Commit Graph

45 Commits

Author SHA1 Message Date
Jace a1fda82d3a Turned the Transform namespace into TransformSystem so it would be able to subscribe to EntityDeleted and clean up after itself 2016-03-13 00:57:00 +01:00
Teejoon e000408593 Getting ShaderID one time per material in total instead of one time every frame 2016-03-11 11:03:09 +01:00
FakeShemp e25c9ee690 Merge remote-tracking branch 'origin/master' into Shadows
# Conflicts:
#	include/Engine/Rendering/DrawFinalPass.h
#	include/Engine/Rendering/Renderer.h
#	resources/Shaders/ForwardPlus.vert.glsl
#	resources/Shaders/ForwardPlusSkinned.vert.glsl
#	src/Engine/Rendering/Renderer.cpp
2016-03-09 19:38:55 +01:00
Teejoon 91cad561a4 Some more optimization and fixed sorting of render job objects in RenderSystem 2016-03-09 16:51:24 +01:00
FakeShemp e494f6a495 Merge branch 'master' into Shadows 2016-03-07 19:46:04 +01:00
Teejoon b38ebbe676 Shadows now working on NVIDIA cards too 2016-03-07 14:00:08 +01:00
viktorljung 8422742a9e Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
#	src/Engine/Rendering/DrawFinalPass.cpp
2016-03-02 13:50:08 +01:00
Teejoon ef66f3ebe5 Transparancy with shild fix 2016-03-01 23:14:23 +01:00
viktorljung 5c3b472a4d Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
#	include/Engine/Rendering/ModelJob.h
#	resources/Schema/Components.xsd
#	resources/Schema/Types/Entity.xsd
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/PickingPass.cpp
#	src/Engine/Rendering/Renderer.cpp
#	src/Engine/Rendering/Skeleton.cpp
2016-02-26 10:21:22 +01:00
viktorljung af034673f6 BoneAttachments now working and BlendTrees are created in the AnimationSystem 2016-02-26 10:17:47 +01:00
viktorljung c97d0d9381 Fixed memory leaks and cleaned up Skeleton and BlendTree 2016-02-25 11:30:09 +01:00
viktorljung 127edb4e60 Fixed some memory leaks 2016-02-22 17:47:30 +01:00
Teejoon 6fab971734 Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SeeTeamMates
Conflicts:
	include/Engine/Rendering/SpriteJob.h
	resources/Schema/Components.xsd
	resources/Schema/Entities/Player.xml
	resources/Schema/Entities/PlayerRed.xml
2016-02-22 16:43:18 +01:00
viktorljung abd36c81f8 Added BlendTree that stores and blends multiple animations 2016-02-22 15:58:38 +01:00
Tleety fc5d054cb2 Entity is now sent with the click events.
Fixed small things
2016-02-19 12:49:07 +01:00
viktorljung 3c9c95cff4 Animation blending improved and Animation Override added 2016-02-18 16:34:18 +01:00
Teejoon 17da9a8036 WIP 2016-02-16 15:56:58 +01:00
Tleety 6bc7131290 Glow Intencity can now be changed in the model component. 2016-02-16 14:57:21 +01:00
viktorljung 607150189c Different animations can now be played on multiple meshes, AnimationOffset seems to make the lighting buggy 2016-02-11 10:51:11 +01:00
viktorljung 224e95f34a Fixed BoneAttachment component and optimized animation code a bit 2016-02-10 20:45:24 +01:00
viktorljung e9d36c48a6 Changed isSkined to IsSkinned and removed duplicated code in PickingPass 2016-02-10 14:36:25 +01:00
viktorljung c09c2f4783 Merge remote-tracking branch 'origin/Importer' into Animations
# 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
viktorljung 7212217460 Added animation blending and offset animation component 2016-02-09 22:15:43 +01:00
Teejoon d2cfa592f0 Supports skinnd and unskinned meshes
ExplosionEffects now supports SplatMapping
2016-02-08 13:01:10 +01:00
Teejoon 43719f8304 Added texture tiling to shaders (exkluding ExplosinEffects) 2016-02-07 15:27:26 +01:00
Teejoon 92ab22e779 Splatmapping now working.
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 89bc063ef0 Merge remote-tracking branch 'origin/Importer' into Animations
# Conflicts:
#	src/Engine/Rendering/DrawFinalPass.cpp
2016-02-02 15:01:34 +01:00
viktorljung 6ba87d2942 Fixed, Crash when trying to animate a model that doesn't contain animations 2016-02-01 10:42:23 +01:00
viktorljung 2ec5023752 Changed Animation and BoneAttachment "Name" field to "AnimationName" and "BoneName" 2016-01-27 17:27:34 +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 8102f3a2ea Working transparency in most common cases.
Transparency check is automatically set if the alpha color value is under 1
2016-01-27 12:59:44 +01:00
Jace b95c1fdfa4 Merge remote-tracking branch 'origin/Menu'
# 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 a304b00038 fixed crashes 2016-01-24 21:12:41 +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
viktorljung 8cf9caf7aa AnimationSystem working 2016-01-24 18:31:23 +01:00
antc13 8286d052b3 Changed color values from floats to glm::vec4 2016-01-24 14:38:17 +01:00
viktorljung 680a12d88f HealthMeter 2016-01-23 14:53:17 +01:00
Tleety a8ffb24040 latest commit fix 2016-01-19 16:08:09 +01:00
Tleety 893ef38237 Removed world from renderer and moved depth-calculation code to modeljob 2016-01-19 15:41:17 +01:00
Jace ce8dcd3022 Merge pull request #33 from teamfisk/Forward+
Forward+
2016-01-15 16:20:53 +01:00
William Moberg 76f90ab031 The main thread is not mutex blocked while child threads load anymore. 2016-01-15 11:29:46 +01:00
Tleety ecf524eb4e Merge remote-tracking branch 'origin/master' into Forward+
# Conflicts:
#	include/Engine/Rendering/PickingPass.h
#	include/Engine/Rendering/Renderer.h
#	resources/Schema/Entities/Test.xml
#	src/Engine/Rendering/DrawScenePass.cpp
#	src/Engine/Rendering/PickingPass.cpp
#	src/Engine/Rendering/RenderQueueFactory.cpp
#	src/Engine/Rendering/Renderer.cpp
2016-01-15 11:01:58 +01:00
viktorljung 96371a08c8 Changed Picking colors from vec2 to ivec2. Picking now working for multiple scenes (Solution not perfect in the editor, yet) 2016-01-14 15:26:06 +01:00
viktorljung 2450769190 some cleanup 2016-01-12 11:51:47 +01:00
viktorljung 3feee7fd35 Changed the structure of how RenderJobs are handled 2016-01-11 17:01:17 +01:00