconnect();
void Receive(Packet& packet);
void Send(Packet & packet);
@@ -13,6 +13,8 @@
#include "../Core/EntityWrapper.h"
#include "Rendering/AutoBlendQueue.h"
#include "../Input/EInputCommand.h"
#include "../Core/EEntityDeleted.h"
#include "Rendering/ESetBlendWeight.h"
#include "imgui/imgui.h"
class AnimationSystem : public ImpureSystem
@@ -28,6 +30,13 @@ private:
EventRelay<AnimationSystem, Events::AutoAnimationBlend> m_EAutoAnimationBlend;
bool OnAutoAnimationBlend(Events::AutoAnimationBlend& e);
EventRelay<AnimationSystem, Events::EntityDeleted> m_EEntityDeleted;
bool OnEntityDeleted(Events::EntityDeleted& e);
EventRelay<AnimationSystem, Events::SetBlendWeight> m_ESetBlendWeight;
bool OnSetBlendWeight(Events::SetBlendWeight& e);
std::unordered_map<EntityWrapper, AutoBlendQueue> m_AutoBlendQueues;
};
@@ -37,6 +37,8 @@ public:
std::shared_ptr<BlendTree> GetBlendTree();
AutoBlendQueue::AutoBlendJob& GetActiveBlendJob();
bool Empty() { return m_BlendQueue.empty(); }
private:
std::list<AutoblendNode> m_BlendQueue;
+6 -3
View File
@@ -75,7 +75,6 @@ public:
std::vector<glm::mat4> GetFinalPose() { return m_FinalPose; }
glm::mat4 GetBoneTransform(int boneID);
bool IsValid() { return (m_Root == nullptr ? false : true); }
void PrintTree();
BlendTree::AutoBlendInfo AutoBlendStep(AutoBlendInfo blendInfo);
@@ -84,16 +83,20 @@ public:
EntityWrapper GetSubTreeRoot(std::string nodeName);
std::vector<EntityWrapper> GetSingleLevelRoots(std::string name);
std::vector<EntityWrapper> GetEntitesByName(std::string name);
void SetWeightByName(std::string name, double weight);
private:
Skeleton* m_Skeleton = nullptr;
Node* m_Root = nullptr;
std::vector<glm::mat4> m_FinalPose;
std::map<int, glm::mat4> m_FinalBoneTransforms;
std::vector<BlendTree::Node*> FindNodesByName(std::string name);
std::vector<glm::mat4> AccumulateFinalPose();
BlendTree::Node* FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity);
std::vector<BlendTree::Node*> FindNodesByName(std::string name);
void Blend(std::map<int, Skeleton::PoseData>& pose);
};
+1 -1
View File
@@ -15,7 +15,7 @@ public:
void GenerateCubeMapTexture();
//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
GLuint m_CubeMapTexture = -1;
GLuint m_CubeMapTexture = 0;
private:
IRenderer* m_Renderer;
+1 -1
View File
@@ -13,7 +13,7 @@ class DrawBloomPass
{
public:
DrawBloomPass(IRenderer* renderer, ConfigFile* config);
~DrawBloomPass() { }
~DrawBloomPass();
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
+9 -7
View File
@@ -11,13 +11,14 @@
#include "Util/UnorderedMapVec2.h"
#include "Util/CommonFunctions.h"
#include "Texture.h"
#include "ShadowPass.h"
#include "BlurHUD.h"
class DrawFinalPass
{
public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
~DrawFinalPass() { }
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass);
~DrawFinalPass();
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
@@ -57,11 +58,11 @@ private:
FrameBuffer m_FinalPassFrameBuffer;
FrameBuffer m_ShieldDepthFrameBuffer;
GLuint m_BloomTexture;
GLuint m_SceneTexture;
GLuint m_DepthBuffer;
GLuint m_ShieldBuffer;
GLuint m_CubeMapTexture;
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
@@ -72,6 +73,7 @@ private:
const LightCullingPass* m_LightCullingPass;
const CubeMapPass* m_CubeMapPass;
const SSAOPass* m_SSAOPass;
const ShadowPass* m_ShadowPass;
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
@@ -18,7 +18,6 @@ struct AutoAnimationBlend : Event
bool Reverse = false;
bool Restart = false;
bool SingleLevelBlend = false;
double Weight = -1.0;
EntityWrapper AnimationEntity = EntityWrapper::Invalid;
@@ -0,0 +1,20 @@
#ifndef Events_SetBlendWeight_h__
#define Events_SetBlendWeight_h__
#include "../Core/EventBroker.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
//Sets the blend weight for all nodes with "NodeName"
struct SetBlendWeight : Event
{
EntityWrapper RootNode = EntityWrapper::Invalid;
std::string NodeName;
double Weight;
};
}
#endif
@@ -15,8 +15,8 @@
struct ExplosionEffectJob : ModelJob
{
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded)
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded, shadow)
{
ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
+10
View File
@@ -43,6 +43,16 @@ public:
~RenderBuffer();
};
class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
{
public:
Texture2DArray(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment)
{ };
~Texture2DArray();
};
class FrameBuffer
{
public:
+8 -3
View File
@@ -19,7 +19,7 @@
struct ModelJob : RenderJob
{
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
: RenderJob()
{
Model = model;
@@ -111,10 +111,11 @@ struct ModelJob : RenderJob
Color = modelComponent["Color"];
GlowIntensity = ((double)modelComponent["GlowIntensity"]);
Entity = modelComponent.EntityID;
glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
glm::vec3 abspos = glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);
glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
Depth = worldpos.z;
World = world;
Shadow = shadow;
FillColor = fillColor;
FillPercentage = fillPercentage;
@@ -162,9 +163,13 @@ struct ModelJob : RenderJob
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
bool IsShielded;
bool Shadow;
void CalculateHash() override
{
Hash = ShaderID << 20 + ModelID << 10 + TextureID;
Hash = TextureID;
Hash += ModelID << 10;
Hash += ShaderID << 20;
}
};
+2 -2
View File
@@ -52,8 +52,8 @@ private:
std::unordered_map<glm::ivec2, PickingInfo> m_PickingColorsToEntity;
GLuint m_PickingTexture;
GLuint m_DepthBuffer;
GLuint m_PickingTexture = 0;
GLuint m_DepthBuffer = 0;
FrameBuffer m_PickingBuffer;
+5 -6
View File
@@ -16,16 +16,15 @@ struct RenderJob
public:
float Depth;
bool operator<(const RenderJob& rhs)
{
return this->Hash < rhs.Hash;
}
protected:
uint64_t Hash;
virtual void CalculateHash() = 0;
bool operator<(const RenderJob& rhs)
{
return this->Hash < rhs.Hash;
}
};
#endif
+3
View File
@@ -27,6 +27,7 @@
#include "TextPass.h"
#include "Util/CommonFunctions.h"
#include "Core/PerformanceTimer.h"
#include "ShadowPass.h"
class Renderer : public IRenderer
{
@@ -37,6 +38,7 @@ public:
: m_EventBroker(eventBroker)
, m_Config(config)
{ }
~Renderer();
virtual void Initialize() override;
virtual void Update(double dt) override;
@@ -76,6 +78,7 @@ private:
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
SSAOPass* m_SSAOPass;
CubeMapPass* m_CubeMapPass;
ShadowPass* m_ShadowPass;
BlurHUD* m_BlurHUDPass;
//----------------------Functions----------------------//
+1 -1
View File
@@ -14,7 +14,7 @@ class SSAOPass
{
public:
SSAOPass(IRenderer* renderer, ConfigFile* config);
~SSAOPass() { };
~SSAOPass();
void ChangeQuality(int quality);
+2
View File
@@ -21,6 +21,8 @@ public:
std::string GetFileName() const;
GLuint GetHandle() const;
bool IsCompiled() const;
static std::string ReadFile(std::string fileName);
private:
protected:
GLenum m_ShaderType;
std::string m_FileName;
+87
View File
@@ -0,0 +1,87 @@
#ifndef ShadowPass_h__
#define ShadowPass_h__
#include "IRenderer.h"
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "../Core/EventBroker.h"
#include "../Core/World.h"
#include "ShadowPassState.h"
#include "imgui/imgui.h"
#define MAX_SPLITS 4
enum NearFar { NEAR = 0, FAR = 1 };
enum LRBT { LEFT = 0, RIGHT = 1, BOTTOM = 2, TOP = 3 };
struct ShadowFrustum
{
float NearClip;
float FarClip;
float FOV;
float AspectRatio;
glm::vec3 MiddlePoint;
float Radius;
std::array<float, 4> LRBT;
std::array<glm::vec3, 8> CornerPoint;
};
class ShadowPass
{
public:
ShadowPass(IRenderer* renderer);
ShadowPass(IRenderer * renderer, int ShadowResX, int ShadowResY);
~ShadowPass();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void ClearBuffer();
void Draw(RenderScene& scene);
void DebugGUI();
GLuint DepthMap() const { return m_DepthMap; }
std::array<glm::mat4, MAX_SPLITS> LightP() const { return m_LightProjection; }
std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
std::array<float, MAX_SPLITS> FarDistance() const { std::array<float, MAX_SPLITS> f; for (int i = 0; i < MAX_SPLITS; i++) f[i] = m_shadowFrusta[i].FarClip; return f; }
int CurrentNrOfSplits() const { return m_CurrentNrOfSplits; }
void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; };
private:
void InitializeCameras(RenderScene & scene);
void UpdateSplitDist(std::array<ShadowFrustum, MAX_SPLITS>& frusta, float near_distance, float far_distance);
void UpdateFrustumPoints(ShadowFrustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir);
void UpdateFrustumPoints(ShadowFrustum& frustum, glm::mat4 p, glm::mat4 v);
void PointsToLightspace(ShadowFrustum& frustum, glm::mat4 v);
float FindRadius(ShadowFrustum& frustum);
void RadiusToLightspace(ShadowFrustum& frustum);
EventBroker* m_EventBroker;
const IRenderer* m_Renderer;
GLuint m_DepthMap;
FrameBuffer m_DepthBuffer;
ShaderProgram* m_ShadowProgram;
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
std::array<glm::mat4, MAX_SPLITS> m_LightView;
GLfloat m_NearFarPlane[2] = { -34.f, 27.f };
GLuint m_ResolutionSizeWidth = 1024 * 2;
GLuint m_ResolutionSizeHeight = 1024 * 2;
bool m_TransparentObjects = false;
bool m_TexturedShadows = false;
bool m_EnableShadows = true;
int m_CurrentNrOfSplits = 4;
float m_SplitWeight = 0.962f;
std::array<ShadowFrustum, MAX_SPLITS> m_shadowFrusta;
Texture* m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
};
#endif
@@ -0,0 +1,15 @@
#ifndef ShadowPassState_h_
#define ShadowPassState_h_
#include "Rendering/RenderState.h"
class ShadowPassState : public RenderState
{
public:
ShadowPassState(GLuint frameBuffer);
~ShadowPassState();
private:
};
#endif
@@ -293,10 +293,8 @@ private:
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
}
}
if (IsServer) {
if (thirdPersonAttachment.Valid()) {
thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
}
if (thirdPersonAttachment.Valid()) {
thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
}
WeaponInfo& wi = m_ActiveWeapons[player];
+1
View File
@@ -8,5 +8,6 @@
<NormalMap>true</NormalMap>
<SpecularMap>true</SpecularMap>
<GlowMap>true</GlowMap>
<Shadow>true</Shadow>
<GlowIntensity>3.0</GlowIntensity>
</Model>
+3
View File
@@ -36,6 +36,9 @@
<xs:element name="GlowIntensity" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Intensity of the glow map</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Shadow" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the object cast/recieve shadows or not</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
File diff suppressed because it is too large Load Diff
+3 -8
View File
@@ -2,17 +2,12 @@
<Entity name="DashEffect" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Animation/>
<c:Lifetime>
<Lifetime>0.5</Lifetime>
</c:Lifetime>
<c:ExplosionEffect>
<Velocity X="0" Y="0" Z="0"/>
<TimeSinceDeath>0</TimeSinceDeath>
<ExplosionDuration>0.5</ExplosionDuration>
<EndColor A="0" B="0" G="0" R="0"/>
</c:ExplosionEffect>
<c:Model/>
<c:Transform/>
</Components>
<Children/>
</Entity>
@@ -0,0 +1,56 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Bridges/SciFi_Bridge_Support_Top_Red.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="-6.44986534" Z="-6.68222857"/>
<Scale X="1.10000002" Y="1.10000002" Z="1.10000002"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Bridges/SciFi_Bridge_Support_Bot_Red.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="0.215699792" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:FloatingEffect>
<Period>12</Period>
<Time>513.93462028501312</Time>
<Axis X="0" Y="0.100000001" Z="0"/>
</c:FloatingEffect>
<c:Transform>
<Position X="-0" Y="-0.0882625133" Z="-0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Bridges/SciFi_Bridge_Support_Middle_Red.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="0.121641584" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+7
View File
@@ -245,6 +245,13 @@
</Entity>
</Children>
</Entity>
<Entity name="Ambient">
<Components>
<c:SceneLight/>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+134 -30
View File
@@ -2,64 +2,168 @@
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform>
<Position X="0" Y="0" Z="-0.313012958"/>
</c:Transform>
<c:Transform/>
</Components>
<Children>
<Entity>
<Entity name="RedSpawn">
<Components>
<c:Camera/>
<c:Listener/>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:PlayerSpawn/>
<c:Spawner>
<EntityFile>Schema/Entities/PlayerAssaultFallbackRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="2.56531811" Y="0.637967348" Z="0.202344239"/>
<Orientation X="2.68780756" Y="1.36143553" Z="3.14159179"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Collidable/>
<c:Model>
<Resource>../assets/Models/Core/Tri.obj</Resource>
<Color A="1" B="1" G="0.392156869" R="0"/>
</c:Model>
<c:Transform>
<Scale X="2" Y="2" Z="0.200000003"/>
<Orientation X="2.70100021" Y="2.37000012" Z="0.266000003"/>
<Position X="0.300000012" Y="0.0270000007" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Model>
<Resource>../assets/Models/Core/Tri.obj</Resource>
<Resource>Models/Characters/Assault/AssaultRed.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform>
<Orientation X="0" Y="3.14159274" Z="4.71238899"/>
<Position X="0.800000012" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultRed.mesh</Resource>
<Color A="1" B="0.0117647061" G="0" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.600000024" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Entity name="DirectionalLight">
<Components>
<c:AABB/>
<c:Collidable/>
<c:SceneLight>
<Gamma>0.5</Gamma>
<Exposure>4</Exposure>
</c:SceneLight>
<c:DirectionalLight/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
<Resource>sModels/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
</c:Model>
<c:Physics/>
<c:Transform>
<Position X="-1.95333278" Y="0.296304941" Z="2.56487775"/>
<Position X="-6.00145912" Y="1.42697716" Z="3.04144025"/>
<Orientation X="5.69400024" Y="841.179565" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ObstacleCourse">
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Test/ObstacleCourse.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="BlueSpawn">
<Components>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:PlayerSpawn/>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.300000012" Y="0.0270000007" Z="6.67400026"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
<Color A="1" B="1" G="0.254901975" R="0"/>
</c:Model>
<c:Transform>
<Position X="-0.600000024" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
<Color A="1" B="1" G="0.254901975" R="0"/>
</c:Model>
<c:Transform>
<Position X="0.800000012" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Arms">
<Components>
<c:Blend>
<Pose1>ActivateDeactive</Pose1>
<Pose2></Pose2>
</c:Blend>
<c:Model>
<Resource>Models/Characters/Defender/FirstPersonDefenderBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="1.30585015" Z="2.01450038"/>
</c:Transform>
</Components>
<Children>
<Entity name="ActivateDeactive">
<Components>
<c:Animation>
<AnimationName>ActivateDeactiveShieldF</AnimationName>
<Time>0.68323420867830964</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Weapon">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/DefenderWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.0621522591" Y="-0.169021279" Z="-0.219918266"/>
<Orientation X="-0.709758997" Y="1.22785306" Z="-0.154755235"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+46 -1
View File
@@ -54,7 +54,10 @@
</Entity>
<Entity name="DirectionalLight">
<Components>
<c:SceneLight/>
<c:SceneLight>
<Gamma>0.49999982118606567</Gamma>
<Exposure>2.5599997043609619</Exposure>
</c:SceneLight>
<c:DirectionalLight/>
<c:Model>
<Resource>sModels/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
@@ -120,6 +123,48 @@
</Entity>
</Children>
</Entity>
<Entity name="Arms">
<Components>
<c:Blend>
<Pose1>ActivateDeactive</Pose1>
<Pose2></Pose2>
</c:Blend>
<c:Model>
<Resource>Models/Characters/Defender/FirstPersonDefenderBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="1.30585015" Z="2.01450038"/>
</c:Transform>
</Components>
<Children>
<Entity name="ActivateDeactive">
<Components>
<c:Animation>
<AnimationName>ActivateDeactiveShieldF</AnimationName>
<Time>0.44649605185380015</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Weapon">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/DefenderWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.00681143999" Y="-0.204994932" Z="-0.209244296"/>
<Orientation X="-0.581807375" Y="0.562133908" Z="-0.0719003305"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
File diff suppressed because it is too large Load Diff
+49 -43
View File
@@ -2,7 +2,6 @@
<Entity name="PlayerAssault" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:NetworkComponent/>
<c:AABB>
<Origin X="0" Y="0.772000015" Z="0"/>
<Size X="1" Y="1.60000002" Z="1"/>
@@ -22,6 +21,7 @@
</c:DefenderWeapon>
<c:DoubleJump/>
<c:Health/>
<c:NetworkComponent/>
<c:Physics>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
@@ -463,7 +463,7 @@
<Color A="1" B="0.392156869" G="0.392156869" R="0.392156869"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Icons/Abilities/Superman-01.png</DiffuseTexture>
<DiffuseTexture>Textures\Icons\Abilities\Superman-01.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="1" B="0.206628323" G="0.78039217" R="0.192802757"/>
@@ -504,25 +504,25 @@
<Children>
<Entity name="PrimaryAttachment">
<Components>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/WeaponAssaultBlueView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
</c:WeaponAttachment>
</Components>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/WeaponDefenderBlueView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
</c:WeaponAttachment>
</Components>
<Children/>
</Entity>
@@ -566,19 +566,19 @@
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/WeaponAssaultBlueWorld.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.17052114" Y="1.03320956" Z="-0.224843055"/>
<Orientation X="-0.035638921" Y="-0.0872893855" Z="0.133119702"/>
</c:Transform>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/WeaponAssaultBlueWorld.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.153499424" Y="1.04221034" Z="-0.231716871"/>
<Orientation X="-0.0108785164" Y="-0.0253766086" Z="0.137640417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
@@ -587,26 +587,26 @@
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/SidearmWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.17052114" Y="1.03320956" Z="-0.224843055"/>
<Orientation X="-0.035638921" Y="-0.0872893855" Z="0.133119702"/>
</c:Transform>
<c:WeaponAttachment>
<Weapon>SidearmWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/SidearmWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.153499424" Y="1.04221034" Z="-0.231716871"/>
<Orientation X="-0.0108785164" Y="-0.0253766086" Z="0.137640417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="BlendTreeLower">
<Components>
<c:Blend>
<Pose1>StandCrouchBlend</Pose1>
<Pose1>MovementBlend</Pose1>
<Pose2>JumpDashBlend</Pose2>
<Weight>2.5146881298480398e-63</Weight>
<SubTreeRoot>true</SubTreeRoot>
@@ -628,7 +628,7 @@
<Entity name="CrouchMovement">
<Components>
<c:Blend>
<Pose1>MovementBlend</Pose1>
<Pose1>DirectionBlend</Pose1>
<Pose2>Idle</Pose2>
<Weight>1</Weight>
</c:Blend>
@@ -659,7 +659,7 @@
<Components>
<c:Animation>
<AnimationName>CrouchStrafeLeftF</AnimationName>
<Time>0.15801023731376773</Time>
<Time>0.79179726223533642</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -670,7 +670,7 @@
<Components>
<c:Animation>
<AnimationName>CrouchStrafeRightF</AnimationName>
<Time>0.085331699264550309</Time>
<Time>0.719118724186119</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -683,7 +683,7 @@
<Components>
<c:Animation>
<AnimationName>CrouchWalkF</AnimationName>
<Time>0.86370568444195328</Time>
<Time>0.49749270936352197</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -696,7 +696,8 @@
<Components>
<c:Animation>
<AnimationName>CrouchF</AnimationName>
<Time>0.99862473341677438</Time>
<Time>1.1707202063102131</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
@@ -707,7 +708,7 @@
<Entity name="StandMovement">
<Components>
<c:Blend>
<Pose1>MovementBlend</Pose1>
<Pose1>DirectionBlend</Pose1>
<Pose2>Idle</Pose2>
<Weight>1</Weight>
</c:Blend>
@@ -738,7 +739,7 @@
<Components>
<c:Animation>
<AnimationName>WalkF</AnimationName>
<Time>0.36886031385172657</Time>
<Time>0.0026473387732952602</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -749,7 +750,8 @@
<Components>
<c:Animation>
<AnimationName>RunF</AnimationName>
<Time>0.64087381787562947</Time>
<Time>0.60179430680919843</Time>
<Speed>2</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -772,7 +774,8 @@
<Components>
<c:Animation>
<AnimationName>StrafeLeftF</AnimationName>
<Time>0.55045293488526426</Time>
<Time>0.20450294221067544</Time>
<Speed>2</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -783,7 +786,8 @@
<Components>
<c:Animation>
<AnimationName>StrafeRightF</AnimationName>
<Time>0.57396846476537888</Time>
<Time>0.28191395104664174</Time>
<Speed>2</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -798,7 +802,7 @@
<Components>
<c:Animation>
<AnimationName>IdleF</AnimationName>
<Time>1.0177411602680451</Time>
<Time>0.96819454985941356</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -856,7 +860,7 @@
<c:Animation>
<AnimationName>DashForwardF</AnimationName>
<Time>1</Time>
<Speed>2</Speed>
<Speed>1.7999999523162842</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
@@ -868,7 +872,7 @@
<c:Animation>
<AnimationName>DashBackwardF</AnimationName>
<Time>1</Time>
<Speed>2</Speed>
<Speed>1.7999999523162842</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
@@ -887,24 +891,24 @@
<c:Transform/>
</Components>
<Children>
<Entity name="DashLeft">
<Entity name="DashRight">
<Components>
<c:Animation>
<AnimationName>DashLeftF</AnimationName>
<AnimationName>DashRightF</AnimationName>
<Time>1</Time>
<Speed>2</Speed>
<Speed>1.7999999523162842</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashRight">
<Entity name="DashLeft">
<Components>
<c:Animation>
<AnimationName>DashRightF</AnimationName>
<AnimationName>DashLeftF</AnimationName>
<Time>1</Time>
<Speed>2</Speed>
<Speed>1.7999999523162842</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
@@ -981,7 +985,7 @@
</Entity>
</Children>
</Entity>
<Entity name="MovementBlend">
<Entity name="MovementBlend2">
<Components>
<c:Blend>
<Pose1>Idle</Pose1>
@@ -995,6 +999,7 @@
<Components>
<c:Animation>
<AnimationName>IdleAssaultRifleU</AnimationName>
<Time>1.6337870249215687</Time>
<Play>true</Play>
<Additive>true</Additive>
</c:Animation>
@@ -1006,6 +1011,7 @@
<Components>
<c:Animation>
<AnimationName>IdleAssaultRifleU</AnimationName>
<Time>1.6337870249215687</Time>
<Play>true</Play>
<Additive>true</Additive>
</c:Animation>
@@ -553,8 +553,8 @@
<Entity name="Cube1">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.505882382" B="0" G="1" R="0"/>
<Resource>Models/BushAlive.mesh</Resource>
<Color A="1" B="0" G="1" R="0"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
@@ -0,0 +1,39 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="ShinyStoneCrystalBlueLights" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:PointLight>
<Color A="1" B="1" G="0" R="0"/>
<Radius>5</Radius>
<Intensity>2</Intensity>
<Falloff>0.5</Falloff>
</c:PointLight>
<c:Transform>
<Position X="-0.030024644" Y="1.9786495" Z="-0.242380202"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.454901963" R="0"/>
<Radius>5</Radius>
<Intensity>2</Intensity>
<Falloff>0.5</Falloff>
</c:PointLight>
<c:Transform>
<Position X="-0.030024644" Y="0.980793118" Z="-0.242380202"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+273
View File
@@ -0,0 +1,273 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="ShootingRange" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform>
<Position X="0" Y="0.736272275" Z="-10.0567217"/>
</c:Transform>
</Components>
<Children>
<Entity name="TargetBoard">
<Components>
<c:Transform>
<Position X="-2" Y="0" Z="0"/>
<Orientation X="1.5" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="1" G="0.392156869" R="0"/>
</c:Model>
<c:Transform>
<Scale X="1" Y="0.100000001" Z="1"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform>
<Scale X="0.850000024" Y="1.10000002" Z="0.850000024"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="1" G="0.392156869" R="0"/>
</c:Model>
<c:Transform>
<Scale X="0.800000012" Y="1.10000002" Z="0.800000012"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform>
<Scale X="0.699999988" Y="1.10000002" Z="0.699999988"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="1" G="0.392156869" R="0"/>
</c:Model>
<c:Transform>
<Scale X="0.600000024" Y="1.10000002" Z="0.600000024"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="0" G="0.00392156886" R="1"/>
</c:Model>
<c:Transform>
<Scale X="0.200000003" Y="1.10000002" Z="0.200000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="TargetBoard">
<Components>
<c:Transform>
<Orientation X="1.5" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="1" G="0.392156869" R="0"/>
</c:Model>
<c:Transform>
<Scale X="1" Y="0.100000001" Z="1"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform>
<Scale X="0.850000024" Y="1.10000002" Z="0.850000024"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="1" G="0.392156869" R="0"/>
</c:Model>
<c:Transform>
<Scale X="0.800000012" Y="1.10000002" Z="0.800000012"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform>
<Scale X="0.699999988" Y="1.10000002" Z="0.699999988"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="1" G="0.392156869" R="0"/>
</c:Model>
<c:Transform>
<Scale X="0.600000024" Y="1.10000002" Z="0.600000024"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="0" G="0.00392156886" R="1"/>
</c:Model>
<c:Transform>
<Scale X="0.200000003" Y="1.10000002" Z="0.200000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="TargetBoard">
<Components>
<c:Transform>
<Position X="2" Y="0" Z="0"/>
<Orientation X="1.5" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="1" G="0.392156869" R="0"/>
</c:Model>
<c:Transform>
<Scale X="1" Y="0.100000001" Z="1"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform>
<Scale X="0.850000024" Y="1.10000002" Z="0.850000024"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="1" G="0.392156869" R="0"/>
</c:Model>
<c:Transform>
<Scale X="0.800000012" Y="1.10000002" Z="0.800000012"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform>
<Scale X="0.699999988" Y="1.10000002" Z="0.699999988"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="1" G="0.392156869" R="0"/>
</c:Model>
<c:Transform>
<Scale X="0.600000024" Y="1.10000002" Z="0.600000024"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="0" G="0.00392156886" R="1"/>
</c:Model>
<c:Transform>
<Scale X="0.200000003" Y="1.10000002" Z="0.200000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,528 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="PlayerModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BlendAdditive>
<Adder>BlendTreeAim</Adder>
<Receiver>BlendTreeAssault</Receiver>
</c:BlendAdditive>
<c:Shielded/>
<c:HiddenForLocalPlayer/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
<Color A="1" B="1" G="0.25" R="0"/>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="PrimaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/WeaponAssaultBlueWorld.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.158476353" Y="1.07276821" Z="-0.235679001"/>
<Orientation X="0.150311232" Y="-0.0436343439" Z="0.10047026"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:WeaponAttachment>
<Weapon>SidearmWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/SidearmWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.158476353" Y="1.07276821" Z="-0.235679001"/>
<Orientation X="0.150311232" Y="-0.0436343439" Z="0.10047026"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="BlendTreeAim">
<Components>
<c:Blend>
<Pose1>AimPrimary</Pose1>
<Pose2>AimSecondary</Pose2>
<Weight>0</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="AimSecondary">
<Components>
<c:Animation>
<AnimationName>AimSecWepA</AnimationName>
<Time>0.57222229242324829</Time>
<Loop>false</Loop>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AimPrimary">
<Components>
<c:Animation>
<AnimationName>AimRifleA</AnimationName>
<Time>0.57222229242324829</Time>
<Loop>false</Loop>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BlendTreeAssault">
<Components>
<c:BlendOverride>
<Master>ReloadSwitchBlend</Master>
<Slave>FinalMovementBlend</Slave>
</c:BlendOverride>
<c:Transform/>
</Components>
<Children>
<Entity name="FinalMovementBlend">
<Components>
<c:Blend>
<Pose1>StandCrouchBlend</Pose1>
<Pose2>JumpDashBlend</Pose2>
<Weight>2.5146881298480398e-63</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StandCrouchBlend">
<Components>
<c:Blend>
<Pose1>StandMovement</Pose1>
<Pose2>CrouchMovement</Pose2>
<Weight>0</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="CrouchMovement">
<Components>
<c:Blend>
<Pose1>MovementBlend</Pose1>
<Pose2>Idle</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>Walk</Pose1>
<Pose2>StrafeLRBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StrafeLRBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>0.033793529385008014</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeLeftF</AnimationName>
<Time>0.37873000664436773</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeRightF</AnimationName>
<Time>0.30605146859515031</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>CrouchWalkF</AnimationName>
<Time>0.084425453772553283</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>CrouchF</AnimationName>
<Time>0.99862473341677438</Time>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="StandMovement">
<Components>
<c:Blend>
<Pose1>MovementBlend</Pose1>
<Pose2>Idle</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>RunWalkBlend</Pose1>
<Pose2>StrafeLRBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="RunWalkBlend">
<Components>
<c:Blend>
<Pose1>Walk</Pose1>
<Pose2>Run</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>WalkF</AnimationName>
<Time>0.58958008318232658</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Run">
<Components>
<c:Animation>
<AnimationName>RunF</AnimationName>
<Time>0.45938030142915665</Time>
<Play>true</Play>
<Reverse>true</Reverse>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="StrafeLRBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>0.033793529385008014</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>StrafeLeftF</AnimationName>
<Time>0.77117270421586426</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>StrafeRightF</AnimationName>
<Time>0.79468823409597888</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>IdleF</AnimationName>
<Time>1.8384679867885865</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="JumpDashBlend">
<Components>
<c:Blend>
<Pose1>Jump</Pose1>
<Pose2>DashBlend</Pose2>
<Weight>1</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Jump">
<Components>
<c:Animation>
<AnimationName>JumpF</AnimationName>
<Time>0.5</Time>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashBlend">
<Components>
<c:Blend>
<Pose1>DashFBBlend</Pose1>
<Pose2>DashLRBlend</Pose2>
<Weight>0.014621149736541383</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashFBBlend">
<Components>
<c:Blend>
<Pose1>DashForward</Pose1>
<Pose2>DashBackward</Pose2>
<Weight>0.014363533804961248</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashForward">
<Components>
<c:Animation>
<AnimationName>DashForwardF</AnimationName>
<Time>1</Time>
<Speed>2</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashBackward">
<Components>
<c:Animation>
<AnimationName>DashBackwardF</AnimationName>
<Time>1</Time>
<Speed>2</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="DashLRBlend">
<Components>
<c:Blend>
<Pose1>DashLeft</Pose1>
<Pose2>DashRight</Pose2>
<Weight>4.3244885367500671e-16</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashLeft">
<Components>
<c:Animation>
<AnimationName>DashLeftF</AnimationName>
<Time>1</Time>
<Speed>2</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashRight">
<Components>
<c:Animation>
<AnimationName>DashRightF</AnimationName>
<Time>1</Time>
<Speed>2</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="ReloadSwitchBlend">
<Components>
<c:Blend>
<Pose1>ReloadSwitch</Pose1>
<Pose2>WeaponActionBlend</Pose2>
<Weight>1</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ReloadSwitch">
<Components>
<c:Animation>
<AnimationName>ReloadSwitchU</AnimationName>
<Time>0.00030848838797092881</Time>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="WeaponActionBlend">
<Components>
<c:Blend>
<Pose1>IdleBlend</Pose1>
<Pose2>ShootBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="IdleBlend">
<Components>
<c:Blend>
<Pose1>IdlePrimary</Pose1>
<Pose2>IdleSecondary</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="IdlePrimary">
<Components>
<c:Animation>
<AnimationName>IdleAssaultRifleU</AnimationName>
<Time>1.0138027682248349</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="IdleSecondary">
<Components>
<c:Animation>
<AnimationName>IdleSecWepU</AnimationName>
<Time>1.0173278085146222</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="ShootBlend">
<Components>
<c:Blend>
<Pose1>ShootPrimary</Pose1>
<Pose2>ShootSecondary</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ShootPrimary">
<Components>
<c:Animation>
<AnimationName>ShootFastRifleU</AnimationName>
<Time>0.12914212153428517</Time>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="ShootSecondary">
<Components>
<c:Animation>
<AnimationName>ShootSecWepFastU</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -91,8 +91,8 @@
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.118469834" Y="-0.231588811" Z="-0.181454763"/>
<Orientation X="0.0104042515" Y="-0.00268274755" Z="0.0428440832"/>
<Position X="0.120748274" Y="-0.228437141" Z="-0.181454718"/>
<Orientation X="0.0102804415" Y="-0.00312523148" Z="0.0428143665"/>
</c:Transform>
</Components>
<Children>
@@ -127,9 +127,9 @@
<InheritScale>true</InheritScale>
</c:BoneAttachment>
<c:Transform>
<Position X="0.0517482236" Y="-0.0985872298" Z="-0.255526245"/>
<Orientation X="0.000683688093" Y="0.0774232447" Z="0.0011862258"/>
<Scale X="0.25" Y="0.250000119" Z="0.500000238"/>
<Position X="0.0540266186" Y="-0.0954354703" Z="-0.255526125"/>
<Orientation X="0.000778362213" Y="0.0774229616" Z="0.00124316185"/>
<Scale X="0.25000003" Y="0.250000238" Z="0.500000417"/>
</c:Transform>
</Components>
<Children>
@@ -1,5 +1,7 @@
#version 430
#define MAX_SPLITS 4
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
@@ -22,6 +24,7 @@ in VertexData{
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
vec4 PositionLightSpace[MAX_SPLITS];
}Input[];
out VertexData{
@@ -32,6 +35,7 @@ out VertexData{
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
vec4 PositionLightSpace[MAX_SPLITS];
}Output;
layout(triangles) in;
@@ -145,6 +149,10 @@ void main()
Output.TextureCoordinate = Input[i].TextureCoordinate;
Output.Tangent = Input[i].Tangent;
Output.BiTangent = Input[i].BiTangent;
for (int j = 0; j < MAX_SPLITS; j++)
{
Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
}
// convert to model space for the gravity to always be in -y
vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
@@ -186,6 +194,10 @@ void main()
Output.TextureCoordinate = Input[i].TextureCoordinate;
Output.Tangent = Input[i].Tangent;
Output.BiTangent = Input[i].BiTangent;
for (int j = 0; j < MAX_SPLITS; j++)
{
Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
}
// no change in position, pass through vertex
gl_Position = gl_in[i].gl_Position;
+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 = 5) in vec4 BoneIndices;
@@ -15,7 +13,7 @@ out VertexData{
void main()
{
gl_Position = P * V * M * vec4(Position, 1.0);
gl_Position = PVM * vec4(Position, 1.0);
Output.Position = Position;
}
@@ -1,8 +1,6 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 PVM;
uniform mat4 Bones[100];
@@ -27,7 +25,7 @@ void main()
+ 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.Position = vec3(0.0);
}
+182 -3
View File
@@ -1,7 +1,9 @@
#version 430
#define MIN_AMBIENT_LIGHT 0.3
#define MAX_SPLITS 4
uniform mat4 VM;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
@@ -11,9 +13,10 @@ uniform vec2 ScreenDimensions;
uniform vec4 FillColor;
uniform vec4 AmbientColor;
uniform float FillPercentage;
uniform float GlowIntensity = 10;
uniform float GlowIntensity;
uniform vec3 CameraPosition;
uniform int SSAOQuality;
uniform float FarDistance[MAX_SPLITS];
uniform vec2 DiffuseUVRepeat;
uniform vec2 NormalUVRepeat;
@@ -25,6 +28,7 @@ layout (binding = 2) uniform sampler2D NormalMapTexture;
layout (binding = 3) uniform sampler2D SpecularMapTexture;
layout (binding = 4) uniform sampler2D GlowMapTexture;
layout (binding = 5) uniform samplerCube CubeMap;
layout (binding = 30) uniform sampler2DArrayShadow DepthMap;
#define TILE_SIZE 16
@@ -59,7 +63,6 @@ layout (std430, binding = 4) buffer LightIndexBuffer
float LightIndex[];
};
in VertexData{
vec3 Position;
vec3 Normal;
@@ -68,6 +71,7 @@ in VertexData{
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
vec4 PositionLightSpace[MAX_SPLITS];
}Input;
out vec4 sceneColor;
@@ -78,6 +82,25 @@ struct LightResult {
vec4 Specular;
};
vec2 poissonDisk[16] = vec2[](
vec2( -0.94201624, -0.39906216 ),
vec2( 0.94558609, -0.76890725 ),
vec2( -0.094184101, -0.92938870 ),
vec2( 0.34495938, 0.29387760 ),
vec2( -0.91588581, 0.45771432 ),
vec2( -0.81544232, -0.87912464 ),
vec2( -0.38277543, 0.27676845 ),
vec2( 0.97484398, 0.75648379 ),
vec2( 0.44323325, -0.97511554 ),
vec2( 0.53742981, -0.47373420 ),
vec2( -0.26496911, -0.41893023 ),
vec2( 0.79197514, 0.19090188 ),
vec2( -0.24188840, 0.99706507 ),
vec2( -0.81409955, 0.91437590 ),
vec2( 0.19984126, 0.78641367 ),
vec2( 0.14383161, -0.14100790 )
);
float CalcAttenuation(float radius, float dist, float falloff) {
return 1.0 - smoothstep(radius * falloff, radius, dist);
}
@@ -124,6 +147,154 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
return vec4(TBN * normalize(NormalMap), 0.0);
}
// Returns a "random" value.
float Random(vec3 seed, int i)
{
vec4 seed4 = vec4(seed, i);
float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673));
return fract(sin(dot_product) * 43758.5453);
}
int getShadowIndex(float far_distance[1])
{
return 0;
}
int getShadowIndex(float far_distance[2])
{
float depth = gl_FragCoord.z / gl_FragCoord.w;
int index = 1;
if ( depth < far_distance[0] )
{
index = 0;
}
return index;
}
int getShadowIndex(float far_distance[3])
{
float depth = gl_FragCoord.z / gl_FragCoord.w;
int index = 2;
if ( depth < far_distance[0] )
{
index = 0;
}
else if ( depth < far_distance[1] && depth > far_distance[0] )
{
index = 1;
}
return index;
}
int getShadowIndex(float far_distance[4])
{
float depth = gl_FragCoord.z / gl_FragCoord.w;
int index = 3;
if ( depth < far_distance[0] )
{
index = 0;
}
else if ( depth < far_distance[1] && depth > far_distance[0] )
{
index = 1;
}
else if ( depth < far_distance[2] && depth > far_distance[1] )
{
index = 2;
}
return index;
}
// Standard hardware-calculated PCF method
float PCFShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index)
{
return texture(depth_texture_array, vec4(projection_coords.xy, layer_index, projection_coords.z));
}
// PCF + Poisson model method
float PoissonShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, int taps, float spread)
{
int loop;
float multiplier = 1.0 / float(taps);
float shadowMapDepth;
for (int i = 0; i < taps; i++)
{
loop = i;
vec3 newProjCoords = projection_coords + vec3(poissonDisk[loop], 0.0) / (spread * (1.0 + layer_index));
shadowMapDepth += multiplier * texture(depth_texture_array, vec4(newProjCoords.xy, layer_index, newProjCoords.z));
}
return shadowMapDepth;
}
// PCF + Poisson + RandomSample model method
float PoissonDotShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, int taps, float spread)
{
int loop;
float multiplier = 1.0 / float(taps);
float shadowMapDepth;
for (int i = 0; i < taps; i++)
{
loop = int(16.0 * Random(gl_FragCoord.xyy, i)) % 16;
vec3 newProjCoords = projection_coords + vec3(poissonDisk[loop], 0.0) / (spread * (1.0 + layer_index));
shadowMapDepth += multiplier * texture(depth_texture_array, vec4(newProjCoords.xy, layer_index, newProjCoords.z));
}
return shadowMapDepth;
}
// Hardware PCF + Additional software PCF method
float SoftwarePCF(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, float bias)
{
float shadow = 0.0;
vec3 texelSize = 1.0 / textureSize(depth_texture_array, 0);
for(int x = -1; x <= 1; x++)
{
for(int y = -1; y <= 1; y++)
{
shadow += texture(depth_texture_array, vec4(projection_coords.xy + vec2(x, y) * texelSize.xy / (1.0 + layer_index), layer_index, projection_coords.z));
}
}
return shadow / 9.0;
}
float CalcShadowValue(vec4 light_space_pos, vec3 normal, vec3 light_dir, sampler2DArrayShadow depth_texture_array, int layer_index)
{
float shadowMapDepth;
float bias = 0.005;
// Various bias methods.
//bias = max(0.05 * (1.0 - dot(normal, light_dir)), bias);
//bias = bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
bias = bias + bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
// Calculate coordinates in projection space.
vec3 projCoords = vec3(light_space_pos.xy, light_space_pos.z + bias) / light_space_pos.w;
projCoords = projCoords * 0.5 + 0.5;
//projCoords = (floor(projCoords * 255.0)) / 255.0;
// Various methods for shadow calculation in fastest to slowest order.
//shadowMapDepth = PCFShadow(depth_texture_array, projCoords, layer_index);
//shadowMapDepth = PoissonShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS - 1]);
//shadowMapDepth = PoissonDotShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS - 1]);
shadowMapDepth = SoftwarePCF(depth_texture_array, projCoords, layer_index, bias);
return shadowMapDepth;
}
void main()
{
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
@@ -131,7 +302,7 @@ 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 = V * M * vec4(Input.Position, 1.0);
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));
@@ -151,6 +322,8 @@ void main()
int start = int(LightGrids.Data[currentTile].Start);
int amount = int(LightGrids.Data[currentTile].Amount);
float shadowFactor = 0.0;
for(int i = start; i < start + amount; i++) {
@@ -162,11 +335,16 @@ void main()
if(light.Type == 1) { // point
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, 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);
shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap, DepthMapIndex);
}
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
}
totalLighting.Diffuse *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
totalLighting.Specular *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
@@ -182,6 +360,7 @@ void main()
color_result += FillColor;
}
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
//sceneColor = CommonUniforms.testColour;
//sceneColor = vec4(reflectionColor.xyz, 1);
color_result.xyz += glowTexel.xyz*GlowIntensity;
+13 -2
View File
@@ -1,8 +1,13 @@
#version 430
uniform mat4 PVM;
#define MAX_SPLITS 4
uniform mat4 TIM;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 LightV[MAX_SPLITS];
uniform mat4 LightP[MAX_SPLITS];
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
@@ -18,12 +23,13 @@ out VertexData{
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
vec4 PositionLightSpace[MAX_SPLITS];
}Output;
void main()
{
gl_Position = P*V*M * vec4(Position, 1.0);
mat4 TIM = transpose(inverse(M));
gl_Position = PVM * vec4(Position, 1.0);
//mat4 TIM = transpose(inverse(M));
Output.Position = Position;
Output.TextureCoordinate = TextureCoords;
Output.Normal = vec3(TIM * vec4(Normal, 0.0));
@@ -31,4 +37,9 @@ void main()
Output.BiTangent = vec3(TIM * vec4(BiTangent, 0.0));
Output.ExplosionColor = vec4(1.0);
Output.ExplosionPercentageElapsed = 0.0;
for(int i = 0; i < MAX_SPLITS; i++)
{
Output.PositionLightSpace[i] = LightP[i] * LightV[i] * M * vec4(Position, 1.0);
}
}
@@ -1,7 +1,9 @@
#version 430
#define MIN_AMBIENT_LIGHT 0.3
#define MAX_SPLITS 4
uniform mat4 VM;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
@@ -11,7 +13,7 @@ uniform vec2 ScreenDimensions;
uniform vec4 FillColor;
uniform vec4 AmbientColor;
uniform float FillPercentage;
uniform float GlowIntensity = 10;
uniform float GlowIntensity;
uniform vec3 CameraPosition;
uniform int SSAOQuality;
@@ -69,6 +71,7 @@ in VertexData{
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
vec4 PositionLightSpace[MAX_SPLITS];
}Input;
out vec4 sceneColor;
@@ -138,7 +141,7 @@ 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 = V * M * vec4(Input.Position, 1.0);
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));
+13 -1
View File
@@ -1,9 +1,15 @@
#version 430
#define MAX_SPLITS 4
uniform mat4 PVM;
uniform mat4 TIM;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 Bones[100];
uniform mat4 LightV[MAX_SPLITS];
uniform mat4 LightP[MAX_SPLITS];
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
@@ -21,6 +27,7 @@ out VertexData{
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
vec4 PositionLightSpace[MAX_SPLITS];
}Output;
void main()
@@ -34,7 +41,7 @@ void main()
+ 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.Position = (boneTransform * vec4(Position, 1.0)).xyz;
Output.TextureCoordinate = TextureCoords;
@@ -43,4 +50,9 @@ void main()
Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
Output.ExplosionColor = vec4(1.0);
Output.ExplosionPercentageElapsed = 0.0;
for(int i = 0; i < MAX_SPLITS; i++)
{
Output.PositionLightSpace[i] = LightP[i] * LightV[i] * M * boneTransform * vec4(Position, 1.0);
}
}
@@ -1,5 +1,7 @@
#version 430
#define MAX_SPLITS 4
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
@@ -95,6 +97,7 @@ in VertexData{
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
vec4 PositionLightSpace[MAX_SPLITS];
}Input;
out vec4 sceneColor;
@@ -1,7 +1,9 @@
#version 430
#define MIN_AMBIENT_LIGHT 0.3
#define MAX_SPLITS 4
uniform mat4 VM;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
@@ -12,6 +14,10 @@ uniform vec4 FillColor;
uniform vec4 Color;
uniform vec4 AmbientColor;
uniform int SSAOQuality;
uniform float FarDistance[MAX_SPLITS];
layout (binding = 0) uniform sampler2D AOTexture;
layout (binding = 30) uniform sampler2DArrayShadow DepthMap;
//Get bineded at the same time as the textures
uniform vec2 DiffuseUVRepeat1;
@@ -26,7 +32,6 @@ uniform vec2 SpecularUVRepeat3;
uniform vec2 GlowUVRepeat1;
uniform vec2 GlowUVRepeat2;
uniform vec2 GlowUVRepeat3;
layout (binding = 0) uniform sampler2D AOTexture;
layout (binding = 1) uniform sampler2D SplatMapTexture;
layout (binding = 2) uniform sampler2D DiffuseTexture1;
layout (binding = 3) uniform sampler2D DiffuseTexture2;
@@ -83,6 +88,7 @@ in VertexData{
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
vec4 PositionLightSpace[MAX_SPLITS];
}Input;
out vec4 sceneColor;
@@ -93,6 +99,25 @@ struct LightResult {
vec4 Specular;
};
vec2 poissonDisk[16] = vec2[](
vec2( -0.94201624, -0.39906216 ),
vec2( 0.94558609, -0.76890725 ),
vec2( -0.094184101, -0.92938870 ),
vec2( 0.34495938, 0.29387760 ),
vec2( -0.91588581, 0.45771432 ),
vec2( -0.81544232, -0.87912464 ),
vec2( -0.38277543, 0.27676845 ),
vec2( 0.97484398, 0.75648379 ),
vec2( 0.44323325, -0.97511554 ),
vec2( 0.53742981, -0.47373420 ),
vec2( -0.26496911, -0.41893023 ),
vec2( 0.79197514, 0.19090188 ),
vec2( -0.24188840, 0.99706507 ),
vec2( -0.81409955, 0.91437590 ),
vec2( 0.19984126, 0.78641367 ),
vec2( 0.14383161, -0.14100790 )
);
float CalcAttenuation(float radius, float dist, float falloff) {
return 1.0 - smoothstep(radius * 0.3, radius, dist);
}
@@ -176,6 +201,154 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
return vec4(TBN * normalize(Normal_result), 0.0);
}
// Returns a "random" value.
float Random(vec3 seed, int i)
{
vec4 seed4 = vec4(seed, i);
float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673));
return fract(sin(dot_product) * 43758.5453);
}
int getShadowIndex(float far_distance[1])
{
return 0;
}
int getShadowIndex(float far_distance[2])
{
float depth = gl_FragCoord.z / gl_FragCoord.w;
int index = 1;
if ( depth < far_distance[0] )
{
index = 0;
}
return index;
}
int getShadowIndex(float far_distance[3])
{
float depth = gl_FragCoord.z / gl_FragCoord.w;
int index = 2;
if ( depth < far_distance[0] )
{
index = 0;
}
else if ( depth < far_distance[1] && depth > far_distance[0] )
{
index = 1;
}
return index;
}
int getShadowIndex(float far_distance[4])
{
float depth = gl_FragCoord.z / gl_FragCoord.w;
int index = 3;
if ( depth < far_distance[0] )
{
index = 0;
}
else if ( depth < far_distance[1] && depth > far_distance[0] )
{
index = 1;
}
else if ( depth < far_distance[2] && depth > far_distance[1] )
{
index = 2;
}
return index;
}
// Standard hardware-calculated PCF method
float PCFShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index)
{
return texture(depth_texture_array, vec4(projection_coords.xy, layer_index, projection_coords.z));
}
// PCF + Poisson model method
float PoissonShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, int taps, float spread)
{
int loop;
float multiplier = 1.0 / float(taps);
float shadowMapDepth;
for (int i = 0; i < taps; i++)
{
loop = i;
vec3 newProjCoords = projection_coords + vec3(poissonDisk[loop], 0.0) / (spread * (1.0 + layer_index));
shadowMapDepth += multiplier * texture(depth_texture_array, vec4(newProjCoords.xy, layer_index, newProjCoords.z));
}
return shadowMapDepth;
}
// PCF + Poisson + RandomSample model method
float PoissonDotShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, int taps, float spread)
{
int loop;
float multiplier = 1.0 / float(taps);
float shadowMapDepth;
for (int i = 0; i < taps; i++)
{
loop = int(16.0 * Random(gl_FragCoord.xyy, i)) % 16;
vec3 newProjCoords = projection_coords + vec3(poissonDisk[loop], 0.0) / (spread * (1.0 + layer_index));
shadowMapDepth += multiplier * texture(depth_texture_array, vec4(newProjCoords.xy, layer_index, newProjCoords.z));
}
return shadowMapDepth;
}
// Hardware PCF + Additional software PCF method
float SoftwarePCF(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, float bias)
{
float shadow = 0.0;
vec3 texelSize = 1.0 / textureSize(depth_texture_array, 0);
for(int x = -1; x <= 1; x++)
{
for(int y = -1; y <= 1; y++)
{
shadow += texture(depth_texture_array, vec4(projection_coords.xy + vec2(x, y) * texelSize.xy / (1.0 + layer_index), layer_index, projection_coords.z));
}
}
return shadow / 9.0;
}
float CalcShadowValue(vec4 light_space_pos, vec3 normal, vec3 light_dir, sampler2DArrayShadow depth_texture_array, int layer_index)
{
float shadowMapDepth;
float bias = 0.005;
// Various bias methods.
//bias = max(0.05 * (1.0 - dot(normal, light_dir)), bias);
//bias = bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
bias = bias + bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
// Calculate coordinates in projection space.
vec3 projCoords = vec3(light_space_pos.xy, light_space_pos.z + bias) / light_space_pos.w;
projCoords = projCoords * 0.5 + 0.5;
//projCoords = (floor(projCoords * 255.0)) / 255.0;
// Various methods for shadow calculation in fastest to slowest order.
//shadowMapDepth = PCFShadow(depth_texture_array, projCoords, layer_index);
//shadowMapDepth = PoissonShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS - 1]);
//shadowMapDepth = PoissonDotShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS - 1]);
shadowMapDepth = SoftwarePCF(depth_texture_array, projCoords, layer_index, bias);
return shadowMapDepth;
}
void main()
{
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
@@ -189,7 +362,7 @@ void main()
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
vec4 position = V * M * vec4(Input.Position, 1.0);
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);
@@ -208,6 +381,8 @@ void main()
int start = int(LightGrids.Data[currentTile].Start);
int amount = int(LightGrids.Data[currentTile].Amount);
float shadowFactor = 0.0;
for(int i = start; i < start + amount; i++) {
int l = int(LightIndex[i]);
@@ -218,12 +393,17 @@ void main()
if(light.Type == 1) { // point
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, 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);
shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap, DepthMapIndex);
}
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
}
totalLighting.Diffuse *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
totalLighting.Specular *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
@@ -1,7 +1,9 @@
#version 430
#define MIN_AMBIENT_LIGHT 0.3
#define MAX_SPLITS 4
uniform mat4 VM;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
@@ -84,6 +86,7 @@ in VertexData{
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
vec4 PositionLightSpace[MAX_SPLITS];
}Input;
out vec4 sceneColor;
@@ -190,7 +193,7 @@ void main()
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
vec4 position = V * M * vec4(Input.Position, 1.0);
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);
+2 -5
View File
@@ -1,8 +1,5 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 PVM;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
@@ -16,6 +13,6 @@ out VertexData{
void main()
{
gl_Position = P*V*M * vec4(Position, 1.0);
gl_Position = PVM * vec4(Position, 1.0);
Output.Position = Position, 1.0;
}
+2 -5
View File
@@ -1,8 +1,5 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 PVM;
uniform mat4 Bones[100];
layout(location = 0) in vec3 Position;
@@ -27,6 +24,6 @@ void main()
+ 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.Position = (boneTransform * vec4(Position, 1.0)).xyz;
}
+22
View File
@@ -0,0 +1,22 @@
#version 430
#define ALPHA_CUTOFF 0.3
layout (binding = 24) uniform sampler2D DiffuseTexture;
uniform float Alpha;
in VertexData{
vec2 TextureCoordinate;
}Input;
layout (location = 0) out float ShadowMap;
void main()
{
vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoordinate) * Alpha;
if (diffuseTexel.a < ALPHA_CUTOFF)
{
discard;
}
}
+18
View File
@@ -0,0 +1,18 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
layout (location = 0) in vec3 Position;
layout (location = 4) in vec2 TextureCoords;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
gl_Position = P * V * M * vec4(Position, 1.0);
Output.TextureCoordinate = TextureCoords;
}
-2
View File
@@ -3,8 +3,6 @@
uniform vec4 Color;
uniform vec4 FillColor;
uniform float FillPercentage;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
layout (binding = 1) uniform sampler2D DiffuseTexture;
+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 = 1) in vec3 Normal;
@@ -17,7 +15,7 @@ out VertexData{
void main()
{
gl_Position = P * V * M * vec4(Position, 1.0);
gl_Position = PVM* vec4(Position, 1.0);
Output.Position = Position;
Output.TextureCoordinate = TextureCoords;
@@ -0,0 +1,6 @@
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
{
mat3 TBN = mat3(tangent, bitangent, normal);
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
return vec4(TBN * normalize(NormalMap), 0.0);
}
+1 -1
View File
@@ -3,7 +3,7 @@
const EntityWrapper EntityWrapper::Invalid = EntityWrapper(nullptr, EntityID_Invalid);
const std::string EntityWrapper::Name()
const std::string EntityWrapper::Name() const
{
return World->GetName(ID);
}
+1 -1
View File
@@ -54,7 +54,7 @@ void EditorRenderSystem::Update(double dt)
EntityWrapper entity(m_World, cModel.EntityID);
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
for (auto matGroup : model->MaterialGroups()) {
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false);
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false, false);
if (cModel["Transparent"]) {
scene.Jobs.TransparentObjects.push_back(modelJob);
} else {
+43 -3
View File
@@ -35,6 +35,7 @@ void Client::Connect(std::string address, int port)
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &Client::OnDoubleJump);
EVENT_SUBSCRIBE_MEMBER(m_EDashAbility, &Client::OnDashAbility);
EVENT_SUBSCRIBE_MEMBER(m_ESearchForServers, &Client::OnSearchForServers);
EVENT_SUBSCRIBE_MEMBER(m_EConnectRequest, &Client::OnConnectRequest);
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
m_Address = address;
if (address.empty()) {
@@ -180,8 +181,8 @@ void Client::parseTCPConnect(Packet& packet)
Packet UnreliablePacket(MessageType::Connect, m_SendPacketID);
// Add player id and other stuff
packet.WritePrimitive(m_PlayerID);
// m_Unreliable.Send(packet);
// LOG_INFO("Sent UDP Connect Server");
// m_Unreliable.Send(packet);
// LOG_INFO("Sent UDP Connect Server");
}
void Client::parsePlayerConnected(Packet & packet)
@@ -456,12 +457,14 @@ void Client::parseSnapshot(Packet& packet)
void Client::disconnect()
{
removeWorld();
m_IsConnected = false;
m_PreviousPacketID = 0;
m_PacketID = 0;
Packet packet(MessageType::Disconnect, m_SendPacketID);
m_Reliable.Send(packet);
m_Reliable.Disconnect();
createMainMenu();
}
bool Client::OnInputCommand(const Events::InputCommand & e)
@@ -472,7 +475,7 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
if (e.Command == "ConnectToServer") { // Connect for now
if (e.Value > 0) {
m_Reliable.Connect(m_PlayerName, m_Address, m_Port);
//m_Reliable.Connect(m_PlayerName, m_Address, m_Port);
// m_Unreliable.Connect(m_PlayerName, m_Address, m_Port);
}
//LOG_DEBUG("Client::OnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
@@ -545,6 +548,23 @@ bool Client::OnDashAbility(const Events::DashAbility& e)
return true;
}
bool Client::OnConnectRequest(const Events::ConnectRequest& e)
{
removeWorld();
if (m_Reliable.Connect(m_PlayerName, e.IP, e.Port)) {
// The client sent a successful connect message
return true;
} else {
// The client could not send a successful connect message
createMainMenu();
// Load the main menu again ?
return false;
}
return false;
}
bool Client::OnSearchForServers(const Events::SearchForServers& e)
{
m_SearchingForServers = true;
@@ -671,6 +691,26 @@ void Client::displayServerlist()
}
}
void Client::removeWorld()
{
std::vector<EntityID> childrenToBeDeleted;
auto rootEntites = m_World->GetDirectChildren(EntityID_Invalid);
for (auto it = rootEntites.first; it != rootEntites.second; it++) {
childrenToBeDeleted.push_back(it->second);
}
for (int i = 0; i < childrenToBeDeleted.size(); ++i) {
m_World->DeleteEntity(childrenToBeDeleted[i]);
}
}
void Client::createMainMenu()
{
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/StartMenu.xml");
entityFile->MergeInto(m_World);
}
bool Client::clientServerMapsHasEntity(EntityID clientEntityID)
{
if (m_ClientIDToServerID.find(clientEntityID) != m_ClientIDToServerID.end()) {
+3 -1
View File
@@ -7,6 +7,8 @@ Server::Server(World* world, EventBroker* eventBroker, int port)
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
snapshotInterval = 1000 * config->Get<float>("Networking.SnapshotInterval", 0.05f);
pingIntervalMs = config->Get<float>("Networking.PingIntervalMs", 1000);
m_ServerName = config->Get<std::string>("Networking.Name", "Unnamed");
// Subscribe to events
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Server::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Server::OnPlayerSpawned);
@@ -410,7 +412,7 @@ void Server::parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint)
Packet packet(MessageType::ServerlistRequest);
packet.WriteString(m_Reliable.Address());
packet.WritePrimitive<int>(m_Reliable.Port());
packet.WriteString("SERVERNAME");
packet.WriteString(m_ServerName);
packet.WritePrimitive<int>(m_ConnectedPlayers.size());
m_ServerlistRequest.Send(packet);
}
+4 -1
View File
@@ -10,7 +10,7 @@ TCPClient::~TCPClient()
{
}
void TCPClient::Connect(std::string playerName, std::string address, int port)
bool TCPClient::Connect(std::string playerName, std::string address, int port)
{
if (m_Socket) {
if (m_IsConnected) {
@@ -19,6 +19,7 @@ void TCPClient::Connect(std::string playerName, std::string address, int port)
Send(packet);
LOG_INFO("Connect message sent again!");
}
return true;
}
else if (!m_IsConnected) {
boost::system::error_code error = boost::asio::error::host_not_found;
@@ -34,11 +35,13 @@ void TCPClient::Connect(std::string playerName, std::string address, int port)
packet.WriteString(playerName);
Send(packet);
LOG_INFO("Connect message sent!");
return true;
}
// If error
else {
m_Socket->close();
m_Socket = nullptr;
return false;
}
}
}
+3 -2
View File
@@ -10,14 +10,15 @@ UDPClient::~UDPClient()
{
}
void UDPClient::Connect(std::string playerName, std::string address, int port)
bool UDPClient::Connect(std::string playerName, std::string address, int port)
{
if (m_Socket) {
return;
return false;
}
m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address().from_string(address), port);
m_Socket = boost::shared_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService));
m_Socket->open(boost::asio::ip::udp::v4());
return true;
}
void UDPClient::Disconnect()
+164 -38
View File
@@ -4,6 +4,8 @@ AnimationSystem::AnimationSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_EAutoAnimationBlend, &AnimationSystem::OnAutoAnimationBlend);
EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &AnimationSystem::OnEntityDeleted);
EVENT_SUBSCRIBE_MEMBER(m_ESetBlendWeight, &AnimationSystem::OnSetBlendWeight);
}
void AnimationSystem::Update(double dt)
@@ -122,16 +124,16 @@ void AnimationSystem::UpdateAnimations(double dt)
}
}
void AnimationSystem::UpdateWeights(double dt)
{
for (auto& autoBlendQueue : m_AutoBlendQueues) {
if(autoBlendQueue.second.HasActiveBlendJob()) {
AutoBlendQueue::AutoBlendJob& blendJob = autoBlendQueue.second.GetActiveBlendJob();
std::shared_ptr<BlendTree> blendTree = autoBlendQueue.second.GetBlendTree();
for (auto it = m_AutoBlendQueues.begin(); it != m_AutoBlendQueues.end(); ) {
LOG_INFO("%s", it->first.Name().c_str());
it->second.PrintQueue();
if(it->second.HasActiveBlendJob()) {
AutoBlendQueue::AutoBlendJob& blendJob = it->second.GetActiveBlendJob();
LOG_INFO("%s", blendJob.RootNode.Name().c_str());
std::shared_ptr<BlendTree> blendTree = it->second.GetBlendTree();
if (blendTree != nullptr) {
if (blendJob.Duration != 0.0) {
blendJob.BlendInfo.progress = glm::clamp(blendJob.CurrentTime / blendJob.Duration, 0.0, 1.0);
@@ -140,10 +142,17 @@ void AnimationSystem::UpdateWeights(double dt)
}
blendJob.BlendInfo = blendTree->AutoBlendStep(blendJob.BlendInfo);
} else {
it = m_AutoBlendQueues.erase(it);
}
it++;
} else {
if (it->second.Empty()) {
it = m_AutoBlendQueues.erase(it);
} else {
it++;
}
}
}
}
@@ -177,46 +186,163 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
return false;
}
EntityWrapper subTreeRoot;
EntityWrapper subTreeRoot = blendTree->GetSubTreeRoot(e.NodeName);
if (e.SingleLevelBlend) {
subTreeRoot = blendTree->GetSubTreeRoot(e.NodeName);
if (!subTreeRoot.Valid()) {
return false;
}
if (!subTreeRoot.Valid()) {
return false;
}
AutoBlendQueue::AutoBlendJob abj;
abj.AnimationEntity = e.AnimationEntity;
abj.CurrentTime = 0.0;
abj.Delay = e.Delay;
abj.Duration = e.Duration;
abj.RootNode = e.RootNode;
AutoBlendQueue::AutoBlendJob abj;
abj.AnimationEntity = e.AnimationEntity;
abj.CurrentTime = 0.0;
abj.Delay = e.Delay;
abj.Duration = e.Duration;
abj.RootNode = e.RootNode;
abj.BlendInfo.NodeName = e.NodeName;
abj.BlendInfo.progress = 0.0;
abj.BlendInfo.Start = e.Start;
abj.BlendInfo.SingleBlend = e.SingleLevelBlend;
abj.BlendInfo.Weight = e.Weight;
abj.BlendInfo.NodeName = e.NodeName;
abj.BlendInfo.progress = 0.0;
abj.BlendInfo.Start = e.Start;
abj.BlendInfo.SingleBlend = e.SingleLevelBlend;
abj.BlendInfo.Weight = e.Weight;
EntityWrapper nodeEntity = subTreeRoot.FirstChildByName(e.NodeName); // more than one
if (nodeEntity.Valid()) {
if (nodeEntity.HasComponent("Animation")) {
const Skeleton::Animation* animation = skeleton->GetAnimation(nodeEntity["Animation"]["AnimationName"]);
(bool&)nodeEntity["Animation"]["Reverse"] = e.Reverse;
std::vector<EntityWrapper> animationEntities = blendTree->GetEntitesByName(e.NodeName); // more than one
for(auto entity : animationEntities)
if (entity.Valid()) {
if (entity.HasComponent("Animation")) {
const Skeleton::Animation* animation = skeleton->GetAnimation(entity["Animation"]["AnimationName"]);
(bool&)entity["Animation"]["Reverse"] = e.Reverse;
if (e.Restart) {
if (animation != nullptr) {
if (e.Restart) {
if (e.Reverse) {
(double&)nodeEntity["Animation"]["Time"] = animation->Duration;
} else {
(double&)nodeEntity["Animation"]["Time"] = 0.0;
if (e.Restart) {
if (animation != nullptr) {
if (e.Restart) {
if (e.Reverse) {
(double&)entity["Animation"]["Time"] = animation->Duration;
} else {
(double&)entity["Animation"]["Time"] = 0.0;
}
}
}
}
}
}
m_AutoBlendQueues[subTreeRoot].Insert(abj);
} else {
std::vector<EntityWrapper> subtreeroots = blendTree->GetSingleLevelRoots(e.NodeName);
for(auto entity : subtreeroots) {
subTreeRoot = entity;
if (!subTreeRoot.Valid()) {
return false;
}
AutoBlendQueue::AutoBlendJob abj;
abj.AnimationEntity = e.AnimationEntity;
abj.CurrentTime = 0.0;
abj.Delay = e.Delay;
abj.Duration = e.Duration;
abj.RootNode = e.RootNode;
abj.BlendInfo.NodeName = e.NodeName;
abj.BlendInfo.progress = 0.0;
abj.BlendInfo.Start = e.Start;
abj.BlendInfo.SingleBlend = e.SingleLevelBlend;
abj.BlendInfo.Weight = e.Weight;
m_AutoBlendQueues[subTreeRoot].Insert(abj);
}
std::vector<EntityWrapper> animationEntities = blendTree->GetEntitesByName(e.NodeName); // more than one
for (auto entity : animationEntities)
if (entity.Valid()) {
if (entity.HasComponent("Animation")) {
const Skeleton::Animation* animation = skeleton->GetAnimation(entity["Animation"]["AnimationName"]);
(bool&)entity["Animation"]["Reverse"] = e.Reverse;
if (e.Restart) {
if (animation != nullptr) {
if (e.Restart) {
if (e.Reverse) {
(double&)entity["Animation"]["Time"] = animation->Duration;
} else {
(double&)entity["Animation"]["Time"] = 0.0;
}
}
}
}
}
}
}
m_AutoBlendQueues[subTreeRoot].Insert(abj);
return true;
}
bool AnimationSystem::OnEntityDeleted(Events::EntityDeleted& e)
{
EntityWrapper entity = EntityWrapper(m_World, e.DeletedEntity);
if (entity.HasComponent("Model")) {
Model* model;
try {
model = ResourceManager::Load<::Model, true>(entity["Model"]["Resource"]);
} catch (const std::exception&) {
return false;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
return false;
}
if (skeleton->BlendTrees.find(entity) != skeleton->BlendTrees.end()) {
skeleton->BlendTrees.erase(entity);
}
}
}
bool AnimationSystem::OnSetBlendWeight(Events::SetBlendWeight& e)
{
if (!e.RootNode.Valid()) {
return false;
}
if (!e.RootNode.HasComponent("Model")) {
return false;
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>((std::string)e.RootNode["Model"]["Resource"]);
} catch (const std::exception&) {
return false;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
return false;
}
std::shared_ptr<BlendTree> blendTree;
if (skeleton->BlendTrees.find(e.RootNode) != skeleton->BlendTrees.end()) {
blendTree = skeleton->BlendTrees.at(e.RootNode);
} else {
return false;
}
if(e.Weight >= 0 && e.Weight <= 1) {
blendTree->SetWeightByName(e.NodeName, e.Weight);
return true;
} else {
return false;
}
}
+8 -6
View File
@@ -38,11 +38,14 @@ void AutoBlendQueue::Insert(AutoBlendJob autoBlendJob)
double animationSpeed = (double)autoBlendJob.AnimationEntity["Animation"]["Speed"];
double animationTime = (double)autoBlendJob.AnimationEntity["Animation"]["Time"];
if ((bool)autoBlendJob.AnimationEntity["Animation"]["Reverse"]) {
AnimationDuration = (animation->Duration * animationSpeed) - (animation->Duration - animationTime);
if (animationSpeed != 0) {
if ((bool)autoBlendJob.AnimationEntity["Animation"]["Reverse"]) {
AnimationDuration = (animation->Duration / animationSpeed) - (animation->Duration - animationTime);
} else {
AnimationDuration = (animation->Duration / animationSpeed) - animationTime;
}
} else {
AnimationDuration = (animation->Duration * animationSpeed) - animationTime;
return;
}
blendNode.StartTime += AnimationDuration;
@@ -75,7 +78,6 @@ void AutoBlendQueue::Insert(AutoBlendJob autoBlendJob)
}
}
m_BlendQueue.clear();
m_BlendQueue.push_back(blendNode);
}
@@ -124,7 +126,7 @@ bool AutoBlendQueue::HasActiveBlendJob()
try {
model = ResourceManager::Load<::Model, true>(blendJob.RootNode["Model"]["Resource"]);
} catch (const std::exception&) {
m_BlendQueue.pop_front();
//m_BlendQueue.pop_front();
return HasActiveBlendJob();
}
+53 -6
View File
@@ -2,11 +2,8 @@
BlendTree::BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton)
{
m_Skeleton = skeleton;
if (ModelEntity.HasComponent("Animation")) {
const Skeleton::Animation* animation = skeleton->GetAnimation(ModelEntity["Animation"]["AnimationName"]);
if (animation == nullptr) {
@@ -217,7 +214,6 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
}
}
}
return blendInfo;
}
@@ -270,7 +266,7 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
currentNode = currentNode->Parent;
if (blendInfo.SingleBlend) {
break;
return blendInfo;;
}
}
} else if(goalNodes.size() >= 2) {
@@ -331,9 +327,11 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
lastNode = currentNode;
currentNode = currentNode->Parent;
if (blendInfo.SingleBlend) {
return blendInfo;
}
}
}
}
return blendInfo;
@@ -427,6 +425,55 @@ EntityWrapper BlendTree::GetSubTreeRoot(std::string nodeName)
return subTreeRoots.front()->Entity;
}
std::vector<EntityWrapper> BlendTree::GetSingleLevelRoots(std::string name)
{
std::vector<Node*> nodes = FindNodesByName(name);
std::vector<EntityWrapper> entities;
for (auto it = nodes.begin(); it != nodes.end(); it++) {
Node* currentNode = (*it)->Parent;
if(currentNode->Entity.Valid()) {
entities.push_back(currentNode->Entity);
}
}
return entities;
}
std::vector<EntityWrapper> BlendTree::GetEntitesByName(std::string name)
{
std::vector<Node*> nodes = FindNodesByName(name);
std::vector<EntityWrapper> entities;
for (auto it = nodes.begin(); it != nodes.end(); it++) {
Node* currentNode = (*it);
if (currentNode->Entity.Valid()) {
entities.push_back(currentNode->Entity);
}
}
return entities;
}
void BlendTree::SetWeightByName(std::string name, double weight)
{
std::vector<Node*> nodes = FindNodesByName(name);
for (auto node : nodes) {
EntityWrapper entity = node->Entity;
if(entity.HasComponent("Blend")) {
entity["Blend"]["Weight"] = weight;
node->Weight = weight;
}
}
}
void BlendTree::Blend(std::map<int, Skeleton::PoseData>& pose)
{
Node* currentNode;
+5
View File
@@ -9,6 +9,11 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
ChangeQuality(m_Config->Get<int>("GLOW.Quality", 2));
}
DrawBloomPass::~DrawBloomPass() {
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
}
void DrawBloomPass::InitializeTextures()
{
m_BlackTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/Black.png");
+358 -108
View File
@@ -1,9 +1,10 @@
#include "Rendering/DrawFinalPass.h"
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass)
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass)
: m_Renderer(renderer)
, m_LightCullingPass(lightCullingPass)
, m_CubeMapPass(cubeMapPass)
, m_SSAOPass(ssaoPass)
, m_ShadowPass(shadowPass)
{
//TODO: Make sure that uniforms are not sent into shader if not needed.
m_ShieldPixelRate = 8;
@@ -12,6 +13,14 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
InitializeFrameBuffers();
}
DrawFinalPass::~DrawFinalPass(){
CommonFunctions::DeleteTexture(&m_BloomTexture);
CommonFunctions::DeleteTexture(&m_SceneTexture);
CommonFunctions::DeleteTexture(&m_DepthBuffer);
CommonFunctions::DeleteTexture(&m_ShieldBuffer);
CommonFunctions::DeleteTexture(&m_CubeMapTexture);
}
void DrawFinalPass::InitializeTextures()
{
m_WhiteTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/White.png");
@@ -353,6 +362,8 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
GLuint explosionSkinnedHandle = m_ExplosionEffectSkinnedProgram->GetHandle();
GLuint explosionSplatMapSkinnedHandle = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
GLuint forwardSplatMapSkinnedHandle = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
GLuint lastShader = 0;
unsigned int lastModel = 0;
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
@@ -361,6 +372,13 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture());
glActiveTexture(GL_TEXTURE30);
if (m_ShadowPass->DepthMap() != NULL) {
glBindTexture(GL_TEXTURE_2D_ARRAY, m_ShadowPass->DepthMap());
} else {
glBindTexture(GL_TEXTURE_2D_ARRAY, m_WhiteTexture->m_Texture);
}
for (auto &job : jobs) {
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
if (explosionEffectJob) {
@@ -369,9 +387,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
case RawModel::MaterialType::SingleTextures:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSkinned program");
if (lastShader != m_ExplosionEffectSkinnedProgram->GetHandle()) {
m_ExplosionEffectSkinnedProgram->Bind();
lastShader = m_ExplosionEffectSkinnedProgram->GetHandle();
GLERROR("Bind ExplosionEffectSkinned program");
glUniform1i(glGetUniformLocation(explosionSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSkinned Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
//bind textures
@@ -391,8 +417,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
}
else {
m_ExplosionEffectProgram->Bind();
GLERROR("Bind ExplosionEffect program");
if (lastShader != m_ExplosionEffectProgram->GetHandle()) {
m_ExplosionEffectProgram->Bind();
lastShader = m_ExplosionEffectProgram->GetHandle();
GLERROR("Bind ExplosionEffect program");
glUniform1i(glGetUniformLocation(explosionHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffect Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
//bind textures
@@ -406,8 +441,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
case RawModel::MaterialType::SplatMapping:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
if (lastShader != m_ExplosionEffectSplatMapSkinnedProgram->GetHandle()) {
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
lastShader = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
glUniform1i(glGetUniformLocation(explosionSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSplatMapSkinned Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
//bind textures
@@ -423,9 +467,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
}
else {
m_ExplosionEffectSplatMapProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMap program");
//bind uniforms
if (lastShader != m_ExplosionEffectSplatMapProgram->GetHandle()) {
m_ExplosionEffectSplatMapProgram->Bind();
lastShader = m_ExplosionEffectSplatMapProgram->GetHandle();
GLERROR("Bind ExplosionEffectSplatMap program");
glUniform1i(glGetUniformLocation(explosionSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSplatMap Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene);
//bind textures
@@ -438,8 +490,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glDisable(GL_CULL_FACE);
//draw
glBindVertexArray(explosionEffectJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
if (lastModel != explosionEffectJob->ModelID) {
glBindVertexArray(explosionEffectJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
lastModel = explosionEffectJob->ModelID;
}
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
glEnable(GL_CULL_FACE);
GLERROR("explosion effect end");
@@ -453,8 +508,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
case RawModel::MaterialType::SingleTextures:
{
if (modelJob->Model->IsSkinned()) {
m_ForwardPlusSkinnedProgram->Bind();
GLERROR("Bind ForwardPlusSkinnedProgram");
if (lastShader != m_ForwardPlusSkinnedProgram->GetHandle()) {
m_ForwardPlusSkinnedProgram->Bind();
lastShader = m_ForwardPlusSkinnedProgram->GetHandle();
GLERROR("Bind ForwardPlusSkinnedProgram program");
glUniform1i(glGetUniformLocation(forwardSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusSkinnedProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
//bind textures
@@ -472,8 +536,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
m_ForwardPlusProgram->Bind();
GLERROR("Bind ForwardPlusProgram");
if (lastShader != m_ForwardPlusProgram->GetHandle()) {
m_ForwardPlusProgram->Bind();
lastShader = m_ForwardPlusProgram->GetHandle();
GLERROR("Bind ForwardPlusProgram program");
glUniform1i(glGetUniformLocation(forwardHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardHandle, modelJob, scene);
//bind textures
@@ -487,8 +560,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
case RawModel::MaterialType::SplatMapping:
{
if (modelJob->Model->IsSkinned()) {
m_ForwardPlusSplatMapSkinnedProgram->Bind();
GLERROR("Bind SplatMap program");
if (lastShader != m_ForwardPlusSplatMapSkinnedProgram->GetHandle()) {
m_ForwardPlusSplatMapSkinnedProgram->Bind();
lastShader = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
GLERROR("Bind SkinnedSplatMapProgram program");
glUniform1i(glGetUniformLocation(forwardSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind SkinnedSplatMapProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene);
//bind textures
@@ -504,8 +586,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
}
else {
m_ForwardPlusSplatMapProgram->Bind();
GLERROR("Bind SplatMap program");
if (lastShader != m_ForwardPlusSplatMapProgram->GetHandle()) {
m_ForwardPlusSplatMapProgram->Bind();
lastShader = m_ForwardPlusSplatMapProgram->GetHandle();
GLERROR("Bind SplatMap program");
glUniform1i(glGetUniformLocation(forwardSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind SplatMap Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSplatMapHandle, modelJob, scene);
//bind textures
@@ -516,8 +607,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
}
}
//draw
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);
lastModel = modelJob->ModelID;
}
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
if (GLERROR("models end")) {
continue;
@@ -546,6 +640,8 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
GLuint explosionSkinnedShieldCheckHandle = m_ExplosionEffectSkinnedShieldCheckProgram->GetHandle();
GLuint explosionSplatMapSkinnedShieldCheckHandle = m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->GetHandle();
GLuint forwardSplatMapSkinnedShieldCheckHandle = m_ForwardPlusSplatMapSkinnedShieldCheckProgram->GetHandle();
GLuint lastShader = 0;
unsigned int lastModel = 0;
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
@@ -566,9 +662,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SingleTextures:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSkinnedShieldCheckProgram->Bind();
GLERROR("Bind ExplosionEffectSkinned program");
if (lastShader != m_ExplosionEffectSkinnedShieldCheckProgram->GetHandle()) {
m_ExplosionEffectSkinnedShieldCheckProgram->Bind();
lastShader = m_ExplosionEffectSkinnedShieldCheckProgram->GetHandle();
GLERROR("Bind ExplosionEffectSkinned program");
glUniform1i(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSkinned Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSkinnedShieldCheckHandle, explosionEffectJob, scene);
//bind textures
@@ -587,8 +691,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
}
else {
m_ExplosionEffectShieldCheckProgram->Bind();
GLERROR("Bind ExplosionEffect program");
if (lastShader != m_ExplosionEffectShieldCheckProgram->GetHandle()) {
m_ExplosionEffectShieldCheckProgram->Bind();
lastShader = m_ExplosionEffectShieldCheckProgram->GetHandle();
GLERROR("Bind ExplosionEffect program");
glUniform1i(glGetUniformLocation(explosionShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffect Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionShieldCheckHandle, explosionEffectJob, scene);
//bind textures
@@ -603,8 +716,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SplatMapping:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
if (lastShader != m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->GetHandle()) {
m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Bind();
lastShader = m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->GetHandle();
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
glUniform1i(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSplatMapSkinned Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSplatMapSkinnedShieldCheckHandle, explosionEffectJob, scene);
//bind textures
@@ -621,9 +743,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
}
else {
m_ExplosionEffectSplatMapShieldCheckProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMap program");
//bind uniforms
if (lastShader != m_ExplosionEffectSplatMapShieldCheckProgram->GetHandle()) {
m_ExplosionEffectSplatMapShieldCheckProgram->Bind();
lastShader = m_ExplosionEffectSplatMapShieldCheckProgram->GetHandle();
GLERROR("Bind ExplosionEffectSplatMap program");
glUniform1i(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSplatMap Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSplatMapShieldCheckHandle, explosionEffectJob, scene);
//bind textures
@@ -639,9 +769,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SingleTextures:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSkinned program");
if (lastShader != m_ExplosionEffectSkinnedProgram->GetHandle()) {
m_ExplosionEffectSkinnedProgram->Bind();
lastShader = m_ExplosionEffectSkinnedProgram->GetHandle();
GLERROR("Bind ExplosionEffectSkinned program");
glUniform1i(glGetUniformLocation(explosionSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSkinned Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
//bind textures
@@ -659,8 +797,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
m_ExplosionEffectProgram->Bind();
GLERROR("Bind ExplosionEffect program");
if (lastShader != m_ExplosionEffectProgram->GetHandle()) {
m_ExplosionEffectProgram->Bind();
lastShader = m_ExplosionEffectProgram->GetHandle();
GLERROR("Bind ExplosionEffect program");
glUniform1i(glGetUniformLocation(explosionHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffect Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
//bind textures
@@ -674,8 +821,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SplatMapping:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
if (lastShader != m_ExplosionEffectSplatMapSkinnedProgram->GetHandle()) {
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
lastShader = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
GLERROR("Bind ExplosionEffectSkinnedSplatMap program");
glUniform1i(glGetUniformLocation(explosionSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSkinnedSplatMap Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
//bind textures
@@ -691,9 +847,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
}
else {
m_ExplosionEffectSplatMapProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMap program");
//bind uniforms
if (lastShader != m_ExplosionEffectSplatMapProgram->GetHandle()) {
m_ExplosionEffectSplatMapProgram->Bind();
lastShader = m_ExplosionEffectSplatMapProgram->GetHandle();
GLERROR("Bind ExplosionEffectSplatMap program");
glUniform1i(glGetUniformLocation(explosionSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSplatMap Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene);
//bind textures
@@ -707,8 +871,11 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
glDisable(GL_CULL_FACE);
//draw
glBindVertexArray(explosionEffectJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
if (lastModel != explosionEffectJob->ModelID) {
glBindVertexArray(explosionEffectJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
lastModel = explosionEffectJob->ModelID;
}
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
glEnable(GL_CULL_FACE);
GLERROR("explosion effect end");
@@ -723,8 +890,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SingleTextures:
{
if (modelJob->Model->IsSkinned()) {
m_ForwardPlusSkinnedShieldCheckProgram->Bind();
GLERROR("Bind ForwardPlusSkinnedProgram");
if (lastShader != m_ForwardPlusSkinnedShieldCheckProgram->GetHandle()) {
m_ForwardPlusSkinnedShieldCheckProgram->Bind();
lastShader = m_ForwardPlusSkinnedShieldCheckProgram->GetHandle();
GLERROR("Bind ForwardPlusSkinnedProgram program");
glUniform1i(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusSkinnedProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSkinnedShieldCheckHandle, modelJob, scene);
//bind textures
@@ -743,8 +919,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
}
else {
m_ForwardPlusShieldCheckProgram->Bind();
GLERROR("Bind ForwardPlusProgram");
if (lastShader != m_ForwardPlusShieldCheckProgram->GetHandle()) {
m_ForwardPlusShieldCheckProgram->Bind();
lastShader = m_ForwardPlusShieldCheckProgram->GetHandle();
GLERROR("Bind ForwardPlusProgram program");
glUniform1i(glGetUniformLocation(forwardShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardShieldCheckHandle, modelJob, scene);
//bind textures
@@ -758,8 +943,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SplatMapping:
{
if (modelJob->Model->IsSkinned()) {
m_ForwardPlusSplatMapSkinnedShieldCheckProgram->Bind();
GLERROR("Bind SplatMap program");
if (lastShader != m_ForwardPlusSplatMapSkinnedShieldCheckProgram->GetHandle()) {
m_ForwardPlusSplatMapSkinnedShieldCheckProgram->Bind();
lastShader = m_ForwardPlusSplatMapSkinnedShieldCheckProgram->GetHandle();
GLERROR("Bind ForwardPlusProgramSplatMapSkinned program");
glUniform1i(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusProgramSplatMapSkinned Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSplatMapSkinnedShieldCheckHandle, modelJob, scene);
//bind textures
@@ -775,8 +969,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
m_ForwardPlusSplatMapShieldCheckProgram->Bind();
GLERROR("Bind SplatMap program");
if (lastShader != m_ForwardPlusSplatMapShieldCheckProgram->GetHandle()) {
m_ForwardPlusSplatMapShieldCheckProgram->Bind();
lastShader = m_ForwardPlusSplatMapShieldCheckProgram->GetHandle();
GLERROR("Bind SplatMap program");
glUniform1i(glGetUniformLocation(forwardSplatShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSplatShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSplatShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSplatShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSplatShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind SplatMap Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSplatShieldCheckHandle, modelJob, scene);
//bind textures
@@ -792,8 +995,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SingleTextures:
{
if (modelJob->Model->IsSkinned()) {
m_ForwardPlusSkinnedProgram->Bind();
GLERROR("Bind ForwardPlusSkinnedProgram");
if (lastShader != m_ForwardPlusSkinnedProgram->GetHandle()) {
m_ForwardPlusSkinnedProgram->Bind();
lastShader = m_ForwardPlusSkinnedProgram->GetHandle();
GLERROR("Bind ForwardPlusSkinnedProgram program");
glUniform1i(glGetUniformLocation(forwardSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusSkinnedProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
//bind textures
@@ -812,8 +1024,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
}
else {
m_ForwardPlusProgram->Bind();
GLERROR("Bind ForwardPlusProgram");
if (lastShader != m_ForwardPlusProgram->GetHandle()) {
m_ForwardPlusProgram->Bind();
lastShader = m_ForwardPlusProgram->GetHandle();
GLERROR("Bind ForwardPlusProgram program");
glUniform1i(glGetUniformLocation(forwardHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardHandle, modelJob, scene);
//bind textures
@@ -827,8 +1048,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SplatMapping:
{
if (modelJob->Model->IsSkinned()) {
m_ForwardPlusSplatMapSkinnedProgram->Bind();
GLERROR("Bind SplatMap program");
if (lastShader != m_ForwardPlusSplatMapSkinnedProgram->GetHandle()) {
m_ForwardPlusSplatMapSkinnedProgram->Bind();
lastShader = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
GLERROR("Bind SplatMap program");
glUniform1i(glGetUniformLocation(forwardSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind SplatMap Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene);
//bind textures
@@ -844,8 +1074,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
m_ForwardPlusSplatMapProgram->Bind();
GLERROR("Bind SplatMap program");
if (lastShader != m_ForwardPlusSplatMapProgram->GetHandle()) {
m_ForwardPlusSplatMapProgram->Bind();
lastShader = m_ForwardPlusSplatMapProgram->GetHandle();
GLERROR("Bind SplatMap program");
glUniform1i(glGetUniformLocation(forwardSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind SplatMap Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSplatMapHandle, modelJob, scene);
//bind textures
@@ -857,8 +1096,11 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
}
}
//draw
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);
lastModel = modelJob->ModelID;
}
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
if (GLERROR("models end")) {
continue;
@@ -963,17 +1205,26 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
GLuint shaderSkinnedHandle = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
GLuint shaderHandle = m_FillDepthStencilBufferProgram->GetHandle();
GLuint lastShader = 0;
for (auto &job : jobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if(modelJob->Model->IsSkinned()) {
m_FillDepthStencilBufferSkinnedProgram->Bind();
GLuint shaderHandle = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
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()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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");
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
GLERROR("Bind PVM uniform");
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
@@ -984,11 +1235,19 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_FillDepthStencilBufferProgram->Bind();
GLuint shaderHandle = m_FillDepthStencilBufferProgram->GetHandle();
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()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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");
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
GLERROR("Bind PVM uniform");
}
@@ -1010,6 +1269,9 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
GLuint shaderHandle = m_SpriteProgram->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
for(auto& job : jobs) {
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
RenderState jobState;
@@ -1018,10 +1280,7 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
if(spriteJob->Depth == 0) {
jobState.Disable(GL_DEPTH_TEST);
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->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()));
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix));
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
@@ -1051,17 +1310,14 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
{
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
GLERROR("Bind 1 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
GLERROR("Bind 2 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
GLERROR("Bind 3 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
GLERROR("Bind 4 uniform");
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("Bind 5 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * job->Matrix));
GLERROR("Bind PVM uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "VM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix() * job->Matrix));
GLERROR("Bind VM uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "TIM"), 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(job->Matrix))));
GLERROR("Bind TIM uniform");
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
GLERROR("Bind 6 uniform");
@@ -1092,29 +1348,25 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
GLERROR("Bind 18 uniform");
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
GLERROR("Bind 19 uniform");
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind 20 uniform");
glUniform1f(glGetUniformLocation(shaderHandle, "GlowIntensity"), job->GlowIntensity);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightP().data()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightV().data()));
glUniform1fv(glGetUniformLocation(shaderHandle, "FarDistance"), MAX_SPLITS, m_ShadowPass->FarDistance().data());
GLERROR("END");
}
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
{
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
GLERROR("Bind 1 uniform");
GLint Location_M = glGetUniformLocation(shaderHandle, "M");
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
GLERROR("Bind 2 uniform");
GLint Location_V = glGetUniformLocation(shaderHandle, "V");
glUniformMatrix4fv(Location_V, 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
GLERROR("Bind 3 uniform");
GLint Location_P = glGetUniformLocation(shaderHandle, "P");
glUniformMatrix4fv(Location_P, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
GLERROR("Bind 4 uniform");
GLint Location_ScreenDimensions = glGetUniformLocation(shaderHandle, "ScreenDimensions");
glUniform2f(Location_ScreenDimensions, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("Bind 5 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * job->Matrix));
GLERROR("Bind PVM uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "VM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix() * job->Matrix));
GLERROR("Bind VM uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "TIM"), 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(job->Matrix))));
GLERROR("Bind TIM uniform");
GLint Location_FillPercentage = glGetUniformLocation(shaderHandle, "FillPercentage");
glUniform1f(Location_FillPercentage, job->FillPercentage);
@@ -1127,14 +1379,12 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
GLERROR("Bind 8 uniform");
GLint Location_Color = glGetUniformLocation(shaderHandle, "Color");
glUniform4fv(Location_Color, 1, glm::value_ptr(job->Color));
GLERROR("Bind 9 uniform");
GLint Location_AmbientColor = glGetUniformLocation(shaderHandle, "AmbientColor");
glUniform4fv(Location_AmbientColor, 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind 10 uniform");
GLint Location_GlowIntensity = glGetUniformLocation(shaderHandle, "GlowIntensity");
glUniform1f(Location_GlowIntensity, job->GlowIntensity);
glUniform1f(Location_GlowIntensity, job->GlowIntensity);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightP().data()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightV().data()));
glUniform1fv(glGetUniformLocation(shaderHandle, "FarDistance"), MAX_SPLITS, m_ShadowPass->FarDistance().data());
GLERROR("END");
}
+11 -1
View File
@@ -24,6 +24,13 @@ RenderBuffer::~RenderBuffer()
}
}
Texture2DArray::~Texture2DArray()
{
if (m_ResourceHandle != 0) {
glDeleteTextures(1, m_ResourceHandle);
}
}
FrameBuffer::~FrameBuffer()
{
@@ -53,12 +60,15 @@ void FrameBuffer::Generate()
case GL_TEXTURE_2D:
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
break;
case GL_RENDERBUFFER:
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
break;
case GL_TEXTURE_2D_ARRAY:
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, 0);
GLERROR("FrameBuffer generate: glFramebufferTexture2DArray");
break;
}
GLERROR("2");
+38 -28
View File
@@ -12,7 +12,8 @@ PickingPass::PickingPass(IRenderer* renderer, EventBroker* eb)
PickingPass::~PickingPass()
{
CommonFunctions::DeleteTexture(&m_PickingTexture);
CommonFunctions::DeleteTexture(&m_DepthBuffer);
}
@@ -61,8 +62,9 @@ void PickingPass::Draw(RenderScene& scene)
//TODO: Render: Add code for more jobs than modeljobs.
GLuint shaderHandle = m_PickingProgram->GetHandle();
GLuint shaderSkinnedHandle = m_PickingSkinnedProgram->GetHandle();
GLuint lastShader = 0;
unsigned int lastModel = 0;
m_PickingProgram->Bind();
if (scene.ClearDepth) {
//glClear(GL_DEPTH_BUFFER_BIT);
state->Disable(GL_DEPTH_TEST);
@@ -98,10 +100,11 @@ void PickingPass::Draw(RenderScene& scene)
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
if (modelJob->Model->IsSkinned()) {
m_PickingSkinnedProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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()));
if (lastShader != m_PickingSkinnedProgram->GetHandle()) {
m_PickingSkinnedProgram->Bind();
lastShader = m_PickingSkinnedProgram->GetHandle();
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
std::vector<glm::mat4> frameBones;
@@ -114,15 +117,19 @@ void PickingPass::Draw(RenderScene& scene)
} else {
m_PickingProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->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()));
if (lastShader != m_PickingProgram->GetHandle()) {
m_PickingProgram->Bind();
lastShader = m_PickingProgram->GetHandle();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
}
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);
lastModel = modelJob->ModelID;
}
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
}
}
@@ -208,10 +215,11 @@ void PickingPass::Draw(RenderScene& scene)
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
if (modelJob->Model->IsSkinned()) {
m_PickingSkinnedProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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()));
if (lastShader != m_PickingSkinnedProgram->GetHandle()) {
m_PickingSkinnedProgram->Bind();
lastShader = m_PickingSkinnedProgram->GetHandle();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
std::vector<glm::mat4> frameBones;
@@ -224,19 +232,24 @@ void PickingPass::Draw(RenderScene& scene)
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_PickingProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->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()));
if (lastShader != m_PickingProgram->GetHandle()) {
m_PickingProgram->Bind();
lastShader = m_PickingProgram->GetHandle();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
}
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);
lastModel = modelJob->ModelID;
}
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
}
}
m_PickingProgram->Bind();
for (auto& job : scene.Jobs.SpriteJob) {
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if (!spriteJob->Pickable) {
@@ -271,14 +284,11 @@ void PickingPass::Draw(RenderScene& scene)
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
m_PickingProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->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()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
glBindVertexArray(spriteJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
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)));
}
}
+5 -3
View File
@@ -258,7 +258,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
m_World,
fillColor,
fillPercentage,
isShielded
isShielded,
false
));
if (m_World->HasComponent(cModel.EntityID, "Shield")){
explosionEffectJob->CalculateHash();
@@ -296,7 +297,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
m_World,
fillColor,
fillPercentage,
isShielded
isShielded,
(bool)cModel["Shadow"]
));
if (m_World->HasComponent(cModel.EntityID, "Shield")) {
modelJob->CalculateHash();
@@ -449,7 +451,7 @@ void RenderSystem::Update(double dt)
fillModels(scene.Jobs);
fillPointLights(scene.Jobs.PointLight, m_World);
//TODO: Make sure all objects needed are also sorted.
scene.Jobs.OpaqueObjects.sort();
scene.Jobs.OpaqueObjects.sort([](auto& a, auto& b) {return *a < *b; });
fillSprites(scene.Jobs.SpriteJob, m_World);
fillDirectionalLights(scene.Jobs.DirectionalLight, m_World);
fillText(scene.Jobs.Text, m_World);
+20 -1
View File
@@ -2,6 +2,19 @@
std::unordered_map<GLFWwindow*, Renderer*> Renderer::m_WindowToRenderer;
Renderer::~Renderer() {
delete m_PickingPass;
delete m_LightCullingPass;
delete m_ImGuiRenderPass;
delete m_DrawFinalPass;
delete m_DrawScreenQuadPass;
delete m_DrawBloomPass;
delete m_DrawColorCorrectionPass;
delete m_SSAOPass;
delete m_CubeMapPass;
delete m_TextPass;
}
void Renderer::Initialize()
{
m_SSAO_Quality = m_Config->Get<int>("SSAO.Quality", 0);
@@ -133,7 +146,9 @@ void Renderer::Draw(RenderFrame& frame)
m_DrawFinalPass->ClearBuffer();
m_DrawBloomPass->ClearBuffer();
m_SSAOPass->ClearBuffer();
m_ShadowPass->ClearBuffer();
m_BlurHUDPass->ClearBuffer();
m_ShadowPass->DebugGUI();
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
GLERROR("ClearBuffers");
for (auto scene : frame.RenderScenes) {
@@ -149,6 +164,9 @@ void Renderer::Draw(RenderFrame& frame)
PerformanceTimer::StartTimer("Renderer-Depth");
SortRenderJobsByDepth(*scene);
GLERROR("SortByDepth");
PerformanceTimer::StartTimerAndStopPrevious("Draw shadow maps");
m_ShadowPass->Draw(*scene);
GLERROR("Draw shadow maps");
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
m_LightCullingPass->GenerateNewFrustum(*scene);
GLERROR("Generate frustums");
@@ -251,8 +269,9 @@ void Renderer::InitializeRenderPasses()
m_LightCullingPass = new LightCullingPass(this);
m_CubeMapPass = new CubeMapPass(this);
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_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass);
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
+7
View File
@@ -10,6 +10,13 @@ SSAOPass::SSAOPass(IRenderer* renderer, ConfigFile* config)
}
SSAOPass::~SSAOPass() {
CommonFunctions::DeleteTexture(&m_SSAOTexture);
CommonFunctions::DeleteTexture(&m_SSAOViewSpaceZTexture);
CommonFunctions::DeleteTexture(&m_Gaussian_horiz);
CommonFunctions::DeleteTexture(&m_Gaussian_vert);
}
void SSAOPass::ChangeQuality(int quality)
{
if (m_Quality == quality) {
+39 -11
View File
@@ -4,22 +4,32 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
{
LOG_INFO("Compiling shader \"%s\"", fileName.c_str());
std::string shaderFile;
std::ifstream in(fileName, std::ios::in);
if (!in) {
LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
return 0;
}
in.seekg(0, std::ios::end);
shaderFile.resize((int)in.tellg());
in.seekg(0, std::ios::beg);
in.read(&shaderFile[0], shaderFile.size());
in.close();
std::string shaderFile = ReadFile(fileName);
GLuint shader = glCreateShader(shaderType);
if (GLERROR("glCreateShader"))
return 0;
std::size_t startPos = 0;
std::size_t SEofNewFile[2];
std::string key = "#include";
while((startPos = shaderFile.find(key, startPos)) != std::string::npos)
{
SEofNewFile[0] = shaderFile.find('"', startPos+key.length())+1;
SEofNewFile[1] = shaderFile.find('"', SEofNewFile[0]);
if (SEofNewFile[0] == std::string::npos || SEofNewFile[1] == std::string::npos)
return 0;
std::string replacementFileName = shaderFile.substr(SEofNewFile[0], SEofNewFile[1] - SEofNewFile[0]);
std::string replacementString = ReadFile(replacementFileName);
size_t firstof = replacementString.find_first_of((char)0);
replacementString.erase(firstof, replacementString.size() - firstof);
if (replacementString.length() <= 0)
return 0;
shaderFile.replace(startPos, SEofNewFile[1]+2 - startPos, replacementString + "\n");
startPos += replacementString.length(); //This might not be wanted.
}
const GLchar* shaderFiles = shaderFile.c_str();
const GLint length = static_cast<GLint>(shaderFile.length());
glShaderSource(shader, 1, &shaderFiles, &length);
@@ -46,6 +56,24 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
return shader;
}
std::string Shader::ReadFile(std::string fileName)
{
std::string shaderFile;
std::ifstream in(fileName, std::ios::in);
if (!in) {
LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
return "";
}
in.seekg(0, std::ios::end);
shaderFile.resize((int)in.tellg());
in.seekg(0, std::ios::beg);
in.read(&shaderFile[0], shaderFile.size());
in.close();
return shaderFile;
}
Shader::Shader(GLenum shaderType, std::string fileName) : m_ShaderType(shaderType), m_FileName(fileName)
{
m_ShaderHandle = 0;
+313
View File
@@ -0,0 +1,313 @@
#include "Rendering/ShadowPass.h"
ShadowPass::ShadowPass(IRenderer * renderer, int shadow_res_x, int shadow_res_y)
{
m_Renderer = renderer;
m_ResolutionSizeWidth = shadow_res_x;
m_ResolutionSizeHeight = shadow_res_y;
InitializeFrameBuffers();
InitializeShaderPrograms();
}
ShadowPass::ShadowPass(IRenderer * renderer)
{
m_Renderer = renderer;
InitializeFrameBuffers();
InitializeShaderPrograms();
}
ShadowPass::~ShadowPass()
{
}
void ShadowPass::DebugGUI()
{
ImGui::Checkbox("EnableShadows", &m_EnableShadows);
ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
ImGui::DragFloat("ShadowClippingWeight", &m_SplitWeight, 0.001f, 0.f, 1.f);
ImGui::Checkbox("ShadowTransparentObjects", &m_TransparentObjects);
ImGui::Checkbox("ShadowOnTextureAlphas", &m_TexturedShadows);
}
void ShadowPass::InitializeCameras(RenderScene & scene)
{
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
m_shadowFrusta[i].AspectRatio = scene.Camera->AspectRatio();
m_shadowFrusta[i].FOV = scene.Camera->FOV();
}
}
// UpdateSplitDist computes the near and far distances for every frustum slice
// in camera eye space - that is, at what distance does a slice start and end
void ShadowPass::UpdateSplitDist(std::array<ShadowFrustum, MAX_SPLITS>& frusta, float near_distance, float far_distance)
{
float lambda = m_SplitWeight;
float ratio = far_distance / near_distance;
frusta[0].NearClip = near_distance;
for (int i = 1; i < m_CurrentNrOfSplits; i++) {
float si = i / static_cast<float>(m_CurrentNrOfSplits);
frusta[i].NearClip = lambda * (near_distance * powf(ratio, si)) + (1 - lambda) * (near_distance + (far_distance - near_distance) * si);
frusta[i - 1].FarClip = frusta[i].NearClip * 1.005f;
}
frusta[m_CurrentNrOfSplits - 1].FarClip = far_distance;
}
void ShadowPass::UpdateFrustumPoints(ShadowFrustum& frustum, glm::mat4 p, glm::mat4 v)
{
std::array<glm::vec4, 8> CornerPoint = {
glm::vec4(-1.f, -1.f, -1.f, 1.f),
glm::vec4(-1.f, 1.f, -1.f, 1.f),
glm::vec4(1.f, 1.f, -1.f, 1.f),
glm::vec4(1.f, -1.f, -1.f, 1.f),
glm::vec4(-1.f, -1.f, 1.f, 1.f),
glm::vec4(-1.f, 1.f, 1.f, 1.f),
glm::vec4(1.f, 1.f, 1.f, 1.f),
glm::vec4(1.f, -1.f, 1.f, 1.f)
};
for (int i = 0; i < 8; i++) {
glm::vec4 NDC = glm::inverse(p) * CornerPoint[i];
NDC = NDC / NDC.w;
frustum.CornerPoint[i] = glm::vec3(glm::inverse(v) * NDC);
}
}
// Compute the 8 corner points of the current view frustum in world space
void ShadowPass::UpdateFrustumPoints(ShadowFrustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir)
{
glm::vec3 up = glm::vec3(0.f, 1.f, 0.f);
glm::vec3 right = glm::normalize(glm::cross(view_dir, up));
glm::vec3 far_center = camera_position + glm::normalize(view_dir) * frustum.FarClip;
glm::vec3 near_center = camera_position + glm::normalize(view_dir) * frustum.NearClip;
frustum.MiddlePoint = near_center + (far_center - near_center) * 0.5f;
up = glm::normalize(glm::cross(right, view_dir));
// these heights and widths are half the heights and widths of the near and far plane rectangles.
float near_height = tan(frustum.FOV / 2.f) * frustum.NearClip;
float near_width = near_height * frustum.AspectRatio;
float far_height = tan(frustum.FOV / 2.f) * frustum.FarClip;
float far_width = far_height * frustum.AspectRatio;
frustum.CornerPoint[0] = near_center - up * near_height - right * near_width;
frustum.CornerPoint[1] = near_center + up * near_height - right * near_width;
frustum.CornerPoint[2] = near_center + up * near_height + right * near_width;
frustum.CornerPoint[3] = near_center - up * near_height + right * near_width;
frustum.CornerPoint[4] = far_center - up * far_height - right * far_width;
frustum.CornerPoint[5] = far_center + up * far_height - right * far_width;
frustum.CornerPoint[6] = far_center + up * far_height + right * far_width;
frustum.CornerPoint[7] = far_center - up * far_height + right * far_width;
}
float ShadowPass::FindRadius(ShadowFrustum& frustum)
{
float radius = 0.f;
for (int i = 0; i < 8; i++) {
float distance = glm::distance(frustum.MiddlePoint, frustum.CornerPoint[i]);
if (distance > radius) {
radius = distance;
}
}
frustum.Radius = radius;
return radius;
}
void ShadowPass::InitializeFrameBuffers()
{
// Depth texture
glGenTextures(1, &m_DepthMap);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_DepthMap);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_DEPTH_COMPONENT16, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits);
//glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, glm::vec4(1.f).data);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2DArray(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
m_DepthBuffer.Generate();
GLERROR("depthMap failed END");
}
void ShadowPass::InitializeShaderPrograms()
{
m_ShadowProgram = ResourceManager::Load<ShaderProgram>("#ShadowProgram");
m_ShadowProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Shadow.vert.glsl")));
m_ShadowProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
m_ShadowProgram->Compile();
m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
m_ShadowProgram->Link();
}
void ShadowPass::ClearBuffer()
{
m_DepthBuffer.Bind();
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
m_DepthBuffer.Unbind();
}
void ShadowPass::PointsToLightspace(ShadowFrustum& frustum, glm::mat4 v)
{
float left = INFINITY;
float right = -INFINITY;
float bottom = INFINITY;
float top = -INFINITY;
for (int i = 0; i < 8; i++)
{
glm::vec3 tempPoint = glm::vec3(v * glm::vec4(frustum.CornerPoint[i], 1.f));
if (tempPoint.x < left) { left = tempPoint.x; }
if (tempPoint.x > right) { right = tempPoint.x; }
if (tempPoint.y < bottom) { bottom = tempPoint.y; }
if (tempPoint.y > top) { top = tempPoint.y; }
}
frustum.LRBT = { left, right, bottom, top };
}
void ShadowPass::RadiusToLightspace(ShadowFrustum& frustum)
{
float quantizationStep = 1.0f / m_ResolutionSizeHeight;
float left = -frustum.Radius;
float right = frustum.Radius;
float bottom = -frustum.Radius;
float top = frustum.Radius;
frustum.LRBT = { left, right, bottom, top };
}
void ShadowPass::Draw(RenderScene & scene)
{
if (m_EnableShadows) {
InitializeCameras(scene);
UpdateSplitDist(m_shadowFrusta, scene.Camera->NearClip(), scene.Camera->FarClip());
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
m_ShadowProgram->Bind();
GLuint shaderHandle = m_ShadowProgram->GetHandle();
glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
UpdateFrustumPoints(m_shadowFrusta[i], scene.Camera->Position(), scene.Camera->Forward());
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
for (auto &job : scene.Jobs.DirectionalLight) {
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
if (directionalLightJob) {
m_LightView[i] = glm::lookAt(glm::vec3(-directionalLightJob->Direction) + m_shadowFrusta[i].MiddlePoint, m_shadowFrusta[i].MiddlePoint, glm::vec3(0.f, 1.f, 0.f));
PointsToLightspace(m_shadowFrusta[i], m_LightView[i]);
//FindRadius(m_shadowFrusta[i]);
//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]);
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) {
if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
if (!modelJob->Shadow) {
continue;
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
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");
}
}
if (m_TransparentObjects) {
state->CullFace(GL_BACK);
for (auto &objectJob : scene.Jobs.TransparentObjects) {
if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
if (!modelJob->Shadow) {
continue;
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
if (m_TexturedShadows) {
switch (modelJob->Type) {
case RawModel::MaterialType::SingleTextures:
case RawModel::MaterialType::Basic:
{
glActiveTexture(GL_TEXTURE24);
if (modelJob->DiffuseTexture.size() > 0 && modelJob->DiffuseTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(modelJob->DiffuseTexture[0]->UVRepeat));
}
else {
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
break;
}
case RawModel::MaterialType::SplatMapping:
{
glActiveTexture(GL_TEXTURE24);
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
break;
}
}
}
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");
}
}
state->CullFace(GL_FRONT);
}
}
}
}
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
m_DepthBuffer.Unbind();
delete state;
}
}
+19
View File
@@ -0,0 +1,19 @@
#include "Rendering/ShadowPassState.h"
ShadowPassState::ShadowPassState(GLuint frameBuffer)
{
BindFramebuffer(frameBuffer);
Enable(GL_DEPTH_TEST);
Enable(GL_CULL_FACE);
Disable(GL_BLEND);
Disable(GL_TEXTURE_2D);
CullFace(GL_FRONT);
ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
//Enable(GL_ALPHA_TEST);
//glAlphaFunc(GL_GREATER, 0.9f);
}
ShadowPassState::~ShadowPassState()
{
}
+2
View File
@@ -321,6 +321,8 @@ Skeleton::~Skeleton()
for (auto &kv : Bones) {
delete kv.second;
}
BlendTrees.clear();
}
const Skeleton::Animation* Skeleton::GetAnimation(std::string name)
+1 -1
View File
@@ -37,7 +37,7 @@ ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer*
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata);
GLERROR("glReadPixels(pdata) Error");
PickDataBuffer->Unbind();
GLERROR("Unbind Error");
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
GLERROR("glBindFramebuffer(DepthBuffer) Error");
float depthData;
+45 -48
View File
@@ -81,27 +81,18 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
cameraOrientation.x += controller->Rotation().x;
// Limit camera pitch so we don't break our necks
cameraOrientation.x = glm::clamp(cameraOrientation.x, -glm::half_pi<float>(), glm::half_pi<float>());
// Set third person model aim pitch
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
//Third-person aim
if (playerModel.Valid()) {
EntityWrapper aimPrimaryEntity = playerModel.FirstChildByName("AimPrimary");
EntityWrapper aimPrimaryEntity = playerModel.FirstChildByName("Aim");
if(aimPrimaryEntity.Valid()){
if(aimPrimaryEntity.HasComponent("Animation")) {
float pitch = cameraOrientation.x + 0.2f;
double time = (pitch + glm::half_pi<float>()) / glm::pi<float>();
float pitch = cameraOrientation.x;
double time = ((pitch + glm::half_pi<float>()) / glm::pi<float>());
(double&)aimPrimaryEntity["Animation"]["Time"] = time;
}
}
EntityWrapper aimSecondaryEntity = playerModel.FirstChildByName("AimSecondary");
if (aimSecondaryEntity.Valid()) {
if (aimSecondaryEntity.HasComponent("Animation")) {
float pitch = cameraOrientation.x + 0.2f;
double time = (pitch + glm::half_pi<float>()) / glm::pi<float>();
(double&)aimSecondaryEntity["Animation"]["Time"] = time;
}
}
}
}
@@ -213,7 +204,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.25;
aeb.NodeName = "StandCrouchBlend";
aeb.NodeName = "MovementBlend";
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.Restart = false;
@@ -244,11 +235,11 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.25;
aeb.NodeName = "StandCrouchBlend";
aeb.NodeName = "MovementBlend";
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.Restart = false;
aeb.AnimationEntity = playerModel.FirstChildByName("Jump");
aeb.AnimationEntity = playerModel.FirstChildByName("BlendTreeLower").FirstChildByName("Jump");
m_EventBroker->Publish(aeb);
}
}
@@ -377,12 +368,12 @@ void PlayerMovementSystem::spawnHexagon(EntityWrapper target)
bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e)
{
EntityWrapper player(m_World, e.Player);
if (!player.Valid() || !IsClient){// || player.ID == LocalPlayer.ID) {
if (!player.Valid()){// || !IsClient || player.ID == LocalPlayer.ID) {
return false;
}
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DashEffect.xml");
EntityWrapper dashEffect = entityFile->MergeInto(m_World);
// auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DashEffect.xml");
// EntityWrapper dashEffect = entityFile->MergeInto(m_World);
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
for (auto& kv : m_PlayerInputControllers) {
@@ -400,7 +391,7 @@ bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e)
if (controller->Movement().x > 0) {
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.3;
aeb.Duration = 0.1;
aeb.NodeName = "DashRight";
aeb.RootNode = playerModel;
aeb.Restart = true;
@@ -409,19 +400,18 @@ bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e)
}
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.3;
aeb.NodeName = "StandCrouchBlend";
aeb.Duration = 0.2;
aeb.NodeName = "MovementBlend";
aeb.RootNode = playerModel;
aeb.Delay = -0.3;
aeb.Start = true;
aeb.Restart = false;
aeb.AnimationEntity = playerModel.FirstChildByName("DashForward");
aeb.AnimationEntity = playerModel.FirstChildByName("DashRight");
m_EventBroker->Publish(aeb);
}
} else {
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.3;
aeb.Duration = 0.1;
aeb.NodeName = "DashLeft";
aeb.RootNode = playerModel;
aeb.Restart = true;
@@ -430,13 +420,12 @@ bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e)
}
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.3;
aeb.NodeName = "StandCrouchBlend";
aeb.Duration = 0.2;
aeb.NodeName = "MovementBlend";
aeb.RootNode = playerModel;
aeb.Delay = -0.3;
aeb.Start = true;
aeb.Restart = false;
aeb.AnimationEntity = playerModel.FirstChildByName("DashForward");
aeb.AnimationEntity = playerModel.FirstChildByName("DashLeft");
m_EventBroker->Publish(aeb);
}
}
@@ -444,7 +433,7 @@ bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e)
if (controller->Movement().z < 0) {
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.3;
aeb.Duration = 0.1;
aeb.NodeName = "DashForward";
aeb.RootNode = playerModel;
aeb.Restart = true;
@@ -453,10 +442,9 @@ bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e)
}
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.3;
aeb.NodeName = "StandCrouchBlend";
aeb.Duration = 0.2;
aeb.NodeName = "MovementBlend";
aeb.RootNode = playerModel;
aeb.Delay = -0.3;
aeb.Start = true;
aeb.Restart = false;
aeb.AnimationEntity = playerModel.FirstChildByName("DashForward");
@@ -465,7 +453,7 @@ bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e)
} else {
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.3;
aeb.Duration = 0.1;
aeb.NodeName = "DashBackward";
aeb.RootNode = playerModel;
aeb.Restart = true;
@@ -474,32 +462,41 @@ bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e)
}
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.3;
aeb.NodeName = "StandCrouchBlend";
aeb.Duration = 0.2;
aeb.NodeName = "MovementBlend";
aeb.RootNode = playerModel;
aeb.Delay = -0.3;
aeb.Start = true;
aeb.Restart = false;
aeb.AnimationEntity = playerModel.FirstChildByName("DashForward");
aeb.AnimationEntity = playerModel.FirstChildByName("DashBackward");
m_EventBroker->Publish(aeb);
}
}
}
}
}
}
/*
auto playerEntityAnimation = playerModel["Animation"];
playerEntityModel.Copy(dashEffect["Model"]);
playerEntityAnimation.Copy(dashEffect["Animation"]);
dashEffect["ExplosionEffect"]["EndColor"] = (glm::vec4)playerEntityModel["Color"];
((glm::vec4&)dashEffect["ExplosionEffect"]["EndColor"]).w = 0.f;
*/
EntityWrapper dashEffectModel;
dashEffectModel = playerModel.Clone();
player["Transform"].Copy(dashEffectModel["Transform"]);
dashEffectModel.AttachComponent("ExplosionEffect");
dashEffectModel["ExplosionEffect"]["EndColor"] = (glm::vec4)playerModel["Model"]["Color"];
((glm::vec4&)dashEffectModel["ExplosionEffect"]["EndColor"]).w = 0.f;
(double&)dashEffectModel["ExplosionEffect"]["ExplosionDuration"] = dashEffect["Lifetime"]["Lifetime"];
(glm::vec3&)dashEffectModel["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 1, 0) + (0.2f * controller->Movement());
auto animationChildren = dashEffectModel.ChildrenWithComponent("Animation");
for (auto animationEntity : animationChildren) {
(bool&)animationEntity["Animation"]["Play"] = false;
}
*/
}
}
}
return true;
}
-1
View File
@@ -49,6 +49,5 @@ bool ServerListSystem::OnServerListRecieved(const Events::DisplayServerlist& e)
(int&)cIdentity["PlayersConnected"] = e.Serverlist[i].PlayersConnected;
}
}
return 1;
}
@@ -133,11 +133,6 @@ void AssaultWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
b1.Restart = true;
b1.Start = true;
m_EventBroker->Publish(b1);
Events::AutoAnimationBlend b2;
b2.RootNode = wi.ThirdPersonPlayerModel;
b2.NodeName = "MovementBlend";
b2.AnimationEntity = wi.ThirdPersonPlayerModel.FirstChildByName("AssaultWeaponBlend").FirstChildByName("Reload");
m_EventBroker->Publish(b2);
// Spawn explosion effect
if (wi.FirstPersonEntity.Valid()) {
@@ -247,6 +242,7 @@ void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
// Play animation
playAnimationAndReturn(wi.FirstPersonEntity, "ActionBlend", "Fire");
// Third person anim
Events::AutoAnimationBlend b1;
b1.RootNode = wi.ThirdPersonPlayerModel;
@@ -254,11 +250,6 @@ void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
b1.Restart = true;
b1.Start = true;
m_EventBroker->Publish(b1);
Events::AutoAnimationBlend b2;
b2.RootNode = wi.ThirdPersonPlayerModel;
b2.NodeName = "MovementBlend";
b2.AnimationEntity = wi.ThirdPersonPlayerModel.FirstChildByName("AssaultWeaponBlend").FirstChildByName("Fire");
m_EventBroker->Publish(b2);
// Sound
Events::PlaySoundOnEntity e;