Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| b0e9cd3965 | |||
| 3a213be679 | |||
| 4e6ff16e58 |
@@ -19,7 +19,6 @@ public:
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virtual const glm::vec3 Rotation() const { return m_Rotation; }
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virtual bool Jumping() const { return m_Jumping; }
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virtual bool Crouching() const { return m_Crouching; }
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virtual bool CrouchingLastFrame() const { return m_CrouchingLastFrame; }
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virtual bool DoubleJumping() const { return m_DoubleJumping; }
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virtual void SetDoubleJumping(bool isDoubleJumping) {
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m_DoubleJumping = isDoubleJumping;
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@@ -45,7 +44,6 @@ protected:
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bool m_Jumping = false;
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bool m_DoubleJumping = false;
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bool m_Crouching = false;
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bool m_CrouchingLastFrame = false;
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//assault dash membervariables - needed to calculate the doubletap- and dashlogic
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double m_AssaultDashDoubleTapDeltaTime = 0.0;
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//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
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@@ -84,7 +82,6 @@ void FirstPersonInputController<EventContext>::Reset()
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{
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m_Rotation = glm::vec3(0.f, 0.f, 0.f);
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m_Jumping = false;
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m_CrouchingLastFrame = m_Crouching;
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}
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template <typename EventContext>
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@@ -63,7 +63,8 @@ private:
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GLuint m_DepthMap;
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FrameBuffer m_DepthBuffer;
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ShaderProgram* m_ShadowProgram;
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ShaderProgram* m_ShadowProgram;
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ShaderProgram* m_ShadowProgramSkinned;
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std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
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std::array<glm::mat4, MAX_SPLITS> m_LightView;
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@@ -0,0 +1,29 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 Bones[100];
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layout (location = 0) in vec3 Position;
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layout (location = 4) in vec2 TextureCoords;
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layout(location = 5) in vec4 BoneIndices;
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layout(location = 6) in vec4 BoneWeights;
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out VertexData{
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vec2 TextureCoordinate;
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}Output;
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void main()
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{
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mat4 boneTransform = mat4(1);
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if(BoneWeights[0] > 0.0f){
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boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
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+ BoneWeights[1] * Bones[int(BoneIndices[1])]
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+ BoneWeights[2] * Bones[int(BoneIndices[2])]
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+ BoneWeights[3] * Bones[int(BoneIndices[3])];
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}
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gl_Position = P * V * M * boneTransform * vec4(Position, 1.0);
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Output.TextureCoordinate = TextureCoords;
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}
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@@ -470,7 +470,6 @@ bool AABBvsTriangle(const AABB& box,
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}
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glm::vec3 cornerResolution = (1+t) * diagonal;
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cornerResolution = glm::dot(cornerResolution, triNormal) * triNormal;
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//Overwrite the smallest resolution if cornerResolution is smaller.
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float lenSq = glm::length2(cornerResolution);
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if (lenSq < resolveShortest.DistanceSq) {
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@@ -88,11 +88,12 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
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glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
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bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
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bool isOnGround = (bool)cPhysics["IsOnGround"];
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float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
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if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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cPhysics["Velocity"] = inOutVelocity;
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if (isOnGround) {
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@@ -24,7 +24,7 @@ glm::vec3 Transform::AbsolutePosition(World* world, EntityID entity)
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while (entity != EntityID_Invalid) {
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ComponentWrapper transform = world->GetComponent(entity, "Transform");
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EntityID parent = world->GetParent(entity);
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position += Transform::AbsoluteScale(world, parent) * (Transform::AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"]);
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position += Transform::AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"];
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entity = parent;
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}
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@@ -89,12 +89,12 @@ glm::mat4 Transform::ModelMatrix(EntityID entity, World* world)
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{
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return AbsoluteTransformation(EntityWrapper(world, entity));
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//glm::vec3 position = Transform::AbsolutePosition(world, entity);
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//glm::quat orientation = Transform::AbsoluteOrientation(world, entity);
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//glm::vec3 scale = Transform::AbsoluteScale(world, entity);
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glm::vec3 position = Transform::AbsolutePosition(world, entity);
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glm::quat orientation = Transform::AbsoluteOrientation(world, entity);
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glm::vec3 scale = Transform::AbsoluteScale(world, entity);
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//glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
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//return modelMatrix;
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
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return modelMatrix;
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}
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glm::vec3 Transform::TransformPoint(const glm::vec3& point, const glm::mat4& matrix)
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@@ -7,7 +7,7 @@ EditorRenderSystem::EditorRenderSystem(SystemParams params, IRenderer* renderer,
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{
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &EditorRenderSystem::OnSetCamera);
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auto resolution = Rectangle::Rectangle(1280, 720);
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m_EditorCamera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.001f, 500.f);
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m_EditorCamera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
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}
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void EditorRenderSystem::Update(double dt)
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@@ -204,21 +204,14 @@ bool EditorSystem::OnWidgetDelta(const Events::WidgetDelta& e)
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if (m_CurrentSelection.Valid()) {
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if (m_WidgetSpace == EditorGUI::WidgetSpace::Global) {
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glm::quat parentOrientation;
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glm::vec3 parentScale(1.f);
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EntityWrapper parent = m_CurrentSelection.Parent();
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if (parent.Valid()) {
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parentOrientation = glm::inverse(Transform::AbsoluteOrientation(parent));
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parentScale = Transform::AbsoluteScale(parent);
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}
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(glm::vec3&)m_CurrentSelection["Transform"]["Position"] += parentOrientation * e.Translation / parentScale;
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(glm::vec3&)m_CurrentSelection["Transform"]["Position"] += parentOrientation * e.Translation;
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} else if (m_WidgetSpace == EditorGUI::WidgetSpace::Local) {
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glm::vec3 parentScale(1.f);
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EntityWrapper parent = m_CurrentSelection.Parent();
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if (parent.Valid()) {
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parentScale = Transform::AbsoluteScale(parent);
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}
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glm::quat selectionOri = glm::quat((glm::vec3)m_CurrentSelection["Transform"]["Orientation"]);
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glm::vec3 localTranslation = selectionOri * e.Translation / parentScale;
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glm::vec3 localTranslation = selectionOri * e.Translation;
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(glm::vec3&)m_CurrentSelection["Transform"]["Position"] += localTranslation;
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}
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m_EditorGUI->SetDirty(m_CurrentSelection);
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@@ -127,12 +127,12 @@ void AnimationSystem::UpdateAnimations(double dt)
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void AnimationSystem::UpdateWeights(double dt)
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{
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for (auto it = m_AutoBlendQueues.begin(); it != m_AutoBlendQueues.end(); ) {
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LOG_INFO("%s", it->first.Name().c_str());
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it->second.PrintQueue();
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/* LOG_INFO("%s", it->first.Name().c_str());
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it->second.PrintQueue();*/
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if(it->second.HasActiveBlendJob()) {
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AutoBlendQueue::AutoBlendJob& blendJob = it->second.GetActiveBlendJob();
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LOG_INFO("%s", blendJob.RootNode.Name().c_str());
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//LOG_INFO("%s", blendJob.RootNode.Name().c_str());
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std::shared_ptr<BlendTree> blendTree = it->second.GetBlendTree();
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if (blendTree != nullptr) {
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if (blendJob.Duration != 0.0) {
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@@ -219,7 +219,7 @@ void PickingPass::Draw(RenderScene& scene)
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m_PickingSkinnedProgram->Bind();
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lastShader = m_PickingSkinnedProgram->GetHandle();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
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glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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std::vector<glm::mat4> frameBones;
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@@ -156,7 +156,12 @@ void ShadowPass::InitializeShaderPrograms()
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m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
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m_ShadowProgram->Link();
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m_ShadowProgramSkinned = ResourceManager::Load<ShaderProgram>("#ShadowProgramSkinned");
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m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowSkinned.vert.glsl")));
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m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
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m_ShadowProgramSkinned->Compile();
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m_ShadowProgramSkinned->BindFragDataLocation(0, "ShadowMap");
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m_ShadowProgramSkinned->Link();
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}
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void ShadowPass::ClearBuffer()
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@@ -212,8 +217,7 @@ void ShadowPass::Draw(RenderScene & scene)
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ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
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m_ShadowProgram->Bind();
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GLuint shaderHandle = m_ShadowProgram->GetHandle();
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glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
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for (int i = 0; i < m_CurrentNrOfSplits; i++) {
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@@ -221,7 +225,11 @@ void ShadowPass::Draw(RenderScene & scene)
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
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GLuint shaderHandle;
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for (auto &job : scene.Jobs.DirectionalLight) {
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auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
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if (directionalLightJob) {
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@@ -232,9 +240,19 @@ void ShadowPass::Draw(RenderScene & scene)
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//RadiusToLightspace(m_shadowFrusta[i]);
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m_LightProjection[i] = glm::ortho(m_shadowFrusta[i].LRBT[LEFT], m_shadowFrusta[i].LRBT[RIGHT], m_shadowFrusta[i].LRBT[BOTTOM], m_shadowFrusta[i].LRBT[TOP], m_NearFarPlane[NEAR], m_NearFarPlane[FAR]);
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m_ShadowProgram->Bind();
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shaderHandle = m_ShadowProgram->GetHandle();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
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m_ShadowProgramSkinned->Bind();
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shaderHandle = m_ShadowProgramSkinned->GetHandle();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
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GLERROR("ShadowLight ERROR");
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for (auto &objectJob : scene.Jobs.OpaqueObjects) {
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@@ -245,6 +263,23 @@ void ShadowPass::Draw(RenderScene & scene)
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continue;
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}
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if(modelJob->Model->IsSkinned()) {
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m_ShadowProgramSkinned->Bind();
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shaderHandle = m_ShadowProgramSkinned->GetHandle();
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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frameBones = modelJob->BlendTree->GetFinalPose();
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} else {
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frameBones = modelJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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m_ShadowProgram->Bind();
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shaderHandle = m_ShadowProgram->GetHandle();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
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@@ -265,6 +300,23 @@ void ShadowPass::Draw(RenderScene & scene)
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continue;
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}
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if (modelJob->Model->IsSkinned()) {
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m_ShadowProgramSkinned->Bind();
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shaderHandle = m_ShadowProgramSkinned->GetHandle();
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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frameBones = modelJob->BlendTree->GetFinalPose();
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} else {
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frameBones = modelJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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m_ShadowProgram->Bind();
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shaderHandle = m_ShadowProgram->GetHandle();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
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@@ -264,11 +264,6 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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size = glm::vec3(1.f, 1.f, 1.f);
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} else {
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size = glm::vec3(1.f, 1.6f, 1.f);
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if (controller->CrouchingLastFrame() && isOnGround) {
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// The collision should resolve this anyway, but
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// this is more reliable, since the box gets larger.
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((glm::vec3&)cTransform["Position"]).y += 0.3f;
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}
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}
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}
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@@ -208,6 +208,18 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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m_EventBroker->Publish(lock);
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}
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// HACK: Set the player model color to team color
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EntityWrapper playerModel = e.Player.FirstChildByName("PlayerModel");
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if (playerModel.Valid() && e.Player.HasComponent("Team")) {
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ComponentWrapper cTeam = e.Player["Team"];
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ComponentWrapper cModel = playerModel["Model"];
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if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Red")) {
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cModel["Color"] = glm::vec3(1.f, 0.f, 0.f);
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} else if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Blue")) {
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cModel["Color"] = glm::vec3(0.f, 0.25f, 1.f);
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}
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}
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return true;
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}
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Reference in New Issue
Block a user