Compare commits
16 Commits
CubeMap
...
TempBranchSak
| Author | SHA1 | Date | |
|---|---|---|---|
| cc5943fcee | |||
| 62e22d3821 | |||
| 0805375483 | |||
| f56705d921 | |||
| 748a178801 | |||
| eac9a9daf6 | |||
| 059fe5c6c0 | |||
| fb465ede81 | |||
| f66fa7a183 | |||
| 508d8a6f00 | |||
| 8ce6308649 | |||
| f10958c268 | |||
| da1c7b3093 | |||
| ef87102d1f | |||
| 9a41bda4cf | |||
| fa13c1d065 |
@@ -21,6 +21,7 @@
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#include "Core/ConfigFile.h"
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#include "Core/ConfigFile.h"
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#include "Input/EInputCommand.h"
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#include "Input/EInputCommand.h"
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#include "Core/EPlayerDamage.h"
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#include "Core/EPlayerDamage.h"
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#include "../Game/Events/EDoubleJump.h"
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#include "Network/EInterpolate.h"
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#include "Network/EInterpolate.h"
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#include "Network/SnapshotFilter.h"
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#include "Network/SnapshotFilter.h"
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#include "Core/EPlayerSpawned.h"
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#include "Core/EPlayerSpawned.h"
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@@ -47,7 +48,9 @@ public:
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void Connect(std::string address, int port);
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void Connect(std::string address, int port);
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void Update() override;
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void Update() override;
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private:
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UDPClient m_Unreliable;
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TCPClient m_Reliable;
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std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
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std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
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void parseSpawnEvents();
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void parseSpawnEvents();
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// Save for children
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// Save for children
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@@ -101,9 +104,9 @@ public:
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void parseEntityDeletion(Packet& packet);
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void parseEntityDeletion(Packet& packet);
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void parsePlayerDamage(Packet& packet);
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void parsePlayerDamage(Packet& packet);
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void parseComponentDeletion(Packet& packet);
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void parseComponentDeletion(Packet& packet);
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void parseDoubleJump(Packet& packet);
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void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
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void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
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void parseSnapshot(Packet& packet);
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void parseSnapshot(Packet& packet);
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void UpdateLocalCapturePointHUD(EntityWrapper capturePointHUD);
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void identifyPacketLoss();
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void identifyPacketLoss();
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void hasServerTimedOut();
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void hasServerTimedOut();
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EntityID createPlayer();
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EntityID createPlayer();
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@@ -127,11 +130,10 @@ public:
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EventRelay<Client, Events::PlayerSpawned> m_EPlayerSpawned;
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EventRelay<Client, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(const Events::PlayerSpawned& e);
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bool OnPlayerSpawned(const Events::PlayerSpawned& e);
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EventRelay< Client, Events::SearchForServers> m_ESearchForServers;
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EventRelay< Client, Events::SearchForServers> m_ESearchForServers;
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EventRelay<Client, Events::DoubleJump> m_EDoubleJump;
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bool OnDoubleJump(Events::DoubleJump & e);
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bool OnSearchForServers(const Events::SearchForServers& e);
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bool OnSearchForServers(const Events::SearchForServers& e);
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private:
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UDPClient m_Unreliable;
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UDPClient m_ServerlistRequest;
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UDPClient m_ServerlistRequest;
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TCPClient m_Reliable;
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std::vector<ServerInfo> m_Serverlist;
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std::vector<ServerInfo> m_Serverlist;
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bool m_SearchingForServers = false;
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bool m_SearchingForServers = false;
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std::clock_t m_StartSearchTime;
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std::clock_t m_StartSearchTime;
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@@ -19,6 +19,7 @@ enum class MessageType
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EntityDeleted,
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EntityDeleted,
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ComponentDeleted,
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ComponentDeleted,
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PlayerTransform,
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PlayerTransform,
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OnDoubleJump,
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ServerlistRequest,
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ServerlistRequest,
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Invalid
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Invalid
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};
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};
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@@ -8,7 +8,6 @@
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#include "Network/TCPServer.h"
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#include "Network/TCPServer.h"
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#include "Network/UDPServer.h"
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#include "Network/UDPServer.h"
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#include "Network/UDPClient.h" //LOL
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#include "Network/MessageType.h"
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#include "Network/MessageType.h"
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#include "Network/PlayerDefinition.h"
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#include "Network/PlayerDefinition.h"
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#include "Core/World.h"
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#include "Core/World.h"
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@@ -18,6 +17,7 @@
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#include "Core/EPlayerDamage.h"
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#include "Core/EPlayerDamage.h"
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#include "Network/EPlayerDisconnected.h"
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#include "Network/EPlayerDisconnected.h"
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#include "Core/EPlayerSpawned.h"
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#include "Core/EPlayerSpawned.h"
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#include "../Game/Events/EDoubleJump.h"
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#include "Core/EEntityDeleted.h"
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#include "Core/EEntityDeleted.h"
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#include "Core/EComponentDeleted.h"
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#include "Core/EComponentDeleted.h"
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@@ -81,8 +81,9 @@ private:
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void parseOnInputCommand(Packet& packet);
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void parseOnInputCommand(Packet& packet);
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void parseClientPing();
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void parseClientPing();
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void parsePing();
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void parsePing();
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void parseUDPConnect(Packet & packet);
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bool parseDoubleJump(Packet& packet);
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void parseTCPConnect(Packet & packet);
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void parseUDPConnect(Packet& packet);
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void parseTCPConnect(Packet& packet);
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void parseDisconnect();
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void parseDisconnect();
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void parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint);
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void parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint);
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bool shouldSendToClient(EntityWrapper childEntity);
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bool shouldSendToClient(EntityWrapper childEntity);
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@@ -25,10 +25,9 @@ private:
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std::unique_ptr<boost::asio::ip::tcp::acceptor> acceptor;
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std::unique_ptr<boost::asio::ip::tcp::acceptor> acceptor;
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boost::shared_ptr<boost::asio::ip::tcp::socket> lastReceivedSocket;
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boost::shared_ptr<boost::asio::ip::tcp::socket> lastReceivedSocket;
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void handle_accept(boost::shared_ptr<boost::asio::ip::tcp::socket> socket,
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int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
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const boost::system::error_code& error);
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int readBuffer(PlayerDefinition& playerDefinition);
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int readBuffer(PlayerDefinition& playerDefinition);
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PlayerID getPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers,
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boost::asio::ip::address address, unsigned short port);
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int GetPort();
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int GetPort();
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std::string GetAddress();
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std::string GetAddress();
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int m_Port = 0;
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int m_Port = 0;
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@@ -12,7 +12,7 @@
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class DrawBloomPass
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class DrawBloomPass
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{
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{
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public:
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public:
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DrawBloomPass(IRenderer* renderer /* ,Texture or finalpass*/ );
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DrawBloomPass(IRenderer* renderer, ConfigFile* config);
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~DrawBloomPass() { }
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~DrawBloomPass() { }
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void InitializeTextures();
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeFrameBuffers();
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@@ -23,23 +23,34 @@ public:
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void FillGaussianBuffer(FrameBuffer* fb);
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void FillGaussianBuffer(FrameBuffer* fb);
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void Draw(GLuint texture);
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void Draw(GLuint texture);
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void ChangeQuality(int quality);
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void OnWindowResize();
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void OnWindowResize();
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//Getters
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//Getters
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//Return the blurred result of the texture that was sent into draw
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//Return the blurred result of the texture that was sent into draw
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GLuint GaussianTexture() const { return m_GaussianTexture_vert; }
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GLuint GaussianTexture() const {
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if (m_Quality == 0) {
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return m_BlackTexture->m_Texture;
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}
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else {
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return m_GaussianTexture_vert;
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}
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}
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private:
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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Texture* m_WhiteTexture;
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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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const IRenderer* m_Renderer;
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const IRenderer* m_Renderer;
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ConfigFile* m_Config;
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//const LightCullingPass* m_LightCullingPass
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//const LightCullingPass* m_LightCullingPass
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GLuint m_iterations = 9;
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int m_Iterations = 7;
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int m_Quality = 3;
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GLuint m_GaussianTexture_horiz;
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GLuint m_GaussianTexture_horiz;
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GLuint m_GaussianTexture_vert;
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GLuint m_GaussianTexture_vert;
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@@ -5,6 +5,7 @@
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#include "DrawFinalPassState.h"
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#include "DrawFinalPassState.h"
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#include "LightCullingPass.h"
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#include "LightCullingPass.h"
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#include "CubeMapPass.h"
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#include "CubeMapPass.h"
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#include "SSAOPass.h"
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#include "FrameBuffer.h"
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "ShaderProgram.h"
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#include "Util/UnorderedMapVec2.h"
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#include "Util/UnorderedMapVec2.h"
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@@ -14,12 +15,12 @@
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class DrawFinalPass
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class DrawFinalPass
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{
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{
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public:
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass);
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
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~DrawFinalPass() { }
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~DrawFinalPass() { }
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void InitializeTextures();
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void InitializeShaderPrograms();
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void Draw(RenderScene& scene, GLuint SSAOTexture);
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void Draw(RenderScene& scene);
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void ClearBuffer();
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void ClearBuffer();
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void OnWindowResize();
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void OnWindowResize();
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@@ -38,7 +39,7 @@ private:
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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@@ -71,6 +72,7 @@ private:
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const IRenderer* m_Renderer;
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const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
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const LightCullingPass* m_LightCullingPass;
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const CubeMapPass* m_CubeMapPass;
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const CubeMapPass* m_CubeMapPass;
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const SSAOPass* m_SSAOPass;
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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@@ -5,6 +5,7 @@
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#include "../OpenGL.h"
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#include "../OpenGL.h"
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#include "../GLM.h"
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#include "../GLM.h"
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#include "../Core/Util/Rectangle.h"
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#include "../Core/Util/Rectangle.h"
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#include "../Core/ConfigFile.h"
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#include "Util/ScreenCoords.h"
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#include "Util/ScreenCoords.h"
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#include "Camera.h"
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#include "Camera.h"
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#include "RenderQueue.h"
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#include "RenderQueue.h"
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@@ -32,8 +32,9 @@ class Renderer : public IRenderer
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static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
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static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
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public:
|
public:
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Renderer(EventBroker* eventBroker)
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Renderer(EventBroker* eventBroker, ConfigFile* config)
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: m_EventBroker(eventBroker)
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: m_EventBroker(eventBroker)
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, m_Config(config)
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{ }
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{ }
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virtual void Initialize() override;
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virtual void Initialize() override;
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@@ -47,6 +48,7 @@ private:
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//----------------------Variables----------------------//
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//----------------------Variables----------------------//
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static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
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static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
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ConfigFile* m_Config;
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EventBroker* m_EventBroker;
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EventBroker* m_EventBroker;
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TextPass* m_TextPass;
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TextPass* m_TextPass;
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@@ -61,12 +63,8 @@ private:
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int m_DebugTextureToDraw = 0;
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int m_DebugTextureToDraw = 0;
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int m_CubeMapTexture = 0;
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int m_CubeMapTexture = 0;
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bool m_ResizeWindow = false;
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bool m_ResizeWindow = false;
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float m_SSAO_Radius = 1.0f;
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int m_SSAO_Quality = 0;
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float m_SSAO_Bias = 0.05f;
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int m_GLOW_Quality = 2;
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float m_SSAO_Contrast = 1.5f;
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float m_SSAO_IntensityScale = 1.0f;
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int m_SSAO_NumOfSamples = 24;
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int m_SSAO_NumOfTurns = 7;
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|
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PickingPass* m_PickingPass;
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PickingPass* m_PickingPass;
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LightCullingPass* m_LightCullingPass;
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LightCullingPass* m_LightCullingPass;
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@@ -13,18 +13,32 @@
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class SSAOPass
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class SSAOPass
|
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{
|
{
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public:
|
public:
|
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SSAOPass(IRenderer* rendere);
|
SSAOPass(IRenderer* renderer, ConfigFile* config);
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~SSAOPass() {
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~SSAOPass() { };
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delete m_DrawBloomPass;
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};
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void ChangeQuality(int quality);
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void Draw(GLuint depthBuffer, Camera* camera);
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void Draw(GLuint depthBuffer, Camera* camera);
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void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns);
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void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality);
|
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void ClearBuffer();
|
void ClearBuffer();
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void OnWindowResize();
|
void OnWindowResize();
|
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|
|
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//Return the SSAO of the texture sent to Draw
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//Return the SSAO of the texture sent to Draw
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GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
|
GLuint SSAOTexture() const {
|
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|
if (m_Quality == 0) {
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|
return m_WhiteTexture->m_Texture;
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|
} else {
|
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|
return m_GaussianTexture_vert;
|
||||||
|
}
|
||||||
|
}
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|
|
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int TextureQuality() const {
|
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|
if (m_Quality == 0) {
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return 13;
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} else {
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return m_TextureQuality;
|
||||||
|
}
|
||||||
|
}
|
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|
|
||||||
private:
|
private:
|
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void InitializeTexture();
|
void InitializeTexture();
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@@ -40,6 +54,7 @@ private:
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Model* m_ScreenQuad;
|
Model* m_ScreenQuad;
|
||||||
|
|
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const IRenderer* m_Renderer;
|
const IRenderer* m_Renderer;
|
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|
ConfigFile* m_Config;
|
||||||
|
|
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float m_Radius;
|
float m_Radius;
|
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float m_Bias;
|
float m_Bias;
|
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@@ -47,6 +62,11 @@ private:
|
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float m_IntensityScale;
|
float m_IntensityScale;
|
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int m_NumOfSamples;
|
int m_NumOfSamples;
|
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int m_NumOfTurns;
|
int m_NumOfTurns;
|
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|
int m_Iterations;
|
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|
int m_TextureQuality;
|
||||||
|
int m_Quality = 0;
|
||||||
|
|
||||||
|
Texture* m_WhiteTexture;
|
||||||
|
|
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GLuint m_SSAOTexture;
|
GLuint m_SSAOTexture;
|
||||||
FrameBuffer m_SSAOFramBuffer;
|
FrameBuffer m_SSAOFramBuffer;
|
||||||
@@ -54,10 +74,16 @@ private:
|
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GLuint m_SSAOViewSpaceZTexture;
|
GLuint m_SSAOViewSpaceZTexture;
|
||||||
FrameBuffer m_SSAOViewSpaceZFramBuffer;
|
FrameBuffer m_SSAOViewSpaceZFramBuffer;
|
||||||
|
|
||||||
|
GLuint m_GaussianTexture_horiz;
|
||||||
|
GLuint m_GaussianTexture_vert;
|
||||||
|
|
||||||
|
FrameBuffer m_GaussianFrameBuffer_horiz;
|
||||||
|
FrameBuffer m_GaussianFrameBuffer_vert;
|
||||||
|
|
||||||
ShaderProgram* m_SSAOProgram;
|
ShaderProgram* m_SSAOProgram;
|
||||||
ShaderProgram* m_SSAOViewSpaceZProgram;
|
ShaderProgram* m_SSAOViewSpaceZProgram;
|
||||||
|
ShaderProgram* m_GaussianProgram_horiz;
|
||||||
DrawBloomPass* m_DrawBloomPass;
|
ShaderProgram* m_GaussianProgram_vert;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@@ -8,7 +8,7 @@ namespace Events
|
|||||||
|
|
||||||
struct DoubleJump : public Event
|
struct DoubleJump : public Event
|
||||||
{
|
{
|
||||||
|
EntityID entityID;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -26,6 +26,7 @@ private:
|
|||||||
double AmmoGain;
|
double AmmoGain;
|
||||||
double RespawnTimer;
|
double RespawnTimer;
|
||||||
double DecreaseThisRespawnTimer;
|
double DecreaseThisRespawnTimer;
|
||||||
|
EntityID parentID;
|
||||||
};
|
};
|
||||||
std::vector<NewAmmoPickup> m_ETriggerTouchVector;
|
std::vector<NewAmmoPickup> m_ETriggerTouchVector;
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -27,6 +27,7 @@ private:
|
|||||||
double HealthGain;
|
double HealthGain;
|
||||||
double RespawnTimer;
|
double RespawnTimer;
|
||||||
double DecreaseThisRespawnTimer;
|
double DecreaseThisRespawnTimer;
|
||||||
|
EntityID parentID;
|
||||||
};
|
};
|
||||||
std::vector<NewHealthPickup> m_ETriggerTouchVector;
|
std::vector<NewHealthPickup> m_ETriggerTouchVector;
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -34,9 +34,13 @@ private:
|
|||||||
glm::vec3 m_LastPosition = glm::vec3();
|
glm::vec3 m_LastPosition = glm::vec3();
|
||||||
// The logic for making the sound play when player is moving
|
// The logic for making the sound play when player is moving
|
||||||
void playerStep(double dt);
|
void playerStep(double dt);
|
||||||
|
// Spawn a hexagon at origin of an Entity
|
||||||
|
void spawnHexagon(EntityWrapper target);
|
||||||
|
|
||||||
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||||
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
||||||
|
EventRelay<PlayerMovementSystem, Events::DoubleJump> m_EDoubleJump;
|
||||||
|
bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e);
|
||||||
|
|
||||||
void updateMovementControllers(double dt);
|
void updateMovementControllers(double dt);
|
||||||
void updateVelocity(EntityWrapper player, double dt);
|
void updateVelocity(EntityWrapper player, double dt);
|
||||||
|
|||||||
@@ -36,4 +36,37 @@ ResourceLoading=true
|
|||||||
[Sound]
|
[Sound]
|
||||||
BGMVolume=1.0
|
BGMVolume=1.0
|
||||||
SFXVolume=1.0
|
SFXVolume=1.0
|
||||||
Announcer=female
|
Announcer=female
|
||||||
|
|
||||||
|
[SSAO]
|
||||||
|
Quality=0
|
||||||
|
|
||||||
|
[SSAO1]
|
||||||
|
Radius=1.0
|
||||||
|
Bias=0.02
|
||||||
|
Contrast=1.5
|
||||||
|
Intensity=1.0
|
||||||
|
NumSamples=8
|
||||||
|
NumTurns=3
|
||||||
|
NumIterations=5
|
||||||
|
TextureQuality=2
|
||||||
|
|
||||||
|
[SSAO2]
|
||||||
|
Radius=1.0
|
||||||
|
Bias=0.02
|
||||||
|
Contrast=1.5
|
||||||
|
Intensity=1.0
|
||||||
|
NumSamples=16
|
||||||
|
NumTurns=13
|
||||||
|
NumIterations=9
|
||||||
|
TextureQuality=1
|
||||||
|
|
||||||
|
[SSAO3]
|
||||||
|
Radius=1.0
|
||||||
|
Bias=0.02
|
||||||
|
Contrast=1.5
|
||||||
|
Intensity=1.0
|
||||||
|
NumSamples=24
|
||||||
|
NumTurns=17
|
||||||
|
NumIterations=13
|
||||||
|
TextureQuality=0
|
||||||
@@ -2,18 +2,18 @@
|
|||||||
<Entity 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:AABB/>
|
|
||||||
<c:AmmoPickup/>
|
<c:AmmoPickup/>
|
||||||
<c:Model>
|
<c:Model>
|
||||||
<Resource>Models/Props/PickUps/AmmoPickUp.mesh</Resource>
|
<Resource>Models/Props/PickUps/AmmoPickUp.mesh</Resource>
|
||||||
</c:Model>
|
</c:Model>
|
||||||
<c:RaptorCopter>
|
<c:RaptorCopter>
|
||||||
<Speed>0.1</Speed>
|
<Speed>8</Speed>
|
||||||
<Axis X="0" Y="1" Z="0"/>
|
<Axis X="0" Y="0.100000001" Z="0"/>
|
||||||
</c:RaptorCopter>
|
</c:RaptorCopter>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0" Y="1" Z="0"/>
|
<Position X="0" Y="2.36784196" Z="0"/>
|
||||||
<Scale X="0.3" Y="0.3" Z="0.3"/>
|
<Scale X="0.600000024" Y="0.600000024" Z="0.600000024"/>
|
||||||
|
<Orientation X="0" Y="18717.9453" Z="0"/>
|
||||||
</c:Transform>
|
</c:Transform>
|
||||||
<c:Trigger/>
|
<c:Trigger/>
|
||||||
</Components>
|
</Components>
|
||||||
|
|||||||
@@ -2,18 +2,18 @@
|
|||||||
<Entity 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:AABB/>
|
|
||||||
<c:HealthPickup/>
|
<c:HealthPickup/>
|
||||||
<c:Model>
|
<c:Model>
|
||||||
<Resource>Models/Props/PickUps/HealthPickUp.mesh</Resource>
|
<Resource>Models/Props/PickUps/HealthPickUp.mesh</Resource>
|
||||||
</c:Model>
|
</c:Model>
|
||||||
<c:RaptorCopter>
|
<c:RaptorCopter>
|
||||||
<Speed>0.1</Speed>
|
<Speed>8</Speed>
|
||||||
<Axis X="0" Y="1" Z="0"/>
|
<Axis X="0" Y="0.100000001" Z="0"/>
|
||||||
</c:RaptorCopter>
|
</c:RaptorCopter>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0" Y="1" Z="0"/>
|
<Position X="0" Y="2.36784196" Z="0"/>
|
||||||
<Scale X="0.3" Y="0.3" Z="0.3"/>
|
<Scale X="0.600000024" Y="0.600000024" Z="0.600000024"/>
|
||||||
|
<Orientation X="0" Y="18767.0273" Z="0"/>
|
||||||
</c:Transform>
|
</c:Transform>
|
||||||
<c:Trigger/>
|
<c:Trigger/>
|
||||||
</Components>
|
</Components>
|
||||||
|
|||||||
@@ -13,6 +13,7 @@ uniform vec4 AmbientColor;
|
|||||||
uniform float FillPercentage;
|
uniform float FillPercentage;
|
||||||
uniform float GlowIntensity = 10;
|
uniform float GlowIntensity = 10;
|
||||||
uniform vec3 CameraPosition;
|
uniform vec3 CameraPosition;
|
||||||
|
uniform int SSAOQuality;
|
||||||
|
|
||||||
uniform vec2 DiffuseUVRepeat;
|
uniform vec2 DiffuseUVRepeat;
|
||||||
uniform vec2 NormalUVRepeat;
|
uniform vec2 NormalUVRepeat;
|
||||||
@@ -125,7 +126,7 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
|
|||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
|
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
|
||||||
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
|
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
|
||||||
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
|
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
|
||||||
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
|
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
|
||||||
|
|||||||
@@ -11,6 +11,7 @@ uniform vec4 DiffuseColor;
|
|||||||
uniform vec4 FillColor;
|
uniform vec4 FillColor;
|
||||||
uniform vec4 Color;
|
uniform vec4 Color;
|
||||||
uniform vec4 AmbientColor;
|
uniform vec4 AmbientColor;
|
||||||
|
uniform int SSAOQuality;
|
||||||
|
|
||||||
//Get bineded at the same time as the textures
|
//Get bineded at the same time as the textures
|
||||||
uniform vec2 DiffuseUVRepeat1;
|
uniform vec2 DiffuseUVRepeat1;
|
||||||
@@ -177,7 +178,7 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
|
|||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
|
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
|
||||||
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
|
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
|
||||||
|
|
||||||
vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
|
vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
|
||||||
|
|||||||
@@ -2,11 +2,11 @@
|
|||||||
|
|
||||||
//Number of samples per pixel
|
//Number of samples per pixel
|
||||||
uniform int uNumOfSamples;
|
uniform int uNumOfSamples;
|
||||||
//#define NUM_SAMPLES (11)
|
//#define uNumOfSamples (11)
|
||||||
|
|
||||||
//Number of turns around the cirle
|
//Number of turns around the cirle
|
||||||
uniform int uNumOfTurns;
|
uniform int uNumOfTurns;
|
||||||
//#define NUM_TURNS (7)
|
//#define uNumOfTurns (7)
|
||||||
|
|
||||||
layout (binding = 0) uniform sampler2D ViewSpaceZ;
|
layout (binding = 0) uniform sampler2D ViewSpaceZ;
|
||||||
|
|
||||||
@@ -16,15 +16,16 @@ uniform float uProjScale;
|
|||||||
//#define ProjScale 500
|
//#define ProjScale 500
|
||||||
|
|
||||||
uniform float uRadius;
|
uniform float uRadius;
|
||||||
//#define Radius 1.0f
|
//#define uRadius 1.0f
|
||||||
|
|
||||||
uniform float uBias;
|
uniform float uBias;
|
||||||
//#define Bias 0.012f
|
//#define uBias 0.05f
|
||||||
|
|
||||||
uniform float uContrast;
|
uniform float uContrast;
|
||||||
//#define IntensityDivR6 1
|
//#define uContrast 1.5f
|
||||||
|
|
||||||
uniform float uIntensityScale;
|
uniform float uIntensityScale;
|
||||||
|
//#define uIntensityScale 1.0f
|
||||||
|
|
||||||
out float AO;
|
out float AO;
|
||||||
|
|
||||||
@@ -88,13 +89,7 @@ void main() {
|
|||||||
|
|
||||||
vec3 origin = getVSPosition(originScreenCoord);
|
vec3 origin = getVSPosition(originScreenCoord);
|
||||||
|
|
||||||
float radius;
|
float radius = min(origin.z, uRadius);
|
||||||
if(origin.z < uRadius){
|
|
||||||
radius = origin.z;
|
|
||||||
} else {
|
|
||||||
radius = uRadius;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
vec3 originNormal = getVSFaceNormal(origin);
|
vec3 originNormal = getVSFaceNormal(origin);
|
||||||
|
|
||||||
|
|||||||
@@ -2,7 +2,12 @@
|
|||||||
|
|
||||||
layout (location = 0) in vec3 Position;
|
layout (location = 0) in vec3 Position;
|
||||||
|
|
||||||
|
out VertexData{
|
||||||
|
vec2 TextureCoordinate;
|
||||||
|
}Output;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = vec4(Position, 1.0);
|
gl_Position = vec4(Position, 1.0);
|
||||||
|
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
|
||||||
}
|
}
|
||||||
@@ -3,11 +3,15 @@
|
|||||||
layout (binding = 0) uniform sampler2D DepthBuffer;
|
layout (binding = 0) uniform sampler2D DepthBuffer;
|
||||||
uniform vec3 ClipInfo;
|
uniform vec3 ClipInfo;
|
||||||
|
|
||||||
|
in VertexData{
|
||||||
|
vec2 TextureCoordinate;
|
||||||
|
}Input;
|
||||||
|
|
||||||
out float depthLinear;
|
out float depthLinear;
|
||||||
//Just for Debug, should be depthLinear
|
//Just for Debug, should be depthLinear
|
||||||
//out vec4 fragmentColor;
|
//out vec4 fragmentColor;
|
||||||
void main() {
|
void main() {
|
||||||
float depthSample = texelFetch(DepthBuffer, ivec2(gl_FragCoord.xy), 0).r;
|
float depthSample = texture2D(DepthBuffer, Input.TextureCoordinate).r;
|
||||||
depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]);
|
depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]);
|
||||||
//float depthLinear = (NearClip) / ( -depthSample + 1.0f);
|
//float depthLinear = (NearClip) / ( -depthSample + 1.0f);
|
||||||
//fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f);
|
//fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f);
|
||||||
|
|||||||
@@ -32,6 +32,7 @@ void Client::Connect(std::string address, int port)
|
|||||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Client::OnInputCommand);
|
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Client::OnInputCommand);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Client::OnPlayerDamage);
|
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Client::OnPlayerDamage);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Client::OnPlayerSpawned);
|
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Client::OnPlayerSpawned);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &Client::OnDoubleJump);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_ESearchForServers, &Client::OnSearchForServers);
|
EVENT_SUBSCRIBE_MEMBER(m_ESearchForServers, &Client::OnSearchForServers);
|
||||||
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
|
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||||
m_Address = address;
|
m_Address = address;
|
||||||
@@ -140,6 +141,9 @@ void Client::parseMessageType(Packet& packet)
|
|||||||
case MessageType::OnPlayerDamage:
|
case MessageType::OnPlayerDamage:
|
||||||
parsePlayerDamage(packet);
|
parsePlayerDamage(packet);
|
||||||
break;
|
break;
|
||||||
|
case MessageType::OnDoubleJump:
|
||||||
|
parseDoubleJump(packet);
|
||||||
|
break;
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@@ -272,6 +276,20 @@ void Client::parseComponentDeletion(Packet & packet)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Client::parseDoubleJump(Packet & packet)
|
||||||
|
{
|
||||||
|
EntityID serverID = packet.ReadPrimitive<EntityID>();
|
||||||
|
if (!serverClientMapsHasEntity(serverID)) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
Events::DoubleJump e;
|
||||||
|
e.entityID = m_ServerIDToClientID.at(serverID);
|
||||||
|
// If player is local player do not publish to prevent infinite feedback loop
|
||||||
|
if (e.entityID != m_LocalPlayer.ID) {
|
||||||
|
m_EventBroker->Publish(e);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID)
|
void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID)
|
||||||
{
|
{
|
||||||
for (auto field : componentInfo.FieldsInOrder) {
|
for (auto field : componentInfo.FieldsInOrder) {
|
||||||
@@ -348,9 +366,7 @@ void Client::parseSnapshot(Packet& packet)
|
|||||||
EntityWrapper localEntity(m_World, localEntityID);
|
EntityWrapper localEntity(m_World, localEntityID);
|
||||||
// Update entity
|
// Update entity
|
||||||
if (m_World->HasComponent(localEntityID, componentType)) {
|
if (m_World->HasComponent(localEntityID, componentType)) {
|
||||||
if (localEntity.Name() == "CapturePointHUD") {
|
// TODO Fix memory leak here
|
||||||
UpdateLocalCapturePointHUD(localEntity);
|
|
||||||
}
|
|
||||||
SharedComponentWrapper newComponent = createSharedComponent(packet, localEntityID, componentInfo);
|
SharedComponentWrapper newComponent = createSharedComponent(packet, localEntityID, componentInfo);
|
||||||
bool shouldApply = true;
|
bool shouldApply = true;
|
||||||
// Apply potential filter function
|
// Apply potential filter function
|
||||||
@@ -361,6 +377,7 @@ void Client::parseSnapshot(Packet& packet)
|
|||||||
ComponentWrapper currentComponent = m_World->GetComponent(localEntityID, componentType);
|
ComponentWrapper currentComponent = m_World->GetComponent(localEntityID, componentType);
|
||||||
memcpy(currentComponent.Data, newComponent.Data, componentInfo.Stride);
|
memcpy(currentComponent.Data, newComponent.Data, componentInfo.Stride);
|
||||||
}
|
}
|
||||||
|
|
||||||
//if (localEntity != m_LocalPlayer && !localEntity.IsChildOf(m_LocalPlayer)) {
|
//if (localEntity != m_LocalPlayer && !localEntity.IsChildOf(m_LocalPlayer)) {
|
||||||
// updateFields(packet, componentInfo, localEntityID);
|
// updateFields(packet, componentInfo, localEntityID);
|
||||||
//} else {
|
//} else {
|
||||||
@@ -377,7 +394,11 @@ void Client::parseSnapshot(Packet& packet)
|
|||||||
if (serverParentID == EntityID_Invalid) {
|
if (serverParentID == EntityID_Invalid) {
|
||||||
newLocalEntityID = m_World->CreateEntity(EntityID_Invalid);
|
newLocalEntityID = m_World->CreateEntity(EntityID_Invalid);
|
||||||
} else {
|
} else {
|
||||||
newLocalEntityID = m_World->CreateEntity(m_ServerIDToClientID.at(serverParentID));
|
if (serverClientMapsHasEntity(serverParentID)) {
|
||||||
|
newLocalEntityID = m_World->CreateEntity(m_ServerIDToClientID.at(serverParentID));
|
||||||
|
} else {
|
||||||
|
newLocalEntityID = m_World->CreateEntity(EntityID_Invalid);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
m_World->SetName(newLocalEntityID, serverEntityName);
|
m_World->SetName(newLocalEntityID, serverEntityName);
|
||||||
insertIntoServerClientMaps(serverEntityID, newLocalEntityID);
|
insertIntoServerClientMaps(serverEntityID, newLocalEntityID);
|
||||||
@@ -387,26 +408,16 @@ void Client::parseSnapshot(Packet& packet)
|
|||||||
}
|
}
|
||||||
// Parent logic
|
// Parent logic
|
||||||
// This should be enough beacause we know that the entities arives in pre-order (there will always be a parent)
|
// This should be enough beacause we know that the entities arives in pre-order (there will always be a parent)
|
||||||
if (serverParentID != EntityID_Invalid) {
|
if (serverParentID != EntityID_Invalid && serverClientMapsHasEntity(serverParentID)) {
|
||||||
EntityID localEntityID = m_ServerIDToClientID.at(serverEntityID);
|
EntityID localEntityID = m_ServerIDToClientID.at(serverEntityID);
|
||||||
m_World->SetParent(localEntityID, m_ServerIDToClientID.at(serverParentID));
|
if (m_World->GetParent(localEntityID) != m_ServerIDToClientID.at(serverParentID)) {
|
||||||
|
m_World->SetParent(localEntityID, m_ServerIDToClientID.at(serverParentID));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
parseSpawnEvents();
|
parseSpawnEvents();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void Client::UpdateLocalCapturePointHUD(EntityWrapper capturePointHUD)
|
|
||||||
{
|
|
||||||
//auto children = m_World->GetChildren(capturePointHUD.ID);
|
|
||||||
//for (auto it = children.first; it != children.second; it++) {
|
|
||||||
// it->first
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//EntityWrapper& localHUD = m_LocalPlayer.FirstChildByName("HUD").FirstChildByName("CapturePointHUD");
|
|
||||||
//m_World->GetComponentPools()
|
|
||||||
}
|
|
||||||
|
|
||||||
void Client::disconnect()
|
void Client::disconnect()
|
||||||
{
|
{
|
||||||
m_IsConnected = false;
|
m_IsConnected = false;
|
||||||
@@ -469,6 +480,11 @@ bool Client::OnPlayerDamage(const Events::PlayerDamage & e)
|
|||||||
if (e.Inflictor != m_LocalPlayer) {
|
if (e.Inflictor != m_LocalPlayer) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
// Could this happen?
|
||||||
|
//if (!clientServerMapsHasEntity(e.Inflictor.ID)
|
||||||
|
// || !clientServerMapsHasEntity(e.Victim.ID)) {
|
||||||
|
// return;
|
||||||
|
//}
|
||||||
|
|
||||||
Packet packet(MessageType::OnPlayerDamage, m_SendPacketID);
|
Packet packet(MessageType::OnPlayerDamage, m_SendPacketID);
|
||||||
packet.WritePrimitive(m_ClientIDToServerID.at(e.Inflictor.ID));
|
packet.WritePrimitive(m_ClientIDToServerID.at(e.Inflictor.ID));
|
||||||
@@ -503,7 +519,7 @@ void Client::parsePlayerDamage(Packet& packet)
|
|||||||
Events::PlayerDamage e;
|
Events::PlayerDamage e;
|
||||||
PlayerID victimID = packet.ReadPrimitive<EntityID>();
|
PlayerID victimID = packet.ReadPrimitive<EntityID>();
|
||||||
PlayerID inflictorID = packet.ReadPrimitive<EntityID>();
|
PlayerID inflictorID = packet.ReadPrimitive<EntityID>();
|
||||||
if(!serverClientMapsHasEntity(victimID) || !serverClientMapsHasEntity(inflictorID)){
|
if (!serverClientMapsHasEntity(victimID) || !serverClientMapsHasEntity(inflictorID)) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
e.Inflictor = EntityWrapper(m_World, m_ServerIDToClientID.at(victimID));
|
e.Inflictor = EntityWrapper(m_World, m_ServerIDToClientID.at(victimID));
|
||||||
@@ -515,6 +531,17 @@ void Client::parsePlayerDamage(Packet& packet)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool Client::OnDoubleJump(Events::DoubleJump & e)
|
||||||
|
{
|
||||||
|
if (!clientServerMapsHasEntity(e.entityID) || e.entityID != m_LocalPlayer.ID) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
Packet packet(MessageType::OnDoubleJump);
|
||||||
|
packet.WritePrimitive(m_ClientIDToServerID.at(e.entityID));
|
||||||
|
m_Reliable.Send(packet);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
void Client::sendLocalPlayerTransform()
|
void Client::sendLocalPlayerTransform()
|
||||||
{
|
{
|
||||||
if (!m_LocalPlayer.Valid()) {
|
if (!m_LocalPlayer.Valid()) {
|
||||||
|
|||||||
@@ -29,9 +29,8 @@ Server::~Server()
|
|||||||
|
|
||||||
void Server::Update()
|
void Server::Update()
|
||||||
{
|
{
|
||||||
PlayerDefinition pd;
|
|
||||||
|
|
||||||
m_Reliable.AcceptNewConnections(m_NextPlayerID, m_ConnectedPlayers);
|
m_Reliable.AcceptNewConnections(m_NextPlayerID, m_ConnectedPlayers);
|
||||||
|
|
||||||
for (auto& kv : m_ConnectedPlayers) {
|
for (auto& kv : m_ConnectedPlayers) {
|
||||||
while (kv.second.TCPSocket->available()) {
|
while (kv.second.TCPSocket->available()) {
|
||||||
// Packet will get real data in receive
|
// Packet will get real data in receive
|
||||||
@@ -47,6 +46,7 @@ void Server::Update()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
PlayerDefinition pd;
|
||||||
while (m_Unreliable.IsSocketAvailable()) {
|
while (m_Unreliable.IsSocketAvailable()) {
|
||||||
// Packet will get real data in receive
|
// Packet will get real data in receive
|
||||||
Packet packet(MessageType::Invalid);
|
Packet packet(MessageType::Invalid);
|
||||||
@@ -65,7 +65,7 @@ void Server::Update()
|
|||||||
PlayerDefinition localArea;
|
PlayerDefinition localArea;
|
||||||
localArea.Endpoint = boost::asio::ip::udp::endpoint();
|
localArea.Endpoint = boost::asio::ip::udp::endpoint();
|
||||||
m_ServerlistRequest.Receive(packet, localArea);
|
m_ServerlistRequest.Receive(packet, localArea);
|
||||||
if(packet.GetMessageType() == MessageType::ServerlistRequest) {
|
if (packet.GetMessageType() == MessageType::ServerlistRequest) {
|
||||||
packet.ReadPrimitive<int>(); // Pop size
|
packet.ReadPrimitive<int>(); // Pop size
|
||||||
packet.ReadPrimitive<int>(); // Pop MsgType
|
packet.ReadPrimitive<int>(); // Pop MsgType
|
||||||
packet.ReadPrimitive<int>(); // Pop packet ID
|
packet.ReadPrimitive<int>(); // Pop packet ID
|
||||||
@@ -76,7 +76,7 @@ void Server::Update()
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Check if players have disconnected
|
// Check if players have disconnected
|
||||||
for (int i = 0; i < m_PlayersToDisconnect.size(); i++) {
|
for (int i = 0; i < m_PlayersToDisconnect.size(); i++) {
|
||||||
disconnect(m_PlayersToDisconnect.at(i));
|
disconnect(m_PlayersToDisconnect.at(i));
|
||||||
}
|
}
|
||||||
m_PlayersToDisconnect.clear();
|
m_PlayersToDisconnect.clear();
|
||||||
@@ -136,7 +136,10 @@ void Server::parseMessageType(Packet& packet)
|
|||||||
parseOnPlayerDamage(packet);
|
parseOnPlayerDamage(packet);
|
||||||
break;
|
break;
|
||||||
case MessageType::PlayerTransform:
|
case MessageType::PlayerTransform:
|
||||||
parsePlayerTransform(packet);
|
parsePlayerTransform(packet);
|
||||||
|
break;
|
||||||
|
case MessageType::OnDoubleJump:
|
||||||
|
parseDoubleJump(packet);
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
@@ -191,43 +194,41 @@ void Server::addPlayersToPacket(Packet & packet, EntityID entityID)
|
|||||||
// HACK: Only sync players for now, since the map turned out to be TOO LARGE to send in one snapshot and Simon's computer shits itself
|
// HACK: Only sync players for now, since the map turned out to be TOO LARGE to send in one snapshot and Simon's computer shits itself
|
||||||
// HACK: Also checked CapturePointHUD for now. (this would get out of sync);
|
// HACK: Also checked CapturePointHUD for now. (this would get out of sync);
|
||||||
EntityWrapper childEntity(m_World, childEntityID);
|
EntityWrapper childEntity(m_World, childEntityID);
|
||||||
if (!shouldSendToClient(childEntity)) {
|
if (shouldSendToClient(childEntity)) {
|
||||||
continue;
|
// Write EntityID and parentsID and Entity name
|
||||||
}
|
packet.WritePrimitive(childEntityID);
|
||||||
|
packet.WritePrimitive(entityID);
|
||||||
// Write EntityID and parentsID and Entity name
|
packet.WriteString(m_World->GetName(childEntityID));
|
||||||
packet.WritePrimitive(childEntityID);
|
// Write components to child
|
||||||
packet.WritePrimitive(entityID);
|
int numberOfComponents = 0;
|
||||||
packet.WriteString(m_World->GetName(childEntityID));
|
for (auto& i : worldComponentPools) {
|
||||||
// Write components to child
|
if (i.second->KnowsEntity(childEntityID)) {
|
||||||
int numberOfComponents = 0;
|
numberOfComponents++;
|
||||||
for (auto& i : worldComponentPools) {
|
}
|
||||||
if (i.second->KnowsEntity(childEntityID)) {
|
|
||||||
numberOfComponents++;
|
|
||||||
}
|
}
|
||||||
}
|
// Write how many components should be read
|
||||||
// Write how many components should be read
|
packet.WritePrimitive(numberOfComponents);
|
||||||
packet.WritePrimitive(numberOfComponents);
|
for (auto& i : worldComponentPools) {
|
||||||
for (auto& i : worldComponentPools) {
|
// If the entity exist in the pool
|
||||||
// If the entity exist in the pool
|
if (i.second->KnowsEntity(childEntityID)) {
|
||||||
if (i.second->KnowsEntity(childEntityID)) {
|
ComponentWrapper componentWrapper = i.second->GetByEntity(childEntityID);
|
||||||
ComponentWrapper componentWrapper = i.second->GetByEntity(childEntityID);
|
// ComponentType
|
||||||
// ComponentType
|
packet.WriteString(componentWrapper.Info.Name);
|
||||||
packet.WriteString(componentWrapper.Info.Name);
|
// Loop through fields
|
||||||
// Loop through fields
|
for (auto& componentField : componentWrapper.Info.FieldsInOrder) {
|
||||||
for (auto& componentField : componentWrapper.Info.FieldsInOrder) {
|
ComponentInfo::Field_t fieldInfo = componentWrapper.Info.Fields.at(componentField);
|
||||||
ComponentInfo::Field_t fieldInfo = componentWrapper.Info.Fields.at(componentField);
|
if (fieldInfo.Type == "string") {
|
||||||
if (fieldInfo.Type == "string") {
|
std::string& value = componentWrapper[componentField];
|
||||||
std::string& value = componentWrapper[componentField];
|
packet.WriteString(value);
|
||||||
packet.WriteString(value);
|
} else {
|
||||||
} else {
|
packet.WriteData(componentWrapper.Data + fieldInfo.Offset, fieldInfo.Stride);
|
||||||
packet.WriteData(componentWrapper.Data + fieldInfo.Offset, fieldInfo.Stride);
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// Go to to your children
|
// Go to to your children
|
||||||
addChildrenToPacket(packet, childEntityID);
|
addPlayersToPacket(packet, childEntityID);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -343,7 +344,7 @@ void Server::parseTCPConnect(Packet & packet)
|
|||||||
// Read packet ID
|
// Read packet ID
|
||||||
m_PreviousPacketID = m_PacketID; // Set previous packet id
|
m_PreviousPacketID = m_PacketID; // Set previous packet id
|
||||||
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
|
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
|
||||||
|
|
||||||
LOG_INFO("Parsing connections");
|
LOG_INFO("Parsing connections");
|
||||||
// Check if player is already connected
|
// Check if player is already connected
|
||||||
// Ska vara till lagd i TCPServer receive
|
// Ska vara till lagd i TCPServer receive
|
||||||
@@ -455,8 +456,7 @@ bool Server::OnInputCommand(const Events::InputCommand & e)
|
|||||||
}
|
}
|
||||||
isReadingData = !isReadingData;
|
isReadingData = !isReadingData;
|
||||||
m_SaveDataTimer = std::clock();
|
m_SaveDataTimer = std::clock();
|
||||||
}
|
} else if (e.Command == "KickPlayer" && e.Value > 0) {
|
||||||
else if (e.Command == "KickPlayer" && e.Value > 0) {
|
|
||||||
kick(0);
|
kick(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -507,7 +507,7 @@ bool Server::OnPlayerDamage(const Events::PlayerDamage& e)
|
|||||||
packet.WritePrimitive(e.Damage);
|
packet.WritePrimitive(e.Damage);
|
||||||
reliableBroadcast(packet);
|
reliableBroadcast(packet);
|
||||||
|
|
||||||
return false;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Server::parseClientPing()
|
void Server::parseClientPing()
|
||||||
@@ -536,6 +536,12 @@ void Server::parsePing()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool Server::parseDoubleJump(Packet & packet)
|
||||||
|
{
|
||||||
|
reliableBroadcast(packet);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
void Server::parseOnInputCommand(Packet& packet)
|
void Server::parseOnInputCommand(Packet& packet)
|
||||||
{
|
{
|
||||||
PlayerID player = -1;
|
PlayerID player = -1;
|
||||||
@@ -595,8 +601,15 @@ void Server::parsePlayerTransform(Packet& packet)
|
|||||||
|
|
||||||
bool Server::shouldSendToClient(EntityWrapper childEntity)
|
bool Server::shouldSendToClient(EntityWrapper childEntity)
|
||||||
{
|
{
|
||||||
|
auto children = m_World->GetChildren(childEntity.ID);
|
||||||
|
for (auto it = children.first; it != children.second; it++) {
|
||||||
|
EntityWrapper child(m_World, it->second);
|
||||||
|
if(child.HasComponent("CapturePoint")) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid()
|
return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid()
|
||||||
|| childEntity.HasComponent("CapturePoint") || childEntity.FirstParentWithComponent("CapturePoint").Valid();
|
|| childEntity.HasComponent("CapturePoint");
|
||||||
}
|
}
|
||||||
|
|
||||||
PlayerID Server::GetPlayerIDFromEndpoint()
|
PlayerID Server::GetPlayerIDFromEndpoint()
|
||||||
|
|||||||
@@ -4,6 +4,8 @@ using namespace boost::asio::ip;
|
|||||||
TCPServer::TCPServer()
|
TCPServer::TCPServer()
|
||||||
{
|
{
|
||||||
acceptor = std::unique_ptr<tcp::acceptor>(new tcp::acceptor(m_IOService, tcp::endpoint(tcp::v4(), 27666)));
|
acceptor = std::unique_ptr<tcp::acceptor>(new tcp::acceptor(m_IOService, tcp::endpoint(tcp::v4(), 27666)));
|
||||||
|
// Make the acceptor non-blocking so we wont get stuck in AcceptNewConnections().
|
||||||
|
acceptor->non_blocking(true);
|
||||||
m_Port = GetPort();
|
m_Port = GetPort();
|
||||||
m_Address = GetAddress();
|
m_Address = GetAddress();
|
||||||
}
|
}
|
||||||
@@ -13,14 +15,24 @@ TCPServer::~TCPServer()
|
|||||||
|
|
||||||
void TCPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
|
void TCPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
|
||||||
{
|
{
|
||||||
|
boost::system::error_code error;
|
||||||
boost::shared_ptr<tcp::socket> newSocket = boost::shared_ptr<tcp::socket>(new tcp::socket(m_IOService));
|
boost::shared_ptr<tcp::socket> newSocket = boost::shared_ptr<tcp::socket>(new tcp::socket(m_IOService));
|
||||||
m_IOService.poll();
|
acceptor->accept(*newSocket, error);
|
||||||
acceptor->async_accept(*newSocket,
|
// If no error occured add new tcp connection
|
||||||
boost::bind(&TCPServer::handle_accept, this, newSocket, boost::ref(nextPlayerID), boost::ref(connectedPlayers),
|
if (!error) {
|
||||||
boost::asio::placeholders::error));
|
// Add tcp socket to connections
|
||||||
|
boost::asio::ip::tcp::no_delay option(true);
|
||||||
|
newSocket->set_option(option);
|
||||||
|
PlayerDefinition pd;
|
||||||
|
pd.StopTime = std::clock();
|
||||||
|
pd.TCPSocket = newSocket;
|
||||||
|
pd.TCPAddress = newSocket.get()->remote_endpoint().address();
|
||||||
|
pd.TCPPort = newSocket.get()->remote_endpoint().port();
|
||||||
|
connectedPlayers[nextPlayerID++] = pd;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
PlayerID GetPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers,
|
PlayerID TCPServer::getPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers,
|
||||||
boost::asio::ip::address address, unsigned short port)
|
boost::asio::ip::address address, unsigned short port)
|
||||||
{
|
{
|
||||||
for (auto& kv : connectedPlayers) {
|
for (auto& kv : connectedPlayers) {
|
||||||
@@ -32,24 +44,6 @@ PlayerID GetPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& con
|
|||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
void TCPServer::handle_accept(boost::shared_ptr<tcp::socket> socket,
|
|
||||||
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
|
|
||||||
const boost::system::error_code& error)
|
|
||||||
{
|
|
||||||
if (!error && GetPlayerIDFromEndpoint(connectedPlayers, socket->remote_endpoint().address(),
|
|
||||||
socket->remote_endpoint().port()) == -1) {
|
|
||||||
// Add tcp socket to connections
|
|
||||||
boost::asio::ip::tcp::no_delay option(true);
|
|
||||||
socket->set_option(option);
|
|
||||||
PlayerDefinition pd;
|
|
||||||
pd.StopTime = std::clock();
|
|
||||||
pd.TCPSocket = socket;
|
|
||||||
pd.TCPAddress = socket.get()->remote_endpoint().address();
|
|
||||||
pd.TCPPort = socket.get()->remote_endpoint().port();
|
|
||||||
connectedPlayers[nextPlayerID++] = pd;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void TCPServer::Send(Packet & packet, PlayerDefinition & playerDefinition)
|
void TCPServer::Send(Packet & packet, PlayerDefinition & playerDefinition)
|
||||||
{
|
{
|
||||||
packet.UpdateSize();
|
packet.UpdateSize();
|
||||||
|
|||||||
@@ -17,6 +17,7 @@ void CubeMapPass::LoadTextures(std::string input)
|
|||||||
m_CubeMapTextures.push_back(img);
|
m_CubeMapTextures.push_back(img);
|
||||||
}
|
}
|
||||||
GenerateCubeMapTexture();
|
GenerateCubeMapTexture();
|
||||||
|
m_PreviusCubeMapTexture = input;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,19 +1,42 @@
|
|||||||
#include "Rendering/DrawBloomPass.h"
|
#include "Rendering/DrawBloomPass.h"
|
||||||
|
|
||||||
DrawBloomPass::DrawBloomPass(IRenderer* renderer)
|
DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
|
||||||
|
: m_Renderer(renderer)
|
||||||
|
, m_Config(config)
|
||||||
{
|
{
|
||||||
m_Renderer = renderer;
|
InitializeTextures();
|
||||||
|
|
||||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
ChangeQuality(m_Config->Get<int>("GLOW.Quality", 2));
|
||||||
|
|
||||||
InitializeTextures();
|
|
||||||
InitializeBuffers();
|
|
||||||
InitializeShaderPrograms();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawBloomPass::InitializeTextures()
|
void DrawBloomPass::InitializeTextures()
|
||||||
{
|
{
|
||||||
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
|
m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawBloomPass::ChangeQuality(int quality)
|
||||||
|
{
|
||||||
|
if (m_Quality == quality) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
m_Quality = quality;
|
||||||
|
|
||||||
|
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
||||||
|
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
glDeleteTextures(1, &m_GaussianTexture_horiz);
|
||||||
|
glDeleteTextures(1, &m_GaussianTexture_vert);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
InitializeTextures();
|
||||||
|
InitializeBuffers();
|
||||||
|
InitializeShaderPrograms();
|
||||||
|
std::string qStr = std::to_string(m_Quality);
|
||||||
|
m_Iterations = m_Config->Get<float>("GLOW" + qStr + ".NumIterations", 0);
|
||||||
|
|
||||||
|
InitializeBuffers();
|
||||||
|
InitializeShaderPrograms();
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawBloomPass::InitializeShaderPrograms()
|
void DrawBloomPass::InitializeShaderPrograms()
|
||||||
@@ -40,18 +63,25 @@ void DrawBloomPass::InitializeBuffers()
|
|||||||
{
|
{
|
||||||
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
|
|
||||||
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
|
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
|
||||||
m_GaussianFrameBuffer_horiz.Generate();
|
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
|
m_GaussianFrameBuffer_horiz.Generate();
|
||||||
|
|
||||||
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
|
|
||||||
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
|
||||||
m_GaussianFrameBuffer_vert.Generate();
|
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
|
m_GaussianFrameBuffer_vert.Generate();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void DrawBloomPass::ClearBuffer()
|
void DrawBloomPass::ClearBuffer()
|
||||||
{
|
{
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
GLERROR("PRE");
|
GLERROR("PRE");
|
||||||
m_GaussianFrameBuffer_horiz.Bind();
|
m_GaussianFrameBuffer_horiz.Bind();
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
@@ -66,6 +96,9 @@ void DrawBloomPass::ClearBuffer()
|
|||||||
|
|
||||||
void DrawBloomPass::Draw(GLuint texture)
|
void DrawBloomPass::Draw(GLuint texture)
|
||||||
{
|
{
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
GLERROR("DrawBloomPass::Draw: Pre");
|
GLERROR("DrawBloomPass::Draw: Pre");
|
||||||
|
|
||||||
DrawBloomPassState state;
|
DrawBloomPassState state;
|
||||||
@@ -84,7 +117,7 @@ void DrawBloomPass::Draw(GLuint texture)
|
|||||||
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);
|
||||||
//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.Bind();
|
||||||
m_GaussianProgram_vert->Bind();
|
m_GaussianProgram_vert->Bind();
|
||||||
@@ -125,6 +158,9 @@ void DrawBloomPass::Draw(GLuint texture)
|
|||||||
|
|
||||||
void DrawBloomPass::OnWindowResize()
|
void DrawBloomPass::OnWindowResize()
|
||||||
{
|
{
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
m_GaussianFrameBuffer_vert.Generate();
|
m_GaussianFrameBuffer_vert.Generate();
|
||||||
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
@@ -133,6 +169,7 @@ void DrawBloomPass::OnWindowResize()
|
|||||||
|
|
||||||
void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
||||||
{
|
{
|
||||||
|
glDeleteTextures(1, texture);
|
||||||
glGenTextures(1, texture);
|
glGenTextures(1, texture);
|
||||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||||
|
|||||||
@@ -1,9 +1,9 @@
|
|||||||
#include "Rendering/DrawFinalPass.h"
|
#include "Rendering/DrawFinalPass.h"
|
||||||
|
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass)
|
||||||
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass)
|
: m_Renderer(renderer)
|
||||||
: m_Renderer(renderer)
|
, m_LightCullingPass(lightCullingPass)
|
||||||
, m_LightCullingPass(lightCullingPass)
|
, m_CubeMapPass(cubeMapPass)
|
||||||
, m_CubeMapPass(cubeMapPass)
|
, m_SSAOPass(ssaoPass)
|
||||||
{
|
{
|
||||||
//TODO: Make sure that uniforms are not sent into shader if not needed.
|
//TODO: Make sure that uniforms are not sent into shader if not needed.
|
||||||
m_ShieldPixelRate = 8;
|
m_ShieldPixelRate = 8;
|
||||||
@@ -162,20 +162,20 @@ void DrawFinalPass::InitializeShaderPrograms()
|
|||||||
|
|
||||||
m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
|
m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
|
||||||
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
|
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
|
||||||
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
|
// m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
|
||||||
m_FillDepthBufferProgram->Compile();
|
m_FillDepthBufferProgram->Compile();
|
||||||
m_FillDepthBufferProgram->Link();
|
m_FillDepthBufferProgram->Link();
|
||||||
GLERROR("Creating DepthFill program");
|
GLERROR("Creating DepthFill program");
|
||||||
|
|
||||||
m_FillDepthBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
|
m_FillDepthBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
|
||||||
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl")));
|
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl")));
|
||||||
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
|
// m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
|
||||||
m_FillDepthBufferSkinnedProgram->Compile();
|
m_FillDepthBufferSkinnedProgram->Compile();
|
||||||
m_FillDepthBufferSkinnedProgram->Link();
|
m_FillDepthBufferSkinnedProgram->Link();
|
||||||
GLERROR("Creating DepthFill program");
|
GLERROR("Creating DepthFill program");
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
|
void DrawFinalPass::Draw(RenderScene& scene)
|
||||||
{
|
{
|
||||||
GLERROR("Pre");
|
GLERROR("Pre");
|
||||||
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
|
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
|
||||||
@@ -191,10 +191,10 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
|
|||||||
//Fill depth buffer
|
//Fill depth buffer
|
||||||
|
|
||||||
state->StencilMask(0x00);
|
state->StencilMask(0x00);
|
||||||
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
|
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
|
||||||
GLERROR("OpaqueObjects");
|
GLERROR("OpaqueObjects");
|
||||||
state->BlendFunc(GL_ONE, GL_ONE);
|
state->BlendFunc(GL_ONE, GL_ONE);
|
||||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
|
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
|
||||||
GLERROR("TransparentObjects");
|
GLERROR("TransparentObjects");
|
||||||
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
DrawSprites(scene.Jobs.SpriteJob, scene);
|
DrawSprites(scene.Jobs.SpriteJob, scene);
|
||||||
@@ -210,11 +210,11 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
|
|||||||
//Draw Opaque shielded objects
|
//Draw Opaque shielded objects
|
||||||
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||||
state->StencilMask(0x00);
|
state->StencilMask(0x00);
|
||||||
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene, SSAOTexture); //might need changing
|
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
|
||||||
GLERROR("Shielded Opaque object");
|
GLERROR("Shielded Opaque object");
|
||||||
|
|
||||||
//Draw Transparen Shielded objects
|
//Draw Transparen Shielded objects
|
||||||
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene, SSAOTexture); //might need changing
|
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
|
||||||
GLERROR("Shielded Transparent objects");
|
GLERROR("Shielded Transparent objects");
|
||||||
|
|
||||||
GLERROR("END");
|
GLERROR("END");
|
||||||
@@ -250,9 +250,9 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
|
|||||||
stateLowRes->Enable(GL_DEPTH_TEST);
|
stateLowRes->Enable(GL_DEPTH_TEST);
|
||||||
stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
|
stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
|
||||||
stateLowRes->StencilMask(0x00);
|
stateLowRes->StencilMask(0x00);
|
||||||
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
|
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
|
||||||
GLERROR("OpaqueObjects");
|
GLERROR("OpaqueObjects");
|
||||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
|
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
|
||||||
GLERROR("TransparentObjects");
|
GLERROR("TransparentObjects");
|
||||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||||
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||||
@@ -340,7 +340,7 @@ void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm:
|
|||||||
GLERROR("MipMap Texture initialization failed");
|
GLERROR("MipMap Texture initialization failed");
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture)
|
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
||||||
{
|
{
|
||||||
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
||||||
GLERROR("forwardHandle");
|
GLERROR("forwardHandle");
|
||||||
@@ -364,7 +364,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, SSAOTexture);
|
glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture());
|
||||||
|
|
||||||
for (auto &job : jobs) {
|
for (auto &job : jobs) {
|
||||||
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
||||||
@@ -383,7 +383,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
|
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
|
||||||
glActiveTexture(GL_TEXTURE5);
|
glActiveTexture(GL_TEXTURE5);
|
||||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||||
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
|
|
||||||
std::vector<glm::mat4> frameBones;
|
std::vector<glm::mat4> frameBones;
|
||||||
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||||
@@ -401,7 +401,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
BindExplosionTextures(explosionHandle, explosionEffectJob);
|
BindExplosionTextures(explosionHandle, explosionEffectJob);
|
||||||
glActiveTexture(GL_TEXTURE5);
|
glActiveTexture(GL_TEXTURE5);
|
||||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||||
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
glUniform3fv(glGetUniformLocation(explosionHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
@@ -463,7 +463,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
BindModelTextures(forwardSkinnedHandle, modelJob);
|
BindModelTextures(forwardSkinnedHandle, modelJob);
|
||||||
glActiveTexture(GL_TEXTURE5);
|
glActiveTexture(GL_TEXTURE5);
|
||||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||||
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
|
|
||||||
std::vector<glm::mat4> frameBones;
|
std::vector<glm::mat4> frameBones;
|
||||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||||
@@ -753,6 +753,7 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
|||||||
|
|
||||||
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
|
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
|
||||||
{
|
{
|
||||||
|
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||||
GLERROR("Bind 1 uniform");
|
GLERROR("Bind 1 uniform");
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
||||||
GLERROR("Bind 2 uniform");
|
GLERROR("Bind 2 uniform");
|
||||||
@@ -801,6 +802,7 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
|
|||||||
|
|
||||||
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
|
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
|
||||||
{
|
{
|
||||||
|
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||||
GLERROR("Bind 1 uniform");
|
GLERROR("Bind 1 uniform");
|
||||||
GLint Location_M = glGetUniformLocation(shaderHandle, "M");
|
GLint Location_M = glGetUniformLocation(shaderHandle, "M");
|
||||||
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
||||||
|
|||||||
@@ -9,6 +9,7 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
|
|||||||
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
Enable(GL_DEPTH_TEST);
|
Enable(GL_DEPTH_TEST);
|
||||||
Enable(GL_CULL_FACE);
|
Enable(GL_CULL_FACE);
|
||||||
|
glDepthFunc(GL_LEQUAL);
|
||||||
Enable(GL_STENCIL_TEST);
|
Enable(GL_STENCIL_TEST);
|
||||||
StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||||
StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||||
|
|||||||
@@ -42,33 +42,33 @@ void FrameBuffer::Generate()
|
|||||||
GLERROR("PRE");
|
GLERROR("PRE");
|
||||||
|
|
||||||
std::vector<GLenum> attachments;
|
std::vector<GLenum> attachments;
|
||||||
|
if (m_BufferHandle == 0) {
|
||||||
glGenFramebuffers(1, &m_BufferHandle);
|
glGenFramebuffers(1, &m_BufferHandle);
|
||||||
|
}
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
|
||||||
GLERROR("1");
|
GLERROR("1");
|
||||||
|
|
||||||
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);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
|
||||||
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
|
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
|
||||||
|
|
||||||
break;
|
break;
|
||||||
case GL_RENDERBUFFER:
|
case GL_RENDERBUFFER:
|
||||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
|
||||||
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
|
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
GLERROR("2");
|
GLERROR("2");
|
||||||
|
|
||||||
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
|
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
|
||||||
attachments.push_back((*it)->m_Attachment);
|
attachments.push_back((*it)->m_Attachment);
|
||||||
}
|
}
|
||||||
GLERROR("Attachment");
|
GLERROR("Attachment");
|
||||||
|
|
||||||
}
|
|
||||||
GLERROR("3");
|
|
||||||
|
|
||||||
|
}
|
||||||
|
GLERROR("3");
|
||||||
|
|
||||||
GLenum* bufferTextures = &attachments[0];
|
GLenum* bufferTextures = &attachments[0];
|
||||||
glDrawBuffers(attachments.size(), bufferTextures);
|
glDrawBuffers(attachments.size(), bufferTextures);
|
||||||
|
|||||||
@@ -4,6 +4,8 @@ std::unordered_map<GLFWwindow*, Renderer*> Renderer::m_WindowToRenderer;
|
|||||||
|
|
||||||
void Renderer::Initialize()
|
void Renderer::Initialize()
|
||||||
{
|
{
|
||||||
|
m_SSAO_Quality = m_Config->Get<int>("SSAO.Quality", 0);
|
||||||
|
m_GLOW_Quality = m_Config->Get<int>("GLOW.Quality", 0);
|
||||||
InitializeWindow();
|
InitializeWindow();
|
||||||
|
|
||||||
InitializeRenderPasses();
|
InitializeRenderPasses();
|
||||||
@@ -107,6 +109,7 @@ void Renderer::Update(double dt)
|
|||||||
void Renderer::Draw(RenderFrame& frame)
|
void Renderer::Draw(RenderFrame& frame)
|
||||||
{
|
{
|
||||||
GLERROR("PRE");
|
GLERROR("PRE");
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
|
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
|
||||||
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
|
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
|
||||||
if(m_CubeMapTexture == 0) {
|
if(m_CubeMapTexture == 0) {
|
||||||
@@ -115,19 +118,16 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
m_CubeMapPass->LoadTextures("Sky");
|
m_CubeMapPass->LoadTextures("Sky");
|
||||||
}
|
}
|
||||||
|
|
||||||
ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.01f, 5.0f);
|
ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
|
||||||
ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 0.1f);
|
ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
|
||||||
ImGui::SliderFloat("SSAO contrast", &m_SSAO_Contrast, 0.0f, 10.0f);
|
m_SSAOPass->ChangeQuality(m_SSAO_Quality);
|
||||||
ImGui::SliderFloat("SSAO IntensityScale", &m_SSAO_IntensityScale, 0.0f, 10.0f);
|
m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
|
||||||
ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100);
|
|
||||||
ImGui::SliderInt("SSAO Number of Turns", &m_SSAO_NumOfTurns, 0, 50);
|
|
||||||
m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns);
|
|
||||||
GLERROR("SSAO Settings");
|
GLERROR("SSAO Settings");
|
||||||
//clear buffer 0
|
//clear buffer 0
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
//Clear other buffers
|
//Clear other buffers
|
||||||
PerformanceTimer::StartTimer("Renderer-ClearBuffers");
|
PerformanceTimer::StartTimer("Renderer-ClearBuffers");
|
||||||
m_PickingPass->ClearPicking();
|
m_PickingPass->ClearPicking();
|
||||||
m_DrawFinalPass->ClearBuffer();
|
m_DrawFinalPass->ClearBuffer();
|
||||||
@@ -141,10 +141,10 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
GLERROR("Drawing pickingpass");
|
GLERROR("Drawing pickingpass");
|
||||||
PerformanceTimer::StopTimer("Renderer-Depth");
|
PerformanceTimer::StopTimer("Renderer-Depth");
|
||||||
}
|
}
|
||||||
PerformanceTimer::StartTimer("AO generation");
|
PerformanceTimer::StartTimer("Renderer-AO generation");
|
||||||
m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
|
m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
|
||||||
GLuint ao = m_SSAOPass->SSAOTexture();
|
GLuint ao = m_SSAOPass->SSAOTexture();
|
||||||
PerformanceTimer::StopTimer("AO generation");
|
PerformanceTimer::StopTimer("Renderer-AO generation");
|
||||||
for (auto scene : frame.RenderScenes){
|
for (auto scene : frame.RenderScenes){
|
||||||
|
|
||||||
PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");
|
PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");
|
||||||
@@ -159,7 +159,7 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
|
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
|
||||||
m_LightCullingPass->CullLights(*scene);
|
m_LightCullingPass->CullLights(*scene);
|
||||||
GLERROR("LightCulling");
|
GLERROR("LightCulling");
|
||||||
m_DrawFinalPass->Draw(*scene, ao);
|
m_DrawFinalPass->Draw(*scene);
|
||||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
|
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
|
||||||
GLERROR("Draw Geometry+Light");
|
GLERROR("Draw Geometry+Light");
|
||||||
//m_DrawScenePass->Draw(*scene);
|
//m_DrawScenePass->Draw(*scene);
|
||||||
@@ -248,9 +248,10 @@ void Renderer::InitializeRenderPasses()
|
|||||||
m_PickingPass = new PickingPass(this, m_EventBroker);
|
m_PickingPass = new PickingPass(this, m_EventBroker);
|
||||||
m_LightCullingPass = new LightCullingPass(this);
|
m_LightCullingPass = new LightCullingPass(this);
|
||||||
m_CubeMapPass = new CubeMapPass(this);
|
m_CubeMapPass = new CubeMapPass(this);
|
||||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass);
|
m_SSAOPass = new SSAOPass(this, m_Config);
|
||||||
|
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass);
|
||||||
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
||||||
m_DrawBloomPass = new DrawBloomPass(this);
|
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
|
||||||
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
||||||
m_SSAOPass = new SSAOPass(this);
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,50 +1,130 @@
|
|||||||
#include "Rendering/SSAOPass.h"
|
#include "Rendering/SSAOPass.h"
|
||||||
|
|
||||||
SSAOPass::SSAOPass(IRenderer* renderer)
|
SSAOPass::SSAOPass(IRenderer* renderer, ConfigFile* config)
|
||||||
|
: m_Renderer(renderer)
|
||||||
|
, m_Config(config)
|
||||||
{
|
{
|
||||||
m_Renderer = renderer;
|
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
|
||||||
|
|
||||||
|
ChangeQuality(m_Config->Get<int>("SSAO.Quality", 0));
|
||||||
|
}
|
||||||
|
|
||||||
|
void SSAOPass::ChangeQuality(int quality)
|
||||||
|
{
|
||||||
|
if (m_Quality == quality) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_Quality = quality;
|
||||||
|
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
glDeleteTextures(1, &m_SSAOTexture);
|
||||||
|
glDeleteTextures(1, &m_SSAOViewSpaceZTexture);
|
||||||
|
glDeleteTextures(1, &m_GaussianTexture_horiz);
|
||||||
|
glDeleteTextures(1, &m_GaussianTexture_vert);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::string qStr = std::to_string(m_Quality);
|
||||||
|
Setting(
|
||||||
|
m_Config->Get<float>("SSAO" + qStr + ".Radius", 0.01),
|
||||||
|
m_Config->Get<float>("SSAO" + qStr + ".Bias", 0.012),
|
||||||
|
m_Config->Get<float>("SSAO" + qStr + ".Contrast", 1.0),
|
||||||
|
m_Config->Get<float>("SSAO" + qStr + ".Intensity", 1.0),
|
||||||
|
m_Config->Get<int>("SSAO" + qStr + ".NumSamples", 0),
|
||||||
|
m_Config->Get<int>("SSAO" + qStr + ".NumTurns", 0),
|
||||||
|
m_Config->Get<int>("SSAO" + qStr + ".NumIterations", 0),
|
||||||
|
m_Config->Get<int>("SSAO" + qStr + ".TextureQuality", 4)
|
||||||
|
);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
||||||
|
|
||||||
InitializeTexture();
|
InitializeTexture();
|
||||||
InitializeBuffer();
|
InitializeBuffer();
|
||||||
InitializeShaderProgram();
|
InitializeShaderProgram();
|
||||||
Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
|
|
||||||
|
|
||||||
m_DrawBloomPass = new DrawBloomPass(renderer);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::InitializeShaderProgram()
|
void SSAOPass::InitializeShaderProgram()
|
||||||
{
|
{
|
||||||
m_SSAOProgram = ResourceManager::Load<ShaderProgram>("##SSAOProgram");
|
m_SSAOProgram = ResourceManager::Load<ShaderProgram>("##SSAOProgram");
|
||||||
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
if (m_SSAOProgram->GetHandle() == 0) {
|
||||||
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
|
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
||||||
m_SSAOProgram->Compile();
|
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
|
||||||
m_SSAOProgram->Link();
|
m_SSAOProgram->Compile();
|
||||||
|
m_SSAOProgram->Link();
|
||||||
|
}
|
||||||
|
|
||||||
m_SSAOViewSpaceZProgram = ResourceManager::Load<ShaderProgram>("##SSAOViewSpaceZProgram");
|
m_SSAOViewSpaceZProgram = ResourceManager::Load<ShaderProgram>("##SSAOViewSpaceZProgram");
|
||||||
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
if (m_SSAOViewSpaceZProgram->GetHandle() == 0) {
|
||||||
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
|
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
||||||
m_SSAOViewSpaceZProgram->Compile();
|
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
|
||||||
m_SSAOViewSpaceZProgram->Link();
|
m_SSAOViewSpaceZProgram->Compile();
|
||||||
|
m_SSAOViewSpaceZProgram->Link();
|
||||||
|
}
|
||||||
|
|
||||||
|
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
|
||||||
|
if (m_GaussianProgram_horiz->GetHandle() == 0) {
|
||||||
|
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
|
||||||
|
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
|
||||||
|
m_GaussianProgram_horiz->Compile();
|
||||||
|
m_GaussianProgram_horiz->Link();
|
||||||
|
}
|
||||||
|
|
||||||
|
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
|
||||||
|
if (m_GaussianProgram_vert->GetHandle() == 0) {
|
||||||
|
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
|
||||||
|
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
|
||||||
|
m_GaussianProgram_vert->Compile();
|
||||||
|
m_GaussianProgram_vert->Link();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::InitializeTexture() {
|
void SSAOPass::InitializeTexture() {
|
||||||
GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R8, GL_RED, GL_FLOAT);
|
GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
|
||||||
GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R32F, GL_RED, GL_FLOAT);
|
GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R32F, GL_RED, GL_FLOAT);
|
||||||
|
|
||||||
|
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RGB, GL_FLOAT);
|
||||||
|
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RGB, GL_FLOAT);
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::InitializeBuffer()
|
void SSAOPass::InitializeBuffer()
|
||||||
{
|
{
|
||||||
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
|
if (m_SSAOFramBuffer.GetHandle() == 0) {
|
||||||
m_SSAOFramBuffer.Generate();
|
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
|
m_SSAOFramBuffer.Generate();
|
||||||
|
|
||||||
|
|
||||||
|
if (m_SSAOViewSpaceZFramBuffer.GetHandle() == 0) {
|
||||||
|
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
|
m_SSAOViewSpaceZFramBuffer.Generate();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
|
||||||
|
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
|
m_GaussianFrameBuffer_horiz.Generate();
|
||||||
|
|
||||||
|
|
||||||
|
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
|
||||||
|
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
|
m_GaussianFrameBuffer_vert.Generate();
|
||||||
|
|
||||||
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
|
|
||||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::ClearBuffer()
|
void SSAOPass::ClearBuffer()
|
||||||
{
|
{
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
m_SSAOFramBuffer.Bind();
|
m_SSAOFramBuffer.Bind();
|
||||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
@@ -54,19 +134,32 @@ void SSAOPass::ClearBuffer()
|
|||||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
m_SSAOViewSpaceZFramBuffer.Unbind();
|
m_SSAOViewSpaceZFramBuffer.Unbind();
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_horiz.Bind();
|
||||||
|
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
m_GaussianFrameBuffer_horiz.Unbind();
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_vert.Bind();
|
||||||
|
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
m_GaussianFrameBuffer_vert.Unbind();
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns) {
|
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality) {
|
||||||
m_Radius = radius;
|
m_Radius = radius;
|
||||||
m_Bias = bias;
|
m_Bias = bias;
|
||||||
m_Contrast = contrast;
|
m_Contrast = contrast;
|
||||||
m_IntensityScale = intensityScale;
|
m_IntensityScale = intensityScale;
|
||||||
m_NumOfSamples = numOfSamples;
|
m_NumOfSamples = numOfSamples;
|
||||||
m_NumOfTurns = NumOfTurns;
|
m_NumOfTurns = numOfTurns;
|
||||||
|
m_Iterations = iterations;
|
||||||
|
m_TextureQuality = quality;
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
||||||
{
|
{
|
||||||
|
glDeleteTextures(1, texture);
|
||||||
glGenTextures(1, texture);
|
glGenTextures(1, texture);
|
||||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||||
@@ -79,6 +172,10 @@ void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
|
|||||||
|
|
||||||
void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||||
{
|
{
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
SSAOPassState state;
|
SSAOPassState state;
|
||||||
GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle();
|
GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle();
|
||||||
GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle();
|
GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle();
|
||||||
@@ -98,6 +195,7 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
|||||||
(-1.0f),
|
(-1.0f),
|
||||||
(+1.0f)
|
(+1.0f)
|
||||||
);*/
|
);*/
|
||||||
|
glViewport(0, 0, (m_Renderer->GetViewportSize().Width >> m_TextureQuality), (m_Renderer->GetViewportSize().Height >> m_TextureQuality)); //JOHAN TODO: Get this into state
|
||||||
glUniform3fv(glGetUniformLocation(viewSpaceZPShaderHandle, "ClipInfo"), 1, glm::value_ptr(clipInfo));
|
glUniform3fv(glGetUniformLocation(viewSpaceZPShaderHandle, "ClipInfo"), 1, glm::value_ptr(clipInfo));
|
||||||
|
|
||||||
glBindVertexArray(m_ScreenQuad->VAO);
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
@@ -107,9 +205,9 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
|||||||
|
|
||||||
glm::vec4 projInfo = glm::vec4(
|
glm::vec4 projInfo = glm::vec4(
|
||||||
((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
|
((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
|
||||||
(-2.0 / (m_Renderer->GetViewportSize().Width * camera->ProjectionMatrix()[0][0])),
|
(-2.0 / ((m_Renderer->GetViewportSize().Width >> m_TextureQuality) * camera->ProjectionMatrix()[0][0])),
|
||||||
((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]),
|
((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]),
|
||||||
(-2.0 / (m_Renderer->GetViewportSize().Height * camera->ProjectionMatrix()[1][1]))
|
(-2.0 / ((m_Renderer->GetViewportSize().Height >> m_TextureQuality) * camera->ProjectionMatrix()[1][1]))
|
||||||
);
|
);
|
||||||
|
|
||||||
|
|
||||||
@@ -120,26 +218,76 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
|||||||
glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
|
glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
|
||||||
|
|
||||||
// How many pixel there are in a 1m long object 1m away from the camera
|
// How many pixel there are in a 1m long object 1m away from the camera
|
||||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), m_Renderer->GetViewportSize().Height / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
|
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), (m_Renderer->GetViewportSize().Height >> m_TextureQuality) / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
|
||||||
|
|
||||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius);
|
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius);
|
||||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias);
|
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias);
|
||||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uContrast"), m_Contrast);
|
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uContrast"), m_Contrast);
|
||||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uIntensityScale"), m_IntensityScale);
|
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uIntensityScale"), m_IntensityScale);
|
||||||
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfSamples"), m_NumOfSamples);
|
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfSamples"), m_NumOfSamples);
|
||||||
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);;
|
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);
|
||||||
|
|
||||||
glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "uProjInfo"), 1, glm::value_ptr(projInfo));
|
glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "uProjInfo"), 1, glm::value_ptr(projInfo));
|
||||||
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_DrawBloomPass->ClearBuffer();
|
DrawBloomPassState BloomState;
|
||||||
m_DrawBloomPass->Draw(m_SSAOTexture);
|
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
|
||||||
|
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_horiz.Bind();
|
||||||
|
m_GaussianProgram_horiz->Bind();
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_SSAOTexture);
|
||||||
|
|
||||||
|
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);
|
||||||
|
//Iterate some times to make it more gaussian.
|
||||||
|
for (int i = 1; i < m_Iterations; i++) {
|
||||||
|
//Vertical pass
|
||||||
|
m_GaussianFrameBuffer_vert.Bind();
|
||||||
|
m_GaussianProgram_vert->Bind();
|
||||||
|
|
||||||
|
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
|
||||||
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
|
//horizontal pass
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_horiz.Bind();
|
||||||
|
m_GaussianProgram_horiz->Bind();
|
||||||
|
|
||||||
|
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
|
||||||
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
|
}
|
||||||
|
|
||||||
|
//final vertical gaussian after the iterations are done
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_vert.Bind();
|
||||||
|
m_GaussianProgram_vert->Bind();
|
||||||
|
|
||||||
|
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
|
||||||
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
|
|
||||||
|
glViewport(0, 0, (m_Renderer->GetViewportSize().Width), (m_Renderer->GetViewportSize().Height));
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::OnWindowResize() {
|
void SSAOPass::OnWindowResize() {
|
||||||
m_DrawBloomPass->OnWindowResize();
|
if (m_Quality == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
InitializeTexture();
|
InitializeTexture();
|
||||||
m_SSAOFramBuffer.Generate();
|
|
||||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
|
||||||
}
|
}
|
||||||
+1
-1
@@ -54,7 +54,7 @@ Game::Game(int argc, char* argv[])
|
|||||||
m_EventBroker = new EventBroker();
|
m_EventBroker = new EventBroker();
|
||||||
|
|
||||||
// Create the renderer
|
// Create the renderer
|
||||||
m_Renderer = new Renderer(m_EventBroker);
|
m_Renderer = new Renderer(m_EventBroker, m_Config);
|
||||||
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
|
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
|
||||||
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
|
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
|
||||||
m_Renderer->SetResolution(Rectangle::Rectangle(
|
m_Renderer->SetResolution(Rectangle::Rectangle(
|
||||||
|
|||||||
@@ -29,6 +29,7 @@ void AmmoPickupSystem::Update(double dt)
|
|||||||
newAmmoPickupEntity["Transform"]["Position"] = ammoPickupPosition.Pos;
|
newAmmoPickupEntity["Transform"]["Position"] = ammoPickupPosition.Pos;
|
||||||
newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = ammoPickupPosition.AmmoGain;
|
newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = ammoPickupPosition.AmmoGain;
|
||||||
newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = ammoPickupPosition.RespawnTimer;
|
newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = ammoPickupPosition.RespawnTimer;
|
||||||
|
m_World->SetParent(newAmmoPickupEntity.ID, ammoPickupPosition.parentID);
|
||||||
|
|
||||||
//erase the current element (AmmoPickupPosition)
|
//erase the current element (AmmoPickupPosition)
|
||||||
m_ETriggerTouchVector.erase(it);
|
m_ETriggerTouchVector.erase(it);
|
||||||
@@ -69,8 +70,8 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
|
|||||||
|
|
||||||
//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
|
//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
|
||||||
//we need to copy all values since each value can be different for each ammoPickup
|
//we need to copy all values since each value can be different for each ammoPickup
|
||||||
m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["AmmoPickup"]["AmmoGain"],
|
m_ETriggerTouchVector.push_back({ e.Trigger["Transform"]["Position"], e.Trigger["AmmoPickup"]["AmmoGain"],
|
||||||
e.Trigger["AmmoPickup"]["RespawnTimer"],e.Trigger["AmmoPickup"]["RespawnTimer"] });
|
e.Trigger["AmmoPickup"]["RespawnTimer"], e.Trigger["AmmoPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) });
|
||||||
|
|
||||||
//delete the ammopickup
|
//delete the ammopickup
|
||||||
m_World->DeleteEntity(e.Trigger.ID);
|
m_World->DeleteEntity(e.Trigger.ID);
|
||||||
|
|||||||
@@ -6,9 +6,11 @@ CapturePointSystem::CapturePointSystem(SystemParams params)
|
|||||||
, PureSystem("CapturePoint")
|
, PureSystem("CapturePoint")
|
||||||
{
|
{
|
||||||
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
|
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
|
if (!IsClient) {
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
|
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
|
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -16,6 +18,9 @@ CapturePointSystem::CapturePointSystem(SystemParams params)
|
|||||||
//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
|
//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
|
||||||
void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt)
|
void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt)
|
||||||
{
|
{
|
||||||
|
if (IsClient) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
if (m_WinnerWasFound) {
|
if (m_WinnerWasFound) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -29,6 +29,7 @@ void PickupSpawnSystem::Update(double dt)
|
|||||||
newHealthPickupEntity["Transform"]["Position"] = healthPickupPosition.Pos;
|
newHealthPickupEntity["Transform"]["Position"] = healthPickupPosition.Pos;
|
||||||
newHealthPickupEntity["HealthPickup"]["HealthGain"] = healthPickupPosition.HealthGain;
|
newHealthPickupEntity["HealthPickup"]["HealthGain"] = healthPickupPosition.HealthGain;
|
||||||
newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = healthPickupPosition.RespawnTimer;
|
newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = healthPickupPosition.RespawnTimer;
|
||||||
|
m_World->SetParent(newHealthPickupEntity.ID, healthPickupPosition.parentID);
|
||||||
|
|
||||||
//erase the current element (healthPickupPosition)
|
//erase the current element (healthPickupPosition)
|
||||||
m_ETriggerTouchVector.erase(it);
|
m_ETriggerTouchVector.erase(it);
|
||||||
@@ -58,7 +59,7 @@ bool PickupSpawnSystem::OnTriggerTouch(Events::TriggerTouch& e)
|
|||||||
//copy position, healthgain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
|
//copy position, healthgain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
|
||||||
//we need to copy all values since each value can be different for each healthPickup
|
//we need to copy all values since each value can be different for each healthPickup
|
||||||
m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["HealthPickup"]["HealthGain"],
|
m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["HealthPickup"]["HealthGain"],
|
||||||
e.Trigger["HealthPickup"]["RespawnTimer"],e.Trigger["HealthPickup"]["RespawnTimer"] });
|
e.Trigger["HealthPickup"]["RespawnTimer"],e.Trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) });
|
||||||
|
|
||||||
//delete the healthpickup
|
//delete the healthpickup
|
||||||
m_World->DeleteEntity(e.Trigger.ID);
|
m_World->DeleteEntity(e.Trigger.ID);
|
||||||
|
|||||||
@@ -4,6 +4,7 @@ PlayerMovementSystem::PlayerMovementSystem(SystemParams params)
|
|||||||
: System(params)
|
: System(params)
|
||||||
{
|
{
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
|
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &PlayerMovementSystem::OnDoubleJump);
|
||||||
}
|
}
|
||||||
|
|
||||||
PlayerMovementSystem::~PlayerMovementSystem()
|
PlayerMovementSystem::~PlayerMovementSystem()
|
||||||
@@ -36,7 +37,6 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
|||||||
if (!player.Valid()) {
|
if (!player.Valid()) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Aim pitch
|
// Aim pitch
|
||||||
EntityWrapper cameraEntity = player.FirstChildByName("Camera");
|
EntityWrapper cameraEntity = player.FirstChildByName("Camera");
|
||||||
if (cameraEntity.Valid()) {
|
if (cameraEntity.Valid()) {
|
||||||
@@ -122,15 +122,14 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
|||||||
if (isOnGround) {
|
if (isOnGround) {
|
||||||
controller->SetDoubleJumping(false);
|
controller->SetDoubleJumping(false);
|
||||||
} else {
|
} else {
|
||||||
|
// If IsServer and network is off this will not work
|
||||||
if (IsClient) {
|
if (IsClient) {
|
||||||
//put a hexagon at the players feet
|
//put a hexagon at the players feet
|
||||||
auto hexagonEffect = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
|
spawnHexagon(player);
|
||||||
EntityFileParser parser(hexagonEffect);
|
|
||||||
EntityID hexagonEffectID = parser.MergeEntities(m_World);
|
|
||||||
EntityWrapper hexagonEW = EntityWrapper(m_World, hexagonEffectID);
|
|
||||||
hexagonEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
|
|
||||||
controller->SetDoubleJumping(true);
|
controller->SetDoubleJumping(true);
|
||||||
|
// Publish event for client to listen to
|
||||||
Events::DoubleJump e;
|
Events::DoubleJump e;
|
||||||
|
e.entityID = player.ID;
|
||||||
m_EventBroker->Publish(e);
|
m_EventBroker->Publish(e);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -295,3 +294,26 @@ bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
|||||||
}
|
}
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e)
|
||||||
|
{
|
||||||
|
// If entity does not exist, exit
|
||||||
|
if (!EntityWrapper(m_World, e.entityID).Valid()) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// If entity IsLocalPlayer, exit
|
||||||
|
if (e.entityID == m_LocalPlayer.ID) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
spawnHexagon(EntityWrapper(m_World, e.entityID));
|
||||||
|
}
|
||||||
|
|
||||||
|
void PlayerMovementSystem::spawnHexagon(EntityWrapper target)
|
||||||
|
{
|
||||||
|
//put a hexagon at the entitys... feet?
|
||||||
|
auto hexagonEffect = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
|
||||||
|
EntityFileParser parser(hexagonEffect);
|
||||||
|
EntityID hexagonEffectID = parser.MergeEntities(m_World);
|
||||||
|
EntityWrapper hexagonEW = EntityWrapper(m_World, hexagonEffectID);
|
||||||
|
hexagonEW["Transform"]["Position"] = (glm::vec3)target["Transform"]["Position"];
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user