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89 Commits

Author SHA1 Message Date
Tleety b81f2b3240 WIP Bloom 2016-02-10 15:00:12 +01:00
Tleety 03d77beff9 MipMapping all textures 2016-02-10 10:46:27 +01:00
Tleety 64e7bb1e94 Good looking blur, need some fixes, but framerates takes a huge hit. 2016-02-09 16:19:17 +01:00
Tleety a33cd42ca3 WIP 2016-02-08 17:53:31 +01:00
Tleety 9055d5f697 Bugfix 2016-02-08 15:22:28 +01:00
Tleety 971beb29d8 Merge remote-tracking branch 'origin/master' into DefenderShield
# Conflicts:
#	resources/Schema/Components.xsd
2016-02-08 12:30:41 +01:00
Tleety 2ee21e05d4 Fixed so that Shielded objects can be picked. Shield objects can not however, so they will not be able to be picked in editor either. 2016-02-08 12:29:41 +01:00
William Moberg 5987751add Merge pull request #81 from teamfisk/HealthPickup
Health pickup
2016-02-08 11:50:47 +01:00
Tleety 94b59af973 Defender shield should now be working 2016-02-08 11:47:35 +01:00
Jace 70f8237a16 Merge pull request #60 from teamfisk/3rdPersonDeathCam
3rd person death cam
2016-02-08 11:39:57 +01:00
Jace 99cbdd3c1e Player death effect fixes 2016-02-08 11:39:29 +01:00
verysecrethero ce22854168 HealthPickups are now based on a percentage of player maxhealth. You can no longer pickup healthpacks if you are at max health. You can no longer gain more than maxHealth. 2016-02-08 11:22:28 +01:00
Jace 35b0193f15 Merge pull request #72 from teamfisk/BoxModelCollision
Collision in test phase
2016-02-08 10:29:41 +01:00
verysecrethero f8e514d21e Merge remote-tracking branch 'origin/master' into HealthPickup 2016-02-08 10:22:35 +01:00
verysecrethero fad25c6e16 Merge remote-tracking branch 'origin/master' into 3rdPersonDeathCam
# Conflicts:
#	include/Engine/Core/EPlayerHealthPickup.h
2016-02-08 10:21:30 +01:00
verysecrethero 4103c878ec Refactoring: Changed HealthPickupSystem to use a struct instead. Removed the Id in EPickupSpawned 2016-02-05 18:05:46 +01:00
William Moberg 40788c7400 Merge pull request #80 from teamfisk/DashFixBranch
Miscellaneous small fixes: For Tests, CapturePoint xml file, HealthSy…
2016-02-05 18:04:15 +01:00
William Moberg 59bdc614f2 Put SpecialAbility on left shift, and Sprint on left shift in DefaultInput. 2016-02-05 17:34:19 +01:00
verysecrethero be628d9406 Merge remote-tracking branch 'origin/master' into HealthPickup
# Conflicts:
#	resources/Schema/Components.xsd
2016-02-05 16:23:22 +01:00
verysecrethero 66f442f1af Added HealthGain to HealthPickup component. Changed PickupSpawnSystem so it copies the values from the old to the new entity. 2016-02-05 16:13:59 +01:00
verysecrethero 2542397511 Miscellaneous small fixes: For Tests, CapturePoint xml file, HealthSystem, DashAbility xml file. 2016-02-05 15:35:51 +01:00
William Moberg 7641ba49c7 Weapon doesn't explode in first person. 2016-02-05 15:16:24 +01:00
verysecrethero fe6fd0bbe3 PickupSpawnSystem now spawns a new HealthPickup after the respawnTimer is up. Added HealthPickup.xml entity. Event PickupSpawned now gets published when a new HealthPickup spawns. Player now gains health as he picks up the HealthPickup. 2016-02-05 15:15:04 +01:00
William Moberg e3a44d37d2 Merge branch 'master' into BoxModelCollision
# Conflicts:
#	src/Game/Systems/PlayerMovementSystem.cpp
2016-02-05 14:59:14 +01:00
William Moberg 428dca003d Tiny bug fix. 2016-02-05 14:40:50 +01:00
William Moberg 4fe9e4f1c3 Debug cleanup and some bug fixes. 2016-02-05 14:38:08 +01:00
William Moberg d61e605093 Can walk up "stair-steps". Cleanup WIP.
Better performance in RectanglevsTriangle check.
Added IsOnGround flag and VerticalStepHeight in Physics.
Lotsa commented code saved for historical reasons, remove later.
2016-02-05 10:56:34 +01:00
Tleety c526a7af55 WIP stencil stuff 2016-02-04 17:58:36 +01:00
verysecrethero 6a23a987b3 Started PickupSpawnSystem, added 2 events and a system 2016-02-04 17:43:45 +01:00
Tleety 7c582898f4 Working stencil buffer for the shield. 2016-02-04 14:33:39 +01:00
Jace ff26e1235c Merge pull request #77 from teamfisk/AMDCrashFix
AMD crash fix???????????
2016-02-04 12:05:05 +01:00
Jace 6990e473b3 Adding a clear here makes AMD drivers NOT crash for some reason. We're fixing the symptom but not the underlying cause. 2016-02-04 11:53:35 +01:00
Jace c87e4d4fd6 Added mutex to resource manager cache reading to avoid a potential race condition. We hope this is the actual bug we saw. 2016-02-04 11:53:11 +01:00
verysecrethero d4292d4b43 Merge pull request #63 from teamfisk/AssaultDash
Added AssaultDash
2016-02-04 11:50:00 +01:00
verysecrethero 035c79564b Changed Dash name to DashAbility. Fixed dash bug where you could do two different keys to dash. 2016-02-04 11:41:21 +01:00
Tleety 379d211832 some fixes with the stencil states and implemented stencil func/stencilop/stencilmask to renderstate 2016-02-04 11:13:26 +01:00
verysecrethero 03a16b46b5 Dash component now has the dash-maxCoolDownVariable in it. 2016-02-04 10:28:28 +01:00
verysecrethero 0bbaf1d576 Oops! Removed DebugCode... 2016-02-04 10:04:44 +01:00
Tleety bc01e147c2 Some state stuff, some draw stuff, some QA map stuff 2016-02-03 18:09:44 +01:00
verysecrethero 1bd4aa91ff Oops! Readded "Sprint" command. Removed some unnecessary variables in FirstPersonInputController. Fixed bug where you couldnt dash right away as the game started. 2016-02-03 17:45:37 +01:00
verysecrethero 7b5a2a5388 Dashing now works great both with shift and doubletap. Added Dash Component. Changed default Player.xml to have a Dash Component. Disabled Sprint. You can now disable DoubleTapToDash in Input.Ini. Added command "SpecialAbility". 2016-02-03 17:30:46 +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
verysecrethero 13161b4f57 Merge remote-tracking branch 'origin/master' into AssaultDash 2016-02-03 15:07:19 +01:00
Tleety 5665c0f298 Models with Shield and shielded component now added to queues 2016-02-03 14:20:47 +01:00
Tleety 7ffbd8455f Added Queues for the models with shield and shielded components. 2016-02-03 13:53:57 +01:00
Tleety 83713b3b6d Renamde ShieldComponent since Component should not be in the name. Added Shielded component that will be put on objects that should be hidden behind shields. 2016-02-03 13:27:46 +01:00
Tleety 7bae2d0873 Added a ShieldComponent and a test area in QA map for defender shield 2016-02-03 11:58:06 +01:00
verysecrethero 9d3171540d AssaultDashCheck is now in FirstPersonInputController instead. TODO: config option, shift button, forward/backward dash 2016-02-03 11:54:14 +01:00
verysecrethero 2391a0dbe9 Merge remote-tracking branch 'origin/master' into AssaultDash 2016-02-03 11:51:26 +01:00
verysecrethero 2961f198b3 PlayerDeathSystem is now working well. Changed so the model is oriented correctly. Changed so camera is behind the player. Copied the current animation and froze it. 2016-02-03 11:48:22 +01:00
Tleety 455e59a04f Made the TEMPORARY capture point boxes transparent. 2016-02-03 11:39:18 +01:00
verysecrethero 39653a1e4c Merge remote-tracking branch 'origin/master' into 3rdPersonDeathCam 2016-02-03 10:38:21 +01:00
verysecrethero 73ab9bb4c6 Merge remote-tracking branch 'origin/master' into AssaultDash
# Conflicts:
#	src/Game/Systems/PlayerMovementSystem.cpp
2016-02-03 09:52:54 +01:00
William Moberg c4fb604617 Merge branch 'BoxModelCollision' of github.com:teamfisk/TacticalZ into BoxModelCollision 2016-02-02 17:36:50 +01:00
William Moberg 214dad2afc Removed commented code. 2016-02-02 17:25:59 +01:00
William Moberg affcc5305b Collision affects velocity correctly, no wierd ice cream sliding along walls. 2016-02-02 17:19:59 +01:00
verysecrethero 5e472cd69c DeathExplosion is now an XML file, changed PlayerDeathSystem accordingly. The effect should show as soon as the explosioneffect-fix is merged into master. TODO: remove the test 2016-02-02 17:18:12 +01:00
verysecrethero 7236da09b4 Merge remote-tracking branch 'origin/master' into 3rdPersonDeathCam 2016-02-02 15:13:00 +01:00
Jace 563fd4082e Updated movement test for model collisions 2016-02-02 12:10:39 +01:00
William Moberg 796e3eac79 Merge branch 'master' into BoxModelCollision 2016-02-02 10:16:48 +01:00
William Moberg 30b1dab764 More efficient collision resolution case + comments. 2016-02-01 18:06:28 +01:00
William Moberg 5a45f778e6 Fixed so players don't teleport to (NaN, NaN, NaN) on spawning. 2016-02-01 17:01:58 +01:00
William Moberg 30ad238697 Merge branch 'master' into BoxModelCollision 2016-02-01 16:17:10 +01:00
William Moberg 3cfbbbbf54 CollisionSystem now utilizes Octree for collision detection. 2016-02-01 16:13:48 +01:00
William Moberg d7b02e79c8 Merge branch 'master' into BoxModelCollision
# Conflicts:
#	include/Engine/Collision/CollisionSystem.h
#	src/Engine/Collision/CollisionSystem.cpp
2016-02-01 13:48:05 +01:00
William Moberg 76274c326e Fixed going through flat large triangles. Velocity affected by collision. 2016-02-01 13:34:39 +01:00
verysecrethero 7987d4b27c Added AssaultDash and all its logic, including a doubletapkey. Doubletapkey could be made more generic. 2016-01-29 12:06:14 +01:00
verysecrethero df05f1909b Completed the code to trigger the 3rd person camera on death. Cleaned up PlayerDeathSystem. Fixed HealthSystemTest. Removed the test for PlayerDeathSystem 2016-01-28 11:43:38 +01:00
verysecrethero 7497ff39d2 Simon added Copy method to ComponentWrapper. Its being used in PlayerDeathSystem to copy model,animation,transform. TODO: 3rd person camera, cleanup, tests 2016-01-27 18:00:31 +01:00
verysecrethero 5cdf6db340 Modified HealthSystem so it actually publishes the DeathEvent. Modified EPlayerHealthPickup. Fixed 2 tests. Started work on PlayerDeathSystem 2016-01-27 14:46:45 +01:00
William Moberg 90f05442aa Merge branch 'master' into BoxModelCollision
# Conflicts:
#	include/Engine/Core/Octree.h
#	resources/Schema/Entities/CollisionTestLevel.xml
#	src/Engine/Collision/CollisionSystem.cpp
#	src/Engine/Core/Octree.cpp
2016-01-27 10:52:27 +01:00
William Moberg 6ea490e215 Tried a horrible recursive method, extreme framedrop. 2016-01-27 10:34:26 +01:00
William Moberg 3389b965eb Test on game level v1. 2016-01-25 10:55:05 +01:00
William Moberg f1343e2f82 Collision may be working, kind of. 2016-01-24 21:08:42 +01:00
William Moberg c9dc9a3570 Merge branch 'master' into BoxModelCollision 2016-01-24 15:38:38 +01:00
William Moberg 910b3d10e4 WIP (false collisions), collision method expanded, not working. 2016-01-24 15:32:10 +01:00
William Moberg e6224a4e96 WIP (not working), attempt at separating axis theorem stuff. 2016-01-23 18:31:27 +01:00
William Moberg 6eeb3ea524 WIP, Bug fix + nitpicks + optimizations. 2016-01-23 17:50:35 +01:00
William Moberg 71404c8828 Special case for collision vs ground (upward facing) triangles. 2016-01-23 14:01:54 +01:00
William Moberg 3974c649ab WIP on ModelBoxCollision. Octree works in Release mode. 2016-01-23 10:45:50 +01:00
William Moberg 1670fb4e48 Moved triangle vs ray code to method. 2016-01-22 14:45:50 +01:00
William Moberg 3955e1d60c Can resolve collision when AABB corners cut through triangle.
At least two more cases left to resolve.
2016-01-22 13:46:09 +01:00
William Moberg d25804e6f8 Merge branch 'master' into BoxModelCollision 2016-01-22 11:24:19 +01:00
William Moberg 52765cc85b TriangleVsBox detection seems to work in all cases, but cannot resolve all cases yet.
Also added default ctor for Ray and removed compilation errors in CollisionSystem.
2016-01-22 11:22:56 +01:00
William Moberg d2984c6ae4 Merge branch 'master' into BoxModelCollision 2016-01-21 17:42:58 +01:00
William Moberg 9f6fa40448 Merge branch 'master' into BoxModelCollision
# Conflicts:
#	src/Engine/Collision/CollisionSystem.cpp
2016-01-21 17:16:55 +01:00
William Moberg de7c8e9234 WIP, collision detects too much, no resolving for most cases. 2016-01-21 17:10:36 +01:00
William Moberg 4d5b835352 WIP triangles vs. AABB. 2016-01-20 16:43:09 +01:00
90 changed files with 3084 additions and 517 deletions
+1 -1
Submodule assets updated: c4898d8281...cfeeb1f880
+18
View File
@@ -28,6 +28,21 @@ bool RayVsAABB(const Ray& ray, const AABB& box);
//Return true if the ray hits the box, also outputs distance from ray origin to intersection point in [outDistance].
bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance);
//Return true if the ray hits the triangle.
bool RayVsTriangle(const Ray& ray,
const glm::vec3& v0,
const glm::vec3& v1,
const glm::vec3& v2,
bool trueOnNegativeDistance = false);
//Return true if the ray hits the triangle, and the distance is less than outDistance.
bool RayVsTriangle(const Ray& ray,
const glm::vec3& v0,
const glm::vec3& v1,
const glm::vec3& v2,
float& outDistance,
float& outUCoord,
float& outVCoord,
bool trueOnNegativeDistance = false);
//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
@@ -52,6 +67,9 @@ bool AABBvsTriangles(const AABB& box,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
float verticalStepHeight,
bool& isOnGround,
glm::vec3& outResolutionVector);
//Return true if the boxes are intersecting.
+5
View File
@@ -43,6 +43,11 @@ struct ComponentWrapper
// Specialization for string literals
template <std::size_t N>
void SetField(std::string name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); }
void Copy(ComponentWrapper& destination)
{
memcpy(destination.Data, this->Data, Info.Stride);
}
struct SubscriptProxy
{
+17
View File
@@ -0,0 +1,17 @@
#ifndef EPickupSpawned_h__
#define EPickupSpawned_h__
#include "Core/Event.h"
#include "Core/EntityWrapper.h"
namespace Events
{
struct PickupSpawned : Event
{
EntityWrapper Pickup;
};
}
#endif
+1
View File
@@ -9,6 +9,7 @@ namespace Events
struct PlayerDamage : Event
{
//NOTE: this struct is missing information on what the damageSource is
EntityWrapper Player;
double Damage;
};
+2 -3
View File
@@ -2,7 +2,7 @@
#define EPlayerDeath_h__
#include "EventBroker.h"
#include "../Core/Entity.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
@@ -10,8 +10,7 @@ namespace Events
struct PlayerDeath : Event
{
//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
EntityID KilledBy;
EntityID PlayerID;
EntityWrapper Player;
std::string KilledByWhat;
};
+6 -6
View File
@@ -2,16 +2,16 @@
#define EPlayerHealthPickup_h__
#include "EventBroker.h"
#include "../Core/Entity.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
struct PlayerHealthPickup : Event
{
double HealthAmount;
EntityID PlayerHealedID;
};
struct PlayerHealthPickup : Event
{
EntityWrapper Player;
double HealthAmount;
};
}
+1 -1
View File
@@ -102,7 +102,7 @@ public:
m_ExtraMemory.push_back((char*)malloc(m_Stride));
//We should preferably not enter here to avoid performance issues. Set more numMaxElements in constructor instead.
if (!DisableMemoryPool::Value) {
LOG_WARNING("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
LOG_DEBUG("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
}
return m_ExtraMemory.back();
}
+1 -1
View File
@@ -111,7 +111,7 @@ struct Child
std::vector<ContainedObject>& m_StaticObjectsRef;
std::vector<ContainedObject>& m_DynamicObjectsRef;
bool hasChildren() const;
inline bool hasChildren() const { return m_Children[0] != nullptr; }
int childIndexContainingPoint(const glm::vec3& point) const;
std::vector<int> childIndicesContainingBox(const AABB& box) const;
};
+4
View File
@@ -7,6 +7,10 @@
class Ray
{
public:
Ray()
: m_Origin(glm::vec3(0.f))
, m_Direction(glm::vec3(0, 0, 1))
{}
Ray(const glm::vec3& origin, const glm::vec3& dir)
: m_Origin(origin)
, m_Direction(glm::normalize(dir))
+10 -7
View File
@@ -200,13 +200,16 @@ static T* ResourceManager::Load(const std::string& resourceName, Resource* paren
}
//If resource has already been cached and completely loaded.
it = m_ResourceCache.find(cacheKey);
if (it != m_ResourceCache.end()) {
if (it->second != nullptr) {
return static_cast<T*>(it->second);
} else {
//Don't return null on failure, exception instead.
throw Resource::FailedLoadingException();
{
boost::lock_guard<decltype(m_Mutex)> guard(m_Mutex);
it = m_ResourceCache.find(cacheKey);
if (it != m_ResourceCache.end()) {
if (it->second != nullptr) {
return static_cast<T*>(it->second);
} else {
//Don't return null on failure, exception instead.
throw Resource::FailedLoadingException();
}
}
}
+1
View File
@@ -18,6 +18,7 @@ glm::vec3 AbsoluteScale(EntityWrapper entity);
glm::vec3 AbsoluteScale(World* world, EntityID entity);
glm::mat4 ModelMatrix(EntityWrapper entity);
glm::mat4 ModelMatrix(EntityID entity, World* world);
glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix);
}
@@ -4,6 +4,7 @@
#include "../GLM.h"
#include "../Core/InputController.h"
#include "../Core/ELockMouse.h"
#include "InputHandler.h"
template <typename EventContext>
class FirstPersonInputController : public InputController<EventContext>
@@ -25,6 +26,10 @@ public:
virtual bool OnCommand(const Events::InputCommand& e) override;
virtual void Reset();
void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer);
virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
protected:
const int m_PlayerID;
bool m_MouseLocked = false;
@@ -33,6 +38,22 @@ protected:
bool m_Jumping = false;
bool m_DoubleJumping = false;
bool m_Crouching = false;
//assault dash membervariables - needed to calculate the doubletap- and dashlogic
double m_AssaultDashDoubleTapDeltaTime = 0.0;
double m_AssaultDashCoolDownTimer = 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;
std::string m_AssaultDashTapDirection = "";
std::string m_CurrentDirectionVector = "";
bool m_AssaultDashDoubleTapped = false;
bool m_PlayerIsDashing = false;
bool m_ShiftDashing = false;
bool m_ValidDoubleTap = false;
//specialabilitys
bool m_MovementKeyDown = false;
bool m_SpecialAbilityKeyDown = false;
EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
bool OnLockMouse(const Events::LockMouse& e);
@@ -104,6 +125,26 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
}
}
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");
}
//if value = 0 then you have just released this key
if (e.Value != 0) {
m_MovementKeyDown = true;
//if you pressed the same key within m_AssaultDashDoubleTapSensitivityTimer then you have doubletapped it
if (m_AssaultDashDoubleTapDeltaTime < m_AssaultDashDoubleTapSensitivityTimer && m_AssaultDashTapDirection == m_CurrentDirectionVector) {
m_ValidDoubleTap = true;
}
} else {
//== 0
m_MovementKeyDown = false;
//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
m_AssaultDashTapDirection = m_CurrentDirectionVector;
m_AssaultDashDoubleTapDeltaTime = 0.f;
}
}
if (e.Command == "Jump") {
m_Jumping = e.Value > 0;
}
@@ -112,6 +153,19 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
m_Crouching = e.Value > 0;
}
if (e.Command == "SpecialAbility") {
if (e.Value > 0) {
m_SpecialAbilityKeyDown = true;
} else {
m_SpecialAbilityKeyDown = false;
}
}
if (m_SpecialAbilityKeyDown && m_MovementKeyDown) {
m_ShiftDashing = true;
} else {
m_ShiftDashing = false;
}
return true;
}
@@ -129,4 +183,53 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
return true;
}
template <typename EventContext>
void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer) {
m_AssaultDashDoubleTapDeltaTime += dt;
m_AssaultDashCoolDownTimer -= dt;
//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
if (m_AssaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
m_PlayerIsDashing = true;
} else {
m_PlayerIsDashing = false;
}
//dashing with shift
if (m_ShiftDashing && m_AssaultDashCoolDownTimer <= 0.0f && !isJumping) {
//player is dashing with shift
//the wanted-direction is set in playermovement already so we dont need to check what direction we want to dash in!
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
//moving to the side has priority
return;
}
//dashing with doubletap - check if doubletap to dash enabled
if (ResourceManager::Load<ConfigFile>("Input.ini")->Get<bool>("Keyboard.DoubleTapToDash", false)) {
return;
}
//reset the DoubleTapped state in case we recently doubleTapped (doubletap will only happen during 1 frame)
if (m_AssaultDashDoubleTapped) {
m_AssaultDashDoubleTapped = false;
}
//check if we have received a valid doubletap
if (!m_ValidDoubleTap) {
return;
}
m_ValidDoubleTap = false;
if (!(m_AssaultDashCoolDownTimer <= 0.0f && !isJumping)) {
//if we cant dash at the moment, then just reset the tap-sensitivity-timer
m_AssaultDashDoubleTapDeltaTime = 0.f;
return;
}
//ok, we have a valid tap, lets do it
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
}
#endif
+12 -2
View File
@@ -8,6 +8,7 @@
#include "ShaderProgram.h"
//#include "Util/UnorderedMapVec2.h"
#include "Texture.h"
#include "imgui/imgui.h"
class DrawBloomPass
{
@@ -26,27 +27,36 @@ public:
//Getters
//Return the blurred result of the texture that was sent into draw
GLuint GaussianTexture() const { return m_GaussianTexture_vert; }
GLuint GaussianTexture() const { return m_FinalBlurTexture; }
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void BlurOneMipMapLevel(GLuint* texture, GLint iterations, GLint mipMapLevel);
Texture* m_WhiteTexture;
Model* m_ScreenQuad;
const IRenderer* m_Renderer;
//const LightCullingPass* m_LightCullingPass
GLuint m_iterations = 9;
//GLuint m_iterations = 5;
GLint m_DebugTextureToDraw = 0;
GLint m_Iterations = 3;
float m_ScreenSizes[10];
GLuint m_FinalBlurTexture;
GLuint m_GaussianTexture_horiz;
GLuint m_GaussianTexture_vert;
FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert;
FrameBuffer m_BlurredFinalTexture;
ShaderProgram* m_GaussianProgram_horiz;
ShaderProgram* m_GaussianProgram_vert;
ShaderProgram* m_GaussianProgram_both;
ShaderProgram* m_CombineProgram;
};
@@ -17,7 +17,7 @@ public:
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure);
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure);
private:
const IRenderer* m_Renderer;
+18 -1
View File
@@ -22,15 +22,23 @@ public:
//Return the texture that is used in later stages to apply the bloom effect
GLuint BloomTexture() const { return m_BloomTexture; }
GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; }
//Return the texture with diffuse and lighting of the scene.
GLuint SceneTexture() const { return m_SceneTexture; }
GLuint SceneTextureLowRes() const { return m_SceneTextureLowRes; }
//Return the framebuffer used in the scene rendering stage.
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job, RenderScene& scene);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
@@ -44,15 +52,24 @@ private:
Texture* m_GreyTexture;
FrameBuffer m_FinalPassFrameBuffer;
FrameBuffer m_FinalPassFrameBufferLowRes;
GLuint m_BloomTexture;
GLuint m_SceneTexture;
GLuint m_BloomTextureLowRes;
GLuint m_SceneTextureLowRes;
GLuint m_DepthBuffer;
GLuint m_DepthBufferLowRes;
//maqke this component based i guess?
GLuint m_ShieldPixelRate = 16;
const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass;
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
ShaderProgram* m_ShieldToStencilProgram;
ShaderProgram* m_FillDepthBufferProgram;
};
#endif
@@ -12,4 +12,11 @@ private:
};
class DrawStencilState : public RenderState
{
public:
DrawStencilState(GLuint frameBuffer);
~DrawStencilState();
};
#endif
+18 -10
View File
@@ -19,22 +19,30 @@
struct RenderScene
{
::Camera* Camera = nullptr;
std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
std::list<std::shared_ptr<RenderJob>> TransparentObjects;
std::list<std::shared_ptr<RenderJob>> PointLightJobs;
std::list<std::shared_ptr<RenderJob>> TextJobs;
std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
struct Queues {
std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
std::list<std::shared_ptr<RenderJob>> TransparentObjects;
std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
std::list<std::shared_ptr<RenderJob>> ShieldObjects;
std::list<std::shared_ptr<RenderJob>> PointLight;
std::list<std::shared_ptr<RenderJob>> Text;
std::list<std::shared_ptr<RenderJob>> DirectionalLight;
} Jobs;
Rectangle Viewport;
bool ClearDepth = false;
glm::vec4 AmbientColor;
void Clear()
{
OpaqueObjects.clear();
TransparentObjects.clear();
PointLightJobs.clear();
TextJobs.clear();
DirectionalLightJobs.clear();
Jobs.OpaqueObjects.clear();
Jobs.TransparentObjects.clear();
Jobs.OpaqueShieldedObjects.clear();
Jobs.TransparentShieldedObjects.clear();
Jobs.ShieldObjects.clear();
Jobs.Text.clear();
Jobs.DirectionalLight.clear();
}
};
+4
View File
@@ -2,6 +2,7 @@
#define RenderState_h__
#include <functional>
#include <boost/range/adaptor/reversed.hpp>
#include "../Common.h"
#include "../OpenGL.h"
#include "../GLM.h"
@@ -19,6 +20,9 @@ public:
bool BindFramebuffer(GLint framebuffer);
bool BlendEquation(GLenum mode);
bool BlendFunc(GLenum sfactor, GLenum dfactor);
bool StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);
bool StencilFunc(GLenum func, GLint ref, GLuint mask);
bool StencilMask(GLuint mask);
bool DepthMask(GLboolean flag);
private:
+1 -1
View File
@@ -40,7 +40,7 @@ private:
EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
void fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs);
void fillModels(RenderScene::Queues &jobs);
void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
+2 -1
View File
@@ -12,6 +12,7 @@
#include <tuple>
#include <vector>
#include <algorithm>
class HealthSystem : public PureSystem
{
@@ -26,7 +27,7 @@ private:
EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e);
bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e);
//vector which will keep track of health changes
std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
+33
View File
@@ -0,0 +1,33 @@
#ifndef PickupSpawnSystem_h__
#define PickupSpawnSystem_h__
#include "Core/System.h"
#include "Core/Transform.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFileParser.h"
#include "Core/EPickupSpawned.h"
#include "Core/EPlayerHealthPickup.h"
#include "Engine/Collision/ETrigger.h"
#include "Common.h"
#include <tuple>
class PickupSpawnSystem : public ImpureSystem
{
public:
PickupSpawnSystem(World* world, EventBroker* eventBroker);
virtual void Update(double dt) override;
private:
EventRelay<PickupSpawnSystem, Events::TriggerTouch> m_ETriggerTouch;
bool OnTriggerTouch(Events::TriggerTouch& e);
struct NewHealthPickup {
glm::vec3 Pos;
double HealthGain;
double RespawnTimer;
double DecreaseThisRespawnTimer;
};
std::vector<NewHealthPickup> m_ETriggerTouchVector;
};
#endif
+29
View File
@@ -0,0 +1,29 @@
#ifndef PlayerDeathSystem_h__
#define PlayerDeathSystem_h__
#include "Core/System.h"
#include "Input/EInputCommand.h"
#include "GLM.h"
#include "Rendering/ESetCamera.h"
#include "Core/ConfigFile.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include "Core/EPlayerDeath.h"
class PlayerDeathSystem : public ImpureSystem
{
public:
PlayerDeathSystem(World* world, EventBroker* eventBroker);
virtual void Update(double dt) override;
private:
EventRelay<PlayerDeathSystem, Events::PlayerDeath> m_OnPlayerDeath;
bool OnPlayerDeath(Events::PlayerDeath& e);
void createDeathEffect(EntityWrapper player);
};
#endif
@@ -20,4 +20,5 @@ private:
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
};
+1
View File
@@ -3,6 +3,7 @@
#include "Systems/SpawnerSystem.h"
#include "Events/ESpawnerSpawn.h"
#include "Core/EPlayerSpawned.h"
#include "Core/EPlayerDeath.h"
#include "Rendering/ESetCamera.h"
#include "Core/ConfigFile.h"
+2 -1
View File
@@ -13,7 +13,8 @@ A=Right,-1
R=Reload
Space=Jump
LeftControl=Crouch
LeftShift=Sprint
RightShift=Sprint
LeftShift=SpecialAbility
F1=ToggleEditor
C=ConnectToServer
N=SwitchToServer
+4
View File
@@ -30,4 +30,8 @@
<xs:include schemaLocation="Components/Fill.xsd"/>
<xs:include schemaLocation="Components/Lifetime.xsd"/>
<xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/>
<xs:include schemaLocation="Components/HealthPickup.xsd"/>
<xs:include schemaLocation="Components/DashAbility.xsd"/>
<xs:include schemaLocation="Components/Shield.xsd"/>
<xs:include schemaLocation="Components/Shielded.xsd"/>
</xs:schema>
+2 -2
View File
@@ -7,10 +7,10 @@
<xs:complexType>
<xs:all>
<xs:element name="Origin" type="t:Vector" minOccurs="0">
<xs:annotation><xs:documentation>Middle point of the bounding box</xs:documentation></xs:annotation>
<xs:annotation><xs:documentation>Middle point of the bounding box, in model space</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Size" type="t:Vector" minOccurs="0">
<xs:annotation><xs:documentation>Size of the bounding box</xs:documentation></xs:annotation>
<xs:annotation><xs:documentation>Size of the bounding box, in model space</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<DashAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DashAbility.xsd">
<CoolDownMaxTimer>2.0</CoolDownMaxTimer>
</DashAbility>
@@ -0,0 +1,18 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="DashAbility">
<xs:annotation>
<xs:documentation>A dash component for one of the classes</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="CoolDownMaxTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the cooldown on dash</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<HealthPickup xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="HealthPickup.xsd">
<RespawnTimer>3</RespawnTimer>
<HealthGain>30</HealthGain>
</HealthPickup>
@@ -0,0 +1,21 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="HealthPickup">
<xs:annotation>
<xs:documentation>A Health Pickup</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="RespawnTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>The respawn timer for a health pickup</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="HealthGain" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>How much percent max-health the player will get when he picks the healthPickup up</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+2
View File
@@ -2,4 +2,6 @@
<Physics xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Physics.xsd">
<Velocity X="0" Y="0" Z="0"/>
<Gravity>true</Gravity>
<IsOnGround>false</IsOnGround>
<VerticalStepHeight>0.33</VerticalStepHeight>
</Physics>
+4
View File
@@ -13,6 +13,10 @@
<xs:annotation><xs:documentation>m/s^2</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Gravity" type="t:bool" minOccurs="0"/>
<xs:element name="IsOnGround" type="t:bool" minOccurs="0"/>
<xs:element name="VerticalStepHeight" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>The largest height of a "stair-step" that can be walked over</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
+3
View File
@@ -0,0 +1,3 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Shield xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Shield.xsd">
</Shield>
+7
View File
@@ -0,0 +1,7 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Shield">
</xs:element>
</xs:schema>
+3
View File
@@ -0,0 +1,3 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Shielded xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Shielded.xsd">
</Shielded>
+7
View File
@@ -0,0 +1,7 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Shielded">
</xs:element>
</xs:schema>
+1 -1
View File
@@ -5,7 +5,7 @@
<c:AABB/>
<c:CapturePoint/>
<c:Model>
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
</c:Model>
<c:Team/>
<c:Transform/>
@@ -0,0 +1,164 @@
<?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:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>../assets/Models/Test/ObstacleCourse.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="0" Z="0.00638055196"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:DirectionalLight>
<Intensity>0.46000027656555176</Intensity>
</c:DirectionalLight>
<c:Transform>
<Orientation X="0" Y="2.59000015" Z="0.799000025"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-1.52309108" Y="5.72108126" Z="0"/>
<Scale X="5" Y="5" Z="5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="BluSpawn">
<Components>
<c:PlayerSpawn/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Transform>
<Position X="1" Y="1.60000002" Z="1"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform>
<Position X="-2.05988312" Y="0" Z="2.79573512"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="1.85022807" Y="0" Z="-2.08909845"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="2.98651481" Y="0" Z="-4.67667246"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="-5.16323137" Y="0" Z="3.62892342"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="RedSpawn">
<Components>
<c:PlayerSpawn/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform>
<Position X="-1.20000005" Y="1.60000002" Z="-8.40000057"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="0" Y="0" Z="2.24403"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="2.20245028" Y="0" Z="-1.97843659"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="4.79769945" Y="0" Z="-5.2088728"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+66 -121
View File
@@ -1,122 +1,67 @@
<?xml version="1.0" encoding="UTF-8"?>
<?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">
<Entity xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd" xmlns:c="components">
<Components>
<c:Transform>
<Orientation X="0" Y="0" Z="0"/>
</c:Transform>
<c:Model>
<Resource>Models/DummyScene.mesh</Resource>
</c:Model>
</Components>
<Children>
<Entity>
<Components>
<c:Transform>
<Position X="-1.5"/>
<Scale X="1" Y="1" Z="1"/>
</c:Transform>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
</c:Model>
</Components>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="1.5"/>
<Scale X="2" Y="2" Z="2"/>
</c:Transform>
<c:Model>
<Resource>Models/RotationWidgetX.mesh</Resource>
</c:Model>
<c:Trigger>
</c:Trigger>
</Components>
</Entity>
<Entity>
<Components>
<c:Player>
<Velocity X="0" Y="0" Z="0"/>
</c:Player>
<c:Transform>
<Position X="2.5"/>
</c:Transform>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:AABB>
</c:AABB>
</Components>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="0" Y="-0"/>
<Scale X="1" Y="1" Z="1"/>
</c:Transform>
<!--<c:Move>
<Speed>1</Speed>
<Direction X="-1"/>
<Rotation Y="3.14"/>
</c:Move>-->
</Components>
<Children>
<Entity>
<Components>
<c:Transform>
<Position X="0" Y="0"/>
<Orientation X="0.0" Y="0" Z="1.0"/>
</c:Transform>
<c:Model>
<Resource>Models/Core/UnitRaptor.mesh</Resource>
<Color R="1" G="0.4" B="0.8"/>
</c:Model>
</Components>
<Children>
<Entity>
<Components>
<c:Transform>
<Position X="-0.01" Y="0.55"/>
<Orientation X="0" Y="0" Z="-1"/>
</c:Transform>
<c:RaptorCopter>
<Speed>20</Speed>
<Axis Y="1"/>
</c:RaptorCopter>
</Components>
<Children>
<Entity>
<Components>
<c:Transform>
<Position X="0" Y="0"/>
<Scale X="1.7" Y="0.03" Z="0.1"/>
<Orientation X="0" Y="0" Z="0"/>
</c:Transform>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color R="1" G="0.4" B="0.8"/>
</c:Model>
</Components>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="0" Y="0"/>
<Scale X="1.7" Y="0.03" Z="0.1"/>
<Orientation X="0" Y="1.57" Z="0"/>
</c:Transform>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color R="1" G="0.4" B="0.8"/>
</c:Model>
</Components>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Components>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>../assets/Models/Test/ObstacleCourse.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="0" Z="0.00638055196"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:DirectionalLight>
<Intensity>0.46000027656555176</Intensity>
</c:DirectionalLight>
<c:Transform>
<Orientation X="0" Y="2.59000015" Z="0.799000025"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Physics>
<Gravity>false</Gravity>
</c:Physics>
<c:Player/>
<c:Transform>
<Position X="-8.80904388" Y="1.82786822" Z="7.97052002"/>
<Scale X="0.100000001" Y="1" Z="0.100000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>../assets/Models/Core/colorbox.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-1.52309108" Y="5.72108126" Z="0"/>
<Scale X="5" Y="5" Z="5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+6 -2
View File
@@ -8,6 +8,10 @@
<Children>
<Entity name="Scenemesh">
<Components>
<c:AABB>
<Size X="150" Y="64" Z="180"/>
</c:AABB>
<c:Collidable/>
<c:Model>
<Resource>Models\MapVersion1.mesh</Resource>
</c:Model>
@@ -139,7 +143,7 @@
</Team>
</c:Team>
<c:Transform>
<Position X="57.7363472" Y="1.18853188" Z="79.5"/>
<Position X="57.7363472" Y="2.38900018" Z="79.5"/>
</c:Transform>
</Components>
<Children>
@@ -201,7 +205,7 @@
</Team>
</c:Team>
<c:Transform>
<Position X="-60.2567062" Y="1.60000002" Z="-78.1000061"/>
<Position X="-60.2567062" Y="3.4000001" Z="-78.1000061"/>
</c:Transform>
</Components>
<Children>
@@ -0,0 +1,18 @@
<?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:AABB/>
<c:HealthPickup/>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="1" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
@@ -0,0 +1,294 @@
<?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:Transform/>
</Components>
<Children>
<Entity name="Scenemesh">
<Components>
<c:Model>
<Resource>Models\MapVersion1.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DirectionalLight">
<Components>
<c:DirectionalLight>
<Intensity>2</Intensity>
</c:DirectionalLight>
<c:Model>
<Resource>Models/DirectionalLightWidget.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="61.9050903" Z="0"/>
<Scale X="50" Y="50" Z="50"/>
<Orientation X="4.42700005" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PointLight">
<Components>
<c:PointLight>
<Radius>8</Radius>
<Intensity>2.7999999523162842</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.370978802" Y="1.88588905" Z="-0.55370003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PointLight">
<Components>
<c:PointLight>
<Radius>8</Radius>
<Intensity>2.7999999523162842</Intensity>
</c:PointLight>
<c:Transform>
<Position X="38.0347443" Y="1.88588905" Z="62.7340622"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.904668212" Y="0" Z="8.48177528"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-4.61666441" Y="0" Z="-8.51156044"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-7.56803513" Y="-0.0658408776" Z="0.59418112"/>
<Scale X="1.20000005" Y="0.900000036" Z="1.30000007"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="10.460474" Y="0" Z="-3.92580295"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="1.09146011" Y="-0.315138876" Z="-0.333906144"/>
<Scale X="150" Y="1" Z="180"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="BluSpawn">
<Components>
<c:PlayerSpawn/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Transform>
<Position X="57.7363472" Y="1.18853188" Z="79.5"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform>
<Position X="-2.05988312" Y="0" Z="2.79573512"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="1.85022807" Y="0" Z="-2.08909845"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="2.98651481" Y="0" Z="-4.67667246"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="-5.16323137" Y="0" Z="3.62892342"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="RedSpawn">
<Components>
<c:PlayerSpawn/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform>
<Position X="-60.2567062" Y="1.60000002" Z="-78.1000061"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="0" Y="0" Z="2.24403"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="2.20245028" Y="0" Z="-1.97843659"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="4.79769945" Y="0" Z="-5.2088728"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:HealthPickup>
<RespawnTimer>1</RespawnTimer>
<HealthGain>22</HealthGain>
</c:HealthPickup>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="60" Y="1" Z="80"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:HealthPickup>
<RespawnTimer>1</RespawnTimer>
<HealthGain>22</HealthGain>
</c:HealthPickup>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="60" Y="1" Z="80"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:HealthPickup>
<RespawnTimer>4</RespawnTimer>
<HealthGain>44</HealthGain>
</c:HealthPickup>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="60" Y="1" Z="80"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,41 @@
<?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>../assets/Models/MapVersion1.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Physics>
<Gravity>false</Gravity>
</c:Physics>
<c:Player/>
<c:Transform>
<Position X="-1.48400009" Y="3.68200016" Z="24.7580013"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:DirectionalLight/>
<c:Transform>
<Orientation X="3.80300021" Y="1.37800002" Z="4.10000038"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,65 @@
<?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:Transform>
<Position X="0" Y="0" Z="-0.313012958"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Camera/>
<c:Listener/>
<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"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>../assets/Models/Core/Tri.obj</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform>
<Orientation X="0" Y="3.14159274" Z="4.71238899"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
</c:Model>
<c:Physics/>
<c:Transform>
<Position X="-1.95333278" Y="0.296304941" Z="2.56487775"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+5 -62
View File
@@ -6,22 +6,6 @@
</Components>
<Children>
<Entity name="Ground">
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="0.513725519" G="0" R="1"/>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="7" Y="-0.727000058" Z="-1.22800004"/>
<Scale X="50" Y="1.45100009" Z="50"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="RedSpawn">
<Components>
<c:PlayerSpawn/>
@@ -81,6 +65,10 @@
</Entity>
<Entity name="ObstacleCourse">
<Components>
<c:AABB>
<Size X="50" Y="50" Z="50"/>
</c:AABB>
<c:Collidable/>
<c:Model>
<Resource>Models/Test/ObstacleCourse.mesh</Resource>
</c:Model>
@@ -88,51 +76,6 @@
</Components>
<Children/>
</Entity>
<Entity name="ObstacleCoursePlayerBox">
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="6.32800007" Y="0.807000041" Z="-2.2750001"/>
<Scale X="1" Y="1.60000002" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ObstacleCourse1uHigh">
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="9.11900043" Y="0.5" Z="-2.10900021"/>
<Scale X="1" Y="1" Z="8.1960001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ObstacleCourseWhoTheFuckKnows">
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="13.2370005" Y="1.28600001" Z="-1.71700013"/>
<Scale X="2.58000016" Y="2.58300018" Z="21.1860008"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="BlueSpawn">
<Components>
<c:PlayerSpawn/>
@@ -197,7 +140,7 @@
</Team>
</c:Team>
<c:Transform>
<Position X="-1.68112314" Y="0.0264999866" Z="3.06287026"/>
<Position X="-1.68112314" Y="0.0288829971" Z="3.06287026"/>
<Orientation X="0" Y="2.14675093" Z="0"/>
</c:Transform>
</Components>
+3 -7
View File
@@ -6,6 +6,9 @@
<Origin X="0" Y="0.772000015" Z="0"/>
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:DashAbility>
<CoolDownMaxTimer>2.0</CoolDownMaxTimer>
</c:DashAbility>
<c:Collidable/>
<c:Health/>
<c:Physics>
@@ -101,13 +104,6 @@
</Entity>
<Entity name="Weapon">
<Components>
<c:ExplosionEffect>
<ColorByDistance>true</ColorByDistance>
<Velocity X="0.800000012" Y="0.0379999988" Z="0"/>
<ExplosionDuration>3.7999999523162842</ExplosionDuration>
<EndColor A="0" B="23.5294113" G="11.7647057" R="0"/>
<Randomness>true</Randomness>
</c:ExplosionEffect>
<c:Model>
<Resource>Models/AssaultWeaponRed.mesh</Resource>
</c:Model>
@@ -0,0 +1,43 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Explosion" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Animation>
<Name>Hold Pos</Name>
</c:Animation>
<c:Lifetime>
<Lifetime>2.5</Lifetime>
</c:Lifetime>
<c:ExplosionEffect>
<ColorByDistance>true</ColorByDistance>
<Velocity X="0" Y="7.76300049" Z="0"/>
<ExplosionOrigin X="0" Y="0.67900002" Z="0"/>
<ExponentialAccelaration>true</ExponentialAccelaration>
<ExplosionDuration>3</ExplosionDuration>
<EndColor A="0" B="0" G="0" R="1"/>
<Randomness>true</Randomness>
</c:ExplosionEffect>
<c:Model>
<Resource>Models/AssaultAnimated.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="0" Z="3.46966481"/>
</c:Transform>
</Components>
<Children>
<Entity name="Camera">
<Components>
<c:Camera/>
<c:Transform>
<Position X="0" Y="2.49700022" Z="4.31700039"/>
<Orientation X="5.95600033" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+520 -36
View File
@@ -40,7 +40,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="7364.7876" Z="0"/>
<Orientation X="0" Y="9161.42871" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -105,7 +105,7 @@
</c:RaptorCopter>
<c:Transform>
<Position X="2.1529963" Y="6.59221172" Z="0.169116676"/>
<Orientation X="4.16300011" Y="15381.7266" Z="0"/>
<Orientation X="4.16300011" Y="17199.8086" Z="0"/>
</c:Transform>
</Components>
<Children/>
@@ -122,7 +122,7 @@
<Components>
<c:Animation>
<Name>Run</Name>
<Time>0.28223692849998105</Time>
<Time>0.79292191744688711</Time>
<Speed>1</Speed>
</c:Animation>
<c:Model>
@@ -138,7 +138,7 @@
<Components>
<c:Animation>
<Name>Walk</Name>
<Time>0.44951638260048998</Time>
<Time>0.96020137154739604</Time>
<Speed>1</Speed>
</c:Animation>
<c:Model>
@@ -188,7 +188,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="2019.28503" Z="0"/>
<Orientation X="0" Y="2918.146" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -196,7 +196,7 @@
<Components>
<c:Animation>
<Name>Run</Name>
<Time>0.021047045591223501</Time>
<Time>0.53173203453812956</Time>
<Speed>1</Speed>
</c:Animation>
<c:Model>
@@ -237,7 +237,7 @@
<Axis X="1" Y="1" Z="1"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="13996.3721" Y="13996.3721" Z="13996.3721"/>
<Orientation X="15792.2139" Y="15792.2139" Z="15792.2139"/>
</c:Transform>
</Components>
<Children>
@@ -301,7 +301,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="13793.4053" Z="0"/>
<Orientation X="0" Y="15589.2471" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -333,7 +333,7 @@
<Axis X="0.699999988" Y="1" Z="0.300000012"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="10188.9443" Y="14517.8643" Z="4350.31738"/>
<Orientation X="11456.2764" Y="16313.7061" Z="4881.66797"/>
</c:Transform>
</Components>
<Children>
@@ -586,7 +586,7 @@
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="-0.258742422" Y="0.5" Z="-1.8603574"/>
<Position X="-0.236842498" Y="0.5" Z="-1.83845747"/>
<Orientation X="2.03600001" Y="0" Z="0"/>
</c:Transform>
</Components>
@@ -683,7 +683,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="316.504456" Z="0"/>
<Orientation X="0" Y="1217.61707" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -730,7 +730,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="316.504456" Z="0"/>
<Orientation X="0" Y="1217.61707" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -790,7 +790,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="316.504456" Z="0"/>
<Orientation X="0" Y="1217.61707" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -837,7 +837,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="316.504456" Z="0"/>
<Orientation X="0" Y="1217.61707" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -883,7 +883,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="316.504456" Z="0"/>
<Orientation X="0" Y="1217.61707" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -930,7 +930,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="316.504456" Z="0"/>
<Orientation X="0" Y="1217.61707" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -977,7 +977,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="316.504456" Z="0"/>
<Orientation X="0" Y="1217.61707" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -1038,7 +1038,7 @@
</c:CapturePoint>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="0" G="0.200000003" R="1"/>
<Color A="0.300000012" B="0" G="0.200000003" R="1"/>
<Transparent>true</Transparent>
</c:Model>
<c:Team>
@@ -1088,7 +1088,8 @@
</c:CapturePoint>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="0" G="1" R="1"/>
<Color A="0.300000012" B="0" G="1" R="1"/>
<Transparent>true</Transparent>
</c:Model>
<c:Team/>
<c:Transform>
@@ -1131,6 +1132,7 @@
</c:CapturePoint>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.300000012" B="1" G="1" R="1"/>
<Transparent>true</Transparent>
</c:Model>
<c:Team/>
@@ -1177,7 +1179,8 @@
</c:CapturePoint>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="1" R="0"/>
<Color A="0.300000012" B="1" G="1" R="0"/>
<Transparent>true</Transparent>
</c:Model>
<c:Team/>
<c:Transform>
@@ -1225,7 +1228,7 @@
</c:CapturePoint>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="0.200000003" R="0"/>
<Color A="0.300000012" B="1" G="0.200000003" R="0"/>
<Transparent>true</Transparent>
</c:Model>
<c:Team>
@@ -1347,6 +1350,19 @@
</c:Transform>
</Components>
<Children>
<Entity name="Text">
<Components>
<c:Text>
<Content>ExplosionEffect Test</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
</c:Text>
<c:Transform>
<Position X="0" Y="3.80000019" Z="0"/>
<Orientation X="0" Y="1.5710001" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AssetBase">
<Components>
<c:Model>
@@ -1374,7 +1390,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="850.206848" Z="0"/>
<Orientation X="0" Y="1750.8584" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -1383,7 +1399,7 @@
<c:ExplosionEffect>
<ColorByDistance>true</ColorByDistance>
<Velocity X="0.800000012" Y="0.0379999988" Z="0"/>
<TimeSinceDeath>0.75008034908941568</TimeSinceDeath>
<TimeSinceDeath>1.3764088929643181</TimeSinceDeath>
<ExplosionDuration>3.7999999523162842</ExplosionDuration>
<EndColor A="0" B="23.5294113" G="11.7647057" R="0"/>
<Randomness>true</Randomness>
@@ -1430,7 +1446,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="850.206848" Z="0"/>
<Orientation X="0" Y="1750.8584" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -1439,7 +1455,7 @@
<c:ExplosionEffect>
<Velocity X="0.5" Y="1" Z="0"/>
<ExplosionOrigin X="0" Y="0.900000036" Z="0"/>
<TimeSinceDeath>1.1999860997035228</TimeSinceDeath>
<TimeSinceDeath>0.3263486263475075</TimeSinceDeath>
</c:ExplosionEffect>
<c:Model>
<Resource>Models/Assault.mesh</Resource>
@@ -1482,7 +1498,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="850.206848" Z="0"/>
<Orientation X="0" Y="1750.8584" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -1490,14 +1506,14 @@
<Components>
<c:Animation>
<Name>Walk</Name>
<Time>0.23053304095120097</Time>
<Time>0.74121802989810703</Time>
<Speed>1</Speed>
</c:Animation>
<c:ExplosionEffect>
<ColorByDistance>true</ColorByDistance>
<Velocity X="0.300000012" Y="2" Z="0"/>
<ExplosionOrigin X="0" Y="1.30000007" Z="-0.200000003"/>
<TimeSinceDeath>0.68343188336345406</TimeSinceDeath>
<TimeSinceDeath>0.3263486263475075</TimeSinceDeath>
<EndColor A="0" B="0.333333343" G="0.933333337" R="3.92156863"/>
<Randomness>true</Randomness>
</c:ExplosionEffect>
@@ -1515,18 +1531,120 @@
</Entity>
</Children>
</Entity>
<Entity name="Text">
<Entity name="AssetBase">
<Components>
<c:Text>
<Content>ExplosionEffect Test</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
</c:Text>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="1.56862748" G="1.56862748" R="1.56862748"/>
</c:Model>
<c:Transform>
<Position X="0" Y="3.80000019" Z="0"/>
<Orientation X="0" Y="1.5710001" Z="0"/>
<Position X="0" Y="-0.231354833" Z="-2.92637157"/>
</c:Transform>
</Components>
<Children/>
<Children>
<Entity name="Light">
<Components>
<c:PointLight/>
<c:Transform>
<Position X="0" Y="0.663784981" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="RotationOrigin">
<Components>
<c:RaptorCopter>
<Speed>0.5</Speed>
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="857.988403" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="Asset">
<Components>
<c:ExplosionEffect>
<ColorByDistance>true</ColorByDistance>
<Velocity X="0" Y="0.699999988" Z="0"/>
<ExplosionOrigin X="0" Y="-1.10000002" Z="0"/>
<TimeSinceDeath>0.95970757155310782</TimeSinceDeath>
<ExplosionDuration>10</ExplosionDuration>
<EndColor A="1" B="0" G="0" R="1"/>
<RandomnessScalar>3</RandomnessScalar>
<Randomness>true</Randomness>
</c:ExplosionEffect>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="0" B="1" G="0" R="0"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="0.5" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="AssetBase">
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="1.56862748" G="1.56862748" R="1.56862748"/>
</c:Model>
<c:Transform>
<Position X="0" Y="-0.231354833" Z="-4.48872519"/>
</c:Transform>
</Components>
<Children>
<Entity name="Light">
<Components>
<c:PointLight/>
<c:Transform>
<Position X="0" Y="0.663784981" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="RotationOrigin">
<Components>
<c:RaptorCopter>
<Speed>0.5</Speed>
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="456.140198" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="Asset">
<Components>
<c:ExplosionEffect>
<ColorByDistance>true</ColorByDistance>
<Velocity X="6" Y="0.100000001" Z="0"/>
<ExplosionOrigin X="0" Y="-10" Z="0"/>
<TimeSinceDeath>1.3597358329291724</TimeSinceDeath>
<ExponentialAccelaration>true</ExponentialAccelaration>
<ExplosionDuration>5</ExplosionDuration>
<Randomness>true</Randomness>
</c:ExplosionEffect>
<c:Model>
<Resource>Models/Assault.mesh</Resource>
<Color A="1" B="1" G="0.392156869" R="0"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="0.5" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -1553,6 +1671,372 @@
</Entity>
</Children>
</Entity>
<Entity name="DefenderShieldTestOrigin">
<Components>
<c:Transform>
<Position X="-11.0375881" Y="0" Z="20.9209175"/>
</c:Transform>
</Components>
<Children>
<Entity name="Shield">
<Components>
<c:Model>
<Resource>Models/Core/UnitHexagon.mesh</Resource>
</c:Model>
<c:Shield/>
<c:Transform>
<Position X="0" Y="1.47765553" Z="0"/>
<Orientation X="0" Y="2.15300012" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ShieldedCube">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Shielded/>
<c:Transform>
<Position X="-3.34650159" Y="1.19966424" Z="3.09996605"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ShieldedPlayer">
<Components>
<c:AABB>
<Origin X="0" Y="0.772000015" Z="0"/>
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:Collidable/>
<c:Health/>
<c:Physics>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
<Gravity>false</Gravity>
</c:Physics>
<c:Player>
<MovementSpeed>5</MovementSpeed>
</c:Player>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform>
<Position X="-1.56735241" Y="0.527999997" Z="0.929739475"/>
</c:Transform>
</Components>
<Children>
<Entity name="Camera">
<Components>
<c:Camera/>
<c:Transform>
<Position X="0" Y="1.37700009" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="PlayerName">
<Components>
<c:Text>
<Resource>Fonts/DroidSans.ttf,100</Resource>
<Color A="1" B="0" G="1" R="0"/>
</c:Text>
<c:Transform>
<Position X="0.100000001" Y="0.248000011" Z="-0.248000011"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="CameraModel">
<Components>
<c:Model>
<Resource>Models/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.0331346765" Z="-0.0792061687"/>
<Scale X="1.30000007" Y="1.50000012" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="HUD">
<Components>
<c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
</c:Transform>
</Components>
<Children>
<Entity name="HealthBar">
<Components>
<c:Fill>
<Percentage>1</Percentage>
<Color A="0" B="1" G="0" R="0"/>
</c:Fill>
<c:HealthHUD/>
<c:Model>
<Resource>Models/Core/UnitHexagon.mesh</Resource>
<Color A="1" B="0.70588237" G="0.70588237" R="0.70588237"/>
</c:Model>
<c:Transform>
<Position X="-0.383000016" Y="-0.185000002" Z="0"/>
<Scale X="0.150000006" Y="0.150000006" Z="0.150000006"/>
<Orientation X="0" Y="0.594000041" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Crosshair">
<Components>
<c:Model>
<Resource>Models/CrosshairQuad.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="0" Z="0.200000003"/>
<Scale X="0.00600000005" Y="1" Z="0.00600000005"/>
<Orientation X="1.57000005" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Weapon">
<Components>
<c:ExplosionEffect>
<ColorByDistance>true</ColorByDistance>
<Velocity X="0.800000012" Y="0.0379999988" Z="0"/>
<TimeSinceDeath>1.3764088929643181</TimeSinceDeath>
<ExplosionDuration>3.7999999523162842</ExplosionDuration>
<EndColor A="0" B="23.5294113" G="11.7647057" R="0"/>
<Randomness>true</Randomness>
</c:ExplosionEffect>
<c:Model>
<Resource>Models/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.180000007" Y="-0.183000013" Z="0"/>
<Orientation X="0" Y="3.08300018" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="WeaponMuzzle">
<Components>
<c:Transform>
<Position X="0.215000004" Y="-0.153000012" Z="-0.266000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="ThirdPersonCamera">
<Components>
<c:Camera/>
<c:Model>
<Resource>Models/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="-0.284000009" Y="1.83800006" Z="1.18900001"/>
<Orientation X="5.95600033" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PlayerModel">
<Components>
<c:Animation>
<Name>Hold Pos</Name>
<Time>0.39573681725672838</Time>
<Speed>1</Speed>
</c:Animation>
<c:HiddenForLocalPlayer/>
<c:Model>
<Resource>Models/AssaultAnimated.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Shielded/>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AABBStanding">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.427450985" B="1" G="1" R="1"/>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.772000015" Z="0"/>
<Scale X="1" Y="1.60000002" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AABBCrouching">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.745098054" B="1" G="0" R="1"/>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.772000015" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundItemsOrigin">
<Components>
<c:Transform>
<Position X="-7.17760038" Y="0" Z="5.57545042"/>
</c:Transform>
</Components>
<Children>
<Entity name="Log">
<Components>
<c:Model>
<Resource>Models/Log.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.09513513" Y="0.53153497" Z="-0.127776429"/>
<Orientation X="5.9920001" Y="0.640000045" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Bush">
<Components>
<c:Model>
<Resource>Models/BushAlive.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-4.95900011" Y="0" Z="1.29897511"/>
<Scale X="5" Y="5" Z="5"/>
<Orientation X="0.407000005" Y="1.68700004" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Text">
<Components>
<c:Text>
<Content>Defender Shield Test</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
</c:Text>
<c:Transform>
<Position X="0" Y="4.20000029" Z="0"/>
<Orientation X="0" Y="2.15300012" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="FontTestOrigin">
<Components>
<c:Transform>
<Position X="-9.54515171" Y="0" Z="-32.3266869"/>
</c:Transform>
</Components>
<Children>
<Entity name="BackGround">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="0.117647059" G="0.117647059" R="0.117647059"/>
</c:Model>
<c:Transform>
<Position X="0" Y="5.89724827" Z="-0.562690914"/>
<Scale X="28.9000015" Y="62.8000031" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="DroidSans">
<Components>
<c:Text>
<Content>Tawqesmr *^~ 1345790</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
</c:Text>
<c:Transform>
<Position X="0" Y="2" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Xirod">
<Components>
<c:Text>
<Content>Tawqesmr *^~ 1345790</Content>
<Resource>Fonts/xirod.ttf,64</Resource>
</c:Text>
<c:Transform>
<Position X="0" Y="3" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="NulshockBd">
<Components>
<c:Text>
<Content>Tawqesmr *^~ 1345790</Content>
<Resource>Fonts/nulshock bd.ttf,64</Resource>
</c:Text>
<c:Transform>
<Position X="0" Y="4" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="KenneyFutureSquare">
<Components>
<c:Text>
<Content>Tawqesmr *^~ 1345790</Content>
<Resource>Fonts/Kenney Future Square.ttf,64</Resource>
</c:Text>
<c:Transform>
<Position X="0" Y="5" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="KenneyFutureNarrow">
<Components>
<c:Text>
<Content>Tawqesmr *^~ 1345790</Content>
<Resource>Fonts/Kenney Future Narrow.ttf,64</Resource>
</c:Text>
<c:Transform>
<Position X="0" Y="6" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="KenneySpace">
<Components>
<c:Text>
<Content>Tawqesmr *^~ 1345790</Content>
<Resource>Fonts/Kenney Space.ttf,64</Resource>
</c:Text>
<c:Transform>
<Position X="0" Y="7" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,39 @@
<?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:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/Unithexagon.mesh</Resource>
</c:Model>
<c:Shield/>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="dl">
<Components>
<c:DirectionalLight/>
<c:Transform>
<Orientation X="0" Y="2.61800003" Z="0.756000042"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="sl">
<Components>
<c:SceneLight>
<Gamma>2.2000000476837158</Gamma>
</c:SceneLight>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+2
View File
@@ -38,6 +38,8 @@
<xs:element ref="c:HiddenForLocalPlayer" minOccurs="0"/>
<xs:element ref="c:Fill" minOccurs="0"/>
<xs:element ref="c:Animation" minOccurs="0"/>
<xs:element ref="c:Shield" minOccurs="0"/>
<xs:element ref="c:Shielded" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
@@ -2,6 +2,8 @@
layout (binding = 0) uniform sampler2D SceneTexture;
layout (binding = 1) uniform sampler2D BloomTexture;
layout (binding = 2) uniform sampler2D SceneTextureLowRes;
layout (binding = 3) uniform sampler2D BloomTextureLowRes;
uniform float Exposure;
uniform float Gamma;
@@ -15,10 +17,19 @@ void main()
{
vec4 hdrColor = texture(SceneTexture, Input.TextureCoordinate);
vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate);
vec4 hdrColorLowRes = texture(SceneTextureLowRes, Input.TextureCoordinate);
vec4 bloomColorLowRes = texture(BloomTextureLowRes, Input.TextureCoordinate);
hdrColor += bloomColor;
hdrColorLowRes;
float hdrColorsum = hdrColorLowRes.r + hdrColorLowRes.g + hdrColorLowRes.b;
//Toon mapping thingy
vec3 result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
vec3 result;
if(hdrColorsum > 0.0) {
result = vec3(1.0) - exp(-hdrColorLowRes.rgb * Exposure);
} else {
result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
}
//gamme correction
result = pow(result, vec3(1.0 / Gamma));
@@ -0,0 +1,11 @@
#version 430
in VertexData{
vec3 Position;
}Input;
void main()
{
}
@@ -0,0 +1,21 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
layout(location = 0) in vec3 Position;
layout(location = 5) in vec4 BoneIndices;
layout(location = 6) in vec4 BoneWeights;
out VertexData{
vec3 Position;
}Output;
void main()
{
gl_Position = P * V * M * vec4(Position, 1.0);
Output.Position = Position;
}
+36
View File
@@ -0,0 +1,36 @@
#version 430
#extension GL_EXT_gpu_shader4 : enable
uniform int MipMapLevel;
uniform bool Horizontal;
uniform vec2 ScreenSize[5];
layout (binding = 0) uniform sampler2D Texture;
in VertexData{
vec2 TextureCoordinate;
}Input;
out vec4 fragmentColor;
uniform float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
uniform float weight[5] = float[]( 0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162 );
void main()
{
//vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
vec3 result = textureLod(Texture, vec2(gl_FragCoord)/ScreenSize[0], MipMapLevel ).rgb * weight[0];
if(Horizontal) {
for( int i = 1; i<3; i++) {
result += textureLod( Texture, Input.TextureCoordinate + vec2(offset[i], 0.0), MipMapLevel ).rgb * weight[i];
result += textureLod( Texture, Input.TextureCoordinate - vec2(offset[i], 0.0), MipMapLevel ).rgb * weight[i];
}
} else {
for( int i = 1; i<3; i++) {
result += textureLod( Texture, Input.TextureCoordinate + vec2(0.0, offset[i]), MipMapLevel ).rgb * weight[i];
result += textureLod( Texture, Input.TextureCoordinate - vec2(0.0, offset[i]), MipMapLevel ).rgb * weight[i];
}
}
fragmentColor = vec4(result, 1.0);
}
+13
View File
@@ -0,0 +1,13 @@
#version 430
layout (location = 0) in vec3 Position;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
}
+7 -3
View File
@@ -1,6 +1,7 @@
#version 430
#extension GL_EXT_gpu_shader4 : enable
uniform int MipMapLevel;
layout (binding = 0) uniform sampler2D Texture;
in VertexData{
@@ -14,11 +15,14 @@ uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.01
void main()
{
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
vec3 result = textureLod(Texture, Input.TextureCoordinate, MipMapLevel).rgb * weight[0];
//vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
for(int i = 1; i < 5; ++i) {
result += texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
result += texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
result += textureLod(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0), MipMapLevel).rgb * weight[i];
result += textureLod(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0), MipMapLevel).rgb * weight[i];
//result += texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
//result += texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
}
fragmentColor = vec4(result, 1.0);
}
+7 -3
View File
@@ -1,6 +1,7 @@
#version 430
#extension GL_EXT_gpu_shader4 : enable
uniform int MipMapLevel;
layout (binding = 0) uniform sampler2D Texture;
in VertexData{
@@ -14,11 +15,14 @@ uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.01
void main()
{
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
//vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
vec3 result = textureLod(Texture, Input.TextureCoordinate, MipMapLevel).rgb * weight[0];
for(int i = 1; i < 5; ++i) {
result += texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
result += texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
result += textureLod(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i), MipMapLevel).rgb * weight[i];
result += textureLod(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i), MipMapLevel).rgb * weight[i];
//result += texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
//result += texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
}
fragmentColor = vec4(result, 1.0);
}
+15
View File
@@ -0,0 +1,15 @@
#version 430
in VertexData{
vec3 Position;
}Input;
out vec4 fragmentColor;
void main()
{
fragmentColor = vec4(0.5, 0.0, 0.0, 0.0);
}
+19
View File
@@ -0,0 +1,19 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
layout(location = 0) in vec3 Position;
out VertexData{
vec3 Position;
}Output;
void main()
{
gl_Position = P * V * M * vec4(Position, 1.0);
Output.Position = Position;
}
@@ -0,0 +1,21 @@
#version 430
layout (binding = 0) uniform sampler2D Texture0;
layout (binding = 1) uniform sampler2D Texture1;
in VertexData{
vec2 TextureCoordinate;
}Input;
out vec4 fragmentColor;
void main()
{
vec4 texel0 = texture(Texture0, Input.TextureCoordinate);
vec4 texel1 = texture(Texture1, Input.TextureCoordinate);
fragmentColor = texel0 + texel1;
//fragmentColor = vec4(1,0.5,0.7,1);
}
@@ -0,0 +1,13 @@
#version 430
layout (location = 0) in vec3 Position;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
}
+391 -66
View File
@@ -4,6 +4,7 @@
#include "Engine/GLM.h"
#include "Core/World.h"
#include "Rendering/Model.h"
#include "imgui/imgui.h"
namespace Collision
{
@@ -116,36 +117,79 @@ bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation)
return glm::all(axisesIntersecting);
}
bool RayVsTriangle(const Ray& ray,
const glm::vec3& v0,
const glm::vec3& v1,
const glm::vec3& v2,
bool trueOnNegativeDistance)
{
glm::vec3 e1 = v1 - v0; //v1 - v0
glm::vec3 e2 = v2 - v0; //v2 - v0
glm::vec3 m = ray.Origin() - v0;
glm::vec3 MxE1 = glm::cross(m, e1);
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);
float DetInv = glm::dot(e1, DxE2);
if (std::abs(DetInv) < FLT_EPSILON) {
return false;
}
DetInv = 1.0f / DetInv;
float u = glm::dot(m, DxE2) * DetInv;
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) {
return false;
}
//Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit.
return trueOnNegativeDistance || 0 <= glm::dot(e2, MxE1) * DetInv;
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices)
{
for (int i = 0; i < modelIndices.size(); ++i) {
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
glm::vec3 m = ray.Origin() - v0;
glm::vec3 MxE1 = glm::cross(m, e1);
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);
float DetInv = glm::dot(e1, DxE2);
if (std::abs(DetInv) < FLT_EPSILON) {
continue;
}
DetInv = 1.0f / DetInv;
float u = glm::dot(m, DxE2) * DetInv;
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) {
continue;
}
//Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit.
if (0 <= glm::dot(e2, MxE1) * DetInv) {
glm::vec3 v1 = modelVertices[modelIndices[++i]].Position;
glm::vec3 v2 = modelVertices[modelIndices[++i]].Position;
if (RayVsTriangle(ray, v0, v1, v2)) {
return true;
}
}
return false;
}
bool RayVsTriangle(const Ray& ray,
const glm::vec3& v0,
const glm::vec3& v1,
const glm::vec3& v2,
float& outDistance,
float& outUCoord,
float& outVCoord,
bool trueOnNegativeDistance)
{
glm::vec3 e1 = v1 - v0; //v1 - v0
glm::vec3 e2 = v2 - v0; //v2 - v0
glm::vec3 m = ray.Origin() - v0;
glm::vec3 MxE1 = glm::cross(m, e1);
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);//pVec
float DetInv = glm::dot(e1, DxE2);
if (std::abs(DetInv) < FLT_EPSILON) {
return false;
}
DetInv = 1.0f / DetInv;
float dist = glm::dot(e2, MxE1) * DetInv;
if (dist >= outDistance) {
return false;
}
outDistance = dist;
outUCoord = glm::dot(m, DxE2) * DetInv;
outVCoord = glm::dot(ray.Direction(), MxE1) * DetInv;
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
return (0 <= (outUCoord + 0.001f) && 0 <= (outVCoord + 0.001f) && outUCoord + outVCoord <= 1 && (trueOnNegativeDistance || 0 <= dist));
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
@@ -157,26 +201,12 @@ bool RayVsModel(const Ray& ray,
bool hit = false;
for (int i = 0; i < modelIndices.size(); ++i) {
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
glm::vec3 m = ray.Origin() - v0;
glm::vec3 MxE1 = glm::cross(m, e1);
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);//pVec
float DetInv = glm::dot(e1, DxE2);
if (std::abs(DetInv) < FLT_EPSILON) {
continue;
}
DetInv = 1.0f / DetInv;
float dist = glm::dot(e2, MxE1) * DetInv;
if (dist >= outDistance) {
continue;
}
float u = glm::dot(m, DxE2) * DetInv;
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
if (0 <= (u + 0.001f) && 0 <= (v + 0.001f) && u + v <= 1 && 0 <= dist) {
glm::vec3 v1 = modelVertices[modelIndices[++i]].Position;
glm::vec3 v2 = modelVertices[modelIndices[++i]].Position;
float dist;
float u;
float v;
if (RayVsTriangle(ray, v0, v1, v2, dist, u, v)) {
outDistance = dist;
outUCoord = u;
outVCoord = v;
@@ -199,43 +229,338 @@ bool RayVsModel(const Ray& ray,
return hit;
}
bool AABBvsTriangles(const AABB& box, const std::vector<RawModel::Vertex>& modelVertices, const std::vector<unsigned int>& modelIndices, const glm::mat4& modelMatrix, glm::vec3& outResolutionVector)
constexpr inline int signNonZero(float x)
{
bool hit = false;
return x < 0 ? -1 : 1;
}
inline glm::vec3 signNonZero(const glm::vec3& x)
{
glm::vec3 r;
for (int i = 0; i < 3; ++i) {
r[i] = (float)signNonZero(x[i]);
}
return r;
}
template<typename T>
bool vectorHasLength(const T& vec)
{
return glm::any(glm::greaterThan(glm::abs(vec), T(0.0001f)));
}
bool rectangleVsTriangle(const glm::vec2& boxMin,
const glm::vec2& boxMax,
const std::array<glm::vec2, 3>& triPos,
glm::vec2& resolutionDirection,
float& resolutionDistanceSq,
bool& pushedFromTriNormal)
{
pushedFromTriNormal = false;
resolutionDistanceSq = INFINITY;
//Project along box normals (coordinate axes, since it's axis-aligned).
for (int ax = 0; ax < 2; ++ax) {
float minTri = INFINITY;
float maxTri = -INFINITY;
for (const glm::vec2& t : triPos) {
minTri = std::min(t[ax], minTri);
maxTri = std::max(t[ax], maxTri);
}
if (boxMax[ax] <= minTri || maxTri <= boxMin[ax]) {
return false;
}
//Here: maxBox > minTri && minBox < maxTri
//Left is negative.
float leftRes = minTri - boxMax[ax];
float rightRes = maxTri - boxMin[ax];
float push = rightRes < -leftRes ? rightRes : leftRes;
float absPushSq = abs(push);
absPushSq *= absPushSq;
if (absPushSq < resolutionDistanceSq) {
resolutionDistanceSq = absPushSq;
resolutionDirection[1 - ax] = 0.f;
resolutionDirection[ax] = push;
}
}
//Project along triangle normals.
//Put edges into normal vector, make normals in the loop.
std::array<glm::vec2, 3> triNormals = {
triPos[1] - triPos[0],
triPos[2] - triPos[1],
triPos[0] - triPos[2]
};
std::array<glm::vec2, 4> boxPos = {
boxMax,
glm::vec2(boxMax.x, boxMin.y),
glm::vec2(boxMin.x, boxMax.y),
boxMin
};
for (auto& normal : triNormals) {
if (!vectorHasLength(normal)) {
continue;
}
//Rotate edge to a normal.
normal = glm::normalize(glm::vec2(-normal.y, normal.x));
//Project triangle onto the normal.
float minTri = INFINITY;
float maxTri = -INFINITY;
for (const glm::vec2& point : triPos) {
float dot = glm::dot(normal, point);
minTri = std::min(dot, minTri);
maxTri = std::max(dot, maxTri);
}
//Project box onto the normal.
float minBox = INFINITY;
float maxBox = -INFINITY;
for (const glm::vec2& point : boxPos) {
float dot = glm::dot(normal, point);
minBox = std::min(dot, minBox);
maxBox = std::max(dot, maxBox);
}
if (maxBox <= minTri || maxTri <= minBox) {
return false;
}
//Here: maxBox > minTri && minBox < maxTri
//Left is negative.
float leftRes = minTri - maxBox;
float rightRes = maxTri - minBox;
float push = rightRes < -leftRes ? rightRes : leftRes;
float absPushSq = abs(push);
absPushSq *= absPushSq;
if (absPushSq < resolutionDistanceSq) {
resolutionDistanceSq = absPushSq;
resolutionDirection = push * normal;
pushedFromTriNormal = true;
}
}
return true;
}
constexpr float SlopeConstant(float degrees)
{
return (1.0f - degrees / 90.f);
}
//Returns true if the angle between horizon and the collision surface is less than 45 degrees.
constexpr bool FaceIsGround(float faceNormalY)
{
//TODO: Perhaps the 45 degrees could be saved in a component or in the config..
return faceNormalY > SlopeConstant(45.0f);
}
//An array containing 3 int pairs { 0, 2 }, { 0, 1 }, { 1, 2 }
constexpr std::array<std::pair<int, int>, 3> dimensionPairs({ std::pair<int, int>(0, 2), std::pair<int, int>(0, 1), std::pair<int, int>(1, 2) });
bool AABBvsTriangle(const AABB& box,
const std::array<glm::vec3, 3>& triPos,
const glm::vec3& originalBoxVelocity,
float verticalStepHeight,
bool& isOnGround,
glm::vec3& boxVelocity,
glm::vec3& outResolution)
{
//Check so we don't have a zero area triangle when calculating the normal.
//Also, don't check a triangle facing away from the player.
//Less checks, and we should be able to walk out from models if we are trapped inside.
glm::vec3 triNormal = glm::cross(triPos[1] - triPos[0], triPos[2] - triPos[0]);
if (!vectorHasLength(triNormal) || (glm::dot(triNormal, originalBoxVelocity) > 0)) {
return false;
}
triNormal = glm::normalize(triNormal);
enum BoxTriResolveCase
{
ResolveDimX,
ResolveDimY,
ResolveDimZ,
Line, //Box edge colliding with triangle line.
Corner //Box corner colliding with the triangle face.
};
struct Resolution
{
Resolution()
: DistanceSq(INFINITY)
, Vector(0.f)
{}
BoxTriResolveCase Case;
float DistanceSq;
glm::vec3 Vector;
};
//The smallest resolution that solves the collision.
Resolution resolveShortest;
//The smallest resolution that solves the collision, that resolves upwards.
Resolution resolveUpwards;
//If player stands on the ground and collides with a ground triangle,
//we might step up onto it if the step is small enough.
bool canStairStepUp = isOnGround && FaceIsGround(triNormal.y);
const glm::vec3& origin = box.Origin();
const glm::vec3& half = box.HalfSize();
const glm::vec3& min = box.MinCorner();
const glm::vec3& max = box.MaxCorner();
outResolutionVector.x = INFINITY;
for (int i = 0; i < modelIndices.size(); ++i) {
glm::vec3 p = modelVertices[i].Position;
p = glm::vec3(modelMatrix * glm::vec4(p.x, p.y, p.z, 1));
float distFromOrigin = glm::abs(origin.x - p.x);
float penetration = box.HalfSize().x - distFromOrigin;
if (penetration > 0 && penetration < glm::abs(outResolutionVector.x)) {
if (p.x > origin.x) {
outResolutionVector.x = -penetration;
} else {
outResolutionVector.x = penetration;
//For each projection in xy-, xz-, and yx-planes.
for (std::pair<int, int> dim : dimensionPairs) {
//2D Triangle.
//Project triangle.
std::array<glm::vec2, 3> t2D = {
glm::vec2(triPos[0][dim.first], triPos[0][dim.second]),
glm::vec2(triPos[1][dim.first], triPos[1][dim.second]),
glm::vec2(triPos[2][dim.first], triPos[2][dim.second])
};
//Project box.
glm::vec2 boxMin(min[dim.first], min[dim.second]);
glm::vec2 boxMax(max[dim.first], max[dim.second]);
glm::vec2 resolutionVector;
float resolutionDist;
bool pushedFromTriangleLine;
//if projections don't overlap, return false.
if (!rectangleVsTriangle(boxMin, boxMax, t2D, resolutionVector, resolutionDist, pushedFromTriangleLine)) {
return false;
} else {
//Overwrite the smallest resolution if this is smaller.
if (resolutionDist < resolveShortest.DistanceSq) {
resolveShortest.Vector = glm::vec3(0.f);
resolveShortest.Vector[dim.first] = resolutionVector.x;
resolveShortest.Vector[dim.second] = resolutionVector.y;
resolveShortest.DistanceSq = resolutionDist;
//If we pushed away from triangle line (edge), or if we
//move the player along one coordinate axis (pick the dimension that isn't zero).
resolveShortest.Case = pushedFromTriangleLine ? Line : static_cast<BoxTriResolveCase>((abs(resolveShortest.Vector[dim.first]) < 0.0001f) ? dim.second : dim.first);
}
//Overwrite the smallest upward resolution if this is smaller, and resolves upwards.
constexpr int yAxis = 1;
bool resIsUpwardsIn3D = dim.first == yAxis && resolutionVector.x > 0 || dim.second == yAxis && resolutionVector.y > 0;
if (canStairStepUp && resIsUpwardsIn3D && resolutionDist < resolveUpwards.DistanceSq) {
resolveUpwards.Vector = glm::vec3(0.f);
resolveUpwards.Vector[dim.first] = resolutionVector.x;
resolveUpwards.Vector[dim.second] = resolutionVector.y;
resolveUpwards.DistanceSq = resolutionDist;
//If we pushed away from triangle line (edge), or if we
//move the player along one coordinate axis (pick the dimension that isn't zero).
resolveUpwards.Case = pushedFromTriangleLine ? Line : static_cast<BoxTriResolveCase>((abs(resolveUpwards.Vector[dim.first]) < 0.0001f) ? dim.second : dim.first);
}
hit = true;
}
//glm::vec3 pLocal = origin - p;
//for (int axis = 0; axis < 3; ++axis) {
// if (p[axis] < min[axis] || p[axis] > max[axis]) {
// continue;
// }
// if (glm::abs(pLocal[axis]) < box.HalfSize()[axis]) {
// outResolutionVector[axis] = (glm::sign(pLocal[axis]) * box.HalfSize()[axis]) - pLocal[axis];
// hit = true;
// }
//}
}
//If the triangle does intersect any of the cube diagonals, it will
//intersect the cube diagonal that comes
//closest to being perpendicular to the plane of the triangle.
glm::vec3 diagonal = signNonZero(triNormal) * half;
//The triangle plane contains all points P in dot(triNormal, P) == dot(triNormal, v0)
//The diagonal line contains all points P in P = origin + diagonal * t.
float t = glm::dot(triNormal, triPos[0] - origin) / glm::dot(triNormal, diagonal);
//If intersection point between plane and diagonal is within the box.
if (glm::abs(t) > 1) {
return false;
}
glm::vec3 cornerResolution = (1+t) * diagonal;
//Overwrite the smallest resolution if cornerResolution is smaller.
float lenSq = glm::length2(cornerResolution);
if (lenSq < resolveShortest.DistanceSq) {
resolveShortest.Vector = cornerResolution;
resolveShortest.Case = Corner;
}
if (canStairStepUp && cornerResolution.y > 0 && lenSq < resolveUpwards.DistanceSq) {
resolveUpwards.Vector = cornerResolution;
resolveUpwards.Case = Corner;
resolveUpwards.DistanceSq = lenSq;
}
//Force the resolution upwards if it is smaller than the threshold verticalStepHeight.
//Else take the shortest resolution.
bool takeUp = resolveUpwards.Vector.y > 0 && resolveUpwards.Vector.y < verticalStepHeight;
Resolution& bestResolve = takeUp ? resolveUpwards : resolveShortest;
outResolution = bestResolve.Vector;
glm::vec3 projNorm;
switch (bestResolve.Case) {
case ResolveDimY:
boxVelocity.y = 0.f;
if (outResolution.y > 0)
isOnGround = true;
case ResolveDimX:
case ResolveDimZ:
//If we get here, the resolution is along one coordinate axis.
//set velocity to 0 in y if it is along y-axis.
return true;
case Line:
projNorm = glm::normalize(outResolution);
break;
case Corner:
projNorm = triNormal;
break;
default:
break;
}
//If the collision was not on steep wall or similarly (e.g. walking on the ground), force resolution in y only.
if (FaceIsGround(projNorm.y)) {
//Ensure that the player always is moved upwards, instead of sliding down.
float len = glm::length(outResolution);
float ang = glm::half_pi<float>() - glm::acos(outResolution.y / len);
if (len > 0.0000001f && ang > 0.0000001f) {
outResolution.x = 0;
outResolution.y = len / glm::sin(ang);
outResolution.z = 0;
}
//Also zero the vertical velocity, if it is positive, else project it onto the normal.
//Project the velocity onto the normal of the hit line/face.
//w = v - <v,n>*n, |n|==1.
boxVelocity.y = std::min(boxVelocity.y - glm::dot(boxVelocity, projNorm) * projNorm.y, 0.f);
isOnGround = true;
} else {
//Enter here if the triangle is a steep slope, and it is not facing downwards.
//Project the velocity onto the normal of the hit line/face.
//w = v - <v,n>*n, |n|==1.
//"ice cream"-effect, air resistance + projected velocity.
if (!isOnGround) {
boxVelocity = boxVelocity - glm::dot(boxVelocity, projNorm) * projNorm;
}
}
return true;
}
bool AABBvsTriangles(const AABB& box,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
float verticalStepHeight,
bool& isOnGround,
glm::vec3& outResolutionVector)
{
bool hit = false;
bool everHitTheGround = false;
AABB newBox = box;
outResolutionVector = glm::vec3(0.f);
glm::vec3 originalBoxVelocity(boxVelocity);
for (int i = 0; i < modelIndices.size(); ) {
std::array<glm::vec3, 3> triVertices = {
Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix)
};
glm::vec3 outVec;
bool collideWithGround = isOnGround;
if (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec)) {
hit = true;
outResolutionVector += outVec;
newBox = AABB::FromOriginSize(newBox.Origin() + outVec, newBox.Size());
if (collideWithGround) {
everHitTheGround = isOnGround = true;
}
}
}
if (!everHitTheGround) {
isOnGround = false;
}
return hit;
}
+27 -25
View File
@@ -1,6 +1,7 @@
#include "Collision/Collision.h"
#include "Collision/CollisionSystem.h"
#include "Core/AABB.h"
#include "Rendering/Model.h"
void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
{
@@ -25,33 +26,34 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
continue;
}
if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
if (boxB.Entity.HasComponent("Model") && Collision::AABBVsAABB(boxA, boxB)) {
//Here we know boxB is a entity with Collideable, AABB, and Model.
RawModel* model;
try {
model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
} catch (const std::exception&) {
continue;
}
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
bool isOnGround = (bool)cPhysics["IsOnGround"];
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
(glm::vec3&)cTransform["Position"] += resolutionVector;
cPhysics["Velocity"] = inOutVelocity;
(bool)cPhysics["IsOnGround"] = isOnGround;
} else {
(bool)cPhysics["IsOnGround"] = false;
}
} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
//Enter here if boxB has no Model.
(glm::vec3&)cTransform["Position"] += resolutionVector;
if (resolutionVector.y > 0) {
(bool)cPhysics["IsOnGround"] = resolutionVector.y > 0;
if ((bool)cPhysics["IsOnGround"]){
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
}
}
}
// HACK: Temporarily collide against all collidable models since they're not in the octree yet
//auto otherCollidables = world->GetComponents("Model");
//for (auto& cModel : *otherCollidables) {
// if (cModel.EntityID == entity) {
// continue;
// }
// if (!world->HasComponent(cModel.EntityID, "Collidable")) {
// continue;
// }
// auto absPosition = RenderQueueFactory::AbsolutePosition(world, cModel.EntityID);
// auto absOrientation = RenderQueueFactory::AbsoluteOrientation(world, cModel.EntityID);
// auto absScale = RenderQueueFactory::AbsoluteScale(world, cModel.EntityID);
// glm::mat4 modelMatrix = glm::translate(absPosition); // *glm::toMat4(absOrientation) * glm::scale(absScale);
// auto model = ResourceManager::Load<Model>(cModel["Resource"]);
// glm::vec3 resolutionVector;
// if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, resolutionVector)) {
// (glm::vec3&)cTransform["Position"] += resolutionVector;
// }
//}
}
}
-5
View File
@@ -275,9 +275,4 @@ std::vector<int> Child::childIndicesContainingBox(const AABB& box) const
}
}
bool Child::hasChildren() const
{
return m_Children[0] != nullptr;
}
}
+4
View File
@@ -97,3 +97,7 @@ glm::mat4 Transform::ModelMatrix(EntityID entity, World* world)
return modelMatrix;
}
glm::vec3 Transform::TransformPoint(const glm::vec3& point, const glm::mat4& matrix)
{
return glm::vec3(matrix * glm::vec4(point.x, point.y, point.z, 1));
}
+3 -3
View File
@@ -56,9 +56,9 @@ void EditorRenderSystem::Update(double dt)
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);
if (cModel["Transparent"]) {
scene.TransparentObjects.push_back(modelJob);
scene.Jobs.TransparentObjects.push_back(modelJob);
} else {
scene.OpaqueObjects.push_back(modelJob);
scene.Jobs.OpaqueObjects.push_back(modelJob);
}
}
}
@@ -75,7 +75,7 @@ void EditorRenderSystem::Update(double dt)
EntityWrapper entity(m_World, cPointLight.EntityID);
ComponentWrapper& cTransform = entity["Transform"];
std::shared_ptr<PointLightJob> pointLightJob = std::make_shared<PointLightJob>(cTransform, cPointLight, entity.World);
scene.PointLightJobs.push_back(pointLightJob);
scene.Jobs.PointLight.push_back(pointLightJob);
}
}
+105 -13
View File
@@ -6,6 +6,18 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer)
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
m_ScreenSizes[0] = 1920.f;
m_ScreenSizes[1] = 1053.f;
m_ScreenSizes[2] = 959.f;
m_ScreenSizes[3] = 525.f;
m_ScreenSizes[4] = 479.f;
m_ScreenSizes[5] = 262.f;
m_ScreenSizes[6] = 239.f;
m_ScreenSizes[7] = 130.f;
m_ScreenSizes[8] = 119.f;
m_ScreenSizes[9] = 64.f;
InitializeTextures();
InitializeBuffers();
InitializeShaderPrograms();
@@ -18,31 +30,51 @@ void DrawBloomPass::InitializeTextures()
void DrawBloomPass::InitializeShaderPrograms()
{
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("#GaussianProgramHoriz");
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
m_GaussianProgram_horiz->Compile();
m_GaussianProgram_horiz->Link();
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("#GaussianProgramVert");
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
m_GaussianProgram_vert->Compile();
m_GaussianProgram_vert->Link();
m_GaussianProgram_both = ResourceManager::Load<ShaderProgram>("#GaussianProgramBoth");
m_GaussianProgram_both->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_both.vert.glsl")));
m_GaussianProgram_both->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_both.frag.glsl")));
m_GaussianProgram_both->Compile();
m_GaussianProgram_both->Link();
m_CombineProgram = ResourceManager::Load<ShaderProgram>("#CombineProgram");
m_CombineProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/TextureCombine.vert.glsl")));
m_CombineProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/TextureCombine.frag.glsl")));
m_CombineProgram->Compile();
m_CombineProgram->Link();
//Fixa nya combine shadern
}
void DrawBloomPass::InitializeBuffers()
{
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_HALF_FLOAT);
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
m_GaussianFrameBuffer_horiz.Generate();
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_HALF_FLOAT);
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
m_GaussianFrameBuffer_vert.Generate();
GenerateTexture(&m_FinalBlurTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_BlurredFinalTexture.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_FinalBlurTexture, GL_COLOR_ATTACHMENT0)));
m_BlurredFinalTexture.Generate();
}
@@ -60,65 +92,123 @@ void DrawBloomPass::ClearBuffer()
void DrawBloomPass::Draw(GLuint texture)
{
GLERROR("DrawBloomPass::Draw: Pre");
ImGui::Combo("DebugBloom", &m_DebugTextureToDraw, "ALL\0First\0SEcond\0Third\0Fourth\0Fifth");
ImGui::SliderInt("Iterations", &m_Iterations, 0, 10);
if (m_DebugTextureToDraw == 1)
BlurOneMipMapLevel(&texture, m_Iterations, 1);
else if (m_DebugTextureToDraw == 2)
BlurOneMipMapLevel(&texture, m_Iterations, 2);
else if (m_DebugTextureToDraw == 3)
BlurOneMipMapLevel(&texture, m_Iterations, 3);
else if (m_DebugTextureToDraw == 4)
BlurOneMipMapLevel(&texture, m_Iterations, 4);
else if (m_DebugTextureToDraw == 0) {
BlurOneMipMapLevel(&texture, m_Iterations, 1);
BlurOneMipMapLevel(&texture, m_Iterations, 2);
BlurOneMipMapLevel(&texture, m_Iterations, 3);
BlurOneMipMapLevel(&texture, m_Iterations, 4);
}
}
void DrawBloomPass::BlurOneMipMapLevel(GLuint* texture, GLint iterations, GLint mipMapLevel)
{
GLERROR("PRE");
//new code
DrawBloomPassState state;
//Loop through and blur texture at mipmap level
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
//First horiz pass
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind();
GLERROR("Bind");
glUniform1i(glGetUniformLocation(shaderHandle_horiz, "MipMapLevel"), mipMapLevel);
//glUniform2fv(glGetUniformLocation(m_GaussianProgram_both->GetHandle(), "ScreenSize"), 5, m_ScreenSizes);
//glUniform1i(glGetUniformLocation(m_GaussianProgram_both->GetHandle(), "Horizontal"), true);
GLERROR("1");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
GLERROR("2");
//Iterate some times to make it more gaussian.
for (int i = 1; i < m_iterations; i++) {
//Loop through vert, then horiz and save to respective textures X number of times.
for (int i = 1; i < iterations; i++) {
//Vertical pass
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
//glUniform1i(glGetUniformLocation(m_GaussianProgram_both->GetHandle(), "Horizontal"), false);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
GLERROR("3");
//horizontal pass
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind();
//glUniform1i(glGetUniformLocation(m_GaussianProgram_both->GetHandle(), "Horizontal"), true);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
GLERROR("4");
}
//final vertical gaussian after the iterations are done
//the final vertical iteration.
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
//glUniform1i(glGetUniformLocation(m_GaussianProgram_both->GetHandle(), "Horizontal"), false);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
GLERROR("5");
GLERROR("DrawBloomPass::Draw: END");
//Combine the the new blurred texture into the final texture
m_BlurredFinalTexture.Bind();
m_CombineProgram->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_FinalBlurTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
GLERROR("END");
}
void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
@@ -132,3 +222,5 @@ void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum fil
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
GLERROR("Texture initialization failed");
}
@@ -6,8 +6,6 @@ DrawColorCorrectionPass::DrawColorCorrectionPass(IRenderer* renderer)
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
//m_Exposure = 0.4; //TODO: Renderer: Fixa så att denna går att ändra på genom komponent eller setting.
InitializeShaderPrograms();
}
@@ -20,14 +18,14 @@ void DrawColorCorrectionPass::InitializeShaderPrograms()
m_ColorCorrectionProgram->Link();
}
void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure)
void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure)
{
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERROR("DrawScreenQuadPass::Draw: Pre");
DrawScreenQuadPassState state = DrawScreenQuadPassState();
m_ColorCorrectionProgram->Bind();
//glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT);
glUniform1f(glGetUniformLocation(m_ColorCorrectionProgram->GetHandle(), "Exposure"), exposure);
glUniform1f(glGetUniformLocation(m_ColorCorrectionProgram->GetHandle(), "Gamma"), gamma);
@@ -35,6 +33,10 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLf
glBindTexture(GL_TEXTURE_2D, sceneTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, bloomTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, sceneTextureLowRes);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, bloomTextureLowRes);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
+289 -13
View File
@@ -2,8 +2,10 @@
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
{
//TODO: Make sure that uniforms are not sent into shader if not needed.
m_Renderer = renderer;
m_LightCullingPass = lightCullingPass;
m_ShieldPixelRate = 8;
InitializeTextures();
InitializeShaderPrograms();
InitializeFrameBuffers();
@@ -21,18 +23,39 @@ void DrawFinalPass::InitializeFrameBuffers()
{
glGenRenderbuffers(1, &m_DepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("RenderBuffer generation");
GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGBA, GL_UNSIGNED_INT, 4);
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
//m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
m_FinalPassFrameBuffer.Generate();
GLERROR("FBO generation");
glGenRenderbuffers(1, &m_DepthBufferLowRes);
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBufferLowRes);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate));
GLERROR("RenderBufferLowRes generation");
GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBufferLowRes, GL_DEPTH_STENCIL_ATTACHMENT)));
//m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTextureLowRes, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTextureLowRes, GL_COLOR_ATTACHMENT1)));
m_FinalPassFrameBufferLowRes.Generate();
GLERROR("FBO2 generation");
}
void DrawFinalPass::InitializeShaderPrograms()
@@ -55,6 +78,20 @@ void DrawFinalPass::InitializeShaderPrograms()
m_ExplosionEffectProgram->BindFragDataLocation(1, "bloomColor");
m_ExplosionEffectProgram->Link();
GLERROR("Creating explosion program");
m_ShieldToStencilProgram = ResourceManager::Load<ShaderProgram>("#ShieldToStencilProgram");
m_ShieldToStencilProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShieldStencil.vert.glsl")));
m_ShieldToStencilProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShieldStencil.frag.glsl")));
m_ShieldToStencilProgram->Compile();
m_ShieldToStencilProgram->Link();
GLERROR("Creating Shield program");
m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
m_FillDepthBufferProgram->Compile();
m_FillDepthBufferProgram->Link();
GLERROR("Creating DepthFill program");
}
void DrawFinalPass::Draw(RenderScene& scene)
@@ -65,20 +102,92 @@ void DrawFinalPass::Draw(RenderScene& scene)
if (scene.ClearDepth) {
glClear(GL_DEPTH_BUFFER_BIT);
}
//TODO: Do we need check for this or will it be per scene always?
glClearStencil(0x00);
glClear(GL_STENCIL_BUFFER_BIT);
DrawModelRenderQueues(scene.OpaqueObjects, scene);
//Fill depth buffer
state->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
GLERROR("OpaqueObjects");
DrawModelRenderQueues(scene.TransparentObjects, scene);
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
GLERROR("TransparentObjects");
delete state;
//DrawStencilState* stencilState = new DrawStencilState(m_FinalPassFrameBuffer.GetHandle());
//Draw shields to stencil pass
state->StencilFunc(GL_ALWAYS, 1, 0xFF);
state->StencilMask(0xFF);
DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene);
GLERROR("StencilPass");
//Draw Opaque shielded objects
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
state->StencilMask(0x00);
DrawShieldedModelRenderQueue(scene.Jobs.OpaqueShieldedObjects, scene);
GLERROR("Shielded Opaque object");
//Draw Transparen Shielded objects
DrawShieldedModelRenderQueue(scene.Jobs.TransparentShieldedObjects, scene);
GLERROR("Shielded Transparent objects");
GLERROR("END");
delete state;
DrawFinalPassState* stateLowRes = new DrawFinalPassState(m_FinalPassFrameBufferLowRes.GetHandle());
//Draw the lowres texture that will be shown behind the shield.
stateLowRes->Enable(GL_SCISSOR_TEST);
stateLowRes->Enable(GL_DEPTH_TEST);
//TODO: Viewports and scissor should be in state
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glClearStencil(0x00);
glClear(GL_STENCIL_BUFFER_BIT);
//TODO: This should not be here...
stateLowRes->StencilFunc(GL_ALWAYS, 1, 0xFF);
stateLowRes->StencilMask(0x00);
DrawToDepthBuffer(scene.Jobs.OpaqueObjects, scene);
DrawToDepthBuffer(scene.Jobs.TransparentObjects, scene);
//Draw shields to stencil pass
stateLowRes->StencilFunc(GL_ALWAYS, 1, 0xFF);
stateLowRes->StencilMask(0xFF);
stateLowRes->Enable(GL_DEPTH_TEST);
DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene);
GLERROR("StencilPass");
glClear(GL_DEPTH_BUFFER_BIT);
stateLowRes->Enable(GL_DEPTH_TEST);
stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
stateLowRes->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
GLERROR("OpaqueObjects");
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
GLERROR("TransparentObjects");
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
delete stateLowRes;
}
void DrawFinalPass::ClearBuffer()
{
m_FinalPassFrameBufferLowRes.Bind();
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
m_FinalPassFrameBufferLowRes.Unbind();
m_FinalPassFrameBuffer.Bind();
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_FinalPassFrameBuffer.Unbind();
@@ -98,19 +207,36 @@ void DrawFinalPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum fil
void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const
{
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGBA, GL_UNSIGNED_INT, 4);
//glGenTextures(1, texture);
//glBindTexture(GL_TEXTURE_2D, *texture);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, dimensions.x, dimensions.y, GL_UNSIGNED_BYTE, NULL);
//glGenerateMipmap(GL_TEXTURE_2D);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture);
glGenerateMipmap(GL_TEXTURE_2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //TODO: THIS SHIS IS BROKEN WHY YOU NO LINEAR MIPMAP? SHITTY FUCK
glGenerateMipmap(GL_TEXTURE_2D);
GLERROR("MipMap Texture initialization failed");
//glGenTextures(1, texture);
//glBindTexture(GL_TEXTURE_2D, *texture);
//glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
//glTexImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture);
//glGenerateMipmap(GL_TEXTURE_2D);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
GLERROR("MipMap Texture initialization failed");
}
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job, RenderScene& scene)
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
GLERROR("forwardHandle");
@@ -121,7 +247,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
for(auto &job : job)
for(auto &job : jobs)
{
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
if(explosionEffectJob) {
@@ -198,6 +324,156 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
}
}
}
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_BloomTexture);
glGenerateMipmap(GL_TEXTURE_2D);
}
void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
m_ShieldToStencilProgram->Bind();
GLuint shaderHandle = m_ShieldToStencilProgram->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()));
for (auto &job : jobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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)));
if (GLERROR("models end")) {
continue;
}
}
}
}
void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
GLERROR("forwardHandle");
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
GLERROR("explosionHandle");
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
for (auto &job : jobs) {
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
if (explosionEffectJob) {
//Bind program
if (GLERROR("Prebind")) {
continue;
}
m_ExplosionEffectProgram->Bind();
if (GLERROR("BindProgram")) {
continue;
}
glDisable(GL_CULL_FACE);
//Bind uniforms
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
if (GLERROR("BindExplosionUniforms")) {
continue;
}
if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (explosionEffectJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
}
if (GLERROR("Animation")) {
continue;
}
//bind textures
BindExplosionTextures(explosionEffectJob);
if (GLERROR("BindExplosionTextures")) {
continue;
}
//draw
glBindVertexArray(explosionEffectJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
glEnable(GL_CULL_FACE);
if (GLERROR("explosion effect end")) {
continue;
}
} else {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
//bind forward program
m_ForwardPlusProgram->Bind();
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
//bind uniforms
BindModelUniforms(forwardHandle, modelJob, scene);
//bind textures
BindModelTextures(modelJob);
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
}
//draw
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)));
if (GLERROR("models end")) {
continue;
}
}
}
}
}
void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
m_FillDepthBufferProgram->Bind();
GLuint shaderHandle = m_FillDepthBufferProgram->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()));
for (auto &job : jobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
//bind uniforms
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
}
//draw
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)));
if (GLERROR("models end")) {
continue;
}
}
}
@@ -1,6 +1,7 @@
#include "Rendering/DrawFinalPassState.h"
DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
{
BindFramebuffer(frameBuffer);
@@ -8,6 +9,10 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Enable(GL_DEPTH_TEST);
Enable(GL_CULL_FACE);
Enable(GL_STENCIL_TEST);
StencilFunc(GL_NOTEQUAL, 1, 0xFF);
StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
StencilMask(0xFF);
ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
}
@@ -15,3 +20,20 @@ DrawFinalPassState::~DrawFinalPassState()
{
}
DrawStencilState::DrawStencilState(GLuint frameBuffer)
{
BindFramebuffer(frameBuffer);
Enable(GL_STENCIL_TEST);
StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
StencilFunc(GL_ALWAYS, 1, 0xFF);
StencilMask(0xFF);
Enable(GL_DEPTH_TEST);
ClearColor(glm::vec4(0.f));
}
DrawStencilState::~DrawStencilState()
{
}
+17 -4
View File
@@ -39,10 +39,13 @@ void FrameBuffer::AddResource(std::shared_ptr<BufferResource> resource)
void FrameBuffer::Generate()
{
GLERROR("PRE");
std::vector<GLenum> attachments;
glGenFramebuffers(1, &m_BufferHandle);
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
GLERROR("1");
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
switch ((*it)->m_ResourceType) {
@@ -56,20 +59,30 @@ void FrameBuffer::Generate()
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
break;
}
GLERROR("2");
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT) {
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
attachments.push_back((*it)->m_Attachment);
}
GLERROR("Attachment");
}
GLERROR("3");
GLenum* bufferTextures = &attachments[0];
glDrawBuffers(attachments.size(), bufferTextures);
if(GLERROR("4")) {
printf("hello");
}
if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
GLERROR("Framebuffer incomplete");
//LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
exit(EXIT_FAILURE);
}
GLERROR("END");
}
void FrameBuffer::Bind()
+3 -3
View File
@@ -16,7 +16,7 @@ LightCullingPass::~LightCullingPass()
void LightCullingPass::GenerateNewFrustum(RenderScene& scene)
{
if (scene.PointLightJobs.size() == 0)
if (scene.Jobs.PointLight.size() == 0)
return;
GLERROR("CalculateFrustum Error: Pre");
@@ -83,7 +83,7 @@ void LightCullingPass::FillLightList(RenderScene& scene)
{
m_LightSources.clear();
for(auto &job : scene.PointLightJobs) {
for(auto &job : scene.Jobs.PointLight) {
auto pointLightjob = std::dynamic_pointer_cast<PointLightJob>(job);
if (pointLightjob) {
LightSource p;
@@ -97,7 +97,7 @@ void LightCullingPass::FillLightList(RenderScene& scene)
m_LightSources.push_back(p);
}
}
for(auto &job : scene.DirectionalLightJobs) {
for(auto &job : scene.Jobs.DirectionalLight) {
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
if(directionalLightJob) {
LightSource p;
+94 -2
View File
@@ -56,7 +56,7 @@ void PickingPass::Draw(RenderScene& scene)
}
m_Camera = scene.Camera;
for (auto &job : scene.OpaqueObjects) {
for (auto &job : scene.Jobs.OpaqueObjects) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
@@ -102,7 +102,99 @@ void PickingPass::Draw(RenderScene& scene)
}
}
for (auto &job : scene.TransparentObjects) {
for (auto &job : scene.Jobs.TransparentObjects) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
PickingInfo pickInfo;
pickInfo.Entity = modelJob->Entity;
pickInfo.World = modelJob->World;
pickInfo.Camera = scene.Camera;
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
if (color != m_EntityColors.end()) {
pickColor[0] = color->second[0];
pickColor[1] = color->second[1];
} else {
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
if (m_ColorCounter[0] > 255) {
m_ColorCounter[0] = 0;
m_ColorCounter[1] += 1;
} else {
m_ColorCounter[0] += 1;
}
}
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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()));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
}
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)));
}
}
for (auto &job : scene.Jobs.OpaqueShieldedObjects) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
PickingInfo pickInfo;
pickInfo.Entity = modelJob->Entity;
pickInfo.World = modelJob->World;
pickInfo.Camera = scene.Camera;
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
if (color != m_EntityColors.end()) {
pickColor[0] = color->second[0];
pickColor[1] = color->second[1];
} else {
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
if (m_ColorCounter[0] > 255) {
m_ColorCounter[0] = 0;
m_ColorCounter[1] += 1;
} else {
m_ColorCounter[0] += 1;
}
}
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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()));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
}
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)));
}
}
for (auto &job : scene.Jobs.TransparentShieldedObjects) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
+50 -9
View File
@@ -6,9 +6,10 @@ bool RenderState::Enable(GLenum cap)
//LOG_WARNING("Trying to enable somthing that is already enabled.");
return false;
}
m_ResetFunctions.push_back(std::bind(glDisable, cap));
glEnable(cap);
return !GLERROR("RenderState::Enable");
return !GLERROR("Enable");
}
bool RenderState::Disable(GLenum cap)
@@ -16,9 +17,10 @@ bool RenderState::Disable(GLenum cap)
if (!glIsEnabled(cap)) {
return false;
}
m_ResetFunctions.push_back(std::bind(glEnable, cap));
glDisable(cap);
return !GLERROR("RenderState::Disable");
return !GLERROR("Disable");
}
bool RenderState::CullFace(GLenum mode)
@@ -32,7 +34,7 @@ bool RenderState::CullFace(GLenum mode)
glGetIntegerv(GL_CULL_FACE_MODE, &original);
m_ResetFunctions.push_back(std::bind(glCullFace, original));
glCullFace(mode);
return !GLERROR("RenderState::CullFace");
return !GLERROR("CullFace");
}
bool RenderState::ClearColor(glm::vec4 color)
@@ -41,7 +43,7 @@ bool RenderState::ClearColor(glm::vec4 color)
glGetFloatv(GL_COLOR_CLEAR_VALUE, &original[0]);
m_ResetFunctions.push_back(std::bind(glClearColor, original[0], original[1], original[2], original[3]));
glClearColor(color.r, color.g, color.b, color.a);
return !GLERROR("RenderState::ClearColor");
return !GLERROR("ClearColor");
}
bool RenderState::BindFramebuffer(GLint framebuffer)
@@ -55,7 +57,7 @@ bool RenderState::BindFramebuffer(GLint framebuffer)
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, originalDraw);
});
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
return !GLERROR("RenderState::BindBuffer");
return !GLERROR("BindBuffer");
}
@@ -67,7 +69,7 @@ bool RenderState::BlendEquation(GLenum mode)
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &originalAlpha);
m_ResetFunctions.push_back(std::bind(glBlendEquationSeparate, originalRGB, originalAlpha));
glBlendEquation(mode);
return !GLERROR("RenderState::BlendEquation");
return !GLERROR("BlendEquation");
}
bool RenderState::BlendFunc(GLenum sfactor, GLenum dfactor)
@@ -82,7 +84,46 @@ bool RenderState::BlendFunc(GLenum sfactor, GLenum dfactor)
glGetIntegerv(GL_BLEND_DST_ALPHA, &originalDestAlpha);
m_ResetFunctions.push_back(std::bind(glBlendFuncSeparate, originalSrcRGB, originalSrcAlpha, originalDestRGB, originalDestAlpha));
glBlendFunc(sfactor, dfactor);
return !GLERROR("RenderState::BlendFunc");
return !GLERROR("BlendFunc");
}
bool RenderState::StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass)
{
GLint originalSFail;
glGetIntegerv(GL_STENCIL_FAIL, &originalSFail);
GLint originalDPFail;
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &originalDPFail);
GLint originalDPPass;
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &originalDPPass);
m_ResetFunctions.push_back(std::bind(glStencilOp, originalSFail, originalDPFail, originalDPPass));
glStencilOp(sfail, dpfail, dppass);
return !GLERROR("StencilOp");
}
bool RenderState::StencilFunc(GLenum func, GLint ref, GLuint mask)
{
GLint originalFunc;
glGetIntegerv(GL_STENCIL_FUNC, &originalFunc);
GLint originalRef;
glGetIntegerv(GL_STENCIL_REF, &originalRef);
GLint originalMask;
glGetIntegerv(GL_STENCIL_VALUE_MASK, &originalMask);
m_ResetFunctions.push_back(std::bind(glStencilFunc, originalFunc, originalRef, originalMask));
glStencilFunc(func, ref, mask);
return !GLERROR("StencilFunc");
}
bool RenderState::StencilMask(GLuint mask)
{
GLint originalMask;
glGetIntegerv(GL_STENCIL_WRITEMASK, &originalMask);
m_ResetFunctions.push_back(std::bind(glStencilMask, mask));
glStencilMask(mask);
return !GLERROR("StencilMask");
}
bool RenderState::DepthMask(GLboolean flag)
@@ -91,12 +132,12 @@ bool RenderState::DepthMask(GLboolean flag)
glGetBooleanv(GL_DEPTH_WRITEMASK, &original);
m_ResetFunctions.push_back(std::bind(glDepthMask, original));
glDepthMask(flag);
return !GLERROR("RenderState::DepthMask");
return !GLERROR("DepthMask");
}
RenderState::~RenderState()
{
for (auto& f : m_ResetFunctions) {
for (auto& f : boost::adaptors::reverse(m_ResetFunctions)) {
f();
}
}
+52 -17
View File
@@ -40,7 +40,7 @@ bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity)
return entity == m_CurrentCamera || entity.IsChildOf(m_CurrentCamera);
}
void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs)
void RenderSystem::fillModels(RenderScene::Queues &Jobs)
{
auto models = m_World->GetComponents("Model");
if (models == nullptr) {
@@ -92,7 +92,9 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs,
}
glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World);
//Loop through all materialgroups of a model
for (auto matGroup : model->MaterialGroups()) {
//If the model has an explosioneffect component, we will add an explosioneffectjob
if (m_World->HasComponent(cModel.EntityID, "ExplosionEffect")) {
auto explosionEffectComponent = m_World->GetComponent(cModel.EntityID, "ExplosionEffect");
std::shared_ptr<ExplosionEffectJob> explosionEffectJob = std::shared_ptr<ExplosionEffectJob>(new ExplosionEffectJob(
@@ -106,14 +108,30 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs,
fillColor,
fillPercentage
));
if(explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) {
cModel["Transparent"] = true;
}
if (m_World->HasComponent(cModel.EntityID, "Shield")){
Jobs.ShieldObjects.push_back(explosionEffectJob);
} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
|| m_World->HasComponent(cModel.EntityID, "Player")) {
if (cModel["Transparent"]) {
transparentJobs.push_back(explosionEffectJob);
if (explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) {
cModel["Transparent"] = true;
}
if (cModel["Transparent"]) {
Jobs.TransparentShieldedObjects.push_back(explosionEffectJob);
} else {
Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob);
}
} else {
opaqueJobs.push_back(explosionEffectJob);
if (explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) {
cModel["Transparent"] = true;
}
if (cModel["Transparent"]) {
Jobs.TransparentObjects.push_back(explosionEffectJob);
} else {
Jobs.OpaqueObjects.push_back(explosionEffectJob);
}
}
} else {
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(
@@ -126,13 +144,30 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs,
fillColor,
fillPercentage
));
if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) {
cModel["Transparent"] = true;
}
if (cModel["Transparent"]) {
transparentJobs.push_back(modelJob);
if (m_World->HasComponent(cModel.EntityID, "Shield")) {
Jobs.ShieldObjects.push_back(modelJob);
} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
|| m_World->HasComponent(cModel.EntityID, "Player")) {
if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) {
cModel["Transparent"] = true;
}
if (cModel["Transparent"]) {
Jobs.TransparentShieldedObjects.push_back(modelJob);
} else {
Jobs.OpaqueShieldedObjects.push_back(modelJob);
}
} else {
opaqueJobs.push_back(modelJob);
if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) {
cModel["Transparent"] = true;
}
if (cModel["Transparent"]) {
Jobs.TransparentObjects.push_back(modelJob);
} else {
Jobs.OpaqueObjects.push_back(modelJob);
}
}
}
}
@@ -251,10 +286,10 @@ void RenderSystem::Update(double dt)
scene.AmbientColor = (glm::vec4)(*cSceneLight->begin())["AmbientColor"];
}
fillModels(scene.OpaqueObjects, scene.TransparentObjects);
fillPointLights(scene.PointLightJobs, m_World);
fillDirectionalLights(scene.DirectionalLightJobs, m_World);
fillText(scene.TextJobs, m_World);
fillModels(scene.Jobs);
fillPointLights(scene.Jobs.PointLight, m_World);
fillDirectionalLights(scene.Jobs.DirectionalLight, m_World);
fillText(scene.Jobs.Text, m_World);
m_RenderFrame->Add(scene);
}
+10 -4
View File
@@ -93,7 +93,7 @@ void Renderer::Update(double dt)
void Renderer::Draw(RenderFrame& frame)
{
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking");
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking");
//clear buffer 0
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -120,7 +120,7 @@ void Renderer::Draw(RenderFrame& frame)
}
m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
if (m_DebugTextureToDraw == 0) {
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
}
if (m_DebugTextureToDraw == 1) {
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
@@ -129,9 +129,15 @@ void Renderer::Draw(RenderFrame& frame)
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture());
}
if (m_DebugTextureToDraw == 3) {
m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTextureLowRes());
}
if (m_DebugTextureToDraw == 4) {
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTextureLowRes());
}
if (m_DebugTextureToDraw == 5) {
m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
}
if (m_DebugTextureToDraw == 6) {
m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
}
@@ -154,7 +160,7 @@ void Renderer::InitializeTextures()
void Renderer::SortRenderJobsByDepth(RenderScene &scene)
{
//Sort all forward jobs so transparency is good.
scene.TransparentObjects.sort(Renderer::DepthSort);
scene.Jobs.TransparentObjects.sort(Renderer::DepthSort);
}
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
+1 -1
View File
@@ -35,7 +35,7 @@ void TextPass::Draw(RenderScene& scene, FrameBuffer& frameBuffer)
{
GLERROR("Derp1");
TextPassState* state = new TextPassState(frameBuffer.GetHandle());
for (auto &job : scene.TextJobs) {
for (auto &job : scene.Jobs.Text) {
auto textJob = std::dynamic_pointer_cast<TextJob>(job);
if (textJob) {
+3 -1
View File
@@ -29,10 +29,12 @@ Texture::Texture(std::string path)
glGenTextures(1, &m_Texture);
glBindTexture(GL_TEXTURE_2D, m_Texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
//glTexStorage2D(GL_TEXTURE_2D, 4, GL_RGBA8, image.Width, image.Height);
glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLERROR("Texture load");
}
+4
View File
@@ -8,8 +8,10 @@
#include "Systems/PlayerMovementSystem.h"
#include "Systems/SpawnerSystem.h"
#include "Systems/PlayerSpawnSystem.h"
#include "Systems/PlayerDeathSystem.h"
#include "Core/EntityFileWriter.h"
#include "Game/Systems/CapturePointSystem.h"
#include "Game/Systems/PickupSpawnSystem.h"
#include "Game/Systems/WeaponSystem.h"
#include "Game/Systems/PlayerHUD.h"
#include "Game/Systems/LifetimeSystem.h"
@@ -88,9 +90,11 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
// Populate Octree with collidables
++updateOrderLevel;
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
+3 -3
View File
@@ -57,7 +57,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
int blueTeamPlayersStandingInside = 0;
if (capturePointEntity.HasComponent("Model")) {
//Now sets team color to the capturepoint, or white if it is uncaptured.
capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.2f, 1, 1) : ownedBy == redTeam ? glm::vec4(1, 0.2f, 0, 1) : glm::vec4(1, 1, 1, 1);
capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.2f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.2f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3);
}
//calculate next possible capturePoint for both teams
@@ -106,10 +106,10 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
//colorize next possible capturepoint
if (nextPossibleCapturePoint["Red"] == capturePointNumber) {
capturePointEntity["Model"]["Color"] = glm::vec4(1, 1, 0, 1);
capturePointEntity["Model"]["Color"] = glm::vec4(1, 1, 0, 0.3);
}
if (nextPossibleCapturePoint["Blue"] == capturePointNumber) {
capturePointEntity["Model"]["Color"] = glm::vec4(0, 1, 1, 1);
capturePointEntity["Model"]["Color"] = glm::vec4(0, 1, 1, 0.3);
}
//check how many players are standing inside and are healthy
+11 -37
View File
@@ -11,38 +11,6 @@ HealthSystem::HealthSystem(World* m_World, EventBroker* eventBroker)
void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
{
//if entityID of health is 9 then the players ID is also 9 (player,health are connected to the same entity)
double maxHealth = (double)component["MaxHealth"];
//process the DeltaHealthVector and change the entitys health accordingly
for (size_t i = m_DeltaHealthVector.size(); i > 0; i--)
{
auto deltaHP = m_DeltaHealthVector[i - 1];
//if we have a healthchange for the current player and health is greater than 0, then apply it
if (std::get<0>(deltaHP) == component.EntityID && (double)component["Health"] > 0.0f) {
//get the deltaHP value from the tuple and make sure you dont get more than maxHealth
double newHealth = std::min((double)component["Health"] + (double)std::get<1>(deltaHP), maxHealth);
component["Health"] = newHealth;
m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + i - 1);
//check if health is <= 0
if ((double)component["Health"] <= 0.0f) {
component["Health"] = 0.0;
//publish death event
Events::PlayerDeath e;
e.PlayerID = component.EntityID;
m_EventBroker->Publish(e);
//clear the remaining hpDeltas for the dead player
for (size_t j = m_DeltaHealthVector.size(); j > 0; j--)
{
if (std::get<0>(m_DeltaHealthVector[j - 1]) == component.EntityID)
m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + j - 1);
}
//delete the player and break the loop
m_World->DeleteEntity(entity.ID);
break;
}
}
}
}
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
@@ -50,18 +18,24 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
ComponentWrapper cHealth = e.Player["Health"];
double& health = cHealth["Health"];
health -= e.Damage;
if (health <= 0.0) {
m_World->DeleteEntity(e.Player.ID);
Events::PlayerDeath ePlayerDeath;
ePlayerDeath.Player = e.Player;
m_EventBroker->Publish(ePlayerDeath);
//Note: we will delete the entity in PlayerDeathSystem
}
return true;
}
bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e)
bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e)
{
//save the changed HP to a vector. it will be taken care of in UpdateComponent
m_DeltaHealthVector.push_back(std::make_tuple(e.PlayerHealedID, e.HealthAmount));
ComponentWrapper cHealth = e.Player["Health"];
double& health = cHealth["Health"];
health += e.HealthAmount;
health = std::min(health, (double)cHealth["MaxHealth"]);
return true;
}
+66
View File
@@ -0,0 +1,66 @@
#include "Systems/PickupSpawnSystem.h"
PickupSpawnSystem::PickupSpawnSystem(World* m_World, EventBroker* eventBroker)
: System(m_World, eventBroker)
{
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &PickupSpawnSystem::OnTriggerTouch);
}
void PickupSpawnSystem::Update(double dt)
{
for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it)
{
auto& healthPickupPosition = *it;
//set the double timer value (value 3)
healthPickupPosition.DecreaseThisRespawnTimer -= dt;
if (healthPickupPosition.DecreaseThisRespawnTimer < 0) {
//spawn and delete the vector item
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/HealthPickup.xml");
EntityFileParser parser(entityFile);
EntityID healthPickupID = parser.MergeEntities(m_World);
//let the world know a pickup has spawned (graphics effects, etc)
Events::PickupSpawned ePickupSpawned;
ePickupSpawned.Pickup = EntityWrapper(m_World, healthPickupID);
m_EventBroker->Publish(ePickupSpawned);
//set values from the old entity to the new entity
auto& newHealthPickupEntity = EntityWrapper(m_World, healthPickupID);
newHealthPickupEntity["Transform"]["Position"] = healthPickupPosition.Pos;
newHealthPickupEntity["HealthPickup"]["HealthGain"] = healthPickupPosition.HealthGain;
newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = healthPickupPosition.RespawnTimer;
//erase the current element (healthPickupPosition)
m_ETriggerTouchVector.erase(it);
break;
}
}
}
bool PickupSpawnSystem::OnTriggerTouch(Events::TriggerTouch& e)
{
if (!e.Trigger.HasComponent("HealthPickup")) {
return false;
}
double healthGiven = 0.01*(double)e.Trigger["HealthPickup"]["HealthGain"] * (double)e.Entity["Health"]["MaxHealth"];
//cant pick up healthpacks if you are already at MaxHealth
if ((double)e.Entity["Health"]["Health"] >= (double)e.Entity["Health"]["MaxHealth"]) {
return false;
}
//personEntered = e.Entity, thingEntered = e.Trigger
Events::PlayerHealthPickup ePlayerHealthPickup;
ePlayerHealthPickup.HealthAmount = healthGiven;
ePlayerHealthPickup.Player = e.Entity;
m_EventBroker->Publish(ePlayerHealthPickup);
//copy position, healthgain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
//we need to copy all values since each value can be different for each healthPickup
m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["HealthPickup"]["HealthGain"],
e.Trigger["HealthPickup"]["RespawnTimer"],e.Trigger["HealthPickup"]["RespawnTimer"] });
//delete the healthpickup
m_World->DeleteEntity(e.Trigger.ID);
return true;
}
+57
View File
@@ -0,0 +1,57 @@
#include "Systems/PlayerDeathSystem.h"
PlayerDeathSystem::PlayerDeathSystem(World* m_World, EventBroker* eventBroker)
: System(m_World, eventBroker)
{
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerDeathSystem::OnPlayerDeath);
}
void PlayerDeathSystem::Update(double dt)
{
}
bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e)
{
if (!e.Player.Valid()) {
return false;
}
createDeathEffect(e.Player);
// Delete player
m_World->DeleteEntity(e.Player.ID);
return true;
}
void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
{
//load the explosioneffect XML
auto deathEffect = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
EntityFileParser parser(deathEffect);
EntityID deathEffectID = parser.MergeEntities(m_World);
EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
//components that we need from player
auto playerCamera = player.FirstChildByName("Camera");
auto playerEntityModel = player.FirstChildByName("PlayerModel")["Model"];
auto playerEntityAnimation = player.FirstChildByName("PlayerModel")["Animation"];
//copy the data from player to explisioneffectmodel
playerEntityModel.Copy(deathEffectEW["Model"]);
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
//freeze the animation
deathEffectEW["Animation"]["Speed"] = 0.0;
//copy the models position,orientation
deathEffectEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
deathEffectEW["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
//effect,camera is relative to playersPosition
//deathEffectEW["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 0, 0);
//camera (with lifetime) behind the player
auto cam = deathEffectEW.FirstChildByName("Camera");
Events::SetCamera eSetCamera;
eSetCamera.CameraEntity = cam;
m_EventBroker->Publish(eSetCamera);
}
+26 -12
View File
@@ -1,6 +1,6 @@
#include "Systems/PlayerMovementSystem.h"
PlayerMovementSystem::PlayerMovementSystem(World* world, EventBroker* eventBroker)
PlayerMovementSystem::PlayerMovementSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
, PureSystem("Player")
{
@@ -41,8 +41,15 @@ void PlayerMovementSystem::Update(double dt)
if (player.HasComponent("Physics")) {
ComponentWrapper cPhysics = player["Physics"];
//Assault Dash Check
if (player.HasComponent("DashAbility")) {
controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"]);
}
glm::vec3 wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
//this makes sure you can only dash in the 4 directions: forw,backw,left,right
if (controller->AssaultDashDoubleTapped() && controller->Movement().z != 0 && controller->Movement().x != 0) {
wishDirection = glm::vec3(controller->Movement().x, 0, 0)* glm::inverse(glm::quat(ori));
}
float wishSpeed;
if (controller->Crouching()) {
wishSpeed = playerCrouchSpeed;
@@ -50,11 +57,13 @@ void PlayerMovementSystem::Update(double dt)
wishSpeed = playerMovementSpeed;
}
glm::vec3& velocity = cPhysics["Velocity"];
ImGui::Text("velocity: (%f, %f, %f)", velocity.x, velocity.y, velocity.z);
bool isOnGround = (bool)cPhysics["IsOnGround"];
ImGui::Text(isOnGround ? "On ground" : "In air");
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
glm::vec3 groundVelocity(0.f, 0.f, 0.f);
groundVelocity.x = glm::dot(velocity, glm::vec3(1.f, 0.f, 0.f));
groundVelocity.z = glm::dot(velocity, glm::vec3(0.f, 0.f, 1.f));
ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(wishDirection));
groundVelocity.x = velocity.x;
groundVelocity.z = velocity.z;
ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(groundVelocity));
ImGui::Text("wishDirection: (%f, %f, %f) |%f|", wishDirection.x, wishDirection.y, wishDirection.z, glm::length(wishDirection));
float currentSpeedProj = glm::dot(groundVelocity, wishDirection);
float addSpeed = wishSpeed - currentSpeedProj;
@@ -67,20 +76,23 @@ void PlayerMovementSystem::Update(double dt)
ImGui::InputFloat("accel", &accel);
static float airAccel = 0.5f;
ImGui::InputFloat("airAccel", &airAccel);
float actualAccel = (velocity.y != 0) ? airAccel : accel;
float actualAccel = isOnGround ? accel : airAccel;
static float surfaceFriction = 5.f;
ImGui::InputFloat("surfaceFriction", &surfaceFriction);
float accelerationSpeed = actualAccel * (float)dt * wishSpeed * surfaceFriction;
accelerationSpeed = glm::min(accelerationSpeed, addSpeed);
//if doubleTapped do Assault Dash - but only boost maximum 50.0f
float doubleTapDashBoost = controller->AssaultDashDoubleTapped() ? 40.0f : 1.0f;
accelerationSpeed = glm::min(doubleTapDashBoost*glm::min(accelerationSpeed, addSpeed), 50.0f);
velocity += accelerationSpeed * wishDirection;
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
}
if (controller->Jumping() && !controller->Crouching() && (velocity.y == 0.f || !controller->DoubleJumping())) {
//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (isOnGround || !controller->DoubleJumping())) {
(bool)cPhysics["IsOnGround"] = false;
if (velocity.y == 0.f) {
controller->SetDoubleJumping(false);
}
else {
} else {
controller->SetDoubleJumping(true);
}
velocity.y += 4.f;
@@ -101,6 +113,7 @@ void PlayerMovementSystem::Update(double dt)
ComponentWrapper cAnimation = playerModel["Animation"];
float movementLength = glm::length(groundVelocity);
//TODO: add assault dash animation here
if (glm::length(controller->Movement()) > 0.f) {
if (controller->Crouching()) {
cAnimation["Name"] = "Crouch Walk";
@@ -134,6 +147,7 @@ void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
ComponentWrapper& cPhysics = entity["Physics"];
glm::vec3& velocity = cPhysics["Velocity"];
bool isOnGround = (bool)cPhysics["IsOnGround"];
// Ground friction
float speed = glm::length(velocity);
@@ -141,7 +155,7 @@ void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
ImGui::InputFloat("groundFriction", &groundFriction);
static float airFriction = 0.f;
ImGui::InputFloat("airFriction", &airFriction);
float friction = (velocity.y != 0) ? airFriction : groundFriction;
float friction = isOnGround ? groundFriction : airFriction;
if (speed > 0) {
float drop = speed * friction * (float)dt;
float multiplier = glm::max(speed - drop, 0.f) / speed;
+3 -1
View File
@@ -75,7 +75,9 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
// Check if a player already exists
if (m_PlayerEntities.count(e.PlayerID) != 0) {
// TODO: Disallow infinite respawning here
m_World->DeleteEntity(m_PlayerEntities[e.PlayerID].ID);
if (m_PlayerEntities[e.PlayerID].Valid()) {
m_World->DeleteEntity(m_PlayerEntities[e.PlayerID].ID);
}
}
// Store the player for future reference
+4 -4
View File
@@ -255,14 +255,14 @@ void CapturePointTest::TestSetup8()
}
void CapturePointTest::DoTouchEvent(EntityID whoDidSomething, EntityID onWhatObject) {
Events::TriggerTouch touchEvent;
touchEvent.Entity = whoDidSomething;
touchEvent.Trigger = onWhatObject;
touchEvent.Entity = EntityWrapper(m_World, whoDidSomething);
touchEvent.Trigger = EntityWrapper(m_World, onWhatObject);
m_EventBroker->Publish(touchEvent);
}
void CapturePointTest::DoLeaveEvent(EntityID whoDidSomething, EntityID onWhatObject) {
Events::TriggerLeave leaveEvent;
leaveEvent.Entity = whoDidSomething;
leaveEvent.Trigger = onWhatObject;
leaveEvent.Entity = EntityWrapper(m_World, whoDidSomething);
leaveEvent.Trigger = EntityWrapper(m_World, onWhatObject);
m_EventBroker->Publish(leaveEvent);
}
void CapturePointTest::TestSuccess1() {
+1 -1
View File
@@ -29,7 +29,7 @@ void RayTest(std::string fileName) {
Ray ray(glm::vec3(-50, 0, 0), glm::vec3(1, 0, 0));
//using a
here, else we have to init the renderingsystem
//here, else we have to init the renderingsystem
ResourceManager::RegisterType<RawModel>("RawModel");
auto unitBox = ResourceManager::Load<RawModel>(fileName);
BOOST_REQUIRE(unitBox != nullptr);
+11 -15
View File
@@ -48,42 +48,38 @@ GameHealthSystemTest::GameHealthSystemTest()
fp.MergeEntities(m_World);
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_World,m_EventBroker);
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
m_SystemPipeline->AddSystem<HealthSystem>(0);
//The Test
//create entity which has transform,player,model,health in it. i.e. is a player
EntityID playerID = m_World->CreateEntity();
ComponentWrapper transform = m_World->AttachComponent(playerID, "Transform");
ComponentWrapper model = m_World->AttachComponent(playerID, "Model");
model["Resource"] = "Models/Core/UnitSphere.mesh"; // 360NoScope UnitSphere
ComponentWrapper player = m_World->AttachComponent(playerID, "Player");
ComponentWrapper health = m_World->AttachComponent(playerID, "Health");
healthsID = playerID;
double currentHealth = (double)m_World->GetComponent(healthsID, "Health")["Health"];
EntityID playerID2 = m_World->CreateEntity();
ComponentWrapper player2 = m_World->AttachComponent(playerID2, "Player");
ComponentWrapper health2 = m_World->AttachComponent(playerID2, "Health");
//heal player with 40
Events::PlayerHealthPickup e3;
e3.HealthAmount = 40.0f;
e3.PlayerHealedID = healthsID;
e3.Player = EntityWrapper(m_World, player.EntityID);
m_EventBroker->Publish(e3);
//damage player with 50
Events::PlayerDamage e;
e.DamageAmount = 50.0f;
e.PlayerDamagedID = healthsID;
e.Damage = 50.0f;
e.Player = EntityWrapper(m_World, player.EntityID);
m_EventBroker->Publish(e);
//heal some other player with 40
Events::PlayerHealthPickup e2;
e2.HealthAmount = 40.0f;
e2.PlayerHealedID = healthsID + 1;
e2.Player = EntityWrapper(m_World, player2.EntityID);
m_EventBroker->Publish(e2);
EntityID playerID2 = m_World->CreateEntity();
ComponentWrapper transform2 = m_World->AttachComponent(playerID2, "Transform");
ComponentWrapper model2 = m_World->AttachComponent(playerID2, "Model");
model2["Resource"] = "Models/Core/UnitSphere.mesh"; // 360NoScope UnitSphere
ComponentWrapper player2 = m_World->AttachComponent(playerID2, "Player");
ComponentWrapper health2 = m_World->AttachComponent(playerID2, "Health");
//END TEST
}