Teejoon
37414ce124
Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SSAO
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Conflicts:
include/Engine/Rendering/Renderer.h
src/Engine/Rendering/Renderer.cpp
2016-02-22 14:51:42 +01:00
Teejoon
adceccf402
SSAO now working. Changed in DrawFinalePass so that th AOTexture is on texture position 0 and only get binded once.
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Changed so that the picking pass get drawn once in the beginning so that the AO shatde could calculate AO from the depthbuffer generated during pthe pickingpass.
In the ImGUI debugg window there is now sliders to change the behavior of the AO shader. Only the minimum ambient lightning is HardCoded in to the frowardPlus fragmentshaders with a define in the begining.
2016-02-22 14:48:20 +01:00
Teejoon
201480b17f
SSAO is working, but is kinda crappy. You can change shade variables in the debug window.
2016-02-19 16:50:04 +01:00
Tleety
6bc7131290
Glow Intencity can now be changed in the model component.
2016-02-16 14:57:21 +01:00
Jace
c4c53944d9
Merge pull request #103 from teamfisk/WeaponSystem
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Working weapon system
2016-02-11 23:16:44 +01:00
Jace
fee1ed6d6d
FIXME: Temporarily removed glow from sprite shader to prevent transparent sprite from occluding other glow
2016-02-11 20:00:59 +01:00
Teejoon
2096779eb6
Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer
2016-02-11 18:48:21 +01:00
Teejoon
f088aa1d85
Commit the files now....
2016-02-11 18:45:48 +01:00
Tleety
f0ae365401
Merge remote-tracking branch 'origin/master' into Menu
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# Conflicts:
# src/Engine/Rendering/Texture.cpp
# src/Game/Game.cpp
2016-02-11 14:43:30 +01:00
Tleety
447f41dbff
HUD for capture points now update with Capture point data.
2016-02-10 23:59:13 +01:00
Tleety
2cae4e3fb2
Merge remote-tracking branch 'origin/master' into Menu
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# Conflicts:
# include/Engine/Rendering/DrawFinalPass.h
# include/Engine/Rendering/RenderQueue.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/QualityAssurance.xml
# resources/Schema/Entities/RenderingWorld.xml
# resources/Shaders/Sprite.vert.glsl
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/Model.cpp
# src/Engine/Rendering/RenderSystem.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Game/Game.cpp
2016-02-10 19:52:42 +01:00
Tleety
53265bbc90
PNG is now a resource.
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You can now load textures threaded.
PNG will now throw exceptions when errors happend
SpriteComponent is now working without billboarding.
2016-02-10 17:50:17 +01:00
Teejoon
fa781d5c88
Merge branch 'Importer' of https://github.com/teamfisk/TacticalZ into Importer
2016-02-10 17:16:14 +01:00
Teejoon
97780395cf
... Now mipmaps and Splatmaps i comming :)
2016-02-10 17:15:54 +01:00
viktorljung
afebf879a0
Merge fixes
2016-02-10 13:44:47 +01:00
viktorljung
49e6252ee1
Merge remote-tracking branch 'origin/master' into Animations
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# Conflicts:
# include/Engine/Rendering/DrawFinalPass.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/CollisionTestLevel.xml
# resources/Schema/Types/Entity.xsd
# src/Engine/Collision/Collision.cpp
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/RenderSystem.cpp
2016-02-10 11:33:45 +01:00
viktorljung
c09c2f4783
Merge remote-tracking branch 'origin/Importer' into Animations
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# Conflicts:
# resources/Schema/Components.xsd
# resources/Schema/Entities/RenderingWorld.xml
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/PickingPass.cpp
# src/Engine/Rendering/Skeleton.cpp
2016-02-09 22:50:19 +01:00
Teejoon
060e674a6f
Picking supports skinned meshes
2016-02-08 17:37:18 +01:00
Teejoon
d2cfa592f0
Supports skinnd and unskinned meshes
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ExplosionEffects now supports SplatMapping
2016-02-08 13:01:10 +01:00
Tleety
94b59af973
Defender shield should now be working
2016-02-08 11:47:35 +01:00
Teejoon
43719f8304
Added texture tiling to shaders (exkluding ExplosinEffects)
2016-02-07 15:27:26 +01:00
Teejoon
92ab22e779
Splatmapping now working.
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Rendering pipleline now support 3 different types of Material:
Basic: a material with a single color on every property (diffuse, specular, ect).
SingleTextures: a material with a single texture in all or any property. Have a single color on the rest.
SplatMapping: has a SplatMap and 0 to 5 different textures to every property. Properties with o texture uses a single color insted.
All materials with a texture has a UVRepeat, telling how many time to till in U and in V.
modelJobs now uses ShadeID, ModelID and TextureID for the Hash insted of only Texture
MayaExported exports 3 differnt types of material, the same as the piplen now supports.
2016-02-07 13:39:13 +01:00
viktorljung
933a32aa8d
Animations kind of working
2016-02-06 18:09:51 +01:00
viktorljung
8034b42c87
spriteComponent WIP
2016-02-05 16:43:57 +01:00
Tleety
7c582898f4
Working stencil buffer for the shield.
2016-02-04 14:33:39 +01:00
Tleety
bc01e147c2
Some state stuff, some draw stuff, some QA map stuff
2016-02-03 18:09:44 +01:00
Jace
bd2da7bc9f
Revert "Revert "Merge pull request #75 from teamfisk/NormalSpecularMapping""
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This reverts commit b56824786c .
2016-02-03 16:30:00 +01:00
Jace
b56824786c
Revert "Merge pull request #75 from teamfisk/NormalSpecularMapping"
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This reverts commit 192de80782 , reversing
changes made to 24aac6a00d .
2016-02-03 16:16:06 +01:00
Tleety
12a181c1ff
Fixed a bug where normals scaled with model scale. Again.
2016-02-02 16:11:03 +01:00
Tleety
9c2e459e0c
Deatheffect color now correctly calculated
2016-02-02 10:58:00 +01:00
Tleety
ed7d00c1d8
Bug where widgets did not get their ambient light now fixed.
2016-02-01 18:19:38 +01:00
Tleety
53cae25eb2
WIP on widget fuckery
2016-02-01 16:56:55 +01:00
Tleety
7054822be2
SceneLight component now working
2016-02-01 11:12:03 +01:00
Tleety
97cbc55223
Some debug features for color corrections and glow strength fix.
2016-01-27 17:21:00 +01:00
Tleety
a63ecb8133
Some wierd shader faults and merge error fixe
2016-01-27 15:54:36 +01:00
Tleety
0e70dc6fa3
Merge remote-tracking branch 'origin/master' into NormalSpecularMapping
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# Conflicts:
# include/Engine/Rendering/RenderSystem.h
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/RenderSystem.cpp
2016-01-27 15:41:31 +01:00
Tleety
44302bb0f3
Specular support. Some edits to EditorTestWorld.xml aswell as some debugmodes for textures in the model component
2016-01-27 15:38:54 +01:00
Tleety
a954cbbf50
Normal map support
2016-01-27 13:52:27 +01:00
Jace
0334ec3fa7
Merge remote-tracking branch 'origin/Animations'
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# Conflicts:
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Game/Systems/WeaponSystem.cpp
2016-01-27 13:36:49 +01:00
Jace
7e12d00874
Merge branch 'master' into CoolDeathAnimation
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# Conflicts:
# include/Engine/Rendering/ModelJob.h
# resources/Shaders/ForwardPlus.frag.glsl
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/RenderSystem.cpp
2016-01-27 10:43:23 +01:00
stiffly
44baa47bba
Merge remote-tracking branch 'origin/master' into CoolDeathAnimation
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# Conflicts:
# include/Engine/Common.h
# include/Engine/Rendering/DrawFinalPass.h
# include/Engine/Rendering/DrawScenePass.h
# include/Engine/Rendering/RenderQueue.h
# include/Engine/Rendering/Renderer.h
# resources/Shaders/ForwardPlus.frag.glsl
# resources/Shaders/ForwardPlus.vert.glsl
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/DrawScenePass.cpp
# src/Engine/Rendering/RenderSystem.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Game/Game.cpp
2016-01-25 01:21:15 +01:00
Jace
b95c1fdfa4
Merge remote-tracking branch 'origin/Menu'
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# Conflicts:
# include/Engine/Rendering/ModelJob.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/Player.xml
# resources/Schema/Entities/RenderingWorld.xml
# src/Game/Game.cpp
2016-01-25 00:25:03 +01:00
viktorljung
6aeb281249
Resolution fix in render stages //Tobias
2016-01-25 00:07:17 +01:00
viktorljung
f8b9606cdf
Picking animation fix
2016-01-24 22:59:53 +01:00
viktorljung
ada1bac2a7
Merge remote-tracking branch 'origin/master' into Menu
...
# Conflicts:
# include/Engine/Rendering/RenderSystem.h
# resources/Schema/Entities/RenderingWorld.xml
# resources/Shaders/ForwardPlus.frag.glsl
# src/Engine/Rendering/RenderSystem.cpp
2016-01-24 20:48:17 +01:00
antc13
666f1fd878
Removed temp variables & the "forced" animation in DrawFinalPass
2016-01-24 15:30:20 +01:00
antc13
4c5d17b203
Merge remote-tracking branch 'origin/master' into Importer
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# Conflicts:
# resources/Schema/Entities/RenderingWorld.xml
# resources/Shaders/ForwardPlus.frag.glsl
# src/Engine/Editor/EditorSystem.cpp
# src/Engine/Network/Server.cpp
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Tests/OctTreeTestGameClass.cpp
# src/Tests/OctTreeTestHardCodedTestWorld.h
# src/Tests/ResourceManagerTest.cpp
2016-01-24 14:40:52 +01:00
antc13
8286d052b3
Changed color values from floats to glm::vec4
2016-01-24 14:38:17 +01:00
antc13
b5b1140f5c
Custom Animations should now work. We also save color values if there's no texture.
2016-01-24 13:28:40 +01:00
antc13
3baa988ad4
Changed .obj files to our own format. DummyScene.mesh may be broken.
2016-01-23 20:35:58 +01:00