Compare commits
2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| de9657700b | |||
| ef66f3ebe5 |
@@ -17,7 +17,7 @@ public:
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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(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure);
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void Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure);
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private:
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private:
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const IRenderer* m_Renderer;
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const IRenderer* m_Renderer;
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@@ -15,7 +15,7 @@
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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, SSAOPass* ssaoPass, GLuint* depthBuffer);
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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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@@ -26,20 +26,17 @@ public:
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//Return the texture that is used in later stages to apply the bloom effect
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//Return the texture that is used in later stages to apply the bloom effect
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GLuint BloomTexture() const { return m_BloomTexture; }
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GLuint BloomTexture() const { return m_BloomTexture; }
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GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; }
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//Return the texture with diffuse and lighting of the scene.
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//Return the texture with diffuse and lighting of the scene.
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GLuint SceneTexture() const { return m_SceneTexture; }
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GLuint SceneTexture() const { return m_SceneTexture; }
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GLuint SceneTextureLowRes() const { return m_SceneTextureLowRes; }
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//Return the framebuffer used in the scene rendering stage.
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//Return the framebuffer used in the scene rendering stage.
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FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
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FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
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FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
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private:
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private:
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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);
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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 DrawModelRenderQueuesWithShieldCheck(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 DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
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void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
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void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
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void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
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@@ -54,13 +51,11 @@ private:
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Texture* m_ErrorTexture;
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Texture* m_ErrorTexture;
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FrameBuffer m_FinalPassFrameBuffer;
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FrameBuffer m_FinalPassFrameBuffer;
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FrameBuffer m_FinalPassFrameBufferLowRes;
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FrameBuffer m_ShieldDepthFrameBuffer;
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GLuint m_BloomTexture;
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GLuint m_BloomTexture;
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GLuint m_SceneTexture;
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GLuint m_SceneTexture;
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GLuint m_BloomTextureLowRes;
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GLuint m_DepthBuffer;
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GLuint m_SceneTextureLowRes;
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GLuint m_ShieldBuffer;
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GLuint* m_DepthBuffer;
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GLuint m_DepthBufferLowRes;
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GLuint m_CubeMapTexture;
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GLuint m_CubeMapTexture;
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//maqke this component based i guess?
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//maqke this component based i guess?
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@@ -76,16 +71,27 @@ private:
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ShaderProgram* m_ExplosionEffectSplatMapProgram;
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ShaderProgram* m_ExplosionEffectSplatMapProgram;
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ShaderProgram* m_SpriteProgram;
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ShaderProgram* m_SpriteProgram;
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ShaderProgram* m_ForwardPlusSplatMapProgram;
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ShaderProgram* m_ForwardPlusSplatMapProgram;
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ShaderProgram* m_ShieldToStencilProgram;
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ShaderProgram* m_FillDepthStencilBufferProgram;
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ShaderProgram* m_FillDepthBufferProgram;
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ShaderProgram* m_ForwardPlusShieldCheckProgram;
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ShaderProgram* m_ExplosionEffectShieldCheckProgram;
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ShaderProgram* m_ExplosionEffectSplatMapShieldCheckProgram;
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ShaderProgram* m_SpriteShieldCheckProgram;
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ShaderProgram* m_ForwardPlusSplatMapShieldCheckProgram;
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ShaderProgram* m_ForwardPlusSkinnedProgram;
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ShaderProgram* m_ForwardPlusSkinnedProgram;
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ShaderProgram* m_ExplosionEffectSkinnedProgram;
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ShaderProgram* m_ExplosionEffectSkinnedProgram;
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ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
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ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
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ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
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ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
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ShaderProgram* m_ShieldToStencilSkinnedProgram;
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ShaderProgram* m_FillDepthStencilBufferSkinnedProgram;
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ShaderProgram* m_FillDepthBufferSkinnedProgram;
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ShaderProgram* m_ForwardPlusSkinnedShieldCheckProgram;
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ShaderProgram* m_ExplosionEffectSkinnedShieldCheckProgram;
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ShaderProgram* m_ExplosionEffectSplatMapSkinnedShieldCheckProgram;
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ShaderProgram* m_ForwardPlusSplatMapSkinnedShieldCheckProgram;
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ShaderProgram* m_FillDepthBufferSkinnedShieldCheckProgram;
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};
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};
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#endif
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#endif
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@@ -15,8 +15,8 @@
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struct ExplosionEffectJob : ModelJob
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struct ExplosionEffectJob : ModelJob
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{
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{
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded)
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{
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{
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ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
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ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
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TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
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TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
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@@ -18,7 +18,7 @@
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struct ModelJob : RenderJob
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struct ModelJob : RenderJob
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{
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{
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
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: RenderJob()
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: RenderJob()
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{
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{
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Model = model;
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Model = model;
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@@ -117,7 +117,7 @@ struct ModelJob : RenderJob
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FillColor = fillColor;
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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FillPercentage = fillPercentage;
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IsShielded = isShielded;
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if (model->IsSkinned()) {
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if (model->IsSkinned()) {
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Skeleton = Model->m_RawModel->m_Skeleton;
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Skeleton = Model->m_RawModel->m_Skeleton;
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@@ -181,7 +181,7 @@ struct ModelJob : RenderJob
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glm::vec4 FillColor = glm::vec4(0);
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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float FillPercentage = 0.0;
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bool IsShielded;
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void CalculateHash() override
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void CalculateHash() override
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{
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{
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Hash = ShaderID << 20 + ModelID << 10 + TextureID;
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Hash = ShaderID << 20 + ModelID << 10 + TextureID;
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@@ -24,7 +24,6 @@ struct RenderScene
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std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
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std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
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std::list<std::shared_ptr<RenderJob>> TransparentObjects;
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std::list<std::shared_ptr<RenderJob>> TransparentObjects;
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std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
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std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
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std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
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std::list<std::shared_ptr<RenderJob>> ShieldObjects;
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std::list<std::shared_ptr<RenderJob>> ShieldObjects;
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std::list<std::shared_ptr<RenderJob>> SpriteJob;
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std::list<std::shared_ptr<RenderJob>> SpriteJob;
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std::list<std::shared_ptr<RenderJob>> PointLight;
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std::list<std::shared_ptr<RenderJob>> PointLight;
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@@ -41,7 +40,6 @@ struct RenderScene
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Jobs.OpaqueObjects.clear();
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Jobs.OpaqueObjects.clear();
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Jobs.TransparentObjects.clear();
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Jobs.TransparentObjects.clear();
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Jobs.OpaqueShieldedObjects.clear();
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Jobs.OpaqueShieldedObjects.clear();
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Jobs.TransparentShieldedObjects.clear();
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Jobs.ShieldObjects.clear();
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Jobs.ShieldObjects.clear();
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Jobs.SpriteJob.clear();
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Jobs.SpriteJob.clear();
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Jobs.DirectionalLight.clear();
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Jobs.DirectionalLight.clear();
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@@ -68,5 +68,17 @@ Contrast=1.5
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Intensity=1.0
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Intensity=1.0
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NumSamples=24
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NumSamples=24
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NumTurns=17
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NumTurns=17
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NumIterations=13
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NumIterations=9
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TextureQuality=0
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TextureQuality=0
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[GLOW]
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Quality=3;
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[GLOW1]
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NumIterations=5
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[GLOW2]
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NumIterations=9
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[GLOW3]
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NumIterations=13
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@@ -13,7 +13,7 @@
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</c:AssaultWeapon>
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</c:AssaultWeapon>
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<c:Collidable/>
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<c:Collidable/>
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<c:DefenderWeapon>
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<c:DefenderWeapon>
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<TimeSinceLastFire>1.6944730461160304</TimeSinceLastFire>
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<TimeSinceLastFire>52.867678870419283</TimeSinceLastFire>
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</c:DefenderWeapon>
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</c:DefenderWeapon>
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<c:DoubleJump/>
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<c:DoubleJump/>
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<c:Health/>
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<c:Health/>
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@@ -37,7 +37,10 @@
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<Children>
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<Children>
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<Entity name="Camera">
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<Entity name="Camera">
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<Components>
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<Components>
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<c:Camera/>
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<c:Camera>
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<NearClip>0.10000000149011612</NearClip>
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<FarClip>300</FarClip>
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</c:Camera>
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<c:Transform>
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<c:Transform>
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<Position X="0" Y="1.27700007" Z="0"/>
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<Position X="0" Y="1.27700007" Z="0"/>
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</c:Transform>
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</c:Transform>
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@@ -372,7 +375,7 @@
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<Components>
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<Components>
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<c:Animation>
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<c:Animation>
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<AnimationName1>Idle</AnimationName1>
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<AnimationName1>Idle</AnimationName1>
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<Time1>0.67172915251515519</Time1>
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<Time1>1.9408570429715581</Time1>
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<Speed1>1</Speed1>
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<Speed1>1</Speed1>
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<AnimationName2></AnimationName2>
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<AnimationName2></AnimationName2>
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<AnimationName3></AnimationName3>
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<AnimationName3></AnimationName3>
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@@ -386,25 +389,25 @@
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<Children>
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<Children>
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<Entity name="PrimaryAttachment">
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<Entity name="PrimaryAttachment">
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<Components>
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<Components>
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<c:WeaponAttachment>
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<Weapon>DefenderWeapon</Weapon>
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</c:WeaponAttachment>
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<c:Spawner>
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<c:Spawner>
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<EntityFile>Schema/Entities/DefenderWeaponView.xml</EntityFile>
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<EntityFile>Schema/Entities/DefenderWeaponView.xml</EntityFile>
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</c:Spawner>
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</c:Spawner>
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<c:Transform/>
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<c:Transform/>
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<c:WeaponAttachment>
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<Weapon>DefenderWeapon</Weapon>
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</c:WeaponAttachment>
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</Components>
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</Components>
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<Children/>
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<Children/>
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</Entity>
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</Entity>
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<Entity name="SecondaryAttachment">
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<Entity name="SecondaryAttachment">
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<Components>
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<Components>
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<c:WeaponAttachment>
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<Weapon>AssaultWeapon</Weapon>
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</c:WeaponAttachment>
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<c:Spawner>
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<c:Spawner>
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<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
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<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
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</c:Spawner>
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</c:Spawner>
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<c:Transform/>
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<c:Transform/>
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<c:WeaponAttachment>
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<Weapon>AssaultWeapon</Weapon>
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</c:WeaponAttachment>
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</Components>
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</Components>
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<Children/>
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<Children/>
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</Entity>
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</Entity>
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@@ -414,7 +417,10 @@
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</Entity>
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</Entity>
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<Entity name="ThirdPersonCamera">
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<Entity name="ThirdPersonCamera">
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<Components>
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<Components>
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<c:Camera/>
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<c:Camera>
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<NearClip>0.10000000149011612</NearClip>
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<FarClip>300</FarClip>
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</c:Camera>
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<c:Model>
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<c:Model>
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<Resource>Models/Widgets/Camera.mesh</Resource>
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<Resource>Models/Widgets/Camera.mesh</Resource>
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<Visible>false</Visible>
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<Visible>false</Visible>
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@@ -430,6 +436,7 @@
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<Components>
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<Components>
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<c:Animation>
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<c:Animation>
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<AnimationName1>Idle</AnimationName1>
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<AnimationName1>Idle</AnimationName1>
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<Time1>1.5631122524686134</Time1>
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<Speed1>1</Speed1>
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<Speed1>1</Speed1>
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<AnimationName2></AnimationName2>
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<AnimationName2></AnimationName2>
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<AnimationName3></AnimationName3>
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<AnimationName3></AnimationName3>
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@@ -449,31 +456,31 @@
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<Children>
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<Children>
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<Entity name="PrimaryAttachment">
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<Entity name="PrimaryAttachment">
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<Components>
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<Components>
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<c:Spawner>
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<EntityFile>Schema/Entities/DefenderWeaponWorld.xml</EntityFile>
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</c:Spawner>
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<c:Transform/>
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<c:WeaponAttachment>
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<c:WeaponAttachment>
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<Weapon>DefenderWeapon</Weapon>
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<Weapon>DefenderWeapon</Weapon>
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<Person>
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<Person>
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<ThirdPerson/>
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<ThirdPerson/>
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</Person>
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</Person>
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</c:WeaponAttachment>
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</c:WeaponAttachment>
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<c:Spawner>
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<EntityFile>Schema/Entities/DefenderWeaponWorld.xml</EntityFile>
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</c:Spawner>
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<c:Transform/>
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</Components>
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</Components>
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<Children/>
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<Children/>
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</Entity>
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</Entity>
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<Entity name="SecondaryAttachment">
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<Entity name="SecondaryAttachment">
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<Components>
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<Components>
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<c:Spawner>
|
|
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<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
|
|
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</c:Spawner>
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|
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<c:Transform/>
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<c:WeaponAttachment>
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<c:WeaponAttachment>
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<Weapon>AssaultWeapon</Weapon>
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<Weapon>AssaultWeapon</Weapon>
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<Person>
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<Person>
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<ThirdPerson/>
|
<ThirdPerson/>
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</Person>
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</Person>
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</c:WeaponAttachment>
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</c:WeaponAttachment>
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<c:Spawner>
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<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
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</c:Spawner>
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||||||
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<c:Transform/>
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</Components>
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</Components>
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<Children/>
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<Children/>
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</Entity>
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</Entity>
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@@ -13,7 +13,7 @@
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|||||||
</c:AssaultWeapon>
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</c:AssaultWeapon>
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<c:Collidable/>
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<c:Collidable/>
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<c:DefenderWeapon>
|
<c:DefenderWeapon>
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<TimeSinceLastFire>1.6944730461160304</TimeSinceLastFire>
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<TimeSinceLastFire>22.22055262342397</TimeSinceLastFire>
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</c:DefenderWeapon>
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</c:DefenderWeapon>
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<c:DoubleJump/>
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<c:DoubleJump/>
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<c:Health/>
|
<c:Health/>
|
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@@ -37,7 +37,10 @@
|
|||||||
<Children>
|
<Children>
|
||||||
<Entity name="Camera">
|
<Entity name="Camera">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Camera/>
|
<c:Camera>
|
||||||
|
<NearClip>0.10000000149011612</NearClip>
|
||||||
|
<FarClip>300</FarClip>
|
||||||
|
</c:Camera>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0" Y="1.27700007" Z="0"/>
|
<Position X="0" Y="1.27700007" Z="0"/>
|
||||||
</c:Transform>
|
</c:Transform>
|
||||||
@@ -372,7 +375,7 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:Animation>
|
<c:Animation>
|
||||||
<AnimationName1>Idle</AnimationName1>
|
<AnimationName1>Idle</AnimationName1>
|
||||||
<Time1>0.67172915251515519</Time1>
|
<Time1>1.1978087298230946</Time1>
|
||||||
<Speed1>1</Speed1>
|
<Speed1>1</Speed1>
|
||||||
<AnimationName2></AnimationName2>
|
<AnimationName2></AnimationName2>
|
||||||
<AnimationName3></AnimationName3>
|
<AnimationName3></AnimationName3>
|
||||||
@@ -386,25 +389,25 @@
|
|||||||
<Children>
|
<Children>
|
||||||
<Entity name="PrimaryAttachment">
|
<Entity name="PrimaryAttachment">
|
||||||
<Components>
|
<Components>
|
||||||
|
<c:WeaponAttachment>
|
||||||
|
<Weapon>DefenderWeapon</Weapon>
|
||||||
|
</c:WeaponAttachment>
|
||||||
<c:Spawner>
|
<c:Spawner>
|
||||||
<EntityFile>Schema/Entities/DefenderWeaponViewRed.xml</EntityFile>
|
<EntityFile>Schema/Entities/DefenderWeaponViewRed.xml</EntityFile>
|
||||||
</c:Spawner>
|
</c:Spawner>
|
||||||
<c:Transform/>
|
<c:Transform/>
|
||||||
<c:WeaponAttachment>
|
|
||||||
<Weapon>DefenderWeapon</Weapon>
|
|
||||||
</c:WeaponAttachment>
|
|
||||||
</Components>
|
</Components>
|
||||||
<Children/>
|
<Children/>
|
||||||
</Entity>
|
</Entity>
|
||||||
<Entity name="SecondaryAttachment">
|
<Entity name="SecondaryAttachment">
|
||||||
<Components>
|
<Components>
|
||||||
|
<c:WeaponAttachment>
|
||||||
|
<Weapon>AssaultWeapon</Weapon>
|
||||||
|
</c:WeaponAttachment>
|
||||||
<c:Spawner>
|
<c:Spawner>
|
||||||
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
|
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
|
||||||
</c:Spawner>
|
</c:Spawner>
|
||||||
<c:Transform/>
|
<c:Transform/>
|
||||||
<c:WeaponAttachment>
|
|
||||||
<Weapon>AssaultWeapon</Weapon>
|
|
||||||
</c:WeaponAttachment>
|
|
||||||
</Components>
|
</Components>
|
||||||
<Children/>
|
<Children/>
|
||||||
</Entity>
|
</Entity>
|
||||||
@@ -414,7 +417,10 @@
|
|||||||
</Entity>
|
</Entity>
|
||||||
<Entity name="ThirdPersonCamera">
|
<Entity name="ThirdPersonCamera">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Camera/>
|
<c:Camera>
|
||||||
|
<NearClip>0.10000000149011612</NearClip>
|
||||||
|
<FarClip>300</FarClip>
|
||||||
|
</c:Camera>
|
||||||
<c:Model>
|
<c:Model>
|
||||||
<Resource>Models/Widgets/Camera.mesh</Resource>
|
<Resource>Models/Widgets/Camera.mesh</Resource>
|
||||||
<Visible>false</Visible>
|
<Visible>false</Visible>
|
||||||
@@ -430,6 +436,7 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:Animation>
|
<c:Animation>
|
||||||
<AnimationName1>Idle</AnimationName1>
|
<AnimationName1>Idle</AnimationName1>
|
||||||
|
<Time1>0.69274608502888668</Time1>
|
||||||
<Speed1>1</Speed1>
|
<Speed1>1</Speed1>
|
||||||
<AnimationName2></AnimationName2>
|
<AnimationName2></AnimationName2>
|
||||||
<AnimationName3></AnimationName3>
|
<AnimationName3></AnimationName3>
|
||||||
@@ -449,31 +456,31 @@
|
|||||||
<Children>
|
<Children>
|
||||||
<Entity name="PrimaryAttachment">
|
<Entity name="PrimaryAttachment">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Spawner>
|
|
||||||
<EntityFile>Schema/Entities/DefenderWeaponWorldRed.xml</EntityFile>
|
|
||||||
</c:Spawner>
|
|
||||||
<c:Transform/>
|
|
||||||
<c:WeaponAttachment>
|
<c:WeaponAttachment>
|
||||||
<Weapon>DefenderWeapon</Weapon>
|
<Weapon>DefenderWeapon</Weapon>
|
||||||
<Person>
|
<Person>
|
||||||
<ThirdPerson/>
|
<ThirdPerson/>
|
||||||
</Person>
|
</Person>
|
||||||
</c:WeaponAttachment>
|
</c:WeaponAttachment>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/DefenderWeaponWorldRed.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform/>
|
||||||
</Components>
|
</Components>
|
||||||
<Children/>
|
<Children/>
|
||||||
</Entity>
|
</Entity>
|
||||||
<Entity name="SecondaryAttachment">
|
<Entity name="SecondaryAttachment">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Spawner>
|
|
||||||
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
|
|
||||||
</c:Spawner>
|
|
||||||
<c:Transform/>
|
|
||||||
<c:WeaponAttachment>
|
<c:WeaponAttachment>
|
||||||
<Weapon>AssaultWeapon</Weapon>
|
<Weapon>AssaultWeapon</Weapon>
|
||||||
<Person>
|
<Person>
|
||||||
<ThirdPerson/>
|
<ThirdPerson/>
|
||||||
</Person>
|
</Person>
|
||||||
</c:WeaponAttachment>
|
</c:WeaponAttachment>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform/>
|
||||||
</Components>
|
</Components>
|
||||||
<Children/>
|
<Children/>
|
||||||
</Entity>
|
</Entity>
|
||||||
|
|||||||
@@ -2,8 +2,6 @@
|
|||||||
|
|
||||||
layout (binding = 0) uniform sampler2D SceneTexture;
|
layout (binding = 0) uniform sampler2D SceneTexture;
|
||||||
layout (binding = 1) uniform sampler2D BloomTexture;
|
layout (binding = 1) uniform sampler2D BloomTexture;
|
||||||
layout (binding = 2) uniform sampler2D SceneTextureLowRes;
|
|
||||||
layout (binding = 3) uniform sampler2D BloomTextureLowRes;
|
|
||||||
uniform float Exposure;
|
uniform float Exposure;
|
||||||
uniform float Gamma;
|
uniform float Gamma;
|
||||||
|
|
||||||
@@ -17,21 +15,12 @@ void main()
|
|||||||
{
|
{
|
||||||
vec4 hdrColor = texture(SceneTexture, Input.TextureCoordinate);
|
vec4 hdrColor = texture(SceneTexture, Input.TextureCoordinate);
|
||||||
vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate);
|
vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate);
|
||||||
vec4 hdrColorLowRes = texture(SceneTextureLowRes, Input.TextureCoordinate);
|
|
||||||
vec4 bloomColorLowRes = texture(BloomTextureLowRes, Input.TextureCoordinate);
|
|
||||||
|
|
||||||
//hdrColor = hdrColor * SSAO;
|
//hdrColor = hdrColor * SSAO;
|
||||||
hdrColor += bloomColor;
|
hdrColor += bloomColor;
|
||||||
hdrColorLowRes;
|
|
||||||
|
|
||||||
float hdrColorsum = hdrColorLowRes.r + hdrColorLowRes.g + hdrColorLowRes.b;
|
|
||||||
//Toon mapping thingy
|
//Toon mapping thingy
|
||||||
vec3 result;
|
vec3 result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
|
||||||
if(hdrColorsum > 0.0) {
|
|
||||||
result = vec3(1.0) - exp(-hdrColorLowRes.rgb * Exposure);
|
|
||||||
} else {
|
|
||||||
result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
|
|
||||||
}
|
|
||||||
|
|
||||||
//gamme correction
|
//gamme correction
|
||||||
result = pow(result, vec3(1.0 / Gamma));
|
result = pow(result, vec3(1.0 / Gamma));
|
||||||
|
|||||||
@@ -0,0 +1,207 @@
|
|||||||
|
#version 430
|
||||||
|
|
||||||
|
#define MIN_AMBIENT_LIGHT 0.3
|
||||||
|
|
||||||
|
uniform mat4 M;
|
||||||
|
uniform mat4 V;
|
||||||
|
uniform mat4 P;
|
||||||
|
uniform vec4 Color;
|
||||||
|
uniform vec4 DiffuseColor;
|
||||||
|
uniform vec2 ScreenDimensions;
|
||||||
|
uniform vec4 FillColor;
|
||||||
|
uniform vec4 AmbientColor;
|
||||||
|
uniform float FillPercentage;
|
||||||
|
uniform float GlowIntensity = 10;
|
||||||
|
uniform vec3 CameraPosition;
|
||||||
|
uniform int SSAOQuality;
|
||||||
|
|
||||||
|
uniform vec2 DiffuseUVRepeat;
|
||||||
|
uniform vec2 NormalUVRepeat;
|
||||||
|
uniform vec2 SpecularUVRepeat;
|
||||||
|
uniform vec2 GlowUVRepeat;
|
||||||
|
layout (binding = 0) uniform sampler2D AOTexture;
|
||||||
|
layout (binding = 1) uniform sampler2D DiffuseTexture;
|
||||||
|
layout (binding = 2) uniform sampler2D NormalMapTexture;
|
||||||
|
layout (binding = 3) uniform sampler2D SpecularMapTexture;
|
||||||
|
layout (binding = 4) uniform sampler2D GlowMapTexture;
|
||||||
|
layout (binding = 5) uniform samplerCube CubeMap;
|
||||||
|
layout (binding = 31) uniform sampler2D ShieldBuffer;
|
||||||
|
|
||||||
|
#define TILE_SIZE 16
|
||||||
|
|
||||||
|
struct LightSource {
|
||||||
|
vec4 Position;
|
||||||
|
vec4 Direction;
|
||||||
|
vec4 Color;
|
||||||
|
float Radius;
|
||||||
|
float Intensity;
|
||||||
|
float Falloff;
|
||||||
|
int Type;
|
||||||
|
};
|
||||||
|
|
||||||
|
layout (std430, binding = 1) buffer LightBuffer
|
||||||
|
{
|
||||||
|
LightSource List[];
|
||||||
|
} LightSources;
|
||||||
|
|
||||||
|
struct LightGrid {
|
||||||
|
float Start;
|
||||||
|
float Amount;
|
||||||
|
vec2 Padding;
|
||||||
|
};
|
||||||
|
|
||||||
|
layout (std430, binding = 2) buffer LightGridBuffer
|
||||||
|
{
|
||||||
|
LightGrid Data[];
|
||||||
|
} LightGrids;
|
||||||
|
|
||||||
|
layout (std430, binding = 4) buffer LightIndexBuffer
|
||||||
|
{
|
||||||
|
float LightIndex[];
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
in VertexData{
|
||||||
|
vec3 Position;
|
||||||
|
vec3 Normal;
|
||||||
|
vec3 Tangent;
|
||||||
|
vec3 BiTangent;
|
||||||
|
vec2 TextureCoordinate;
|
||||||
|
vec4 ExplosionColor;
|
||||||
|
float ExplosionPercentageElapsed;
|
||||||
|
}Input;
|
||||||
|
|
||||||
|
out vec4 sceneColor;
|
||||||
|
out vec4 bloomColor;
|
||||||
|
|
||||||
|
struct LightResult {
|
||||||
|
vec4 Diffuse;
|
||||||
|
vec4 Specular;
|
||||||
|
};
|
||||||
|
|
||||||
|
float CalcAttenuation(float radius, float dist, float falloff) {
|
||||||
|
return 1.0 - smoothstep(radius * falloff, radius, dist);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
|
||||||
|
vec4 R = normalize( reflect(-lightVec, normal));
|
||||||
|
float RdotV = max( dot(R, viewVec), 0.0);
|
||||||
|
return lightColor * pow(RdotV, 90.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
|
||||||
|
float power = max( dot(normal, lightVec), 0.0);
|
||||||
|
return lightColor * power;
|
||||||
|
}
|
||||||
|
|
||||||
|
LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
|
||||||
|
{
|
||||||
|
vec4 L = lightPos - position;
|
||||||
|
float dist = length(L);
|
||||||
|
L = normalize(L);
|
||||||
|
|
||||||
|
float attenuation = CalcAttenuation(lightRadius, dist, falloff);
|
||||||
|
|
||||||
|
LightResult result;
|
||||||
|
result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
|
||||||
|
result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
|
||||||
|
{
|
||||||
|
vec4 L = normalize( -vec4(direction.xyz, 0) );
|
||||||
|
|
||||||
|
LightResult result;
|
||||||
|
result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
|
||||||
|
result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
|
||||||
|
{
|
||||||
|
mat3 TBN = mat3(tangent, bitangent, normal);
|
||||||
|
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
|
||||||
|
return vec4(TBN * normalize(NormalMap), 0.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
float shieldDepthValue = texelFetch(ShieldBuffer, ivec2(gl_FragCoord.xy), 0).r;
|
||||||
|
|
||||||
|
if(shieldDepthValue < gl_FragCoord.z){
|
||||||
|
discard;
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
|
||||||
|
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
|
||||||
|
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
|
||||||
|
vec4 position = V * M * vec4(Input.Position, 1.0);
|
||||||
|
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
|
||||||
|
normal = normalize(normal);
|
||||||
|
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
||||||
|
vec4 viewVec = normalize(-position);
|
||||||
|
vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
|
||||||
|
vec3 R = reflect(-I, Input.Normal);
|
||||||
|
//R = vec3(P * vec4(R, 1.0));
|
||||||
|
vec4 reflectionColor = texture(CubeMap, R);
|
||||||
|
|
||||||
|
vec2 tilePos;
|
||||||
|
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
|
||||||
|
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
|
||||||
|
|
||||||
|
LightResult totalLighting;
|
||||||
|
totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0);
|
||||||
|
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
|
||||||
|
|
||||||
|
int start = int(LightGrids.Data[currentTile].Start);
|
||||||
|
int amount = int(LightGrids.Data[currentTile].Amount);
|
||||||
|
|
||||||
|
for(int i = start; i < start + amount; i++) {
|
||||||
|
|
||||||
|
int l = int(LightIndex[i]);
|
||||||
|
LightSource light = LightSources.List[l];
|
||||||
|
|
||||||
|
LightResult light_result;
|
||||||
|
//These if statements should be removed.
|
||||||
|
if(light.Type == 1) { // point
|
||||||
|
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
|
||||||
|
} else if (light.Type == 2) { //Directional
|
||||||
|
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
||||||
|
}
|
||||||
|
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
|
||||||
|
totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
||||||
|
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
||||||
|
float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
|
||||||
|
vec4 reflectionTotal = reflectionColor * (1-specularTexel.a) * color_result.a;
|
||||||
|
color_result = color_result * clamp(1/specularTexel.a, 0, 1) + reflectionTotal;
|
||||||
|
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
|
||||||
|
|
||||||
|
|
||||||
|
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
|
||||||
|
|
||||||
|
if(pos <= FillPercentage) {
|
||||||
|
color_result += FillColor;
|
||||||
|
}
|
||||||
|
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||||
|
//sceneColor = vec4(reflectionColor.xyz, 1);
|
||||||
|
color_result.xyz += glowTexel.xyz*GlowIntensity;
|
||||||
|
|
||||||
|
bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1));
|
||||||
|
|
||||||
|
//Tiled Debug Code
|
||||||
|
/*
|
||||||
|
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
|
||||||
|
sceneColor += vec4(0.5, 0, 0, 0);
|
||||||
|
} else {
|
||||||
|
sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -0,0 +1,254 @@
|
|||||||
|
#version 430
|
||||||
|
|
||||||
|
#define MIN_AMBIENT_LIGHT 0.3
|
||||||
|
|
||||||
|
uniform mat4 M;
|
||||||
|
uniform mat4 V;
|
||||||
|
uniform mat4 P;
|
||||||
|
uniform vec2 ScreenDimensions;
|
||||||
|
uniform float FillPercentage;
|
||||||
|
uniform vec4 DiffuseColor;
|
||||||
|
uniform vec4 FillColor;
|
||||||
|
uniform vec4 Color;
|
||||||
|
uniform vec4 AmbientColor;
|
||||||
|
uniform int SSAOQuality;
|
||||||
|
|
||||||
|
//Get bineded at the same time as the textures
|
||||||
|
uniform vec2 DiffuseUVRepeat1;
|
||||||
|
uniform vec2 DiffuseUVRepeat2;
|
||||||
|
uniform vec2 DiffuseUVRepeat3;
|
||||||
|
uniform vec2 NormalUVRepeat1;
|
||||||
|
uniform vec2 NormalUVRepeat2;
|
||||||
|
uniform vec2 NormalUVRepeat3;
|
||||||
|
uniform vec2 SpecularUVRepeat1;
|
||||||
|
uniform vec2 SpecularUVRepeat2;
|
||||||
|
uniform vec2 SpecularUVRepeat3;
|
||||||
|
uniform vec2 GlowUVRepeat1;
|
||||||
|
uniform vec2 GlowUVRepeat2;
|
||||||
|
uniform vec2 GlowUVRepeat3;
|
||||||
|
layout (binding = 0) uniform sampler2D AOTexture;
|
||||||
|
layout (binding = 1) uniform sampler2D SplatMapTexture;
|
||||||
|
layout (binding = 2) uniform sampler2D DiffuseTexture1;
|
||||||
|
layout (binding = 3) uniform sampler2D DiffuseTexture2;
|
||||||
|
layout (binding = 4) uniform sampler2D DiffuseTexture3;
|
||||||
|
layout (binding = 5) uniform sampler2D NormalMapTexture1;
|
||||||
|
layout (binding = 6) uniform sampler2D NormalMapTexture2;
|
||||||
|
layout (binding = 7) uniform sampler2D NormalMapTexture3;
|
||||||
|
layout (binding = 8) uniform sampler2D SpecularMapTexture1;
|
||||||
|
layout (binding = 9) uniform sampler2D SpecularMapTexture2;
|
||||||
|
layout (binding = 10) uniform sampler2D SpecularMapTexture3;
|
||||||
|
layout (binding = 11) uniform sampler2D GlowMapTexture1;
|
||||||
|
layout (binding = 12) uniform sampler2D GlowMapTexture2;
|
||||||
|
layout (binding = 13) uniform sampler2D GlowMapTexture3;
|
||||||
|
layout (binding = 13) uniform sampler2D GlowMapTexture3;
|
||||||
|
layout (binding = 31) uniform samplerCube ShieldBuffer;
|
||||||
|
|
||||||
|
#define TILE_SIZE 16
|
||||||
|
|
||||||
|
struct LightSource {
|
||||||
|
vec4 Position;
|
||||||
|
vec4 Direction;
|
||||||
|
vec4 Color;
|
||||||
|
float Radius;
|
||||||
|
float Intensity;
|
||||||
|
float Falloff;
|
||||||
|
int Type;
|
||||||
|
};
|
||||||
|
|
||||||
|
layout (std430, binding = 1) buffer LightBuffer
|
||||||
|
{
|
||||||
|
LightSource List[];
|
||||||
|
} LightSources;
|
||||||
|
|
||||||
|
struct LightGrid {
|
||||||
|
float Start;
|
||||||
|
float Amount;
|
||||||
|
vec2 Padding;
|
||||||
|
};
|
||||||
|
|
||||||
|
layout (std430, binding = 2) buffer LightGridBuffer
|
||||||
|
{
|
||||||
|
LightGrid Data[];
|
||||||
|
} LightGrids;
|
||||||
|
|
||||||
|
layout (std430, binding = 4) buffer LightIndexBuffer
|
||||||
|
{
|
||||||
|
float LightIndex[];
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
in VertexData{
|
||||||
|
vec3 Position;
|
||||||
|
vec3 Normal;
|
||||||
|
vec3 Tangent;
|
||||||
|
vec3 BiTangent;
|
||||||
|
vec2 TextureCoordinate;
|
||||||
|
vec4 ExplosionColor;
|
||||||
|
float ExplosionPercentageElapsed;
|
||||||
|
}Input;
|
||||||
|
|
||||||
|
out vec4 sceneColor;
|
||||||
|
out vec4 bloomColor;
|
||||||
|
|
||||||
|
struct LightResult {
|
||||||
|
vec4 Diffuse;
|
||||||
|
vec4 Specular;
|
||||||
|
};
|
||||||
|
|
||||||
|
float CalcAttenuation(float radius, float dist, float falloff) {
|
||||||
|
return 1.0 - smoothstep(radius * 0.3, radius, dist);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
|
||||||
|
vec4 R = normalize( reflect(-lightVec, normal));
|
||||||
|
float RdotV = max( dot(R, viewVec), 0.0);
|
||||||
|
return lightColor * pow(RdotV, 90.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
|
||||||
|
float power = max( dot(normal, lightVec), 0.0);
|
||||||
|
return lightColor * power;
|
||||||
|
}
|
||||||
|
|
||||||
|
LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
|
||||||
|
{
|
||||||
|
vec4 L = lightPos - position;
|
||||||
|
float dist = length(L);
|
||||||
|
L = normalize(L);
|
||||||
|
|
||||||
|
float attenuation = CalcAttenuation(lightRadius, dist, falloff);
|
||||||
|
|
||||||
|
LightResult result;
|
||||||
|
result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
|
||||||
|
result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
|
||||||
|
{
|
||||||
|
vec4 L = normalize( -vec4(direction.xyz, 0) );
|
||||||
|
|
||||||
|
LightResult result;
|
||||||
|
result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
|
||||||
|
result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
|
||||||
|
{
|
||||||
|
mat3 TBN = mat3(tangent, bitangent, normal);
|
||||||
|
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
|
||||||
|
return vec4(TBN * normalize(NormalMap), 0.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
|
||||||
|
vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues){
|
||||||
|
vec4 R_Channel = texture2D(R, Input.TextureCoordinate * R_TileValues);
|
||||||
|
vec4 G_Channel = texture2D(G, Input.TextureCoordinate * G_TileValues);
|
||||||
|
vec4 B_Channel = texture2D(B, Input.TextureCoordinate * B_TileValues);
|
||||||
|
|
||||||
|
float total = blendValue.r + blendValue.g + blendValue.b;
|
||||||
|
float totalDiv = 1.0f / total;
|
||||||
|
blendValue.r = blendValue.r * totalDiv;
|
||||||
|
blendValue.g = blendValue.g * totalDiv;
|
||||||
|
blendValue.b = blendValue.b * totalDiv;
|
||||||
|
|
||||||
|
return blendValue.r * R_Channel
|
||||||
|
+ blendValue.g * G_Channel
|
||||||
|
+ blendValue.b * B_Channel;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
|
||||||
|
vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues){
|
||||||
|
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
|
||||||
|
vec3 R_Channel = texture(R, Input.TextureCoordinate * R_TileValues).xyz * 2.0 - vec3(1.0);
|
||||||
|
vec3 G_Channel = texture(G, Input.TextureCoordinate * G_TileValues).xyz * 2.0 - vec3(1.0);
|
||||||
|
vec3 B_Channel = texture(B, Input.TextureCoordinate * B_TileValues).xyz * 2.0 - vec3(1.0);
|
||||||
|
|
||||||
|
float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
|
||||||
|
float totalDiv = 1 / total;
|
||||||
|
blendValue.r = blendValue.r * totalDiv;
|
||||||
|
blendValue.g = blendValue.g * totalDiv;
|
||||||
|
blendValue.b = blendValue.b * totalDiv;
|
||||||
|
|
||||||
|
vec3 Normal_result = blendValue.r * R_Channel
|
||||||
|
+ blendValue.g * G_Channel
|
||||||
|
+ blendValue.b * B_Channel;
|
||||||
|
|
||||||
|
return vec4(TBN * normalize(Normal_result), 0.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
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);
|
||||||
|
|
||||||
|
vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
|
||||||
|
|
||||||
|
vec4 diffuseTexel = CalcBlendedTexel(splatTexel, DiffuseTexture1, DiffuseTexture2, DiffuseTexture3,
|
||||||
|
DiffuseUVRepeat1, DiffuseUVRepeat2, DiffuseUVRepeat3);
|
||||||
|
vec4 glowTexel = CalcBlendedTexel(splatTexel, GlowMapTexture1, GlowMapTexture2, GlowMapTexture3,
|
||||||
|
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
|
||||||
|
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
|
||||||
|
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
|
||||||
|
vec4 position = V * M * vec4(Input.Position, 1.0);
|
||||||
|
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
|
||||||
|
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
|
||||||
|
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
|
||||||
|
normal = normalize(normal);
|
||||||
|
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
||||||
|
vec4 viewVec = normalize(-position);
|
||||||
|
|
||||||
|
vec2 tilePos;
|
||||||
|
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
|
||||||
|
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
|
||||||
|
|
||||||
|
LightResult totalLighting;
|
||||||
|
totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0);
|
||||||
|
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
|
||||||
|
|
||||||
|
int start = int(LightGrids.Data[currentTile].Start);
|
||||||
|
int amount = int(LightGrids.Data[currentTile].Amount);
|
||||||
|
|
||||||
|
for(int i = start; i < start + amount; i++) {
|
||||||
|
|
||||||
|
int l = int(LightIndex[i]);
|
||||||
|
LightSource light = LightSources.List[l];
|
||||||
|
|
||||||
|
LightResult light_result;
|
||||||
|
//These if statements should be removed.
|
||||||
|
if(light.Type == 1) { // point
|
||||||
|
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
|
||||||
|
} else if (light.Type == 2) { //Directional
|
||||||
|
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
||||||
|
}
|
||||||
|
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
|
||||||
|
totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
||||||
|
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
||||||
|
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
|
||||||
|
|
||||||
|
|
||||||
|
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
|
||||||
|
|
||||||
|
if(pos <= FillPercentage) {
|
||||||
|
color_result += FillColor;
|
||||||
|
}
|
||||||
|
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||||
|
color_result += glowTexel*3;
|
||||||
|
|
||||||
|
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
|
||||||
|
|
||||||
|
//Tiled Debug Code
|
||||||
|
/*
|
||||||
|
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
|
||||||
|
sceneColor += vec4(0.5, 0, 0, 0);
|
||||||
|
} else {
|
||||||
|
sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -0,0 +1,41 @@
|
|||||||
|
#version 430
|
||||||
|
|
||||||
|
uniform vec4 Color;
|
||||||
|
uniform vec4 FillColor;
|
||||||
|
uniform float FillPercentage;
|
||||||
|
uniform mat4 M;
|
||||||
|
uniform mat4 V;
|
||||||
|
uniform mat4 P;
|
||||||
|
|
||||||
|
layout (binding = 1) uniform sampler2D DiffuseTexture;
|
||||||
|
layout (binding = 2) uniform sampler2D GlowMapTexture;
|
||||||
|
|
||||||
|
|
||||||
|
in VertexData{
|
||||||
|
vec3 Position;
|
||||||
|
vec3 Normal;
|
||||||
|
vec2 TextureCoordinate;
|
||||||
|
}Input;
|
||||||
|
|
||||||
|
|
||||||
|
out vec4 sceneColor;
|
||||||
|
out vec4 bloomColor;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
|
||||||
|
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
|
||||||
|
|
||||||
|
vec4 color_result = Color * diffuseTexel;
|
||||||
|
|
||||||
|
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
|
||||||
|
if(pos <= FillPercentage) {
|
||||||
|
color_result = FillColor*diffuseTexel.a;
|
||||||
|
}
|
||||||
|
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||||
|
|
||||||
|
//bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
|
||||||
|
bloomColor = vec4(1.0, 1.0, 1.0, 0.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -54,7 +54,7 @@ void EditorRenderSystem::Update(double dt)
|
|||||||
EntityWrapper entity(m_World, cModel.EntityID);
|
EntityWrapper entity(m_World, cModel.EntityID);
|
||||||
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
|
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
|
||||||
for (auto matGroup : model->MaterialGroups()) {
|
for (auto matGroup : model->MaterialGroups()) {
|
||||||
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f);
|
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false);
|
||||||
if (cModel["Transparent"]) {
|
if (cModel["Transparent"]) {
|
||||||
scene.Jobs.TransparentObjects.push_back(modelJob);
|
scene.Jobs.TransparentObjects.push_back(modelJob);
|
||||||
} else {
|
} else {
|
||||||
|
|||||||
@@ -18,7 +18,7 @@ void DrawColorCorrectionPass::InitializeShaderPrograms()
|
|||||||
m_ColorCorrectionProgram->Link();
|
m_ColorCorrectionProgram->Link();
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure)
|
void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure)
|
||||||
{
|
{
|
||||||
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
GLERROR("DrawScreenQuadPass::Draw: Pre");
|
GLERROR("DrawScreenQuadPass::Draw: Pre");
|
||||||
@@ -33,10 +33,6 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLu
|
|||||||
glBindTexture(GL_TEXTURE_2D, sceneTexture);
|
glBindTexture(GL_TEXTURE_2D, sceneTexture);
|
||||||
glActiveTexture(GL_TEXTURE1);
|
glActiveTexture(GL_TEXTURE1);
|
||||||
glBindTexture(GL_TEXTURE_2D, bloomTexture);
|
glBindTexture(GL_TEXTURE_2D, bloomTexture);
|
||||||
glActiveTexture(GL_TEXTURE2);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, sceneTextureLowRes);
|
|
||||||
glActiveTexture(GL_TEXTURE3);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, bloomTextureLowRes);
|
|
||||||
|
|
||||||
glBindVertexArray(m_ScreenQuad->VAO);
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -8,13 +8,12 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
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Enable(GL_BLEND);
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Enable(GL_BLEND);
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BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Enable(GL_DEPTH_TEST);
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Enable(GL_DEPTH_TEST);
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DepthMask(GL_FALSE);
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DepthMask(GL_TRUE);
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DepthFunc(GL_LEQUAL);
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Enable(GL_CULL_FACE);
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Enable(GL_CULL_FACE);
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Enable(GL_STENCIL_TEST);
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// Enable(GL_STENCIL_TEST);
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StencilFunc(GL_NOTEQUAL, 1, 0xFF);
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// StencilFunc(GL_NOTEQUAL, 1, 0xFF);
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StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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// StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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StencilMask(0xFF);
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// StencilMask(0xFF);
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ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
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ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
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}
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}
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@@ -26,11 +25,9 @@ DrawFinalPassState::~DrawFinalPassState()
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DrawStencilState::DrawStencilState(GLuint frameBuffer)
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DrawStencilState::DrawStencilState(GLuint frameBuffer)
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{
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{
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BindFramebuffer(frameBuffer);
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BindFramebuffer(frameBuffer);
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Enable(GL_STENCIL_TEST);
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StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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StencilFunc(GL_ALWAYS, 1, 0xFF);
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StencilMask(0xFF);
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Enable(GL_DEPTH_TEST);
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Enable(GL_DEPTH_TEST);
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DepthMask(GL_TRUE);
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Enable(GL_CULL_FACE);
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ClearColor(glm::vec4(0.f));
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ClearColor(glm::vec4(0.f));
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}
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}
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@@ -23,11 +23,12 @@ void PickingPass::InitializeTextures()
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
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CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
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CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
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}
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}
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void PickingPass::InitializeFrameBuffers()
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void PickingPass::InitializeFrameBuffers()
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{
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{
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
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m_PickingBuffer.Generate();
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m_PickingBuffer.Generate();
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@@ -240,6 +240,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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fillColor = (glm::vec4)fillComponent["Color"];
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fillColor = (glm::vec4)fillComponent["Color"];
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}
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}
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bool isShielded = m_World->HasComponent(cModel.EntityID, "Shielded") || m_World->HasComponent(cModel.EntityID, "Player");
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glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World);
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glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World);
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//Loop through all materialgroups of a model
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//Loop through all materialgroups of a model
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for (auto matGroup : model->MaterialGroups()) {
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for (auto matGroup : model->MaterialGroups()) {
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@@ -255,20 +257,19 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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cModel,
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cModel,
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m_World,
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m_World,
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fillColor,
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fillColor,
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fillPercentage
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fillPercentage,
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isShielded
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));
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));
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if (m_World->HasComponent(cModel.EntityID, "Shield")){
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if (m_World->HasComponent(cModel.EntityID, "Shield")){
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explosionEffectJob->CalculateHash();
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explosionEffectJob->CalculateHash();
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Jobs.ShieldObjects.push_back(explosionEffectJob);
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Jobs.ShieldObjects.push_back(explosionEffectJob);
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} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
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} else if (isShielded) {
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|| m_World->HasComponent(cModel.EntityID, "Player")) {
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if (explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) {
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if (explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) {
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cModel["Transparent"] = true;
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cModel["Transparent"] = true;
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}
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}
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if (cModel["Transparent"]) {
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if (cModel["Transparent"]) {
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Jobs.TransparentShieldedObjects.push_back(explosionEffectJob);
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Jobs.TransparentObjects.push_back(explosionEffectJob);
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} else {
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} else {
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explosionEffectJob->CalculateHash();
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explosionEffectJob->CalculateHash();
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Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob);
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Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob);
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@@ -294,20 +295,20 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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cModel,
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cModel,
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m_World,
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m_World,
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fillColor,
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fillColor,
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fillPercentage
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fillPercentage,
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isShielded
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));
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));
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if (m_World->HasComponent(cModel.EntityID, "Shield")) {
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if (m_World->HasComponent(cModel.EntityID, "Shield")) {
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modelJob->CalculateHash();
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modelJob->CalculateHash();
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Jobs.ShieldObjects.push_back(modelJob);
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Jobs.ShieldObjects.push_back(modelJob);
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} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
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} else if (isShielded) {
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|| m_World->HasComponent(cModel.EntityID, "Player")) {
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if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) {
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if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) {
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cModel["Transparent"] = true;
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cModel["Transparent"] = true;
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}
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}
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if (cModel["Transparent"]) {
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if (cModel["Transparent"]) {
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Jobs.TransparentShieldedObjects.push_back(modelJob);
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Jobs.TransparentObjects.push_back(modelJob);
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} else {
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} else {
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modelJob->CalculateHash();
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modelJob->CalculateHash();
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Jobs.OpaqueShieldedObjects.push_back(modelJob);
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Jobs.OpaqueShieldedObjects.push_back(modelJob);
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@@ -110,7 +110,7 @@ void Renderer::Draw(RenderFrame& frame)
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{
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{
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GLERROR("PRE");
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GLERROR("PRE");
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion");
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ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
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ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
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if(m_CubeMapTexture == 0) {
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if(m_CubeMapTexture == 0) {
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m_CubeMapPass->LoadTextures("Nevada");
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m_CubeMapPass->LoadTextures("Nevada");
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@@ -174,7 +174,7 @@ void Renderer::Draw(RenderFrame& frame)
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if (m_DebugTextureToDraw == 0) {
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if (m_DebugTextureToDraw == 0) {
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PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
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PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
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PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
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PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
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}
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}
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@@ -186,18 +186,12 @@ void Renderer::Draw(RenderFrame& frame)
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture());
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture());
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}
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}
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if (m_DebugTextureToDraw == 3) {
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if (m_DebugTextureToDraw == 3) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTextureLowRes());
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}
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if (m_DebugTextureToDraw == 4) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTextureLowRes());
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}
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if (m_DebugTextureToDraw == 5) {
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m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
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m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
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}
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}
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if (m_DebugTextureToDraw == 6) {
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if (m_DebugTextureToDraw == 4) {
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m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
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m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
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}
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}
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if (m_DebugTextureToDraw == 7) {
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if (m_DebugTextureToDraw == 5) {
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m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
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m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
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}
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}
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PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
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PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
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@@ -250,7 +244,7 @@ void Renderer::InitializeRenderPasses()
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m_LightCullingPass = new LightCullingPass(this);
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m_LightCullingPass = new LightCullingPass(this);
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m_CubeMapPass = new CubeMapPass(this);
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m_CubeMapPass = new CubeMapPass(this);
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m_SSAOPass = new SSAOPass(this, m_Config);
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m_SSAOPass = new SSAOPass(this, m_Config);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_PickingPass->DepthBuffer());
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass);
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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m_DrawBloomPass = new DrawBloomPass(this, m_Config);
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m_DrawBloomPass = new DrawBloomPass(this, m_Config);
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m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
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m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
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Reference in New Issue
Block a user