Commit Graph

109 Commits

Author SHA1 Message Date
Teejoon adceccf402 SSAO now working. Changed in DrawFinalePass so that th AOTexture is on texture position 0 and only get binded once.
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
Jace c4c53944d9 Merge pull request #103 from teamfisk/WeaponSystem
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
# 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
# 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.
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
# 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
# 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
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.
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""
This reverts commit b56824786c.
2016-02-03 16:30:00 +01:00
Jace b56824786c Revert "Merge pull request #75 from teamfisk/NormalSpecularMapping"
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
# 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'
# 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
# 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
# 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'
# 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
# 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
viktorljung fcba0a28b8 Merge branch 'master' into Menu 2016-01-23 18:27:48 +01:00
viktorljung ef020a3770 Text fixed 2016-01-23 18:17:20 +01:00