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@@ -12,3 +12,6 @@ tools/MayaExporter/x64/Debug/
|
||||
|
||||
tools/MayaExporter/MayaExporter/Debug/
|
||||
tools/MayaExporter/MayaExporter/GeneratedFiles/
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||||
|
||||
tools/MayaExporter/MayaExporter/x64/*
|
||||
tools/MayaExporter/x64/*
|
||||
|
||||
+1
-1
Submodule assets updated: c4898d8281...7531e441fe
@@ -64,7 +64,7 @@ bool RayVsModel(const Ray& ray,
|
||||
float& outVCoord);
|
||||
|
||||
bool AABBvsTriangles(const AABB& box,
|
||||
const std::vector<RawModel::Vertex>& modelVertices,
|
||||
const RawModel::Vertex* modelVertices,
|
||||
const std::vector<unsigned int>& modelIndices,
|
||||
const glm::mat4& modelMatrix,
|
||||
glm::vec3& boxVelocity,
|
||||
@@ -79,7 +79,8 @@ bool AABBVsAABB(const AABB& a, const AABB& b);
|
||||
bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
|
||||
|
||||
// Calculates an absolute AABB from an entity AABB component
|
||||
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity);
|
||||
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox = false);
|
||||
boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity);
|
||||
|
||||
}
|
||||
|
||||
|
||||
+5
-5
@@ -1,17 +1,17 @@
|
||||
#ifndef CollidableOctreeSystem_h__
|
||||
#define CollidableOctreeSystem_h__
|
||||
#ifndef FillFrustumOctreeSystem_h__
|
||||
#define FillFrustumOctreeSystem_h__
|
||||
|
||||
#include "../Core/System.h"
|
||||
#include "../Core/Octree.h"
|
||||
#include "Collision.h"
|
||||
#include "EntityAABB.h"
|
||||
|
||||
class CollidableOctreeSystem : public ImpureSystem, public PureSystem
|
||||
class FillFrustumOctreeSystem : public ImpureSystem, public PureSystem
|
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{
|
||||
public:
|
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CollidableOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree, const std::string& componentType)
|
||||
FillFrustumOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
|
||||
: System(world, eventBroker)
|
||||
, PureSystem(componentType)
|
||||
, PureSystem("Model")
|
||||
, m_Octree(octree)
|
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{ }
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
#ifndef FillOctreeSystem_h__
|
||||
#define FillOctreeSystem_h__
|
||||
|
||||
#include "../Core/System.h"
|
||||
#include "../Core/Octree.h"
|
||||
#include "Collision.h"
|
||||
#include "EntityAABB.h"
|
||||
|
||||
class FillOctreeSystem : public ImpureSystem, public PureSystem
|
||||
{
|
||||
public:
|
||||
FillOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree, const std::string& fillComponentType)
|
||||
: System(world, eventBroker)
|
||||
, PureSystem(fillComponentType)
|
||||
, m_Octree(octree)
|
||||
{ }
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
|
||||
|
||||
private:
|
||||
Octree<EntityAABB>* m_Octree;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -25,6 +25,7 @@ struct EntityWrapper
|
||||
|
||||
const std::string Name();
|
||||
bool HasComponent(const std::string& componentType);
|
||||
void AttachComponent(const char* componentName);
|
||||
EntityWrapper Parent();
|
||||
EntityWrapper FirstChildByName(const std::string& name);
|
||||
EntityWrapper FirstParentWithComponent(const std::string& componentType);
|
||||
|
||||
@@ -0,0 +1,77 @@
|
||||
#ifndef Frustum_h__
|
||||
#define Frustum_h__
|
||||
|
||||
#include "../GLM.h"
|
||||
#include "AABB.h"
|
||||
#include <bitset>
|
||||
|
||||
//A frustum defined by 6 planes.
|
||||
struct Frustum
|
||||
{
|
||||
//Contains points P in: dot(normal, P) + d = 0
|
||||
struct Plane
|
||||
{
|
||||
glm::vec3 Normal;
|
||||
float Distance;
|
||||
};
|
||||
|
||||
enum class Output
|
||||
{
|
||||
Inside,
|
||||
Outside,
|
||||
Intersects
|
||||
};
|
||||
Plane Planes[6];
|
||||
|
||||
Frustum() = default;
|
||||
Frustum(glm::mat4x4 viewProjMatrix)
|
||||
{
|
||||
//Order: Right, left, top, bottom, far, near.
|
||||
int sign = 1;
|
||||
for (int i = 0; i < 6; ++i) {
|
||||
sign = -sign;
|
||||
int index = i / 2;
|
||||
Plane& plane = Planes[i];
|
||||
plane.Normal.x = viewProjMatrix[0].w + sign * viewProjMatrix[0][index];
|
||||
plane.Normal.y = viewProjMatrix[1].w + sign * viewProjMatrix[1][index];
|
||||
plane.Normal.z = viewProjMatrix[2].w + sign * viewProjMatrix[2][index];
|
||||
plane.Distance = viewProjMatrix[3].w + sign * viewProjMatrix[3][index];
|
||||
float divByNormalLength = 1.0f / glm::length(plane.Normal);
|
||||
plane.Normal *= divByNormalLength;
|
||||
plane.Distance *= divByNormalLength;
|
||||
}
|
||||
}
|
||||
|
||||
Output VsAABB(const AABB& box) const
|
||||
{
|
||||
const glm::vec3& maxCorner = box.MaxCorner();
|
||||
const glm::vec3& minCorner = box.MinCorner();
|
||||
bool completelyInside = true;
|
||||
for (const Plane& p : Planes) {
|
||||
bool anyWasInside = false;
|
||||
bool anyWasOutside = false;
|
||||
//If points are on both sides of the plane, we can stop.
|
||||
for (int i = 0; i < 8 && (!anyWasInside || !anyWasOutside); ++i) {
|
||||
std::bitset<3> bits(i);
|
||||
glm::vec3 corner;
|
||||
corner.x = bits.test(0) ? maxCorner.x : minCorner.x;
|
||||
corner.y = bits.test(1) ? maxCorner.y : minCorner.y;
|
||||
corner.z = bits.test(2) ? maxCorner.z : minCorner.z;
|
||||
if (glm::dot(p.Normal, corner) > -p.Distance) {
|
||||
anyWasInside = true;
|
||||
} else {
|
||||
anyWasOutside = true;
|
||||
}
|
||||
}
|
||||
if (!anyWasInside) {
|
||||
return Output::Outside;
|
||||
}
|
||||
if (anyWasOutside) {
|
||||
completelyInside = false;
|
||||
}
|
||||
}
|
||||
return completelyInside ? Output::Inside : Output::Intersects;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -5,6 +5,7 @@
|
||||
|
||||
#include "../Common.h"
|
||||
#include "AABB.h"
|
||||
#include "Frustum.h"
|
||||
|
||||
//Fwd declarations.
|
||||
class Ray;
|
||||
@@ -40,6 +41,8 @@ public:
|
||||
//The type Box must be AABB, or inherit from AABB.
|
||||
template<typename Box>
|
||||
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects);
|
||||
//Get the objects that are inside the frustum, the objects are put in outObjects.
|
||||
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects);
|
||||
//Empty the tree of all objects, static and dynamic.
|
||||
void ClearObjects();
|
||||
//Empty the tree of all dynamic objects. Static objects remain in the tree.
|
||||
@@ -97,6 +100,8 @@ struct Child
|
||||
void AddStaticObject(const AABB& box);
|
||||
template<typename T, typename Box>
|
||||
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects) const;
|
||||
template<typename T>
|
||||
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const;
|
||||
void ClearObjects();
|
||||
void ClearDynamicObjects();
|
||||
bool RayCollides(const Ray& ray, Output& data) const;
|
||||
@@ -154,6 +159,13 @@ void Octree<T>::ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects)
|
||||
m_Root->ObjectsInSameRegion(box, outObjects);
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
void Octree<T>::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects)
|
||||
{
|
||||
falsifyObjectChecks();
|
||||
m_Root->ObjectsInFrustum(frustum, outObjects, false);
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
void Octree<T>::ClearObjects()
|
||||
{
|
||||
@@ -230,4 +242,46 @@ void OctSpace::Child::ObjectsInSameRegion(const Box& box, std::vector<T>& outObj
|
||||
}
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const
|
||||
{
|
||||
if (hasChildren()) {
|
||||
for (const Child* c : m_Children) {
|
||||
Frustum::Output out = Frustum::Output::Inside;
|
||||
if (!takeAllDontTest) {
|
||||
out = frustum.VsAABB(c->m_Box);
|
||||
if (out == Frustum::Output::Outside) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
c->ObjectsInFrustum(frustum, outObjects, out == Frustum::Output::Inside);
|
||||
}
|
||||
} else {
|
||||
size_t startIndex = outObjects.size();
|
||||
int numDuplicates = 0;
|
||||
outObjects.resize(outObjects.size() + m_StaticObjIndices.size() + m_DynamicObjIndices.size());
|
||||
for (size_t i = 0; i < m_StaticObjIndices.size(); ++i) {
|
||||
ContainedObject& obj = m_StaticObjectsRef[m_StaticObjIndices[i]];
|
||||
if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
|
||||
++numDuplicates;
|
||||
} else {
|
||||
obj.Checked = true;
|
||||
outObjects[startIndex + i - numDuplicates] = *static_cast<T*>(obj.Box.get());
|
||||
}
|
||||
}
|
||||
for (size_t i = 0; i < m_DynamicObjIndices.size(); ++i) {
|
||||
ContainedObject& obj = m_DynamicObjectsRef[m_DynamicObjIndices[i]];
|
||||
if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
|
||||
++numDuplicates;
|
||||
} else {
|
||||
obj.Checked = true;
|
||||
outObjects[startIndex + i - numDuplicates] = *static_cast<T*>(obj.Box.get());
|
||||
}
|
||||
}
|
||||
for (size_t i = 0; i < numDuplicates; ++i) {
|
||||
outObjects.pop_back();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -4,7 +4,7 @@
|
||||
// }
|
||||
// NOTE: condition statement is not executed at all in release mode.
|
||||
#ifndef DEBUG_IF
|
||||
#ifndef DEBUG
|
||||
#ifdef DEBUG
|
||||
#define DEBUG_IF(c) if(c)
|
||||
#else
|
||||
#define DEBUG_IF(c) if(false)
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "../GLM.h"
|
||||
#include "../Core/InputController.h"
|
||||
#include "../Core/ELockMouse.h"
|
||||
#include "../Game/Events/EDashAbility.h"
|
||||
#include "InputHandler.h"
|
||||
|
||||
template <typename EventContext>
|
||||
@@ -230,6 +231,9 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
|
||||
m_AssaultDashDoubleTapped = true;
|
||||
m_AssaultDashDoubleTapDeltaTime = 0.f;
|
||||
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
|
||||
|
||||
Events::DashAbility e;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "Rendering/Model.h"
|
||||
#include "Rendering/EAnimationComplete.h"
|
||||
#include "Rendering/Skeleton.h"
|
||||
#include <imgui/imgui.h>
|
||||
|
||||
class AnimationSystem : public PureSystem
|
||||
{
|
||||
@@ -22,8 +23,9 @@ public:
|
||||
~AnimationSystem() { }
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
|
||||
private:
|
||||
|
||||
|
||||
float angle = 0.f;
|
||||
bool b_forward = false;
|
||||
char bone[100];
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,29 @@
|
||||
#ifndef BoneAttachmentSystem_h__
|
||||
#define BoneAttachmentSystem_h__
|
||||
|
||||
#include "GLM.h"
|
||||
|
||||
#include "Common.h"
|
||||
#include "Core/System.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Rendering/Model.h"
|
||||
#include "Rendering/Skeleton.h"
|
||||
|
||||
//Needs to be a higher orderlevel than AnimationSystem
|
||||
class BoneAttachmentSystem : public PureSystem
|
||||
{
|
||||
public:
|
||||
BoneAttachmentSystem(World* world, EventBroker* eventBroker)
|
||||
: System(world, eventBroker)
|
||||
, PureSystem("BoneAttachment")
|
||||
{
|
||||
|
||||
}
|
||||
~BoneAttachmentSystem() { }
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& BoneAttachmentComponent, double dt) override;
|
||||
private:
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -43,8 +43,8 @@ private:
|
||||
void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
|
||||
void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
|
||||
|
||||
void BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job);
|
||||
void BindModelTextures(std::shared_ptr<ModelJob>& job);
|
||||
void BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job);
|
||||
void BindModelTextures(GLuint shaderHandle, std::shared_ptr<ModelJob>& job);
|
||||
|
||||
Texture* m_WhiteTexture;
|
||||
Texture* m_BlackTexture;
|
||||
@@ -68,8 +68,18 @@ private:
|
||||
|
||||
ShaderProgram* m_ForwardPlusProgram;
|
||||
ShaderProgram* m_ExplosionEffectProgram;
|
||||
ShaderProgram* m_ExplosionEffectSplatMapProgram;
|
||||
ShaderProgram* m_ForwardPlusSplatMapProgram;
|
||||
ShaderProgram* m_ShieldToStencilProgram;
|
||||
ShaderProgram* m_FillDepthBufferProgram;
|
||||
|
||||
|
||||
ShaderProgram* m_ForwardPlusSkinnedProgram;
|
||||
ShaderProgram* m_ExplosionEffectSkinnedProgram;
|
||||
ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
|
||||
ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
|
||||
ShaderProgram* m_ShieldToStencilSkinnedProgram;
|
||||
ShaderProgram* m_FillDepthBufferSkinnedProgram;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -15,7 +15,7 @@
|
||||
|
||||
struct ExplosionEffectJob : ModelJob
|
||||
{
|
||||
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
|
||||
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
|
||||
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
|
||||
{
|
||||
ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "Rendering/RawModelCustom.h"
|
||||
//#include "Rendering/RawModelAssimp.h"
|
||||
#include "../OpenGL.h"
|
||||
#include "Core/AABB.h"
|
||||
|
||||
class Model : public ThreadUnsafeResource
|
||||
{
|
||||
@@ -14,16 +15,19 @@ private:
|
||||
|
||||
public:
|
||||
~Model();
|
||||
const std::vector<RawModel::MaterialGroup>& MaterialGroups() const { return m_RawModel->MaterialGroups; }
|
||||
const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_RawModel->m_Materials; }
|
||||
const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
|
||||
const std::vector<RawModel::Vertex>& Vertices() const { return m_RawModel->m_Vertices; }
|
||||
|
||||
const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
|
||||
unsigned int NumberOfVertices() const { return m_RawModel->NumVertices(); }
|
||||
const AABB& Box() const { return m_Box; }
|
||||
bool IsSkinned() const { return m_RawModel->IsSkinned(); }
|
||||
GLuint VAO;
|
||||
GLuint ElementBuffer;
|
||||
RawModel* m_RawModel;
|
||||
|
||||
private:
|
||||
|
||||
AABB m_Box;
|
||||
|
||||
GLuint VertexBuffer;
|
||||
GLuint NormalBuffer;
|
||||
GLuint TangentNormalsBuffer;
|
||||
|
||||
@@ -14,39 +14,98 @@
|
||||
#include "../Core/World.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "Skeleton.h"
|
||||
#include "ShaderProgram.h"
|
||||
|
||||
struct ModelJob : RenderJob
|
||||
{
|
||||
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
|
||||
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
|
||||
: RenderJob()
|
||||
{
|
||||
Model = model;
|
||||
TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
|
||||
if (modelComponent["DiffuseTexture"]) {
|
||||
DiffuseTexture = matGroup.Texture.get();
|
||||
} else {
|
||||
DiffuseTexture = nullptr;
|
||||
}
|
||||
if (modelComponent["NormalMap"]) {
|
||||
NormalTexture = matGroup.NormalMap.get();
|
||||
} else {
|
||||
NormalTexture = nullptr;
|
||||
}
|
||||
if (modelComponent["SpecularMap"]) {
|
||||
SpecularTexture = matGroup.SpecularMap.get();
|
||||
} else {
|
||||
SpecularTexture = nullptr;
|
||||
}
|
||||
if (modelComponent["GlowMap"]) {
|
||||
IncandescenceTexture = matGroup.IncandescenceMap.get();
|
||||
} else {
|
||||
IncandescenceTexture = nullptr;
|
||||
}
|
||||
DiffuseColor = matGroup.DiffuseColor;
|
||||
SpecularColor = matGroup.SpecularColor;
|
||||
IncandescenceColor = matGroup.IncandescenceColor;
|
||||
StartIndex = matGroup.StartIndex;
|
||||
EndIndex = matGroup.EndIndex;
|
||||
ModelID = model->ResourceID;
|
||||
Type = matProp.type;
|
||||
::RawModel::MaterialBasic* matGroup = matProp.material;
|
||||
switch(matProp.type){
|
||||
case ::RawModel::MaterialType::Basic:
|
||||
if (Model->IsSkinned()) {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
|
||||
}
|
||||
TextureID = 0;
|
||||
break;
|
||||
case ::RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (Model->IsSkinned()) {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
|
||||
}
|
||||
::RawModel::MaterialSingleTextures* singleTextures = static_cast<::RawModel::MaterialSingleTextures*>(matProp.material);
|
||||
TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
|
||||
if (modelComponent["DiffuseTexture"]) {
|
||||
DiffuseTexture.push_back(&singleTextures->ColorMap);
|
||||
}
|
||||
|
||||
if (modelComponent["NormalMap"]) {
|
||||
NormalTexture.push_back(&singleTextures->NormalMap);
|
||||
}
|
||||
|
||||
if (modelComponent["SpecularMap"]) {
|
||||
SpecularTexture.push_back(&singleTextures->SpecularMap);
|
||||
}
|
||||
|
||||
if (modelComponent["GlowMap"]) {
|
||||
IncandescenceTexture.push_back(&singleTextures->IncandescenceMap);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case ::RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (Model->IsSkinned()) {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
|
||||
}
|
||||
::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
|
||||
|
||||
SplatMap = &SplatTextures->SplatMap;
|
||||
|
||||
TextureID = (SplatTextures->ColorMaps[0].Texture) ? SplatTextures->ColorMaps[0].Texture->ResourceID : 0;
|
||||
if (modelComponent["DiffuseTexture"]) {
|
||||
for (auto& texture : SplatTextures->ColorMaps) {
|
||||
DiffuseTexture.push_back(&texture);
|
||||
}
|
||||
}
|
||||
|
||||
if (modelComponent["NormalMap"]) {
|
||||
for (auto& texture : SplatTextures->NormalMaps) {
|
||||
NormalTexture.push_back(&texture);
|
||||
}
|
||||
}
|
||||
|
||||
if (modelComponent["SpecularMap"]) {
|
||||
for (auto& texture : SplatTextures->SpecularMaps) {
|
||||
SpecularTexture.push_back(&texture);
|
||||
}
|
||||
}
|
||||
|
||||
if (modelComponent["GlowMap"]) {
|
||||
for (auto& texture : SplatTextures->IncandescenceMaps) {
|
||||
IncandescenceTexture.push_back(&texture);
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
DiffuseColor = matGroup->DiffuseColor;
|
||||
SpecularColor = matGroup->SpecularColor;
|
||||
IncandescenceColor = matGroup->IncandescenceColor;
|
||||
StartIndex = matGroup->StartIndex;
|
||||
EndIndex = matGroup->EndIndex;
|
||||
Matrix = matrix;
|
||||
Color = modelComponent["Color"];
|
||||
Entity = modelComponent.EntityID;
|
||||
@@ -57,29 +116,56 @@ struct ModelJob : RenderJob
|
||||
|
||||
FillColor = fillColor;
|
||||
FillPercentage = fillPercentage;
|
||||
|
||||
Skeleton = Model->m_RawModel->m_Skeleton;
|
||||
|
||||
if (world->HasComponent(Entity, "Animation") && Skeleton != nullptr) {
|
||||
auto animationComponent = world->GetComponent(Entity, "Animation");
|
||||
Animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["Name"]);
|
||||
AnimationTime = (double)animationComponent["Time"];
|
||||
if (Skeleton != nullptr) {
|
||||
if (world->HasComponent(Entity, "Animation")) {
|
||||
auto animationComponent = world->GetComponent(Entity, "Animation");
|
||||
|
||||
for (int i = 1; i <= 3; i++) {
|
||||
::Skeleton::AnimationData animationData;
|
||||
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
|
||||
if (animationData.animation == nullptr) {
|
||||
continue;
|
||||
}
|
||||
animationData.time = (double)animationComponent["Time" + std::to_string(i)];
|
||||
animationData.weight = (double)animationComponent["Weight" + std::to_string(i)];
|
||||
|
||||
Animations.push_back(animationData);
|
||||
}
|
||||
}
|
||||
|
||||
if (world->HasComponent(Entity, "AnimationOffset")) {
|
||||
auto animationOffsetComponent = world->GetComponent(Entity, "AnimationOffset");
|
||||
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationOffsetComponent["AnimationName"]);
|
||||
AnimationOffset.time = (double)animationOffsetComponent["Time"];
|
||||
} else {
|
||||
AnimationOffset.animation = nullptr;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
unsigned int TextureID;
|
||||
unsigned int ShaderID;
|
||||
unsigned int ModelID;
|
||||
|
||||
::RawModel::MaterialType Type;
|
||||
EntityID Entity;
|
||||
glm::mat4 Matrix;
|
||||
const Texture* DiffuseTexture;
|
||||
const Texture* NormalTexture;
|
||||
const Texture* SpecularTexture;
|
||||
const Texture* IncandescenceTexture;
|
||||
const ::RawModel::TextureProperties* SplatMap;
|
||||
std::vector<const ::RawModel::TextureProperties*> DiffuseTexture;
|
||||
std::vector<const ::RawModel::TextureProperties*> NormalTexture;
|
||||
std::vector<const ::RawModel::TextureProperties*> SpecularTexture;
|
||||
std::vector<const ::RawModel::TextureProperties*> IncandescenceTexture;
|
||||
float Shininess = 0.f;
|
||||
glm::vec4 Color;
|
||||
const ::Model* Model = nullptr;
|
||||
::Skeleton* Skeleton = nullptr;
|
||||
const ::Skeleton::Animation* Animation = nullptr;
|
||||
// const ::Skeleton::Animation* Animation = nullptr;
|
||||
|
||||
std::vector<::Skeleton::AnimationData> Animations;
|
||||
::Skeleton::AnimationOffset AnimationOffset;
|
||||
|
||||
float AnimationTime = 0.f;
|
||||
|
||||
@@ -95,7 +181,7 @@ struct ModelJob : RenderJob
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = TextureID;
|
||||
Hash = TextureID + ModelID << 10 + ShaderID << 20;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -40,6 +40,7 @@ private:
|
||||
const IRenderer* m_Renderer;
|
||||
|
||||
ShaderProgram* m_PickingProgram;
|
||||
ShaderProgram* m_PickingSkinnedProgram;
|
||||
Camera* m_Camera;
|
||||
|
||||
struct PickingInfo
|
||||
|
||||
@@ -33,18 +33,27 @@ protected:
|
||||
public:
|
||||
~RawModelCustom();
|
||||
|
||||
struct Vertex
|
||||
{
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Normal;
|
||||
glm::vec3 Tangent;
|
||||
glm::vec3 BiNormal;
|
||||
glm::vec2 TextureCoords;
|
||||
struct Vertex
|
||||
{
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Normal;
|
||||
glm::vec3 Tangent;
|
||||
glm::vec3 BiNormal;
|
||||
glm::vec2 TextureCoords;
|
||||
};
|
||||
|
||||
struct SkinedVertex : public Vertex {
|
||||
glm::vec4 BoneIndices;
|
||||
glm::vec4 BoneWeights;
|
||||
};
|
||||
|
||||
struct MaterialGroup
|
||||
struct TextureProperties {
|
||||
std::string TexturePath;
|
||||
glm::vec2 UVRepeat;
|
||||
std::shared_ptr<::Texture> Texture;
|
||||
};
|
||||
|
||||
struct MaterialBasic
|
||||
{
|
||||
float SpecularExponent;
|
||||
float ReflectionFactor;
|
||||
@@ -54,25 +63,69 @@ public:
|
||||
unsigned int StartIndex;
|
||||
unsigned int EndIndex;
|
||||
//float Transparency;
|
||||
std::string TexturePath;
|
||||
std::shared_ptr<::Texture> Texture;
|
||||
std::string NormalMapPath;
|
||||
std::shared_ptr<::Texture> NormalMap;
|
||||
std::string SpecularMapPath;
|
||||
std::shared_ptr<::Texture> SpecularMap;
|
||||
std::string IncandescenceMapPath;
|
||||
std::shared_ptr<::Texture> IncandescenceMap;
|
||||
};
|
||||
|
||||
std::vector<MaterialGroup> MaterialGroups;
|
||||
struct MaterialSplatMapping : public MaterialBasic
|
||||
{
|
||||
TextureProperties SplatMap;
|
||||
std::vector<TextureProperties> ColorMaps;
|
||||
std::vector<TextureProperties> NormalMaps;
|
||||
std::vector<TextureProperties> SpecularMaps;
|
||||
std::vector<TextureProperties> IncandescenceMaps;
|
||||
};
|
||||
|
||||
struct MaterialSingleTextures : public MaterialBasic
|
||||
{
|
||||
TextureProperties ColorMap;
|
||||
TextureProperties NormalMap;
|
||||
TextureProperties SpecularMap;
|
||||
TextureProperties IncandescenceMap;
|
||||
};
|
||||
|
||||
enum class MaterialType { Basic = 1, SplatMapping, SingleTextures };
|
||||
|
||||
struct MaterialProperties {
|
||||
MaterialType type;
|
||||
MaterialBasic* material;
|
||||
};
|
||||
|
||||
const Vertex* Vertices() const {
|
||||
if (hasSkin) {
|
||||
return m_SkinedVertices.data();
|
||||
} else {
|
||||
return m_Vertices.data();
|
||||
}
|
||||
};
|
||||
|
||||
unsigned int VertexSize() const {
|
||||
if (hasSkin) {
|
||||
return sizeof(SkinedVertex);
|
||||
}
|
||||
else {
|
||||
return sizeof(Vertex);
|
||||
}
|
||||
};
|
||||
|
||||
unsigned int NumVertices() const {
|
||||
if (hasSkin) {
|
||||
return m_SkinedVertices.size();
|
||||
} else {
|
||||
return m_Vertices.size();
|
||||
}
|
||||
};
|
||||
|
||||
bool IsSkinned() const { return hasSkin; };
|
||||
|
||||
std::vector<MaterialProperties> m_Materials;
|
||||
|
||||
std::vector<Vertex> m_Vertices;
|
||||
std::vector<unsigned int> m_Indices;
|
||||
Skeleton* m_Skeleton = nullptr;
|
||||
glm::mat4 m_Matrix;
|
||||
|
||||
private:
|
||||
|
||||
bool hasSkin;
|
||||
std::vector<Vertex> m_Vertices;
|
||||
std::vector<SkinedVertex> m_SkinedVertices;
|
||||
|
||||
void ReadMeshFile(std::string filePath);
|
||||
void ReadMeshFileHeader(std::size_t& offset, char* fileData);
|
||||
@@ -83,13 +136,17 @@ private:
|
||||
void ReadMaterialFile(std::string filePath);
|
||||
void ReadMaterials(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadMaterialSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadMaterialBasic(MaterialBasic* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadMaterialSingleTexture(MaterialSingleTextures* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadMaterialSplatMapping(MaterialSplatMapping* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadMaterialTextureProperties(TextureProperties& texture, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
|
||||
void ReadAnimationFile(std::string filePath);
|
||||
void ReadAnimationBindPoses(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadAnimationJoint(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadAnimationClips(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfClips);
|
||||
void ReadAnimationClipSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int clipIndex);
|
||||
void ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfJoints, Skeleton::Animation& animation);
|
||||
void ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, std::vector<Skeleton::Animation::Keyframe>& animation);
|
||||
|
||||
//void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
|
||||
};
|
||||
|
||||
@@ -16,11 +16,13 @@
|
||||
#include "PointLightJob.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "../Core/EPlayerSpawned.h"
|
||||
#include "../Core/Octree.h"
|
||||
#include "../Collision/EntityAABB.h"
|
||||
|
||||
class RenderSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
RenderSystem(World* world, EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
|
||||
RenderSystem(World* world, EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree);
|
||||
~RenderSystem();
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
@@ -32,6 +34,7 @@ private:
|
||||
World* m_World;
|
||||
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
||||
Octree<EntityAABB>* m_Octree;
|
||||
|
||||
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
|
||||
bool OnSetCamera(Events::SetCamera &event);
|
||||
@@ -47,7 +50,6 @@ private:
|
||||
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
|
||||
bool isChildOfACamera(EntityWrapper entity);
|
||||
bool isChildOfCurrentCamera(EntityWrapper entity);
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -5,6 +5,7 @@
|
||||
#include "Common.h"
|
||||
#include "../GLM.h"
|
||||
#include <glm/gtx/matrix_decompose.hpp>
|
||||
#include <imgui/imgui.h>
|
||||
|
||||
//struct Bone
|
||||
//{
|
||||
@@ -53,22 +54,39 @@ public:
|
||||
{
|
||||
struct BoneProperty
|
||||
{
|
||||
int ID;
|
||||
glm::vec3 Position;
|
||||
glm::quat Rotation;
|
||||
glm::vec3 Position;
|
||||
glm::quat Rotation;
|
||||
glm::vec3 Scale = glm::vec3(1);
|
||||
};
|
||||
|
||||
int Index = 0;
|
||||
double Time = 0.0;
|
||||
std::map<int, Keyframe::BoneProperty> BoneProperties;
|
||||
int Index = 0;
|
||||
double Time = 0.0;
|
||||
BoneProperty BoneProperties;
|
||||
};
|
||||
|
||||
std::string Name;
|
||||
double Duration;
|
||||
std::vector<Keyframe> Keyframes;
|
||||
std::string Name;
|
||||
double Duration;
|
||||
std::map<int, std::vector<Keyframe>> JointAnimations;
|
||||
};
|
||||
|
||||
struct AnimationData
|
||||
{
|
||||
const Animation* animation;
|
||||
float time;
|
||||
float weight;
|
||||
};
|
||||
|
||||
struct JointFrameTransform {
|
||||
glm::vec3 PositionInterp = glm::vec3(0);
|
||||
glm::quat RotationInterp = glm::quat();
|
||||
glm::vec3 ScaleInterp = glm::vec3(0);
|
||||
float Weight;
|
||||
};
|
||||
|
||||
struct AnimationOffset {
|
||||
const Animation* animation;
|
||||
float time;
|
||||
};
|
||||
|
||||
Skeleton() { }
|
||||
~Skeleton();
|
||||
|
||||
@@ -82,17 +100,27 @@ public:
|
||||
|
||||
int GetBoneID(std::string name);
|
||||
|
||||
const Animation* GetAnimation(std::string name);
|
||||
std::vector<glm::mat4> GetFrameBones(const Animation& animation, double time, bool noRootMotion = false);
|
||||
void AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
|
||||
void PrintSkeleton();
|
||||
const Animation* GetAnimation(std::string name);
|
||||
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
|
||||
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
|
||||
|
||||
//void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
|
||||
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
|
||||
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
|
||||
|
||||
void PrintSkeleton();
|
||||
void PrintSkeleton(const Bone* parent, int depthCount);
|
||||
std::map<std::string, Animation> Animations;
|
||||
|
||||
private:
|
||||
std::map<std::string, Bone*> m_BonesByName;
|
||||
glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
|
||||
int GetKeyframe(const Animation& animation, double time);
|
||||
|
||||
int GetKeyframe(const Animation& animation, double time);
|
||||
private:
|
||||
|
||||
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
|
||||
|
||||
std::map<std::string, Bone*> m_BonesByName;
|
||||
float aim = 0.f;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef Events_PlayQueueOnEntity_h__
|
||||
#define Events_PlayQueueOnEntity_h__
|
||||
|
||||
#include "../Core/Event.h"
|
||||
#include "../Core/EntityWrapper.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct PlayQueueOnEntity : public Event
|
||||
{
|
||||
EntityWrapper Emitter;
|
||||
std::vector<std::string> FilePaths;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,6 +1,9 @@
|
||||
#ifndef Sound_h__
|
||||
#define Sound_h__
|
||||
|
||||
#include <OpenAL/al.h>
|
||||
#include <OpenAL/alc.h>
|
||||
|
||||
#include "Core/ResourceManager.h"
|
||||
|
||||
class Sound : public Resource
|
||||
|
||||
@@ -1,17 +1,23 @@
|
||||
#ifndef SoundSystem_h__
|
||||
#define SoundSystem_h__
|
||||
#ifndef SoundManager_h__
|
||||
#define SoundManager_h__
|
||||
|
||||
#include <unordered_map>
|
||||
#include <random>
|
||||
|
||||
#include "glm/common.hpp"
|
||||
#include "glm/gtx/rotate_vector.hpp" // Calculate Up vector
|
||||
#include "OpenAL/al.h"
|
||||
#include "OpenAL/alc.h"
|
||||
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
#include "Core/World.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "../Engine/Core/ResourceManager.h"
|
||||
#include "../Engine/Core/ConfigFile.h"
|
||||
#include "Core/Transform.h" // Absolute transform
|
||||
#include "Sound/Sound.h"
|
||||
#include "../Engine/Sound/EPlayQueueOnEntity.h"
|
||||
#include "Sound/EPlaySoundOnEntity.h"
|
||||
#include "Sound/EPlaySoundOnPosition.h"
|
||||
#include "Sound/EPlayBackgroundMusic.h"
|
||||
@@ -20,6 +26,11 @@
|
||||
#include "Sound/EStopSound.h"
|
||||
#include "Sound/ESetBGMGain.h"
|
||||
#include "Sound/ESetSFXGain.h"
|
||||
#include "Core/EPause.h"
|
||||
#include "Core/EComponentAttached.h"
|
||||
#include "../Core/EPlayerSpawned.h"
|
||||
|
||||
typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
|
||||
|
||||
enum class SoundType {
|
||||
SFX,
|
||||
@@ -34,14 +45,15 @@ struct Source
|
||||
SoundType Type;
|
||||
};
|
||||
|
||||
class SoundSystem
|
||||
class SoundManager
|
||||
{
|
||||
public:
|
||||
SoundSystem() { }
|
||||
SoundSystem(World* world, EventBroker* eventBroker, bool editorMode);
|
||||
~SoundSystem();
|
||||
SoundManager() { }
|
||||
SoundManager(World* world, EventBroker* eventBroker);
|
||||
~SoundManager();
|
||||
// Update emitters / listener
|
||||
void Update(double dt);
|
||||
|
||||
private:
|
||||
// Help functions for working with OpenaAL
|
||||
void setListenerPos(glm::vec3 pos) { alListener3f(AL_POSITION, pos.x, pos.y, pos.z); };
|
||||
@@ -56,46 +68,62 @@ private:
|
||||
// Logic
|
||||
void initOpenAL();
|
||||
void updateEmitters(double dt);
|
||||
void updateListener(double dt);
|
||||
void deleteInactiveEmitters();
|
||||
void addNewEmitters(double dt);
|
||||
Source* createSource(std::string filePath);
|
||||
void playSound(Source* source);
|
||||
void stopSound(Source* source);
|
||||
void stopEmitters();
|
||||
void updateListener(double dt);
|
||||
ALenum getSourceState(ALuint source);
|
||||
void setGain(Source* source, float gain);
|
||||
void setSoundProperties(ALuint source, ComponentWrapper* soundComponent);
|
||||
void setSoundProperties(Source* source, ComponentWrapper* soundComponent);
|
||||
|
||||
// Specific logic
|
||||
void playSound(Source* source);
|
||||
// Need to be the same format (sample rate etc)
|
||||
void playQueue(QueuedBuffers qb);
|
||||
void stopSound(Source* source);
|
||||
Source* createSource(std::string filePath);
|
||||
std::unordered_map<EntityID, Source*> m_Sources;
|
||||
|
||||
// Logic
|
||||
World* m_World = nullptr;
|
||||
EventBroker* m_EventBroker = nullptr;
|
||||
|
||||
// OpenAL system variables
|
||||
ALCdevice* m_ALCdevice = nullptr;
|
||||
ALCcontext* m_ALCcontext = nullptr;
|
||||
|
||||
// Logic
|
||||
World* m_World = nullptr;
|
||||
EventBroker* m_EventBroker = nullptr;
|
||||
std::unordered_map<EntityID, Source*> m_Sources;
|
||||
float m_BGMVolumeChannel = 1.0f;
|
||||
float m_SFXVolumeChannel = 1.f;
|
||||
bool m_EditorEnabled = false;
|
||||
|
||||
float m_SFXVolumeChannel = 1.0f;
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper();
|
||||
|
||||
// Events
|
||||
EventRelay<SoundSystem, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
|
||||
EventRelay<SoundManager, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
|
||||
bool OnPlaySoundOnEntity(const Events::PlaySoundOnEntity &e);
|
||||
EventRelay<SoundSystem, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
|
||||
EventRelay<SoundManager, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
|
||||
bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
|
||||
EventRelay<SoundSystem, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
|
||||
EventRelay<SoundManager, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
|
||||
bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e);
|
||||
EventRelay<SoundSystem, Events::PauseSound> m_EPauseSound;
|
||||
EventRelay<SoundManager, Events::PauseSound> m_EPauseSound;
|
||||
bool OnPauseSound(const Events::PauseSound &e);
|
||||
EventRelay<SoundSystem, Events::StopSound> m_EStopSound;
|
||||
EventRelay<SoundManager, Events::StopSound> m_EStopSound;
|
||||
bool OnStopSound(const Events::StopSound &e);
|
||||
EventRelay<SoundSystem, Events::ContinueSound> m_EContinueSound;
|
||||
EventRelay<SoundManager, Events::ContinueSound> m_EContinueSound;
|
||||
bool OnContinueSound(const Events::ContinueSound &e);
|
||||
EventRelay<SoundSystem, Events::SetBGMGain> m_ESetBGMGain;
|
||||
bool OnSetBGMGain(const Events::SetBGMGain &e); // Not tested
|
||||
EventRelay<SoundSystem, Events::SetSFXGain> m_ESetSFXGain;
|
||||
bool OnSetSFXGain(const Events::SetSFXGain &e); // Not tested
|
||||
EventRelay<SoundManager, Events::SetBGMGain> m_ESetBGMGain;
|
||||
bool OnSetBGMGain(const Events::SetBGMGain &e);
|
||||
EventRelay<SoundManager, Events::SetSFXGain> m_ESetSFXGain;
|
||||
bool OnSetSFXGain(const Events::SetSFXGain &e);
|
||||
EventRelay<SoundManager, Events::ComponentAttached> m_EComponentAttached;
|
||||
bool OnComponentAttached(const Events::ComponentAttached &e);
|
||||
EventRelay<SoundManager, Events::Pause> m_EPause;
|
||||
bool OnPause(const Events::Pause &e);
|
||||
EventRelay<SoundManager, Events::Resume> m_EResume;
|
||||
bool OnResume(const Events::Resume &e);
|
||||
EventRelay<SoundManager, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
|
||||
EventRelay<SoundManager, Events::PlayQueueOnEntity> m_EPlayQueueOnEntity;
|
||||
bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,13 @@
|
||||
#ifndef Events_DashAbility_h__
|
||||
#define Events_DashAbility_h__
|
||||
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct DashAbility : public Event { };
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef Events_DoubleJump_h__
|
||||
#define Events_DoubleJump_h__
|
||||
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct DoubleJump : public Event
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
+3
-2
@@ -30,7 +30,8 @@
|
||||
#include "Network/Client.h"
|
||||
|
||||
// Sound
|
||||
#include "Sound/SoundSystem.h"
|
||||
#include "Sound/SoundManager.h"
|
||||
#include "Systems/SoundSystem.h"
|
||||
|
||||
class Game
|
||||
{
|
||||
@@ -64,7 +65,7 @@ private:
|
||||
bool m_IsClientOrServer = false;
|
||||
|
||||
// Sound
|
||||
SoundSystem* m_SoundSystem;
|
||||
SoundManager* m_SoundManager;
|
||||
|
||||
//EventRelay<Game, Events::InputCommand> m_EInputCommand;
|
||||
//bool debugOnInputCommand(const Events::InputCommand& e);
|
||||
|
||||
@@ -9,7 +9,9 @@ public:
|
||||
LifetimeSystem(World* world, EventBroker* eventBroker)
|
||||
: System(world, eventBroker)
|
||||
, PureSystem("Lifetime")
|
||||
{ }
|
||||
{
|
||||
LOG_INFO("ASDASDASSA");
|
||||
}
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cLifetime, double dt) override;
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
#include "Core/EPlayerSpawned.h"
|
||||
#include "Input/FirstPersonInputController.h"
|
||||
#include <imgui/imgui.h>
|
||||
#include "Events/EDoubleJump.h"
|
||||
#include "../Engine/Sound/EPlaySoundOnEntity.h"
|
||||
|
||||
class PlayerMovementSystem : public ImpureSystem, PureSystem
|
||||
{
|
||||
@@ -18,6 +20,19 @@ private:
|
||||
// State
|
||||
std::unordered_map<EntityWrapper, FirstPersonInputController<PlayerMovementSystem>*> m_PlayerInputControllers;
|
||||
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
||||
// Walking logic
|
||||
// Keeps track of how far the player has walked within this "key press session".
|
||||
float m_DistanceMoved = 0.0f;
|
||||
// How far a step is (How often the step sound will be played).
|
||||
const float m_PlayerStepLength = 1.75f;
|
||||
// Determine what sound file to play.
|
||||
bool m_LeftFoot = false;
|
||||
// To get a difference when calculating the walking state.
|
||||
glm::vec3 m_LastPosition = glm::vec3();
|
||||
// The logic for making the sound play when player is moving
|
||||
void playerStep(double dt);
|
||||
|
||||
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
||||
|
||||
|
||||
@@ -0,0 +1,71 @@
|
||||
#ifndef Systems_SoundSystem_h__
|
||||
#define Systems_SoundSystem_h__
|
||||
|
||||
#include <random>
|
||||
|
||||
#include "../Engine/Core/System.h"
|
||||
#include "../Engine/Core/ResourceManager.h"
|
||||
#include "../Engine/Core/ConfigFile.h"
|
||||
#include "../Engine/Sound/Sound.h"
|
||||
#include "../Engine/Sound/EPlayQueueOnEntity.h"
|
||||
#include "../Engine/Core/EPlayerSpawned.h"
|
||||
#include "../Engine/Input/EInputCommand.h"
|
||||
#include "../Engine/Core/EShoot.h"
|
||||
#include "../Engine/Core/EPlayerSpawned.h"
|
||||
#include "../Engine/Input/EInputCommand.h"
|
||||
#include "../Engine/Core/ECaptured.h"
|
||||
#include "../Engine/Core/EPlayerDamage.h"
|
||||
#include "../Engine/Core/EPlayerDeath.h"
|
||||
#include "../Engine/Core/EPlayerHealthPickup.h"
|
||||
#include "../Engine/Collision/ETrigger.h"
|
||||
#include "../Engine/Sound/EPlaySoundOnEntity.h"
|
||||
#include "../Engine/Sound/EPlayBackgroundMusic.h"
|
||||
#include "../Game/Events/EDoubleJump.h"
|
||||
#include "../Game/Events/EDashAbility.h"
|
||||
|
||||
|
||||
class SoundSystem : public PureSystem, ImpureSystem
|
||||
{
|
||||
public:
|
||||
SoundSystem(World* world, EventBroker* eventbroker);
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) override;
|
||||
virtual void Update(double dt) override;
|
||||
private:
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper();
|
||||
|
||||
World* m_World = nullptr;
|
||||
EventBroker* m_EventBroker = nullptr;
|
||||
std::string m_Announcer = "";
|
||||
// Logic for playing a sound when a player jumps
|
||||
void playerJumps();
|
||||
|
||||
// Temporary solution for play test.
|
||||
bool m_DrumsIsPlaying = false;
|
||||
double m_DrumTimer = 0.0;
|
||||
bool drumTimer(double dt);
|
||||
|
||||
std::default_random_engine generator;
|
||||
|
||||
EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
|
||||
EventRelay<SoundSystem, Events::InputCommand> m_InputCommand;
|
||||
bool OnInputCommand(const Events::InputCommand &e);
|
||||
EventRelay<SoundSystem, Events::DoubleJump> m_EDoubleJump;
|
||||
bool OnDoubleJump(const Events::DoubleJump &e);
|
||||
EventRelay<SoundSystem, Events::DashAbility> m_EDashAbility;
|
||||
bool OnDashAbility(const Events::DashAbility &e);
|
||||
EventRelay<SoundSystem, Events::TriggerTouch> m_ETriggerTouch;
|
||||
bool OnTriggerTouch(const Events::TriggerTouch &e);
|
||||
EventRelay<SoundSystem, Events::Shoot> m_EShoot;
|
||||
bool OnShoot(const Events::Shoot &e);
|
||||
EventRelay<SoundSystem, Events::Captured> m_ECaptured;
|
||||
bool OnCaptured(const Events::Captured &e);
|
||||
EventRelay<SoundSystem, Events::PlayerDamage> m_EPlayerDamage;
|
||||
bool OnPlayerDamage(const Events::PlayerDamage &e);
|
||||
EventRelay<SoundSystem, Events::PlayerDeath> m_EPlayerDeath;
|
||||
bool OnPlayerDeath(const Events::PlayerDeath &e);
|
||||
EventRelay<SoundSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
|
||||
bool OnPlayerHealthPickup(const Events::PlayerHealthPickup &e);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -29,3 +29,8 @@ TimeoutMs=15000
|
||||
|
||||
[Multithreading]
|
||||
ResourceLoading=true
|
||||
|
||||
[Sound]
|
||||
BGMVolume=1.0
|
||||
SFXVolume=1.0
|
||||
Announcer=female
|
||||
@@ -28,9 +28,11 @@
|
||||
<xs:include schemaLocation="Components/HealthHUD.xsd"/>
|
||||
<xs:include schemaLocation="Components/Animation.xsd"/>
|
||||
<xs:include schemaLocation="Components/Fill.xsd"/>
|
||||
<xs:include schemaLocation="Components/BoneAttachment.xsd"/>
|
||||
<xs:include schemaLocation="Components/Lifetime.xsd"/>
|
||||
<xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/>
|
||||
<xs:include schemaLocation="Components/HealthPickup.xsd"/>
|
||||
<xs:include schemaLocation="Components/AnimationOffset.xsd"/>
|
||||
<xs:include schemaLocation="Components/DashAbility.xsd"/>
|
||||
<xs:include schemaLocation="Components/Shield.xsd"/>
|
||||
<xs:include schemaLocation="Components/Shielded.xsd"/>
|
||||
|
||||
@@ -1,7 +1,18 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Animation xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Animation.xsd">
|
||||
<Name></Name>
|
||||
<Time>0</Time>
|
||||
<Speed>0</Speed>
|
||||
<Loop>true</Loop>
|
||||
<AnimationName1></AnimationName1>
|
||||
<Weight1>1.0</Weight1>
|
||||
<Time1>0</Time1>
|
||||
<Speed1>0</Speed1>
|
||||
<Loop1>true</Loop1>
|
||||
<AnimationName2></AnimationName2>
|
||||
<Weight2>1.0</Weight2>
|
||||
<Time2>0</Time2>
|
||||
<Speed2>0</Speed2>
|
||||
<Loop2>true</Loop2>
|
||||
<AnimationName3></AnimationName3>
|
||||
<Weight3>1.0</Weight3>
|
||||
<Time3>0</Time3>
|
||||
<Speed3>0</Speed3>
|
||||
<Loop3>true</Loop3>
|
||||
</Animation>
|
||||
@@ -6,10 +6,21 @@
|
||||
<xs:element name="Animation">
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="Name" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="Time" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Speed" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Loop" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="AnimationName1" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="Weight1" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Time1" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Speed1" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Loop1" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="AnimationName2" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="Weight2" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Time2" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Speed2" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Loop2" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="AnimationName3" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="Weight3" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Time3" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Speed3" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Loop3" type="t:bool" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
|
||||
@@ -0,0 +1,5 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<AnimationOffset xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AnimationOffset.xsd">
|
||||
<AnimationName></AnimationName>
|
||||
<Time>0</Time>
|
||||
</AnimationOffset>
|
||||
@@ -0,0 +1,17 @@
|
||||
<?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="AnimationOffset">
|
||||
<xs:annotation>
|
||||
<xs:documentation>Aim animation offset for the skeleton</xs:documentation>
|
||||
</xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="AnimationName" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="Time" type="t:double" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -0,0 +1,10 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<BoneAttachment xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BoneAttachment.xsd">
|
||||
<BoneName></BoneName>
|
||||
<PositionOffset X="0" Y="0" Z="0"/>
|
||||
<OrientationOffset X="0" Y="0" Z="0"/>
|
||||
<ScaleOffset X="1" Y="1" Z="1"/>
|
||||
<InheritPosition>true</InheritPosition>
|
||||
<InheritOrientation>true</InheritOrientation>
|
||||
<InheritScale>false</InheritScale>
|
||||
</BoneAttachment>
|
||||
@@ -0,0 +1,19 @@
|
||||
<?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="BoneAttachment">
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="BoneName" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="PositionOffset" type="t:Vector" minOccurs="0"/>
|
||||
<xs:element name="InheritPosition" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="OrientationOffset" type="t:Vector" minOccurs="0"/>
|
||||
<xs:element name="InheritOrientation" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="ScaleOffset" type="t:Vector" minOccurs="0"/>
|
||||
<xs:element name="InheritScale" type="t:bool" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -4,5 +4,8 @@
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="Collidable">
|
||||
<xs:annotation>
|
||||
<xs:documentation>Needs a Model or AABB component to work, uses AABB if both are attached.</xs:documentation>
|
||||
</xs:annotation>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -4,5 +4,8 @@
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="Trigger">
|
||||
<xs:annotation>
|
||||
<xs:documentation>Needs a Model or AABB component to work, uses AABB if both are attached.</xs:documentation>
|
||||
</xs:annotation>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -20,7 +20,7 @@
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>models/dummyscene.mesh</Resource>
|
||||
<Resource>Models/Test/DummyScene.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-0" Z="0"/>
|
||||
@@ -31,7 +31,7 @@
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>models/animtest.</Resource>
|
||||
<Resource>Models/Test/AnimTest.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.0966923237" Y="1.2939688" Z="0.399702221"/>
|
||||
@@ -42,7 +42,7 @@
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>models/animTest.mesh</Resource>
|
||||
<Resource>Models/Test/AnimTest.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1.31816244" Z="1.1888907"/>
|
||||
@@ -53,7 +53,7 @@
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>models/animTest.mesh</Resource>
|
||||
<Resource>Models/Test/AnimTest.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.708824873" Y="1.30000007" Z="0"/>
|
||||
@@ -64,7 +64,7 @@
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>models/animTest.mesh</Resource>
|
||||
<Resource>Models/Test/AnimTest.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="1.36948848" Y="1.20000005" Z="0"/>
|
||||
@@ -91,7 +91,7 @@
|
||||
<Axis X="0" Y="5" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="117.03714" Y="3023.50244" Z="3.03297734"/>
|
||||
<Orientation X="117.03714" Y="3077.6958" Z="3.03297734"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -154,7 +154,7 @@
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-0.100000001" Z="0"/>
|
||||
<Orientation X="0" Y="191.457993" Z="0"/>
|
||||
<Orientation X="0" Y="209.88414" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
|
||||
@@ -0,0 +1,377 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="AnimationTests" 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/UnitPlane.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-1.245" Z="0"/>
|
||||
<Scale X="10" Y="10" Z="10"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:DirectionalLight/>
|
||||
<c:Model>
|
||||
<Resource>Models/DirectionalLightWidget.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="2.42800021" Z="-2.80000019"/>
|
||||
<Orientation X="5.51900005" Y="3.65100026" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName>Crouch</AnimationName>
|
||||
<Time>1.2451274133223826</Time>
|
||||
<Speed>1</Speed>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
<Resource>Models/Asstest.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-1.245" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="R_Leg_Top">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Leg_Top</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.0718467757" Y="0.479806602" Z="0.0548748523"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-0.431370437" Y="0.850169301" Z="-2.42601299"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="R_Leg_Bottom">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Leg_Bottom</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.39332974" Y="0.324809998" Z="-0.0288445484"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="1.18491673" Y="1.0242362" Z="-2.26206946"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="R_Foot">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Foot</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.305837631" Y="0.0361253619" Z="0.179315761"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="3.10044129e-07" Y="1.09664524" Z="-3.13675666"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="L_Foot">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>L_Foot</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.186916605" Y="0.0361250937" Z="-0.136036098"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="3.14159131" Y="-7.15255737e-07" Z="3.14159274"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="L_Leg_Bottom">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>L_Leg_Bottom</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.124794818" Y="0.343560517" Z="-0.32563746"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-2.66533947" Y="-0.187336028" Z="2.93550467"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="L_Leg_Top">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>L_Leg_Top</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.0666294992" Y="0.471828938" Z="0.0128124626"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="1.98675263" Y="0.0233680122" Z="2.87409353"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Hip">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>Hip</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.00469498895" Y="0.512485623" Z="0.0200203825"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-3.03470659" Y="0.36588186" Z="-3.0760417"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Spine_1">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>Spine_1</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.00108358753" Y="0.645309925" Z="0.00671719108"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-2.23578" Y="1.12130237" Z="-2.36199307"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Spine_2">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>Spine_2</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.0091821691" Y="0.768297315" Z="-0.0377721936"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-1.92300212" Y="1.0594666" Z="-2.269871"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Spine_3">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>Spine_3</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.0091821691" Y="0.768297315" Z="-0.0377721936"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-1.92300212" Y="1.0594666" Z="-2.269871"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="R_Leg_Top">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>Neck</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.0257265922" Y="0.835334301" Z="-0.0725377947"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-2.67842054" Y="0.0451255701" Z="2.97098374"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="R_Shoulder">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Shoulder</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.0091821691" Y="0.768297315" Z="-0.0377721936"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-1.92300212" Y="1.0594666" Z="-2.269871"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="R_Arm">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Arm</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.080665715" Y="0.757790864" Z="0.0217154976"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-0.990312934" Y="0.329345405" Z="-0.0508526377"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="R_Elbow">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Elbow</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.160035357" Y="0.843445063" Z="0.00654693879"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-1.90130699" Y="-0.773362398" Z="1.06810308"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="R_Hand">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Hand</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.238011926" Y="0.711740375" Z="-0.115170464"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-0.845395327" Y="0.765393734" Z="-0.237622365"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Chin">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>Chin</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.0430049673" Y="0.916874766" Z="-0.143034652"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-2.96715546" Y="0.0551578514" Z="2.99139857"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="L_Hand">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>L_Hand</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.0662894994" Y="0.739402592" Z="-0.459511727"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-3.1153264" Y="-0.248137668" Z="-0.829112232"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="L_Elbow">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>L_Elbow</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.0279197786" Y="0.648010612" Z="-0.314551264"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="0.325028092" Y="1.40154743" Z="1.88795435"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,83 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="AnimationTests" 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:Transform>
|
||||
<Position X="-0.100000001" Y="-1.11500001" Z="-3.10500026"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:DirectionalLight/>
|
||||
<c:Model>
|
||||
<Resource>Models/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="2.42800021" Z="-2.80000019"/>
|
||||
<Orientation X="5.40800047" Y="3.65100026" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Wave">
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName1>Run</AnimationName1>
|
||||
<Weight1>0.5</Weight1>
|
||||
<Time1>0.23980116887997371</Time1>
|
||||
<Speed1>1</Speed1>
|
||||
<Speed2>1</Speed2>
|
||||
<AnimationName2>StrafeRight</AnimationName2>
|
||||
<Weight2>0.5</Weight2>
|
||||
<Time2>0.42593105566437428</Time2>
|
||||
<AnimationName3>ReloadSwitch</AnimationName3>
|
||||
<Time3>0.68855715986371058</Time3>
|
||||
<Speed3>1</Speed3>
|
||||
</c:Animation>
|
||||
<c:AnimationOffset>
|
||||
<AnimationName>AimRifle</AnimationName>
|
||||
</c:AnimationOffset>
|
||||
<c:Model>
|
||||
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
|
||||
<Color A="1" B="0.984313726" G="1" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.690088332" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:PointLight>
|
||||
<Radius>10</Radius>
|
||||
</c:PointLight>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1.0823108" Z="0.738871336"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitPlane.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Scale X="10" Y="1" Z="10"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -35,7 +35,7 @@
|
||||
<Entity name="Asset">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/AssaultWeaponBlue.mesh</Resource>
|
||||
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1" Z="0"/>
|
||||
|
||||
@@ -0,0 +1,22 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="R_Leg_Top" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Leg_Top</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.0664939061" Y="0.714353919" Z="0.0475388765"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-0.783109188" Y="-0.0050998251" Z="3.14151597"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children/>
|
||||
|
||||
</Entity>
|
||||
@@ -9,7 +9,7 @@
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/DummyScene.mesh</Resource>
|
||||
<Resource>Models/Test/DummyScene.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -41,7 +41,7 @@
|
||||
<HomePointForTeam>3</HomePointForTeam>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.200000003" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -61,7 +61,7 @@
|
||||
<CapturePointNumber>1</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="1" R="1"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -81,7 +81,7 @@
|
||||
<CapturePointNumber>2</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="1" G="1" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -102,7 +102,7 @@
|
||||
<CapturePointNumber>3</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="0.200000003" R="1"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -120,7 +120,7 @@
|
||||
<c:Health/>
|
||||
<c:AABB/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
@@ -138,7 +138,7 @@
|
||||
<c:Health/>
|
||||
<c:AABB/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/DummyScene.mesh</Resource>
|
||||
<Resource>Models/Test/DummyScene.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -42,7 +42,7 @@
|
||||
<CaptureTimer>6.9158446328696002</CaptureTimer>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="1" R="1"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -63,7 +63,7 @@
|
||||
<CapturePointNumber>1</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="1" G="1" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -83,7 +83,7 @@
|
||||
<CapturePointNumber>2</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="0.200000003" R="1"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -104,7 +104,7 @@
|
||||
<CapturePointNumber>3</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="0.200000003" R="1"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -122,7 +122,7 @@
|
||||
<c:Health/>
|
||||
<c:AABB/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
@@ -140,7 +140,7 @@
|
||||
<c:Health/>
|
||||
<c:AABB/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/DummyScene.mesh</Resource>
|
||||
<Resource>Models/Test/DummyScene.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -41,7 +41,7 @@
|
||||
<HomePointForTeam>3</HomePointForTeam>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.200000003" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -61,7 +61,7 @@
|
||||
<CapturePointNumber>1</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="1" G="1" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team/>
|
||||
@@ -79,7 +79,7 @@
|
||||
<CapturePointNumber>2</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="1" R="1"/>
|
||||
</c:Model>
|
||||
<c:Team/>
|
||||
@@ -98,7 +98,7 @@
|
||||
<CapturePointNumber>3</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="0.200000003" R="1"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -116,7 +116,7 @@
|
||||
<c:Health/>
|
||||
<c:AABB/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
@@ -134,7 +134,7 @@
|
||||
<c:Health/>
|
||||
<c:AABB/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/DummyScene.mesh</Resource>
|
||||
<Resource>Models/Test/DummyScene.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -41,7 +41,7 @@
|
||||
<HomePointForTeam>3</HomePointForTeam>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.200000003" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -61,7 +61,7 @@
|
||||
<CapturePointNumber>1</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="1" R="1"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -81,7 +81,7 @@
|
||||
<CapturePointNumber>2</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="1" G="1" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -101,7 +101,7 @@
|
||||
<CapturePointNumber>3</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="0.200000003" R="1"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -122,7 +122,7 @@
|
||||
<CapturePointNumber>4</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="0.200000003" R="1"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -140,7 +140,7 @@
|
||||
<c:Health/>
|
||||
<c:AABB/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
@@ -158,7 +158,7 @@
|
||||
<c:Health/>
|
||||
<c:AABB/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
@@ -176,7 +176,7 @@
|
||||
<c:Health/>
|
||||
<c:AABB/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
@@ -194,7 +194,7 @@
|
||||
<c:Health/>
|
||||
<c:AABB/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/DummyScene.mesh</Resource>
|
||||
<Resource>Models/Test/DummyScene.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -41,7 +41,7 @@
|
||||
<HomePointForTeam>3</HomePointForTeam>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.200000003" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -61,7 +61,7 @@
|
||||
<CapturePointNumber>1</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="1" G="1" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team/>
|
||||
@@ -79,7 +79,7 @@
|
||||
<CapturePointNumber>2</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Team/>
|
||||
<c:Transform>
|
||||
@@ -96,7 +96,7 @@
|
||||
<CapturePointNumber>3</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="1" R="1"/>
|
||||
</c:Model>
|
||||
<c:Team/>
|
||||
@@ -115,7 +115,7 @@
|
||||
<CapturePointNumber>4</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="0.200000003" R="1"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -133,7 +133,7 @@
|
||||
<c:Health/>
|
||||
<c:AABB/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
@@ -151,7 +151,7 @@
|
||||
<c:Health/>
|
||||
<c:AABB/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
@@ -169,7 +169,7 @@
|
||||
<c:Health/>
|
||||
<c:AABB/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
@@ -187,7 +187,7 @@
|
||||
<c:Health/>
|
||||
<c:AABB/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
</HomePointForTeam>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="0.200000003" R="1"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -39,7 +39,7 @@
|
||||
<CapturePointNumber>1</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="1" G="1" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team/>
|
||||
@@ -57,7 +57,7 @@
|
||||
<CapturePointNumber>2</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.200000003" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -79,7 +79,7 @@
|
||||
<CapturePointNumber>3</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.200000003" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -104,7 +104,7 @@
|
||||
<CapturePointNumber>4</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.200000003" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -124,7 +124,7 @@
|
||||
<c:AABB/>
|
||||
<c:Health/>
|
||||
<c:Model>
|
||||
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitCube.mesh</Resource>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
<c:Team>
|
||||
@@ -143,7 +143,7 @@
|
||||
<c:AABB/>
|
||||
<c:Health/>
|
||||
<c:Model>
|
||||
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitCube.mesh</Resource>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
<c:Team>
|
||||
@@ -160,7 +160,7 @@
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\DummyScene.mesh</Resource>
|
||||
<Resource>Models/Test/DummyScene.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.600000024" Y="0" Z="0"/>
|
||||
|
||||
@@ -37,7 +37,7 @@
|
||||
<Intensity>0.80000001192092896</Intensity>
|
||||
</c:DirectionalLight>
|
||||
<c:Model>
|
||||
<Resource>Models/DirectionalLightWidget.mesh</Resource>
|
||||
<Resource>Models/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:RaptorCopter>
|
||||
<Speed>1</Speed>
|
||||
@@ -62,7 +62,7 @@
|
||||
<RandomnessScalar>3</RandomnessScalar>
|
||||
</c:ExplosionEffect>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-1.68900967" Y="0.527161121" Z="-1.59648728"/>
|
||||
@@ -73,7 +73,7 @@
|
||||
<Entity name="SecondaryWeapon">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/AssaultWeaponRed.mesh</Resource>
|
||||
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -86,7 +86,7 @@
|
||||
<Entity name="SecondaryWeaponRed">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/DefenderGunRed.mesh</Resource>
|
||||
<Resource>Models/Weapons/Red/DefenderGunRed.mesh</Resource>
|
||||
<Transparent>true</Transparent>
|
||||
<NormalMap>false</NormalMap>
|
||||
</c:Model>
|
||||
@@ -115,7 +115,7 @@
|
||||
<Speed>1</Speed>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
<Resource>models/AssaultAnimated.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultAnimated.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.786919653" Y="0" Z="0"/>
|
||||
@@ -131,7 +131,7 @@
|
||||
<Speed>1</Speed>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
<Resource>models/AssaultAnimated.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultAnimated.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -157,7 +157,7 @@
|
||||
<Entity name="Log">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Log.mesh</Resource>
|
||||
<Resource>Models/Props/TreeLog.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-4" Y="0.698000014" Z="-1"/>
|
||||
@@ -176,7 +176,7 @@
|
||||
<Entity name="CombinedSpheres">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>models/NormSpecIncdMapSphere.mesh</Resource>
|
||||
<Resource>Models/Test/NormSpecIncdMapSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -260,7 +260,7 @@
|
||||
<Entity name="NormalSphere">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/NormalMapSphere.mesh</Resource>
|
||||
<Resource>Models/Test/NormalMapSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="1.82700014" Y="0" Z="-0.166000009"/>
|
||||
@@ -271,7 +271,7 @@
|
||||
<Entity name="SpecularSphere">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/SpecularMapSphere.mesh</Resource>
|
||||
<Resource>Models/Test/SpecularMapSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-1.06487739" Y="0" Z="1.52336037"/>
|
||||
@@ -313,7 +313,7 @@
|
||||
<Entity name="GlowMap">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/IncandescenceMapSphere.mesh</Resource>
|
||||
<Resource>Models/Test/IncandescenceMapSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-1.10000002" Y="0" Z="-1.80000007"/>
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
<Axis X="1" Y="0" Z="0"/>
|
||||
</c:EditorWidget>
|
||||
<c:Model>
|
||||
<Resource>Models/RotationWidgetX.mesh</Resource>
|
||||
<Resource>Models/Widgets/Rotate/RotationWidgetX.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -33,7 +33,7 @@
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:EditorWidget>
|
||||
<c:Model>
|
||||
<Resource>Models/RotationWidgetY.mesh</Resource>
|
||||
<Resource>Models/Widgets/Rotate/RotationWidgetY.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -48,7 +48,7 @@
|
||||
<Axis X="0" Y="0" Z="1"/>
|
||||
</c:EditorWidget>
|
||||
<c:Model>
|
||||
<Resource>Models/RotationWidgetZ.mesh</Resource>
|
||||
<Resource>Models/Widgets/Rotate/RotationWidgetZ.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/ScaleWidgetOrigin.mesh</Resource>
|
||||
<Resource>Models/Widgets/Scale/ScalingWidgetOrigin.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
<c:UniformScale>
|
||||
@@ -20,7 +20,7 @@
|
||||
</Type>
|
||||
</c:EditorWidget>
|
||||
<c:Model>
|
||||
<Resource>Models/ScaleWidgetX.mesh</Resource>
|
||||
<Resource>Models/Widgets/Scale/ScalingWidgetX.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -34,7 +34,7 @@
|
||||
</Type>
|
||||
</c:EditorWidget>
|
||||
<c:Model>
|
||||
<Resource>Models/ScaleWidgetY.mesh</Resource>
|
||||
<Resource>Models/Widgets/Scale/ScalingWidgetY.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -48,7 +48,7 @@
|
||||
</Type>
|
||||
</c:EditorWidget>
|
||||
<c:Model>
|
||||
<Resource>Models/ScaleWidgetZ.mesh</Resource>
|
||||
<Resource>Models/Widgets/Scale/ScalingWidgetZ.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/TranslationWidgetOrigin.mesh</Resource>
|
||||
<Resource>Models/Widgets/Translate/TranslationWidgetOrigin.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
<c:UniformScale>
|
||||
@@ -18,7 +18,7 @@
|
||||
<Axis X="1" Y="0" Z="0"/>
|
||||
</c:EditorWidget>
|
||||
<c:Model>
|
||||
<Resource>Models/TranslationWidgetX.mesh</Resource>
|
||||
<Resource>Models/Widgets/Translate/TranslationWidgetX.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -30,7 +30,7 @@
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:EditorWidget>
|
||||
<c:Model>
|
||||
<Resource>Models/TranslationWidgetY.mesh</Resource>
|
||||
<Resource>Models/Widgets/Translate/TranslationWidgetY.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -42,7 +42,7 @@
|
||||
<Axis X="0" Y="0" Z="1"/>
|
||||
</c:EditorWidget>
|
||||
<c:Model>
|
||||
<Resource>Models/TranslationWidgetZ.mesh</Resource>
|
||||
<Resource>Models/Widgets/Translate/TranslationWidgetZ.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -54,7 +54,7 @@
|
||||
<Axis X="0" Y="1" Z="1"/>
|
||||
</c:EditorWidget>
|
||||
<c:Model>
|
||||
<Resource>Models/WidgetPlaneX.mesh</Resource>
|
||||
<Resource>Models/Widgets/Translate/TranslationWidgetPlaneX.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -66,7 +66,7 @@
|
||||
<Axis X="1" Y="0" Z="1"/>
|
||||
</c:EditorWidget>
|
||||
<c:Model>
|
||||
<Resource>Models/WidgetPlaneY.mesh</Resource>
|
||||
<Resource>Models/Widgets/Translate/TranslationWidgetPlaneY.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -78,7 +78,7 @@
|
||||
<Axis X="1" Y="1" Z="0"/>
|
||||
</c:EditorWidget>
|
||||
<c:Model>
|
||||
<Resource>Models/WidgetPlaneZ.mesh</Resource>
|
||||
<Resource>Models/Widgets/Translate/TranslationWidgetPlaneZ.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-0.00432979874" Z="0"/>
|
||||
<Position X="2.5629313" Y="-1.99438679" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
@@ -18,23 +18,17 @@
|
||||
<Axis X="1.50000012" Y="-2.20000005" Z="2.10000014"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="2.87819886" Z="0"/>
|
||||
<Position X="0.00367118185" Y="0" Z="0.200000003"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<Name>Run</Name>
|
||||
<Time>0.56277947897317659</Time>
|
||||
<Speed>1</Speed>
|
||||
<AnimationName>Crouch Walk</AnimationName>
|
||||
<Time>0.64462505387501778</Time>
|
||||
<Speed>8</Speed>
|
||||
</c:Animation>
|
||||
<c:ExplosionEffect>
|
||||
<Velocity X="0" Y="1.10000002" Z="3.30000019"/>
|
||||
<ExplosionOrigin X="-0.600000024" Y="1" Z="0"/>
|
||||
<TimeSinceDeath>0.95625903442123672</TimeSinceDeath>
|
||||
<EndColor A="0" B="0.815686285" G="1" R="0"/>
|
||||
</c:ExplosionEffect>
|
||||
<c:Model>
|
||||
<Resource>Models/AssaultAnimated.mesh</Resource>
|
||||
<Color A="1" B="392156.875" G="1" R="1"/>
|
||||
|
||||
@@ -9,11 +9,12 @@
|
||||
<Entity name="Scenemesh">
|
||||
<Components>
|
||||
<c:AABB>
|
||||
<Size X="150" Y="64" Z="180"/>
|
||||
<Origin X="0.195705414" Y="26.0382366" Z="-0.010017395"/>
|
||||
<Size X="135.414337" Y="68.3848572" Z="180.020035"/>
|
||||
</c:AABB>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models\MapVersion1.mesh</Resource>
|
||||
<Resource>Models/LevelBase/MapVersion1.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -25,7 +26,7 @@
|
||||
<Intensity>2</Intensity>
|
||||
</c:DirectionalLight>
|
||||
<c:Model>
|
||||
<Resource>Models/DirectionalLightWidget.mesh</Resource>
|
||||
<Resource>Models/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>models/animTest.mesh</Resource>
|
||||
<Resource>Models/Test/AnimTest.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -39,7 +39,7 @@
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
<Color A="1" B="0.0117647061" G="0" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -54,7 +54,7 @@
|
||||
<Components>
|
||||
<c:DirectionalLight/>
|
||||
<c:Model>
|
||||
<Resource>Models/DirectionalLightWidget.mesh</Resource>
|
||||
<Resource>sModels/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-6.00145912" Y="1.42697716" Z="3.04144025"/>
|
||||
@@ -96,7 +96,7 @@
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.254901975" R="0"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -109,7 +109,7 @@
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.254901975" R="0"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -171,7 +171,7 @@
|
||||
<Entity name="CameraModel">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Camera.mesh</Resource>
|
||||
<Resource>Models/Widgets/Camera.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.0331346765" Z="-0.0792061687"/>
|
||||
@@ -186,7 +186,7 @@
|
||||
<Components>
|
||||
<c:Camera/>
|
||||
<c:Model>
|
||||
<Resource>Models/Camera.mesh</Resource>
|
||||
<Resource>Models/Widgets/Camera.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -199,7 +199,7 @@
|
||||
<Entity name="PlayerModel">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/AssaultHeadless.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultHeadless.mesh</Resource>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
|
||||
@@ -6,9 +6,6 @@
|
||||
<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>
|
||||
@@ -53,7 +50,7 @@
|
||||
<Entity name="CameraModel">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Camera.mesh</Resource>
|
||||
<Resource>Models/Widgets/Camera.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -92,7 +89,7 @@
|
||||
<Entity name="Crosshair">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/CrosshairQuad.mesh</Resource>
|
||||
<Resource>Models/Weapons/CrosshairQuad.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.200000003"/>
|
||||
@@ -105,7 +102,7 @@
|
||||
<Entity name="Weapon">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/AssaultWeaponRed.mesh</Resource>
|
||||
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.180000007" Y="-0.183000013" Z="0"/>
|
||||
@@ -130,7 +127,7 @@
|
||||
<Components>
|
||||
<c:Camera/>
|
||||
<c:Model>
|
||||
<Resource>Models/Camera.mesh</Resource>
|
||||
<Resource>Models/Widgets/Camera.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -149,7 +146,7 @@
|
||||
</c:Animation>
|
||||
<c:HiddenForLocalPlayer/>
|
||||
<c:Model>
|
||||
<Resource>Models/AssaultAnimated.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultAnimated.mesh</Resource>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
|
||||
@@ -97,7 +97,7 @@
|
||||
<Intensity>0.80000001192092896</Intensity>
|
||||
</c:DirectionalLight>
|
||||
<c:Model>
|
||||
<Resource>Models/DirectionalLightWidget.mesh</Resource>
|
||||
<Resource>Models/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:RaptorCopter>
|
||||
<Speed>1</Speed>
|
||||
@@ -126,7 +126,7 @@
|
||||
<Speed>1</Speed>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
<Resource>models/AssaultAnimated.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultAnimated.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.786919653" Y="0" Z="0"/>
|
||||
@@ -142,7 +142,7 @@
|
||||
<Speed>1</Speed>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
<Resource>models/AssaultAnimated.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultAnimated.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -200,7 +200,7 @@
|
||||
<Speed>1</Speed>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
<Resource>Models/AssaultAnimated.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultAnimated.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.5" Z="0"/>
|
||||
@@ -224,7 +224,7 @@
|
||||
<Entity name="CombinedSpheres">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>models/NormSpecIncdMapSphere.mesh</Resource>
|
||||
<Resource>Models/Test/NormSpecIncdMapSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -308,7 +308,7 @@
|
||||
<Entity name="NormalSphere">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/NormalMapSphere.mesh</Resource>
|
||||
<Resource>Models/Test/NormalMapSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="1.82700014" Y="0" Z="-0.166000009"/>
|
||||
@@ -319,7 +319,7 @@
|
||||
<Entity name="SpecularSphere">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/SpecularMapSphere.mesh</Resource>
|
||||
<Resource>Models/Test/SpecularMapSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-1.06487739" Y="0" Z="1.52336037"/>
|
||||
@@ -361,7 +361,7 @@
|
||||
<Entity name="GlowMap">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/IncandescenceMapSphere.mesh</Resource>
|
||||
<Resource>Models/Test/IncandescenceMapSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-1.10000002" Y="0" Z="-1.80000007"/>
|
||||
@@ -422,7 +422,7 @@
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -435,7 +435,7 @@
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -448,7 +448,7 @@
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -461,7 +461,7 @@
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -493,7 +493,7 @@
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
<Color A="1" B="1" G="0" R="0"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -506,7 +506,7 @@
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
<Color A="1" B="1" G="0" R="0"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -519,7 +519,7 @@
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
<Color A="1" B="1" G="0" R="0"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -532,7 +532,7 @@
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
<Color A="1" B="1" G="0" R="0"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -608,7 +608,7 @@
|
||||
<Entity name="Assault">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
<Color A="0.572549045" B="1" G="1" R="0"/>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
@@ -690,7 +690,7 @@
|
||||
<Entity name="Asset">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/AssaultWeaponBlue.mesh</Resource>
|
||||
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1" Z="0"/>
|
||||
@@ -737,7 +737,7 @@
|
||||
<Entity name="Asset">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/AssaultWeaponRed.mesh</Resource>
|
||||
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1" Z="0"/>
|
||||
@@ -797,7 +797,7 @@
|
||||
<Entity name="Asset">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/SecondaryWeapon.mesh</Resource>
|
||||
<Resource>Models/Weapons/SecondaryWeapon.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1" Z="0"/>
|
||||
@@ -844,7 +844,7 @@
|
||||
<Entity name="Asset">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/AssualtSoft.mesh</Resource>
|
||||
<Resource>Models/Test/AssaultTPoseSoftEdge.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.5" Z="0"/>
|
||||
@@ -890,7 +890,7 @@
|
||||
<Entity name="Asset">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/DefenderGunBlue.mesh</Resource>
|
||||
<Resource>Models/Weapons/Blue/DefenderGunBlue.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1" Z="0"/>
|
||||
@@ -937,7 +937,7 @@
|
||||
<Entity name="Asset">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/DefenderGunRed.mesh</Resource>
|
||||
<Resource>Models/Weapons/Red/DefenderGunRed.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1" Z="0"/>
|
||||
@@ -984,7 +984,7 @@
|
||||
<Entity name="Asset">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Assualt.mesh</Resource>
|
||||
<Resource>Models/Test/AssaultTPoseHardEdge.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.5" Z="0"/>
|
||||
@@ -1021,7 +1021,7 @@
|
||||
<Entity name="RedTeamHomeCapturePoint">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/CapturePoint.mesh</Resource>
|
||||
<Resource>Models/Props/CapturePoint.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-30"/>
|
||||
@@ -1073,7 +1073,7 @@
|
||||
<Entity name="RedMiddleCapturePoint">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/CapturePoint.mesh</Resource>
|
||||
<Resource>Models/Props/CapturePoint.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-15"/>
|
||||
@@ -1119,7 +1119,7 @@
|
||||
<Entity name="MiddleCapturePoint">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/CapturePoint.mesh</Resource>
|
||||
<Resource>Models/Props/CapturePoint.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -1163,7 +1163,7 @@
|
||||
<Entity name="BlueMiddleCaapturePoint">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/CapturePoint.mesh</Resource>
|
||||
<Resource>Models/Props/CapturePoint.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="15"/>
|
||||
@@ -1210,7 +1210,7 @@
|
||||
<Entity name="BlueTeamHomeCapturePoint">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/CapturePoint.mesh</Resource>
|
||||
<Resource>Models/Props/CapturePoint.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="30"/>
|
||||
@@ -1405,7 +1405,7 @@
|
||||
<Randomness>true</Randomness>
|
||||
</c:ExplosionEffect>
|
||||
<c:Model>
|
||||
<Resource>Models/AssaultWeaponBlue.mesh</Resource>
|
||||
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -1458,7 +1458,7 @@
|
||||
<TimeSinceDeath>0.31711568080172703</TimeSinceDeath>
|
||||
</c:ExplosionEffect>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -1518,7 +1518,7 @@
|
||||
<Randomness>true</Randomness>
|
||||
</c:ExplosionEffect>
|
||||
<c:Model>
|
||||
<Resource>Models/AssaultAnimated.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultAnimated.mesh</Resource>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
<Lifetime>0.25</Lifetime>
|
||||
</c:Lifetime>
|
||||
<c:Model>
|
||||
<Resource>Models/CylinderBullet.mesh</Resource>
|
||||
<Resource>Models/Weapons/CylinderBullet.mesh</Resource>
|
||||
<Color A="0.156862751" B="39.2156868" G="7.84313726" R="0"/>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
<Lifetime>0.25</Lifetime>
|
||||
</c:Lifetime>
|
||||
<c:Model>
|
||||
<Resource>Models/CylinderBullet.mesh</Resource>
|
||||
<Resource>Models/Weapons/CylinderBullet.mesh</Resource>
|
||||
<Color A="0.156862751" B="0" G="0.525490224" R="39.2156868"/>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
<Entity name="Model">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.obj</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
<Color A="1" B="3.92156863" G="3.92156863" R="3.92156863"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -35,7 +35,7 @@
|
||||
<FOV>80</FOV>
|
||||
</c:Camera>
|
||||
<c:Model>
|
||||
<Resource>Models/Camera.mesh</Resource>
|
||||
<Resource>Models/Widgets/Camera.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1.39121652" Z="-0.043014247"/>
|
||||
@@ -52,14 +52,15 @@
|
||||
<Children>
|
||||
<Entity name="Hexagon">
|
||||
<Components>
|
||||
<c:HealthHUD/>
|
||||
<c:Fill>
|
||||
<Percentage>0.65990006923675537</Percentage>
|
||||
<Color A="0" B="0.659900069" G="0" R="0.340099931"/>
|
||||
</c:Fill>
|
||||
<c:HealthHUD/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitHexagon.mesh</Resource>
|
||||
<Color A="0.313725501" B="0.70588237" G="0.70588237" R="0.70588237"/>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.285538822" Y="-0.282350302" Z="-1.52214652e-05"/>
|
||||
@@ -132,7 +133,7 @@
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
<Color A="1" B="3.92156863" G="1" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -161,7 +162,7 @@
|
||||
<Axis X="0.200000003" Y="3.4000001" Z="0.5"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="758.058899" Y="20632.8691" Z="1320.68018"/>
|
||||
<Orientation X="948.868286" Y="23876.6914" Z="1797.71118"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -308,7 +309,7 @@
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
<Color A="1" B="1" G="1" R="3.92156863"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -324,7 +325,7 @@
|
||||
<Intensity>0.10000000149011612</Intensity>
|
||||
</c:DirectionalLight>
|
||||
<c:Model>
|
||||
<Resource>Models/DirectionalLightWidget.mesh</Resource>
|
||||
<Resource>Models/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
|
||||
<Color A="1" B="0" G="3.92156863" R="3.92156863"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
@@ -346,6 +347,20 @@
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName>Run</AnimationName>
|
||||
<Time>0.021910293579680166</Time>
|
||||
<Speed>0.004999999888241291</Speed>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
<Resource>Models/SuperTest.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/DummyScene.mesh</Resource>
|
||||
<Resource>Models/Test/DummyScene.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -41,7 +41,7 @@
|
||||
<HomePointForTeam>3</HomePointForTeam>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.200000003" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -61,7 +61,7 @@
|
||||
<CapturePointNumber>1</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="1" G="1" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team/>
|
||||
@@ -79,7 +79,7 @@
|
||||
<CapturePointNumber>2</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Team/>
|
||||
<c:Transform>
|
||||
@@ -96,7 +96,7 @@
|
||||
<CapturePointNumber>3</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="1" R="1"/>
|
||||
</c:Model>
|
||||
<c:Team/>
|
||||
@@ -115,7 +115,7 @@
|
||||
<CapturePointNumber>4</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="0.200000003" R="1"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -133,7 +133,7 @@
|
||||
<c:Health/>
|
||||
<c:AABB/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
@@ -151,7 +151,7 @@
|
||||
<c:Health/>
|
||||
<c:AABB/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
@@ -171,7 +171,7 @@
|
||||
</c:Health>
|
||||
<c:AABB/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="0" G="0" R="2.25"/>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
@@ -191,7 +191,7 @@
|
||||
</c:Health>
|
||||
<c:AABB/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="0" G="0" R="4.5"/>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
|
||||
@@ -0,0 +1,497 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="Skeleton" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="R_Arm_Weapon_Joint">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="0.996078432" B="1" G="1" R="19.6078434"/>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.47420007" Y="0.928898275" Z="0.0299553983"/>
|
||||
<Scale X="0.0500000007" Y="0.0500000007" Z="0.100000001"/>
|
||||
<Orientation X="1.60548508" Y="-1.10789871" Z="-1.51772225"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="R_Hand">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Hand</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.448672563" Y="0.992614031" Z="0.0575723015"/>
|
||||
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
|
||||
<Orientation X="1.60548508" Y="-1.10789871" Z="-1.51772225"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="R_Arm">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Arm</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.12972948" Y="1.28044498" Z="-0.0855199769"/>
|
||||
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
|
||||
<Orientation X="-0.178462029" Y="-0.240202308" Z="-0.227051333"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="R_Shoulder">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Shoulder</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.0566707924" Y="1.22090316" Z="-0.110467494"/>
|
||||
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
|
||||
<Orientation X="-0.798247218" Y="0.000491484476" Z="-0.00077928009"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Neck">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>Neck</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="19.6078434" G="19.6078434" R="19.6078434"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="6.88049477e-05" Y="1.29971886" Z="-0.151777163"/>
|
||||
<Scale X="0.0500000007" Y="0.100000001" Z="0.0500000007"/>
|
||||
<Orientation X="-1.03466523" Y="-0.0017389874" Z="0.00627749134"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Spine_3">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>Spine_3</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="19.6078434"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.000299328996" Y="1.2487011" Z="-0.0936965123"/>
|
||||
<Scale X="0.0500000007" Y="0.100000001" Z="0.0500000007"/>
|
||||
<Orientation X="-0.798247218" Y="0.000491484476" Z="-0.00077928009"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Spine_2">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>Spine_2</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="19.6078434"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.000528411241" Y="1.1669693" Z="0.000368326902"/>
|
||||
<Scale X="0.0500000007" Y="0.100000001" Z="0.0500000007"/>
|
||||
<Orientation X="-0.798247218" Y="0.000491484476" Z="-0.00077928009"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Spine_1">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>Spine_1</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
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<c:BoneAttachment>
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<BoneName>L_Shoulder</BoneName>
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<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
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</c:BoneAttachment>
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<c:BoneAttachment>
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<BoneName>L_Arm</BoneName>
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<Entity name="L_Hand">
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<c:BoneAttachment>
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<BoneName>L_Hand</BoneName>
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<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
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<Entity name="L_Shoulder_Armor_Joint">
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<c:BoneAttachment>
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<BoneName>L_Shoulder_Armor_Joint</BoneName>
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<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
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<c:BoneAttachment>
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<BoneName>Chin</BoneName>
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<Children/>
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<Entity name="Head">
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<Components>
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<c:BoneAttachment>
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<BoneName>Head</BoneName>
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<Entity name="Perietal">
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<Components>
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<c:BoneAttachment>
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<BoneName>Perietal</BoneName>
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<Children/>
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<Entity name="L_Elbow">
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<Components>
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<c:BoneAttachment>
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<BoneName>L_Elbow</BoneName>
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<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
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</c:BoneAttachment>
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<Entity name="R_Leg_Bottom">
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<Components>
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<c:BoneAttachment>
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<BoneName>R_Leg_Bottom</BoneName>
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<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
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<Children/>
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<Entity name="R_Elbow">
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<Components>
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<c:BoneAttachment>
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<BoneName>R_Elbow</BoneName>
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<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
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</c:BoneAttachment>
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<Entity name="R_Leg_Top">
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<Components>
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<c:BoneAttachment>
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<BoneName>R_Leg_Top</BoneName>
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<Children/>
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</Entity>
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<Entity name="R_Foot">
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<Components>
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<c:BoneAttachment>
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<BoneName>R_Foot</BoneName>
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<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
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</c:BoneAttachment>
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<Resource>Models/Core/UnitCube.mesh</Resource>
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<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
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<Children/>
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</Entity>
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<Entity name="R_Toe">
|
||||
<Components>
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||||
<c:BoneAttachment>
|
||||
<BoneName>R_Toe</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
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||||
</c:BoneAttachment>
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<c:Model>
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<Resource>Models/Core/UnitCube.mesh</Resource>
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<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity name="R_Shoulder_Armor_Joint">
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<Components>
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<c:BoneAttachment>
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<BoneName>R_Shoulder_Armor_Joint</BoneName>
|
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<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
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||||
</c:BoneAttachment>
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<c:Model>
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<Resource>Models/Core/UnitCube.mesh</Resource>
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<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
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</c:Model>
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<c:Transform>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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@@ -19,7 +19,7 @@
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
</c:Model>
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<c:Transform>
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<Position X="1" Y="0" Z="0"/>
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@@ -31,7 +31,7 @@
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<Components>
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<c:SpawnPoint/>
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||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
</c:Model>
|
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<c:Transform>
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<Position X="-1" Y="0" Z="0"/>
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@@ -43,7 +43,7 @@
|
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<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
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<Position X="0" Y="0" Z="1"/>
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@@ -55,7 +55,7 @@
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
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<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
</c:Model>
|
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<c:Transform>
|
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<Position X="0" Y="0" Z="-1"/>
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||||
|
||||
@@ -4,7 +4,7 @@
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="1.31625879" Y="0" Z="0"/>
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
<?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:SceneLight/>
|
||||
<c:Model>
|
||||
<Resource>Models/Test/SplatMapTest.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -6,7 +6,7 @@
|
||||
<Orientation X="0" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/DummyScene.mesh</Resource>
|
||||
<Resource>Models/Test/DummyScene.mesh</Resource>
|
||||
</c:Model>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -36,7 +36,7 @@
|
||||
<ExponentialAccelaration>0</ExponentialAccelaration>
|
||||
</c:ExplosionEffect>
|
||||
<c:Model>
|
||||
<Resource>Models/Camera.mesh</Resource>
|
||||
<Resource>Models/Widgets/Camera.mesh</Resource>
|
||||
</c:Model>
|
||||
</Components>
|
||||
</Entity>
|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
<?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/UnitPlane.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Scale X="10" Y="10" Z="10"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Red/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,261 @@
|
||||
<?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>models/core/unitcube.mesh</Resource>
|
||||
<Color A="1" B="0.980392158" G="1" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.100000001" Y="0" Z="0"/>
|
||||
<Scale X="50" Y="1" Z="51.1000023"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>models/core/unitcube.mesh</Resource>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-14.500001" Y="1.50000012" Z="16.9222012"/>
|
||||
<Scale X="14.4000006" Y="5.30000019" Z="4.5"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:DirectionalLight/>
|
||||
<c:Transform>
|
||||
<Orientation X="4.38500023" Y="0" Z="0.458000034"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>models/core/unitcube.mesh</Resource>
|
||||
<Color A="1" B="1" G="0" R="0"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-14.500001" Y="1.50000012" Z="-17.6888409"/>
|
||||
<Scale X="14.4000006" Y="5.30000019" Z="4.5"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>models/core/unitcube.mesh</Resource>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="12.1000004" Y="1.50000012" Z="16.9222012"/>
|
||||
<Scale X="14.4000006" Y="5.30000019" Z="4.5"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>models/core/unitcube.mesh</Resource>
|
||||
<Color A="1" B="1" G="0" R="0"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="12.1228638" Y="1.50000012" Z="-17.9642811"/>
|
||||
<Scale X="14.4000006" Y="5.30000019" Z="4.5"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Red/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform>
|
||||
<Position X="-20.6000004" Y="1" Z="21.7150002"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Transform>
|
||||
<Position X="-12.2000008" Y="1" Z="21.5000019"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="15.4000006" Y="1" Z="21.6000004"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform>
|
||||
<Position X="10.500001" Y="0" Z="21.9000015"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Blue/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform>
|
||||
<Position X="-9.70000076" Y="1" Z="-23.4000015"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform>
|
||||
<Position X="-18.8000011" Y="1" Z="-22.3000011"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform>
|
||||
<Position X="8.10000038" Y="1" Z="-23.2000008"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform>
|
||||
<Position X="16.2000008" Y="1" Z="-23.2000008"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>models/core/unitcube.mesh</Resource>
|
||||
<Color A="1" B="39.2156868" G="0" R="3.13725495"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Scale X="-70" Y="-70" Z="-70"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:CapturePoint>
|
||||
<HomePointForTeam>
|
||||
<Blue/>
|
||||
</HomePointForTeam>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>Models\Core\UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.200000003" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Blue/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.773066521" Z="-18.975975"/>
|
||||
<Scale X="4.9000001" Y="0.600000024" Z="3.50000024"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:CapturePoint>
|
||||
<HomePointForTeam>
|
||||
<Red/>
|
||||
</HomePointForTeam>
|
||||
<CapturePointNumber>1</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>Models\Core\UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="1" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Red/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.452868998" Z="18.5607414"/>
|
||||
<Scale X="4.60000038" Y="0.900000036" Z="4.10000038"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,23 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="Test" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
<Name>L_Foot</Name>
|
||||
<InheritScale>true</InheritScale>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.0863945931" Y="0.221357167" Z="-0.0781617165"/>
|
||||
<Scale X="0.199999973" Y="0.199999973" Z="0.199999973"/>
|
||||
<Orientation X="-2.80262542" Y="0.0150706368" Z="-3.13294244"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children/>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,22 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="Join" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>L_Elbow</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.359419018" Y="1.38182318" Z="-0.0848901421"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="0.281418264" Y="-0.0785565302" Z="-0.902501941"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children/>
|
||||
|
||||
</Entity>
|
||||
@@ -38,6 +38,7 @@
|
||||
<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:BoneAttachment" minOccurs="0"/>
|
||||
<xs:element ref="c:Shield" minOccurs="0"/>
|
||||
<xs:element ref="c:Shielded" minOccurs="0"/>
|
||||
</xs:all>
|
||||
|
||||
@@ -0,0 +1,33 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 Bones[100];
|
||||
|
||||
|
||||
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()
|
||||
{
|
||||
mat4 boneTransform = mat4(1);
|
||||
|
||||
if(BoneWeights[0] > 0.0f){
|
||||
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
|
||||
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
|
||||
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
|
||||
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
||||
}
|
||||
|
||||
gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = vec3(0.0);
|
||||
}
|
||||
@@ -9,6 +9,11 @@ uniform vec2 ScreenDimensions;
|
||||
uniform vec4 FillColor;
|
||||
uniform vec4 AmbientColor;
|
||||
uniform float FillPercentage;
|
||||
|
||||
uniform vec2 DiffuseUVRepeat;
|
||||
uniform vec2 NormalUVRepeat;
|
||||
uniform vec2 SpecularUVRepeat;
|
||||
uniform vec2 GlowUVRepeat;
|
||||
layout (binding = 0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding = 1) uniform sampler2D NormalMapTexture;
|
||||
layout (binding = 2) uniform sampler2D SpecularMapTexture;
|
||||
@@ -114,11 +119,11 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
|
||||
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
|
||||
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate);
|
||||
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
|
||||
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
|
||||
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
|
||||
vec4 position = V * M * vec4(Input.Position, 1.0);
|
||||
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, NormalMapTexture);
|
||||
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
|
||||
normal = normalize(normal);
|
||||
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
||||
vec4 viewVec = normalize(-position);
|
||||
|
||||
@@ -3,15 +3,12 @@
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 Bones[100];
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
||||
layout(location = 2) in vec3 Tangent;
|
||||
layout(location = 3) in vec3 BiTangent;
|
||||
layout(location = 4) in vec2 TextureCoords;
|
||||
layout(location = 5) in vec4 BoneIndices;
|
||||
layout(location = 6) in vec4 BoneWeights;
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
@@ -25,19 +22,9 @@ out VertexData{
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
|
||||
mat4 boneTransform = mat4(1);
|
||||
if(BoneWeights[0] > 0.0f){
|
||||
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
|
||||
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
|
||||
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
|
||||
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
||||
}
|
||||
|
||||
gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
|
||||
gl_Position = P*V*M * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
|
||||
Output.Position = Position;
|
||||
Output.TextureCoordinate = TextureCoords;
|
||||
Output.Normal = vec3(M * vec4(Normal, 0.0));
|
||||
Output.Tangent = vec3(M * vec4(Tangent, 0.0));
|
||||
|
||||
@@ -0,0 +1,46 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 Bones[100];
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
||||
layout(location = 2) in vec3 Tangent;
|
||||
layout(location = 3) in vec3 BiTangent;
|
||||
layout(location = 4) in vec2 TextureCoords;
|
||||
layout(location = 5) in vec4 BoneIndices;
|
||||
layout(location = 6) in vec4 BoneWeights;
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec3 Tangent;
|
||||
vec3 BiTangent;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
float ExplosionPercentageElapsed;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 boneTransform = mat4(1);
|
||||
|
||||
if(BoneWeights[0] > 0.0f){
|
||||
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
|
||||
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
|
||||
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
|
||||
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
||||
}
|
||||
|
||||
gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
|
||||
Output.TextureCoordinate = TextureCoords;
|
||||
Output.Normal = vec3(M * boneTransform * vec4(Normal, 0.0));
|
||||
Output.Tangent = vec3(M * vec4(Tangent, 0.0));
|
||||
Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
|
||||
Output.ExplosionColor = vec4(1.0);
|
||||
Output.ExplosionPercentageElapsed = 0.0;
|
||||
}
|
||||
@@ -0,0 +1,277 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform vec2 ScreenDimensions;
|
||||
uniform float FillPercentage;
|
||||
uniform vec4 DiffuseColor;
|
||||
uniform vec4 FillColor;
|
||||
uniform vec4 Color;
|
||||
uniform vec4 AmbientColor;
|
||||
|
||||
//Get bineded at the same time as the textures
|
||||
uniform vec2 DiffuseUVRepeat1;
|
||||
uniform vec2 DiffuseUVRepeat2;
|
||||
uniform vec2 DiffuseUVRepeat3;
|
||||
uniform vec2 DiffuseUVRepeat4;
|
||||
uniform vec2 DiffuseUVRepeat5;
|
||||
uniform vec2 NormalUVRepeat1;
|
||||
uniform vec2 NormalUVRepeat2;
|
||||
uniform vec2 NormalUVRepeat3;
|
||||
uniform vec2 NormalUVRepeat4;
|
||||
uniform vec2 NormalUVRepeat5;
|
||||
uniform vec2 SpecularUVRepeat1;
|
||||
uniform vec2 SpecularUVRepeat2;
|
||||
uniform vec2 SpecularUVRepeat3;
|
||||
uniform vec2 SpecularUVRepeat4;
|
||||
uniform vec2 SpecularUVRepeat5;
|
||||
uniform vec2 GlowUVRepeat1;
|
||||
uniform vec2 GlowUVRepeat2;
|
||||
uniform vec2 GlowUVRepeat3;
|
||||
uniform vec2 GlowUVRepeat4;
|
||||
uniform vec2 GlowUVRepeat5;
|
||||
layout (binding = 0) uniform sampler2D SplatMapTexture;
|
||||
layout (binding = 1) uniform sampler2D DiffuseTexture1;
|
||||
layout (binding = 2) uniform sampler2D DiffuseTexture2;
|
||||
layout (binding = 3) uniform sampler2D DiffuseTexture3;
|
||||
layout (binding = 4) uniform sampler2D DiffuseTexture4;
|
||||
layout (binding = 5) uniform sampler2D DiffuseTexture5;
|
||||
layout (binding = 6) uniform sampler2D NormalMapTexture1;
|
||||
layout (binding = 7) uniform sampler2D NormalMapTexture2;
|
||||
layout (binding = 8) uniform sampler2D NormalMapTexture3;
|
||||
layout (binding = 9) uniform sampler2D NormalMapTexture4;
|
||||
layout (binding = 10) uniform sampler2D NormalMapTexture5;
|
||||
layout (binding = 11) uniform sampler2D SpecularMapTexture1;
|
||||
layout (binding = 12) uniform sampler2D SpecularMapTexture2;
|
||||
layout (binding = 13) uniform sampler2D SpecularMapTexture3;
|
||||
layout (binding = 14) uniform sampler2D SpecularMapTexture4;
|
||||
layout (binding = 15) uniform sampler2D SpecularMapTexture5;
|
||||
layout (binding = 16) uniform sampler2D GlowMapTexture1;
|
||||
layout (binding = 17) uniform sampler2D GlowMapTexture2;
|
||||
layout (binding = 18) uniform sampler2D GlowMapTexture3;
|
||||
layout (binding = 19) uniform sampler2D GlowMapTexture4;
|
||||
layout (binding = 20) uniform sampler2D GlowMapTexture5;
|
||||
|
||||
#define TILE_SIZE 16
|
||||
|
||||
struct LightSource {
|
||||
vec4 Position;
|
||||
vec4 Direction;
|
||||
vec4 Color;
|
||||
float Radius;
|
||||
float Intensity;
|
||||
float Falloff;
|
||||
int Type;
|
||||
};
|
||||
|
||||
layout (std430, binding = 1) buffer LightBuffer
|
||||
{
|
||||
LightSource List[];
|
||||
} LightSources;
|
||||
|
||||
struct LightGrid {
|
||||
float Start;
|
||||
float Amount;
|
||||
vec2 Padding;
|
||||
};
|
||||
|
||||
layout (std430, binding = 2) buffer LightGridBuffer
|
||||
{
|
||||
LightGrid Data[];
|
||||
} LightGrids;
|
||||
|
||||
layout (std430, binding = 4) buffer LightIndexBuffer
|
||||
{
|
||||
float LightIndex[];
|
||||
};
|
||||
|
||||
|
||||
in VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec3 Tangent;
|
||||
vec3 BiTangent;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
float ExplosionPercentageElapsed;
|
||||
}Input;
|
||||
|
||||
out vec4 sceneColor;
|
||||
out vec4 bloomColor;
|
||||
|
||||
struct LightResult {
|
||||
vec4 Diffuse;
|
||||
vec4 Specular;
|
||||
};
|
||||
|
||||
float CalcAttenuation(float radius, float dist, float falloff) {
|
||||
return 1.0 - smoothstep(radius * 0.3, radius, dist);
|
||||
}
|
||||
|
||||
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
|
||||
vec4 R = normalize( reflect(-lightVec, normal));
|
||||
float RdotV = max( dot(R, viewVec), 0.0);
|
||||
return lightColor * pow(RdotV, 90.0);
|
||||
}
|
||||
|
||||
vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
|
||||
float power = max( dot(normal, lightVec), 0.0);
|
||||
return lightColor * power;
|
||||
}
|
||||
|
||||
LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
|
||||
{
|
||||
vec4 L = lightPos - position;
|
||||
float dist = length(L);
|
||||
L = normalize(L);
|
||||
|
||||
float attenuation = CalcAttenuation(lightRadius, dist, falloff);
|
||||
|
||||
LightResult result;
|
||||
result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
|
||||
result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
|
||||
return result;
|
||||
}
|
||||
|
||||
LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
|
||||
{
|
||||
vec4 L = normalize( -vec4(direction.xyz, 0) );
|
||||
|
||||
LightResult result;
|
||||
result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
|
||||
result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
|
||||
return result;
|
||||
}
|
||||
|
||||
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
|
||||
{
|
||||
mat3 TBN = mat3(tangent, bitangent, normal);
|
||||
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
|
||||
return vec4(TBN * normalize(NormalMap), 0.0);
|
||||
}
|
||||
|
||||
#define TEXTURE_TILE 5.0
|
||||
|
||||
vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, sampler2D A, sampler2D D,
|
||||
vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues, vec2 A_TileValues, vec2 D_TileValues){
|
||||
vec4 R_Channel = texture2D(R, Input.TextureCoordinate * R_TileValues);
|
||||
vec4 G_Channel = texture2D(G, Input.TextureCoordinate * G_TileValues);
|
||||
vec4 B_Channel = texture2D(B, Input.TextureCoordinate * B_TileValues);
|
||||
vec4 A_Channel = texture2D(A, Input.TextureCoordinate * A_TileValues);
|
||||
vec4 D_Channel = texture2D(D, Input.TextureCoordinate * D_TileValues);
|
||||
|
||||
float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
|
||||
if(total > 1.0f){
|
||||
blendValue.r / total;
|
||||
blendValue.g / total;
|
||||
blendValue.b / total;
|
||||
blendValue.a / total;
|
||||
}
|
||||
float D_percent = clamp( 1.0f - total, 0.0f, 1.0f);
|
||||
|
||||
return blendValue.r * R_Channel
|
||||
+ blendValue.g * G_Channel
|
||||
+ blendValue.b * B_Channel
|
||||
+ blendValue.a * A_Channel
|
||||
+ D_percent * D_Channel;
|
||||
}
|
||||
|
||||
vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, sampler2D A, sampler2D D,
|
||||
vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues, vec2 A_TileValues, vec2 D_TileValues){
|
||||
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
|
||||
vec3 R_Channel = texture(R, Input.TextureCoordinate * R_TileValues).xyz * 2.0 - vec3(1.0);
|
||||
vec3 G_Channel = texture(G, Input.TextureCoordinate * G_TileValues).xyz * 2.0 - vec3(1.0);
|
||||
vec3 B_Channel = texture(B, Input.TextureCoordinate * B_TileValues).xyz * 2.0 - vec3(1.0);
|
||||
vec3 A_Channel = texture(A, Input.TextureCoordinate * A_TileValues).xyz * 2.0 - vec3(1.0);
|
||||
vec3 D_Channel = texture(D, Input.TextureCoordinate * D_TileValues).xyz * 2.0 - vec3(1.0);
|
||||
|
||||
float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
|
||||
if(total > 1.0f){
|
||||
blendValue.r / total;
|
||||
blendValue.g / total;
|
||||
blendValue.b / total;
|
||||
blendValue.a / total;
|
||||
}
|
||||
float D_percent = clamp( 1.0f - total, 0.0f, 1.0f);
|
||||
|
||||
vec3 Normal_result = blendValue.r * R_Channel
|
||||
+ blendValue.g * G_Channel
|
||||
+ blendValue.b * B_Channel
|
||||
+ blendValue.a * A_Channel
|
||||
+ D_percent * D_Channel;
|
||||
|
||||
return vec4(TBN * normalize(Normal_result), 0.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
|
||||
|
||||
vec4 diffuseTexel = CalcBlendedTexel(splatTexel, DiffuseTexture1, DiffuseTexture2, DiffuseTexture3, DiffuseTexture4, DiffuseTexture5,
|
||||
DiffuseUVRepeat1, DiffuseUVRepeat2, DiffuseUVRepeat3, DiffuseUVRepeat4, DiffuseUVRepeat5);
|
||||
vec4 glowTexel = CalcBlendedTexel(splatTexel, GlowMapTexture1, GlowMapTexture2, GlowMapTexture3, GlowMapTexture4, GlowMapTexture5,
|
||||
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3, GlowUVRepeat4, GlowUVRepeat5);
|
||||
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3, SpecularMapTexture4, SpecularMapTexture5,
|
||||
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3, SpecularUVRepeat4, SpecularUVRepeat5);
|
||||
vec4 position = V * M * vec4(Input.Position, 1.0);
|
||||
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
|
||||
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3, NormalMapTexture4, NormalMapTexture5,
|
||||
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3, NormalUVRepeat4, NormalUVRepeat5);
|
||||
normal = normalize(normal);
|
||||
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
||||
vec4 viewVec = normalize(-position);
|
||||
|
||||
vec2 tilePos;
|
||||
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
|
||||
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
|
||||
|
||||
LightResult totalLighting;
|
||||
totalLighting.Diffuse = vec4(AmbientColor.rgb, 1.0);
|
||||
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
|
||||
|
||||
int start = int(LightGrids.Data[currentTile].Start);
|
||||
int amount = int(LightGrids.Data[currentTile].Amount);
|
||||
|
||||
for(int i = start; i < start + amount; i++) {
|
||||
|
||||
int l = int(LightIndex[i]);
|
||||
LightSource light = LightSources.List[l];
|
||||
|
||||
LightResult light_result;
|
||||
//These if statements should be removed.
|
||||
if(light.Type == 1) { // point
|
||||
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
|
||||
} else if (light.Type == 2) { //Directional
|
||||
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
||||
}
|
||||
totalLighting.Diffuse += light_result.Diffuse;
|
||||
totalLighting.Specular += light_result.Specular;
|
||||
}
|
||||
|
||||
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
||||
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
||||
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
|
||||
|
||||
|
||||
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
|
||||
|
||||
if(pos <= FillPercentage) {
|
||||
color_result += FillColor;
|
||||
}
|
||||
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||
color_result += glowTexel*3;
|
||||
|
||||
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
|
||||
|
||||
//Tiled Debug Code
|
||||
/*
|
||||
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
|
||||
sceneColor += vec4(0.5, 0, 0, 0);
|
||||
} else {
|
||||
sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
@@ -3,15 +3,12 @@
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 Bones[100];
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
||||
layout(location = 2) in vec3 Tangent;
|
||||
layout(location = 3) in vec3 BiTangent;
|
||||
layout(location = 4) in vec2 TextureCoords;
|
||||
layout(location = 5) in vec4 BoneIndices;
|
||||
layout(location = 6) in vec4 BoneWeights;
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
@@ -19,14 +16,6 @@ out VertexData{
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 boneTransform = mat4(1);
|
||||
if(BoneWeights[0] > 0.0f){
|
||||
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
|
||||
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
|
||||
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
|
||||
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
||||
}
|
||||
|
||||
gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
|
||||
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
|
||||
gl_Position = P*V*M * vec4(Position, 1.0);
|
||||
Output.Position = Position, 1.0;
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 Bones[100];
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
||||
layout(location = 2) in vec3 Tangent;
|
||||
layout(location = 3) in vec3 BiTangent;
|
||||
layout(location = 4) in vec2 TextureCoords;
|
||||
layout(location = 5) in vec4 BoneIndices;
|
||||
layout(location = 6) in vec4 BoneWeights;
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 boneTransform = mat4(1);
|
||||
if(BoneWeights[0] > 0.0f){
|
||||
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
|
||||
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
|
||||
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
|
||||
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
||||
}
|
||||
|
||||
gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
|
||||
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 Bones[100];
|
||||
|
||||
|
||||
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()
|
||||
{
|
||||
mat4 boneTransform = mat4(1);
|
||||
|
||||
if(BoneWeights[0] > 0.0f){
|
||||
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
|
||||
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
|
||||
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
|
||||
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
||||
}
|
||||
|
||||
gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = vec3(0.0);
|
||||
}
|
||||
@@ -0,0 +1,41 @@
|
||||
#version 430
|
||||
|
||||
uniform vec4 Color;
|
||||
uniform vec4 FillColor;
|
||||
uniform float FillPercentage;
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
|
||||
layout (binding = 0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding = 1) uniform sampler2D GlowMapTexture;
|
||||
|
||||
|
||||
in VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoordinate;
|
||||
}Input;
|
||||
|
||||
|
||||
out vec4 sceneColor;
|
||||
out vec4 bloomColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
|
||||
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
|
||||
|
||||
vec4 color_result = Color * diffuseTexel;
|
||||
|
||||
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
|
||||
if(pos <= FillPercentage) {
|
||||
color_result += FillColor;
|
||||
}
|
||||
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||
color_result += glowTexel*3;
|
||||
|
||||
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
||||
layout(location = 4) in vec2 TextureCoords;
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoordinate;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = P * M * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = Position;
|
||||
Output.TextureCoordinate = TextureCoords;
|
||||
Output.Normal = Normal;
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
#include "Collision/CollidableOctreeSystem.h"
|
||||
|
||||
void CollidableOctreeSystem::Update(double dt)
|
||||
{
|
||||
m_Octree->ClearDynamicObjects();
|
||||
}
|
||||
|
||||
void CollidableOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
{
|
||||
if (entity.HasComponent("AABB")) {
|
||||
boost::optional<EntityAABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
|
||||
if (absoluteAABB) {
|
||||
m_Octree->AddDynamicObject(*absoluteAABB);
|
||||
}
|
||||
} else if (entity.HasComponent("Model")) {
|
||||
// TODO: Derive AABB from model
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
#include <algorithm>
|
||||
#include <bitset>
|
||||
|
||||
#include "Collision/Collision.h"
|
||||
#include "Engine/GLM.h"
|
||||
@@ -183,7 +184,7 @@ bool RayVsTriangle(const Ray& ray,
|
||||
}
|
||||
outDistance = dist;
|
||||
outUCoord = glm::dot(m, DxE2) * DetInv;
|
||||
outVCoord = glm::dot(ray.Direction(), MxE1) * 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.
|
||||
@@ -330,7 +331,7 @@ bool rectangleVsTriangle(const glm::vec2& boxMin,
|
||||
float push = rightRes < -leftRes ? rightRes : leftRes;
|
||||
float absPushSq = abs(push);
|
||||
absPushSq *= absPushSq;
|
||||
|
||||
|
||||
if (absPushSq < resolutionDistanceSq) {
|
||||
resolutionDistanceSq = absPushSq;
|
||||
resolutionDirection = push * normal;
|
||||
@@ -355,8 +356,8 @@ constexpr bool FaceIsGround(float faceNormalY)
|
||||
//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,
|
||||
bool AABBvsTriangle(const AABB& box,
|
||||
const std::array<glm::vec3, 3>& triPos,
|
||||
const glm::vec3& originalBoxVelocity,
|
||||
float verticalStepHeight,
|
||||
bool& isOnGround,
|
||||
@@ -385,7 +386,7 @@ bool AABBvsTriangle(const AABB& box,
|
||||
Resolution()
|
||||
: DistanceSq(INFINITY)
|
||||
, Vector(0.f)
|
||||
{}
|
||||
{ }
|
||||
BoxTriResolveCase Case;
|
||||
float DistanceSq;
|
||||
glm::vec3 Vector;
|
||||
@@ -525,9 +526,9 @@ bool AABBvsTriangle(const AABB& box,
|
||||
return true;
|
||||
}
|
||||
|
||||
bool AABBvsTriangles(const AABB& box,
|
||||
const std::vector<RawModel::Vertex>& modelVertices,
|
||||
const std::vector<unsigned int>& modelIndices,
|
||||
bool AABBvsTriangles(const AABB& box,
|
||||
const RawModel::Vertex* modelVertices,
|
||||
const std::vector<unsigned int>& modelIndices,
|
||||
const glm::mat4& modelMatrix,
|
||||
glm::vec3& boxVelocity,
|
||||
float verticalStepHeight,
|
||||
@@ -564,52 +565,77 @@ bool AABBvsTriangles(const AABB& box,
|
||||
return hit;
|
||||
}
|
||||
|
||||
bool attachAABBComponentFromModel(World* world, EntityID id)
|
||||
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox)
|
||||
{
|
||||
if (!world->HasComponent(id, "Model")) {
|
||||
return false;
|
||||
}
|
||||
ComponentWrapper model = world->GetComponent(id, "Model");
|
||||
ComponentWrapper collision = world->AttachComponent(id, "AABB");
|
||||
Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
|
||||
if (modelRes == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
glm::mat4 modelMatrix = modelRes->Matrix();
|
||||
|
||||
glm::vec3 mini = glm::vec3(INFINITY, INFINITY, INFINITY);
|
||||
glm::vec3 maxi = glm::vec3(-INFINITY, -INFINITY, -INFINITY);
|
||||
for (const auto& v : modelRes->Vertices()) {
|
||||
const auto& wPos = modelMatrix * glm::vec4(v.Position.x, v.Position.y, v.Position.z, 1);
|
||||
maxi.x = std::max(wPos.x, maxi.x);
|
||||
maxi.y = std::max(wPos.y, maxi.y);
|
||||
maxi.z = std::max(wPos.z, maxi.z);
|
||||
mini.x = std::min(wPos.x, mini.x);
|
||||
mini.y = std::min(wPos.y, mini.y);
|
||||
mini.z = std::min(wPos.z, mini.z);
|
||||
}
|
||||
collision["Origin"] = 0.5f * (maxi + mini);
|
||||
collision["Size"] = maxi - mini;
|
||||
return true;
|
||||
}
|
||||
|
||||
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity)
|
||||
{
|
||||
if (!entity.HasComponent("AABB")) {
|
||||
AABB modelSpaceBox;
|
||||
if (entity.HasComponent("AABB") && !takeModelBox) {
|
||||
ComponentWrapper& cAABB = entity["AABB"];
|
||||
modelSpaceBox = EntityAABB::FromOriginSize((glm::vec3)cAABB["Origin"], (glm::vec3)cAABB["Size"]);
|
||||
} else if (entity.HasComponent("Model")) {
|
||||
Model* model;
|
||||
std::string res = entity["Model"]["Resource"];
|
||||
if (res.empty()) {
|
||||
return boost::none;
|
||||
}
|
||||
try {
|
||||
model = ResourceManager::Load<::Model, true>(res);
|
||||
} catch (const Resource::StillLoadingException&) {
|
||||
return boost::none;
|
||||
} catch (const std::exception&) {
|
||||
return boost::none;
|
||||
}
|
||||
modelSpaceBox = model->Box();
|
||||
} else {
|
||||
return boost::none;
|
||||
}
|
||||
|
||||
ComponentWrapper& cAABB = entity["AABB"];
|
||||
glm::vec3 absPosition = Transform::AbsolutePosition(entity.World, entity.ID);
|
||||
glm::vec3 absScale = Transform::AbsoluteScale(entity.World, entity.ID);
|
||||
glm::vec3 origin = absPosition + (glm::vec3)cAABB["Origin"];
|
||||
glm::vec3 size = (glm::vec3)cAABB["Size"] * absScale;
|
||||
glm::mat4 modelMat = Transform::AbsoluteTransformation(entity);
|
||||
glm::vec3 mini(INFINITY);
|
||||
glm::vec3 maxi(-INFINITY);
|
||||
glm::vec3 maxCorner = modelSpaceBox.MaxCorner();
|
||||
glm::vec3 minCorner = modelSpaceBox.MinCorner();
|
||||
for (int i = 0; i < 8; ++i) {
|
||||
std::bitset<3> bits(i);
|
||||
glm::vec3 corner;
|
||||
corner.x = bits.test(0) ? maxCorner.x : minCorner.x;
|
||||
corner.y = bits.test(1) ? maxCorner.y : minCorner.y;
|
||||
corner.z = bits.test(2) ? maxCorner.z : minCorner.z;
|
||||
corner = Transform::TransformPoint(corner, modelMat);
|
||||
mini = glm::min(mini, corner);
|
||||
maxi = glm::max(maxi, corner);
|
||||
}
|
||||
|
||||
EntityAABB aabb;
|
||||
aabb = AABB(mini, maxi);
|
||||
|
||||
EntityAABB aabb = EntityAABB::FromOriginSize(origin, size);
|
||||
aabb.Entity = entity;
|
||||
|
||||
return aabb;
|
||||
}
|
||||
|
||||
boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity)
|
||||
{
|
||||
boost::optional<EntityAABB> modelBox = EntityAbsoluteAABB(entity, true);
|
||||
if (!modelBox) {
|
||||
return boost::none;
|
||||
}
|
||||
bool isRandom = (bool)entity["ExplosionEffect"]["Randomness"];
|
||||
float random = isRandom ? (float)(double)entity["ExplosionEffect"]["RandomnessScalar"] : 0;
|
||||
glm::vec3 origin = (glm::vec3)entity["ExplosionEffect"]["ExplosionOrigin"];
|
||||
glm::vec3 randomVel = (glm::vec3)entity["ExplosionEffect"]["Velocity"];
|
||||
randomVel *= (random + 1);
|
||||
float endVelocity = randomVel.y;
|
||||
if ((bool)entity["ExplosionEffect"]["ExponentialAccelaration"]) {
|
||||
endVelocity *= endVelocity / 2.f;
|
||||
}
|
||||
float maxRadius = (float)(double)entity["ExplosionEffect"]["ExplosionDuration"] * endVelocity;
|
||||
glm::vec3 size;
|
||||
AABB explosionBox(origin - (size / 2.f), origin + (size / 2.f));
|
||||
|
||||
glm::vec3 mini = glm::min(explosionBox.MinCorner(), (*modelBox).MinCorner());
|
||||
glm::vec3 maxi = glm::max(explosionBox.MaxCorner(), (*modelBox).MaxCorner());
|
||||
EntityAABB aabb = AABB(mini, maxi);
|
||||
aabb.Entity = entity;
|
||||
return aabb;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -20,6 +20,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
|
||||
// Collide against octree items
|
||||
m_OctreeResult.clear();
|
||||
m_Octree->ObjectsInSameRegion(*boundingBox, m_OctreeResult);
|
||||
bool everHitTheGround = false;
|
||||
for (auto& boxB : m_OctreeResult) {
|
||||
glm::vec3 resolutionVector;
|
||||
if (boxA.Entity == boxB.Entity) {
|
||||
@@ -40,20 +41,27 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
|
||||
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)) {
|
||||
if (Collision::AABBvsTriangles(boxA, model->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;
|
||||
if (isOnGround) {
|
||||
everHitTheGround = true;
|
||||
(bool)cPhysics["IsOnGround"] = true;
|
||||
}
|
||||
}
|
||||
} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
|
||||
//Enter here if boxB has no Model.
|
||||
(glm::vec3&)cTransform["Position"] += resolutionVector;
|
||||
(bool)cPhysics["IsOnGround"] = resolutionVector.y > 0;
|
||||
if ((bool)cPhysics["IsOnGround"]){
|
||||
if (resolutionVector.y > 0) {
|
||||
everHitTheGround = true;
|
||||
(bool)cPhysics["IsOnGround"] = true;
|
||||
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//This should apply air friction and such, iff zero models were hit.
|
||||
if (!everHitTheGround) {
|
||||
(bool)cPhysics["IsOnGround"] = false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
#include "Collision/FillFrustumOctreeSystem.h"
|
||||
|
||||
void FillFrustumOctreeSystem::Update(double dt)
|
||||
{
|
||||
m_Octree->ClearDynamicObjects();
|
||||
}
|
||||
|
||||
void FillFrustumOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
{
|
||||
boost::optional<EntityAABB> absoluteAABB;
|
||||
if (entity.HasComponent("ExplosionEffect")) {
|
||||
absoluteAABB = Collision::AbsoluteAABBExplosionEffect(entity);
|
||||
} else {
|
||||
absoluteAABB = Collision::EntityAbsoluteAABB(entity, true);
|
||||
}
|
||||
if (absoluteAABB) {
|
||||
m_Octree->AddDynamicObject(*absoluteAABB);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
#include "Collision/FillOctreeSystem.h"
|
||||
|
||||
void FillOctreeSystem::Update(double dt)
|
||||
{
|
||||
m_Octree->ClearDynamicObjects();
|
||||
}
|
||||
|
||||
void FillOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
{
|
||||
boost::optional<EntityAABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
|
||||
if (absoluteAABB) {
|
||||
m_Octree->AddDynamicObject(*absoluteAABB);
|
||||
}
|
||||
}
|
||||
@@ -5,7 +5,6 @@
|
||||
|
||||
void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapper& cTrigger, double dt)
|
||||
{
|
||||
// The trigger *should* have a bounding box, or something, to test against so it can be triggered.
|
||||
boost::optional<EntityAABB> triggerBox = Collision::EntityAbsoluteAABB(triggerEntity);
|
||||
if (!triggerBox) {
|
||||
return;
|
||||
|
||||
@@ -16,6 +16,15 @@ bool EntityWrapper::HasComponent(const std::string& componentName)
|
||||
return World->HasComponent(ID, componentName);
|
||||
}
|
||||
|
||||
void EntityWrapper::AttachComponent(const char* componentName)
|
||||
{
|
||||
if (!Valid()) {
|
||||
LOG_WARNING("Could not attach \"%s\" component to #%i, entity is not valid.", componentName, ID);
|
||||
return;
|
||||
}
|
||||
World->AttachComponent(ID, componentName);
|
||||
}
|
||||
|
||||
EntityWrapper EntityWrapper::Parent()
|
||||
{
|
||||
if (this->World == nullptr || this->ID == EntityID_Invalid) {
|
||||
|
||||
@@ -15,33 +15,39 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
|
||||
|
||||
|
||||
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
|
||||
const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["Name"]);
|
||||
|
||||
if(animation != nullptr) {
|
||||
double animationSpeed = (double)animationComponent["Speed"];
|
||||
if(skeleton == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 1; i <= 3; i++) {
|
||||
const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
|
||||
|
||||
if (animation == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
double animationSpeed = (double)animationComponent["Speed" + std::to_string(i)];
|
||||
|
||||
if (animationSpeed != 0.0) {
|
||||
double nextTime = (double)animationComponent["Time"] + animationSpeed * dt;
|
||||
double nextTime = (double)animationComponent["Time" + std::to_string(i)] + animationSpeed * dt;
|
||||
|
||||
|
||||
if (!(bool)animationComponent["Loop"] && glm::abs(nextTime) > animation->Duration) {
|
||||
(double&)animationComponent["Time"] = glm::sign(nextTime) * animation->Duration;
|
||||
(double&)animationComponent["Speed"] = 0.0;
|
||||
if (!(bool)animationComponent["Loop" + std::to_string(i)] && glm::abs(nextTime) > animation->Duration) {
|
||||
(double&)animationComponent["Time" + std::to_string(i)] = glm::sign(nextTime) * animation->Duration;
|
||||
(double&)animationComponent["Speed" + std::to_string(i)] = 0.0;
|
||||
Events::AnimationComplete e;
|
||||
e.Entity = entity;
|
||||
e.Name = (std::string)animationComponent["Name"];
|
||||
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
|
||||
m_EventBroker->Publish(e);
|
||||
} else {
|
||||
if (glm::abs(nextTime) > animation->Duration) {
|
||||
(double&)animationComponent["Time"] = glm::abs(nextTime) - animation->Duration;
|
||||
(double&)animationComponent["Time" + std::to_string(i)] = glm::abs(nextTime) - animation->Duration;
|
||||
} else {
|
||||
(double&)animationComponent["Time"] = nextTime;
|
||||
(double&)animationComponent["Time" + std::to_string(i)] = nextTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,70 @@
|
||||
#include "Rendering/BoneAttachmentSystem.h"
|
||||
|
||||
void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& BoneAttachmentComponent, double dt)
|
||||
{
|
||||
|
||||
|
||||
if(!entity.HasComponent("Transform")) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto parent = entity.FirstParentWithComponent("Animation");
|
||||
if (!parent.HasComponent("Model")) {
|
||||
return;
|
||||
}
|
||||
Model* model;
|
||||
try {
|
||||
model = ResourceManager::Load<::Model, true>(parent["Model"]["Resource"]);
|
||||
} catch (const std::exception&) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
|
||||
|
||||
if(skeleton == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
const Skeleton::Animation* animation = skeleton->GetAnimation(parent["Animation"]["AnimationName1"]);
|
||||
|
||||
if (!animation) {
|
||||
return;
|
||||
}
|
||||
|
||||
int id = skeleton->GetBoneID(entity["BoneAttachment"]["BoneName"]);
|
||||
|
||||
if(id == -1) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
glm::mat4 boneTransform = skeleton->GetBoneTransform(skeleton->Bones[id], animation, (double)parent["Animation"]["Time1"], glm::mat4(1));
|
||||
|
||||
glm::vec3 scale;
|
||||
glm::quat rotation;
|
||||
glm::vec3 translation;
|
||||
glm::vec3 skew;
|
||||
glm::vec4 perspective;
|
||||
glm::decompose(boneTransform, scale, rotation, translation, skew, perspective);
|
||||
|
||||
glm::vec3 angles;
|
||||
angles.y = asin(-boneTransform[0][2]);
|
||||
if (cos(angles.y) != 0) {
|
||||
angles.x = atan2(boneTransform[1][2], boneTransform[2][2]);
|
||||
angles.z = atan2(boneTransform[0][1], boneTransform[0][0]);
|
||||
} else {
|
||||
angles.x = atan2(-boneTransform[2][0], boneTransform[1][1]);
|
||||
angles.z = 0;
|
||||
}
|
||||
|
||||
if ((bool)entity["BoneAttachment"]["InheritPosition"]) {
|
||||
(glm::vec3&)entity["Transform"]["Position"] = translation + (glm::vec3)entity["BoneAttachment"]["PositionOffset"];
|
||||
}
|
||||
if ((bool)entity["BoneAttachment"]["InheritOrientation"]) {
|
||||
(glm::vec3&)entity["Transform"]["Orientation"] = angles + (glm::vec3)entity["BoneAttachment"]["OrientationOffset"];
|
||||
}
|
||||
if ((bool)entity["BoneAttachment"]["InheritScale"]) {
|
||||
(glm::vec3&)entity["Transform"]["Scale"] = scale * (glm::vec3)entity["BoneAttachment"]["ScaleOffset"];
|
||||
}
|
||||
}
|
||||
@@ -77,8 +77,8 @@ void DrawBloomPass::Draw(GLuint 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);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
//Iterate some times to make it more gaussian.
|
||||
for (int i = 1; i < m_iterations; i++) {
|
||||
@@ -90,8 +90,8 @@ void DrawBloomPass::Draw(GLuint 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);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
//horizontal pass
|
||||
|
||||
@@ -102,8 +102,8 @@ void DrawBloomPass::Draw(GLuint 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);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
}
|
||||
|
||||
//final vertical gaussian after the iterations are done
|
||||
@@ -115,8 +115,8 @@ void DrawBloomPass::Draw(GLuint 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);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
GLERROR("DrawBloomPass::Draw: END");
|
||||
}
|
||||
|
||||
@@ -40,6 +40,6 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLu
|
||||
|
||||
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);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
}
|
||||
|
||||
@@ -79,6 +79,62 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
m_ExplosionEffectProgram->Link();
|
||||
GLERROR("Creating explosion program");
|
||||
|
||||
m_ForwardPlusSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram");
|
||||
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
|
||||
m_ForwardPlusSplatMapProgram->Compile();
|
||||
m_ForwardPlusSplatMapProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ForwardPlusSplatMapProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_ForwardPlusSplatMapProgram->Link();
|
||||
GLERROR("Creating Forward SplatMap program");
|
||||
|
||||
m_ExplosionEffectSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSplatMapProgram");
|
||||
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
|
||||
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
|
||||
m_ExplosionEffectSplatMapProgram->Compile();
|
||||
m_ExplosionEffectSplatMapProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ExplosionEffectSplatMapProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_ExplosionEffectSplatMapProgram->Link();
|
||||
GLERROR("Creating explosion SplatMap program");
|
||||
|
||||
m_ForwardPlusSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram");
|
||||
m_ForwardPlusSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
|
||||
m_ForwardPlusSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
|
||||
m_ForwardPlusSkinnedProgram->Compile();
|
||||
m_ForwardPlusSkinnedProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ForwardPlusSkinnedProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_ForwardPlusSkinnedProgram->Link();
|
||||
GLERROR("Creating forward+ Skinned program");
|
||||
|
||||
m_ExplosionEffectSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSkinnedProgram");
|
||||
m_ExplosionEffectSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
|
||||
m_ExplosionEffectSkinnedProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
|
||||
m_ExplosionEffectSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
|
||||
m_ExplosionEffectSkinnedProgram->Compile();
|
||||
m_ExplosionEffectSkinnedProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ExplosionEffectSkinnedProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_ExplosionEffectSkinnedProgram->Link();
|
||||
GLERROR("Creating explosion Skinned program");
|
||||
|
||||
m_ExplosionEffectSplatMapSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSplatMapSkinnedProgram");
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->Compile();
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->Link();
|
||||
GLERROR("Creating Forward SplatMap Skinned program");
|
||||
|
||||
m_ForwardPlusSplatMapSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram");
|
||||
m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
|
||||
m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
|
||||
m_ForwardPlusSplatMapSkinnedProgram->Compile();
|
||||
m_ForwardPlusSplatMapSkinnedProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ForwardPlusSplatMapSkinnedProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_ForwardPlusSplatMapSkinnedProgram->Link();
|
||||
GLERROR("Creating Forward SplatMap Skinned 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")));
|
||||
@@ -86,12 +142,26 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
m_ShieldToStencilProgram->Link();
|
||||
GLERROR("Creating Shield program");
|
||||
|
||||
m_ShieldToStencilSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ShieldToStencilProgramSkinned");
|
||||
m_ShieldToStencilSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShieldStencilSkinned.vert.glsl")));
|
||||
m_ShieldToStencilSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShieldStencil.frag.glsl")));
|
||||
m_ShieldToStencilSkinnedProgram->Compile();
|
||||
m_ShieldToStencilSkinnedProgram->Link();
|
||||
GLERROR("Creating Shield Skinned 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");
|
||||
|
||||
m_FillDepthBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
|
||||
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl")));
|
||||
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
|
||||
m_FillDepthBufferSkinnedProgram->Compile();
|
||||
m_FillDepthBufferSkinnedProgram->Link();
|
||||
GLERROR("Creating DepthFill program");
|
||||
}
|
||||
|
||||
void DrawFinalPass::Draw(RenderScene& scene)
|
||||
@@ -125,11 +195,11 @@ void DrawFinalPass::Draw(RenderScene& scene)
|
||||
//Draw Opaque shielded objects
|
||||
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||
state->StencilMask(0x00);
|
||||
DrawShieldedModelRenderQueue(scene.Jobs.OpaqueShieldedObjects, scene);
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
|
||||
GLERROR("Shielded Opaque object");
|
||||
|
||||
//Draw Transparen Shielded objects
|
||||
DrawShieldedModelRenderQueue(scene.Jobs.TransparentShieldedObjects, scene);
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
|
||||
GLERROR("Shielded Transparent objects");
|
||||
|
||||
GLERROR("END");
|
||||
@@ -223,107 +293,205 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
{
|
||||
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
||||
GLERROR("forwardHandle");
|
||||
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
|
||||
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
|
||||
GLERROR("explosionHandle");
|
||||
GLuint explosionSplatMapHandle = m_ExplosionEffectSplatMapProgram->GetHandle();
|
||||
GLERROR("explosionSplatMapHandle");
|
||||
GLuint forwardSplatHandle = m_ForwardPlusSplatMapProgram->GetHandle();
|
||||
GLERROR("forwardSplatHandle");
|
||||
GLuint forwardSkinnedHandle = m_ForwardPlusSkinnedProgram->GetHandle();
|
||||
GLERROR("forwardSkinnedHandle");
|
||||
GLuint explosionSkinnedHandle = m_ExplosionEffectSkinnedProgram->GetHandle();
|
||||
GLERROR("explosionSkinnedHandle");
|
||||
GLuint explosionSplatMapSkinnedHandle = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
|
||||
GLERROR("explosionSplatMapSkinnedHandle");
|
||||
GLuint forwardSplatMapSkinnedHandle = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
|
||||
GLERROR("forwardSplatSkinnedHandle");
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
for (auto &job : jobs) {
|
||||
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
||||
if (explosionEffectJob) {
|
||||
switch (explosionEffectJob->Type) {
|
||||
case RawModel::MaterialType::Basic:
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (explosionEffectJob->Model->IsSkinned()) {
|
||||
m_ExplosionEffectSkinnedProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSkinned program");
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
m_ExplosionEffectProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffect program");
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionHandle, explosionEffectJob);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (explosionEffectJob->Model->IsSkinned()) {
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
|
||||
GLERROR("asdasd");
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
m_ExplosionEffectSplatMapProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSplatMap program");
|
||||
//bind uniforms
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionSplatMapHandle, explosionEffectJob);
|
||||
GLERROR("asdasd");
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
||||
GLERROR("explosion effect end");
|
||||
} else {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
//bind forward program
|
||||
//TODO: JOHAN/TOBIAS: Bind shader based on ModelJob->ShaderID;
|
||||
switch (modelJob->Type) {
|
||||
case RawModel::MaterialType::Basic:
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ForwardPlusSkinnedProgram->Bind();
|
||||
GLERROR("Bind ForwardPlusSkinnedProgram");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardSkinnedHandle, modelJob);
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} 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]));
|
||||
} else {
|
||||
m_ForwardPlusProgram->Bind();
|
||||
GLERROR("Bind ForwardPlusProgram");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardHandle, modelJob);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ForwardPlusSplatMapSkinnedProgram->Bind();
|
||||
GLERROR("Bind SplatMap program");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
|
||||
GLERROR("asdasd");
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "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;
|
||||
} else {
|
||||
m_ForwardPlusSplatMapProgram->Bind();
|
||||
GLERROR("Bind SplatMap program");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSplatHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardSplatHandle, modelJob);
|
||||
GLERROR("asdasd");
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
//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::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));
|
||||
|
||||
if(modelJob->Model->IsSkinned()) {
|
||||
m_ShieldToStencilSkinnedProgram->Bind();
|
||||
GLuint shaderHandle = m_ShieldToStencilSkinnedProgram->GetHandle();
|
||||
|
||||
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()));
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
m_ShieldToStencilProgram->Bind();
|
||||
GLuint shaderHandle = m_ShieldToStencilProgram->GetHandle();
|
||||
|
||||
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()));
|
||||
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
@@ -366,19 +534,20 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
|
||||
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]));
|
||||
}
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
if (GLERROR("Animation")) {
|
||||
continue;
|
||||
}
|
||||
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionEffectJob);
|
||||
BindExplosionTextures(explosionHandle, explosionEffectJob);
|
||||
if (GLERROR("BindExplosionTextures")) {
|
||||
continue;
|
||||
}
|
||||
@@ -402,15 +571,16 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
|
||||
BindModelUniforms(forwardHandle, modelJob, scene);
|
||||
|
||||
//bind textures
|
||||
BindModelTextures(modelJob);
|
||||
BindModelTextures(forwardHandle ,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]));
|
||||
}
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
|
||||
//draw
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
@@ -427,25 +597,35 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
|
||||
|
||||
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->IsSkinned()) {
|
||||
m_FillDepthBufferSkinnedProgram->Bind();
|
||||
GLuint shaderHandle = m_FillDepthBufferSkinnedProgram->GetHandle();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
|
||||
if (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]));
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
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()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
}
|
||||
|
||||
|
||||
//draw
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
@@ -459,108 +639,314 @@ void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& job
|
||||
|
||||
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
|
||||
{
|
||||
GLERROR("Bind 1 uniform");
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
||||
GLERROR("Bind 2 uniform");
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
GLERROR("Bind 3 uniform");
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
GLERROR("Bind 4 uniform");
|
||||
|
||||
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
GLERROR("Bind 5 uniform");
|
||||
|
||||
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
|
||||
GLERROR("Bind 6 uniform");
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
|
||||
GLERROR("Bind 7 uniform");
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), job->ExplosionDuration);
|
||||
GLERROR("Bind 8 uniform");
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "EndColor"), 1, glm::value_ptr(job->EndColor));
|
||||
GLERROR("Bind 9 uniform");
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "Randomness"), job->Randomness);
|
||||
GLERROR("Bind 10 uniform");
|
||||
glUniform1fv(glGetUniformLocation(shaderHandle, "RandomNumbers"), 50, job->RandomNumbers.data());
|
||||
GLERROR("Bind 11 uniform");
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "RandomnessScalar"), job->RandomnessScalar);
|
||||
GLERROR("Bind 12 uniform");
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "Velocity"), 1, glm::value_ptr(job->Velocity));
|
||||
GLERROR("Bind 13 uniform");
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "ColorByDistance"), job->ColorByDistance);
|
||||
GLERROR("Bind 14 uniform");
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration);
|
||||
GLERROR("Bind 15 uniform");
|
||||
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
|
||||
GLERROR("Bind 16 uniform");
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(job->DiffuseColor));
|
||||
GLERROR("Bind 17 uniform");
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(job->FillColor));
|
||||
GLERROR("Bind 18 uniform");
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
|
||||
GLERROR("Bind 19 uniform");
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->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()));
|
||||
GLERROR("Bind 1 uniform");
|
||||
GLint Location_M = glGetUniformLocation(shaderHandle, "M");
|
||||
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
||||
GLERROR("Bind 2 uniform");
|
||||
GLint Location_V = glGetUniformLocation(shaderHandle, "V");
|
||||
glUniformMatrix4fv(Location_V, 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
GLERROR("Bind 3 uniform");
|
||||
GLint Location_P = glGetUniformLocation(shaderHandle, "P");
|
||||
glUniformMatrix4fv(Location_P, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
GLERROR("Bind 4 uniform");
|
||||
|
||||
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
GLint Location_ScreenDimensions = glGetUniformLocation(shaderHandle, "ScreenDimensions");
|
||||
glUniform2f(Location_ScreenDimensions, m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
GLERROR("Bind 5 uniform");
|
||||
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(job->DiffuseColor));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(job->FillColor));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLint Location_FillPercentage = glGetUniformLocation(shaderHandle, "FillPercentage");
|
||||
glUniform1f(Location_FillPercentage, job->FillPercentage);
|
||||
GLERROR("Bind 6 uniform");
|
||||
GLint Location_DiffuseColor = glGetUniformLocation(shaderHandle, "DiffuseColor");
|
||||
glUniform4fv(Location_DiffuseColor, 1, glm::value_ptr(job->DiffuseColor));
|
||||
GLERROR("Bind 7 uniform");
|
||||
GLint Location_FillColor = glGetUniformLocation(shaderHandle, "FillColor");
|
||||
glUniform4fv(Location_FillColor, 1, glm::value_ptr(job->FillColor));
|
||||
GLERROR("Bind 8 uniform");
|
||||
GLint Location_Color = glGetUniformLocation(shaderHandle, "Color");
|
||||
glUniform4fv(Location_Color, 1, glm::value_ptr(job->Color));
|
||||
GLERROR("Bind 9 uniform");
|
||||
GLint Location_AmbientColor = glGetUniformLocation(shaderHandle, "AmbientColor");
|
||||
glUniform4fv(Location_AmbientColor, 1, glm::value_ptr(scene.AmbientColor));
|
||||
|
||||
GLERROR("END");
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
|
||||
void DrawFinalPass::BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job)
|
||||
void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
if (job->DiffuseTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
switch (job->Type) {
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
case RawModel::MaterialType::Basic:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (job->NormalTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
if (job->SpecularTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(job->SpecularTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
if (job->IncandescenceTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(job->IncandescenceTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
|
||||
|
||||
int texturePosition = GL_TEXTURE1;
|
||||
|
||||
//Bind 5 diffuse textures
|
||||
std::string UniformName = "DiffuseUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->DiffuseTexture.size() > i && job->DiffuseTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[i]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->DiffuseTexture[i]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
texturePosition++;
|
||||
}
|
||||
|
||||
//Bind 5 Normal textures
|
||||
UniformName = "NormalUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->NormalTexture.size() > i && job->NormalTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->NormalTexture[i]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
texturePosition++;
|
||||
}
|
||||
|
||||
//Bind 5 Specular textures
|
||||
UniformName = "SpecularUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->SpecularTexture.size() > i && job->SpecularTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[i]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->SpecularTexture[i]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
texturePosition++;
|
||||
}
|
||||
|
||||
//Bind 5 Incandescence textures
|
||||
UniformName = "GlowUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->IncandescenceTexture.size() > i && job->IncandescenceTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[i]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->IncandescenceTexture[i]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
texturePosition++;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DrawFinalPass::BindModelTextures(std::shared_ptr<ModelJob>& job)
|
||||
void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<ModelJob>& job)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
if (job->DiffuseTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
switch (job->Type) {
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
case RawModel::MaterialType::Basic:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (job->NormalTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
if (job->SpecularTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(job->SpecularTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
if (job->IncandescenceTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(job->IncandescenceTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
|
||||
|
||||
int texturePosition = GL_TEXTURE1;
|
||||
|
||||
//Bind 5 diffuse textures
|
||||
std::string UniformName = "DiffuseUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->DiffuseTexture.size() > i && job->DiffuseTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[i]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->DiffuseTexture[i]->UVRepeat));
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
texturePosition++;
|
||||
}
|
||||
|
||||
//Bind 5 Normal textures
|
||||
UniformName = "NormalUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->NormalTexture.size() > i && job->NormalTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->NormalTexture[i]->UVRepeat));
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
texturePosition++;
|
||||
}
|
||||
|
||||
//Bind 5 Specular textures
|
||||
UniformName = "SpecularUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->SpecularTexture.size() > i && job->SpecularTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[i]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->SpecularTexture[i]->UVRepeat));
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
texturePosition++;
|
||||
}
|
||||
|
||||
//Bind 5 Incandescence textures
|
||||
UniformName = "GlowUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->IncandescenceTexture.size() > i && job->IncandescenceTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[i]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->IncandescenceTexture[i]->UVRepeat));
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
texturePosition++;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -32,6 +32,6 @@ void DrawScreenQuadPass::Draw(GLuint 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);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
}
|
||||
|
||||
@@ -5,26 +5,77 @@ Model::Model(std::string fileName)
|
||||
//Try loading the model asyncronously, if it throws any exceptions then let it propagate back to caller.
|
||||
m_RawModel = ResourceManager::Load<RawModel, true>(fileName);
|
||||
|
||||
for (auto& group : m_RawModel->MaterialGroups) {
|
||||
if (!group.TexturePath.empty()) {
|
||||
group.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.TexturePath));
|
||||
}
|
||||
if (!group.NormalMapPath.empty()) {
|
||||
group.NormalMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.NormalMapPath));
|
||||
}
|
||||
if (!group.SpecularMapPath.empty()) {
|
||||
group.SpecularMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.SpecularMapPath));
|
||||
}
|
||||
if (!group.IncandescenceMapPath.empty()) {
|
||||
group.IncandescenceMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.IncandescenceMapPath));
|
||||
}
|
||||
for (auto& materialProperty : m_RawModel->m_Materials) {
|
||||
switch (materialProperty.type) {
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
RawModel::MaterialSingleTextures* materialSingleTexture = static_cast<RawModel::MaterialSingleTextures*>(materialProperty.material);
|
||||
if (!materialSingleTexture->ColorMap.TexturePath.empty()) {
|
||||
materialSingleTexture->ColorMap.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(materialSingleTexture->ColorMap.TexturePath));
|
||||
}
|
||||
if (!materialSingleTexture->NormalMap.TexturePath.empty()) {
|
||||
materialSingleTexture->NormalMap.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(materialSingleTexture->NormalMap.TexturePath));
|
||||
}
|
||||
if (!materialSingleTexture->SpecularMap.TexturePath.empty()) {
|
||||
materialSingleTexture->SpecularMap.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(materialSingleTexture->SpecularMap.TexturePath));
|
||||
}
|
||||
if (!materialSingleTexture->IncandescenceMap.TexturePath.empty()) {
|
||||
materialSingleTexture->IncandescenceMap.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(materialSingleTexture->IncandescenceMap.TexturePath));
|
||||
}
|
||||
}
|
||||
break;
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
RawModel::MaterialSplatMapping* materialSplatMapping = static_cast<RawModel::MaterialSplatMapping*>(materialProperty.material);
|
||||
if (!materialSplatMapping->SplatMap.TexturePath.empty()) {
|
||||
materialSplatMapping->SplatMap.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(materialSplatMapping->SplatMap.TexturePath));
|
||||
}
|
||||
for (auto& texture : materialSplatMapping->ColorMaps)
|
||||
{
|
||||
if (!texture.TexturePath.empty()) {
|
||||
texture.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(texture.TexturePath));
|
||||
}
|
||||
else {
|
||||
texture.Texture = nullptr;
|
||||
}
|
||||
}
|
||||
for (auto& texture : materialSplatMapping->NormalMaps)
|
||||
{
|
||||
if (!texture.TexturePath.empty()) {
|
||||
texture.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(texture.TexturePath));
|
||||
} else {
|
||||
texture.Texture = nullptr;
|
||||
}
|
||||
}
|
||||
for (auto& texture : materialSplatMapping->SpecularMaps)
|
||||
{
|
||||
if (!texture.TexturePath.empty()) {
|
||||
texture.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(texture.TexturePath));
|
||||
}
|
||||
else {
|
||||
texture.Texture = nullptr;
|
||||
}
|
||||
}
|
||||
for (auto& texture : materialSplatMapping->IncandescenceMaps)
|
||||
{
|
||||
if (!texture.TexturePath.empty()) {
|
||||
texture.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(texture.TexturePath));
|
||||
}
|
||||
else {
|
||||
texture.Texture = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Generate GL buffers
|
||||
GLuint buffer;
|
||||
glGenBuffers(1, &buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, buffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, m_RawModel->m_Vertices.size() * sizeof(RawModel::Vertex), &m_RawModel->m_Vertices[0], GL_STATIC_DRAW);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, m_RawModel->NumVertices() * m_RawModel->VertexSize(), m_RawModel->Vertices(), GL_STATIC_DRAW);
|
||||
|
||||
glGenBuffers(1, &ElementBuffer);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ElementBuffer);
|
||||
@@ -35,7 +86,13 @@ Model::Model(std::string fileName)
|
||||
GLERROR("GLEW: BufferFail4");
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, buffer);
|
||||
std::vector<int> structSizes = { 3, 3, 3, 3, 2, 4, 4 };
|
||||
std::vector<int> structSizes;
|
||||
if (m_RawModel->IsSkinned()) {
|
||||
structSizes = { 3, 3, 3, 3, 2, 4, 4 };
|
||||
} else {
|
||||
structSizes = { 3, 3, 3, 3, 2 };
|
||||
}
|
||||
|
||||
int stride = 0;
|
||||
for (int size : structSizes) {
|
||||
stride += size;
|
||||
@@ -49,8 +106,10 @@ Model::Model(std::string fileName)
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
if (m_RawModel->IsSkinned()) {
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
}
|
||||
}
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
|
||||
@@ -59,11 +118,24 @@ Model::Model(std::string fileName)
|
||||
glEnableVertexAttribArray(2);
|
||||
glEnableVertexAttribArray(3);
|
||||
glEnableVertexAttribArray(4);
|
||||
glEnableVertexAttribArray(5);
|
||||
glEnableVertexAttribArray(6);
|
||||
if (m_RawModel->IsSkinned()) {
|
||||
glEnableVertexAttribArray(5);
|
||||
glEnableVertexAttribArray(6);
|
||||
}
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
|
||||
//CreateBuffers();
|
||||
|
||||
glm::vec3 mini(INFINITY);
|
||||
glm::vec3 maxi(-INFINITY);
|
||||
|
||||
for (unsigned int i = 0; i < m_RawModel->NumVertices(); i++) {
|
||||
const auto& v = m_RawModel->Vertices()[i];
|
||||
mini = glm::min(mini, v.Position);
|
||||
maxi = glm::max(maxi, v.Position);
|
||||
}
|
||||
|
||||
m_Box = AABB(mini, maxi);
|
||||
}
|
||||
|
||||
Model::~Model()
|
||||
|
||||
@@ -41,6 +41,14 @@ void PickingPass::InitializeShaderPrograms()
|
||||
m_PickingProgram->Compile();
|
||||
m_PickingProgram->BindFragDataLocation(0, "TextureFragment");
|
||||
m_PickingProgram->Link();
|
||||
|
||||
m_PickingSkinnedProgram = ResourceManager::Load<ShaderProgram>("#PickingSkinnedProgram");
|
||||
|
||||
m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/PickingSkinned.vert.glsl")));
|
||||
m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
|
||||
m_PickingSkinnedProgram->Compile();
|
||||
m_PickingSkinnedProgram->BindFragDataLocation(0, "TextureFragment");
|
||||
m_PickingSkinnedProgram->Link();
|
||||
}
|
||||
|
||||
void PickingPass::Draw(RenderScene& scene)
|
||||
@@ -49,6 +57,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
GLuint shaderHandle = m_PickingProgram->GetHandle();
|
||||
GLuint shaderSkinnedHandle = m_PickingSkinnedProgram->GetHandle();
|
||||
m_PickingProgram->Bind();
|
||||
|
||||
if (scene.ClearDepth) {
|
||||
@@ -83,18 +92,32 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
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->IsSkinned())
|
||||
{
|
||||
m_PickingSkinnedProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
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]));
|
||||
}
|
||||
}
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
}
|
||||
} else {
|
||||
m_PickingProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
@@ -105,41 +128,50 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
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] };
|
||||
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
|
||||
|
||||
PickingInfo pickInfo;
|
||||
pickInfo.Entity = modelJob->Entity;
|
||||
pickInfo.World = modelJob->World;
|
||||
pickInfo.Camera = scene.Camera;
|
||||
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];
|
||||
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_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_ColorCounter[0] += 1;
|
||||
}
|
||||
}
|
||||
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
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) {
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_PickingSkinnedProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "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]));
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
m_PickingProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
@@ -175,17 +207,27 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
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->IsSkinned()) {
|
||||
m_PickingSkinnedProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "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]));
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
m_PickingProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
@@ -198,6 +240,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
|
||||
if (modelJob) {
|
||||
|
||||
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
|
||||
|
||||
PickingInfo pickInfo;
|
||||
@@ -221,19 +264,38 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
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->IsSkinned()) {
|
||||
m_PickingSkinnedProgram->Bind();
|
||||
|
||||
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
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]));
|
||||
}
|
||||
} else {
|
||||
m_PickingProgram->Bind();
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||
@@ -252,8 +314,8 @@ void PickingPass::ClearPicking()
|
||||
{
|
||||
m_PickingColorsToEntity.clear();
|
||||
m_EntityColors.clear();
|
||||
m_ColorCounter[0] = 1;
|
||||
m_ColorCounter[1] = 0;
|
||||
m_ColorCounter[0] = 0;
|
||||
m_ColorCounter[1] = 1;
|
||||
|
||||
m_PickingBuffer.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
|
||||
@@ -271,7 +271,7 @@ RawModelAssimp::RawModelAssimp(std::string fileName)
|
||||
skelAnim.Keyframes.push_back(animationFrame);
|
||||
}
|
||||
|
||||
m_Skeleton->Animations[animationName] = skelAnim;
|
||||
m_Skeleton->Animations[animationName1] = skelAnim;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user