Compare commits
27 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| de9657700b | |||
| ef66f3ebe5 | |||
| 724d7b1586 | |||
| 8cda614de4 | |||
| 77eaa45702 | |||
| dfa224b4dd | |||
| 86df8f14f4 | |||
| eaea645068 | |||
| 21bf7f4df3 | |||
| e2b7e5400d | |||
| 658eace093 | |||
| c106768939 | |||
| c7dad79e72 | |||
| d37f8cc350 | |||
| 3c35c0a956 | |||
| d47a806c64 | |||
| 8e21c5a5e4 | |||
| df7ace6626 | |||
| db5170c699 | |||
| bb76c9d248 | |||
| 9cbc6f7755 | |||
| d3a245606a | |||
| b320d8d1e4 | |||
| 62e22d3821 | |||
| 0805375483 | |||
| f56705d921 | |||
| cd315bbaa0 |
@@ -30,10 +30,13 @@ struct EntityWrapper
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EntityWrapper FirstChildByName(const std::string& name);
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EntityWrapper FirstChildByName(const std::string& name);
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EntityWrapper FirstParentWithComponent(const std::string& componentType);
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EntityWrapper FirstParentWithComponent(const std::string& componentType);
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EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid);
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EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid);
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std::vector<EntityWrapper> ChildrenWithComponent(const std::string& componentType);
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void DeleteChildren();
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bool IsChildOf(EntityWrapper potentialParent);
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bool IsChildOf(EntityWrapper potentialParent);
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bool Valid() const;
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bool Valid() const;
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ComponentWrapper operator[](const char* componentName);
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ComponentWrapper operator[](const char* componentName);
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ComponentWrapper operator[](const std::string& componentName);
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bool operator==(const EntityWrapper& e) const;
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bool operator==(const EntityWrapper& e) const;
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bool operator!=(const EntityWrapper& e) const;
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bool operator!=(const EntityWrapper& e) const;
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explicit operator EntityID() const;
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explicit operator EntityID() const;
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@@ -41,6 +44,7 @@ struct EntityWrapper
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private:
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private:
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EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent);
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EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent);
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EntityWrapper cloneRecursive(EntityWrapper entity, EntityWrapper parent);
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EntityWrapper cloneRecursive(EntityWrapper entity, EntityWrapper parent);
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void childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent);
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};
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};
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namespace std
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namespace std
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@@ -68,7 +68,7 @@ protected:
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const std::string m_ComponentType;
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const std::string m_ComponentType;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) = 0;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) = 0;
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};
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};
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class ImpureSystem : public virtual System
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class ImpureSystem : public virtual System
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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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@@ -23,26 +23,33 @@ 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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} 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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Texture* m_BlackTexture;
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Texture* m_WhiteTexture;
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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;
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int m_Quality = 0;
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GLuint m_GaussianTexture_horiz;
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GLuint m_GaussianTexture_horiz = 0;
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GLuint m_GaussianTexture_vert;
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GLuint m_GaussianTexture_vert = 0;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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FrameBuffer m_GaussianFrameBuffer_vert;
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@@ -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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@@ -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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@@ -14,34 +15,28 @@
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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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//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 GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) 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 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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@@ -56,13 +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_SceneTextureLowRes;
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GLuint m_DepthBuffer;
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GLuint m_DepthBuffer;
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GLuint m_DepthBufferLowRes;
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GLuint m_ShieldBuffer;
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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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@@ -71,22 +64,34 @@ 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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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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|
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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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#endif
|
#endif
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@@ -15,8 +15,8 @@
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|||||||
|
|
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struct ExplosionEffectJob : ModelJob
|
struct ExplosionEffectJob : ModelJob
|
||||||
{
|
{
|
||||||
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
|
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
|
||||||
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
|
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded)
|
||||||
{
|
{
|
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ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
|
ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
|
||||||
TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
|
TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
|
||||||
|
|||||||
@@ -5,11 +5,13 @@
|
|||||||
#include "../OpenGL.h"
|
#include "../OpenGL.h"
|
||||||
#include "../GLM.h"
|
#include "../GLM.h"
|
||||||
#include "../Core/Util/Rectangle.h"
|
#include "../Core/Util/Rectangle.h"
|
||||||
|
#include "../Core/ConfigFile.h"
|
||||||
#include "Util/ScreenCoords.h"
|
#include "Util/ScreenCoords.h"
|
||||||
#include "Camera.h"
|
#include "Camera.h"
|
||||||
#include "RenderQueue.h"
|
#include "RenderQueue.h"
|
||||||
#include "Model.h"
|
#include "Model.h"
|
||||||
#include "../Core/World.h" //So temp
|
#include "../Core/World.h" //So temp
|
||||||
|
#include "Util/CommonFunctions.h"
|
||||||
|
|
||||||
|
|
||||||
struct PickData
|
struct PickData
|
||||||
|
|||||||
@@ -18,7 +18,7 @@
|
|||||||
|
|
||||||
struct ModelJob : RenderJob
|
struct ModelJob : RenderJob
|
||||||
{
|
{
|
||||||
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
|
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
|
||||||
: RenderJob()
|
: RenderJob()
|
||||||
{
|
{
|
||||||
Model = model;
|
Model = model;
|
||||||
@@ -117,7 +117,7 @@ struct ModelJob : RenderJob
|
|||||||
|
|
||||||
FillColor = fillColor;
|
FillColor = fillColor;
|
||||||
FillPercentage = fillPercentage;
|
FillPercentage = fillPercentage;
|
||||||
|
IsShielded = isShielded;
|
||||||
|
|
||||||
if (model->IsSkinned()) {
|
if (model->IsSkinned()) {
|
||||||
Skeleton = Model->m_RawModel->m_Skeleton;
|
Skeleton = Model->m_RawModel->m_Skeleton;
|
||||||
@@ -181,7 +181,7 @@ struct ModelJob : RenderJob
|
|||||||
|
|
||||||
glm::vec4 FillColor = glm::vec4(0);
|
glm::vec4 FillColor = glm::vec4(0);
|
||||||
float FillPercentage = 0.0;
|
float FillPercentage = 0.0;
|
||||||
|
bool IsShielded;
|
||||||
void CalculateHash() override
|
void CalculateHash() override
|
||||||
{
|
{
|
||||||
Hash = ShaderID << 20 + ModelID << 10 + TextureID;
|
Hash = ShaderID << 20 + ModelID << 10 + TextureID;
|
||||||
|
|||||||
@@ -28,15 +28,13 @@ public:
|
|||||||
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
|
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
|
||||||
//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
|
//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
|
||||||
GLuint PickingTexture() const { return m_PickingTexture; }
|
GLuint PickingTexture() const { return m_PickingTexture; }
|
||||||
GLuint DepthBuffer() const { return m_DepthBuffer; }
|
GLuint* DepthBuffer() { return &m_DepthBuffer; }
|
||||||
const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; }
|
const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; }
|
||||||
|
|
||||||
|
|
||||||
PickData Pick(glm::vec2 screenCoord);
|
PickData Pick(glm::vec2 screenCoord);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
|
||||||
|
|
||||||
EventBroker* m_EventBroker;
|
EventBroker* m_EventBroker;
|
||||||
|
|
||||||
const IRenderer* m_Renderer;
|
const IRenderer* m_Renderer;
|
||||||
|
|||||||
@@ -24,7 +24,6 @@ struct RenderScene
|
|||||||
std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
|
std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
|
||||||
std::list<std::shared_ptr<RenderJob>> TransparentObjects;
|
std::list<std::shared_ptr<RenderJob>> TransparentObjects;
|
||||||
std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
|
std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
|
||||||
std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
|
|
||||||
std::list<std::shared_ptr<RenderJob>> ShieldObjects;
|
std::list<std::shared_ptr<RenderJob>> ShieldObjects;
|
||||||
std::list<std::shared_ptr<RenderJob>> SpriteJob;
|
std::list<std::shared_ptr<RenderJob>> SpriteJob;
|
||||||
std::list<std::shared_ptr<RenderJob>> PointLight;
|
std::list<std::shared_ptr<RenderJob>> PointLight;
|
||||||
@@ -41,7 +40,6 @@ struct RenderScene
|
|||||||
Jobs.OpaqueObjects.clear();
|
Jobs.OpaqueObjects.clear();
|
||||||
Jobs.TransparentObjects.clear();
|
Jobs.TransparentObjects.clear();
|
||||||
Jobs.OpaqueShieldedObjects.clear();
|
Jobs.OpaqueShieldedObjects.clear();
|
||||||
Jobs.TransparentShieldedObjects.clear();
|
|
||||||
Jobs.ShieldObjects.clear();
|
Jobs.ShieldObjects.clear();
|
||||||
Jobs.SpriteJob.clear();
|
Jobs.SpriteJob.clear();
|
||||||
Jobs.DirectionalLight.clear();
|
Jobs.DirectionalLight.clear();
|
||||||
|
|||||||
@@ -24,6 +24,8 @@ public:
|
|||||||
bool StencilFunc(GLenum func, GLint ref, GLuint mask);
|
bool StencilFunc(GLenum func, GLint ref, GLuint mask);
|
||||||
bool StencilMask(GLuint mask);
|
bool StencilMask(GLuint mask);
|
||||||
bool DepthMask(GLboolean flag);
|
bool DepthMask(GLboolean flag);
|
||||||
|
bool DepthFunc(GLenum func);
|
||||||
|
bool AlphaFunc(GLenum func, GLclampf thresholder);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
std::vector<std::function<void(void)>> m_ResetFunctions;
|
std::vector<std::function<void(void)>> m_ResetFunctions;
|
||||||
|
|||||||
@@ -32,8 +32,9 @@ class Renderer : public IRenderer
|
|||||||
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
|
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
Renderer(EventBroker* eventBroker)
|
Renderer(EventBroker* eventBroker, ConfigFile* config)
|
||||||
: m_EventBroker(eventBroker)
|
: m_EventBroker(eventBroker)
|
||||||
|
, m_Config(config)
|
||||||
{ }
|
{ }
|
||||||
|
|
||||||
virtual void Initialize() override;
|
virtual void Initialize() override;
|
||||||
@@ -47,6 +48,7 @@ private:
|
|||||||
//----------------------Variables----------------------//
|
//----------------------Variables----------------------//
|
||||||
|
|
||||||
static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
|
static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
|
||||||
|
ConfigFile* m_Config;
|
||||||
|
|
||||||
EventBroker* m_EventBroker;
|
EventBroker* m_EventBroker;
|
||||||
TextPass* m_TextPass;
|
TextPass* m_TextPass;
|
||||||
@@ -61,12 +63,8 @@ private:
|
|||||||
int m_DebugTextureToDraw = 0;
|
int m_DebugTextureToDraw = 0;
|
||||||
int m_CubeMapTexture = 0;
|
int m_CubeMapTexture = 0;
|
||||||
bool m_ResizeWindow = false;
|
bool m_ResizeWindow = false;
|
||||||
float m_SSAO_Radius = 1.0f;
|
int m_SSAO_Quality = 0;
|
||||||
float m_SSAO_Bias = 0.05f;
|
int m_GLOW_Quality = 2;
|
||||||
float m_SSAO_Contrast = 1.5f;
|
|
||||||
float m_SSAO_IntensityScale = 1.0f;
|
|
||||||
int m_SSAO_NumOfSamples = 24;
|
|
||||||
int m_SSAO_NumOfTurns = 7;
|
|
||||||
|
|
||||||
PickingPass* m_PickingPass;
|
PickingPass* m_PickingPass;
|
||||||
LightCullingPass* m_LightCullingPass;
|
LightCullingPass* m_LightCullingPass;
|
||||||
|
|||||||
@@ -13,18 +13,32 @@
|
|||||||
class SSAOPass
|
class SSAOPass
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
SSAOPass(IRenderer* rendere);
|
SSAOPass(IRenderer* renderer, ConfigFile* config);
|
||||||
~SSAOPass() {
|
~SSAOPass() { };
|
||||||
delete m_DrawBloomPass;
|
|
||||||
};
|
void ChangeQuality(int quality);
|
||||||
|
|
||||||
void Draw(GLuint depthBuffer, Camera* camera);
|
void Draw(GLuint depthBuffer, Camera* camera);
|
||||||
void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns);
|
void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality);
|
||||||
void ClearBuffer();
|
void ClearBuffer();
|
||||||
void OnWindowResize();
|
void OnWindowResize();
|
||||||
|
|
||||||
//Return the SSAO of the texture sent to Draw
|
//Return the SSAO of the texture sent to Draw
|
||||||
GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
|
GLuint SSAOTexture() const {
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
return m_WhiteTexture->m_Texture;
|
||||||
|
} else {
|
||||||
|
return m_Gaussian_vert;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int TextureQuality() const {
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
return 13;
|
||||||
|
} else {
|
||||||
|
return m_TextureQuality;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void InitializeTexture();
|
void InitializeTexture();
|
||||||
@@ -32,14 +46,13 @@ private:
|
|||||||
void InitializeShaderProgram();
|
void InitializeShaderProgram();
|
||||||
void InitializeBuffer();
|
void InitializeBuffer();
|
||||||
|
|
||||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
|
||||||
|
|
||||||
//void blurHorizontal(GLuint depthBuffer);
|
//void blurHorizontal(GLuint depthBuffer);
|
||||||
//void blurVertical(GLuint depthBuffer);
|
//void blurVertical(GLuint depthBuffer);
|
||||||
|
|
||||||
Model* m_ScreenQuad;
|
Model* m_ScreenQuad;
|
||||||
|
|
||||||
const IRenderer* m_Renderer;
|
const IRenderer* m_Renderer;
|
||||||
|
ConfigFile* m_Config;
|
||||||
|
|
||||||
float m_Radius;
|
float m_Radius;
|
||||||
float m_Bias;
|
float m_Bias;
|
||||||
@@ -47,17 +60,28 @@ private:
|
|||||||
float m_IntensityScale;
|
float m_IntensityScale;
|
||||||
int m_NumOfSamples;
|
int m_NumOfSamples;
|
||||||
int m_NumOfTurns;
|
int m_NumOfTurns;
|
||||||
|
int m_Iterations;
|
||||||
|
int m_TextureQuality;
|
||||||
|
int m_Quality = 0;
|
||||||
|
|
||||||
GLuint m_SSAOTexture;
|
Texture* m_WhiteTexture;
|
||||||
|
|
||||||
|
GLuint m_SSAOTexture = 0;
|
||||||
FrameBuffer m_SSAOFramBuffer;
|
FrameBuffer m_SSAOFramBuffer;
|
||||||
|
|
||||||
GLuint m_SSAOViewSpaceZTexture;
|
GLuint m_SSAOViewSpaceZTexture = 0;
|
||||||
FrameBuffer m_SSAOViewSpaceZFramBuffer;
|
FrameBuffer m_SSAOViewSpaceZFramBuffer;
|
||||||
|
|
||||||
|
GLuint m_Gaussian_horiz = 0;
|
||||||
|
GLuint m_Gaussian_vert = 0;
|
||||||
|
|
||||||
|
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
|
||||||
@@ -9,6 +9,10 @@
|
|||||||
namespace CommonFunctions
|
namespace CommonFunctions
|
||||||
{
|
{
|
||||||
Texture* LoadTexture(std::string path, bool threaded);
|
Texture* LoadTexture(std::string path, bool threaded);
|
||||||
|
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||||
|
void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat);
|
||||||
|
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps);
|
||||||
|
void DeleteTexture(GLuint* texture);
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@@ -13,8 +13,6 @@ public:
|
|||||||
PlayerSpawnSystem(SystemParams params);
|
PlayerSpawnSystem(SystemParams params);
|
||||||
|
|
||||||
virtual void Update(double dt) override;
|
virtual void Update(double dt) override;
|
||||||
|
|
||||||
static void SetRespawnTime(float respawnTime) { m_RespawnTime = respawnTime; };
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
struct SpawnRequest
|
struct SpawnRequest
|
||||||
@@ -31,8 +29,8 @@ private:
|
|||||||
//EntityWrapper ID -> Player ID.
|
//EntityWrapper ID -> Player ID.
|
||||||
std::map<EntityID, int> m_PlayerIDs;
|
std::map<EntityID, int> m_PlayerIDs;
|
||||||
|
|
||||||
static float m_RespawnTime;
|
float m_ForcedRespawnTime;
|
||||||
float m_Timer;
|
bool m_DbgConfigForceRespawn;
|
||||||
|
|
||||||
EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
|
EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
|
||||||
bool OnInputCommand(Events::InputCommand& e);
|
bool OnInputCommand(Events::InputCommand& e);
|
||||||
|
|||||||
@@ -1,37 +1,33 @@
|
|||||||
|
#ifndef AssaultWeaponBehaviour_h__
|
||||||
|
#define AssaultWeaponBehaviour_h__
|
||||||
|
|
||||||
#include "Sound/EPlaySoundOnEntity.h"
|
#include "Sound/EPlaySoundOnEntity.h"
|
||||||
#include "Collision/Collision.h"
|
#include "Collision/Collision.h"
|
||||||
#include "Rendering/AnimationSystem.h"
|
|
||||||
#include "Core/ConfigFile.h"
|
#include "Core/ConfigFile.h"
|
||||||
#include "WeaponBehaviour.h"
|
#include "WeaponBehaviour.h"
|
||||||
#include "../SpawnerSystem.h"
|
#include "../SpawnerSystem.h"
|
||||||
#include "Core/EPlayerDamage.h"
|
#include "Core/EPlayerDamage.h"
|
||||||
#include "Core/EShoot.h"
|
#include "Core/EShoot.h"
|
||||||
|
|
||||||
|
class AssaultWeaponBehaviour : public WeaponBehaviour<AssaultWeaponBehaviour>
|
||||||
class AssaultWeaponBehaviour : public WeaponBehaviour
|
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
|
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
|
||||||
|
: WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
|
||||||
virtual void Fire() override;
|
{ }
|
||||||
virtual void CeaseFire() override;
|
|
||||||
virtual void Reload() override;
|
|
||||||
|
|
||||||
virtual void Update(double dt) override;
|
protected:
|
||||||
|
virtual void OnPrimaryFire(WeaponInfo& wi) override;
|
||||||
|
virtual void OnCeasePrimaryFire(WeaponInfo& wi) override;
|
||||||
|
virtual void OnReload(WeaponInfo& wi) override;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
EntityWrapper m_FirstPersonModel;
|
|
||||||
EntityWrapper m_ThirdPersonModel;
|
|
||||||
// State
|
// State
|
||||||
bool m_Firing = false;
|
bool m_Firing = false;
|
||||||
bool m_Reloading = false;
|
bool m_Reloading = false;
|
||||||
double m_ReloadTimer = 0.0;
|
double m_ReloadTimer = 0.0;
|
||||||
EntityWrapper m_FirstPersonReloadImpersonator;
|
|
||||||
EntityWrapper m_ThirdPersonReloadImpersonator;
|
|
||||||
double m_TimeSinceLastFire = 0.0;
|
double m_TimeSinceLastFire = 0.0;
|
||||||
|
EntityWrapper m_FirstPersonReloadImpostor;
|
||||||
EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
|
|
||||||
bool OnAnimationComplete(Events::AnimationComplete& e);
|
|
||||||
|
|
||||||
bool hasAmmo();
|
bool hasAmmo();
|
||||||
void fireRound();
|
void fireRound();
|
||||||
@@ -47,3 +43,5 @@ private:
|
|||||||
bool shoot(double damage);
|
bool shoot(double damage);
|
||||||
void showHitMarker();
|
void showHitMarker();
|
||||||
};
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,38 @@
|
|||||||
|
#include "WeaponBehaviour.h"
|
||||||
|
#include "Collision/Collision.h"
|
||||||
|
#include "Core/EPlayerDamage.h"
|
||||||
|
#include "Rendering/ESetCamera.h"
|
||||||
|
|
||||||
|
class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour>
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
DefenderWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
|
||||||
|
: System(systemParams)
|
||||||
|
, WeaponBehaviour(systemParams, "DefenderWeapon", renderer, collisionOctree)
|
||||||
|
, m_RandomEngine(m_RandomDevice())
|
||||||
|
{
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DefenderWeaponBehaviour::OnSetCamera);
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
|
||||||
|
void UpdateWeapon(WeaponInfo& wi, double dt) override;
|
||||||
|
void OnPrimaryFire(WeaponInfo& wi) override;
|
||||||
|
void OnCeasePrimaryFire(WeaponInfo& wi) override;
|
||||||
|
bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
std::random_device m_RandomDevice;
|
||||||
|
std::mt19937 m_RandomEngine;
|
||||||
|
EntityWrapper m_CurrentCamera;
|
||||||
|
|
||||||
|
EventRelay<DefenderWeaponBehaviour, Events::SetCamera> m_ESetCamera;
|
||||||
|
bool OnSetCamera(const Events::SetCamera& e);
|
||||||
|
|
||||||
|
// Weapon functions
|
||||||
|
void fireShell(WeaponInfo& wi);
|
||||||
|
void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
|
||||||
|
|
||||||
|
// Utility
|
||||||
|
float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
|
||||||
|
Camera cameraFromEntity(EntityWrapper camera);
|
||||||
|
};
|
||||||
@@ -5,30 +5,177 @@
|
|||||||
#include "Rendering/IRenderer.h"
|
#include "Rendering/IRenderer.h"
|
||||||
#include "Core/Octree.h"
|
#include "Core/Octree.h"
|
||||||
#include "Collision/EntityAABB.h"
|
#include "Collision/EntityAABB.h"
|
||||||
|
#include "Input/EInputCommand.h"
|
||||||
|
#include "Systems/SpawnerSystem.h"
|
||||||
|
|
||||||
class WeaponBehaviour : public System
|
template <typename ETYPE>
|
||||||
|
class WeaponBehaviour : public PureSystem
|
||||||
{
|
{
|
||||||
|
friend class WeaponSystem;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
WeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
|
WeaponBehaviour(SystemParams params, std::string componentType, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
|
||||||
: System(systemParams)
|
: System(params)
|
||||||
|
, PureSystem(componentType)
|
||||||
, m_Renderer(renderer)
|
, m_Renderer(renderer)
|
||||||
, m_CollisionOctree(collisionOctree)
|
, m_CollisionOctree(collisionOctree)
|
||||||
, m_Player(player)
|
{
|
||||||
{ }
|
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand)
|
||||||
|
}
|
||||||
virtual ~WeaponBehaviour() = default;
|
virtual ~WeaponBehaviour() = default;
|
||||||
|
|
||||||
WeaponBehaviour(const WeaponBehaviour&) = delete;
|
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
|
||||||
WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
|
{
|
||||||
|
auto weapon = getActiveWeapon(entity);
|
||||||
virtual void Fire() = 0;
|
if (!weapon) {
|
||||||
virtual void CeaseFire() { }
|
return;
|
||||||
virtual void Reload() { }
|
} else {
|
||||||
virtual void Update(double dt) { }
|
UpdateWeapon(*weapon, dt);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
|
struct WeaponInfo
|
||||||
|
{
|
||||||
|
std::string WeaponComponent;
|
||||||
|
EntityWrapper Player;
|
||||||
|
EntityWrapper WeaponEntity;
|
||||||
|
EntityWrapper FirstPersonEntity;
|
||||||
|
EntityWrapper ThirdPersonEntity;
|
||||||
|
ComponentWrapper GetComponent() { return WeaponEntity[WeaponComponent]; }
|
||||||
|
};
|
||||||
|
|
||||||
IRenderer* m_Renderer;
|
IRenderer* m_Renderer;
|
||||||
Octree<EntityAABB>* m_CollisionOctree;
|
Octree<EntityAABB>* m_CollisionOctree;
|
||||||
EntityWrapper m_Player;
|
std::unordered_map<EntityWrapper, WeaponInfo> m_ActiveWeapons;
|
||||||
|
|
||||||
|
virtual void UpdateWeapon(WeaponInfo& wi, double dt) { }
|
||||||
|
virtual void OnPrimaryFire(WeaponInfo& wi) { }
|
||||||
|
virtual void OnCeasePrimaryFire(WeaponInfo& wi) { }
|
||||||
|
virtual void OnReload(WeaponInfo& wi) { }
|
||||||
|
virtual bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) { return false; }
|
||||||
|
|
||||||
|
private:
|
||||||
|
EventRelay<ETYPE, Events::InputCommand> m_EInputCommand;
|
||||||
|
bool _OnInputCommand(const Events::InputCommand& e)
|
||||||
|
{
|
||||||
|
EntityWrapper player = e.Player;
|
||||||
|
if (e.PlayerID == -1) {
|
||||||
|
player = LocalPlayer;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Make sure the player is alive
|
||||||
|
if (!player.Valid()) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Make sure the player has this weapon
|
||||||
|
auto weapon = getWeaponComponent(player);
|
||||||
|
if (!weapon) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Weapon selection
|
||||||
|
if (e.Command == "SelectWeapon") {
|
||||||
|
if (static_cast<ComponentInfo::EnumType>(e.Value) == static_cast<ComponentInfo::EnumType>((*weapon)["Slot"])) {
|
||||||
|
selectWeapon(player);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Only handle weapon actions if the weapon is active
|
||||||
|
auto activeWeapon = getActiveWeapon(player);
|
||||||
|
if (!activeWeapon) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Fire
|
||||||
|
if (e.Command == "PrimaryFire") {
|
||||||
|
if (e.Value > 0) {
|
||||||
|
OnPrimaryFire(*activeWeapon);
|
||||||
|
} else {
|
||||||
|
OnCeasePrimaryFire(*activeWeapon);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Reload
|
||||||
|
if (e.Command == "Reload" && e.Value != 0) {
|
||||||
|
OnReload(*activeWeapon);
|
||||||
|
}
|
||||||
|
|
||||||
|
return OnInputCommand(*activeWeapon, e);
|
||||||
|
}
|
||||||
|
|
||||||
|
boost::optional<ComponentWrapper> getWeaponComponent(EntityWrapper player)
|
||||||
|
{
|
||||||
|
if (!player.HasComponent(m_ComponentType)) {
|
||||||
|
return boost::none;
|
||||||
|
}
|
||||||
|
|
||||||
|
return player[m_ComponentType];
|
||||||
|
}
|
||||||
|
|
||||||
|
boost::optional<WeaponInfo&> getActiveWeapon(EntityWrapper player)
|
||||||
|
{
|
||||||
|
auto it = m_ActiveWeapons.find(player);
|
||||||
|
if (it == m_ActiveWeapons.end()) {
|
||||||
|
return boost::none;
|
||||||
|
}
|
||||||
|
WeaponInfo& activeWeapon = it->second;
|
||||||
|
|
||||||
|
if (!activeWeapon.FirstPersonEntity.Valid() && !activeWeapon.ThirdPersonEntity.Valid()) {
|
||||||
|
return boost::none;
|
||||||
|
}
|
||||||
|
|
||||||
|
return activeWeapon;
|
||||||
|
}
|
||||||
|
|
||||||
|
void selectWeapon(EntityWrapper player)
|
||||||
|
{
|
||||||
|
// Find the weapon attachments matching the weapon type
|
||||||
|
std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
|
||||||
|
EntityWrapper firstPersonAttachment;
|
||||||
|
EntityWrapper thirdPersonAttachment;
|
||||||
|
for (auto& attachment : weaponAttachments) {
|
||||||
|
ComponentWrapper cWeaponAttachment = attachment["WeaponAttachment"];
|
||||||
|
if ((std::string&)cWeaponAttachment["Weapon"] == m_ComponentType) {
|
||||||
|
ComponentWrapper::SubscriptProxy person = cWeaponAttachment["Person"];
|
||||||
|
if ((ComponentInfo::EnumType)person == person.Enum("FirstPerson")) {
|
||||||
|
firstPersonAttachment = attachment;
|
||||||
|
} else if ((ComponentInfo::EnumType)person == person.Enum("ThirdPerson")) {
|
||||||
|
thirdPersonAttachment = attachment;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!firstPersonAttachment.Valid() && !thirdPersonAttachment.Valid()) {
|
||||||
|
LOG_WARNING("No weapon attachment found for %s of player #%i", m_ComponentType.c_str(), player.ID);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Purge other weapon entities
|
||||||
|
for (auto& attachment : weaponAttachments) {
|
||||||
|
//if (attachment == firstPersonAttachment || attachment == thirdPersonAttachment) {
|
||||||
|
// continue;
|
||||||
|
//}
|
||||||
|
attachment.DeleteChildren();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Spawn the weapon(s)
|
||||||
|
EntityWrapper firstPersonWeapon;
|
||||||
|
EntityWrapper thirdPersonWeapon;
|
||||||
|
if (firstPersonAttachment.Valid()) {
|
||||||
|
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
|
||||||
|
}
|
||||||
|
if (thirdPersonAttachment.Valid()) {
|
||||||
|
thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
|
||||||
|
}
|
||||||
|
|
||||||
|
m_ActiveWeapons[player].WeaponComponent = m_ComponentType;
|
||||||
|
m_ActiveWeapons[player].Player = player;
|
||||||
|
m_ActiveWeapons[player].WeaponEntity = player;
|
||||||
|
m_ActiveWeapons[player].FirstPersonEntity = firstPersonWeapon;
|
||||||
|
m_ActiveWeapons[player].ThirdPersonEntity = thirdPersonWeapon;
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -36,4 +36,49 @@ 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=9
|
||||||
|
TextureQuality=0
|
||||||
|
|
||||||
|
[GLOW]
|
||||||
|
Quality=3;
|
||||||
|
|
||||||
|
[GLOW1]
|
||||||
|
NumIterations=5
|
||||||
|
|
||||||
|
[GLOW2]
|
||||||
|
NumIterations=9
|
||||||
|
|
||||||
|
[GLOW3]
|
||||||
|
NumIterations=13
|
||||||
@@ -46,4 +46,8 @@
|
|||||||
<xs:include schemaLocation="Components/Page.xsd"/>
|
<xs:include schemaLocation="Components/Page.xsd"/>
|
||||||
<xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
|
<xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
|
||||||
<xs:include schemaLocation="Components/Button.xsd"/>
|
<xs:include schemaLocation="Components/Button.xsd"/>
|
||||||
|
<xs:include schemaLocation="Components/DoubleJump.xsd"/>
|
||||||
|
<xs:include schemaLocation="Components/WeaponAttachment.xsd"/>
|
||||||
|
<xs:include schemaLocation="Components/DefenderWeapon.xsd"/>
|
||||||
|
<xs:include schemaLocation="Components/CapturePointGameMode.xsd"/>
|
||||||
</xs:schema>
|
</xs:schema>
|
||||||
@@ -8,4 +8,5 @@
|
|||||||
<RPM>120</RPM>
|
<RPM>120</RPM>
|
||||||
<ViewPunch>0.01</ViewPunch>
|
<ViewPunch>0.01</ViewPunch>
|
||||||
<ReloadTime>2</ReloadTime>
|
<ReloadTime>2</ReloadTime>
|
||||||
|
<Slot><Primary/></Slot>
|
||||||
</AssaultWeapon>
|
</AssaultWeapon>
|
||||||
@@ -2,6 +2,7 @@
|
|||||||
|
|
||||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||||
|
<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
|
||||||
|
|
||||||
<xs:element name="AssaultWeapon">
|
<xs:element name="AssaultWeapon">
|
||||||
<xs:complexType>
|
<xs:complexType>
|
||||||
@@ -28,6 +29,7 @@
|
|||||||
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
|
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
|
||||||
<xs:annotation><xs:documentation>Time it takes to reload the weapon in seconds</xs:documentation></xs:annotation>
|
<xs:annotation><xs:documentation>Time it takes to reload the weapon in seconds</xs:documentation></xs:annotation>
|
||||||
</xs:element>
|
</xs:element>
|
||||||
|
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
|
||||||
</xs:all>
|
</xs:all>
|
||||||
</xs:complexType>
|
</xs:complexType>
|
||||||
</xs:element>
|
</xs:element>
|
||||||
|
|||||||
@@ -0,0 +1,5 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
|
<CapturePointGameMode xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="CapturePointGameMode.xsd">
|
||||||
|
<RespawnTime>0.0</RespawnTime>
|
||||||
|
<MaxRespawnTime>8.0</MaxRespawnTime>
|
||||||
|
</CapturePointGameMode>
|
||||||
@@ -0,0 +1,18 @@
|
|||||||
|
<?xml version="1.0"?>
|
||||||
|
|
||||||
|
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||||
|
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||||
|
|
||||||
|
<xs:element name="CapturePointGameMode">
|
||||||
|
<xs:complexType>
|
||||||
|
<xs:all>
|
||||||
|
<xs:element name="RespawnTime" type="t:double" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>The time since the last respawn wave. Players will be spawned when this reaches MaxRespawnTime.</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
<xs:element name="MaxRespawnTime" type="t:double" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>Players will be spawned when RespawnTime reaches this.</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
</xs:all>
|
||||||
|
</xs:complexType>
|
||||||
|
</xs:element>
|
||||||
|
</xs:schema>
|
||||||
+16
@@ -0,0 +1,16 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
|
<DefenderWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DefenderWeapon.xsd">
|
||||||
|
<MagazineAmmo>8</MagazineAmmo>
|
||||||
|
<MagazineSize>8</MagazineSize>
|
||||||
|
<Ammo>64</Ammo>
|
||||||
|
<MaxAmmo>64</MaxAmmo>
|
||||||
|
<BaseDamage>90</BaseDamage>
|
||||||
|
<SpreadAngle>0.174533</SpreadAngle> <!-- 0.174533 = 10 degrees -->
|
||||||
|
<NumPellets>10</NumPellets>
|
||||||
|
<RPM>120</RPM>
|
||||||
|
<ViewPunch>0.01</ViewPunch>
|
||||||
|
<ReloadTime>0.5</ReloadTime>
|
||||||
|
<Slot><Primary/></Slot>
|
||||||
|
<IsFiring>false</IsFiring>
|
||||||
|
<TimeSinceLastFire>0</TimeSinceLastFire>
|
||||||
|
</DefenderWeapon>
|
||||||
+44
@@ -0,0 +1,44 @@
|
|||||||
|
<?xml version="1.0"?>
|
||||||
|
|
||||||
|
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||||
|
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||||
|
<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
|
||||||
|
|
||||||
|
<xs:element name="DefenderWeapon">
|
||||||
|
<xs:complexType>
|
||||||
|
<xs:all>
|
||||||
|
<xs:element name="MagazineAmmo" type="t:int" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
<xs:element name="MagazineSize" type="t:int" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>Max number of rounds in a magazine</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
<xs:element name="Ammo" type="t:int" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>Current ammo carried</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
<xs:element name="MaxAmmo" type="t:int" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>Maximum ammo able to be carried</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
<xs:element name="BaseDamage" type="t:double" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>Damage dealt if all shotgun pellets hit</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
<xs:element name="SpreadAngle" type="t:float" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>Spread angle in radians</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
<xs:element name="NumPellets" type="t:int" minOccurs="0"/>
|
||||||
|
<xs:element name="RPM" type="t:double" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
|
||||||
|
<xs:element name="IsFiring" type="t:bool" minOccurs="0"/>
|
||||||
|
<xs:element name="TimeSinceLastFire" type="t:double" minOccurs="0"/>
|
||||||
|
</xs:all>
|
||||||
|
</xs:complexType>
|
||||||
|
</xs:element>
|
||||||
|
</xs:schema>
|
||||||
@@ -0,0 +1,4 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
|
<DoubleJump xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DoubleJump.xsd">
|
||||||
|
<DoubleJumpSpeed>4.0</DoubleJumpSpeed>
|
||||||
|
</DoubleJump>
|
||||||
@@ -0,0 +1,16 @@
|
|||||||
|
<?xml version="1.0"?>
|
||||||
|
|
||||||
|
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||||
|
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||||
|
|
||||||
|
<xs:element name="DoubleJump">
|
||||||
|
<xs:annotation><xs:documentation>Enables a Player to double jump.</xs:documentation></xs:annotation>
|
||||||
|
<xs:complexType>
|
||||||
|
<xs:all>
|
||||||
|
<xs:element name="DoubleJumpSpeed" type="t:float" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>Vertical velocity set on double jump.</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
</xs:all>
|
||||||
|
</xs:complexType>
|
||||||
|
</xs:element>
|
||||||
|
</xs:schema>
|
||||||
@@ -2,5 +2,7 @@
|
|||||||
<Player xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Player.xsd">
|
<Player xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Player.xsd">
|
||||||
<MovementSpeed>3</MovementSpeed>
|
<MovementSpeed>3</MovementSpeed>
|
||||||
<CrouchSpeed>1.5</CrouchSpeed>
|
<CrouchSpeed>1.5</CrouchSpeed>
|
||||||
|
<JumpSpeed>4.0</JumpSpeed>
|
||||||
<CurrentWishDirection X="0" Y="0" Z="0"/>
|
<CurrentWishDirection X="0" Y="0" Z="0"/>
|
||||||
|
<CurrentWeapon></CurrentWeapon>
|
||||||
</Player>
|
</Player>
|
||||||
@@ -11,7 +11,11 @@
|
|||||||
<xs:all>
|
<xs:all>
|
||||||
<xs:element name="MovementSpeed" type="t:float" minOccurs="0"/>
|
<xs:element name="MovementSpeed" type="t:float" minOccurs="0"/>
|
||||||
<xs:element name="CrouchSpeed" type="t:float" minOccurs="0"/>
|
<xs:element name="CrouchSpeed" type="t:float" minOccurs="0"/>
|
||||||
|
<xs:element name="JumpSpeed" type="t:float" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>Vertical velocity set when jumping.</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
<xs:element name="CurrentWishDirection" type="t:Vector" minOccurs="0"/>
|
<xs:element name="CurrentWishDirection" type="t:Vector" minOccurs="0"/>
|
||||||
|
<xs:element name="CurrentWeapon" type="t:string" minOccurs="0"/>
|
||||||
</xs:all>
|
</xs:all>
|
||||||
</xs:complexType>
|
</xs:complexType>
|
||||||
</xs:element>
|
</xs:element>
|
||||||
|
|||||||
@@ -1,3 +0,0 @@
|
|||||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
|
||||||
<Trigger xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Trigger.xsd">
|
|
||||||
</Trigger>
|
|
||||||
@@ -1,17 +0,0 @@
|
|||||||
<?xml version="1.0"?>
|
|
||||||
|
|
||||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
|
||||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
|
||||||
|
|
||||||
<xs:element name="Weapon">
|
|
||||||
<xs:complexType>
|
|
||||||
<xs:all>
|
|
||||||
<xs:element name="MagSize" type="t:int" minOccurs="0"/>
|
|
||||||
<xs:element name="MaxAmmo" type="t:int" minOccurs="0"/>
|
|
||||||
<xs:element name="CurrentAmmoInMag" type="t:int" minOccurs="0"/>
|
|
||||||
<xs:element name="CurrentAmmo" type="t:int" minOccurs="0"/>
|
|
||||||
<xs:element name="RPM" type="t:double" minOccurs="0"/>
|
|
||||||
</xs:all>
|
|
||||||
</xs:complexType>
|
|
||||||
</xs:element>
|
|
||||||
</xs:schema>
|
|
||||||
@@ -0,0 +1,5 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
|
<WeaponAttachment xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="WeaponAttachment.xsd">
|
||||||
|
<Weapon></Weapon>
|
||||||
|
<Person><FirstPerson/></Person>
|
||||||
|
</WeaponAttachment>
|
||||||
@@ -0,0 +1,28 @@
|
|||||||
|
<?xml version="1.0"?>
|
||||||
|
|
||||||
|
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||||
|
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||||
|
|
||||||
|
<xs:complexType name="PersonEnum" mixed="true">
|
||||||
|
<xs:complexContent>
|
||||||
|
<xs:extension base="t:enum">
|
||||||
|
<xs:choice>
|
||||||
|
<xs:element name="FirstPerson" type="t:int" fixed="0" minOccurs="0"/>
|
||||||
|
<xs:element name="ThirdPerson" type="t:int" fixed="1" minOccurs="0"/>
|
||||||
|
</xs:choice>
|
||||||
|
</xs:extension>
|
||||||
|
</xs:complexContent>
|
||||||
|
</xs:complexType>
|
||||||
|
|
||||||
|
<xs:element name="WeaponAttachment">
|
||||||
|
<xs:annotation><xs:documentation>Combine with a spawner to define a weapon attachment point</xs:documentation></xs:annotation>
|
||||||
|
<xs:complexType>
|
||||||
|
<xs:all>
|
||||||
|
<xs:element name="Weapon" type="t:string" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>The weapon component type this attachment refers to</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
<xs:element name="Person" type="PersonEnum" minOccurs="0"/>
|
||||||
|
</xs:all>
|
||||||
|
</xs:complexType>
|
||||||
|
</xs:element>
|
||||||
|
</xs:schema>
|
||||||
+99
@@ -0,0 +1,99 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
|
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||||
|
|
||||||
|
<Components>
|
||||||
|
<c:BoneAttachment>
|
||||||
|
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||||
|
</c:BoneAttachment>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0.12043038" Y="-0.244988307" Z="-0.181454808"/>
|
||||||
|
<Orientation X="0.010404544" Y="-0.00268173823" Z="0.0428441577"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
|
||||||
|
<Children>
|
||||||
|
<Entity name="WeaponMuzzle">
|
||||||
|
<Components>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="FirstPersonReloadSpawner">
|
||||||
|
<Components>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="AmmunitionHUD">
|
||||||
|
<Components>
|
||||||
|
<c:AmmunitionHUD/>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
|
||||||
|
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity name="AmmunitionHUDBackground">
|
||||||
|
<Components>
|
||||||
|
<c:Sprite>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<Color A="0.588235319" B="0" G="0" R="0"/>
|
||||||
|
</c:Sprite>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0" Z="-0.00200000009"/>
|
||||||
|
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="AmmunitionText">
|
||||||
|
<Components>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity name="MagazineAmmo">
|
||||||
|
<Components>
|
||||||
|
<c:Text>
|
||||||
|
<Content>32</Content>
|
||||||
|
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||||
|
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||||
|
</c:Text>
|
||||||
|
<c:Transform>
|
||||||
|
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="Ammo">
|
||||||
|
<Components>
|
||||||
|
<c:Text>
|
||||||
|
<Content>360</Content>
|
||||||
|
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||||
|
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||||
|
</c:Text>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
|
||||||
|
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
|
||||||
|
</Entity>
|
||||||
+40
@@ -0,0 +1,40 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
|
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||||
|
|
||||||
|
<Components>
|
||||||
|
<c:BoneAttachment>
|
||||||
|
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||||
|
</c:BoneAttachment>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0.163429111" Y="1.0235405" Z="-0.215489209"/>
|
||||||
|
<Orientation X="-0.0631071255" Y="-0.0576644838" Z="0.118255548"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
|
||||||
|
<Children>
|
||||||
|
<Entity name="WeaponMuzzle">
|
||||||
|
<Components>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="ThirdPersonReloadSpawner">
|
||||||
|
<Components>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
|
||||||
|
</Entity>
|
||||||
Executable
+40
@@ -0,0 +1,40 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
|
<Entity name="Shield" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||||
|
|
||||||
|
<Components>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
|
||||||
|
<Children>
|
||||||
|
<Entity name="Shield">
|
||||||
|
<Components>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>Models/Core/UnitPlane.mesh</Resource>
|
||||||
|
</c:Model>
|
||||||
|
<c:Shield/>
|
||||||
|
<c:Transform>
|
||||||
|
<Scale X="1.11800003" Y="0.0320000015" Z="1.9180001"/>
|
||||||
|
<Orientation X="-1.57079995" Y="0" Z="0"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="VisibleSide">
|
||||||
|
<Components>
|
||||||
|
<c:Shielded/>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>Models/Core/UnitHexagon.mesh</Resource>
|
||||||
|
<Color A="0" B="1" G="0" R="0"/>
|
||||||
|
<Transparent>true</Transparent>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0" Z="0.0179871861"/>
|
||||||
|
<Scale X="1.01900005" Y="0.0120000001" Z="1.91000009"/>
|
||||||
|
<Orientation X="-1.57079995" Y="0" Z="0"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
|
||||||
|
</Entity>
|
||||||
+99
@@ -0,0 +1,99 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
|
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||||
|
|
||||||
|
<Components>
|
||||||
|
<c:BoneAttachment>
|
||||||
|
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||||
|
<PositionOffset X="0" Y="0.0480000004" Z="-0.183000013"/>
|
||||||
|
</c:BoneAttachment>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>Models/Weapons/Blue/DefenderGunBlue.mesh</Resource>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0.120430306" Y="0.775375426" Z="1.36542225"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
|
||||||
|
<Children>
|
||||||
|
<Entity name="WeaponMuzzle">
|
||||||
|
<Components>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0.00191565475" Y="0.0324025005" Z="-0.2021029"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="FirstPersonReloadSpawner">
|
||||||
|
<Components>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="AmmunitionHUD">
|
||||||
|
<Components>
|
||||||
|
<c:AmmunitionHUD/>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="-0.0490000024" Y="0.0520000011" Z="-0.063000001"/>
|
||||||
|
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity name="AmmunitionHUDBackground">
|
||||||
|
<Components>
|
||||||
|
<c:Sprite>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<Color A="0.588235319" B="0" G="0" R="0"/>
|
||||||
|
</c:Sprite>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0" Z="-0.00200000009"/>
|
||||||
|
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="AmmunitionText">
|
||||||
|
<Components>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity name="MagazineAmmo">
|
||||||
|
<Components>
|
||||||
|
<c:Text>
|
||||||
|
<Content>32</Content>
|
||||||
|
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||||
|
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||||
|
</c:Text>
|
||||||
|
<c:Transform>
|
||||||
|
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="Ammo">
|
||||||
|
<Components>
|
||||||
|
<c:Text>
|
||||||
|
<Content>360</Content>
|
||||||
|
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||||
|
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||||
|
</c:Text>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
|
||||||
|
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
|
||||||
|
</Entity>
|
||||||
+99
@@ -0,0 +1,99 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
|
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||||
|
|
||||||
|
<Components>
|
||||||
|
<c:BoneAttachment>
|
||||||
|
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||||
|
<PositionOffset X="0" Y="0.0480000004" Z="-0.183000013"/>
|
||||||
|
</c:BoneAttachment>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>Models/Weapons/Red/DefenderGunRed.mesh</Resource>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0.120430306" Y="0.775375426" Z="1.36542225"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
|
||||||
|
<Children>
|
||||||
|
<Entity name="WeaponMuzzle">
|
||||||
|
<Components>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0.00191565475" Y="0.0324025005" Z="-0.2021029"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="FirstPersonReloadSpawner">
|
||||||
|
<Components>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="AmmunitionHUD">
|
||||||
|
<Components>
|
||||||
|
<c:AmmunitionHUD/>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="-0.0490000024" Y="0.0520000011" Z="-0.063000001"/>
|
||||||
|
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity name="AmmunitionHUDBackground">
|
||||||
|
<Components>
|
||||||
|
<c:Sprite>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<Color A="0.588235319" B="0" G="0" R="0"/>
|
||||||
|
</c:Sprite>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0" Z="-0.00200000009"/>
|
||||||
|
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="AmmunitionText">
|
||||||
|
<Components>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity name="MagazineAmmo">
|
||||||
|
<Components>
|
||||||
|
<c:Text>
|
||||||
|
<Content>32</Content>
|
||||||
|
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||||
|
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||||
|
</c:Text>
|
||||||
|
<c:Transform>
|
||||||
|
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="Ammo">
|
||||||
|
<Components>
|
||||||
|
<c:Text>
|
||||||
|
<Content>360</Content>
|
||||||
|
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||||
|
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||||
|
</c:Text>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
|
||||||
|
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
|
||||||
|
</Entity>
|
||||||
+41
@@ -0,0 +1,41 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
|
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||||
|
|
||||||
|
<Components>
|
||||||
|
<c:BoneAttachment>
|
||||||
|
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||||
|
<PositionOffset X="0" Y="0.0320000015" Z="-0.165000007"/>
|
||||||
|
</c:BoneAttachment>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>Models/Weapons/Blue/DefenderGunBlue.mesh</Resource>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0.162026152" Y="1.05794585" Z="-0.380744517"/>
|
||||||
|
<Orientation X="-0.0628969446" Y="-0.0509683639" Z="0.118739031"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
|
||||||
|
<Children>
|
||||||
|
<Entity name="WeaponMuzzle">
|
||||||
|
<Components>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0.000284185546" Y="0.0318552479" Z="-0.193328083"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="ThirdPersonReloadSpawner">
|
||||||
|
<Components>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
|
||||||
|
</Entity>
|
||||||
+41
@@ -0,0 +1,41 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
|
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||||
|
|
||||||
|
<Components>
|
||||||
|
<c:BoneAttachment>
|
||||||
|
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||||
|
<PositionOffset X="0" Y="0.0320000015" Z="-0.165000007"/>
|
||||||
|
</c:BoneAttachment>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>Models/Weapons/Red/DefenderGunRed.mesh</Resource>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0.162026152" Y="1.05794585" Z="-0.380744517"/>
|
||||||
|
<Orientation X="-0.0628969446" Y="-0.0509683639" Z="0.118739031"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
|
||||||
|
<Children>
|
||||||
|
<Entity name="WeaponMuzzle">
|
||||||
|
<Components>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0.000284185546" Y="0.0318552479" Z="-0.193328083"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="ThirdPersonReloadSpawner">
|
||||||
|
<Components>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
|
||||||
|
</Entity>
|
||||||
@@ -10,7 +10,7 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:PlayerSpawn/>
|
<c:PlayerSpawn/>
|
||||||
<c:Spawner>
|
<c:Spawner>
|
||||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
<EntityFile>Schema/Entities/PlayerRed.xml</EntityFile>
|
||||||
</c:Spawner>
|
</c:Spawner>
|
||||||
<c:Team>
|
<c:Team>
|
||||||
<Team>
|
<Team>
|
||||||
@@ -118,257 +118,6 @@
|
|||||||
</Entity>
|
</Entity>
|
||||||
</Children>
|
</Children>
|
||||||
</Entity>
|
</Entity>
|
||||||
<Entity name="Player">
|
|
||||||
<Components>
|
|
||||||
<c:AABB>
|
|
||||||
<Origin X="0" Y="0.772000015" Z="0"/>
|
|
||||||
<Size X="1" Y="1.60000002" Z="1"/>
|
|
||||||
</c:AABB>
|
|
||||||
<c:AssaultWeapon>
|
|
||||||
<RPM>600</RPM>
|
|
||||||
</c:AssaultWeapon>
|
|
||||||
<c:Collidable/>
|
|
||||||
<c:DashAbility/>
|
|
||||||
<c:Health/>
|
|
||||||
<c:Physics>
|
|
||||||
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
|
||||||
</c:Physics>
|
|
||||||
<c:Player>
|
|
||||||
<MovementSpeed>5</MovementSpeed>
|
|
||||||
</c:Player>
|
|
||||||
<c:Team>
|
|
||||||
<Team>
|
|
||||||
<Red/>
|
|
||||||
</Team>
|
|
||||||
</c:Team>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="0" Y="0.0288832653" Z="2.64837074"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children>
|
|
||||||
<Entity name="Camera">
|
|
||||||
<Components>
|
|
||||||
<c:Camera/>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="0" Y="1.27700007" Z="0"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children>
|
|
||||||
<Entity name="PlayerName">
|
|
||||||
<Components>
|
|
||||||
<c:Text>
|
|
||||||
<Resource>Fonts/DroidSans.ttf,100</Resource>
|
|
||||||
<Color A="1" B="0" G="1" R="0"/>
|
|
||||||
</c:Text>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="0.100000001" Y="0.248000011" Z="-0.248000011"/>
|
|
||||||
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
|
|
||||||
<Orientation X="0" Y="3.14199996" Z="0"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
<Entity name="CameraModel">
|
|
||||||
<Components>
|
|
||||||
<c:Model>
|
|
||||||
<Resource>Models/Widgets/Camera.mesh</Resource>
|
|
||||||
<Visible>false</Visible>
|
|
||||||
</c:Model>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="0" Y="0.0331346765" Z="-0.0792061687"/>
|
|
||||||
<Scale X="1.30000007" Y="1.50000012" Z="1"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
<Entity name="HUD">
|
|
||||||
<Components>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="0" Y="0" Z="-0.5"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children>
|
|
||||||
<Entity name="HealthBar">
|
|
||||||
<Components>
|
|
||||||
<c:Fill>
|
|
||||||
<Percentage>1</Percentage>
|
|
||||||
<Color A="0" B="1" G="0" R="0"/>
|
|
||||||
</c:Fill>
|
|
||||||
<c:HealthHUD/>
|
|
||||||
<c:Model>
|
|
||||||
<Resource>Models/Core/UnitHexagon.mesh</Resource>
|
|
||||||
<Color A="1" B="0.70588237" G="0.70588237" R="0.70588237"/>
|
|
||||||
</c:Model>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="-0.383000016" Y="-0.185000002" Z="0"/>
|
|
||||||
<Scale X="0.150000006" Y="0.150000006" Z="0.150000006"/>
|
|
||||||
<Orientation X="0" Y="0.594000041" Z="0"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
<Entity name="Crosshair">
|
|
||||||
<Components>
|
|
||||||
<c:Sprite>
|
|
||||||
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
|
|
||||||
<DepthSort>false</DepthSort>
|
|
||||||
</c:Sprite>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="0" Y="0" Z="0.200000003"/>
|
|
||||||
<Scale X="0.0250000004" Y="0.0250000004" Z="0"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
</Children>
|
|
||||||
</Entity>
|
|
||||||
<Entity name="Hands">
|
|
||||||
<Components>
|
|
||||||
<c:Animation>
|
|
||||||
<AnimationName1>Idle</AnimationName1>
|
|
||||||
<Time1>1.9569972344146196</Time1>
|
|
||||||
<Speed1>1</Speed1>
|
|
||||||
</c:Animation>
|
|
||||||
<c:Model>
|
|
||||||
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
|
|
||||||
<Transparent>true</Transparent>
|
|
||||||
</c:Model>
|
|
||||||
<c:Transform/>
|
|
||||||
</Components>
|
|
||||||
<Children>
|
|
||||||
<Entity name="WeaponModel">
|
|
||||||
<Components>
|
|
||||||
<c:BoneAttachment>
|
|
||||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
|
||||||
</c:BoneAttachment>
|
|
||||||
<c:Model>
|
|
||||||
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
|
||||||
<Transparent>true</Transparent>
|
|
||||||
</c:Model>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="0.120748013" Y="-0.228470564" Z="-0.151475638"/>
|
|
||||||
<Orientation X="0.010404693" Y="-0.00268176314" Z="0.0428441502"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children>
|
|
||||||
<Entity name="WeaponMuzzle">
|
|
||||||
<Components>
|
|
||||||
<c:Spawner>
|
|
||||||
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
|
|
||||||
</c:Spawner>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
</Children>
|
|
||||||
</Entity>
|
|
||||||
<Entity name="FirstPersonReloadSpawner">
|
|
||||||
<Components>
|
|
||||||
<c:Spawner>
|
|
||||||
<EntityFile>Schema/Entities/WeaponReloadEffect.xml</EntityFile>
|
|
||||||
</c:Spawner>
|
|
||||||
<c:Transform/>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
</Children>
|
|
||||||
</Entity>
|
|
||||||
</Children>
|
|
||||||
</Entity>
|
|
||||||
<Entity name="ThirdPersonCamera">
|
|
||||||
<Components>
|
|
||||||
<c:Camera/>
|
|
||||||
<c:Model>
|
|
||||||
<Resource>Models/Widgets/Camera.mesh</Resource>
|
|
||||||
<Visible>false</Visible>
|
|
||||||
</c:Model>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="-0.284000009" Y="1.83800006" Z="1.18900001"/>
|
|
||||||
<Orientation X="5.95600033" Y="0" Z="0"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
<Entity name="PlayerModel">
|
|
||||||
<Components>
|
|
||||||
<c:Animation>
|
|
||||||
<AnimationName1>Idle</AnimationName1>
|
|
||||||
<Time1>1.8055945618467364</Time1>
|
|
||||||
<Speed1>1</Speed1>
|
|
||||||
</c:Animation>
|
|
||||||
<c:AnimationOffset>
|
|
||||||
<AnimationName>AimRifle</AnimationName>
|
|
||||||
<Time>0.5</Time>
|
|
||||||
</c:AnimationOffset>
|
|
||||||
<c:HiddenForLocalPlayer/>
|
|
||||||
<c:Model>
|
|
||||||
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
|
|
||||||
<Color A="1" B="0" G="0" R="1"/>
|
|
||||||
</c:Model>
|
|
||||||
<c:Transform/>
|
|
||||||
</Components>
|
|
||||||
<Children>
|
|
||||||
<Entity name="ThirdPersonWeaponModel">
|
|
||||||
<Components>
|
|
||||||
<c:BoneAttachment>
|
|
||||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
|
||||||
</c:BoneAttachment>
|
|
||||||
<c:Model>
|
|
||||||
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
|
||||||
<Visible>false</Visible>
|
|
||||||
</c:Model>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="0.158578917" Y="1.02878916" Z="-0.215411991"/>
|
|
||||||
<Orientation X="-0.0626687407" Y="-0.0361274257" Z="0.120101407"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children>
|
|
||||||
<Entity name="ThirdPersonWeaponMuzzle">
|
|
||||||
<Components>
|
|
||||||
<c:Spawner>
|
|
||||||
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
|
|
||||||
</c:Spawner>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
</Children>
|
|
||||||
</Entity>
|
|
||||||
</Children>
|
|
||||||
</Entity>
|
|
||||||
<Entity name="AABBStanding">
|
|
||||||
<Components>
|
|
||||||
<c:Model>
|
|
||||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
|
||||||
<Color A="0.427450985" B="1" G="1" R="1"/>
|
|
||||||
<Visible>false</Visible>
|
|
||||||
</c:Model>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="0" Y="0.772000015" Z="0"/>
|
|
||||||
<Scale X="1" Y="1.60000002" Z="1"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
<Entity name="AABBCrouching">
|
|
||||||
<Components>
|
|
||||||
<c:Model>
|
|
||||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
|
||||||
<Color A="0.745098054" B="1" G="0" R="1"/>
|
|
||||||
<Visible>false</Visible>
|
|
||||||
</c:Model>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="0" Y="0.772000015" Z="0"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
</Children>
|
|
||||||
</Entity>
|
|
||||||
</Children>
|
</Children>
|
||||||
|
|
||||||
</Entity>
|
</Entity>
|
||||||
|
|||||||
@@ -7,29 +7,40 @@
|
|||||||
<Size X="1" Y="1.60000002" Z="1"/>
|
<Size X="1" Y="1.60000002" Z="1"/>
|
||||||
</c:AABB>
|
</c:AABB>
|
||||||
<c:AssaultWeapon>
|
<c:AssaultWeapon>
|
||||||
<RPM>600</RPM>
|
<Slot>
|
||||||
|
<Secondary/>
|
||||||
|
</Slot>
|
||||||
</c:AssaultWeapon>
|
</c:AssaultWeapon>
|
||||||
<c:Collidable/>
|
<c:Collidable/>
|
||||||
<c:DashAbility/>
|
<c:DefenderWeapon>
|
||||||
|
<TimeSinceLastFire>52.867678870419283</TimeSinceLastFire>
|
||||||
|
</c:DefenderWeapon>
|
||||||
|
<c:DoubleJump/>
|
||||||
<c:Health/>
|
<c:Health/>
|
||||||
<c:Physics>
|
<c:Physics>
|
||||||
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
||||||
</c:Physics>
|
</c:Physics>
|
||||||
<c:Player>
|
<c:Player>
|
||||||
<MovementSpeed>5</MovementSpeed>
|
<MovementSpeed>5</MovementSpeed>
|
||||||
|
<CurrentWeapon></CurrentWeapon>
|
||||||
</c:Player>
|
</c:Player>
|
||||||
<c:Team>
|
<c:Team>
|
||||||
<Team>
|
<Team>
|
||||||
<Blue/>
|
<Blue/>
|
||||||
</Team>
|
</Team>
|
||||||
</c:Team>
|
</c:Team>
|
||||||
<c:Transform/>
|
<c:Transform>
|
||||||
|
<Position X="-1.42731023" Y="0.0288832653" Z="3.63052702"/>
|
||||||
|
</c:Transform>
|
||||||
</Components>
|
</Components>
|
||||||
|
|
||||||
<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>
|
||||||
@@ -303,7 +314,8 @@
|
|||||||
</Children>
|
</Children>
|
||||||
</Entity>
|
</Entity>
|
||||||
</Children>
|
</Children>
|
||||||
</Entity> <Entity name="KillFeed">
|
</Entity>
|
||||||
|
<Entity name="KillFeed">
|
||||||
<Components>
|
<Components>
|
||||||
<c:KillFeed/>
|
<c:KillFeed/>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
@@ -363,7 +375,7 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:Animation>
|
<c:Animation>
|
||||||
<AnimationName1>Idle</AnimationName1>
|
<AnimationName1>Idle</AnimationName1>
|
||||||
<Time1>0.97725610639912475</Time1>
|
<Time1>1.9408570429715581</Time1>
|
||||||
<Speed1>1</Speed1>
|
<Speed1>1</Speed1>
|
||||||
<AnimationName2></AnimationName2>
|
<AnimationName2></AnimationName2>
|
||||||
<AnimationName3></AnimationName3>
|
<AnimationName3></AnimationName3>
|
||||||
@@ -375,100 +387,29 @@
|
|||||||
<c:Transform/>
|
<c:Transform/>
|
||||||
</Components>
|
</Components>
|
||||||
<Children>
|
<Children>
|
||||||
<Entity name="WeaponModel">
|
<Entity name="PrimaryAttachment">
|
||||||
<Components>
|
<Components>
|
||||||
<c:BoneAttachment>
|
<c:WeaponAttachment>
|
||||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
<Weapon>DefenderWeapon</Weapon>
|
||||||
</c:BoneAttachment>
|
</c:WeaponAttachment>
|
||||||
<c:Model>
|
<c:Spawner>
|
||||||
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
<EntityFile>Schema/Entities/DefenderWeaponView.xml</EntityFile>
|
||||||
</c:Model>
|
</c:Spawner>
|
||||||
<c:Transform>
|
<c:Transform/>
|
||||||
<Position X="0.12043038" Y="-0.244988307" Z="-0.181454808"/>
|
|
||||||
<Orientation X="0.010404544" Y="-0.00268173823" Z="0.0428441577"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
</Components>
|
||||||
<Children>
|
<Children/>
|
||||||
<Entity name="WeaponMuzzle">
|
</Entity>
|
||||||
<Components>
|
<Entity name="SecondaryAttachment">
|
||||||
<c:Spawner>
|
<Components>
|
||||||
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
|
<c:WeaponAttachment>
|
||||||
</c:Spawner>
|
<Weapon>AssaultWeapon</Weapon>
|
||||||
<c:Transform>
|
</c:WeaponAttachment>
|
||||||
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
|
<c:Spawner>
|
||||||
</c:Transform>
|
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
|
||||||
</Components>
|
</c:Spawner>
|
||||||
<Children/>
|
<c:Transform/>
|
||||||
</Entity>
|
</Components>
|
||||||
<Entity name="FirstPersonReloadSpawner">
|
<Children/>
|
||||||
<Components>
|
|
||||||
<c:Spawner>
|
|
||||||
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
|
|
||||||
</c:Spawner>
|
|
||||||
<c:Transform/>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
<Entity name="AmmunitionHUD">
|
|
||||||
<Components>
|
|
||||||
<c:AmmunitionHUD/>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
|
|
||||||
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children>
|
|
||||||
<Entity name="AmmunitionHUDBackground">
|
|
||||||
<Components>
|
|
||||||
<c:Sprite>
|
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<Color A="0.588235319" B="0" G="0" R="0"/>
|
|
||||||
</c:Sprite>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="0" Y="0" Z="-0.00200000009"/>
|
|
||||||
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
<Entity name="AmmunitionText">
|
|
||||||
<Components>
|
|
||||||
<c:Transform/>
|
|
||||||
</Components>
|
|
||||||
<Children>
|
|
||||||
<Entity name="MagazineAmmo">
|
|
||||||
<Components>
|
|
||||||
<c:Text>
|
|
||||||
<Content>32</Content>
|
|
||||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
|
||||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
|
||||||
</c:Text>
|
|
||||||
<c:Transform>
|
|
||||||
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
<Entity name="Ammo">
|
|
||||||
<Components>
|
|
||||||
<c:Text>
|
|
||||||
<Content>360</Content>
|
|
||||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
|
||||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
|
||||||
</c:Text>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
|
|
||||||
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
</Children>
|
|
||||||
</Entity>
|
|
||||||
</Children>
|
|
||||||
</Entity>
|
|
||||||
</Children>
|
|
||||||
</Entity>
|
</Entity>
|
||||||
</Children>
|
</Children>
|
||||||
</Entity>
|
</Entity>
|
||||||
@@ -476,7 +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>
|
||||||
@@ -492,7 +436,7 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:Animation>
|
<c:Animation>
|
||||||
<AnimationName1>Idle</AnimationName1>
|
<AnimationName1>Idle</AnimationName1>
|
||||||
<Time1>0.87583812735846323</Time1>
|
<Time1>1.5631122524686134</Time1>
|
||||||
<Speed1>1</Speed1>
|
<Speed1>1</Speed1>
|
||||||
<AnimationName2></AnimationName2>
|
<AnimationName2></AnimationName2>
|
||||||
<AnimationName3></AnimationName3>
|
<AnimationName3></AnimationName3>
|
||||||
@@ -501,6 +445,7 @@
|
|||||||
<AnimationName>AimRifle</AnimationName>
|
<AnimationName>AimRifle</AnimationName>
|
||||||
<Time>0.5</Time>
|
<Time>0.5</Time>
|
||||||
</c:AnimationOffset>
|
</c:AnimationOffset>
|
||||||
|
<c:Shielded/>
|
||||||
<c:HiddenForLocalPlayer/>
|
<c:HiddenForLocalPlayer/>
|
||||||
<c:Model>
|
<c:Model>
|
||||||
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
|
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
|
||||||
@@ -509,41 +454,35 @@
|
|||||||
<c:Transform/>
|
<c:Transform/>
|
||||||
</Components>
|
</Components>
|
||||||
<Children>
|
<Children>
|
||||||
<Entity name="ThirdPersonWeaponModel">
|
<Entity name="PrimaryAttachment">
|
||||||
<Components>
|
<Components>
|
||||||
<c:BoneAttachment>
|
<c:WeaponAttachment>
|
||||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
<Weapon>DefenderWeapon</Weapon>
|
||||||
</c:BoneAttachment>
|
<Person>
|
||||||
<c:Model>
|
<ThirdPerson/>
|
||||||
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
</Person>
|
||||||
</c:Model>
|
</c:WeaponAttachment>
|
||||||
<c:Transform>
|
<c:Spawner>
|
||||||
<Position X="0.163429111" Y="1.0235405" Z="-0.215489209"/>
|
<EntityFile>Schema/Entities/DefenderWeaponWorld.xml</EntityFile>
|
||||||
<Orientation X="-0.0631071255" Y="-0.0576644838" Z="0.118255548"/>
|
</c:Spawner>
|
||||||
</c:Transform>
|
<c:Transform/>
|
||||||
</Components>
|
</Components>
|
||||||
<Children>
|
<Children/>
|
||||||
<Entity name="ThirdPersonWeaponMuzzle">
|
</Entity>
|
||||||
<Components>
|
<Entity name="SecondaryAttachment">
|
||||||
<c:Spawner>
|
<Components>
|
||||||
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
|
<c:WeaponAttachment>
|
||||||
</c:Spawner>
|
<Weapon>AssaultWeapon</Weapon>
|
||||||
<c:Transform>
|
<Person>
|
||||||
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
|
<ThirdPerson/>
|
||||||
</c:Transform>
|
</Person>
|
||||||
</Components>
|
</c:WeaponAttachment>
|
||||||
<Children/>
|
<c:Spawner>
|
||||||
</Entity>
|
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
|
||||||
<Entity name="ThirdPersonReloadSpawner">
|
</c:Spawner>
|
||||||
<Components>
|
<c:Transform/>
|
||||||
<c:Spawner>
|
</Components>
|
||||||
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
|
<Children/>
|
||||||
</c:Spawner>
|
|
||||||
<c:Transform/>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
</Children>
|
|
||||||
</Entity>
|
</Entity>
|
||||||
</Children>
|
</Children>
|
||||||
</Entity>
|
</Entity>
|
||||||
@@ -609,6 +548,17 @@
|
|||||||
</Components>
|
</Components>
|
||||||
<Children/>
|
<Children/>
|
||||||
</Entity>
|
</Entity>
|
||||||
|
<Entity name="ShieldAttachment">
|
||||||
|
<Components>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/DefenderShield.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0.859000027" Z="-0.976999998"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
</Children>
|
</Children>
|
||||||
|
|
||||||
</Entity>
|
</Entity>
|
||||||
|
|||||||
@@ -7,29 +7,40 @@
|
|||||||
<Size X="1" Y="1.60000002" Z="1"/>
|
<Size X="1" Y="1.60000002" Z="1"/>
|
||||||
</c:AABB>
|
</c:AABB>
|
||||||
<c:AssaultWeapon>
|
<c:AssaultWeapon>
|
||||||
<RPM>600</RPM>
|
<Slot>
|
||||||
|
<Secondary/>
|
||||||
|
</Slot>
|
||||||
</c:AssaultWeapon>
|
</c:AssaultWeapon>
|
||||||
<c:Collidable/>
|
<c:Collidable/>
|
||||||
<c:DashAbility/>
|
<c:DefenderWeapon>
|
||||||
|
<TimeSinceLastFire>22.22055262342397</TimeSinceLastFire>
|
||||||
|
</c:DefenderWeapon>
|
||||||
|
<c:DoubleJump/>
|
||||||
<c:Health/>
|
<c:Health/>
|
||||||
<c:Physics>
|
<c:Physics>
|
||||||
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
||||||
</c:Physics>
|
</c:Physics>
|
||||||
<c:Player>
|
<c:Player>
|
||||||
<MovementSpeed>5</MovementSpeed>
|
<MovementSpeed>5</MovementSpeed>
|
||||||
|
<CurrentWeapon></CurrentWeapon>
|
||||||
</c:Player>
|
</c:Player>
|
||||||
<c:Team>
|
<c:Team>
|
||||||
<Team>
|
<Team>
|
||||||
<Red/>
|
<Red/>
|
||||||
</Team>
|
</Team>
|
||||||
</c:Team>
|
</c:Team>
|
||||||
<c:Transform/>
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0.0288832653" Z="3.63052702"/>
|
||||||
|
</c:Transform>
|
||||||
</Components>
|
</Components>
|
||||||
|
|
||||||
<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>
|
||||||
@@ -364,7 +375,7 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:Animation>
|
<c:Animation>
|
||||||
<AnimationName1>Idle</AnimationName1>
|
<AnimationName1>Idle</AnimationName1>
|
||||||
<Time1>1.2667383999985162</Time1>
|
<Time1>1.1978087298230946</Time1>
|
||||||
<Speed1>1</Speed1>
|
<Speed1>1</Speed1>
|
||||||
<AnimationName2></AnimationName2>
|
<AnimationName2></AnimationName2>
|
||||||
<AnimationName3></AnimationName3>
|
<AnimationName3></AnimationName3>
|
||||||
@@ -376,100 +387,29 @@
|
|||||||
<c:Transform/>
|
<c:Transform/>
|
||||||
</Components>
|
</Components>
|
||||||
<Children>
|
<Children>
|
||||||
<Entity name="WeaponModel">
|
<Entity name="PrimaryAttachment">
|
||||||
<Components>
|
<Components>
|
||||||
<c:BoneAttachment>
|
<c:WeaponAttachment>
|
||||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
<Weapon>DefenderWeapon</Weapon>
|
||||||
</c:BoneAttachment>
|
</c:WeaponAttachment>
|
||||||
<c:Model>
|
<c:Spawner>
|
||||||
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
|
<EntityFile>Schema/Entities/DefenderWeaponViewRed.xml</EntityFile>
|
||||||
</c:Model>
|
</c:Spawner>
|
||||||
<c:Transform>
|
<c:Transform/>
|
||||||
<Position X="0.120430425" Y="-0.242105931" Z="-0.181454822"/>
|
|
||||||
<Orientation X="0.010404665" Y="-0.00268179877" Z="0.0428443067"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
</Components>
|
||||||
<Children>
|
<Children/>
|
||||||
<Entity name="WeaponMuzzle">
|
</Entity>
|
||||||
<Components>
|
<Entity name="SecondaryAttachment">
|
||||||
<c:Spawner>
|
<Components>
|
||||||
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
|
<c:WeaponAttachment>
|
||||||
</c:Spawner>
|
<Weapon>AssaultWeapon</Weapon>
|
||||||
<c:Transform>
|
</c:WeaponAttachment>
|
||||||
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
|
<c:Spawner>
|
||||||
</c:Transform>
|
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
|
||||||
</Components>
|
</c:Spawner>
|
||||||
<Children/>
|
<c:Transform/>
|
||||||
</Entity>
|
</Components>
|
||||||
<Entity name="FirstPersonReloadSpawner">
|
<Children/>
|
||||||
<Components>
|
|
||||||
<c:Spawner>
|
|
||||||
<EntityFile>Schema/Entities/ReloadEffectViewRed.xml</EntityFile>
|
|
||||||
</c:Spawner>
|
|
||||||
<c:Transform/>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
<Entity name="AmmunitionHUD">
|
|
||||||
<Components>
|
|
||||||
<c:AmmunitionHUD/>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
|
|
||||||
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children>
|
|
||||||
<Entity name="AmmunitionHUDBackground">
|
|
||||||
<Components>
|
|
||||||
<c:Sprite>
|
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<Color A="0.588235319" B="0" G="0" R="0"/>
|
|
||||||
</c:Sprite>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="0" Y="0" Z="-0.00200000009"/>
|
|
||||||
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
<Entity name="AmmunitionText">
|
|
||||||
<Components>
|
|
||||||
<c:Transform/>
|
|
||||||
</Components>
|
|
||||||
<Children>
|
|
||||||
<Entity name="MagazineAmmo">
|
|
||||||
<Components>
|
|
||||||
<c:Text>
|
|
||||||
<Content>32</Content>
|
|
||||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
|
||||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
|
||||||
</c:Text>
|
|
||||||
<c:Transform>
|
|
||||||
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
<Entity name="Ammo">
|
|
||||||
<Components>
|
|
||||||
<c:Text>
|
|
||||||
<Content>360</Content>
|
|
||||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
|
||||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
|
||||||
</c:Text>
|
|
||||||
<c:Transform>
|
|
||||||
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
|
|
||||||
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
|
|
||||||
</c:Transform>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
</Children>
|
|
||||||
</Entity>
|
|
||||||
</Children>
|
|
||||||
</Entity>
|
|
||||||
</Children>
|
|
||||||
</Entity>
|
</Entity>
|
||||||
</Children>
|
</Children>
|
||||||
</Entity>
|
</Entity>
|
||||||
@@ -477,7 +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>
|
||||||
@@ -493,7 +436,7 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:Animation>
|
<c:Animation>
|
||||||
<AnimationName1>Idle</AnimationName1>
|
<AnimationName1>Idle</AnimationName1>
|
||||||
<Time1>0.26532318661337229</Time1>
|
<Time1>0.69274608502888668</Time1>
|
||||||
<Speed1>1</Speed1>
|
<Speed1>1</Speed1>
|
||||||
<AnimationName2></AnimationName2>
|
<AnimationName2></AnimationName2>
|
||||||
<AnimationName3></AnimationName3>
|
<AnimationName3></AnimationName3>
|
||||||
@@ -502,6 +445,7 @@
|
|||||||
<AnimationName>AimRifle</AnimationName>
|
<AnimationName>AimRifle</AnimationName>
|
||||||
<Time>0.5</Time>
|
<Time>0.5</Time>
|
||||||
</c:AnimationOffset>
|
</c:AnimationOffset>
|
||||||
|
<c:Shielded/>
|
||||||
<c:HiddenForLocalPlayer/>
|
<c:HiddenForLocalPlayer/>
|
||||||
<c:Model>
|
<c:Model>
|
||||||
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
|
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
|
||||||
@@ -510,41 +454,35 @@
|
|||||||
<c:Transform/>
|
<c:Transform/>
|
||||||
</Components>
|
</Components>
|
||||||
<Children>
|
<Children>
|
||||||
<Entity name="ThirdPersonWeaponModel">
|
<Entity name="PrimaryAttachment">
|
||||||
<Components>
|
<Components>
|
||||||
<c:BoneAttachment>
|
<c:WeaponAttachment>
|
||||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
<Weapon>DefenderWeapon</Weapon>
|
||||||
</c:BoneAttachment>
|
<Person>
|
||||||
<c:Model>
|
<ThirdPerson/>
|
||||||
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
|
</Person>
|
||||||
</c:Model>
|
</c:WeaponAttachment>
|
||||||
<c:Transform>
|
<c:Spawner>
|
||||||
<Position X="0.159282878" Y="1.0300566" Z="-0.216084003"/>
|
<EntityFile>Schema/Entities/DefenderWeaponWorldRed.xml</EntityFile>
|
||||||
<Orientation X="-0.0626799241" Y="-0.0390551724" Z="0.119761385"/>
|
</c:Spawner>
|
||||||
</c:Transform>
|
<c:Transform/>
|
||||||
</Components>
|
</Components>
|
||||||
<Children>
|
<Children/>
|
||||||
<Entity name="ThirdPersonWeaponMuzzle">
|
</Entity>
|
||||||
<Components>
|
<Entity name="SecondaryAttachment">
|
||||||
<c:Spawner>
|
<Components>
|
||||||
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
|
<c:WeaponAttachment>
|
||||||
</c:Spawner>
|
<Weapon>AssaultWeapon</Weapon>
|
||||||
<c:Transform>
|
<Person>
|
||||||
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
|
<ThirdPerson/>
|
||||||
</c:Transform>
|
</Person>
|
||||||
</Components>
|
</c:WeaponAttachment>
|
||||||
<Children/>
|
<c:Spawner>
|
||||||
</Entity>
|
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
|
||||||
<Entity name="ThirdPersonReloadSpawner">
|
</c:Spawner>
|
||||||
<Components>
|
<c:Transform/>
|
||||||
<c:Spawner>
|
</Components>
|
||||||
<EntityFile>Schema/Entities/ReloadEffectWorldRed.xml</EntityFile>
|
<Children/>
|
||||||
</c:Spawner>
|
|
||||||
<c:Transform/>
|
|
||||||
</Components>
|
|
||||||
<Children/>
|
|
||||||
</Entity>
|
|
||||||
</Children>
|
|
||||||
</Entity>
|
</Entity>
|
||||||
</Children>
|
</Children>
|
||||||
</Entity>
|
</Entity>
|
||||||
@@ -583,20 +521,20 @@
|
|||||||
<Color A="1" B="0" G="1" R="0"/>
|
<Color A="1" B="0" G="1" R="0"/>
|
||||||
</c:Text>
|
</c:Text>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0.100000001" Y="1.50199997" Z="-0.248000011"/>
|
<Position X="0.100000001" Y="1.50176644" Z="-0.248000011"/>
|
||||||
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
|
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
|
||||||
<Orientation X="0" Y="3.14199996" Z="0"/>
|
<Orientation X="0" Y="3.14199996" Z="0"/>
|
||||||
</c:Transform>
|
</c:Transform>
|
||||||
</Components>
|
</Components>
|
||||||
<Children/>
|
<Children/>
|
||||||
</Entity>
|
</Entity>
|
||||||
<Entity>
|
<Entity name="Indicator">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Icons/Arrow.png</DiffuseTexture>
|
<DiffuseTexture>Textures/Icons/Arrow.png</DiffuseTexture>
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
<GlowMap></GlowMap>
|
<GlowMap></GlowMap>
|
||||||
<Color A="1" B="0" G="0" R="1"/>
|
<Color A="1" B="1" G="0.309803933" R="0"/>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:HiddenForLocalPlayer/>
|
<c:HiddenForLocalPlayer/>
|
||||||
<c:SpriteIndicator>
|
<c:SpriteIndicator>
|
||||||
@@ -604,12 +542,23 @@
|
|||||||
<VisibleForSingleTeamOnly>true</VisibleForSingleTeamOnly>
|
<VisibleForSingleTeamOnly>true</VisibleForSingleTeamOnly>
|
||||||
</c:SpriteIndicator>
|
</c:SpriteIndicator>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0" Y="1.84000003" Z="0"/>
|
<Position X="0" Y="1.84019077" Z="0"/>
|
||||||
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
|
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
|
||||||
</c:Transform>
|
</c:Transform>
|
||||||
</Components>
|
</Components>
|
||||||
<Children/>
|
<Children/>
|
||||||
</Entity>
|
</Entity>
|
||||||
|
<Entity name="ShieldAttachment">
|
||||||
|
<Components>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/DefenderShield.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0.859000027" Z="-0.976999998"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
</Children>
|
</Children>
|
||||||
|
|
||||||
</Entity>
|
</Entity>
|
||||||
|
|||||||
@@ -50,6 +50,8 @@
|
|||||||
<xs:element ref="c:Menu" minOccurs="0"/>
|
<xs:element ref="c:Menu" minOccurs="0"/>
|
||||||
<xs:element ref="c:Page" minOccurs="0"/>
|
<xs:element ref="c:Page" minOccurs="0"/>
|
||||||
<xs:element ref="c:Button" minOccurs="0"/>
|
<xs:element ref="c:Button" minOccurs="0"/>
|
||||||
|
<xs:element ref="c:WeaponAttachment" minOccurs="0"/>
|
||||||
|
<xs:element ref="c:DefenderWeapon" minOccurs="0"/>
|
||||||
</xs:all>
|
</xs:all>
|
||||||
</xs:complexType>
|
</xs:complexType>
|
||||||
</xs:element>
|
</xs:element>
|
||||||
|
|||||||
@@ -0,0 +1,16 @@
|
|||||||
|
<?xml version="1.0"?>
|
||||||
|
|
||||||
|
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" elementFormDefault="unqualified" xmlns:t="types">
|
||||||
|
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||||
|
|
||||||
|
<xs:complexType name="WeaponSlotEnum" mixed="true">
|
||||||
|
<xs:complexContent>
|
||||||
|
<xs:extension base="t:enum">
|
||||||
|
<xs:choice>
|
||||||
|
<xs:element name="Primary" type="t:int" fixed="1" minOccurs="0"/>
|
||||||
|
<xs:element name="Secondary" type="t:int" fixed="2" minOccurs="0"/>
|
||||||
|
</xs:choice>
|
||||||
|
</xs:extension>
|
||||||
|
</xs:complexContent>
|
||||||
|
</xs:complexType>
|
||||||
|
</xs:schema>
|
||||||
@@ -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));
|
||||||
|
|||||||
@@ -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);
|
||||||
@@ -170,7 +171,8 @@ void main()
|
|||||||
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
||||||
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
||||||
float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
|
float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
|
||||||
color_result = color_result * clamp(1/specularTexel, 0, 1)*2 + reflectionColor * clamp(specularTexel, 0, 1)/2;
|
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;
|
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
|
||||||
|
|
||||||
|
|
||||||
@@ -181,9 +183,9 @@ void main()
|
|||||||
}
|
}
|
||||||
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||||
//sceneColor = vec4(reflectionColor.xyz, 1);
|
//sceneColor = vec4(reflectionColor.xyz, 1);
|
||||||
color_result += glowTexel*GlowIntensity;
|
color_result.xyz += glowTexel.xyz*GlowIntensity;
|
||||||
|
|
||||||
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), clamp(color_result.a, 0, 1));
|
bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1));
|
||||||
|
|
||||||
//Tiled Debug Code
|
//Tiled Debug Code
|
||||||
/*
|
/*
|
||||||
|
|||||||
@@ -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);
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -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);
|
||||||
|
|||||||
@@ -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);
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -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);
|
||||||
|
|||||||
@@ -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);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -12,6 +12,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
|
|||||||
if (!boundingBox) {
|
if (!boundingBox) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
ComponentWrapper& cTransform = entity["Transform"];
|
ComponentWrapper& cTransform = entity["Transform"];
|
||||||
EntityAABB& boxA = *boundingBox;
|
EntityAABB& boxA = *boundingBox;
|
||||||
bool everHitTheGround = false;
|
bool everHitTheGround = false;
|
||||||
@@ -86,10 +87,12 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
|
|||||||
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
|
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
|
||||||
|
|
||||||
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
|
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
|
||||||
|
bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
|
||||||
bool isOnGround = (bool)cPhysics["IsOnGround"];
|
bool isOnGround = (bool)cPhysics["IsOnGround"];
|
||||||
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
|
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
|
||||||
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
|
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
|
||||||
(glm::vec3&)cTransform["Position"] += resolutionVector;
|
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
|
||||||
|
(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
|
||||||
boxA = *Collision::EntityAbsoluteAABB(entity);
|
boxA = *Collision::EntityAbsoluteAABB(entity);
|
||||||
cPhysics["Velocity"] = inOutVelocity;
|
cPhysics["Velocity"] = inOutVelocity;
|
||||||
if (isOnGround) {
|
if (isOnGround) {
|
||||||
|
|||||||
@@ -62,6 +62,29 @@ EntityWrapper EntityWrapper::Clone(EntityWrapper parent /*= Invalid*/)
|
|||||||
return clone;
|
return clone;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::vector<EntityWrapper> EntityWrapper::ChildrenWithComponent(const std::string& componentType)
|
||||||
|
{
|
||||||
|
std::vector<EntityWrapper> childrenWithComponent;
|
||||||
|
childrenWithComponentRecursive(componentType, *this, childrenWithComponent);
|
||||||
|
return childrenWithComponent;
|
||||||
|
}
|
||||||
|
|
||||||
|
void EntityWrapper::DeleteChildren()
|
||||||
|
{
|
||||||
|
auto itPair = this->World->GetDirectChildren(this->ID);
|
||||||
|
if (itPair.first == itPair.second) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<EntityID> entitiesToDelete;
|
||||||
|
for (auto it = itPair.first; it != itPair.second; it++) {
|
||||||
|
entitiesToDelete.push_back(it->second);
|
||||||
|
}
|
||||||
|
for (auto& e : entitiesToDelete) {
|
||||||
|
this->World->DeleteEntity(e);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
bool EntityWrapper::IsChildOf(EntityWrapper potentialParent)
|
bool EntityWrapper::IsChildOf(EntityWrapper potentialParent)
|
||||||
{
|
{
|
||||||
EntityWrapper entity = *this;
|
EntityWrapper entity = *this;
|
||||||
@@ -101,6 +124,11 @@ ComponentWrapper EntityWrapper::operator[](const char* componentName)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
ComponentWrapper EntityWrapper::operator[](const std::string& componentName)
|
||||||
|
{
|
||||||
|
return this->operator[](componentName.c_str());
|
||||||
|
}
|
||||||
|
|
||||||
bool EntityWrapper::operator==(const EntityWrapper& e) const
|
bool EntityWrapper::operator==(const EntityWrapper& e) const
|
||||||
{
|
{
|
||||||
return (this->ID == e.ID) && (this->World == e.World);
|
return (this->ID == e.ID) && (this->World == e.World);
|
||||||
@@ -166,3 +194,18 @@ EntityWrapper EntityWrapper::cloneRecursive(EntityWrapper entity, EntityWrapper
|
|||||||
return clone;
|
return clone;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void EntityWrapper::childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent)
|
||||||
|
{
|
||||||
|
auto itPair = this->World->GetDirectChildren(entity.ID);
|
||||||
|
if (itPair.first == itPair.second) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (auto it = itPair.first; it != itPair.second; ++it) {
|
||||||
|
EntityWrapper child = EntityWrapper(entity.World, it->second);
|
||||||
|
if (child.HasComponent(componentType)) {
|
||||||
|
childrenWithComponent.push_back(child);
|
||||||
|
}
|
||||||
|
childrenWithComponentRecursive(componentType, child, childrenWithComponent);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -33,8 +33,8 @@ void _LOG(_LOG_LEVEL logLevel, const char* file, const char* func, unsigned int
|
|||||||
va_end(args);
|
va_end(args);
|
||||||
|
|
||||||
if (logLevel == LOG_LEVEL_ERROR) {
|
if (logLevel == LOG_LEVEL_ERROR) {
|
||||||
std::cerr << file << ":" << line << " " << func << std::endl;
|
//std::cerr << file << ":" << line << " " << func << std::endl;
|
||||||
std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
|
//std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
|
||||||
} else {
|
} else {
|
||||||
std::cout << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
|
std::cout << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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 {
|
||||||
|
|||||||
@@ -1,19 +1,41 @@
|
|||||||
#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) {
|
||||||
|
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
|
||||||
|
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
|
||||||
|
m_GaussianTexture_horiz = 0;
|
||||||
|
m_GaussianTexture_vert = 0;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
InitializeTextures();
|
||||||
|
|
||||||
|
InitializeBuffers();
|
||||||
|
InitializeShaderPrograms();
|
||||||
|
std::string qStr = std::to_string(m_Quality);
|
||||||
|
m_Iterations = m_Config->Get<float>("GLOW" + qStr + ".NumIterations", 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawBloomPass::InitializeShaderPrograms()
|
void DrawBloomPass::InitializeShaderPrograms()
|
||||||
@@ -35,37 +57,45 @@ void DrawBloomPass::InitializeShaderPrograms()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void DrawBloomPass::InitializeBuffers()
|
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);
|
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
|
|
||||||
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);
|
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
|
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
|
||||||
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
||||||
m_GaussianFrameBuffer_vert.Generate();
|
}
|
||||||
|
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);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
m_GaussianFrameBuffer_horiz.Unbind();
|
m_GaussianFrameBuffer_horiz.Unbind();
|
||||||
m_GaussianFrameBuffer_vert.Bind();
|
m_GaussianFrameBuffer_vert.Bind();
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
m_GaussianFrameBuffer_vert.Unbind();
|
m_GaussianFrameBuffer_vert.Unbind();
|
||||||
GLERROR("END");
|
GLERROR("END");
|
||||||
}
|
}
|
||||||
|
|
||||||
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;
|
||||||
@@ -84,11 +114,12 @@ 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();
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||||
|
|
||||||
glBindVertexArray(m_ScreenQuad->VAO);
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
@@ -96,16 +127,19 @@ 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);
|
||||||
//horizontal pass
|
//horizontal pass
|
||||||
|
m_GaussianFrameBuffer_vert.Unbind();
|
||||||
|
|
||||||
m_GaussianFrameBuffer_horiz.Bind();
|
m_GaussianFrameBuffer_horiz.Bind();
|
||||||
m_GaussianProgram_horiz->Bind();
|
m_GaussianProgram_horiz->Bind();
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
|
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
|
||||||
|
|
||||||
glBindVertexArray(m_ScreenQuad->VAO);
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
|
m_GaussianFrameBuffer_horiz.Unbind();
|
||||||
}
|
}
|
||||||
|
|
||||||
//final vertical gaussian after the iterations are done
|
//final vertical gaussian after the iterations are done
|
||||||
@@ -113,6 +147,7 @@ void DrawBloomPass::Draw(GLuint texture)
|
|||||||
m_GaussianFrameBuffer_vert.Bind();
|
m_GaussianFrameBuffer_vert.Bind();
|
||||||
m_GaussianProgram_vert->Bind();
|
m_GaussianProgram_vert->Bind();
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||||
glBindVertexArray(m_ScreenQuad->VAO);
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||||
@@ -125,20 +160,11 @@ void DrawBloomPass::Draw(GLuint texture)
|
|||||||
|
|
||||||
void DrawBloomPass::OnWindowResize()
|
void DrawBloomPass::OnWindowResize()
|
||||||
{
|
{
|
||||||
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
if (m_Quality == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
m_GaussianFrameBuffer_vert.Generate();
|
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);
|
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
m_GaussianFrameBuffer_horiz.Generate();
|
m_GaussianFrameBuffer_horiz.Generate();
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
|
||||||
{
|
|
||||||
glGenTextures(1, texture);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
|
||||||
GLERROR("Texture initialization failed");
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -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
@@ -8,11 +8,12 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
|
|||||||
Enable(GL_BLEND);
|
Enable(GL_BLEND);
|
||||||
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);
|
||||||
|
DepthMask(GL_TRUE);
|
||||||
Enable(GL_CULL_FACE);
|
Enable(GL_CULL_FACE);
|
||||||
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);
|
||||||
StencilMask(0xFF);
|
// StencilMask(0xFF);
|
||||||
ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
|
ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -24,11 +25,9 @@ DrawFinalPassState::~DrawFinalPassState()
|
|||||||
DrawStencilState::DrawStencilState(GLuint frameBuffer)
|
DrawStencilState::DrawStencilState(GLuint frameBuffer)
|
||||||
{
|
{
|
||||||
BindFramebuffer(frameBuffer);
|
BindFramebuffer(frameBuffer);
|
||||||
Enable(GL_STENCIL_TEST);
|
|
||||||
StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
|
||||||
StencilFunc(GL_ALWAYS, 1, 0xFF);
|
|
||||||
StencilMask(0xFF);
|
|
||||||
Enable(GL_DEPTH_TEST);
|
Enable(GL_DEPTH_TEST);
|
||||||
|
DepthMask(GL_TRUE);
|
||||||
|
Enable(GL_CULL_FACE);
|
||||||
ClearColor(glm::vec4(0.f));
|
ClearColor(glm::vec4(0.f));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -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);
|
||||||
|
|||||||
@@ -19,15 +19,16 @@ PickingPass::~PickingPass()
|
|||||||
|
|
||||||
void PickingPass::InitializeTextures()
|
void PickingPass::InitializeTextures()
|
||||||
{
|
{
|
||||||
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
|
CommonFunctions::GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
|
||||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
||||||
|
|
||||||
GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
|
||||||
}
|
}
|
||||||
|
|
||||||
void PickingPass::InitializeFrameBuffers()
|
void PickingPass::InitializeFrameBuffers()
|
||||||
{
|
{
|
||||||
|
|
||||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
|
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
|
||||||
m_PickingBuffer.Generate();
|
m_PickingBuffer.Generate();
|
||||||
@@ -366,7 +367,7 @@ void PickingPass::ClearPicking()
|
|||||||
|
|
||||||
m_PickingBuffer.Bind();
|
m_PickingBuffer.Bind();
|
||||||
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 | GL_STENCIL_BUFFER_BIT);
|
||||||
m_PickingBuffer.Unbind();
|
m_PickingBuffer.Unbind();
|
||||||
GLERROR("END");
|
GLERROR("END");
|
||||||
}
|
}
|
||||||
@@ -407,16 +408,3 @@ PickData PickingPass::Pick(glm::vec2 screenCoord)
|
|||||||
pickData.World = pickInfo.World;
|
pickData.World = pickInfo.World;
|
||||||
return pickData;
|
return pickData;
|
||||||
}
|
}
|
||||||
|
|
||||||
void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
|
||||||
{
|
|
||||||
//TODO: Renderer: Make this in a sparate class
|
|
||||||
glGenTextures(1, texture);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
|
||||||
GLERROR("Texture initialization failed");
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -9,11 +9,11 @@ PickingPassState::PickingPassState(GLuint frameBuffer)
|
|||||||
Enable(GL_DEPTH_TEST);
|
Enable(GL_DEPTH_TEST);
|
||||||
Enable(GL_CULL_FACE);
|
Enable(GL_CULL_FACE);
|
||||||
Disable(GL_BLEND);
|
Disable(GL_BLEND);
|
||||||
|
|
||||||
glm::vec4 clearColor = glm::vec4(0.f);
|
glm::vec4 clearColor = glm::vec4(0.f);
|
||||||
//ClearColor(clearColor);
|
//ClearColor(clearColor);
|
||||||
//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
GLERROR("END");
|
GLERROR("END");
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
PickingPassState::~PickingPassState()
|
PickingPassState::~PickingPassState()
|
||||||
|
|||||||
@@ -135,6 +135,26 @@ bool RenderState::DepthMask(GLboolean flag)
|
|||||||
return !GLERROR("DepthMask");
|
return !GLERROR("DepthMask");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool RenderState::DepthFunc(GLenum func)
|
||||||
|
{
|
||||||
|
GLint original;
|
||||||
|
glGetIntegerv(GL_DEPTH_FUNC, &original);
|
||||||
|
m_ResetFunctions.push_back(std::bind(glDepthFunc, original));
|
||||||
|
glDepthFunc(func);
|
||||||
|
return !GLERROR("DepthFunc");
|
||||||
|
}
|
||||||
|
|
||||||
|
bool RenderState::AlphaFunc(GLenum func, GLclampf thresholder)
|
||||||
|
{
|
||||||
|
GLint originalFunc;
|
||||||
|
glGetIntegerv(GL_ALPHA_TEST_FUNC, &originalFunc);
|
||||||
|
GLint originalRef;
|
||||||
|
glGetIntegerv(GL_ALPHA_TEST_REF, &originalRef);
|
||||||
|
m_ResetFunctions.push_back(std::bind(glAlphaFunc, originalFunc, originalRef));
|
||||||
|
glAlphaFunc(func, thresholder);
|
||||||
|
return !GLERROR("AlphaFunc");
|
||||||
|
}
|
||||||
|
|
||||||
RenderState::~RenderState()
|
RenderState::~RenderState()
|
||||||
{
|
{
|
||||||
for (auto& f : boost::adaptors::reverse(m_ResetFunctions)) {
|
for (auto& f : boost::adaptors::reverse(m_ResetFunctions)) {
|
||||||
|
|||||||
@@ -240,6 +240,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
|||||||
fillColor = (glm::vec4)fillComponent["Color"];
|
fillColor = (glm::vec4)fillComponent["Color"];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool isShielded = m_World->HasComponent(cModel.EntityID, "Shielded") || m_World->HasComponent(cModel.EntityID, "Player");
|
||||||
|
|
||||||
glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World);
|
glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World);
|
||||||
//Loop through all materialgroups of a model
|
//Loop through all materialgroups of a model
|
||||||
for (auto matGroup : model->MaterialGroups()) {
|
for (auto matGroup : model->MaterialGroups()) {
|
||||||
@@ -255,20 +257,19 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
|||||||
cModel,
|
cModel,
|
||||||
m_World,
|
m_World,
|
||||||
fillColor,
|
fillColor,
|
||||||
fillPercentage
|
fillPercentage,
|
||||||
|
isShielded
|
||||||
));
|
));
|
||||||
if (m_World->HasComponent(cModel.EntityID, "Shield")){
|
if (m_World->HasComponent(cModel.EntityID, "Shield")){
|
||||||
explosionEffectJob->CalculateHash();
|
explosionEffectJob->CalculateHash();
|
||||||
Jobs.ShieldObjects.push_back(explosionEffectJob);
|
Jobs.ShieldObjects.push_back(explosionEffectJob);
|
||||||
} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
|
} else if (isShielded) {
|
||||||
|| m_World->HasComponent(cModel.EntityID, "Player")) {
|
|
||||||
|
|
||||||
if (explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) {
|
if (explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) {
|
||||||
cModel["Transparent"] = true;
|
cModel["Transparent"] = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (cModel["Transparent"]) {
|
if (cModel["Transparent"]) {
|
||||||
Jobs.TransparentShieldedObjects.push_back(explosionEffectJob);
|
Jobs.TransparentObjects.push_back(explosionEffectJob);
|
||||||
} else {
|
} else {
|
||||||
explosionEffectJob->CalculateHash();
|
explosionEffectJob->CalculateHash();
|
||||||
Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob);
|
Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob);
|
||||||
@@ -294,20 +295,20 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
|||||||
cModel,
|
cModel,
|
||||||
m_World,
|
m_World,
|
||||||
fillColor,
|
fillColor,
|
||||||
fillPercentage
|
fillPercentage,
|
||||||
|
isShielded
|
||||||
));
|
));
|
||||||
if (m_World->HasComponent(cModel.EntityID, "Shield")) {
|
if (m_World->HasComponent(cModel.EntityID, "Shield")) {
|
||||||
modelJob->CalculateHash();
|
modelJob->CalculateHash();
|
||||||
Jobs.ShieldObjects.push_back(modelJob);
|
Jobs.ShieldObjects.push_back(modelJob);
|
||||||
} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
|
} else if (isShielded) {
|
||||||
|| m_World->HasComponent(cModel.EntityID, "Player")) {
|
|
||||||
|
|
||||||
if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) {
|
if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) {
|
||||||
cModel["Transparent"] = true;
|
cModel["Transparent"] = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (cModel["Transparent"]) {
|
if (cModel["Transparent"]) {
|
||||||
Jobs.TransparentShieldedObjects.push_back(modelJob);
|
Jobs.TransparentObjects.push_back(modelJob);
|
||||||
} else {
|
} else {
|
||||||
modelJob->CalculateHash();
|
modelJob->CalculateHash();
|
||||||
Jobs.OpaqueShieldedObjects.push_back(modelJob);
|
Jobs.OpaqueShieldedObjects.push_back(modelJob);
|
||||||
|
|||||||
@@ -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();
|
||||||
@@ -26,9 +28,9 @@ void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height
|
|||||||
glViewport(0, 0, width, height);
|
glViewport(0, 0, width, height);
|
||||||
Renderer* currentRenderer = m_WindowToRenderer[window];
|
Renderer* currentRenderer = m_WindowToRenderer[window];
|
||||||
currentRenderer->m_ViewportSize = Rectangle(width, height);
|
currentRenderer->m_ViewportSize = Rectangle(width, height);
|
||||||
|
currentRenderer->m_PickingPass->OnWindowResize();
|
||||||
currentRenderer->m_DrawFinalPass->OnWindowResize();
|
currentRenderer->m_DrawFinalPass->OnWindowResize();
|
||||||
currentRenderer->m_LightCullingPass->OnWindowResize();
|
currentRenderer->m_LightCullingPass->OnWindowResize();
|
||||||
currentRenderer->m_PickingPass->OnWindowResize();
|
|
||||||
currentRenderer->m_DrawBloomPass->OnWindowResize();
|
currentRenderer->m_DrawBloomPass->OnWindowResize();
|
||||||
currentRenderer->m_SSAOPass->OnWindowResize();
|
currentRenderer->m_SSAOPass->OnWindowResize();
|
||||||
}
|
}
|
||||||
@@ -107,7 +109,8 @@ void Renderer::Update(double dt)
|
|||||||
void Renderer::Draw(RenderFrame& frame)
|
void Renderer::Draw(RenderFrame& frame)
|
||||||
{
|
{
|
||||||
GLERROR("PRE");
|
GLERROR("PRE");
|
||||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\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) {
|
||||||
m_CubeMapPass->LoadTextures("Nevada");
|
m_CubeMapPass->LoadTextures("Nevada");
|
||||||
@@ -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();
|
||||||
@@ -136,18 +136,16 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
|
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
|
||||||
GLERROR("ClearBuffers");
|
GLERROR("ClearBuffers");
|
||||||
for (auto scene : frame.RenderScenes) {
|
for (auto scene : frame.RenderScenes) {
|
||||||
PerformanceTimer::StartTimer("Renderer-Depth");
|
PerformanceTimer::StartTimer("Renderer-PickingPass");
|
||||||
m_PickingPass->Draw(*scene);
|
m_PickingPass->Draw(*scene);
|
||||||
GLERROR("Drawing pickingpass");
|
GLERROR("Drawing pickingpass");
|
||||||
PerformanceTimer::StopTimer("Renderer-Depth");
|
PerformanceTimer::StopTimer("Renderer-PickingPass");
|
||||||
}
|
}
|
||||||
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();
|
PerformanceTimer::StopTimer("Renderer-AO generation");
|
||||||
PerformanceTimer::StopTimer("AO generation");
|
|
||||||
for (auto scene : frame.RenderScenes){
|
for (auto scene : frame.RenderScenes){
|
||||||
|
PerformanceTimer::StartTimer("Renderer-Depth");
|
||||||
PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");
|
|
||||||
SortRenderJobsByDepth(*scene);
|
SortRenderJobsByDepth(*scene);
|
||||||
GLERROR("SortByDepth");
|
GLERROR("SortByDepth");
|
||||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
|
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
|
||||||
@@ -159,8 +157,8 @@ 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);
|
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
|
||||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
|
m_DrawFinalPass->Draw(*scene);
|
||||||
GLERROR("Draw Geometry+Light");
|
GLERROR("Draw Geometry+Light");
|
||||||
//m_DrawScenePass->Draw(*scene);
|
//m_DrawScenePass->Draw(*scene);
|
||||||
|
|
||||||
@@ -176,7 +174,7 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
|
|
||||||
if (m_DebugTextureToDraw == 0) {
|
if (m_DebugTextureToDraw == 0) {
|
||||||
PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
|
PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
|
||||||
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
|
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
|
||||||
PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
|
PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -188,18 +186,12 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture());
|
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture());
|
||||||
}
|
}
|
||||||
if (m_DebugTextureToDraw == 3) {
|
if (m_DebugTextureToDraw == 3) {
|
||||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTextureLowRes());
|
|
||||||
}
|
|
||||||
if (m_DebugTextureToDraw == 4) {
|
|
||||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTextureLowRes());
|
|
||||||
}
|
|
||||||
if (m_DebugTextureToDraw == 5) {
|
|
||||||
m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
|
m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
|
||||||
}
|
}
|
||||||
if (m_DebugTextureToDraw == 6) {
|
if (m_DebugTextureToDraw == 4) {
|
||||||
m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
|
m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
|
||||||
}
|
}
|
||||||
if (m_DebugTextureToDraw == 7) {
|
if (m_DebugTextureToDraw == 5) {
|
||||||
m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
|
m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
|
||||||
}
|
}
|
||||||
PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
|
PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
|
||||||
@@ -207,8 +199,11 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
|
PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
|
||||||
m_ImGuiRenderPass->Draw();
|
m_ImGuiRenderPass->Draw();
|
||||||
GLERROR("Imgui draw");
|
GLERROR("Imgui draw");
|
||||||
|
PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass");
|
||||||
|
|
||||||
|
PerformanceTimer::StartTimer("Renderer-SwapBuffer");
|
||||||
glfwSwapBuffers(m_Window);
|
glfwSwapBuffers(m_Window);
|
||||||
PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass");
|
PerformanceTimer::StopTimer("Renderer-SwapBuffer");
|
||||||
}
|
}
|
||||||
|
|
||||||
PickData Renderer::Pick(glm::vec2 screenCoord)
|
PickData Renderer::Pick(glm::vec2 screenCoord)
|
||||||
@@ -248,9 +243,10 @@ 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);
|
|
||||||
}
|
}
|
||||||
@@ -1,84 +1,168 @@
|
|||||||
#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) {
|
||||||
|
CommonFunctions::DeleteTexture(&m_SSAOTexture);
|
||||||
|
CommonFunctions::DeleteTexture(&m_SSAOViewSpaceZTexture);
|
||||||
|
CommonFunctions::DeleteTexture(&m_Gaussian_horiz);
|
||||||
|
CommonFunctions::DeleteTexture(&m_Gaussian_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);
|
CommonFunctions::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);
|
CommonFunctions::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);
|
||||||
|
|
||||||
|
CommonFunctions::GenerateTexture(&m_Gaussian_horiz, 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);
|
||||||
|
CommonFunctions::GenerateTexture(&m_Gaussian_vert, 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);
|
||||||
}
|
}
|
||||||
|
|
||||||
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.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
m_SSAOFramBuffer.Generate();
|
m_SSAOFramBuffer.Generate();
|
||||||
|
|
||||||
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
|
|
||||||
|
if (m_SSAOViewSpaceZFramBuffer.GetHandle() == 0) {
|
||||||
|
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
m_SSAOViewSpaceZFramBuffer.Generate();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
|
||||||
|
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_Gaussian_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_Gaussian_vert, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
|
m_GaussianFrameBuffer_vert.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);
|
||||||
m_SSAOFramBuffer.Unbind();
|
m_SSAOFramBuffer.Unbind();
|
||||||
|
|
||||||
m_SSAOViewSpaceZFramBuffer.Bind();
|
m_SSAOViewSpaceZFramBuffer.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);
|
||||||
m_SSAOViewSpaceZFramBuffer.Unbind();
|
m_SSAOViewSpaceZFramBuffer.Unbind();
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_horiz.Bind();
|
||||||
|
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
m_GaussianFrameBuffer_horiz.Unbind();
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_vert.Bind();
|
||||||
|
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||||
|
glClear(GL_COLOR_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
|
|
||||||
{
|
|
||||||
glGenTextures(1, texture);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);
|
|
||||||
GLERROR("Texture initialization failed");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
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 +182,7 @@ 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 +192,9 @@ 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 +205,84 @@ 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();
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
|
||||||
|
|
||||||
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||||
|
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||||
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
|
//horizontal pass
|
||||||
|
m_GaussianFrameBuffer_vert.Unbind();
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_horiz.Bind();
|
||||||
|
m_GaussianProgram_horiz->Bind();
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_Gaussian_vert);
|
||||||
|
|
||||||
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||||
|
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||||
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
|
m_GaussianFrameBuffer_horiz.Unbind();
|
||||||
|
}
|
||||||
|
|
||||||
|
//final vertical gaussian after the iterations are done
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_vert.Bind();
|
||||||
|
m_GaussianProgram_vert->Bind();
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
|
||||||
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||||
|
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||||
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_vert.Unbind();
|
||||||
|
|
||||||
|
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();
|
InitializeBuffer();
|
||||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
|
||||||
}
|
}
|
||||||
@@ -17,3 +17,46 @@ Texture* CommonFunctions::LoadTexture(std::string path, bool threaded)
|
|||||||
|
|
||||||
return img;
|
return img;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void CommonFunctions::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
|
||||||
|
{
|
||||||
|
glDeleteTextures(1, texture);
|
||||||
|
glGenTextures(1, texture);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);
|
||||||
|
GLERROR("Texture initialization failed");
|
||||||
|
}
|
||||||
|
|
||||||
|
void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat)
|
||||||
|
{
|
||||||
|
glDeleteTextures(1, texture);
|
||||||
|
glGenTextures(1, texture);
|
||||||
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, *texture);
|
||||||
|
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, false);
|
||||||
|
GLERROR("Texture initialization failed");
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
|
||||||
|
{
|
||||||
|
glGenTextures(1, texture);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||||
|
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
|
||||||
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||||
|
GLERROR("MipMap Texture initialization failed");
|
||||||
|
}
|
||||||
|
|
||||||
|
void CommonFunctions::DeleteTexture(GLuint* texture)
|
||||||
|
{
|
||||||
|
glDeleteTextures(1, texture);
|
||||||
|
*texture = 0;
|
||||||
|
}
|
||||||
@@ -31,22 +31,27 @@ glm::vec3 ScreenCoords::ToWorldPos(glm::vec2 screenCoord, float depth, float scr
|
|||||||
|
|
||||||
ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
|
ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
|
||||||
{
|
{
|
||||||
|
GLERROR("Pre");
|
||||||
PickDataBuffer->Bind();
|
PickDataBuffer->Bind();
|
||||||
unsigned char pdata[3];
|
unsigned char pdata[3];
|
||||||
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata);
|
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata);
|
||||||
|
GLERROR("glReadPixels(pdata) Error");
|
||||||
PickDataBuffer->Unbind();
|
PickDataBuffer->Unbind();
|
||||||
|
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
|
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
|
||||||
|
GLERROR("glBindFramebuffer(DepthBuffer) Error");
|
||||||
float depthData;
|
float depthData;
|
||||||
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);
|
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);
|
||||||
|
GLERROR("glReadPixels(depthData) Error");
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
GLERROR("glBindFramebuffer(0) Error");
|
||||||
|
|
||||||
PixelData p;
|
PixelData p;
|
||||||
p.Color[0] = (int)pdata[0];
|
p.Color[0] = (int)pdata[0];
|
||||||
p.Color[1] = (int)pdata[1];
|
p.Color[1] = (int)pdata[1];
|
||||||
p.Depth = depthData;
|
p.Depth = depthData;
|
||||||
|
|
||||||
GLERROR("ScreenCoords::ToPixelData Error");
|
GLERROR("End");
|
||||||
|
|
||||||
return p;
|
return p;
|
||||||
}
|
}
|
||||||
|
|||||||
+10
-5
@@ -16,7 +16,7 @@
|
|||||||
#include "Game/Systems/PickupSpawnSystem.h"
|
#include "Game/Systems/PickupSpawnSystem.h"
|
||||||
#include "Game/Systems/AmmoPickupSystem.h"
|
#include "Game/Systems/AmmoPickupSystem.h"
|
||||||
#include "Game/Systems/DamageIndicatorSystem.h"
|
#include "Game/Systems/DamageIndicatorSystem.h"
|
||||||
#include "Game/Systems/Weapon/WeaponSystem.h"
|
#include "Game/Systems/Weapon/DefenderWeaponBehaviour.h"
|
||||||
#include "Rendering/AnimationSystem.h"
|
#include "Rendering/AnimationSystem.h"
|
||||||
#include "Game/Systems/HealthHUDSystem.h"
|
#include "Game/Systems/HealthHUDSystem.h"
|
||||||
#include "Rendering/BoneAttachmentSystem.h"
|
#include "Rendering/BoneAttachmentSystem.h"
|
||||||
@@ -48,13 +48,12 @@ Game::Game(int argc, char* argv[])
|
|||||||
ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
|
ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
|
||||||
DisableMemoryPool::Value = m_Config->Get<bool>("Debug.DisableMemoryPool", false);
|
DisableMemoryPool::Value = m_Config->Get<bool>("Debug.DisableMemoryPool", false);
|
||||||
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
|
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
|
||||||
PlayerSpawnSystem::SetRespawnTime(m_Config->Get<float>("Debug.RespawnTime", 15.0f));
|
|
||||||
|
|
||||||
// Create the core event broker
|
// Create the core event broker
|
||||||
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(
|
||||||
@@ -98,6 +97,10 @@ Game::Game(int argc, char* argv[])
|
|||||||
m_NetworkClient->Connect(m_NetworkAddress, m_NetworkPort);
|
m_NetworkClient->Connect(m_NetworkAddress, m_NetworkPort);
|
||||||
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " CLIENT");
|
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " CLIENT");
|
||||||
}
|
}
|
||||||
|
} else {
|
||||||
|
// If network is disabled, pretend we're a server
|
||||||
|
m_IsClient = true;
|
||||||
|
m_IsServer = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Create Octrees
|
// Create Octrees
|
||||||
@@ -120,7 +123,7 @@ Game::Game(int argc, char* argv[])
|
|||||||
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer, m_OctreeCollision);
|
m_SystemPipeline->AddSystem<DefenderWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
|
||||||
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
|
||||||
@@ -135,7 +138,6 @@ Game::Game(int argc, char* argv[])
|
|||||||
++updateOrderLevel;
|
++updateOrderLevel;
|
||||||
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
|
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
|
||||||
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
|
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
|
||||||
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
|
|
||||||
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<HealthHUDSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<HealthHUDSystem>(updateOrderLevel);
|
||||||
@@ -145,6 +147,9 @@ Game::Game(int argc, char* argv[])
|
|||||||
m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
|
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
|
||||||
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
|
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
|
||||||
|
// Octree for frustum culling must be updated after collisions, otherwise players frustum may be moved after tree is filled, and wrong things are culled.
|
||||||
|
++updateOrderLevel;
|
||||||
|
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
|
||||||
++updateOrderLevel;
|
++updateOrderLevel;
|
||||||
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
|
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
|
||||||
++updateOrderLevel;
|
++updateOrderLevel;
|
||||||
|
|||||||
@@ -13,6 +13,7 @@ bool MultiplayerSnapshotFilter::FilterComponent(EntityWrapper entity, SharedComp
|
|||||||
component.Info.Name == "Transform"
|
component.Info.Name == "Transform"
|
||||||
|| component.Info.Name == "Physics"
|
|| component.Info.Name == "Physics"
|
||||||
|| component.Info.Name == "AssaultWeapon"
|
|| component.Info.Name == "AssaultWeapon"
|
||||||
|
|| component.Info.Name == "DefenderWeapon"
|
||||||
|| component.Info.Name == "Animation"
|
|| component.Info.Name == "Animation"
|
||||||
|| component.Info.Name == "AnimationOffset"
|
|| component.Info.Name == "AnimationOffset"
|
||||||
|| entity.Name() == "PlayerName"
|
|| entity.Name() == "PlayerName"
|
||||||
|
|||||||
@@ -13,7 +13,7 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
|
|||||||
}
|
}
|
||||||
|
|
||||||
void DamageIndicatorSystem::Update(double dt) {
|
void DamageIndicatorSystem::Update(double dt) {
|
||||||
if (!IsServer) {
|
if (!IsServer && LocalPlayer.Valid()) {
|
||||||
for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) {
|
for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) {
|
||||||
if (!iter->spriteEntity.Valid()) {
|
if (!iter->spriteEntity.Valid()) {
|
||||||
updateDamageIndicatorVector.erase(iter);
|
updateDamageIndicatorVector.erase(iter);
|
||||||
|
|||||||
@@ -116,12 +116,18 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
|||||||
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
|
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
|
||||||
}
|
}
|
||||||
|
|
||||||
//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
|
if (isOnGround) {
|
||||||
if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (isOnGround || !controller->DoubleJumping())) {
|
controller->SetDoubleJumping(false);
|
||||||
(bool)cPhysics["IsOnGround"] = false;
|
}
|
||||||
|
//If player presses Jump and is not crouching.
|
||||||
|
if (controller->Jumping() && !controller->Crouching()) {
|
||||||
if (isOnGround) {
|
if (isOnGround) {
|
||||||
controller->SetDoubleJumping(false);
|
(bool)cPhysics["IsOnGround"] = false;
|
||||||
} else {
|
velocity.y = player["Player"]["JumpSpeed"];
|
||||||
|
} else if (player.HasComponent("DoubleJump") && !controller->DoubleJumping()) {
|
||||||
|
//Enter here if player can double jump and is doing so.
|
||||||
|
(bool)cPhysics["IsOnGround"] = false;
|
||||||
|
velocity.y = player["DoubleJump"]["DoubleJumpSpeed"];
|
||||||
// If IsServer and network is off this will not work
|
// 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
|
||||||
@@ -133,7 +139,6 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
|||||||
m_EventBroker->Publish(e);
|
m_EventBroker->Publish(e);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
velocity.y = 4.f;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (player.HasComponent("AABB")) {
|
if (player.HasComponent("AABB")) {
|
||||||
|
|||||||
@@ -1,29 +1,40 @@
|
|||||||
#include "Systems/PlayerSpawnSystem.h"
|
#include "Systems/PlayerSpawnSystem.h"
|
||||||
|
|
||||||
//This should be set by the config anyway.
|
|
||||||
float PlayerSpawnSystem::m_RespawnTime = 15.0f;
|
|
||||||
|
|
||||||
PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
|
PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
|
||||||
: System(params)
|
: System(params)
|
||||||
, m_Timer(0.f)
|
, m_DbgConfigForceRespawn(false)
|
||||||
{
|
{
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
|
EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned);
|
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerSpawnSystem::OnPlayerDeath);
|
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerSpawnSystem::OnPlayerDeath);
|
||||||
m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
|
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||||
|
m_NetworkEnabled = config->Get("Networking.StartNetwork", false);
|
||||||
|
m_ForcedRespawnTime = config->Get("Debug.RespawnTime", -1.0f);
|
||||||
|
m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
void PlayerSpawnSystem::Update(double dt)
|
void PlayerSpawnSystem::Update(double dt)
|
||||||
{
|
{
|
||||||
//Increase timer.
|
// If there are no CapturePointGameMode components we will just spawn immediately.
|
||||||
m_Timer += dt;
|
// Should be able to support older maps with this.
|
||||||
if (m_Timer < m_RespawnTime) {
|
// TODO: In the future we might want to return instead, to avoid spawning in the menu for instance.
|
||||||
return;
|
auto pool = m_World->GetComponents("CapturePointGameMode");
|
||||||
|
if (pool != nullptr && pool->size() > 0)
|
||||||
|
{
|
||||||
|
// Take the first CapturePointGameMode component found.
|
||||||
|
ComponentWrapper& modeComponent = *pool->begin();
|
||||||
|
// Increase timer.
|
||||||
|
double& timer = (double&)modeComponent["RespawnTime"];
|
||||||
|
timer += dt;
|
||||||
|
double maxRespawnTime = m_DbgConfigForceRespawn ? m_ForcedRespawnTime : (double)modeComponent["MaxRespawnTime"];
|
||||||
|
if (timer < maxRespawnTime) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// If respawn time has passed, we spawn all players that have requested to be spawned.
|
||||||
|
timer = 0;
|
||||||
}
|
}
|
||||||
//If respawn time has passed, we spawn all players that have requested to be spawned.
|
|
||||||
m_Timer = 0.f;
|
|
||||||
|
|
||||||
//If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
|
// If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
|
||||||
if (m_SpawnRequests.size() == 0) {
|
if (m_SpawnRequests.size() == 0) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|||||||
+17
-35
@@ -1,13 +1,5 @@
|
|||||||
#include "Systems/Weapon/AssaultWeaponBehaviour.h"
|
#include "Systems/Weapon/AssaultWeaponBehaviour.h"
|
||||||
|
|
||||||
AssaultWeaponBehaviour::AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
|
|
||||||
: WeaponBehaviour(systemParams, renderer, collisionOctree, player)
|
|
||||||
{
|
|
||||||
m_FirstPersonModel = m_Player.FirstChildByName("Hands");
|
|
||||||
m_ThirdPersonModel = m_Player.FirstChildByName("PlayerModel");
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &AssaultWeaponBehaviour::OnAnimationComplete);
|
|
||||||
}
|
|
||||||
|
|
||||||
void AssaultWeaponBehaviour::Fire()
|
void AssaultWeaponBehaviour::Fire()
|
||||||
{
|
{
|
||||||
m_TimeSinceLastFire = 0.0;
|
m_TimeSinceLastFire = 0.0;
|
||||||
@@ -36,7 +28,7 @@ void AssaultWeaponBehaviour::Reload()
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Don't reload if we're completly out of ammo
|
// Don't reload if we're completely out of ammo
|
||||||
if (ammo == 0) {
|
if (ammo == 0) {
|
||||||
playEmptySound();
|
playEmptySound();
|
||||||
m_TimeSinceLastFire = -0.0f; // HACK: To make empty sound play with interval
|
m_TimeSinceLastFire = -0.0f; // HACK: To make empty sound play with interval
|
||||||
@@ -56,14 +48,14 @@ void AssaultWeaponBehaviour::Update(double dt)
|
|||||||
{
|
{
|
||||||
if (m_Reloading) {
|
if (m_Reloading) {
|
||||||
m_ReloadTimer -= dt;
|
m_ReloadTimer -= dt;
|
||||||
// Re-enable glow on reload impersonator half-way through the animation
|
// Re-enable glow on reload impostor half-way through the animation
|
||||||
if (IsClient) {
|
if (IsClient) {
|
||||||
if (m_ReloadTimer <= (double)m_Player["AssaultWeapon"]["ReloadTime"] / 2.0) {
|
if (m_ReloadTimer <= (double)m_Player["AssaultWeapon"]["ReloadTime"] / 2.0) {
|
||||||
if (m_FirstPersonReloadImpersonator.Valid()) {
|
if (m_FirstPersonReloadImpostor.Valid()) {
|
||||||
m_FirstPersonReloadImpersonator["Model"]["GlowMap"] = true;
|
m_FirstPersonReloadImpostor["Model"]["GlowMap"] = true;
|
||||||
}
|
}
|
||||||
if (m_ThirdPersonReloadImpersonator.Valid()) {
|
if (m_ThirdPersonReloadImpostor.Valid()) {
|
||||||
m_ThirdPersonReloadImpersonator["Model"]["GlowMap"] = true;
|
m_ThirdPersonReloadImpostor["Model"]["GlowMap"] = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -96,21 +88,6 @@ void AssaultWeaponBehaviour::Update(double dt)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
bool AssaultWeaponBehaviour::OnAnimationComplete(Events::AnimationComplete& e)
|
|
||||||
{
|
|
||||||
if (e.Entity != m_FirstPersonModel) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
//if (e.Name == "ShootRifle") {
|
|
||||||
// if (!m_Firing) {
|
|
||||||
// playIdleAnimation();
|
|
||||||
// }
|
|
||||||
//}
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool AssaultWeaponBehaviour::hasAmmo()
|
bool AssaultWeaponBehaviour::hasAmmo()
|
||||||
{
|
{
|
||||||
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
|
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
|
||||||
@@ -177,7 +154,6 @@ void AssaultWeaponBehaviour::spawnTracer()
|
|||||||
|
|
||||||
float AssaultWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
|
float AssaultWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
|
||||||
{
|
{
|
||||||
// TODO: Cast a ray and size tracer appropriately
|
|
||||||
float distance;
|
float distance;
|
||||||
glm::vec3 pos;
|
glm::vec3 pos;
|
||||||
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
|
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
|
||||||
@@ -215,6 +191,12 @@ void AssaultWeaponBehaviour::playEmptySound()
|
|||||||
|
|
||||||
void AssaultWeaponBehaviour::viewPunch()
|
void AssaultWeaponBehaviour::viewPunch()
|
||||||
{
|
{
|
||||||
|
// Since we send absolute client orientations to server, running this server side would
|
||||||
|
// cause aim desync.
|
||||||
|
if (!IsClient) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
EntityWrapper playerCamera = m_Player.FirstChildByName("Camera");
|
EntityWrapper playerCamera = m_Player.FirstChildByName("Camera");
|
||||||
if (!playerCamera.Valid()) {
|
if (!playerCamera.Valid()) {
|
||||||
return;
|
return;
|
||||||
@@ -323,8 +305,8 @@ void AssaultWeaponBehaviour::playReloadAnimation()
|
|||||||
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
|
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
|
||||||
EntityWrapper reloadSpawner = m_Player.FirstChildByName("FirstPersonReloadSpawner");
|
EntityWrapper reloadSpawner = m_Player.FirstChildByName("FirstPersonReloadSpawner");
|
||||||
if (IsClient) {
|
if (IsClient) {
|
||||||
m_FirstPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
|
m_FirstPersonReloadImpostor = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
|
||||||
firstPersonWeaponModel["Model"].Copy(m_FirstPersonReloadImpersonator["Model"]);
|
firstPersonWeaponModel["Model"].Copy(m_FirstPersonReloadImpostor["Model"]);
|
||||||
}
|
}
|
||||||
firstPersonWeaponModel["Model"]["Visible"] = false;
|
firstPersonWeaponModel["Model"]["Visible"] = false;
|
||||||
}
|
}
|
||||||
@@ -332,8 +314,8 @@ void AssaultWeaponBehaviour::playReloadAnimation()
|
|||||||
EntityWrapper thirdPersonWeaponModel = m_Player.FirstChildByName("ThirdPersonWeaponModel");
|
EntityWrapper thirdPersonWeaponModel = m_Player.FirstChildByName("ThirdPersonWeaponModel");
|
||||||
EntityWrapper reloadSpawner = m_Player.FirstChildByName("ThirdPersonReloadSpawner");
|
EntityWrapper reloadSpawner = m_Player.FirstChildByName("ThirdPersonReloadSpawner");
|
||||||
if (IsClient) {
|
if (IsClient) {
|
||||||
m_ThirdPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
|
m_ThirdPersonReloadImpostor = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
|
||||||
thirdPersonWeaponModel["Model"].Copy(m_ThirdPersonReloadImpersonator["Model"]);
|
thirdPersonWeaponModel["Model"].Copy(m_ThirdPersonReloadImpostor["Model"]);
|
||||||
}
|
}
|
||||||
thirdPersonWeaponModel["Model"]["Visible"] = false;
|
thirdPersonWeaponModel["Model"]["Visible"] = false;
|
||||||
}
|
}
|
||||||
@@ -371,7 +353,7 @@ bool AssaultWeaponBehaviour::shoot(double damage)
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Don't let us shoot ourselves in the foot
|
// Don't let us shoot ourselves in the foot somehow
|
||||||
if (victim == LocalPlayer) {
|
if (victim == LocalPlayer) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
@@ -0,0 +1,188 @@
|
|||||||
|
#include "Systems/Weapon/DefenderWeaponBehaviour.h"
|
||||||
|
|
||||||
|
void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
|
||||||
|
{
|
||||||
|
(double&)cWeapon["TimeSinceLastFire"] += dt;
|
||||||
|
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
|
||||||
|
}
|
||||||
|
|
||||||
|
void DefenderWeaponBehaviour::UpdateWeapon(WeaponInfo& wi, double dt)
|
||||||
|
{
|
||||||
|
ComponentWrapper cWeapon = wi.GetComponent();
|
||||||
|
|
||||||
|
bool isFiring = cWeapon["IsFiring"];
|
||||||
|
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
|
||||||
|
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
|
||||||
|
if (isFiring && cooldownPassed && isNotShielding) {
|
||||||
|
fireShell(wi);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void DefenderWeaponBehaviour::OnPrimaryFire(WeaponInfo& wi)
|
||||||
|
{
|
||||||
|
ComponentWrapper cWeapon = wi.GetComponent();
|
||||||
|
cWeapon["IsFiring"] = true;
|
||||||
|
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
|
||||||
|
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
|
||||||
|
if (cooldownPassed && isNotShielding) {
|
||||||
|
fireShell(wi);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void DefenderWeaponBehaviour::OnCeasePrimaryFire(WeaponInfo& wi)
|
||||||
|
{
|
||||||
|
ComponentWrapper cWeapon = wi.GetComponent();
|
||||||
|
cWeapon["IsFiring"] = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool DefenderWeaponBehaviour::OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e)
|
||||||
|
{
|
||||||
|
if (e.Command == "SpecialAbility" && IsServer) {
|
||||||
|
EntityWrapper attachment = wi.Player.FirstChildByName("ShieldAttachment");
|
||||||
|
if (attachment.Valid()) {
|
||||||
|
if (e.Value > 0) {
|
||||||
|
SpawnerSystem::Spawn(attachment, attachment);
|
||||||
|
} else {
|
||||||
|
attachment.DeleteChildren();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool DefenderWeaponBehaviour::OnSetCamera(const Events::SetCamera& e)
|
||||||
|
{
|
||||||
|
m_CurrentCamera = e.CameraEntity;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
|
||||||
|
{
|
||||||
|
ComponentWrapper cWeapon = wi.GetComponent();
|
||||||
|
|
||||||
|
cWeapon["TimeSinceLastFire"] = 0.0;
|
||||||
|
int numPellets = cWeapon["NumPellets"];
|
||||||
|
float spreadAngle = cWeapon["SpreadAngle"];
|
||||||
|
std::uniform_real_distribution<float> randomSpreadAngle(-spreadAngle, spreadAngle);
|
||||||
|
|
||||||
|
// Calculate pellet angles
|
||||||
|
// HACK: Random for now?
|
||||||
|
// TODO: Make distribution even for each quadrant
|
||||||
|
std::vector<glm::vec2> pelletAngles;
|
||||||
|
for (int i = 0; i < numPellets; i++) {
|
||||||
|
pelletAngles.push_back(glm::vec2(randomSpreadAngle(m_RandomEngine), randomSpreadAngle(m_RandomEngine)));
|
||||||
|
LOG_DEBUG("%f %f", pelletAngles[i].x, pelletAngles[i].y);
|
||||||
|
}
|
||||||
|
|
||||||
|
double pelletDamage = (double)cWeapon["BaseDamage"] / numPellets;
|
||||||
|
|
||||||
|
// Tracers
|
||||||
|
EntityWrapper weaponModelEntity;
|
||||||
|
if (wi.Player == LocalPlayer) {
|
||||||
|
weaponModelEntity = wi.FirstPersonEntity;
|
||||||
|
} else {
|
||||||
|
weaponModelEntity = wi.ThirdPersonEntity;
|
||||||
|
}
|
||||||
|
if (weaponModelEntity.Valid()) {
|
||||||
|
EntityWrapper spawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
|
||||||
|
for (auto& angles : pelletAngles) {
|
||||||
|
glm::vec3 direction = Transform::AbsoluteOrientation(spawner) * glm::quat(glm::vec3(angles, 0.f)) * glm::vec3(0, 0, -1);
|
||||||
|
float distance = traceRayDistance(Transform::AbsolutePosition(spawner), direction);
|
||||||
|
EntityWrapper ray = SpawnerSystem::Spawn(spawner);
|
||||||
|
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
|
||||||
|
glm::vec3& orientation = ray["Transform"]["Orientation"];
|
||||||
|
orientation.x += angles.x;
|
||||||
|
orientation.y += angles.y;
|
||||||
|
glm::vec3 trajectory = direction * distance;
|
||||||
|
dealDamage(wi, direction, pelletDamage);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage)
|
||||||
|
{
|
||||||
|
// Only deal damage client side
|
||||||
|
if (!IsClient) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Only handle shooting for the local player
|
||||||
|
if (wi.Player != LocalPlayer) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Make sure the player isn't shooting from the grave
|
||||||
|
if (!wi.Player.Valid()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
glm::vec3 maxRange = direction * 2.f;
|
||||||
|
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
||||||
|
glm::vec3 cameraPosition = Transform::AbsolutePosition(camera);
|
||||||
|
if (!camera.Valid()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
Rectangle screenResolution = m_Renderer->GetViewportSize();
|
||||||
|
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
|
||||||
|
glm::vec2 screenCoords = cameraFromEntity(m_CurrentCamera).WorldToScreen(cameraPosition + maxRange, m_Renderer->GetViewportSize());
|
||||||
|
PickData pickData = m_Renderer->Pick(centerScreen + screenCoords);
|
||||||
|
EntityWrapper victim(m_World, pickData.Entity);
|
||||||
|
if (!victim.Valid()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Don't let us shoot ourselves in the foot somehow
|
||||||
|
if (victim == LocalPlayer) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Only care about players being hit
|
||||||
|
if (!victim.HasComponent("Player")) {
|
||||||
|
victim = victim.FirstParentWithComponent("Player");
|
||||||
|
}
|
||||||
|
if (!victim.Valid()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check for friendly fire
|
||||||
|
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Deal damage!
|
||||||
|
Events::PlayerDamage ePlayerDamage;
|
||||||
|
ePlayerDamage.Inflictor = wi.Player;
|
||||||
|
ePlayerDamage.Victim = victim;
|
||||||
|
ePlayerDamage.Damage = damage;
|
||||||
|
m_EventBroker->Publish(ePlayerDamage);
|
||||||
|
LOG_DEBUG("Damage: %f", damage);
|
||||||
|
}
|
||||||
|
|
||||||
|
float DefenderWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
|
||||||
|
{
|
||||||
|
float distance;
|
||||||
|
glm::vec3 pos;
|
||||||
|
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
|
||||||
|
if (entity) {
|
||||||
|
return distance;
|
||||||
|
} else {
|
||||||
|
return 100.f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Camera DefenderWeaponBehaviour::cameraFromEntity(EntityWrapper camera)
|
||||||
|
{
|
||||||
|
ComponentWrapper cTransform = camera["Transform"];
|
||||||
|
ComponentWrapper cCamera = camera["Camera"];
|
||||||
|
Camera cam(
|
||||||
|
(float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height,
|
||||||
|
(double)cCamera["FOV"],
|
||||||
|
(double)cCamera["NearClip"],
|
||||||
|
(double)cCamera["FarClip"]
|
||||||
|
);
|
||||||
|
cam.SetPosition(cTransform["Position"]);
|
||||||
|
cam.SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
|
||||||
|
return cam;
|
||||||
|
}
|
||||||
+50
-6
@@ -13,7 +13,7 @@ WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree<Enti
|
|||||||
|
|
||||||
void WeaponSystem::Update(double dt)
|
void WeaponSystem::Update(double dt)
|
||||||
{
|
{
|
||||||
|
// TODO: Clear inactive weapons
|
||||||
}
|
}
|
||||||
|
|
||||||
void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt)
|
void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt)
|
||||||
@@ -72,20 +72,64 @@ bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
|
|||||||
|
|
||||||
void WeaponSystem::selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot)
|
void WeaponSystem::selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot)
|
||||||
{
|
{
|
||||||
|
std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
|
||||||
|
|
||||||
|
// Find the weapon attachments matching the slot selected
|
||||||
|
EntityWrapper firstPersonAttachment;
|
||||||
|
EntityWrapper thirdPersonAttachment;
|
||||||
|
for (auto& attachment : weaponAttachments) {
|
||||||
|
ComponentWrapper cWeaponAttachment = attachment["WeaponAttachment"];
|
||||||
|
if ((ComponentInfo::EnumType)cWeaponAttachment["Slot"] == slot) {
|
||||||
|
ComponentWrapper::SubscriptProxy person = cWeaponAttachment["Person"];
|
||||||
|
if (person == person.Enum("FirstPerson")) {
|
||||||
|
firstPersonAttachment = attachment;
|
||||||
|
} else if (person == person.Enum("ThirdPerson")) {
|
||||||
|
thirdPersonAttachment = attachment;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (firstPersonAttachment.Valid() && thirdPersonAttachment.Valid()) {
|
||||||
|
LOG_WARNING("No weapon attachment found for slot %i of player #%i", slot, player.ID);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// TODO: Delete old weapons
|
||||||
|
|
||||||
|
// Spawn the weapon(s)
|
||||||
|
EntityWrapper firstPersonWeapon;
|
||||||
|
EntityWrapper thirdPersonWeapon;
|
||||||
|
if (firstPersonAttachment.Valid()) {
|
||||||
|
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
|
||||||
|
}
|
||||||
|
if (thirdPersonAttachment.Valid()) {
|
||||||
|
firstPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the correct behaviour
|
||||||
|
if (firstPersonWeapon.Valid()) {
|
||||||
|
if (firstPersonWeapon.HasComponent("AssaultWeapon") {
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Primary
|
// Primary
|
||||||
if (slot == 1) {
|
if (slot == 1) {
|
||||||
// TODO: if class...
|
// TODO: if class...
|
||||||
if (m_ActiveWeapons.count(player) == 0) {
|
nextBehaviour = std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_Renderer, m_CollisionOctree, player);
|
||||||
m_ActiveWeapons.insert(std::make_pair(player, std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_Renderer, m_CollisionOctree, player)));
|
|
||||||
} else {
|
|
||||||
//m_ActiveWeapons.erase(player);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Secondary
|
// Secondary
|
||||||
if (slot == 2) {
|
if (slot == 2) {
|
||||||
//m_ActiveWeapons[player] = std::make_shared<PistolWeaponBehaviour>();
|
//m_ActiveWeapons[player] = std::make_shared<PistolWeaponBehaviour>();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (nextBehaviour != nullptr) {
|
||||||
|
// TODO: Destroy previous behaviour and make new
|
||||||
|
if (m_ActiveWeapons.count(player) == 0) {
|
||||||
|
m_ActiveWeapons[player] = nextBehaviour;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
bool WeaponSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
bool WeaponSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||||
@@ -9,7 +9,9 @@ int main(int argc, char* argv[])
|
|||||||
|
|
||||||
Game game(argc, argv);
|
Game game(argc, argv);
|
||||||
while (game.Running()) {
|
while (game.Running()) {
|
||||||
|
PerformanceTimer::StartTimer("Game-Tick");
|
||||||
game.Tick();
|
game.Tick();
|
||||||
|
PerformanceTimer::StopTimer("Game-Tick");
|
||||||
}
|
}
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
|
|||||||
Reference in New Issue
Block a user