Compare commits
29 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 1992b6cde1 | |||
| c82be79bb8 | |||
| 35a8d45fa4 | |||
| 777f382772 | |||
| 78129cf432 | |||
| e734d0c953 | |||
| c9fef65c4f | |||
| 7e6288c597 | |||
| 4322a5d8da | |||
| 79d0ef4529 | |||
| dd63f4a1b4 | |||
| 50dbbb4ed4 | |||
| 329a15e08b | |||
| 28de31d84d | |||
| e9ef0e7060 | |||
| 416f55b6ce | |||
| 0346f81234 | |||
| c3255519bf | |||
| a6ef026db5 | |||
| a2244e87ad | |||
| f26b24ef6b | |||
| b0e9cd3965 | |||
| 5e747f53db | |||
| 592edf7dba | |||
| 3a213be679 | |||
| 4e6ff16e58 | |||
| 087facc22e | |||
| f9935cad42 | |||
| 90b2c70215 |
+1
-1
Submodule assets updated: 3af64d8b1f...298641b1af
@@ -19,7 +19,6 @@ public:
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|||||||
virtual const glm::vec3 Rotation() const { return m_Rotation; }
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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 Jumping() const { return m_Jumping; }
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virtual bool Crouching() const { return m_Crouching; }
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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 bool DoubleJumping() const { return m_DoubleJumping; }
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virtual void SetDoubleJumping(bool isDoubleJumping) {
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virtual void SetDoubleJumping(bool isDoubleJumping) {
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m_DoubleJumping = 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;
|
bool m_Jumping = false;
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bool m_DoubleJumping = false;
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bool m_DoubleJumping = false;
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bool m_Crouching = 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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//assault dash membervariables - needed to calculate the doubletap- and dashlogic
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double m_AssaultDashDoubleTapDeltaTime = 0.0;
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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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//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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{
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m_Rotation = glm::vec3(0.f, 0.f, 0.f);
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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_Jumping = false;
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m_CrouchingLastFrame = m_Crouching;
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}
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}
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template <typename EventContext>
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template <typename EventContext>
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@@ -33,12 +33,14 @@ public:
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if (m_Quality == 0) {
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if (m_Quality == 0) {
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return m_BlackTexture->m_Texture;
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return m_BlackTexture->m_Texture;
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} else {
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} else {
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return m_GaussianTexture_vert;
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return m_FinalGaussianTexture;
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}
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}
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}
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}
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private:
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private:
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void GaussianLodPass(GLuint mipMap, GLuint texture);
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void CombineGaussianBlur();
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Texture* m_BlackTexture;
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Texture* m_BlackTexture;
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Model* m_ScreenQuad;
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Model* m_ScreenQuad;
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@@ -47,15 +49,19 @@ private:
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//const LightCullingPass* m_LightCullingPass
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//const LightCullingPass* m_LightCullingPass
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int m_Iterations;
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int m_Iterations;
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int m_Quality = 0;
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int m_Quality = 0;
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int m_BloomLod = 5;
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GLuint m_GaussianTexture_horiz = 0;
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GLuint m_GaussianTexture_horiz = 0;
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GLuint m_GaussianTexture_vert = 0;
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GLuint m_GaussianTexture_vert = 0;
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||||||
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GLuint m_FinalGaussianTexture = 0;
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||||||
|
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||||||
FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer* m_GaussianFrameBuffer_horiz = nullptr;
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||||||
FrameBuffer m_GaussianFrameBuffer_vert;
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FrameBuffer* m_GaussianFrameBuffer_vert = nullptr;
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||||||
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FrameBuffer m_GaussianCombineBuffer;
|
||||||
|
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||||||
ShaderProgram* m_GaussianProgram_horiz;
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ShaderProgram* m_GaussianProgram_horiz;
|
||||||
ShaderProgram* m_GaussianProgram_vert;
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ShaderProgram* m_GaussianProgram_vert;
|
||||||
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ShaderProgram* m_GaussianCombineProgram;
|
||||||
|
|
||||||
};
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};
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,19 @@
|
|||||||
|
#ifndef EResolutionChanged_h__
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||||||
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#define EResolutionChanged_h__
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||||||
|
#include "../Core/Event.h"
|
||||||
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#include "../Core/Util/Rectangle.h"
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|
||||||
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namespace Events
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||||||
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{
|
||||||
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|
||||||
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// Fired when the framebuffer size changes
|
||||||
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struct ResolutionChanged : Event
|
||||||
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{
|
||||||
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Rectangle OldResolution;
|
||||||
|
Rectangle NewResolution;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
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||||||
|
|
||||||
|
#endif
|
||||||
@@ -7,11 +7,12 @@
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|||||||
class BufferResource
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class BufferResource
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment);
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BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod);
|
||||||
|
|
||||||
GLuint* m_ResourceHandle;
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GLuint* m_ResourceHandle;
|
||||||
GLenum m_ResourceType;
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GLenum m_ResourceType;
|
||||||
GLenum m_Attachment;
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GLenum m_Attachment;
|
||||||
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GLuint m_MipMapLod = 0;
|
||||||
private:
|
private:
|
||||||
|
|
||||||
};
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};
|
||||||
@@ -20,15 +21,15 @@ template <GLenum RESOURCETYPE>
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|||||||
class ResourceType : public BufferResource
|
class ResourceType : public BufferResource
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
ResourceType(GLuint* resourceHandle, GLenum attachment)
|
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod)
|
||||||
: BufferResource(resourceHandle, RESOURCETYPE, attachment) { }
|
: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { }
|
||||||
};
|
};
|
||||||
|
|
||||||
class Texture2D : public ResourceType<GL_TEXTURE_2D>
|
class Texture2D : public ResourceType<GL_TEXTURE_2D>
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
Texture2D(GLuint* resourceHandle, GLenum attachment)
|
Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
|
||||||
: ResourceType(resourceHandle, attachment) { };
|
: ResourceType(resourceHandle, attachment, mipMapLod) { };
|
||||||
|
|
||||||
~Texture2D();
|
~Texture2D();
|
||||||
};
|
};
|
||||||
@@ -37,7 +38,7 @@ class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
|
|||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
RenderBuffer(GLuint* resourceHandle, GLenum attachment)
|
RenderBuffer(GLuint* resourceHandle, GLenum attachment)
|
||||||
: ResourceType(resourceHandle, attachment)
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: ResourceType(resourceHandle, attachment, 0)
|
||||||
{ };
|
{ };
|
||||||
|
|
||||||
~RenderBuffer();
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~RenderBuffer();
|
||||||
@@ -47,7 +48,7 @@ class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
|
|||||||
{
|
{
|
||||||
public:
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public:
|
||||||
Texture2DArray(GLuint* resourceHandle, GLenum attachment)
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Texture2DArray(GLuint* resourceHandle, GLenum attachment)
|
||||||
: ResourceType(resourceHandle, attachment)
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: ResourceType(resourceHandle, attachment, 0)
|
||||||
{ };
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{ };
|
||||||
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|
||||||
~Texture2DArray();
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~Texture2DArray();
|
||||||
|
|||||||
@@ -54,7 +54,7 @@ private:
|
|||||||
struct Frustum {
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struct Frustum {
|
||||||
Plane Planes[4];
|
Plane Planes[4];
|
||||||
};
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};
|
||||||
Frustum* m_Frustums;
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Frustum* m_Frustums = nullptr;
|
||||||
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|
||||||
//This should be a component
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//This should be a component
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||||||
struct LightSource {
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struct LightSource {
|
||||||
@@ -74,11 +74,11 @@ private:
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|||||||
glm::vec2 Padding = glm::vec2(1.f, 2.f);
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glm::vec2 Padding = glm::vec2(1.f, 2.f);
|
||||||
};
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};
|
||||||
|
|
||||||
LightGrid* m_LightGrid;
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LightGrid* m_LightGrid = nullptr;
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||||||
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|
||||||
int m_LightOffset = 0;
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int m_LightOffset = 0;
|
||||||
|
|
||||||
float* m_LightIndex;
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float* m_LightIndex = nullptr;
|
||||||
};
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};
|
||||||
|
|
||||||
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|
||||||
|
|||||||
@@ -19,6 +19,7 @@
|
|||||||
#include "../Core/Octree.h"
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#include "../Core/Octree.h"
|
||||||
#include "../Collision/EntityAABB.h"
|
#include "../Collision/EntityAABB.h"
|
||||||
#include "../Core/ConfigFile.h"
|
#include "../Core/ConfigFile.h"
|
||||||
|
#include "EResolutionChanged.h"
|
||||||
|
|
||||||
class RenderSystem : public ImpureSystem
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class RenderSystem : public ImpureSystem
|
||||||
{
|
{
|
||||||
@@ -36,6 +37,8 @@ private:
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|||||||
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
||||||
Octree<EntityAABB>* m_Octree;
|
Octree<EntityAABB>* m_Octree;
|
||||||
|
|
||||||
|
EventRelay<RenderSystem, Events::ResolutionChanged> m_EResolutionChanged;
|
||||||
|
bool OnResolutionChanged(Events::ResolutionChanged &event);
|
||||||
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
|
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
|
||||||
bool OnSetCamera(Events::SetCamera &event);
|
bool OnSetCamera(Events::SetCamera &event);
|
||||||
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
|
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
|
||||||
|
|||||||
@@ -28,10 +28,12 @@
|
|||||||
#include "Util/CommonFunctions.h"
|
#include "Util/CommonFunctions.h"
|
||||||
#include "Core/PerformanceTimer.h"
|
#include "Core/PerformanceTimer.h"
|
||||||
#include "ShadowPass.h"
|
#include "ShadowPass.h"
|
||||||
|
#include "EResolutionChanged.h"
|
||||||
|
|
||||||
class Renderer : public IRenderer
|
class Renderer : public IRenderer
|
||||||
{
|
{
|
||||||
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
|
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
|
||||||
|
static void glfwWindowSizeCallback(GLFWwindow* window, int width, int height);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
Renderer(EventBroker* eventBroker, ConfigFile* config)
|
Renderer(EventBroker* eventBroker, ConfigFile* config)
|
||||||
@@ -40,13 +42,14 @@ public:
|
|||||||
{ }
|
{ }
|
||||||
~Renderer();
|
~Renderer();
|
||||||
|
|
||||||
|
virtual void SetResolution(const Rectangle& resolution) override;
|
||||||
|
|
||||||
virtual void Initialize() override;
|
virtual void Initialize() override;
|
||||||
virtual void Update(double dt) override;
|
virtual void Update(double dt) override;
|
||||||
virtual void Draw(RenderFrame& frame) override;
|
virtual void Draw(RenderFrame& frame) override;
|
||||||
|
|
||||||
virtual PickData Pick(glm::vec2 screenCoord) override;
|
virtual PickData Pick(glm::vec2 screenCoord) override;
|
||||||
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
//----------------------Variables----------------------//
|
//----------------------Variables----------------------//
|
||||||
|
|
||||||
@@ -90,11 +93,14 @@ private:
|
|||||||
void InputUpdate(double dt);
|
void InputUpdate(double dt);
|
||||||
//void PickingPass(RenderQueueCollection& rq);
|
//void PickingPass(RenderQueueCollection& rq);
|
||||||
//void DrawScreenQuad(GLuint textureToDraw);
|
//void DrawScreenQuad(GLuint textureToDraw);
|
||||||
|
void setWindowSize(Rectangle size);
|
||||||
|
void updateFramebufferSize();
|
||||||
|
|
||||||
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
|
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
|
||||||
void SortRenderJobsByDepth(RenderScene &scene);
|
void SortRenderJobsByDepth(RenderScene &scene);
|
||||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||||
//--------------------ShaderPrograms-------------------//
|
|
||||||
|
//--------------------ShaderPrograms-------------------//
|
||||||
ShaderProgram* m_BasicForwardProgram;
|
ShaderProgram* m_BasicForwardProgram;
|
||||||
ShaderProgram* m_ExplosionEffectProgram;
|
ShaderProgram* m_ExplosionEffectProgram;
|
||||||
|
|
||||||
|
|||||||
@@ -63,7 +63,8 @@ private:
|
|||||||
|
|
||||||
GLuint m_DepthMap;
|
GLuint m_DepthMap;
|
||||||
FrameBuffer m_DepthBuffer;
|
FrameBuffer m_DepthBuffer;
|
||||||
ShaderProgram* m_ShadowProgram;
|
ShaderProgram* m_ShadowProgram;
|
||||||
|
ShaderProgram* m_ShadowProgramSkinned;
|
||||||
|
|
||||||
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
|
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
|
||||||
std::array<glm::mat4, MAX_SPLITS> m_LightView;
|
std::array<glm::mat4, MAX_SPLITS> m_LightView;
|
||||||
|
|||||||
@@ -21,14 +21,15 @@ struct SpriteJob : RenderJob
|
|||||||
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
|
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
|
||||||
: RenderJob()
|
: RenderJob()
|
||||||
{
|
{
|
||||||
Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
|
Model = ResourceManager::Load<::Model>((std::string)cSprite["Model"]);
|
||||||
::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
|
::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
|
||||||
TextureID = 0;
|
TextureID = 0;
|
||||||
|
|
||||||
DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]);
|
DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]);
|
||||||
|
|
||||||
IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
|
IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
|
||||||
|
|
||||||
|
Linear = (bool)cSprite["Linear"];
|
||||||
|
|
||||||
StartIndex = matProp.material->StartIndex;
|
StartIndex = matProp.material->StartIndex;
|
||||||
EndIndex = matProp.material->EndIndex;
|
EndIndex = matProp.material->EndIndex;
|
||||||
Matrix = matrix;
|
Matrix = matrix;
|
||||||
@@ -48,6 +49,26 @@ struct SpriteJob : RenderJob
|
|||||||
|
|
||||||
FillColor = fillColor;
|
FillColor = fillColor;
|
||||||
FillPercentage = fillPercentage;
|
FillPercentage = fillPercentage;
|
||||||
|
|
||||||
|
glm::vec3 scale = Transform::AbsoluteScale(world, cSprite.EntityID);
|
||||||
|
|
||||||
|
if((bool)cSprite["KeepRatio"] == true) {
|
||||||
|
if(scale.y >= scale.x) {
|
||||||
|
ScaleY = (scale.x)/(scale.y);
|
||||||
|
ScaleX = 1.f;
|
||||||
|
} else {
|
||||||
|
ScaleY = 1.f;
|
||||||
|
ScaleX = (scale.x)/(scale.y);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
if ((bool)cSprite["KeepRatioX"] == true) {
|
||||||
|
ScaleX = scale.x;
|
||||||
|
}
|
||||||
|
if ((bool)cSprite["KeepRatioY"] == true) {
|
||||||
|
ScaleY = scale.y;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
unsigned int TextureID;
|
unsigned int TextureID;
|
||||||
@@ -69,6 +90,9 @@ struct SpriteJob : RenderJob
|
|||||||
bool Pickable;
|
bool Pickable;
|
||||||
bool IsIndicator = false;
|
bool IsIndicator = false;
|
||||||
bool BlurBackground = false;
|
bool BlurBackground = false;
|
||||||
|
float ScaleX = 1;
|
||||||
|
float ScaleY = 1;
|
||||||
|
bool Linear = false;
|
||||||
|
|
||||||
glm::vec4 FillColor = glm::vec4(0);
|
glm::vec4 FillColor = glm::vec4(0);
|
||||||
float FillPercentage = 0.0;
|
float FillPercentage = 0.0;
|
||||||
|
|||||||
@@ -16,7 +16,11 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#ifdef DEBUG
|
||||||
#define GLERROR(function) \
|
#define GLERROR(function) \
|
||||||
_GLERROR(function, __BASE_FILE__, __func__, __LINE__)
|
_GLERROR(function, __BASE_FILE__, __func__, __LINE__)
|
||||||
|
#else
|
||||||
|
#define GLERROR(function) false
|
||||||
|
#endif
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@@ -27,9 +27,12 @@ private:
|
|||||||
std::random_device m_RandomDevice;
|
std::random_device m_RandomDevice;
|
||||||
std::mt19937 m_RandomEngine;
|
std::mt19937 m_RandomEngine;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Weapon functions
|
// Weapon functions
|
||||||
void fireShell(ComponentWrapper cWeapon, WeaponInfo& wi);
|
void fireShell(ComponentWrapper cWeapon, WeaponInfo& wi);
|
||||||
void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage);
|
void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, const std::vector<glm::vec2>& pattern);
|
||||||
|
void spawnTracers(ComponentWrapper cWeapon, WeaponInfo& wi, std::vector<glm::vec2> pattern);
|
||||||
bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi);
|
bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi);
|
||||||
|
|
||||||
// Utility
|
// Utility
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
<Camera xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Camera.xsd">
|
<Camera xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Camera.xsd">
|
||||||
<FOV>45</FOV>
|
<FOV>59</FOV> <!-- 90 horizontal FOV at 1080p -->
|
||||||
<NearClip>0.01</NearClip>
|
<NearClip>0.01</NearClip>
|
||||||
<FarClip>5000</FarClip>
|
<FarClip>5000</FarClip>
|
||||||
</Camera>
|
</Camera>
|
||||||
@@ -1,14 +1,14 @@
|
|||||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
<DefenderWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DefenderWeapon.xsd">
|
<DefenderWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DefenderWeapon.xsd">
|
||||||
<Slot><Primary/></Slot>
|
<Slot><Primary/></Slot>
|
||||||
<MagazineAmmo>8</MagazineAmmo>
|
<MagazineAmmo>9999</MagazineAmmo>
|
||||||
<MagazineSize>8</MagazineSize>
|
<MagazineSize>8</MagazineSize>
|
||||||
<Ammo>64</Ammo>
|
<Ammo>64</Ammo>
|
||||||
<MaxAmmo>64</MaxAmmo>
|
<MaxAmmo>64</MaxAmmo>
|
||||||
<BaseDamage>90</BaseDamage>
|
<BaseDamage>90</BaseDamage>
|
||||||
<SpreadAngle>0.174533</SpreadAngle> <!-- 0.174533 = 10 degrees -->
|
<SpreadAngle>10</SpreadAngle>
|
||||||
<MaxTravelAngle>0.174533</MaxTravelAngle> <!-- 0.174533 = 10 degrees -->
|
<MaxTravelAngle>0.174533</MaxTravelAngle> <!-- 0.174533 = 10 degrees -->
|
||||||
<NumPellets>10</NumPellets>
|
<NumPellets>9</NumPellets>
|
||||||
<RPM>120</RPM>
|
<RPM>120</RPM>
|
||||||
<ViewPunch>0.03</ViewPunch>
|
<ViewPunch>0.03</ViewPunch>
|
||||||
<ViewReturnSpeed>0.2</ViewReturnSpeed>
|
<ViewReturnSpeed>0.2</ViewReturnSpeed>
|
||||||
|
|||||||
@@ -36,7 +36,7 @@
|
|||||||
<xs:annotation><xs:documentation>Damage dealt if all shotgun pellets hit</xs:documentation></xs:annotation>
|
<xs:annotation><xs:documentation>Damage dealt if all shotgun pellets hit</xs:documentation></xs:annotation>
|
||||||
</xs:element>
|
</xs:element>
|
||||||
<xs:element name="SpreadAngle" type="t:float" minOccurs="0">
|
<xs:element name="SpreadAngle" type="t:float" minOccurs="0">
|
||||||
<xs:annotation><xs:documentation>Spread angle in radians</xs:documentation></xs:annotation>
|
<xs:annotation><xs:documentation>The spread angle radius.</xs:documentation></xs:annotation>
|
||||||
</xs:element>
|
</xs:element>
|
||||||
<xs:element name="MaxTravelAngle" type="t:float" minOccurs="0">
|
<xs:element name="MaxTravelAngle" type="t:float" minOccurs="0">
|
||||||
<xs:annotation><xs:documentation>Maximum vertical aim travel angle in radians</xs:documentation></xs:annotation>
|
<xs:annotation><xs:documentation>Maximum vertical aim travel angle in radians</xs:documentation></xs:annotation>
|
||||||
|
|||||||
@@ -9,5 +9,5 @@
|
|||||||
<SpecularMap>true</SpecularMap>
|
<SpecularMap>true</SpecularMap>
|
||||||
<GlowMap>true</GlowMap>
|
<GlowMap>true</GlowMap>
|
||||||
<Shadow>true</Shadow>
|
<Shadow>true</Shadow>
|
||||||
<GlowIntensity>3.0</GlowIntensity>
|
<GlowIntensity>1.0</GlowIntensity>
|
||||||
</Model>
|
</Model>
|
||||||
@@ -1,9 +1,14 @@
|
|||||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
<Sprite xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Sprite.xsd">
|
<Sprite xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Sprite.xsd">
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
<DiffuseTexture></DiffuseTexture>
|
<DiffuseTexture></DiffuseTexture>
|
||||||
<GlowMap></GlowMap>
|
<GlowMap></GlowMap>
|
||||||
<Color R="1" G="1" B="1" A="1"/>
|
<Color R="1" G="1" B="1" A="1"/>
|
||||||
<Visible>true</Visible>
|
<Visible>true</Visible>
|
||||||
<DepthSort>true</DepthSort>
|
<DepthSort>true</DepthSort>
|
||||||
|
<KeepRatioX>false</KeepRatioX>
|
||||||
|
<KeepRatioY>false</KeepRatioY>
|
||||||
|
<KeepRatio>false</KeepRatio>
|
||||||
|
<Linear>false</Linear>
|
||||||
<BlurBackground>false</BlurBackground>
|
<BlurBackground>false</BlurBackground>
|
||||||
</Sprite>
|
</Sprite>
|
||||||
|
|||||||
@@ -9,14 +9,17 @@
|
|||||||
</xs:annotation>
|
</xs:annotation>
|
||||||
<xs:complexType>
|
<xs:complexType>
|
||||||
<xs:all>
|
<xs:all>
|
||||||
|
<xs:element name="Model" type="t:string" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>The model the sprite will use.</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
<xs:element name="DiffuseTexture" type="t:string" minOccurs="0">
|
<xs:element name="DiffuseTexture" type="t:string" minOccurs="0">
|
||||||
<xs:annotation><xs:documentation>Diffuse Texture file</xs:documentation></xs:annotation>
|
<xs:annotation><xs:documentation>Diffuse Texture file.</xs:documentation></xs:annotation>
|
||||||
</xs:element>
|
</xs:element>
|
||||||
<xs:element name="GlowMap" type="t:string" minOccurs="0">
|
<xs:element name="GlowMap" type="t:string" minOccurs="0">
|
||||||
<xs:annotation><xs:documentation>GlowMap file</xs:documentation></xs:annotation>
|
<xs:annotation><xs:documentation>GlowMap file.</xs:documentation></xs:annotation>
|
||||||
</xs:element>
|
</xs:element>
|
||||||
<xs:element name="Color" type="t:Color" minOccurs="0">
|
<xs:element name="Color" type="t:Color" minOccurs="0">
|
||||||
<xs:annotation><xs:documentation>Color tint</xs:documentation></xs:annotation>
|
<xs:annotation><xs:documentation>Color tint.</xs:documentation></xs:annotation>
|
||||||
</xs:element>
|
</xs:element>
|
||||||
<xs:element name="Visible" type="t:bool" minOccurs="0">
|
<xs:element name="Visible" type="t:bool" minOccurs="0">
|
||||||
<xs:annotation><xs:documentation>Whether the model is visible or not</xs:documentation></xs:annotation>
|
<xs:annotation><xs:documentation>Whether the model is visible or not</xs:documentation></xs:annotation>
|
||||||
@@ -24,6 +27,18 @@
|
|||||||
<xs:element name="DepthSort" type="t:bool" minOccurs="0">
|
<xs:element name="DepthSort" type="t:bool" minOccurs="0">
|
||||||
<xs:annotation><xs:documentation>Whether the sprite should be sorted with depth or not. Only use false for textures that are on HUD</xs:documentation></xs:annotation>
|
<xs:annotation><xs:documentation>Whether the sprite should be sorted with depth or not. Only use false for textures that are on HUD</xs:documentation></xs:annotation>
|
||||||
</xs:element>
|
</xs:element>
|
||||||
|
<xs:element name="KeepRatioX" type="t:bool" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>Wether the sprite should repeat in x instead of stretch when scaled.</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
<xs:element name="KeepRatioY" type="t:bool" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>Wether the sprite should repeat in y instead of stretch when scaled.</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
<xs:element name="KeepRatio" type="t:bool" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>Keep a 1:1 ratio between X and Y.</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
<xs:element name="Linear" type="t:bool" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>If it should use Linear or Nearest sampling method.</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
<xs:element name="BlurBackground" type="t:bool" minOccurs="0">
|
<xs:element name="BlurBackground" type="t:bool" minOccurs="0">
|
||||||
<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
|
<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
|
||||||
</xs:element>
|
</xs:element>
|
||||||
|
|||||||
@@ -0,0 +1,94 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
|
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||||
|
|
||||||
|
<Components>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
|
||||||
|
<Children>
|
||||||
|
<Entity name="RayBlue">
|
||||||
|
<Components>
|
||||||
|
<c:Transform>
|
||||||
|
<Orientation X="0" Y="0.174532995" Z="0"/>
|
||||||
|
<Scale X="0" Y="1" Z="100"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Sprite>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||||
|
<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
|
||||||
|
</c:Sprite>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0" Z="-0.5"/>
|
||||||
|
<Orientation X="0" Y="-1.57099998" Z="0"/>
|
||||||
|
<Scale X="1" Y="0.0260000005" Z="0"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Sprite>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||||
|
<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
|
||||||
|
</c:Sprite>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0" Z="-0.5"/>
|
||||||
|
<Orientation X="0" Y="4.71218538" Z="3.14199996"/>
|
||||||
|
<Scale X="1" Y="0.0260000005" Z="0"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="RayBlue">
|
||||||
|
<Components>
|
||||||
|
<c:Transform>
|
||||||
|
<Scale X="0" Y="1" Z="100"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Sprite>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||||
|
<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
|
||||||
|
</c:Sprite>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0" Z="-0.5"/>
|
||||||
|
<Orientation X="0" Y="-1.57099998" Z="0"/>
|
||||||
|
<Scale X="1" Y="0.0260000005" Z="0"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Sprite>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||||
|
<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
|
||||||
|
</c:Sprite>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0" Z="-0.5"/>
|
||||||
|
<Orientation X="0" Y="4.71218538" Z="3.14199996"/>
|
||||||
|
<Scale X="1" Y="0.0260000005" Z="0"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
|
||||||
|
</Entity>
|
||||||
@@ -1,39 +1,95 @@
|
|||||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
<Entity name="Shield" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||||
|
|
||||||
<Components>
|
<Components>
|
||||||
<c:Blend>
|
<c:Transform>
|
||||||
<Pose1>Deploy</Pose1>
|
<Position X="1.70262027" Y="0.261695802" Z="-3.26634645"/>
|
||||||
<Pose2>Idle</Pose2>
|
</c:Transform>
|
||||||
<Weight>0</Weight>
|
|
||||||
</c:Blend>
|
|
||||||
<c:Model>
|
|
||||||
<Resource>Models/Characters/Defender/DefenderShield.mesh</Resource>
|
|
||||||
</c:Model>
|
|
||||||
<c:Transform/>
|
|
||||||
</Components>
|
</Components>
|
||||||
|
|
||||||
<Children>
|
<Children>
|
||||||
<Entity name="Deploy">
|
<Entity name="Back">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Animation>
|
<c:Blend>
|
||||||
<AnimationName>ActivateDeactiveShieldF</AnimationName>
|
<Pose1>Deploy</Pose1>
|
||||||
<Time>1</Time>
|
<Pose2>Idle</Pose2>
|
||||||
<Speed>1</Speed>
|
<Weight>0</Weight>
|
||||||
</c:Animation>
|
</c:Blend>
|
||||||
|
<c:Shielded/>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>Models/Characters/Defender/DefenderShieldBack.mesh</Resource>
|
||||||
|
<Color A="0.219607845" B="3.92156863" G="1" R="1"/>
|
||||||
|
<Shadow>false</Shadow>
|
||||||
|
<Transparent>true</Transparent>
|
||||||
|
<NormalMap>false</NormalMap>
|
||||||
|
<DiffuseTexture>false</DiffuseTexture>
|
||||||
|
<SpecularMap>false</SpecularMap>
|
||||||
|
<GlowMap>false</GlowMap>
|
||||||
|
</c:Model>
|
||||||
<c:Transform/>
|
<c:Transform/>
|
||||||
</Components>
|
</Components>
|
||||||
<Children/>
|
<Children>
|
||||||
|
<Entity name="Deploy">
|
||||||
|
<Components>
|
||||||
|
<c:Animation>
|
||||||
|
<AnimationName>ActivateDeactiveShieldF</AnimationName>
|
||||||
|
<Play>true</Play>
|
||||||
|
</c:Animation>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="Idle">
|
||||||
|
<Components>
|
||||||
|
<c:Animation>
|
||||||
|
<AnimationName>ShieldFrontF</AnimationName>
|
||||||
|
</c:Animation>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
</Entity>
|
</Entity>
|
||||||
<Entity name="Idle">
|
<Entity name="Front">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Animation>
|
<c:Blend>
|
||||||
<AnimationName>ShieldFrontF</AnimationName>
|
<Pose1>Deploy</Pose1>
|
||||||
<Speed>1</Speed>
|
<Pose2>Idle</Pose2>
|
||||||
</c:Animation>
|
<Weight>0</Weight>
|
||||||
|
</c:Blend>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>Models/Characters/Defender/DefenderShieldFront.mesh</Resource>
|
||||||
|
<Color A="0.219607845" B="3.92156863" G="1" R="1"/>
|
||||||
|
<Shadow>false</Shadow>
|
||||||
|
<Transparent>true</Transparent>
|
||||||
|
<NormalMap>false</NormalMap>
|
||||||
|
<DiffuseTexture>false</DiffuseTexture>
|
||||||
|
<SpecularMap>false</SpecularMap>
|
||||||
|
<GlowMap>false</GlowMap>
|
||||||
|
</c:Model>
|
||||||
<c:Transform/>
|
<c:Transform/>
|
||||||
</Components>
|
</Components>
|
||||||
<Children/>
|
<Children>
|
||||||
|
<Entity name="Deploy">
|
||||||
|
<Components>
|
||||||
|
<c:Animation>
|
||||||
|
<AnimationName>ActivateDeactiveShieldF</AnimationName>
|
||||||
|
<Play>true</Play>
|
||||||
|
</c:Animation>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="Idle">
|
||||||
|
<Components>
|
||||||
|
<c:Animation>
|
||||||
|
<AnimationName>ShieldFrontF</AnimationName>
|
||||||
|
</c:Animation>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
</Entity>
|
</Entity>
|
||||||
</Children>
|
</Children>
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,27 @@
|
|||||||
|
<?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:Lifetime>
|
||||||
|
<Lifetime>10</Lifetime>
|
||||||
|
</c:Lifetime>
|
||||||
|
<c:ExplosionEffect>
|
||||||
|
<Velocity X="2" Y="2.30000019" Z="0"/>
|
||||||
|
<ExplosionDuration>1</ExplosionDuration>
|
||||||
|
<Randomness>true</Randomness>
|
||||||
|
<ExponentialAccelaration>true</ExponentialAccelaration>
|
||||||
|
</c:ExplosionEffect>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||||
|
<Color A="1" B="1" G="1" R="3.92156863"/>
|
||||||
|
<Shadow>false</Shadow>
|
||||||
|
<Transparent>true</Transparent>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform>
|
||||||
|
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
|
||||||
|
<Children/>
|
||||||
|
|
||||||
|
</Entity>
|
||||||
@@ -103,7 +103,7 @@
|
|||||||
<Color A="1" B="1" G="0.254901975" R="0"/>
|
<Color A="1" B="1" G="0.254901975" R="0"/>
|
||||||
</c:Model>
|
</c:Model>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="-0.600000024" Y="0" Z="0"/>
|
<Position X="0.800000012" Y="0" Z="0"/>
|
||||||
</c:Transform>
|
</c:Transform>
|
||||||
</Components>
|
</Components>
|
||||||
<Children/>
|
<Children/>
|
||||||
@@ -116,7 +116,7 @@
|
|||||||
<Color A="1" B="1" G="0.254901975" R="0"/>
|
<Color A="1" B="1" G="0.254901975" R="0"/>
|
||||||
</c:Model>
|
</c:Model>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0.800000012" Y="0" Z="0"/>
|
<Position X="-0.600000024" Y="0" Z="0.549540162"/>
|
||||||
</c:Transform>
|
</c:Transform>
|
||||||
</Components>
|
</Components>
|
||||||
<Children/>
|
<Children/>
|
||||||
@@ -157,14 +157,106 @@
|
|||||||
<Resource>Models/Weapons/Blue/DefenderWeaponBlue.mesh</Resource>
|
<Resource>Models/Weapons/Blue/DefenderWeaponBlue.mesh</Resource>
|
||||||
</c:Model>
|
</c:Model>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0.00681143999" Y="-0.204994932" Z="-0.209244296"/>
|
<Orientation X="0" Y="-0" Z="0"/>
|
||||||
<Orientation X="-0.581807375" Y="0.562133908" Z="-0.0719003305"/>
|
|
||||||
</c:Transform>
|
</c:Transform>
|
||||||
</Components>
|
</Components>
|
||||||
<Children/>
|
<Children/>
|
||||||
</Entity>
|
</Entity>
|
||||||
</Children>
|
</Children>
|
||||||
</Entity>
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0.870232701" Y="0.640069604" Z="4.07769537"/>
|
||||||
|
<Orientation X="0" Y="4.71238565" Z="0"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity name="RayBlue">
|
||||||
|
<Components>
|
||||||
|
<c:Transform>
|
||||||
|
<Orientation X="0" Y="0.174532995" Z="0"/>
|
||||||
|
<Scale X="0" Y="1" Z="100"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Sprite>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||||
|
<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
|
||||||
|
</c:Sprite>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0" Z="-0.5"/>
|
||||||
|
<Orientation X="0" Y="-1.57099998" Z="0"/>
|
||||||
|
<Scale X="1" Y="0.0260000005" Z="0"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Sprite>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||||
|
<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
|
||||||
|
</c:Sprite>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0" Z="-0.5"/>
|
||||||
|
<Orientation X="0" Y="4.71218538" Z="3.14199996"/>
|
||||||
|
<Scale X="1" Y="0.0260000005" Z="0"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="RayBlue">
|
||||||
|
<Components>
|
||||||
|
<c:Transform>
|
||||||
|
<Scale X="0" Y="1" Z="100"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Sprite>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||||
|
<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
|
||||||
|
</c:Sprite>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0" Z="-0.5"/>
|
||||||
|
<Orientation X="0" Y="-1.57099998" Z="0"/>
|
||||||
|
<Scale X="1" Y="0.0260000005" Z="0"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Sprite>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||||
|
<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
|
||||||
|
</c:Sprite>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0" Z="-0.5"/>
|
||||||
|
<Orientation X="0" Y="4.71218538" Z="3.14199996"/>
|
||||||
|
<Scale X="1" Y="0.0260000005" Z="0"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
</Children>
|
</Children>
|
||||||
|
|
||||||
</Entity>
|
</Entity>
|
||||||
|
|||||||
@@ -8,7 +8,7 @@
|
|||||||
</c:RaptorCopter>
|
</c:RaptorCopter>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0" Y="-4" Z="0"/>
|
<Position X="0" Y="-4" Z="0"/>
|
||||||
<Orientation X="0" Y="55.3495064" Z="0"/>
|
<Orientation X="0" Y="58.3794823" Z="0"/>
|
||||||
</c:Transform>
|
</c:Transform>
|
||||||
</Components>
|
</Components>
|
||||||
|
|
||||||
@@ -34,13 +34,49 @@
|
|||||||
</c:Transform>
|
</c:Transform>
|
||||||
</Components>
|
</Components>
|
||||||
<Children>
|
<Children>
|
||||||
|
<Entity name="AssaultClassPick">
|
||||||
|
<Components>
|
||||||
|
<c:Button/>
|
||||||
|
<c:Sprite>
|
||||||
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Icons/Classes/Assault-01.png</DiffuseTexture>
|
||||||
|
</c:Sprite>
|
||||||
|
<c:InputCmdButton>
|
||||||
|
<Command>PickClass</Command>
|
||||||
|
<PressValue>1</PressValue>
|
||||||
|
</c:InputCmdButton>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="-0.150000006" Y="-0.0500000007" Z="0"/>
|
||||||
|
<Scale X="0.0799999982" Y="0.0799999982" Z="1"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity name="AssaultText">
|
||||||
|
<Components>
|
||||||
|
<c:Text>
|
||||||
|
<Content>Assault</Content>
|
||||||
|
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||||
|
<Color A="1" B="0" G="1" R="0.784313738"/>
|
||||||
|
</c:Text>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0.800000012" Z="0"/>
|
||||||
|
<Scale X="0.310000002" Y="0.310000002" Z="1"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
<Entity name="DefenderClassPick">
|
<Entity name="DefenderClassPick">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Button/>
|
<c:Button/>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Icons/Classes/Defender-01.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Icons/Classes/Defender-01.png</DiffuseTexture>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:InputCmdButton>
|
<c:InputCmdButton>
|
||||||
<Command>PickClass</Command>
|
<Command>PickClass</Command>
|
||||||
@@ -72,9 +108,10 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:Button/>
|
<c:Button/>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Icons/Classes/Sniper-01.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Icons/Classes/Sniper-01.png</DiffuseTexture>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:InputCmdButton>
|
<c:InputCmdButton>
|
||||||
<Command>PickClass</Command>
|
<Command>PickClass</Command>
|
||||||
@@ -102,40 +139,6 @@
|
|||||||
</Entity>
|
</Entity>
|
||||||
</Children>
|
</Children>
|
||||||
</Entity>
|
</Entity>
|
||||||
<Entity name="AssaultClassPick">
|
|
||||||
<Components>
|
|
||||||
<c:Button/>
|
|
||||||
<c:Sprite>
|
|
||||||
<DiffuseTexture>Textures/Icons/Classes/Assault-01.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
|
||||||
</c:Sprite>
|
|
||||||
<c:InputCmdButton>
|
|
||||||
<Command>PickClass</Command>
|
|
||||||
<PressValue>1</PressValue>
|
|
||||||
</c:InputCmdButton>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="-0.150000006" Y="-0.0500000007" Z="0"/>
|
|
||||||
<Scale X="0.0799999982" Y="0.0799999982" Z="1"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children>
|
|
||||||
<Entity name="AssaultText">
|
|
||||||
<Components>
|
|
||||||
<c:Text>
|
|
||||||
<Content>Assault</Content>
|
|
||||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
|
||||||
<Color A="1" B="0" G="1" R="0.784313738"/>
|
|
||||||
</c:Text>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="0" Y="0.800000012" Z="0"/>
|
|
||||||
<Scale X="0.310000002" Y="0.310000002" Z="1"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
</Children>
|
|
||||||
</Entity>
|
|
||||||
<Entity name="ClassPickText">
|
<Entity name="ClassPickText">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Text>
|
<c:Text>
|
||||||
@@ -154,9 +157,10 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:Button/>
|
<c:Button/>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:InputCmdButton>
|
<c:InputCmdButton>
|
||||||
@@ -232,9 +236,10 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:Button/>
|
<c:Button/>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:InputCmdButton>
|
<c:InputCmdButton>
|
||||||
@@ -266,10 +271,11 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:Button/>
|
<c:Button/>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
<GlowMap></GlowMap>
|
<GlowMap></GlowMap>
|
||||||
<DepthSort>false</DepthSort>
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
<Color A="1" B="0" G="0.294117659" R="0.980392158"/>
|
<Color A="1" B="0" G="0.294117659" R="0.980392158"/>
|
||||||
|
<Linear>true</Linear>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:InputCmdButton>
|
<c:InputCmdButton>
|
||||||
<Command>PickTeam</Command>
|
<Command>PickTeam</Command>
|
||||||
@@ -300,10 +306,12 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:Button/>
|
<c:Button/>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
<Color A="1" B="0.980392158" G="0.294117659" R="0"/>
|
<Color A="1" B="0.980392158" G="0.294117659" R="0"/>
|
||||||
|
<Linear>true</Linear>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:InputCmdButton>
|
<c:InputCmdButton>
|
||||||
<Command>PickTeam</Command>
|
<Command>PickTeam</Command>
|
||||||
@@ -334,9 +342,10 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:Button/>
|
<c:Button/>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||||
<Visible>false</Visible>
|
<Visible>false</Visible>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
@@ -422,9 +431,10 @@
|
|||||||
<Entity name="BackgroundHexagon">
|
<Entity name="BackgroundHexagon">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
@@ -441,9 +451,10 @@
|
|||||||
<CapturePointNumber>3</CapturePointNumber>
|
<CapturePointNumber>3</CapturePointNumber>
|
||||||
</c:CapturePointHUD>
|
</c:CapturePointHUD>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||||
@@ -458,9 +469,10 @@
|
|||||||
<Entity name="BackgroundHexagon">
|
<Entity name="BackgroundHexagon">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
|
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
@@ -477,9 +489,10 @@
|
|||||||
<CapturePointNumber>4</CapturePointNumber>
|
<CapturePointNumber>4</CapturePointNumber>
|
||||||
</c:CapturePointHUD>
|
</c:CapturePointHUD>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||||
@@ -494,9 +507,10 @@
|
|||||||
<Entity name="BackgroundHexagon">
|
<Entity name="BackgroundHexagon">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
@@ -513,9 +527,10 @@
|
|||||||
<CapturePointNumber>2</CapturePointNumber>
|
<CapturePointNumber>2</CapturePointNumber>
|
||||||
</c:CapturePointHUD>
|
</c:CapturePointHUD>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||||
@@ -530,9 +545,10 @@
|
|||||||
<Entity name="BackgroundHexagon">
|
<Entity name="BackgroundHexagon">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
@@ -550,9 +566,10 @@
|
|||||||
<CapturePointNumber>1</CapturePointNumber>
|
<CapturePointNumber>1</CapturePointNumber>
|
||||||
</c:CapturePointHUD>
|
</c:CapturePointHUD>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||||
@@ -567,9 +584,10 @@
|
|||||||
<Entity name="BackgroundHexagon">
|
<Entity name="BackgroundHexagon">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
<Color A="0.699999988" B="0" G="0" R="1"/>
|
<Color A="0.699999988" B="0" G="0" R="1"/>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
@@ -584,9 +602,10 @@
|
|||||||
</c:Fill>
|
</c:Fill>
|
||||||
<c:CapturePointHUD/>
|
<c:CapturePointHUD/>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||||
@@ -604,9 +623,10 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:Button/>
|
<c:Button/>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:InputCmdButton>
|
<c:InputCmdButton>
|
||||||
@@ -651,9 +671,10 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:Button/>
|
<c:Button/>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:InputCmdButton>
|
<c:InputCmdButton>
|
||||||
|
|||||||
@@ -3,7 +3,7 @@
|
|||||||
|
|
||||||
<Components>
|
<Components>
|
||||||
<c:Lifetime>
|
<c:Lifetime>
|
||||||
<Lifetime>0.10000000149011612</Lifetime>
|
<Lifetime>10</Lifetime>
|
||||||
</c:Lifetime>
|
</c:Lifetime>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Scale X="0" Y="1" Z="1"/>
|
<Scale X="0" Y="1" Z="1"/>
|
||||||
|
|||||||
@@ -0,0 +1,21 @@
|
|||||||
|
#version 430
|
||||||
|
|
||||||
|
layout (binding = 0) uniform sampler2D Texture;
|
||||||
|
uniform int MaxMipMap;
|
||||||
|
|
||||||
|
|
||||||
|
in VertexData{
|
||||||
|
vec2 TextureCoordinate;
|
||||||
|
}Input;
|
||||||
|
|
||||||
|
out vec4 fragmentColor;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 result = vec4(0.0, 0.0, 0.0, 0.0);
|
||||||
|
|
||||||
|
for(int i = 0; i < MaxMipMap; i++) {
|
||||||
|
result += textureLod(Texture, Input.TextureCoordinate, i);
|
||||||
|
}
|
||||||
|
fragmentColor = result;
|
||||||
|
}
|
||||||
@@ -0,0 +1,13 @@
|
|||||||
|
#version 430
|
||||||
|
|
||||||
|
layout (location = 0) in vec3 Position;
|
||||||
|
|
||||||
|
out VertexData{
|
||||||
|
vec2 TextureCoordinate;
|
||||||
|
}Output;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = vec4(Position, 1.0);
|
||||||
|
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
|
||||||
|
}
|
||||||
@@ -2,6 +2,7 @@
|
|||||||
#extension GL_EXT_gpu_shader4 : enable
|
#extension GL_EXT_gpu_shader4 : enable
|
||||||
|
|
||||||
layout (binding = 0) uniform sampler2D Texture;
|
layout (binding = 0) uniform sampler2D Texture;
|
||||||
|
uniform int Lod;
|
||||||
|
|
||||||
in VertexData{
|
in VertexData{
|
||||||
vec2 TextureCoordinate;
|
vec2 TextureCoordinate;
|
||||||
@@ -10,12 +11,14 @@ in VertexData{
|
|||||||
out vec4 fragmentColor;
|
out vec4 fragmentColor;
|
||||||
|
|
||||||
uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
|
uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
|
||||||
|
//uniform float weight[3] = float[](0.265495, 0.226535, 0.140718);
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
|
vec2 tex_offset = 1.0 / textureSize(Texture, Lod);
|
||||||
vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
|
vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
|
||||||
vec3 result = center * weight[0];
|
vec3 result = center * weight[0];
|
||||||
|
|
||||||
for(int i = 1; i < 5; ++i) {
|
for(int i = 1; i < 5; ++i) {
|
||||||
vec4 eastFragments = texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0));
|
vec4 eastFragments = texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0));
|
||||||
vec4 westFragments = texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0));
|
vec4 westFragments = texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0));
|
||||||
|
|||||||
@@ -2,6 +2,7 @@
|
|||||||
#extension GL_EXT_gpu_shader4 : enable
|
#extension GL_EXT_gpu_shader4 : enable
|
||||||
|
|
||||||
layout (binding = 0) uniform sampler2D Texture;
|
layout (binding = 0) uniform sampler2D Texture;
|
||||||
|
uniform int Lod;
|
||||||
|
|
||||||
in VertexData{
|
in VertexData{
|
||||||
vec2 TextureCoordinate;
|
vec2 TextureCoordinate;
|
||||||
@@ -10,12 +11,14 @@ in VertexData{
|
|||||||
out vec4 fragmentColor;
|
out vec4 fragmentColor;
|
||||||
|
|
||||||
uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
|
uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
|
||||||
|
//uniform float weight[3] = float[](0.265495, 0.226535, 0.140718);
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
|
vec2 tex_offset = 1.0 / textureSize(Texture, Lod);
|
||||||
vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
|
vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
|
||||||
vec3 result = center * weight[0];
|
vec3 result = center * weight[0];
|
||||||
|
|
||||||
for(int i = 1; i < 5; ++i) {
|
for(int i = 1; i < 5; ++i) {
|
||||||
vec4 northFragments = texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i));
|
vec4 northFragments = texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i));
|
||||||
vec4 southFragments = texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i));
|
vec4 southFragments = texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i));
|
||||||
|
|||||||
@@ -0,0 +1,29 @@
|
|||||||
|
#version 430
|
||||||
|
|
||||||
|
uniform mat4 M;
|
||||||
|
uniform mat4 V;
|
||||||
|
uniform mat4 P;
|
||||||
|
uniform mat4 Bones[100];
|
||||||
|
|
||||||
|
layout (location = 0) in vec3 Position;
|
||||||
|
layout (location = 4) in vec2 TextureCoords;
|
||||||
|
layout(location = 5) in vec4 BoneIndices;
|
||||||
|
layout(location = 6) in vec4 BoneWeights;
|
||||||
|
|
||||||
|
out VertexData{
|
||||||
|
vec2 TextureCoordinate;
|
||||||
|
}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.TextureCoordinate = TextureCoords;
|
||||||
|
}
|
||||||
@@ -3,6 +3,8 @@
|
|||||||
uniform vec4 Color;
|
uniform vec4 Color;
|
||||||
uniform vec4 FillColor;
|
uniform vec4 FillColor;
|
||||||
uniform float FillPercentage;
|
uniform float FillPercentage;
|
||||||
|
uniform float ScaleX;
|
||||||
|
uniform float ScaleY;
|
||||||
uniform mat4 P;
|
uniform mat4 P;
|
||||||
|
|
||||||
layout (binding = 1) uniform sampler2D DiffuseTexture;
|
layout (binding = 1) uniform sampler2D DiffuseTexture;
|
||||||
@@ -21,15 +23,16 @@ out vec4 bloomColor;
|
|||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
|
vec4 diffuseTexel = texture2D(DiffuseTexture, vec2(Input.TextureCoordinate.x*ScaleX, Input.TextureCoordinate.y*ScaleY));
|
||||||
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
|
vec4 glowTexel = texture2D(GlowMapTexture, vec2(Input.TextureCoordinate.x*ScaleX, Input.TextureCoordinate.y*ScaleY));
|
||||||
|
|
||||||
vec4 color_result = Color * diffuseTexel;
|
vec4 color_result = Color * diffuseTexel;
|
||||||
|
|
||||||
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
|
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
|
||||||
if(pos <= FillPercentage) {
|
float fillResult = floor(pos*FillPercentage);
|
||||||
color_result = FillColor*diffuseTexel.a;
|
|
||||||
}
|
color_result = FillColor*diffuseTexel.a*fillResult + color_result*(1-fillResult);
|
||||||
|
|
||||||
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||||
|
|
||||||
//bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
|
//bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
|
||||||
|
|||||||
@@ -470,7 +470,6 @@ bool AABBvsTriangle(const AABB& box,
|
|||||||
}
|
}
|
||||||
|
|
||||||
glm::vec3 cornerResolution = (1+t) * diagonal;
|
glm::vec3 cornerResolution = (1+t) * diagonal;
|
||||||
cornerResolution = glm::dot(cornerResolution, triNormal) * triNormal;
|
|
||||||
//Overwrite the smallest resolution if cornerResolution is smaller.
|
//Overwrite the smallest resolution if cornerResolution is smaller.
|
||||||
float lenSq = glm::length2(cornerResolution);
|
float lenSq = glm::length2(cornerResolution);
|
||||||
if (lenSq < resolveShortest.DistanceSq) {
|
if (lenSq < resolveShortest.DistanceSq) {
|
||||||
|
|||||||
@@ -88,11 +88,12 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
|
|||||||
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
|
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
|
||||||
|
|
||||||
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
|
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
|
||||||
|
bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
|
||||||
bool isOnGround = (bool)cPhysics["IsOnGround"];
|
bool isOnGround = (bool)cPhysics["IsOnGround"];
|
||||||
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
|
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
|
||||||
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
|
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
|
||||||
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
|
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
|
||||||
(glm::vec3&)cTransform["Position"] += resolutionVector;
|
(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
|
||||||
boxA = *Collision::EntityAbsoluteAABB(entity);
|
boxA = *Collision::EntityAbsoluteAABB(entity);
|
||||||
cPhysics["Velocity"] = inOutVelocity;
|
cPhysics["Velocity"] = inOutVelocity;
|
||||||
if (isOnGround) {
|
if (isOnGround) {
|
||||||
|
|||||||
@@ -27,7 +27,7 @@ void EntityWrapper::AttachComponent(const char* componentName)
|
|||||||
|
|
||||||
EntityWrapper EntityWrapper::Parent()
|
EntityWrapper EntityWrapper::Parent()
|
||||||
{
|
{
|
||||||
if (this->World == nullptr || this->ID == EntityID_Invalid) {
|
if (!Valid()) {
|
||||||
return EntityWrapper::Invalid;
|
return EntityWrapper::Invalid;
|
||||||
} else {
|
} else {
|
||||||
return EntityWrapper(this->World, this->World->GetParent(this->ID));
|
return EntityWrapper(this->World, this->World->GetParent(this->ID));
|
||||||
@@ -36,6 +36,10 @@ EntityWrapper EntityWrapper::Parent()
|
|||||||
|
|
||||||
EntityWrapper EntityWrapper::FirstParentByName(const std::string& parentEntityName)
|
EntityWrapper EntityWrapper::FirstParentByName(const std::string& parentEntityName)
|
||||||
{
|
{
|
||||||
|
if (!Valid()) {
|
||||||
|
return EntityWrapper::Invalid;
|
||||||
|
}
|
||||||
|
|
||||||
EntityWrapper entity = *this;
|
EntityWrapper entity = *this;
|
||||||
while (entity.Parent().Valid()) {
|
while (entity.Parent().Valid()) {
|
||||||
entity = entity.Parent();
|
entity = entity.Parent();
|
||||||
@@ -48,6 +52,10 @@ EntityWrapper EntityWrapper::FirstParentByName(const std::string& parentEntityNa
|
|||||||
|
|
||||||
EntityWrapper EntityWrapper::FirstChildByName(const std::string& name)
|
EntityWrapper EntityWrapper::FirstChildByName(const std::string& name)
|
||||||
{
|
{
|
||||||
|
if (!Valid()) {
|
||||||
|
return EntityWrapper::Invalid;
|
||||||
|
}
|
||||||
|
|
||||||
return firstChildByNameRecursive(name, this->ID);
|
return firstChildByNameRecursive(name, this->ID);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -78,6 +86,10 @@ EntityWrapper EntityWrapper::FirstLevelChildByName(const std::string& name)
|
|||||||
|
|
||||||
EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& componentType)
|
EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& componentType)
|
||||||
{
|
{
|
||||||
|
if (!Valid()) {
|
||||||
|
return EntityWrapper::Invalid;
|
||||||
|
}
|
||||||
|
|
||||||
EntityWrapper entity = *this;
|
EntityWrapper entity = *this;
|
||||||
while (entity.Parent().Valid()) {
|
while (entity.Parent().Valid()) {
|
||||||
entity = entity.Parent();
|
entity = entity.Parent();
|
||||||
|
|||||||
@@ -86,7 +86,7 @@ bool EditorRenderSystem::OnSetCamera(Events::SetCamera& e)
|
|||||||
{
|
{
|
||||||
ComponentWrapper cTransform = e.CameraEntity["Transform"];
|
ComponentWrapper cTransform = e.CameraEntity["Transform"];
|
||||||
ComponentWrapper cCamera = e.CameraEntity["Camera"];
|
ComponentWrapper cCamera = e.CameraEntity["Camera"];
|
||||||
m_EditorCamera->SetFOV(static_cast<float>((double)cCamera["FOV"]));
|
m_EditorCamera->SetFOV(glm::radians(static_cast<float>((double)cCamera["FOV"])));
|
||||||
m_EditorCamera->SetNearClip(static_cast<float>((double)cCamera["NearClip"]));
|
m_EditorCamera->SetNearClip(static_cast<float>((double)cCamera["NearClip"]));
|
||||||
m_EditorCamera->SetFarClip(static_cast<float>((double)cCamera["FarClip"]));
|
m_EditorCamera->SetFarClip(static_cast<float>((double)cCamera["FarClip"]));
|
||||||
m_EditorCamera->SetPosition(cTransform["Position"]);
|
m_EditorCamera->SetPosition(cTransform["Position"]);
|
||||||
|
|||||||
@@ -127,12 +127,12 @@ void AnimationSystem::UpdateAnimations(double dt)
|
|||||||
void AnimationSystem::UpdateWeights(double dt)
|
void AnimationSystem::UpdateWeights(double dt)
|
||||||
{
|
{
|
||||||
for (auto it = m_AutoBlendQueues.begin(); it != m_AutoBlendQueues.end(); ) {
|
for (auto it = m_AutoBlendQueues.begin(); it != m_AutoBlendQueues.end(); ) {
|
||||||
LOG_INFO("%s", it->first.Name().c_str());
|
/* LOG_INFO("%s", it->first.Name().c_str());
|
||||||
it->second.PrintQueue();
|
it->second.PrintQueue();*/
|
||||||
|
|
||||||
if(it->second.HasActiveBlendJob()) {
|
if(it->second.HasActiveBlendJob()) {
|
||||||
AutoBlendQueue::AutoBlendJob& blendJob = it->second.GetActiveBlendJob();
|
AutoBlendQueue::AutoBlendJob& blendJob = it->second.GetActiveBlendJob();
|
||||||
LOG_INFO("%s", blendJob.RootNode.Name().c_str());
|
//LOG_INFO("%s", blendJob.RootNode.Name().c_str());
|
||||||
std::shared_ptr<BlendTree> blendTree = it->second.GetBlendTree();
|
std::shared_ptr<BlendTree> blendTree = it->second.GetBlendTree();
|
||||||
if (blendTree != nullptr) {
|
if (blendTree != nullptr) {
|
||||||
if (blendJob.Duration != 0.0) {
|
if (blendJob.Duration != 0.0) {
|
||||||
|
|||||||
@@ -97,14 +97,14 @@ void BlurHUD::ClearBuffer()
|
|||||||
glClearStencil(0x00);
|
glClearStencil(0x00);
|
||||||
glStencilMask(~0);
|
glStencilMask(~0);
|
||||||
glDisable(GL_SCISSOR_TEST);
|
glDisable(GL_SCISSOR_TEST);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
m_GaussianFrameBuffer_horiz.Unbind();
|
m_GaussianFrameBuffer_horiz.Unbind();
|
||||||
m_GaussianFrameBuffer_vert.Bind();
|
m_GaussianFrameBuffer_vert.Bind();
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
glClearStencil(0x00);
|
glClearStencil(0x00);
|
||||||
glStencilMask(~0);
|
glStencilMask(~0);
|
||||||
glDisable(GL_SCISSOR_TEST);
|
glDisable(GL_SCISSOR_TEST);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
m_GaussianFrameBuffer_vert.Unbind();
|
m_GaussianFrameBuffer_vert.Unbind();
|
||||||
|
|
||||||
m_CombinedTextureBuffer.Bind();
|
m_CombinedTextureBuffer.Bind();
|
||||||
@@ -211,12 +211,16 @@ void BlurHUD::FillStencil(RenderScene& scene)
|
|||||||
RenderState state;
|
RenderState state;
|
||||||
|
|
||||||
state.BindFramebuffer(m_GaussianFrameBuffer_horiz.GetHandle());
|
state.BindFramebuffer(m_GaussianFrameBuffer_horiz.GetHandle());
|
||||||
state.Disable(GL_DEPTH_TEST);
|
state.Enable(GL_DEPTH_TEST);
|
||||||
state.Enable(GL_CULL_FACE);
|
state.Enable(GL_CULL_FACE);
|
||||||
state.Enable(GL_STENCIL_TEST);
|
state.Enable(GL_STENCIL_TEST);
|
||||||
state.StencilFunc(GL_ALWAYS, 1, 0xFF);
|
state.StencilFunc(GL_ALWAYS, 1, 0xFF);
|
||||||
state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||||
state.StencilMask(0xFF);
|
state.StencilMask(0xFF);
|
||||||
|
|
||||||
|
state.AlphaFunc(GL_GEQUAL, 0.95f);
|
||||||
|
state.Enable(GL_ALPHA_TEST);
|
||||||
|
|
||||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
|
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
|
||||||
|
|
||||||
m_FillDepthStencilProgram->Bind();
|
m_FillDepthStencilProgram->Bind();
|
||||||
|
|||||||
@@ -12,6 +12,7 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
|
|||||||
DrawBloomPass::~DrawBloomPass() {
|
DrawBloomPass::~DrawBloomPass() {
|
||||||
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
|
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
|
||||||
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
|
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
|
||||||
|
CommonFunctions::DeleteTexture(&m_FinalGaussianTexture);
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawBloomPass::InitializeTextures()
|
void DrawBloomPass::InitializeTextures()
|
||||||
@@ -30,9 +31,8 @@ void DrawBloomPass::ChangeQuality(int quality)
|
|||||||
|
|
||||||
if (m_Quality == 0) {
|
if (m_Quality == 0) {
|
||||||
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
|
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
|
||||||
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
|
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
|
||||||
m_GaussianTexture_horiz = 0;
|
CommonFunctions::DeleteTexture(&m_FinalGaussianTexture);
|
||||||
m_GaussianTexture_vert = 0;
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
InitializeTextures();
|
InitializeTextures();
|
||||||
@@ -62,22 +62,50 @@ void DrawBloomPass::InitializeShaderPrograms()
|
|||||||
m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor");
|
m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor");
|
||||||
m_GaussianProgram_vert->Link();
|
m_GaussianProgram_vert->Link();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
m_GaussianCombineProgram = ResourceManager::Load<ShaderProgram>("#GaussianCombineProgram");
|
||||||
|
if (m_GaussianCombineProgram->GetHandle() == 0) {
|
||||||
|
m_GaussianCombineProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/CombineGaussianTexture.vert.glsl")));
|
||||||
|
m_GaussianCombineProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/CombineGaussianTexture.frag.glsl")));
|
||||||
|
m_GaussianCombineProgram->Compile();
|
||||||
|
m_GaussianCombineProgram->BindFragDataLocation(0, "fragmentColor");
|
||||||
|
m_GaussianCombineProgram->Link();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawBloomPass::InitializeBuffers()
|
void DrawBloomPass::InitializeBuffers()
|
||||||
{
|
{
|
||||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
CommonFunctions::GenerateMipMapTexture(
|
||||||
|
&m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
|
||||||
|
, GL_RGB, GL_FLOAT, m_BloomLod);
|
||||||
|
CommonFunctions::GenerateMipMapTexture(
|
||||||
|
&m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
|
||||||
|
, GL_RGB, GL_FLOAT, m_BloomLod);
|
||||||
|
CommonFunctions::GenerateTexture(&m_FinalGaussianTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
|
|
||||||
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
|
if (m_GaussianCombineBuffer.GetHandle() == 0) {
|
||||||
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
|
m_GaussianCombineBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_FinalGaussianTexture, GL_COLOR_ATTACHMENT0)));
|
||||||
}
|
}
|
||||||
m_GaussianFrameBuffer_horiz.Generate();
|
m_GaussianCombineBuffer.Generate();
|
||||||
|
|
||||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
if(m_GaussianFrameBuffer_horiz == nullptr) {
|
||||||
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
|
m_GaussianFrameBuffer_horiz = new FrameBuffer[m_BloomLod];
|
||||||
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
}
|
||||||
}
|
if (m_GaussianFrameBuffer_vert == nullptr) {
|
||||||
m_GaussianFrameBuffer_vert.Generate();
|
m_GaussianFrameBuffer_vert = new FrameBuffer[m_BloomLod];
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < m_BloomLod; i++) {
|
||||||
|
if(m_GaussianFrameBuffer_horiz[i].GetHandle() == 0) {
|
||||||
|
m_GaussianFrameBuffer_horiz[i].AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0, i)));
|
||||||
|
}
|
||||||
|
m_GaussianFrameBuffer_horiz[i].Generate();
|
||||||
|
|
||||||
|
if (m_GaussianFrameBuffer_vert[i].GetHandle() == 0) {
|
||||||
|
m_GaussianFrameBuffer_vert[i].AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0, i)));
|
||||||
|
}
|
||||||
|
m_GaussianFrameBuffer_vert[i].Generate();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -87,33 +115,75 @@ void DrawBloomPass::ClearBuffer()
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
GLERROR("PRE");
|
GLERROR("PRE");
|
||||||
m_GaussianFrameBuffer_horiz.Bind();
|
for (int i = 0; i < m_BloomLod; i++) {
|
||||||
|
m_GaussianFrameBuffer_horiz[i].Bind();
|
||||||
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
m_GaussianFrameBuffer_horiz[i].Unbind();
|
||||||
|
m_GaussianFrameBuffer_vert[i].Bind();
|
||||||
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
m_GaussianFrameBuffer_vert[i].Unbind();
|
||||||
|
|
||||||
|
}
|
||||||
|
m_GaussianCombineBuffer.Bind();
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
m_GaussianFrameBuffer_horiz.Unbind();
|
m_GaussianCombineBuffer.Unbind();
|
||||||
m_GaussianFrameBuffer_vert.Bind();
|
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
|
||||||
m_GaussianFrameBuffer_vert.Unbind();
|
|
||||||
GLERROR("END");
|
GLERROR("END");
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawBloomPass::Draw(GLuint texture)
|
void DrawBloomPass::Draw(GLuint texture)
|
||||||
|
{
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < m_BloomLod; i++) {
|
||||||
|
GaussianLodPass(i, texture);
|
||||||
|
}
|
||||||
|
CombineGaussianBlur();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void DrawBloomPass::OnWindowResize()
|
||||||
{
|
{
|
||||||
if (m_Quality == 0) {
|
if (m_Quality == 0) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
GLERROR("DrawBloomPass::Draw: Pre");
|
CommonFunctions::GenerateMipMapTexture(
|
||||||
|
&m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
|
||||||
|
, GL_RGB, GL_FLOAT, m_BloomLod);
|
||||||
|
CommonFunctions::GenerateMipMapTexture(
|
||||||
|
&m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
|
||||||
|
, GL_RGB, GL_FLOAT, m_BloomLod);
|
||||||
|
for (int i = 0; i < m_BloomLod; i++) {
|
||||||
|
m_GaussianFrameBuffer_vert[i].Generate();
|
||||||
|
m_GaussianFrameBuffer_horiz[i].Generate();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture)
|
||||||
|
{
|
||||||
|
GLERROR("DrawBloomPass::Draw: Pre");
|
||||||
|
glViewport(0, 0, m_Renderer->GetViewportSize().Width/(glm::pow(2, mipMap)), m_Renderer->GetViewportSize().Height/(glm::pow(2, mipMap)));
|
||||||
DrawBloomPassState state;
|
DrawBloomPassState state;
|
||||||
|
|
||||||
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
|
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
|
||||||
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
|
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
|
||||||
|
|
||||||
|
m_GaussianProgram_vert->Bind();
|
||||||
|
glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), mipMap);
|
||||||
|
m_GaussianProgram_horiz->Bind();
|
||||||
|
glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), mipMap);
|
||||||
|
|
||||||
|
|
||||||
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
|
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
|
||||||
m_GaussianFrameBuffer_horiz.Bind();
|
m_GaussianFrameBuffer_horiz[mipMap].Bind();
|
||||||
m_GaussianProgram_horiz->Bind();
|
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, texture);
|
glBindTexture(GL_TEXTURE_2D, texture);
|
||||||
glBindVertexArray(m_ScreenQuad->VAO);
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
@@ -123,55 +193,56 @@ void DrawBloomPass::Draw(GLuint texture)
|
|||||||
//Iterate some times to make it more gaussian.
|
//Iterate some times to make it more gaussian.
|
||||||
for (int i = 1; i < m_Iterations; i++) {
|
for (int i = 1; i < m_Iterations; i++) {
|
||||||
//Vertical pass
|
//Vertical pass
|
||||||
m_GaussianFrameBuffer_vert.Bind();
|
m_GaussianFrameBuffer_vert[mipMap].Bind();
|
||||||
m_GaussianProgram_vert->Bind();
|
m_GaussianProgram_vert->Bind();
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||||
|
|
||||||
glBindVertexArray(m_ScreenQuad->VAO);
|
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
|
||||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
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);
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
//horizontal pass
|
//horizontal pass
|
||||||
m_GaussianFrameBuffer_vert.Unbind();
|
m_GaussianFrameBuffer_vert[mipMap].Unbind();
|
||||||
|
|
||||||
m_GaussianFrameBuffer_horiz.Bind();
|
m_GaussianFrameBuffer_horiz[mipMap].Bind();
|
||||||
m_GaussianProgram_horiz->Bind();
|
m_GaussianProgram_horiz->Bind();
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
|
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
|
||||||
|
|
||||||
glBindVertexArray(m_ScreenQuad->VAO);
|
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
|
||||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
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);
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
m_GaussianFrameBuffer_horiz.Unbind();
|
m_GaussianFrameBuffer_horiz[mipMap].Unbind();
|
||||||
}
|
}
|
||||||
|
|
||||||
//final vertical gaussian after the iterations are done
|
//final vertical gaussian after the iterations are done
|
||||||
|
|
||||||
m_GaussianFrameBuffer_vert.Bind();
|
m_GaussianFrameBuffer_vert[mipMap].Bind();
|
||||||
m_GaussianProgram_vert->Bind();
|
m_GaussianProgram_vert->Bind();
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||||
glBindVertexArray(m_ScreenQuad->VAO);
|
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
|
||||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
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);
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
|
|
||||||
GLERROR("DrawBloomPass::Draw: END");
|
GLERROR("DrawBloomPass::Draw: END");
|
||||||
|
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||||
|
m_GaussianFrameBuffer_vert[mipMap].Unbind();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void DrawBloomPass::CombineGaussianBlur()
|
||||||
void DrawBloomPass::OnWindowResize()
|
|
||||||
{
|
{
|
||||||
if (m_Quality == 0) {
|
m_GaussianCombineBuffer.Bind();
|
||||||
return;
|
m_GaussianCombineProgram->Bind();
|
||||||
}
|
glUniform1i(glGetUniformLocation(m_GaussianCombineProgram->GetHandle(), "MaxMipMap"), m_BloomLod);
|
||||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
|
||||||
m_GaussianFrameBuffer_vert.Generate();
|
glActiveTexture(GL_TEXTURE0);
|
||||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
|
||||||
m_GaussianFrameBuffer_horiz.Generate();
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||||
|
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);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -32,9 +32,9 @@ void DrawFinalPass::InitializeTextures()
|
|||||||
|
|
||||||
void DrawFinalPass::InitializeFrameBuffers()
|
void DrawFinalPass::InitializeFrameBuffers()
|
||||||
{
|
{
|
||||||
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
|
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
|
||||||
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
|
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
|
||||||
|
|
||||||
@@ -311,6 +311,8 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
|
|||||||
GLERROR("TransparentObjects");
|
GLERROR("TransparentObjects");
|
||||||
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
stateSprite->Enable(GL_DEPTH_TEST);
|
stateSprite->Enable(GL_DEPTH_TEST);
|
||||||
|
//stateSprite->AlphaFunc(GL_GEQUAL, 0.05f);
|
||||||
|
//stateSprite->Enable(GL_ALPHA_TEST);
|
||||||
DrawSprites(scene.Jobs.SpriteJob, scene);
|
DrawSprites(scene.Jobs.SpriteJob, scene);
|
||||||
GLERROR("SpriteJobs");
|
GLERROR("SpriteJobs");
|
||||||
|
|
||||||
@@ -343,8 +345,8 @@ void DrawFinalPass::OnWindowResize()
|
|||||||
//InitializeFrameBuffers();
|
//InitializeFrameBuffers();
|
||||||
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
||||||
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
m_FinalPassFrameBuffer.Generate();
|
m_FinalPassFrameBuffer.Generate();
|
||||||
|
|
||||||
GLERROR("Error changing texture resolutions");
|
GLERROR("Error changing texture resolutions");
|
||||||
@@ -1230,7 +1232,7 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
|
|||||||
} else {
|
} else {
|
||||||
frameBones = modelJob->Skeleton->GetTPose();
|
frameBones = modelJob->Skeleton->GetTPose();
|
||||||
}
|
}
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||||
|
|
||||||
} else {
|
} else {
|
||||||
if (lastShader != m_FillDepthStencilBufferProgram->GetHandle()) {
|
if (lastShader != m_FillDepthStencilBufferProgram->GetHandle()) {
|
||||||
@@ -1269,23 +1271,34 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
|||||||
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||||
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
|
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
|
RenderState* jobState = new RenderState();
|
||||||
|
|
||||||
|
|
||||||
for(auto& job : jobs) {
|
for(auto& job : jobs) {
|
||||||
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
||||||
RenderState jobState;
|
|
||||||
|
|
||||||
if (spriteJob) {
|
if (spriteJob) {
|
||||||
if(spriteJob->Depth == 0) {
|
if(spriteJob->Depth == 0) {
|
||||||
jobState.Disable(GL_DEPTH_TEST);
|
jobState->Disable(GL_DEPTH_TEST);
|
||||||
}
|
}
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix));
|
||||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
|
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
|
||||||
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
|
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
|
||||||
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
|
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
|
||||||
|
glUniform1f(glGetUniformLocation(shaderHandle, "ScaleX"), spriteJob->ScaleX);
|
||||||
|
glUniform1f(glGetUniformLocation(shaderHandle, "ScaleY"), spriteJob->ScaleY);
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE1);
|
glActiveTexture(GL_TEXTURE1);
|
||||||
if (spriteJob->DiffuseTexture != nullptr) {
|
if (spriteJob->DiffuseTexture != nullptr) {
|
||||||
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture);
|
||||||
|
if (spriteJob->Linear) {
|
||||||
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||||
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
} else {
|
||||||
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
||||||
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
|
}
|
||||||
|
|
||||||
} else {
|
} else {
|
||||||
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
|
||||||
}
|
}
|
||||||
@@ -1303,6 +1316,7 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
|||||||
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
|
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
delete jobState;
|
||||||
// m_SpriteProgram->Unbind();
|
// m_SpriteProgram->Unbind();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -2,11 +2,12 @@
|
|||||||
#include "Rendering/FrameBuffer.h"
|
#include "Rendering/FrameBuffer.h"
|
||||||
|
|
||||||
|
|
||||||
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment)
|
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod)
|
||||||
{
|
{
|
||||||
m_ResourceHandle = resourceHandle;
|
m_ResourceHandle = resourceHandle;
|
||||||
m_ResourceType = resourceType;
|
m_ResourceType = resourceType;
|
||||||
m_Attachment = attachment;
|
m_Attachment = attachment;
|
||||||
|
m_MipMapLod = mipMapLod;
|
||||||
}
|
}
|
||||||
|
|
||||||
Texture2D::~Texture2D()
|
Texture2D::~Texture2D()
|
||||||
@@ -58,7 +59,7 @@ void FrameBuffer::Generate()
|
|||||||
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
|
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
|
||||||
switch ((*it)->m_ResourceType) {
|
switch ((*it)->m_ResourceType) {
|
||||||
case GL_TEXTURE_2D:
|
case GL_TEXTURE_2D:
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
|
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, (*it)->m_MipMapLod);
|
||||||
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
|
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
|
||||||
break;
|
break;
|
||||||
case GL_RENDERBUFFER:
|
case GL_RENDERBUFFER:
|
||||||
|
|||||||
@@ -42,6 +42,15 @@ void LightCullingPass::SetSSBOSizes()
|
|||||||
{
|
{
|
||||||
m_NumberOfTiles = (int)(m_Renderer->GetViewportSize().Width/TILE_SIZE) * (int)(m_Renderer->GetViewportSize().Height/TILE_SIZE);
|
m_NumberOfTiles = (int)(m_Renderer->GetViewportSize().Width/TILE_SIZE) * (int)(m_Renderer->GetViewportSize().Height/TILE_SIZE);
|
||||||
|
|
||||||
|
if (m_Frustums != nullptr) {
|
||||||
|
delete[] m_Frustums;
|
||||||
|
}
|
||||||
|
if (m_LightGrid != nullptr) {
|
||||||
|
delete[] m_LightGrid;
|
||||||
|
}
|
||||||
|
if (m_LightIndex != nullptr) {
|
||||||
|
delete[] m_LightIndex;
|
||||||
|
}
|
||||||
m_Frustums = new Frustum[m_NumberOfTiles];
|
m_Frustums = new Frustum[m_NumberOfTiles];
|
||||||
m_LightGrid = new LightGrid[m_NumberOfTiles];
|
m_LightGrid = new LightGrid[m_NumberOfTiles];
|
||||||
m_LightIndex = new float[m_NumberOfTiles*MAX_LIGHTS_PER_TILE];
|
m_LightIndex = new float[m_NumberOfTiles*MAX_LIGHTS_PER_TILE];
|
||||||
|
|||||||
@@ -24,7 +24,7 @@ void PickingPass::InitializeTextures()
|
|||||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
||||||
|
|
||||||
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
|
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
|
||||||
}
|
}
|
||||||
|
|
||||||
void PickingPass::InitializeFrameBuffers()
|
void PickingPass::InitializeFrameBuffers()
|
||||||
@@ -219,7 +219,7 @@ void PickingPass::Draw(RenderScene& scene)
|
|||||||
m_PickingSkinnedProgram->Bind();
|
m_PickingSkinnedProgram->Bind();
|
||||||
lastShader = m_PickingSkinnedProgram->GetHandle();
|
lastShader = m_PickingSkinnedProgram->GetHandle();
|
||||||
}
|
}
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
|
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
|
||||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||||
|
|
||||||
std::vector<glm::mat4> frameBones;
|
std::vector<glm::mat4> frameBones;
|
||||||
|
|||||||
@@ -9,10 +9,11 @@ RenderSystem::RenderSystem(SystemParams params, const IRenderer* renderer, Rende
|
|||||||
, m_Octree(frustumCullOctree)
|
, m_Octree(frustumCullOctree)
|
||||||
{
|
{
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
|
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_EResolutionChanged, &RenderSystem::OnResolutionChanged);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
|
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &RenderSystem::OnPlayerSpawned);
|
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &RenderSystem::OnPlayerSpawned);
|
||||||
|
|
||||||
m_Camera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f);
|
m_Camera = new Camera((float)m_Renderer->GetViewportSize().Width / m_Renderer->GetViewportSize().Height, glm::radians(45.f), 0.01f, 5000.f);
|
||||||
}
|
}
|
||||||
|
|
||||||
RenderSystem::~RenderSystem()
|
RenderSystem::~RenderSystem()
|
||||||
@@ -20,11 +21,18 @@ RenderSystem::~RenderSystem()
|
|||||||
delete m_Camera;
|
delete m_Camera;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool RenderSystem::OnResolutionChanged(Events::ResolutionChanged& e)
|
||||||
|
{
|
||||||
|
// Update camera aspect ration on resolution change
|
||||||
|
m_Camera->SetAspectRatio((float)e.NewResolution.Width / e.NewResolution.Height);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
bool RenderSystem::OnSetCamera(Events::SetCamera& e)
|
bool RenderSystem::OnSetCamera(Events::SetCamera& e)
|
||||||
{
|
{
|
||||||
ComponentWrapper cTransform = e.CameraEntity["Transform"];
|
ComponentWrapper cTransform = e.CameraEntity["Transform"];
|
||||||
ComponentWrapper cCamera = e.CameraEntity["Camera"];
|
ComponentWrapper cCamera = e.CameraEntity["Camera"];
|
||||||
m_Camera->SetFOV((double)cCamera["FOV"]);
|
m_Camera->SetFOV(glm::radians((double)cCamera["FOV"]));
|
||||||
m_Camera->SetNearClip((double)cCamera["NearClip"]);
|
m_Camera->SetNearClip((double)cCamera["NearClip"]);
|
||||||
m_Camera->SetFarClip((double)cCamera["FarClip"]);
|
m_Camera->SetFarClip((double)cCamera["FarClip"]);
|
||||||
m_Camera->SetPosition(cTransform["Position"]);
|
m_Camera->SetPosition(cTransform["Position"]);
|
||||||
|
|||||||
@@ -36,16 +36,24 @@ void Renderer::Initialize()
|
|||||||
m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
|
m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Renderer::glfwWindowSizeCallback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
m_WindowToRenderer[window]->setWindowSize(Rectangle(width, height));
|
||||||
|
}
|
||||||
|
|
||||||
void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height)
|
void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height)
|
||||||
{
|
{
|
||||||
glViewport(0, 0, width, height);
|
m_WindowToRenderer[window]->updateFramebufferSize();
|
||||||
Renderer* currentRenderer = m_WindowToRenderer[window];
|
}
|
||||||
currentRenderer->m_ViewportSize = Rectangle(width, height);
|
|
||||||
currentRenderer->m_PickingPass->OnWindowResize();
|
void Renderer::SetResolution(const Rectangle& resolution)
|
||||||
currentRenderer->m_DrawFinalPass->OnWindowResize();
|
{
|
||||||
currentRenderer->m_LightCullingPass->OnWindowResize();
|
m_Resolution = resolution;
|
||||||
currentRenderer->m_DrawBloomPass->OnWindowResize();
|
|
||||||
currentRenderer->m_SSAOPass->OnWindowResize();
|
if (m_Window != nullptr) {
|
||||||
|
setWindowSize(resolution);
|
||||||
|
updateFramebufferSize();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::InitializeWindow()
|
void Renderer::InitializeWindow()
|
||||||
@@ -67,6 +75,7 @@ void Renderer::InitializeWindow()
|
|||||||
LOG_ERROR("GLFW: Failed to create window");
|
LOG_ERROR("GLFW: Failed to create window");
|
||||||
exit(EXIT_FAILURE);
|
exit(EXIT_FAILURE);
|
||||||
}
|
}
|
||||||
|
glfwSetWindowSizeCallback(m_Window, &glfwWindowSizeCallback);
|
||||||
glfwSetFramebufferSizeCallback(m_Window, &glfwFrameBufferCallback);
|
glfwSetFramebufferSizeCallback(m_Window, &glfwFrameBufferCallback);
|
||||||
glfwMakeContextCurrent(m_Window);
|
glfwMakeContextCurrent(m_Window);
|
||||||
|
|
||||||
@@ -111,6 +120,31 @@ void Renderer::InputUpdate(double dt)
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Renderer::setWindowSize(Rectangle size)
|
||||||
|
{
|
||||||
|
m_Resolution = size;
|
||||||
|
glfwSetWindowSize(m_Window, size.Width, size.Height);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::updateFramebufferSize()
|
||||||
|
{
|
||||||
|
Events::ResolutionChanged e;
|
||||||
|
e.OldResolution = m_ViewportSize;
|
||||||
|
|
||||||
|
int width, height;
|
||||||
|
glfwGetFramebufferSize(m_Window, &width, &height);
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
m_ViewportSize = Rectangle(width, height);
|
||||||
|
m_PickingPass->OnWindowResize();
|
||||||
|
m_DrawFinalPass->OnWindowResize();
|
||||||
|
m_LightCullingPass->OnWindowResize();
|
||||||
|
m_DrawBloomPass->OnWindowResize();
|
||||||
|
m_SSAOPass->OnWindowResize();
|
||||||
|
|
||||||
|
e.NewResolution = m_ViewportSize;
|
||||||
|
m_EventBroker->Publish(e);
|
||||||
|
}
|
||||||
|
|
||||||
void Renderer::Update(double dt)
|
void Renderer::Update(double dt)
|
||||||
{
|
{
|
||||||
m_EventBroker->Process<Renderer>();
|
m_EventBroker->Process<Renderer>();
|
||||||
@@ -263,6 +297,7 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
|
|||||||
GLERROR("Texture initialization failed");
|
GLERROR("Texture initialization failed");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void Renderer::InitializeRenderPasses()
|
void Renderer::InitializeRenderPasses()
|
||||||
{
|
{
|
||||||
m_PickingPass = new PickingPass(this, m_EventBroker);
|
m_PickingPass = new PickingPass(this, m_EventBroker);
|
||||||
|
|||||||
@@ -233,6 +233,11 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
|||||||
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
|
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
|
||||||
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
|
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
|
||||||
|
|
||||||
|
m_GaussianProgram_vert->Bind();
|
||||||
|
glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), 0);
|
||||||
|
m_GaussianProgram_horiz->Bind();
|
||||||
|
glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), 0);
|
||||||
|
|
||||||
m_GaussianFrameBuffer_horiz.Bind();
|
m_GaussianFrameBuffer_horiz.Bind();
|
||||||
m_GaussianProgram_horiz->Bind();
|
m_GaussianProgram_horiz->Bind();
|
||||||
|
|
||||||
@@ -252,8 +257,6 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
|||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
|
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
|
||||||
|
|
||||||
glBindVertexArray(m_ScreenQuad->VAO);
|
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
|
||||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
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);
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
//horizontal pass
|
//horizontal pass
|
||||||
@@ -265,8 +268,6 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
|||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_Gaussian_vert);
|
glBindTexture(GL_TEXTURE_2D, m_Gaussian_vert);
|
||||||
|
|
||||||
glBindVertexArray(m_ScreenQuad->VAO);
|
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
|
||||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
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);
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
m_GaussianFrameBuffer_horiz.Unbind();
|
m_GaussianFrameBuffer_horiz.Unbind();
|
||||||
@@ -279,8 +280,7 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
|||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
|
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
|
||||||
glBindVertexArray(m_ScreenQuad->VAO);
|
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
|
||||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
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);
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
|
|
||||||
|
|||||||
@@ -156,7 +156,12 @@ void ShadowPass::InitializeShaderPrograms()
|
|||||||
m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
|
m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
|
||||||
m_ShadowProgram->Link();
|
m_ShadowProgram->Link();
|
||||||
|
|
||||||
|
m_ShadowProgramSkinned = ResourceManager::Load<ShaderProgram>("#ShadowProgramSkinned");
|
||||||
|
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowSkinned.vert.glsl")));
|
||||||
|
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
|
||||||
|
m_ShadowProgramSkinned->Compile();
|
||||||
|
m_ShadowProgramSkinned->BindFragDataLocation(0, "ShadowMap");
|
||||||
|
m_ShadowProgramSkinned->Link();
|
||||||
}
|
}
|
||||||
|
|
||||||
void ShadowPass::ClearBuffer()
|
void ShadowPass::ClearBuffer()
|
||||||
@@ -212,8 +217,7 @@ void ShadowPass::Draw(RenderScene & scene)
|
|||||||
|
|
||||||
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
|
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
|
||||||
|
|
||||||
m_ShadowProgram->Bind();
|
|
||||||
GLuint shaderHandle = m_ShadowProgram->GetHandle();
|
|
||||||
glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
|
glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
|
||||||
|
|
||||||
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
|
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
|
||||||
@@ -221,7 +225,11 @@ void ShadowPass::Draw(RenderScene & scene)
|
|||||||
|
|
||||||
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
|
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
|
||||||
|
|
||||||
|
|
||||||
|
GLuint shaderHandle;
|
||||||
|
|
||||||
for (auto &job : scene.Jobs.DirectionalLight) {
|
for (auto &job : scene.Jobs.DirectionalLight) {
|
||||||
|
|
||||||
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
|
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
|
||||||
|
|
||||||
if (directionalLightJob) {
|
if (directionalLightJob) {
|
||||||
@@ -232,9 +240,19 @@ void ShadowPass::Draw(RenderScene & scene)
|
|||||||
//RadiusToLightspace(m_shadowFrusta[i]);
|
//RadiusToLightspace(m_shadowFrusta[i]);
|
||||||
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]);
|
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]);
|
||||||
|
|
||||||
|
|
||||||
|
m_ShadowProgram->Bind();
|
||||||
|
shaderHandle = m_ShadowProgram->GetHandle();
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
|
||||||
|
|
||||||
|
m_ShadowProgramSkinned->Bind();
|
||||||
|
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
GLERROR("ShadowLight ERROR");
|
GLERROR("ShadowLight ERROR");
|
||||||
|
|
||||||
for (auto &objectJob : scene.Jobs.OpaqueObjects) {
|
for (auto &objectJob : scene.Jobs.OpaqueObjects) {
|
||||||
@@ -245,6 +263,23 @@ void ShadowPass::Draw(RenderScene & scene)
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(modelJob->Model->IsSkinned()) {
|
||||||
|
m_ShadowProgramSkinned->Bind();
|
||||||
|
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||||
|
|
||||||
|
std::vector<glm::mat4> frameBones;
|
||||||
|
if (modelJob->BlendTree != nullptr) {
|
||||||
|
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||||
|
} else {
|
||||||
|
frameBones = modelJob->Skeleton->GetTPose();
|
||||||
|
}
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||||
|
|
||||||
|
} else {
|
||||||
|
m_ShadowProgram->Bind();
|
||||||
|
shaderHandle = m_ShadowProgram->GetHandle();
|
||||||
|
}
|
||||||
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
|
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
|
||||||
|
|
||||||
@@ -265,6 +300,23 @@ void ShadowPass::Draw(RenderScene & scene)
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (modelJob->Model->IsSkinned()) {
|
||||||
|
m_ShadowProgramSkinned->Bind();
|
||||||
|
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||||
|
|
||||||
|
std::vector<glm::mat4> frameBones;
|
||||||
|
if (modelJob->BlendTree != nullptr) {
|
||||||
|
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||||
|
} else {
|
||||||
|
frameBones = modelJob->Skeleton->GetTPose();
|
||||||
|
}
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||||
|
|
||||||
|
} else {
|
||||||
|
m_ShadowProgram->Bind();
|
||||||
|
shaderHandle = m_ShadowProgram->GetHandle();
|
||||||
|
}
|
||||||
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
|
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
|
||||||
|
|
||||||
|
|||||||
@@ -3,9 +3,9 @@
|
|||||||
TextureSprite::TextureSprite(std::string path)
|
TextureSprite::TextureSprite(std::string path)
|
||||||
:Texture(path)
|
:Texture(path)
|
||||||
{
|
{
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
||||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
GLERROR("Texture load");
|
GLERROR("Texture load");
|
||||||
}
|
}
|
||||||
@@ -25,10 +25,12 @@ void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples
|
|||||||
|
|
||||||
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
|
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
|
||||||
{
|
{
|
||||||
|
glDeleteTextures(1, texture);
|
||||||
glGenTextures(1, texture);
|
glGenTextures(1, texture);
|
||||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||||
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
|
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
|
||||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture);
|
//glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, NULL);
|
||||||
|
GLERROR("MipMap Texture glTexSubImage2D failed");
|
||||||
glGenerateMipmap(GL_TEXTURE_2D);
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||||
|
|||||||
@@ -36,10 +36,6 @@ ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer*
|
|||||||
unsigned char pdata[3];
|
unsigned char pdata[3];
|
||||||
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata);
|
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata);
|
||||||
GLERROR("glReadPixels(pdata) Error");
|
GLERROR("glReadPixels(pdata) Error");
|
||||||
PickDataBuffer->Unbind();
|
|
||||||
GLERROR("Unbind Error");
|
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
|
|
||||||
GLERROR("glBindFramebuffer(DepthBuffer) Error");
|
|
||||||
float depthData;
|
float depthData;
|
||||||
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);
|
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);
|
||||||
GLERROR("glReadPixels(depthData) Error");
|
GLERROR("glReadPixels(depthData) Error");
|
||||||
|
|||||||
@@ -264,11 +264,6 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
|||||||
size = glm::vec3(1.f, 1.f, 1.f);
|
size = glm::vec3(1.f, 1.f, 1.f);
|
||||||
} else {
|
} else {
|
||||||
size = glm::vec3(1.f, 1.6f, 1.f);
|
size = glm::vec3(1.f, 1.6f, 1.f);
|
||||||
if (controller->CrouchingLastFrame() && isOnGround) {
|
|
||||||
// The collision should resolve this anyway, but
|
|
||||||
// this is more reliable, since the box gets larger.
|
|
||||||
((glm::vec3&)cTransform["Position"]).y += 0.3f;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -190,60 +190,50 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
|
|||||||
magAmmo -= 1;
|
magAmmo -= 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
int numPellets = cWeapon["NumPellets"];
|
// We can't really do any valuable calculations without a valid camera
|
||||||
float spreadAngle = cWeapon["SpreadAngle"];
|
if (!m_CurrentCamera.Valid()) {
|
||||||
std::uniform_real_distribution<float> randomSpreadAngle(-spreadAngle, spreadAngle);
|
return;
|
||||||
|
|
||||||
// Calculate pellet angles
|
|
||||||
// HACK: Random for now?
|
|
||||||
// TODO: Make distribution even for each quadrant
|
|
||||||
std::vector<glm::vec2> pelletAngles;
|
|
||||||
for (int i = 0; i < numPellets; i++) {
|
|
||||||
pelletAngles.push_back(glm::vec2(randomSpreadAngle(m_RandomEngine), randomSpreadAngle(m_RandomEngine)));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
double pelletDamage = (double)cWeapon["BaseDamage"] / numPellets;
|
int numPellets = cWeapon["NumPellets"];
|
||||||
|
|
||||||
|
// Create a spread pattern
|
||||||
|
std::vector<glm::vec2> pattern;
|
||||||
|
// The first pellet is always centered
|
||||||
|
pattern.push_back(glm::vec2(0, 0));
|
||||||
|
// Any additional pellets form circles around the middle
|
||||||
|
int numOuterPellets = numPellets - 1;
|
||||||
|
float angleIncrement = glm::two_pi<float>() / numOuterPellets;
|
||||||
|
for (int i = 0; i < numOuterPellets; ++i) {
|
||||||
|
float angle = angleIncrement * i;
|
||||||
|
glm::vec2 pellet = glm::vec2(glm::cos(angle), glm::sin(angle));
|
||||||
|
pattern.push_back(pellet);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Deal damage (clientside)
|
||||||
|
dealDamage(cWeapon, wi, pattern);
|
||||||
|
|
||||||
|
// Spawn tracers
|
||||||
|
spawnTracers(cWeapon, wi, pattern);
|
||||||
|
|
||||||
// View punch
|
// View punch
|
||||||
if (IsClient) {
|
//if (IsClient) {
|
||||||
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
// EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
||||||
if (camera.Valid()) {
|
// if (camera.Valid()) {
|
||||||
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
|
// glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
|
||||||
float viewPunch = cWeapon["ViewPunch"];
|
// float viewPunch = cWeapon["ViewPunch"];
|
||||||
float maxTravelAngle = cWeapon["MaxTravelAngle"];
|
// float maxTravelAngle = cWeapon["MaxTravelAngle"];
|
||||||
float& currentTravel = cWeapon["CurrentTravel"];
|
// float& currentTravel = cWeapon["CurrentTravel"];
|
||||||
if (currentTravel < maxTravelAngle) {
|
// if (currentTravel < maxTravelAngle) {
|
||||||
float change = viewPunch;
|
// float change = viewPunch;
|
||||||
if (currentTravel + change > maxTravelAngle) {
|
// if (currentTravel + change > maxTravelAngle) {
|
||||||
change = maxTravelAngle - currentTravel;
|
// change = maxTravelAngle - currentTravel;
|
||||||
}
|
// }
|
||||||
cameraOrientation.x += change;
|
// cameraOrientation.x += change;
|
||||||
currentTravel += change;
|
// currentTravel += change;
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
}
|
//}
|
||||||
|
|
||||||
// Tracers
|
|
||||||
EntityWrapper weaponModelEntity;
|
|
||||||
if (wi.Player == LocalPlayer) {
|
|
||||||
weaponModelEntity = wi.FirstPersonEntity;
|
|
||||||
} else {
|
|
||||||
weaponModelEntity = wi.ThirdPersonEntity;
|
|
||||||
}
|
|
||||||
if (weaponModelEntity.Valid()) {
|
|
||||||
EntityWrapper spawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
|
|
||||||
for (auto& angles : pelletAngles) {
|
|
||||||
glm::vec3 direction = Transform::AbsoluteOrientation(spawner) * glm::quat(glm::vec3(angles, 0.f)) * glm::vec3(0, 0, -1);
|
|
||||||
float distance = traceRayDistance(Transform::AbsolutePosition(spawner), direction);
|
|
||||||
EntityWrapper ray = SpawnerSystem::Spawn(spawner);
|
|
||||||
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
|
|
||||||
glm::vec3& orientation = ray["Transform"]["Orientation"];
|
|
||||||
orientation.x += angles.x;
|
|
||||||
orientation.y += angles.y;
|
|
||||||
glm::vec3 trajectory = direction * distance;
|
|
||||||
dealDamage(cWeapon, wi, direction, pelletDamage);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Play animation
|
// Play animation
|
||||||
playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Fire");
|
playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Fire");
|
||||||
@@ -255,7 +245,35 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
|
|||||||
m_EventBroker->Publish(e);
|
m_EventBroker->Publish(e);
|
||||||
}
|
}
|
||||||
|
|
||||||
void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage)
|
void DefenderWeaponBehaviour::spawnTracers(ComponentWrapper cWeapon, WeaponInfo& wi, std::vector<glm::vec2> pattern)
|
||||||
|
{
|
||||||
|
EntityWrapper muzzle = getRelevantWeaponEntity(wi).FirstChildByName("WeaponMuzzle");
|
||||||
|
if (!muzzle.Valid()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
float spreadAngle = glm::radians((float)cWeapon["SpreadAngle"]);
|
||||||
|
|
||||||
|
for (auto& pellet : pattern) {
|
||||||
|
glm::quat pelletRotation = glm::quat(Transform::AbsoluteOrientationEuler(wi.Player.FirstChildByName("Camera"))) * glm::quat(glm::vec3(pellet.y, pellet.x, 0) * spreadAngle);
|
||||||
|
glm::vec3 origin = Transform::AbsolutePosition(wi.Player.FirstChildByName("Camera"));
|
||||||
|
glm::vec3 direction = pelletRotation * glm::vec3(0, 0, -1);
|
||||||
|
float distance = traceRayDistance(origin, direction);
|
||||||
|
EntityWrapper ray = SpawnerSystem::Spawn(muzzle);
|
||||||
|
if (ray.Valid()) {
|
||||||
|
ComponentWrapper cTransform = ray["Transform"];
|
||||||
|
glm::vec3& position = cTransform["Position"];
|
||||||
|
glm::vec3& orientation = cTransform["Orientation"];
|
||||||
|
glm::vec3& scale = cTransform["Scale"];
|
||||||
|
|
||||||
|
position = Transform::AbsolutePosition(wi.Player.FirstChildByName("Camera"));
|
||||||
|
orientation = glm::eulerAngles(pelletRotation);
|
||||||
|
scale.z = distance;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, const std::vector<glm::vec2>& pattern)
|
||||||
{
|
{
|
||||||
// Only deal damage client side
|
// Only deal damage client side
|
||||||
if (!IsClient) {
|
if (!IsClient) {
|
||||||
@@ -271,47 +289,76 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
|
|||||||
if (!wi.Player.Valid()) {
|
if (!wi.Player.Valid()) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
glm::vec3 maxRange = direction * 2.f;
|
// Convert the spread angle to screen coordinates, taking FOV into account
|
||||||
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
Rectangle res = m_Renderer->GetViewportSize();
|
||||||
glm::vec3 cameraPosition = Transform::AbsolutePosition(camera);
|
float spreadAngle = glm::radians((float)cWeapon["SpreadAngle"]);
|
||||||
if (!camera.Valid()) {
|
float nearClip = (double)m_CurrentCamera["Camera"]["NearClip"];
|
||||||
return;
|
float farClip = (double)m_CurrentCamera["Camera"]["FarClip"];
|
||||||
}
|
float yFOV = glm::radians((double)m_CurrentCamera["Camera"]["FOV"]);
|
||||||
Rectangle screenResolution = m_Renderer->GetViewportSize();
|
//float yRefFOV = glm::radians(59.f);
|
||||||
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
|
//float yRef = glm::tan(yRefFOV) * nearClip;
|
||||||
glm::vec2 screenCoords = cameraFromEntity(m_CurrentCamera).WorldToScreen(cameraPosition + maxRange, m_Renderer->GetViewportSize());
|
//float yRatio = yRef / (glm::tan(yFOV) * nearClip);
|
||||||
PickData pickData = m_Renderer->Pick(centerScreen + screenCoords);
|
//float yMax = (yRatio / 2.f) * spreadAngle * (res.Height / 2.f);
|
||||||
EntityWrapper victim(m_World, pickData.Entity);
|
float yRefFOV = glm::radians(59.f);
|
||||||
if (!victim.Valid()) {
|
float yRef = glm::tan(yRefFOV) * nearClip;
|
||||||
return;
|
float yRatio = yRef / (glm::tan(yFOV) * nearClip);
|
||||||
|
float yMax = yRatio * (glm::tan(spreadAngle) * farClip);
|
||||||
|
|
||||||
|
LOG_DEBUG("Ratio: %f", yRatio);
|
||||||
|
LOG_DEBUG("fatClip: %f", farClip);
|
||||||
|
LOG_DEBUG("yMax: %f", yMax);
|
||||||
|
double pelletDamage = (double)cWeapon["BaseDamage"] / pattern.size();
|
||||||
|
|
||||||
|
// Pick!
|
||||||
|
std::unordered_map<EntityWrapper, double> damageSum;
|
||||||
|
glm::vec2 screenCenter(res.Width / 2.f, res.Height / 2.f);
|
||||||
|
for (auto& pellet : pattern) {
|
||||||
|
glm::vec2 pickCoord = screenCenter + (pellet * glm::vec2(yMax, yMax));
|
||||||
|
PickData pick = m_Renderer->Pick(pickCoord);
|
||||||
|
|
||||||
|
EntityWrapper victim(m_World, pick.Entity);
|
||||||
|
if (!victim.Valid()) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Temp hit decal
|
||||||
|
EntityWrapper hit = ResourceManager::Load<EntityFile>("Schema/Entities/HitTest.xml")->MergeInto(m_World);
|
||||||
|
hit["Transform"]["Position"] = pick.Position;
|
||||||
|
|
||||||
|
// Don't let us shoot ourselves in the foot somehow
|
||||||
|
if (victim == LocalPlayer) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Only care about players being hit
|
||||||
|
if (!victim.HasComponent("Player")) {
|
||||||
|
victim = victim.FirstParentWithComponent("Player");
|
||||||
|
if (!victim.Valid()) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check for friendly fire
|
||||||
|
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
|
||||||
|
// TODO: Ammo sharing
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
damageSum[victim] += pelletDamage;
|
||||||
|
((glm::vec3&)hit["Model"]["Color"]).b = 1.f;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Don't let us shoot ourselves in the foot somehow
|
// Deal damage!
|
||||||
if (victim == LocalPlayer) {
|
for (auto& kv : damageSum) {
|
||||||
return;
|
// Deal damage!
|
||||||
|
Events::PlayerDamage ePlayerDamage;
|
||||||
|
ePlayerDamage.Inflictor = wi.Player;
|
||||||
|
ePlayerDamage.Victim = kv.first;
|
||||||
|
ePlayerDamage.Damage = kv.second;
|
||||||
|
m_EventBroker->Publish(ePlayerDamage);
|
||||||
|
LOG_DEBUG("Dealt %f damage to #%i", kv.second, kv.first.ID);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Only care about players being hit
|
|
||||||
if (!victim.HasComponent("Player")) {
|
|
||||||
victim = victim.FirstParentWithComponent("Player");
|
|
||||||
}
|
|
||||||
if (!victim.Valid()) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Check for friendly fire
|
|
||||||
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Deal damage!
|
|
||||||
Events::PlayerDamage ePlayerDamage;
|
|
||||||
ePlayerDamage.Inflictor = wi.Player;
|
|
||||||
ePlayerDamage.Victim = victim;
|
|
||||||
ePlayerDamage.Damage = damage;
|
|
||||||
m_EventBroker->Publish(ePlayerDamage);
|
|
||||||
LOG_DEBUG("Damage: %f", damage);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
bool DefenderWeaponBehaviour::canFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
bool DefenderWeaponBehaviour::canFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||||
|
|||||||
Reference in New Issue
Block a user