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44 Commits

Author SHA1 Message Date
Teejoon f59a9e1d2b Merge remote-tracking branch 'origin/master' into MSAA
Conflicts:
	resources/Schema/Entities/CP_Rocky2.xml
2016-03-13 21:28:38 +01:00
Teejoon 5796d07b56 PerformanceTimer will no longer run while in release 2016-03-13 21:25:32 +01:00
William Moberg c790b952fb Merge pull request #214 from teamfisk/PerfectSoundForRelease
Perfect sound for release
2016-03-13 21:01:21 +01:00
antc13 be3d75a5cf Merge branch 'master' of https://github.com/teamfisk/TacticalZ 2016-03-13 20:48:23 +01:00
antc13 b3c935c7cc Fixed rotation/translation on some objects on CP_Rocky2. They somehow got weird rotation values. 2016-03-13 20:48:05 +01:00
Jace f05b09ca7a Merge branch 'master' of github.com:teamfisk/TacticalZ 2016-03-13 19:54:22 +01:00
Jace e76740d72b Point lights child of a camera no longer visible to other cameras 2016-03-13 19:53:34 +01:00
Jace d3927de7cc Super fancy new class pick, don't overwrite plz 2016-03-13 19:51:01 +01:00
Teejoon 5aaefc6e53 Animation optimization 2016-03-13 19:01:30 +01:00
stiffly fe090504cf Now listens to SetCamera event and the background music should be working properly. 2016-03-13 17:35:05 +01:00
Teejoon a9d5c5d9d2 Glow is looking good :) 2016-03-13 17:15:36 +01:00
Teejoon 5f11d1e066 fix 2016-03-13 16:38:50 +01:00
Adam Byléhn 672d6f884d Merge pull request #215 from teamfisk/RestartMap
Added pop up for client when server timeouts.
2016-03-13 16:33:51 +01:00
Jocke 5ea0f04b20 Added pop up for client when server timeouts. 2016-03-13 16:21:55 +01:00
stiffly fb400bb743 Merge remote-tracking branch 'origin/master' into PerfectSoundForRelease 2016-03-13 15:37:14 +01:00
stiffly aa2475dfd6 Stops bgm when the game is reset. 2016-03-13 15:36:56 +01:00
Jace 36c4837813 Merge pull request #213 from teamfisk/Dirtybit
Linker warnings fix
2016-03-13 15:29:45 +01:00
Teejoon 741ed01930 Merge remote-tracking branch 'origin/master' into MSAA 2016-03-13 15:28:00 +01:00
William Moberg 2fa3637018 Transform.cpp was deleted since stuff was moved to TransformSystem, takes care of linker warnings. 2016-03-13 15:26:35 +01:00
antc13 52e5e2527a Merge branch 'master' of https://github.com/teamfisk/TacticalZ 2016-03-13 15:21:44 +01:00
antc13 36253a8afd Made minor changes to light positions on CP_Rocky2. Replaced a model & changed glow value on some walls. 2016-03-13 15:21:29 +01:00
stiffly 5c343cb254 Merge remote-tracking branch 'origin/master' into PerfectSoundForRelease 2016-03-13 15:10:52 +01:00
Adam Byléhn b73595eed0 Merge pull request #210 from teamfisk/RestartMap
Restart map
2016-03-13 15:10:01 +01:00
Teejoon bb3a8dba6a Merge branch 'master' into MSAA 2016-03-13 15:06:02 +01:00
Teejoon f9e640ffc6 Added borders to capture points so that you can see if your inside of outside when not looking down 2016-03-13 14:59:57 +01:00
stiffly f2c7a9f27a Merge remote-tracking branch 'origin/master' into PerfectSoundForRelease 2016-03-13 14:56:00 +01:00
William Moberg ac20e41a5d Fixed merge conflicts. Scoreboard updates team when a team is picked. Fixed some code standard violations and misspellings. 2016-03-13 14:23:56 +01:00
William Moberg 4f99f6ef74 Merge branch 'master' into RestartMap
# Conflicts:
#	src/Game/Systems/CapturePointSystem.cpp
2016-03-13 13:37:51 +01:00
antc13 d0a083a1e3 Fixed rotation/translation on some objects on CP_Rocky2. 2016-03-13 13:13:14 +01:00
antc13 d5f06fa8c2 Merge branch 'master' of https://github.com/teamfisk/TacticalZ 2016-03-13 12:20:36 +01:00
antc13 8bb8ebbea3 Fixed Splatmap Export 2016-03-13 12:20:25 +01:00
Teejoon ec7ab417e6 Added so that mipmaps can have diferant formats. Bloom also uses RGB8 on all texture now 2016-03-13 01:47:37 +01:00
stiffly 20d46f63c8 The main menu music would not start again when you returned to the main menu. 2016-03-13 00:16:55 +01:00
Teejoon 2e89227061 Merge remote-tracking branch 'origin/master' into MSAA 2016-03-13 00:09:07 +01:00
Teejoon 958850903a Moved ViewSpacePosition calculation from fragmenst shader to vertexshader 2016-03-13 00:08:49 +01:00
Teejoon 5146d21173 MSAA is now working 2016-03-12 22:22:53 +01:00
Jocke b7d88808e2 Redid timers. 2016-03-12 21:38:46 +01:00
Jocke f8f536802f Time for ending the game is now in CapturePointGameMode component. The timer i counted down to 0 and then the map is "Reset". 2016-03-12 20:28:48 +01:00
Jocke 60df30fa59 Scoreboard is now works. 2016-03-12 19:36:12 +01:00
Teejoon 70b0ca8776 Merge remote-tracking branch 'origin/master' into MSAA 2016-03-12 18:04:26 +01:00
Teejoon 90d848e8d9 Made texture getters from draw finalpass from const 2016-03-12 18:04:10 +01:00
Jocke c544f349fd The logic for removing the world is working but when we send the map again the clients memory usage goes crazy. 2016-03-12 17:49:50 +01:00
Jocke 0c1a2d3160 WIP 2016-03-12 14:31:15 +01:00
Teejoon 1ad087dc75 MSAA mostly working. Only merging the MS render buffer to a single texture so that others could use the AA texture easly 2016-03-11 19:05:34 +01:00
75 changed files with 16128 additions and 11082 deletions
+1 -1
Submodule assets updated: bc6e7df04c...6ffc1ab82a
+6 -6
View File
@@ -48,13 +48,13 @@ bool RayVsTriangle(const Ray& ray,
bool trueOnNegativeDistance = false);
//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
bool RayVsModel(const Ray& ray,
const std::vector<glm::vec3>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix);
//Return true if the ray hits any of the triangles in the model.
//Also returns the position of the intersection point. Will loop through all the whole model indices.
bool RayVsModel(const Ray& ray,
const std::vector<glm::vec3>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& outHitPosition);
@@ -62,7 +62,7 @@ bool RayVsModel(const Ray& ray,
//Also returns the distance from the ray origin to the closest
//intersection point, and the barycentric u,v-coordinates. Will loop through all the whole model indices.
bool RayVsModel(const Ray& ray,
const std::vector<glm::vec3>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
float& outDistance,
@@ -70,7 +70,7 @@ bool RayVsModel(const Ray& ray,
float& outVCoord);
bool AABBvsTriangles(const AABB& box,
const std::vector<glm::vec3>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
@@ -80,7 +80,7 @@ bool AABBvsTriangles(const AABB& box,
//Detects collision, but does not resolve.
bool AABBvsTriangles(const AABB& box,
const std::vector<glm::vec3>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix);
@@ -92,7 +92,7 @@ enum Output
};
//Detects intersection and containment.
Output AABBvsTrianglesWContainment(const AABB& box,
const std::vector<glm::vec3>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix);
+2 -2
View File
@@ -1,5 +1,5 @@
#ifndef ECaptured_h__
#define ECaptured_h__
#ifndef Events_Captured_h__
#define Events_Captured_h__
#include "EventBroker.h"
#include "../Core/Entity.h"
+5
View File
@@ -2,8 +2,11 @@
#define PerformanceTimer_h__
#include "../Common.h"
#ifdef DEBUG
#include <boost/timer/timer.hpp>
using boost::timer::cpu_timer;
#endif //DEBUG
class PerformanceTimer
{
@@ -17,9 +20,11 @@ public:
static void CreateExcelData();
private:
#ifdef DEBUG
static std::map<std::string, cpu_timer> timers;
static cpu_timer m_Timer;
static std::string currentTimerRunning;
#endif //DEBUG
};
#endif
+26 -22
View File
@@ -10,28 +10,32 @@
#include <boost/asio.hpp>
#include <boost/shared_array.hpp>
#include "Core/World.h"
#include "Core/EntityFile.h"
#include "Core/EventBroker.h"
#include "Core/ConfigFile.h"
#include "Core/EPlayerDeath.h"
#include "Core/EPlayerDamage.h"
#include "Core/EPlayerSpawned.h"
#include "Core/EAmmoPickup.h"
#include "Game/Events/EDoubleJump.h"
#include "Game/Events/EDashAbility.h"
#include "Game/Events/EReset.h"
#include "Input/EInputCommand.h"
#include "imgui/imgui.h"
#include "Network/Network.h"
#include "Network/MessageType.h"
#include "Network/PlayerDefinition.h"
#include "Network/UDPClient.h"
#include "Network/TCPClient.h"
#include "Network/SnapshotDefinitions.h"
#include "Core/World.h"
#include "Core/EntityFile.h"
#include "Core/EventBroker.h"
#include "Core/ConfigFile.h"
#include "Core/EPlayerDeath.h"
#include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h"
#include "../Game/Events/EDoubleJump.h"
#include "Network/EInterpolate.h"
#include "Network/SnapshotFilter.h"
#include "Core/EPlayerSpawned.h"
#include "Core/EAmmoPickup.h"
#include "Network/ESearchForServers.h"
#include "../Game/Events/EDashAbility.h"
#include "Network/EDisplayServerlist.h"
#include "Network/EConnectRequest.h"
#include "Network/EPlayerDisconnected.h"
#include "Network/ESearchForServers.h"
#include "Network/EInterpolate.h"
#include "Network/SnapshotFilter.h"
class Client : public Network
{
public:
@@ -40,7 +44,7 @@ public:
~Client();
void Connect(std::string address, int port);
void Update() override;
void Update(double dt) override;
private:
UDPClient m_Unreliable;
TCPClient m_Reliable;
@@ -74,10 +78,10 @@ private:
// Network logic
PlayerDefinition m_PlayerDefinitions[8];
SnapshotDefinitions m_NextSnapshot;
double m_DurationOfPingTime;
std::clock_t m_StartPingTime;
std::clock_t m_TimeSinceSentInputs;
unsigned int m_SendInputIntervalMs;
double m_DurationOfPingTime = 0;
double m_StartPingTime = 0;
double m_TimeSinceSentInputs = 0;
double m_SendInputInterval = 0.033;
std::vector<Events::InputCommand> m_InputCommandBuffer;
// Private member functions
@@ -100,6 +104,7 @@ private:
void parseDoubleJump(Packet& packet);
void parseDashEffect(Packet& packet);
void parseAmmoPickup(Packet& packet);
void parseRemoveWorld(Packet& packet);
void InterpolateFields(Packet& packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
void parseSnapshot(Packet& packet);
void identifyPacketLoss();
@@ -109,7 +114,6 @@ private:
void sendLocalPlayerTransform();
void becomePlayer();
void displayServerlist();
void removeWorld();
void createMainMenu();
// Mapping Logic
// Returns if local EntityID exist in map
@@ -138,8 +142,8 @@ private:
UDPClient m_ServerlistRequest;
std::vector<ServerInfo> m_Serverlist;
bool m_SearchingForServers = false;
std::clock_t m_StartSearchTime;
double m_SearchingTime = 200; // Config I guess
double m_TimeSearched = 0;
double m_SearchingTime = 0.2; // Config I guess
};
#endif
+1
View File
@@ -23,6 +23,7 @@ enum class MessageType
OnDashEffect,
ServerlistRequest,
AmmoPickup,
RemoveWorld,
Invalid
};
+2 -1
View File
@@ -22,7 +22,7 @@ public:
Network(World* world, EventBroker* eventBroker);
virtual ~Network() { };
virtual void Update() = 0;
virtual void Update(double dt) = 0;
protected:
World* m_World;
@@ -40,6 +40,7 @@ protected:
void saveToFile();
void updateNetworkData();
void popNetworkSegmentOfHeader(Packet& packet);
void removeWorld();
};
#endif
+16 -8
View File
@@ -11,6 +11,7 @@
#include "Network/MessageType.h"
#include "Network/PlayerDefinition.h"
#include "Core/World.h"
#include "Core/EntityFile.h"
#include "Core/EventBroker.h"
#include "../Network/Network.h"
#include "Input/EInputCommand.h"
@@ -24,6 +25,8 @@
#include "Core/EPlayerDeath.h"
#include "Network/EPlayerConnected.h"
#include "Network/EKillDeath.h"
#include "Core/EWin.h"
#include "Game/Events/EReset.h"
class Server : public Network
{
@@ -31,7 +34,7 @@ public:
Server(World* world, EventBroker* eventBroker, int port);
~Server();
void Update() override;
void Update(double dt) override;
private:
// Network channels
@@ -41,6 +44,7 @@ private:
// dont forget to set these in the childrens receive logic
boost::asio::ip::address m_Address;
int m_Port = 27666;
bool m_GameIsOver = false;
// Sending messages to client logic
std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers;
std::vector<PlayerID> m_PlayersToDisconnect;
@@ -48,14 +52,14 @@ private:
char readBuffer[BUFFERSIZE] = { 0 };
size_t bytesRead = 0;
// time for previouse message
std::clock_t previousePingMessage = std::clock();
std::clock_t previousSnapshotMessage = std::clock();
std::clock_t timOutTimer = std::clock();
double previousPingMessage = 0;
double previousSnapshotMessage = 0;
double timeOutTimer = 0;
// How often we send messages (milliseconds)
float pingIntervalMs;
float snapshotInterval;
int checkTimeOutInterval = 100;
// How often we send messages (seconds)
double pingInterval = 1;
double snapshotInterval = 0.05;
double checkTimeOutInterval = 0.1;
int m_NextPlayerID = 0;
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
//Timers
@@ -71,6 +75,7 @@ private:
void reliableBroadcast(Packet& packet);
void unreliableBroadcast(Packet& packet);
void sendSnapshot();
void createWorldSnapshot(Packet& packet);
void addPlayersToPacket(Packet& packet, EntityID entityID);
void addChildrenToPacket(Packet& packet, EntityID entityID);
void addInputCommandsToPacket(Packet& packet);
@@ -83,6 +88,7 @@ private:
void kick(PlayerID player);
PlayerID getPlayerIDFromEndpoint();
PlayerID getPlayerIDFromEntityID(EntityID entityID);
void resetMap();
void parsePlayerTransform(Packet& packet);
void parseOnInputCommand(Packet& packet);
void parseClientPing();
@@ -110,6 +116,8 @@ private:
bool OnAmmoPickup(const Events::AmmoPickup& e);
EventRelay<Server, Events::PlayerDeath> m_EPlayerDeath;
bool OnPlayerDeath(const Events::PlayerDeath& e);
EventRelay<Server, Events::Win> m_EWin;
bool OnWin(const Events::Win& e);
};
#endif
+73 -10
View File
@@ -17,7 +17,7 @@
class DrawFinalPass
{
public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass);
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass, ConfigFile* config);
~DrawFinalPass();
void InitializeTextures();
void InitializeFrameBuffers();
@@ -25,17 +25,77 @@ public:
void Draw(RenderScene& scene, BlurHUD* blurHUDPass);
void ClearBuffer();
void OnWindowResize();
void setMSAA(unsigned int numberOfSamples);
//Return the texture that is used in later stages to apply the bloom effect
GLuint BloomTexture() const { return m_BloomTexture; }
GLuint BloomTexture() {
if (m_MSAA){
m_AntiAliasedFrameBuffer->Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_AntiAliasedFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Read();
glReadBuffer(GL_COLOR_ATTACHMENT1);
m_AntiAliasedFrameBuffer->Draw();
glBlitFramebuffer(
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
return m_AntiAliasedTexture;
}
return m_BloomTexture; }
//Return the texture with diffuse and lighting of the scene.
GLuint SceneTexture() const { return m_SceneTexture; }
GLuint DrawFinalPass::SceneTexture() {
if (m_MSAA) {
m_AntiAliasedFrameBuffer->Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_AntiAliasedFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Read();
glReadBuffer(GL_COLOR_ATTACHMENT0);
m_AntiAliasedFrameBuffer->Draw();
glBlitFramebuffer(
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
return m_AntiAliasedTexture;
}
return m_SceneTexture;
}
//Return the SceneTexture with the blurred HUD bits.
GLuint CombinedSceneTexture() const { return m_CombinedTexture; }
GLuint CombinedSceneTexture() {
if (m_MSAA) {
m_AntiAliasedFrameBuffer->Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_AntiAliasedFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Read();
m_AntiAliasedFrameBuffer->Draw();
glBlitFramebuffer(
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
return m_AntiAliasedTexture;
}
return m_CombinedTexture; }
//Return the blurred scene texture.
GLuint FullBlurredTexture() const { return m_FullBlurredTexture; }
GLuint FullBlurredTexture() {
if (m_MSAA) {
m_AntiAliasedFrameBuffer->Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_AntiAliasedFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Read();
m_AntiAliasedFrameBuffer->Draw();
glBlitFramebuffer(
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
return m_AntiAliasedTexture;
}
return m_FullBlurredTexture; }
//Return the framebuffer used in the scene rendering stage.
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
FrameBuffer* FinalPassFrameBuffer() { return m_FinalPassFrameBuffer; }
private:
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
@@ -56,18 +116,21 @@ private:
Texture* m_GreyTexture;
Texture* m_ErrorTexture;
FrameBuffer m_FinalPassFrameBuffer;
FrameBuffer m_ShieldDepthFrameBuffer;
FrameBuffer* m_FinalPassFrameBuffer = nullptr;
FrameBuffer* m_ShieldDepthFrameBuffer = nullptr;
FrameBuffer* m_AntiAliasedFrameBuffer = nullptr;
GLuint m_BloomTexture = 0;
GLuint m_SceneTexture = 0;
GLuint m_DepthBuffer = 0;
GLuint m_ShieldBuffer = 0;
GLuint m_CubeMapTexture = 0;
GLuint m_FullBlurredTexture;
GLuint m_CombinedTexture; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
GLuint m_FullBlurredTexture = 0;
GLuint m_CombinedTexture = 0; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
GLuint m_AntiAliasedTexture = 0; //Is only used when MSAA is active;
//maqke this component based i guess?
GLuint m_ShieldPixelRate = 16;
unsigned int m_MSAA = 0;
const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass;
+22 -7
View File
@@ -7,12 +7,13 @@
class BufferResource
{
public:
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod);
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod, bool multiSampling);
GLuint* m_ResourceHandle;
GLenum m_ResourceType;
GLenum m_Attachment;
GLuint m_MipMapLod = 0;
bool m_MultiSampling = false;
private:
};
@@ -21,24 +22,33 @@ template <GLenum RESOURCETYPE>
class ResourceType : public BufferResource
{
public:
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod)
: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { }
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod, bool multiSampling)
: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod, multiSampling) { }
};
class Texture2D : public ResourceType<GL_TEXTURE_2D>
{
public:
Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
: ResourceType(resourceHandle, attachment, mipMapLod) { };
: ResourceType(resourceHandle, attachment, mipMapLod, false) { };
~Texture2D();
};
class Texture2DMultiSample : public ResourceType<GL_TEXTURE_2D_MULTISAMPLE>
{
public:
Texture2DMultiSample(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
: ResourceType(resourceHandle, attachment, mipMapLod, true) { };
~Texture2DMultiSample();
};
class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
{
public:
RenderBuffer(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment, 0)
RenderBuffer(GLuint* resourceHandle, GLenum attachment, bool multiSampling = false)
: ResourceType(resourceHandle, attachment, 0, multiSampling)
{ };
~RenderBuffer();
@@ -48,12 +58,13 @@ class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
{
public:
Texture2DArray(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment, 0)
: ResourceType(resourceHandle, attachment, 0, false)
{ };
~Texture2DArray();
};
class FrameBuffer
{
public:
@@ -65,9 +76,13 @@ public:
void Generate();
void Bind();
void Unbind();
void Read();
void Draw();
GLuint GetHandle();
bool MultiSampling() { return m_MultiSampling; };
private:
bool m_MultiSampling = true;
GLuint m_BufferHandle;
std::vector<std::shared_ptr<BufferResource>> m_Resources;
};
+6 -12
View File
@@ -16,18 +16,15 @@ private:
public:
~Model();
const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_Materials; }
//const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
unsigned int NumberOfVertices() const { return m_Vertices.size(); }
const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_RawModel->m_Materials; }
const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
unsigned int NumberOfVertices() const { return m_RawModel->NumVertices(); }
const AABB& Box() const { return m_Box; }
bool IsSkinned() const { return m_IsSkinned; }
bool IsSkinned() const { return m_RawModel->IsSkinned(); }
GLuint VAO;
GLuint ElementBuffer;
//RawModel* m_RawModel;
Skeleton* m_Skeleton = nullptr;
std::vector<glm::vec3> m_Vertices;
std::vector<unsigned int> m_Indices;
RawModel* m_RawModel;
private:
AABB m_Box;
@@ -37,9 +34,6 @@ private:
GLuint TangentNormalsBuffer;
GLuint BiTangentNormalsBuffer;
GLuint TextureCoordBuffer;
std::vector<RawModel::MaterialProperties> m_Materials;
bool m_IsSkinned;
};
#endif
+1 -1
View File
@@ -105,7 +105,7 @@ struct ModelJob : RenderJob
IsShielded = isShielded;
if (model->IsSkinned()) {
Skeleton = Model->m_Skeleton;
Skeleton = Model->m_RawModel->m_Skeleton;
if (Skeleton != nullptr) {
+5 -2
View File
@@ -13,7 +13,6 @@
#include <boost/filesystem/path.hpp>
#include <boost/endian/buffers.hpp>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/ResourceManager.h"
@@ -21,10 +20,14 @@
#include "Skeleton.h"
#include "ShaderProgram.h"
#include "boost\endian\buffers.hpp"
class RawModelCustom : public Resource
{
friend class ResourceManager;
friend class Model;
protected:
RawModelCustom(std::string fileName);
+1
View File
@@ -71,6 +71,7 @@ private:
bool m_ResizeWindow = false;
int m_SSAO_Quality = 0;
int m_GLOW_Quality = 2;
unsigned int m_MSAA_Level = 0;
PickingPass* m_PickingPass;
LightCullingPass* m_LightCullingPass;
+4 -1
View File
@@ -20,11 +20,14 @@ public:
, Parent(parent)
, Name(name)
, OffsetMatrix(offsetMatrix)
{ }
{
BindTransformMatrix = glm::inverse(offsetMatrix);
}
std::string Name;
glm::mat4 OffsetMatrix;
int ID;
glm::mat4 BindTransformMatrix;
Bone* Parent;
std::vector<Bone*> Children;
+2
View File
@@ -29,6 +29,7 @@ struct SpriteJob : RenderJob
IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
Linear = (bool)cSprite["Linear"];
ClampToBorder = (bool)cSprite["ClampToBorder"];
StartIndex = matProp.material->StartIndex;
EndIndex = matProp.material->EndIndex;
@@ -93,6 +94,7 @@ struct SpriteJob : RenderJob
float ScaleX = 1;
float ScaleY = 1;
bool Linear = false;
bool ClampToBorder = false;
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
@@ -27,7 +27,7 @@ Texture* TryLoadResource(std::string path)
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 GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type, GLint numMipMaps, GLint MAGFilter, GLint MINFilter);
void DeleteTexture(GLuint* texture);
};
+3 -1
View File
@@ -30,6 +30,7 @@
#include "../Engine/Core/EPause.h"
#include "../Engine/Core/EComponentAttached.h"
#include "../Core/EPlayerSpawned.h"
#include "../Rendering/ESetCamera.h"
typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
@@ -91,7 +92,6 @@ private:
void matchBGMLoop();
Source* m_CurrentBGM = nullptr;
Source* m_CurrentBGMCombo = nullptr;
bool m_DrumLoopHasBeenStarted = false;
// Logic
World* m_World = nullptr;
@@ -139,6 +139,8 @@ private:
bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
EventRelay<SoundManager, Events::ChangeBGM> m_EChangeBGM;
bool OnChangeBGM(const Events::ChangeBGM &e);
EventRelay<SoundManager, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera& e);
};
+16
View File
@@ -0,0 +1,16 @@
#ifndef Events_Reset_h__
#define Events_Reset_h__
#include "Core/EventBroker.h"
#include "Core/EntityWrapper.h"
namespace Events
{
struct Reset : Event
{
};
}
#endif
@@ -9,6 +9,7 @@
#include "Engine/Collision/ETrigger.h"
#include "Core/ECaptured.h"
#include "Core/EWin.h"
#include "Game/Events/EReset.h"
#include <tuple>
#include <vector>
@@ -23,6 +24,7 @@ public:
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
private:
void Init();
//methods which will take care of specific events
EventRelay<CapturePointSystem, Events::TriggerTouch> m_ETriggerTouch;
bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e);
@@ -30,6 +32,8 @@ private:
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
EventRelay<CapturePointSystem, Events::Captured> m_ECaptured;
bool CapturePointSystem::OnCaptured(const Events::Captured& e);
EventRelay<CapturePointSystem, Events::Reset> m_EReset;
bool CapturePointSystem::OnReset(const Events::Reset& e);
void ChangeCapturePointModelsVisibility(EntityWrapper &capturePointModels, bool isOwner);
bool m_WinnerWasFound = false;
+6
View File
@@ -8,6 +8,8 @@
#include "Core/EPlayerSpawned.h"
#include "Network/EPlayerConnected.h"
#include "Network/EPlayerDisconnected.h"
#include "Game/Events/EReset.h"
#include "Engine/Input/EInputCommand.h"
#include "GLM.h"
class ScoreScreenSystem : public PureSystem
@@ -25,6 +27,10 @@ public:
bool OnPlayerConnected(const Events::PlayerConnected& e);
EventRelay<ScoreScreenSystem, Events::PlayerDisconnected> m_EPlayerDisconnected;
bool OnPlayerDisconnected(const Events::PlayerDisconnected& e);
EventRelay<ScoreScreenSystem, Events::Reset> m_EReset;
bool OnReset(const Events::Reset& e);
EventRelay<ScoreScreenSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
private:
struct PlayerData {
-1
View File
@@ -8,7 +8,6 @@
#include "Events/ESpawnerSpawn.h"
#include "Core/TransformSystem.h"
#include "Core/EntityFile.h"
#include "Rendering/Model.h"
class SpawnerSystem : public System
{
@@ -4,6 +4,7 @@
#include "Core/System.h"
#include "Input/EInputCommand.h"
#include "Network/EPlayerDisconnected.h"
#include "Game/Events/EReset.h"
class SpectatorCameraSystem : public ImpureSystem
{
@@ -15,11 +16,14 @@ public:
private:
int m_PickedTeam;
bool m_CamSetToTeamPick;
void reset();
EventRelay<SpectatorCameraSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
EventRelay<SpectatorCameraSystem, Events::PlayerDisconnected> m_EDisconnect;
bool OnDisconnect(const Events::PlayerDisconnected& e);
EventRelay<SpectatorCameraSystem, Events::Reset> m_EReset;
bool OnReset(const Events::Reset& e);
};
#endif
+4 -1
View File
@@ -85,4 +85,7 @@ NumIterations=5
NumIterations=9
[GLOW3]
NumIterations=13
NumIterations=13
[MSAA]
Level = 0;
@@ -2,4 +2,5 @@
<CapturePointGameMode xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="CapturePointGameMode.xsd">
<RespawnTime>0.0</RespawnTime>
<MaxRespawnTime>8.0</MaxRespawnTime>
<ResetCountdown>10.0</ResetCountdown>
</CapturePointGameMode>
@@ -12,6 +12,9 @@
<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:element name="ResetCountdown" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>The map will be reset when time reaches 0.</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
+1
View File
@@ -10,5 +10,6 @@
<KeepRatioY>false</KeepRatioY>
<KeepRatio>false</KeepRatio>
<Linear>true</Linear>
<ClampToBorder>false</ClampToBorder>
<BlurBackground>false</BlurBackground>
</Sprite>
+3
View File
@@ -39,6 +39,9 @@
<xs:element name="Linear" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>If it should use Linear or Nearest sampling method.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ClampToBorder" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>If it should clamp to border or repeat the texture.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="BlurBackground" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
</xs:element>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,126 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="BlueCapturepointBorde" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform>
<Position X="0" Y="0.271661639" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="Bottom">
<Components>
<c:FloatingEffect>
<Period>6</Period>
<Time>3</Time>
<Axis X="0" Y="1" Z="0"/>
<Amplitude>0.10000000149011612</Amplitude>
</c:FloatingEffect>
<c:Transform>
<Position X="-0" Y="-8.74227801e-09" Z="-0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Props/CapturePoint/DoubleSidedCylinder.mesh</Resource>
<Color A="0.392156869" B="10" G="0.784313738" R="0"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="0.5" Z="0"/>
<Scale X="8.19999981" Y="0.0199999996" Z="8.19999981"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="LowerMid">
<Components>
<c:FloatingEffect>
<Period>6</Period>
<Time>2</Time>
<Axis X="0" Y="1" Z="0"/>
<Amplitude>0.10000000149011612</Amplitude>
</c:FloatingEffect>
<c:Transform>
<Position X="0" Y="0.0866025388" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Props/CapturePoint/DoubleSidedCylinder.mesh</Resource>
<Color A="0.313725501" B="10" G="0.784313738" R="0"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="0.899999976" Z="0"/>
<Scale X="8.19999981" Y="0.0199999996" Z="8.19999981"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="UpperMid">
<Components>
<c:FloatingEffect>
<Period>6</Period>
<Time>1</Time>
<Axis X="0" Y="1" Z="0"/>
<Amplitude>0.10000000149011612</Amplitude>
</c:FloatingEffect>
<c:Transform>
<Position X="0" Y="0.0866025463" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Props/CapturePoint/DoubleSidedCylinder.mesh</Resource>
<Color A="0.196078435" B="10" G="0.784313738" R="0"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="1.29999995" Z="0"/>
<Scale X="8.19999981" Y="0.0199999996" Z="8.19999981"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Top">
<Components>
<c:FloatingEffect>
<Period>6</Period>
<Axis X="0" Y="1" Z="0"/>
<Amplitude>0.10000000149011612</Amplitude>
</c:FloatingEffect>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Props/CapturePoint/DoubleSidedCylinder.mesh</Resource>
<Color A="0.117647059" B="10" G="0.784313738" R="0"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="1.70000005" Z="0"/>
<Scale X="8.19999981" Y="0.0199999996" Z="8.19999981"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,126 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="RedCapturepointBorde" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform>
<Position X="0" Y="0.271661639" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="Bottom">
<Components>
<c:FloatingEffect>
<Period>6</Period>
<Time>3</Time>
<Axis X="0" Y="1" Z="0"/>
<Amplitude>0.10000000149011612</Amplitude>
</c:FloatingEffect>
<c:Transform>
<Position X="-0" Y="-8.74227801e-09" Z="-0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Props/CapturePoint/DoubleSidedCylinder.mesh</Resource>
<Color A="0.392156869" B="0" G="0.235294119" R="21.9607849"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="0.5" Z="0"/>
<Scale X="8.19999981" Y="0.0199999996" Z="8.19999981"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="LowerMid">
<Components>
<c:FloatingEffect>
<Period>6</Period>
<Time>2</Time>
<Axis X="0" Y="1" Z="0"/>
<Amplitude>0.10000000149011612</Amplitude>
</c:FloatingEffect>
<c:Transform>
<Position X="0" Y="0.0866025388" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Props/CapturePoint/DoubleSidedCylinder.mesh</Resource>
<Color A="0.313725501" B="0" G="0.235294119" R="21.9607849"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="0.899999976" Z="0"/>
<Scale X="8.19999981" Y="0.0199999996" Z="8.19999981"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="UpperMid">
<Components>
<c:FloatingEffect>
<Period>6</Period>
<Time>1</Time>
<Axis X="0" Y="1" Z="0"/>
<Amplitude>0.10000000149011612</Amplitude>
</c:FloatingEffect>
<c:Transform>
<Position X="0" Y="0.0866025463" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Props/CapturePoint/DoubleSidedCylinder.mesh</Resource>
<Color A="0.196078435" B="0" G="0.235294119" R="21.9607849"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="1.29999995" Z="0"/>
<Scale X="8.19999981" Y="0.0199999996" Z="8.19999981"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Top">
<Components>
<c:FloatingEffect>
<Period>6</Period>
<Axis X="0" Y="1" Z="0"/>
<Amplitude>0.10000000149011612</Amplitude>
</c:FloatingEffect>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Props/CapturePoint/DoubleSidedCylinder.mesh</Resource>
<Color A="0.117647059" B="0" G="0.235294119" R="21.9607849"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="1.70000005" Z="0"/>
<Scale X="8.19999981" Y="0.0199999996" Z="8.19999981"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,126 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="SpectatorCapturepointBorde" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform>
<Position X="0" Y="0.271661639" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="Bottom">
<Components>
<c:FloatingEffect>
<Period>6</Period>
<Time>3</Time>
<Axis X="0" Y="1" Z="0"/>
<Amplitude>0.10000000149011612</Amplitude>
</c:FloatingEffect>
<c:Transform>
<Position X="-0" Y="-8.74227801e-09" Z="-0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Props/CapturePoint/DoubleSidedCylinder.mesh</Resource>
<Color A="0.392156869" B="8.03921604" G="8.03921604" R="8.03921604"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="0.5" Z="0"/>
<Scale X="8.19999981" Y="0.0199999996" Z="8.19999981"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="LowerMid">
<Components>
<c:FloatingEffect>
<Period>6</Period>
<Time>2</Time>
<Axis X="0" Y="1" Z="0"/>
<Amplitude>0.10000000149011612</Amplitude>
</c:FloatingEffect>
<c:Transform>
<Position X="0" Y="0.0866025388" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Props/CapturePoint/DoubleSidedCylinder.mesh</Resource>
<Color A="0.313725501" B="10" G="8.03921604" R="8.03921604"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="0.899999976" Z="0"/>
<Scale X="8.19999981" Y="0.0199999996" Z="8.19999981"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="UpperMid">
<Components>
<c:FloatingEffect>
<Period>6</Period>
<Time>1</Time>
<Axis X="0" Y="1" Z="0"/>
<Amplitude>0.10000000149011612</Amplitude>
</c:FloatingEffect>
<c:Transform>
<Position X="0" Y="0.0866025463" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Props/CapturePoint/DoubleSidedCylinder.mesh</Resource>
<Color A="0.196078435" B="8.03921604" G="8.03921604" R="8.03921604"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="1.29999995" Z="0"/>
<Scale X="8.19999981" Y="0.0199999996" Z="8.19999981"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Top">
<Components>
<c:FloatingEffect>
<Period>6</Period>
<Axis X="0" Y="1" Z="0"/>
<Amplitude>0.10000000149011612</Amplitude>
</c:FloatingEffect>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Props/CapturePoint/DoubleSidedCylinder.mesh</Resource>
<Color A="0.117647059" B="8.03921604" G="8.03921604" R="8.03921604"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="1.70000005" Z="0"/>
<Scale X="8.19999981" Y="0.0199999996" Z="8.19999981"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
File diff suppressed because it is too large Load Diff
+1 -4
View File
@@ -1,14 +1,11 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec4 Color;
uniform sampler2D texture0;
in VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec2 TextureCoordinate;
vec4 DiffuseColor;
+5 -1
View File
@@ -2,6 +2,7 @@
#define MAX_SPLITS 4
uniform mat4 PVM;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
@@ -23,6 +24,7 @@ uniform float ColorDistanceScalar;
in VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
@@ -34,6 +36,7 @@ in VertexData{
out VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
@@ -101,6 +104,7 @@ void PassThingsThrough(int index)
// pass through vertex data
Output.Normal = Input[index].Normal;
Output.Position = Input[index].Position;
Output.ViewSpacePosition = Input[index].ViewSpacePosition;
Output.TextureCoordinate = Input[index].TextureCoordinate;
Output.Tangent = Input[index].Tangent;
Output.BiTangent = Input[index].BiTangent;
@@ -175,7 +179,7 @@ void main()
}
// convert to window space
gl_Position = P * V * M * vec4(ExplodedPosition, 1.0);
gl_Position = PVM * vec4(ExplodedPosition, 1.0);
EmitVertex();
}
}
+3 -5
View File
@@ -2,8 +2,6 @@
#define MIN_AMBIENT_LIGHT 0.3
#define MAX_SPLITS 4
uniform mat4 VM;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
@@ -65,6 +63,7 @@ layout (std430, binding = 4) buffer LightIndexBuffer
in VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
@@ -302,11 +301,10 @@ void main()
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
vec4 position = VM * 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);
vec4 viewVec = normalize(-Input.ViewSpacePosition);
vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
vec3 R = reflect(-I, Input.Normal);
//R = vec3(P * vec4(R, 1.0));
@@ -333,7 +331,7 @@ void main()
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);
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, Input.ViewSpacePosition, normal, light.Falloff);
} else if (light.Type == 2) { //Directional
int DepthMapIndex = getShadowIndex(FarDistance);
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
+3
View File
@@ -1,5 +1,6 @@
#version 430
uniform mat4 PVM;
uniform mat4 VM;
#define MAX_SPLITS 4
uniform mat4 TIM;
@@ -17,6 +18,7 @@ layout(location = 4) in vec2 TextureCoords;
out VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
@@ -31,6 +33,7 @@ void main()
gl_Position = PVM * vec4(Position, 1.0);
//mat4 TIM = transpose(inverse(M));
Output.Position = Position;
Output.ViewSpacePosition = VM * vec4(Position, 1.0);
Output.TextureCoordinate = TextureCoords;
Output.Normal = vec3(TIM * vec4(Normal, 0.0));
Output.Tangent = vec3(TIM * vec4(Tangent, 0.0));
@@ -65,6 +65,7 @@ layout (std430, binding = 4) buffer LightIndexBuffer
in VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
@@ -141,11 +142,10 @@ void main()
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
vec4 position = VM * 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);
vec4 viewVec = normalize(-Input.ViewSpacePosition);
vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
vec3 R = reflect(-I, Input.Normal);
//R = vec3(P * vec4(R, 1.0));
@@ -170,7 +170,7 @@ void main()
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);
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, Input.ViewSpacePosition, normal, light.Falloff);
} else if (light.Type == 2) { //Directional
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
}
@@ -3,6 +3,7 @@
#define MAX_SPLITS 4
uniform mat4 PVM;
uniform mat4 VM;
uniform mat4 TIM;
uniform mat4 M;
uniform mat4 V;
@@ -21,6 +22,7 @@ layout(location = 6) in vec4 BoneWeights;
out VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
@@ -34,16 +36,15 @@ void main()
{
mat4 boneTransform = mat4(1);
if(BoneWeights[0] > 0.0f){
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
}
gl_Position = PVM*boneTransform * vec4(Position, 1.0);
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
Output.ViewSpacePosition = VM * vec4(Position, 1.0);
Output.TextureCoordinate = TextureCoords;
Output.Normal = vec3(M * boneTransform * vec4(Normal, 0.0));
Output.Tangent = vec3(M * vec4(Tangent, 0.0));
@@ -2,8 +2,6 @@
#define MIN_AMBIENT_LIGHT 0.3
#define MAX_SPLITS 4
uniform mat4 VM;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
@@ -82,6 +80,7 @@ layout (std430, binding = 4) buffer LightIndexBuffer
in VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
@@ -362,13 +361,12 @@ void main()
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
vec4 position = VM * 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);
vec4 viewVec = normalize(-Input.ViewSpacePosition);
vec2 tilePos;
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
@@ -391,7 +389,7 @@ void main()
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);
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, Input.ViewSpacePosition, normal, light.Falloff);
} else if (light.Type == 2) { //Directional
int DepthMapIndex = getShadowIndex(FarDistance);
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
@@ -2,8 +2,6 @@
#define MIN_AMBIENT_LIGHT 0.3
#define MAX_SPLITS 4
uniform mat4 VM;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
@@ -80,6 +78,7 @@ layout (std430, binding = 4) buffer LightIndexBuffer
in VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
@@ -193,13 +192,12 @@ void main()
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
vec4 position = VM * 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);
vec4 viewVec = normalize(-Input.ViewSpacePosition);
vec2 tilePos;
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
@@ -220,7 +218,7 @@ void main()
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);
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, Input.ViewSpacePosition, normal, light.Falloff);
} else if (light.Type == 2) { //Directional
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
}
@@ -17,12 +17,10 @@ out VertexData{
void main()
{
mat4 boneTransform = mat4(1);
if(BoneWeights[0] > 0.0f){
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
}
gl_Position = PVM*boneTransform * vec4(Position, 1.0);
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
+2 -4
View File
@@ -1,8 +1,6 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 PVM;
layout (location = 0) in vec3 Position;
layout (location = 4) in vec2 TextureCoords;
@@ -13,6 +11,6 @@ out VertexData{
void main()
{
gl_Position = P * V * M * vec4(Position, 1.0);
gl_Position = PVM * vec4(Position, 1.0);
Output.TextureCoordinate = TextureCoords;
}
+2 -6
View File
@@ -1,8 +1,6 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 PVM;
uniform mat4 Bones[100];
layout (location = 0) in vec3 Position;
@@ -17,13 +15,11 @@ out VertexData{
void main()
{
mat4 boneTransform = mat4(1);
if(BoneWeights[0] > 0.0f){
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
}
gl_Position = P * V * M * boneTransform * vec4(Position, 1.0);
gl_Position = PVM * boneTransform * vec4(Position, 1.0);
Output.TextureCoordinate = TextureCoords;
}
+17 -17
View File
@@ -146,14 +146,14 @@ bool RayVsTriangle(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const std::vector<glm::vec3>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix)
{
for (int i = 0; i < modelIndices.size();) {
glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
if (RayVsTriangle(ray, v0, v1, v2)) {
return true;
}
@@ -194,7 +194,7 @@ bool RayVsTriangle(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const std::vector<glm::vec3>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
float& outDistance,
@@ -204,9 +204,9 @@ bool RayVsModel(const Ray& ray,
outDistance = INFINITY;
bool hit = false;
for (int i = 0; i < modelIndices.size();) {
glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
float dist = outDistance;
float u;
float v;
@@ -221,7 +221,7 @@ bool RayVsModel(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const std::vector<glm::vec3>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& outHitPosition)
@@ -548,7 +548,7 @@ BoxTriRes AABBvsTriangle(const AABB& box,
}
Output AABBvsTriangles(const AABB& box,
const std::vector<glm::vec3>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
@@ -565,9 +565,9 @@ Output AABBvsTriangles(const AABB& box,
glm::vec3 originalBoxVelocity(boxVelocity);
for (int i = 0; i < modelIndices.size(); ) {
std::array<glm::vec3, 3> triVertices = {
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix),
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix),
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix)
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix)
};
glm::vec3 outVec;
bool collideWithGround = isOnGround;
@@ -595,7 +595,7 @@ Output AABBvsTriangles(const AABB& box,
}
bool AABBvsTriangles(const AABB& box,
const std::vector<glm::vec3>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
@@ -615,7 +615,7 @@ bool AABBvsTriangles(const AABB& box,
}
bool AABBvsTriangles(const AABB& box,
const std::vector<glm::vec3>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix)
{
@@ -633,7 +633,7 @@ bool AABBvsTriangles(const AABB& box,
}
Output AABBvsTrianglesWContainment(const AABB& box,
const std::vector<glm::vec3>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix)
{
@@ -741,7 +741,7 @@ boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<Enti
continue;
}
float u, v;
if (RayVsModel(ray, model->m_Vertices, model->m_Indices, TransformSystem::ModelMatrix(entityBox.Entity), outDistance, u, v)) {
if (RayVsModel(ray, model->Vertices(), model->m_RawModel->m_Indices, TransformSystem::ModelMatrix(entityBox.Entity), outDistance, u, v)) {
outIntersectPos = ray.Origin() + outDistance * ray.Direction();
return entityBox;
}
+6 -6
View File
@@ -41,15 +41,15 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
// Don't collide against invisible models.
continue;
}
Model* model;
RawModel* model;
std::string res = (std::string)boxB.Entity["Model"]["Resource"];
try {
model = ResourceManager::Load<Model, true>(res);
model = ResourceManager::Load<RawModel, true>(res);
} catch (const std::exception&) {
continue;
}
float u, v;
hit = Collision::RayVsModel(ray, model->m_Vertices, model->m_Indices, TransformSystem::ModelMatrix(boxB.Entity), dist, u, v);
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, TransformSystem::ModelMatrix(boxB.Entity), dist, u, v);
} else {
hit = Collision::RayVsAABB(ray, boxB, dist);
}
@@ -86,9 +86,9 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
// Don't collide against invisible models.
continue;
}
Model* model;
RawModel* model;
try {
model = ResourceManager::Load<Model, true>(boxB.Entity["Model"]["Resource"]);
model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
} catch (const std::exception&) {
continue;
}
@@ -98,7 +98,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
bool isOnGround = (bool)cPhysics["IsOnGround"];
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
(Field<glm::vec3>)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
+3 -3
View File
@@ -10,11 +10,11 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
return;
}
Model* triggerModel = nullptr;
RawModel* triggerModel = nullptr;
glm::mat4 triggerModelMat;
if (triggerEntity.HasComponent("Model")) {
try {
triggerModel = ResourceManager::Load<Model, true>(triggerEntity["Model"]["Resource"]);
triggerModel = ResourceManager::Load<RawModel, true>(triggerEntity["Model"]["Resource"]);
triggerModelMat = TransformSystem::ModelMatrix(triggerEntity);
} catch (const std::exception&) {
}
@@ -38,7 +38,7 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
? Collision::Output::OutContained
: Collision::AABBvsTrianglesWContainment(
colliderBox,
triggerModel->m_Vertices,
triggerModel->Vertices(),
triggerModel->m_Indices,
triggerModelMat);
+15
View File
@@ -1,7 +1,10 @@
#include "Core/PerformanceTimer.h"
#ifdef DEBUG
#include <ctime>
#include <fstream>
cpu_timer PerformanceTimer::m_Timer;
std::map<std::string, cpu_timer> PerformanceTimer::timers;
std::string PerformanceTimer::currentTimerRunning = "";
@@ -74,3 +77,15 @@ void PerformanceTimer::CreateExcelData()
}
someFileStream.close();
}
#else
void PerformanceTimer::StartTimer(std::string nameOfTimer) {};
void PerformanceTimer::StartTimerAndStopPrevious(std::string nameOfTimer) {};
void PerformanceTimer::StopTimer(std::string nameOfTimer) {};
void PerformanceTimer::SetFrameNumber(int frameNumber) {};
void PerformanceTimer::ResetAllTimers() {};
void PerformanceTimer::CreateExcelData() {};
#endif //DEBUG
-162
View File
@@ -1,162 +0,0 @@
#include "Core/TransformSystem.h"
std::unordered_map<EntityWrapper, glm::vec3> TransformSystem::PositionCache;
std::unordered_map<EntityWrapper, glm::quat> TransformSystem::OrientationCache;
std::unordered_map<EntityWrapper, glm::vec3> TransformSystem::ScaleCache;
std::unordered_map<EntityWrapper, glm::mat4> TransformSystem::MatrixCache;
int TransformSystem::RecalculatedPositions = 0;
int TransformSystem::RecalculatedOrientations = 0;
int TransformSystem::RecalculatedScales = 0;
TransformSystem::TransformSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &TransformSystem::OnEntityDeleted);
}
bool TransformSystem::OnEntityDeleted(const Events::EntityDeleted& e)
{
// Clean up deleted entity
PositionCache.erase(e.DeletedEntity);
OrientationCache.erase(e.DeletedEntity);
ScaleCache.erase(e.DeletedEntity);
MatrixCache.erase(e.DeletedEntity);
return true;
}
//glm::mat4 Transform::AbsoluteTransformation(EntityWrapper entity)
//{
// glm::mat4 t = glm::mat4(1.f);
//
// while (entity.Valid()) {
// t = glm::translate((const glm::vec3&)entity["Transform"]["Position"]) * glm::toMat4(glm::quat((const glm::vec3&)entity["Transform"]["Orientation"])) * glm::scale((const glm::vec3&)entity["Transform"]["Scale"]) * t;
// entity = entity.Parent();
// }
//
// return t;
//}
glm::vec3 TransformSystem::AbsolutePosition(World* world, EntityID entity)
{
return TransformSystem::AbsolutePosition(EntityWrapper(world, entity));
}
glm::vec3 TransformSystem::AbsolutePosition(EntityWrapper entity)
{
if (!entity.Valid()) {
return glm::vec3();
}
auto cacheIt = PositionCache.find(entity);
ComponentWrapper cTransform = entity["Transform"];
ComponentWrapper::SubscriptProxy cTransformPosition = cTransform["Position"];
if (cacheIt != PositionCache.end() && !cTransformPosition.Dirty(DirtySetType::Transform)) {
return cacheIt->second;
} else {
EntityWrapper parent = entity.Parent();
// Calculate position
glm::vec3 position = AbsolutePosition(parent) + TransformSystem::AbsoluteOrientation(parent) * (TransformSystem::AbsoluteScale(parent) * (const glm::vec3&)cTransformPosition);
// Cache it
PositionCache[entity] = position;
RecalculatedPositions++;
// Unset dirty flag
cTransformPosition.SetDirty(DirtySetType::Transform, false);
return position;
}
}
glm::vec3 TransformSystem::AbsoluteOrientationEuler(EntityWrapper entity)
{
glm::vec3 orientation;
while (entity.Valid()) {
ComponentWrapper transform = entity["Transform"];
orientation += (Field<glm::vec3>)transform["Orientation"];
entity = entity.Parent();
}
return orientation;
}
glm::quat TransformSystem::AbsoluteOrientation(World* world, EntityID entity)
{
return TransformSystem::AbsoluteOrientation(EntityWrapper(world, entity));
}
glm::quat TransformSystem::AbsoluteOrientation(EntityWrapper entity)
{
if (!entity.Valid()) {
return glm::quat();
}
auto cacheIt = OrientationCache.find(entity);
ComponentWrapper cTransform = entity["Transform"];
ComponentWrapper::SubscriptProxy cTransformOrientation = cTransform["Orientation"];
if (cacheIt != OrientationCache.end() && !cTransformOrientation.Dirty(DirtySetType::Transform)) {
return cacheIt->second;
} else {
EntityWrapper parent = entity.Parent();
// Calculate orientation
glm::quat orientation = AbsoluteOrientation(parent) * glm::quat((const glm::vec3&)cTransformOrientation);
// Cache it
OrientationCache[entity] = orientation;
RecalculatedOrientations++;
// Unset dirty flag
cTransformOrientation.SetDirty(DirtySetType::Transform, false);
return orientation;
}
}
glm::vec3 TransformSystem::AbsoluteScale(World* world, EntityID entity)
{
return TransformSystem::AbsoluteScale(EntityWrapper(world, entity));
}
glm::vec3 TransformSystem::AbsoluteScale(EntityWrapper entity)
{
if (!entity.Valid()) {
return glm::vec3(1.f);
}
auto cacheIt = ScaleCache.find(entity);
ComponentWrapper cTransform = entity["Transform"];
ComponentWrapper::SubscriptProxy cTransformScale = cTransform["Scale"];
if (cacheIt != ScaleCache.end() && !cTransformScale.Dirty(DirtySetType::Transform)) {
return cacheIt->second;
} else {
EntityWrapper parent = entity.Parent();
// Calculate scale
glm::vec3 scale = AbsoluteScale(parent) * (const glm::vec3&)cTransformScale;
// Cache it
ScaleCache[entity] = scale;
RecalculatedPositions++;
// Unset dirty flag
cTransformScale.SetDirty(DirtySetType::Transform, false);
return scale;
}
}
glm::mat4 TransformSystem::ModelMatrix(EntityID entityID, World* world)
{
return ModelMatrix(EntityWrapper(world, entityID));
}
glm::mat4 TransformSystem::ModelMatrix(EntityWrapper entity)
{
auto cacheIt = MatrixCache.find(entity);
ComponentWrapper cTransform = entity["Transform"];
bool isDirty = cTransform["Position"].Dirty(DirtySetType::Transform) || cTransform["Orientation"].Dirty(DirtySetType::Transform) || cTransform["Scale"].Dirty(DirtySetType::Transform);
if (cacheIt != MatrixCache.end() && !isDirty) {
return cacheIt->second;
} else {
glm::mat4 matrix = glm::translate(AbsolutePosition(entity)) * glm::toMat4(AbsoluteOrientation(entity)) * glm::scale(AbsoluteScale(entity));
MatrixCache[entity] = matrix;
return matrix;
}
}
glm::vec3 TransformSystem::TransformPoint(const glm::vec3& point, const glm::mat4& matrix)
{
return glm::vec3(matrix * glm::vec4(point.x, point.y, point.z, 1));
}
+31 -22
View File
@@ -1,5 +1,5 @@
#include "Network/Client.h"
#include "Network/EPlayerDisconnected.h"
using namespace boost::asio::ip;
Client::Client(World* world, EventBroker* eventBroker)
@@ -12,7 +12,7 @@ Client::Client(World* world, EventBroker* eventBroker)
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
m_PlayerName = config->Get<std::string>("Networking.Name", "Raptorcopter");
m_SendInputIntervalMs = config->Get<int>("Networking.SendInputIntervalMs", 33);
m_SendInputInterval = config->Get<int>("Networking.SendInputIntervalMs", 33) / 1000.0;
LOG_INFO("Client initialized");
m_ServerlistRequest.Connect(m_PlayerName, "192.168.1.255", 32554);
@@ -48,7 +48,7 @@ void Client::Connect(std::string address, int port)
}
}
void Client::Update()
void Client::Update(double dt)
{
m_EventBroker->Process<Client>();
while (m_Unreliable.IsSocketAvailable()) {
@@ -85,7 +85,9 @@ void Client::Update()
}
if (m_SearchingForServers) {
if (m_SearchingTime < (1000* (std::clock() - m_StartSearchTime) / (double)CLOCKS_PER_SEC)) {
m_TimeSearched += dt;
if (m_SearchingTime < m_TimeSearched) {
m_TimeSearched = 0;
m_SearchingForServers = false;
//displayServerlist();
Events::DisplayServerlist e;
@@ -96,16 +98,25 @@ void Client::Update()
if (m_IsConnected) {
// Don't send 1 input in 1 packet, bunch em up.
if (m_SendInputIntervalMs < (1000 * (std::clock() - m_TimeSinceSentInputs) / (double)CLOCKS_PER_SEC)) {
m_TimeSinceSentInputs += dt;
if (m_SendInputInterval < m_TimeSinceSentInputs) {
sendInputCommands();
m_TimeSinceSentInputs = std::clock();
m_TimeSinceSentInputs = 0;
}
// HACK: Send absolute player positions for now to avoid desync until we have reliable messages
sendLocalPlayerTransform();
hasServerTimedOut();
}
//Network::Update();
if (ImGui::BeginPopupModal("Disconnected", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) {
ImGui::Text("You have been disconnected from server.\n\n");
ImGui::SetCursorPosX(ImGui::GetContentRegionAvailWidth() - 120);
if (ImGui::Button("OK", ImVec2(120, 0))) {
ImGui::CloseCurrentPopup();
}
ImGui::EndPopup();
}
}
void Client::parseMessageType(Packet& packet)
@@ -159,6 +170,9 @@ void Client::parseMessageType(Packet& packet)
case MessageType::AmmoPickup:
parseAmmoPickup(packet);
break;
case MessageType::RemoveWorld:
parseRemoveWorld(packet);
break;
default:
break;
}
@@ -190,7 +204,7 @@ void Client::parseTCPConnect(Packet& packet)
packet.WritePrimitive(m_PlayerID);
m_Unreliable.Send(packet);
// LOG_INFO("Sent UDP Connect Server");
// LOG_INFO("Sent UDP Connect Server");
}
void Client::parsePlayerConnected(Packet & packet)
@@ -336,6 +350,13 @@ void Client::parseAmmoPickup(Packet & packet)
m_EventBroker->Publish(e);
}
void Client::parseRemoveWorld(Packet & packet)
{
removeWorld();
Events::Reset e;
m_EventBroker->Publish(e);
}
void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID)
{
for (auto field : componentInfo.FieldsInOrder) {
@@ -583,7 +604,7 @@ bool Client::OnConnectRequest(const Events::ConnectRequest& e)
bool Client::OnSearchForServers(const Events::SearchForServers& e)
{
m_SearchingForServers = true;
m_StartSearchTime = std::clock();
m_TimeSearched = 0;
m_Serverlist.clear();
Packet packet(MessageType::ServerlistRequest);
m_ServerlistRequest.Broadcast(packet, 13); // TODO: Config
@@ -663,6 +684,7 @@ void Client::hasServerTimedOut()
if (timeSincePing > m_TimeoutMs) {
// Clear everything and go to menu.
LOG_INFO("Server has timed out, returning to menu, Beep Boop.");
ImGui::OpenPopup("Disconnected");
disconnect();
}
}
@@ -706,19 +728,6 @@ void Client::displayServerlist()
}
}
void Client::removeWorld()
{
std::vector<EntityID> childrenToBeDeleted;
auto rootEntites = m_World->GetDirectChildren(EntityID_Invalid);
for (auto it = rootEntites.first; it != rootEntites.second; it++) {
childrenToBeDeleted.push_back(it->second);
}
for (int i = 0; i < childrenToBeDeleted.size(); ++i) {
m_World->DeleteEntity(childrenToBeDeleted[i]);
}
}
void Client::createMainMenu()
{
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/StartMenu.xml");
+13 -1
View File
@@ -9,7 +9,7 @@ Network::Network(World* world, EventBroker* eventBroker)
m_TimeoutMs = config->Get<int>("Networking.TimeoutMs", 20000);
}
void Network::Update()
void Network::Update(double dt)
{
updateNetworkData();
}
@@ -92,3 +92,15 @@ void Network::popNetworkSegmentOfHeader(Packet & packet)
packet.ReadPrimitive<int>();
packet.ReadPrimitive<int>();
}
void Network::removeWorld()
{
std::vector<EntityID> childrenToBeDeleted;
auto rootEntites = m_World->GetDirectChildren(EntityID_Invalid);
for (auto it = rootEntites.first; it != rootEntites.second; it++) {
childrenToBeDeleted.push_back(it->second);
}
for (int i = 0; i < childrenToBeDeleted.size(); ++i) {
m_World->DeleteEntity(childrenToBeDeleted[i]);
}
}
+62 -15
View File
@@ -5,8 +5,8 @@ Server::Server(World* world, EventBroker* eventBroker, int port)
, m_ServerlistRequest(13)
{
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
snapshotInterval = 1000 * config->Get<float>("Networking.SnapshotInterval", 0.05f);
pingIntervalMs = config->Get<float>("Networking.PingIntervalMs", 1000);
snapshotInterval = config->Get<float>("Networking.SnapshotInterval", 0.05);
pingInterval = config->Get<float>("Networking.PingIntervalMs", 1000) / 1000.0;
m_ServerName = config->Get<std::string>("Networking.Name", "Unnamed");
// Subscribe to events
@@ -17,6 +17,7 @@ Server::Server(World* world, EventBroker* eventBroker, int port)
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Server::OnPlayerDamage);
EVENT_SUBSCRIBE_MEMBER(m_EAmmoPickup, &Server::OnAmmoPickup);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDeath, &Server::OnPlayerDeath);
EVENT_SUBSCRIBE_MEMBER(m_EWin, &Server::OnWin);
// BindWW
if (port == 0) {
port = config->Get<float>("Networking.Port", 27666);
@@ -30,7 +31,7 @@ Server::~Server()
}
void Server::Update()
void Server::Update(double dt)
{
m_Reliable.AcceptNewConnections(m_NextPlayerID, m_ConnectedPlayers);
@@ -86,26 +87,44 @@ void Server::Update()
}
m_PlayersToDisconnect.clear();
std::clock_t currentTime = std::clock();
// Send snapshot
if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
previousSnapshotMessage += dt;
if (snapshotInterval < previousSnapshotMessage) {
sendSnapshot();
previousSnapshotMessage = currentTime;
previousSnapshotMessage = 0;
}
// Send pings each
if (pingIntervalMs < (1000 * (currentTime - previousePingMessage) / (double)CLOCKS_PER_SEC)) {
previousPingMessage += dt;
if (pingInterval < previousPingMessage) {
sendPing();
previousePingMessage = currentTime;
previousPingMessage = 0;
}
// Time out logic
if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
timeOutTimer += dt;
if (checkTimeOutInterval < timeOutTimer) {
checkForTimeOuts();
timOutTimer = currentTime;
timeOutTimer = 0;
}
m_EventBroker->Process<Server>();
if (isReadingData) {
Network::Update();
Network::Update(dt);
}
if (m_GameIsOver) {
auto pool = m_World->GetComponents("CapturePointGameMode");
if (pool != nullptr && pool->size() > 0) {
// Take the first CapturePointGameMode component found.
ComponentWrapper& modeComponent = *pool->begin();
// Decrease timer.
Field<double> timer = modeComponent["ResetCountdown"];
timer -= dt;
if (timer < 0) {
resetMap();
}
} else {
resetMap();
}
}
}
@@ -164,7 +183,7 @@ void Server::reliableBroadcast(Packet& packet)
void Server::unreliableBroadcast(Packet& packet)
{
m_Unreliable.SendToConnectedPlayers(packet, m_ConnectedPlayers);
m_Unreliable.SendToConnectedPlayers(packet, m_ConnectedPlayers);
}
// Send snapshot fields
@@ -173,10 +192,16 @@ void Server::sendSnapshot()
Packet packet(MessageType::Snapshot);
addInputCommandsToPacket(packet);
addPlayersToPacket(packet, EntityID_Invalid);
//addChildrenToPacket(packet, EntityID_Invalid);
unreliableBroadcast(packet);
}
// Send snapshot fields
void Server::createWorldSnapshot(Packet& packet)
{
addInputCommandsToPacket(packet);
addChildrenToPacket(packet, EntityID_Invalid);
}
void Server::addInputCommandsToPacket(Packet& packet)
{
// Number of input commands
@@ -379,8 +404,7 @@ void Server::parseTCPConnect(Packet & packet)
m_Reliable.Send(connnectPacket, m_ConnectedPlayers.at(playerID));
Packet firstSnapshot(MessageType::Snapshot);
addInputCommandsToPacket(firstSnapshot);
addChildrenToPacket(firstSnapshot, EntityID_Invalid);
createWorldSnapshot(firstSnapshot);
m_Reliable.Send(firstSnapshot);
// Send notification that a player has connected
@@ -542,6 +566,13 @@ bool Server::OnPlayerDeath(const Events::PlayerDeath& e)
return false;
}
bool Server::OnWin(const Events::Win & e)
{
// Postpone the gameover reset
m_GameIsOver = true;
return true;
}
void Server::parseClientPing()
{
LOG_INFO("%i: Parsing ping", m_PacketID);
@@ -663,4 +694,20 @@ PlayerID Server::getPlayerIDFromEntityID(EntityID entityID)
}
}
return -1;
}
void Server::resetMap()
{
m_GameIsOver = false;
Events::Reset reset;
m_EventBroker->Publish(reset);
Packet removeMap(MessageType::RemoveWorld);
reliableBroadcast(removeMap);
removeWorld();
// Hardcoded for now.
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/CP_Rocky2.xml");
entityFile->MergeInto(m_World);
Packet newWorld(MessageType::Snapshot);
createWorldSnapshot(newWorld);
reliableBroadcast(newWorld);
}
+5 -5
View File
@@ -37,7 +37,7 @@ void AnimationSystem::CreateBlendTrees()
continue;;
}
Skeleton* skeleton = model->m_Skeleton;
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
continue;
}
@@ -79,7 +79,7 @@ void AnimationSystem::UpdateAnimations(double dt)
return;
}
Skeleton* skeleton = model->m_Skeleton;
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
return;
}
@@ -175,7 +175,7 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
return false;
}
Skeleton* skeleton = model->m_Skeleton;
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
return false;
}
@@ -294,7 +294,7 @@ bool AnimationSystem::OnEntityDeleted(Events::EntityDeleted& e)
return false;
}
Skeleton* skeleton = model->m_Skeleton;
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
return false;
}
@@ -325,7 +325,7 @@ bool AnimationSystem::OnSetBlendWeight(Events::SetBlendWeight& e)
return false;
}
Skeleton* skeleton = model->m_Skeleton;
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
return false;
}
+3 -3
View File
@@ -22,7 +22,7 @@ void AutoBlendQueue::Insert(AutoBlendJob autoBlendJob)
return;
}
Skeleton* skeleton = model->m_Skeleton;
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
return;
}
@@ -130,7 +130,7 @@ bool AutoBlendQueue::HasActiveBlendJob()
return HasActiveBlendJob();
}
Skeleton* skeleton = model->m_Skeleton;
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
m_BlendQueue.pop_front();
return HasActiveBlendJob();
@@ -173,7 +173,7 @@ std::shared_ptr<BlendTree> AutoBlendQueue::GetBlendTree()
return nullptr;
}
Skeleton* skeleton = model->m_Skeleton;
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
return nullptr;
}
+18 -18
View File
@@ -68,13 +68,13 @@ void BlurHUD::InitializeBuffers()
}
m_GaussianFrameBuffer_horiz.Generate();
CommonFunctions::GenerateTexture(&m_DepthStencil_vert, GL_CLAMP_TO_BORDER, GL_NEAREST,
res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
//CommonFunctions::GenerateTexture(&m_DepthStencil_vert, GL_CLAMP_TO_BORDER, GL_NEAREST,
// res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_NEAREST,
res2, GL_RGBA16F, GL_RGBA, GL_FLOAT);
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthStencil_vert, GL_DEPTH_STENCIL_ATTACHMENT)));
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthStencil_horiz, GL_DEPTH_STENCIL_ATTACHMENT)));
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_vert.Generate();
@@ -260,22 +260,22 @@ void BlurHUD::FillStencil(RenderScene& scene)
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
}
state.BindFramebuffer(m_GaussianFrameBuffer_vert.GetHandle());
for (auto& job : scene.Jobs.SpriteJob) {
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if (!spriteJob) {
continue;
}
if(!spriteJob->BlurBackground) {
continue;
}
glm::mat4 MVP = VP * spriteJob->Matrix;
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(MVP));
//state.BindFramebuffer(m_GaussianFrameBuffer_vert.GetHandle());
//for (auto& job : scene.Jobs.SpriteJob) {
// auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
// if (!spriteJob) {
// continue;
// }
// if(!spriteJob->BlurBackground) {
// continue;
// }
// glm::mat4 MVP = VP * spriteJob->Matrix;
// glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(MVP));
glBindVertexArray(spriteJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
}
// glBindVertexArray(spriteJob->Model->VAO);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
// glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
//}
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
}
@@ -26,7 +26,7 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
return;
}
Skeleton* skeleton = model->m_Skeleton;
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if(skeleton == nullptr) {
return;
+5 -5
View File
@@ -76,12 +76,12 @@ void DrawBloomPass::InitializeShaderPrograms()
void DrawBloomPass::InitializeBuffers()
{
CommonFunctions::GenerateMipMapTexture(
&m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
, GL_RGB, GL_FLOAT, m_BloomLod);
&m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height),
GL_RGB16F, GL_RGB, GL_FLOAT, m_BloomLod, GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST);
CommonFunctions::GenerateMipMapTexture(
&m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
, GL_RGB, GL_FLOAT, m_BloomLod);
CommonFunctions::GenerateTexture(&m_FinalGaussianTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
&m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height),
GL_RGB16F, GL_RGB, GL_FLOAT, m_BloomLod, GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST);
CommonFunctions::GenerateTexture(&m_FinalGaussianTexture, GL_CLAMP_TO_BORDER, GL_NEAREST, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
if (m_GaussianCombineBuffer.GetHandle() == 0) {
m_GaussianCombineBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_FinalGaussianTexture, GL_COLOR_ATTACHMENT0)));
+153 -47
View File
@@ -1,5 +1,5 @@
#include "Rendering/DrawFinalPass.h"
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass)
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass, ConfigFile* config)
: m_Renderer(renderer)
, m_LightCullingPass(lightCullingPass)
, m_CubeMapPass(cubeMapPass)
@@ -8,6 +8,11 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
{
//TODO: Make sure that uniforms are not sent into shader if not needed.
m_ShieldPixelRate = 8;
m_FinalPassFrameBuffer = new FrameBuffer();
m_ShieldDepthFrameBuffer = new FrameBuffer();
setMSAA(config->Get<int>("MSAA.Level", 0));
InitializeTextures();
InitializeShaderPrograms();
InitializeFrameBuffers();
@@ -19,6 +24,9 @@ DrawFinalPass::~DrawFinalPass(){
CommonFunctions::DeleteTexture(&m_DepthBuffer);
CommonFunctions::DeleteTexture(&m_ShieldBuffer);
CommonFunctions::DeleteTexture(&m_CubeMapTexture);
delete m_FinalPassFrameBuffer;
delete m_ShieldDepthFrameBuffer;
}
void DrawFinalPass::InitializeTextures()
@@ -32,26 +40,88 @@ void DrawFinalPass::InitializeTextures()
void DrawFinalPass::InitializeFrameBuffers()
{
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
if (m_MSAA) {
CommonFunctions::GenerateTexture(&m_AntiAliasedTexture, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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);
if (m_AntiAliasedFrameBuffer == nullptr) {
m_AntiAliasedFrameBuffer = new FrameBuffer();
m_AntiAliasedFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_AntiAliasedTexture, GL_COLOR_ATTACHMENT0)));
}
m_AntiAliasedFrameBuffer->Generate();
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
//m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
m_FinalPassFrameBuffer.Generate();
GLERROR("FBO generation");
if (m_SceneTexture != 0) {
glDeleteRenderbuffers(1, &m_SceneTexture);
}
glGenRenderbuffers(1, &m_SceneTexture);
GLERROR("FBO 1");
glBindRenderbuffer(GL_RENDERBUFFER, m_SceneTexture);
GLERROR("FBO 11");
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("FBO 111");
if (m_BloomTexture != 0) {
glDeleteRenderbuffers(1, &m_BloomTexture);
}
glGenRenderbuffers(1, &m_BloomTexture);
GLERROR("FBO 2");
glBindRenderbuffer(GL_RENDERBUFFER, m_BloomTexture);
GLERROR("FBO 22");
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("FBO 222");
if (m_DepthBuffer != 0) {
glDeleteRenderbuffers(1, &m_DepthBuffer);
}
glGenRenderbuffers(1, &m_DepthBuffer);
GLERROR("FBO 3");
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
GLERROR("FBO 33");
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("FBO 333");
//CommonFunctions::GenerateMultiSampleTexture(&m_SceneTexture, m_MSAA, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F);
//CommonFunctions::GenerateMultiSampleTexture(&m_BloomTexture, m_MSAA, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F);
//CommonFunctions::GenerateMultiSampleTexture(&m_DepthBuffer, m_MSAA,
//glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8);
//CommonFunctions::GenerateMultiSampleTexture(&m_ShieldBuffer, m_MSAA,
//glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F);
} else {
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
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);
}
CommonFunctions::GenerateTexture(&m_ShieldBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
m_ShieldDepthFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_ShieldBuffer, GL_DEPTH_ATTACHMENT)));
m_ShieldDepthFrameBuffer.Generate();
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
if (m_FinalPassFrameBuffer->GetHandle() == 0) {
if (m_MSAA) {
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
//m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
} else {
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
//m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
}
}
m_FinalPassFrameBuffer->Generate();
GLERROR("FBO generation");
if (m_ShieldDepthFrameBuffer->GetHandle() == 0) {
m_ShieldDepthFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_ShieldBuffer, GL_DEPTH_ATTACHMENT)));
}
m_ShieldDepthFrameBuffer->Generate();
}
void DrawFinalPass::InitializeShaderPrograms()
@@ -245,14 +315,14 @@ void DrawFinalPass::InitializeShaderPrograms()
void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
{
GLERROR("Pre");
DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle());
DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer->GetHandle());
//Draw shields to stencil
DrawToDepthStencilBuffer(scene.Jobs.ShieldObjects, scene);
GLERROR("StencilPass");
delete stateDethp;
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
if (scene.ClearDepth) {
//glClear(GL_DEPTH_BUFFER_BIT);
state->Disable(GL_DEPTH_TEST);
@@ -293,17 +363,22 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
delete state;
if (scene.ShouldBlur) {
//This needs to be drawn only when the full scene is being renderd, and then let be, otherwise sprite and other shit will show on it.
m_FullBlurredTexture = blurHUDPass->Draw(m_SceneTexture, scene);
GLuint sceneTexture = SceneTexture();
m_FullBlurredTexture = blurHUDPass->Draw(sceneTexture, scene);
}
DrawFinalPassState* stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
DrawFinalPassState* stateSprite;
if(scene.ShouldBlur) {
//Combine nonblur and blur texture
stateSprite->Disable(GL_DEPTH_TEST);
stateSprite->Disable(GL_STENCIL_TEST);
m_CombinedTexture = blurHUDPass->CombineTextures(m_SceneTexture, m_FullBlurredTexture);
GLuint sceneTexture = SceneTexture();
stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
stateSprite->Disable(GL_DEPTH_TEST);
stateSprite->Disable(GL_STENCIL_TEST);
m_CombinedTexture = blurHUDPass->CombineTextures(sceneTexture, m_FullBlurredTexture);
}
} else {
stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
}
//Draw Transparen objects
//state->BlendFunc(GL_ONE, GL_ONE);
//state->StencilFunc(GL_EQUAL, 1, 0xFF);
@@ -325,33 +400,67 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
void DrawFinalPass::ClearBuffer()
{
GLERROR("PRE");
m_ShieldDepthFrameBuffer.Bind();
m_ShieldDepthFrameBuffer->Bind();
glClear(GL_DEPTH_BUFFER_BIT);
m_ShieldDepthFrameBuffer.Unbind();
m_FinalPassFrameBuffer.Bind();
m_ShieldDepthFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Bind();
GLERROR("Bind HighRes");
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("ViewPort,Scissor LowRes");
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_FinalPassFrameBuffer.Unbind();
m_FinalPassFrameBuffer->Unbind();
GLERROR("END");
}
void DrawFinalPass::OnWindowResize()
{
//InitializeFrameBuffers();
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);
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_FinalPassFrameBuffer.Generate();
if (m_FinalPassFrameBuffer->MultiSampling() != (bool)m_MSAA) {
delete m_FinalPassFrameBuffer;
delete m_ShieldDepthFrameBuffer;
m_FinalPassFrameBuffer = new FrameBuffer();
m_ShieldDepthFrameBuffer = new FrameBuffer();
}
if (m_MSAA) {
if (m_AntiAliasedFrameBuffer != nullptr) {
delete m_AntiAliasedFrameBuffer;
m_AntiAliasedFrameBuffer = nullptr;
}
}
InitializeFrameBuffers();
GLERROR("Error changing texture resolutions");
}
void DrawFinalPass::setMSAA(unsigned int numberOfSamples) {
if (m_MSAA == numberOfSamples) {
return;
}
if (!(bool)numberOfSamples) {
if (m_AntiAliasedFrameBuffer != nullptr) {
delete m_AntiAliasedFrameBuffer;
m_AntiAliasedFrameBuffer = nullptr;
}
delete m_FinalPassFrameBuffer;
m_FinalPassFrameBuffer = new FrameBuffer();
}
if ((bool)numberOfSamples && !(bool)m_MSAA) {
delete m_FinalPassFrameBuffer;
m_FinalPassFrameBuffer = new FrameBuffer();
}
m_MSAA = numberOfSamples;
InitializeFrameBuffers();
}
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
@@ -530,7 +639,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else if (modelJob->Skeleton != nullptr) {
} else {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
@@ -1215,11 +1324,6 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
if (lastShader != m_FillDepthStencilBufferSkinnedProgram->GetHandle()) {
m_FillDepthStencilBufferSkinnedProgram->Bind();
lastShader = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
glUniform1i(glGetUniformLocation(shaderSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(shaderSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(shaderSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind Uniforms 1");
}
@@ -1238,11 +1342,6 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
if (lastShader != m_FillDepthStencilBufferProgram->GetHandle()) {
m_FillDepthStencilBufferProgram->Bind();
lastShader = m_FillDepthStencilBufferProgram->GetHandle();
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind Uniforms 2");
}
@@ -1298,7 +1397,14 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
if (spriteJob->ClampToBorder) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
} else {
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
}
+37 -7
View File
@@ -2,12 +2,13 @@
#include "Rendering/FrameBuffer.h"
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod)
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod, bool multiSampling)
{
m_ResourceHandle = resourceHandle;
m_ResourceType = resourceType;
m_Attachment = attachment;
m_MipMapLod = mipMapLod;
m_MultiSampling = multiSampling;
}
Texture2D::~Texture2D()
@@ -15,14 +16,23 @@ Texture2D::~Texture2D()
if (m_ResourceHandle != 0) {
glDeleteTextures(1, m_ResourceHandle);
}
*m_ResourceHandle = 0;
}
Texture2DMultiSample::~Texture2DMultiSample()
{
if (m_ResourceHandle != 0) {
glDeleteTextures(1, m_ResourceHandle);
}
*m_ResourceHandle = 0;
}
RenderBuffer::~RenderBuffer()
{
if (m_ResourceHandle != 0) {
glDeleteRenderbuffers(1, m_ResourceHandle);
}
*m_ResourceHandle = 0;
}
Texture2DArray::~Texture2DArray()
@@ -30,6 +40,7 @@ Texture2DArray::~Texture2DArray()
if (m_ResourceHandle != 0) {
glDeleteTextures(1, m_ResourceHandle);
}
*m_ResourceHandle = 0;
}
@@ -42,6 +53,14 @@ FrameBuffer::~FrameBuffer()
void FrameBuffer::AddResource(std::shared_ptr<BufferResource> resource)
{
//m_MultiSampling is true when initialized
if (m_MultiSampling != resource->m_MultiSampling) {
if (m_MultiSampling == false) {
GLERROR("All renderbuffers is/is not using multisampling");
} else {
m_MultiSampling = false;
}
}
m_Resources.push_back(resource);
}
@@ -55,20 +74,23 @@ void FrameBuffer::Generate()
}
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
GLERROR("1");
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
switch ((*it)->m_ResourceType) {
case GL_TEXTURE_2D_MULTISAMPLE:
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, GL_TEXTURE_2D_MULTISAMPLE, 0, 0);
GLERROR("FrameBuffer generate: GL_TEXTURE_2D_MULTISAMPLE");
break;
case GL_TEXTURE_2D:
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, (*it)->m_MipMapLod);
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
GLERROR("FrameBuffer generate: GL_TEXTURE_2D");
break;
case GL_RENDERBUFFER:
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
GLERROR("FrameBuffer generate: GL_RENDERBUFFER");
break;
case GL_TEXTURE_2D_ARRAY:
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, 0);
GLERROR("FrameBuffer generate: glFramebufferTexture2DArray");
GLERROR("FrameBuffer generate: GL_TEXTURE_2D_ARRAY");
break;
}
GLERROR("2");
@@ -77,8 +99,8 @@ void FrameBuffer::Generate()
attachments.push_back((*it)->m_Attachment);
}
GLERROR("Attachment");
}
GLERROR("3");
GLenum* bufferTextures = attachments.data();
@@ -89,7 +111,7 @@ void FrameBuffer::Generate()
if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
GLERROR("Framebuffer incomplete");
//LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
LOG_ERROR("FrameBuffer incomplete: 0x%x\n", glCheckFramebufferStatus(GL_FRAMEBUFFER));
exit(EXIT_FAILURE);
}
GLERROR("END");
@@ -110,3 +132,11 @@ GLuint FrameBuffer::GetHandle()
{
return m_BufferHandle;
}
void FrameBuffer::Read() {
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_BufferHandle);
}
void FrameBuffer::Draw() {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_BufferHandle);
}
+3 -15
View File
@@ -2,10 +2,8 @@
Model::Model(std::string fileName)
{
//fileName = "Models/Core/ScreenQuad.mesh";
//Try loading the model asyncronously, if it throws any exceptions then let it propagate back to caller.
auto m_RawModel = ResourceManager::Load<RawModel, true>(fileName);
//throw FailedLoadingException("Test");
m_RawModel = ResourceManager::Load<RawModel, true>(fileName);
for (auto& materialProperty : m_RawModel->m_Materials) {
switch (materialProperty.type) {
@@ -101,24 +99,14 @@ Model::Model(std::string fileName)
glm::vec3 mini(INFINITY);
glm::vec3 maxi(-INFINITY);
for (unsigned int i = 0; i < m_RawModel->NumVertices(); i++) {
const auto& v = m_RawModel->Vertices()[i];
mini = glm::min(mini, v.Position);
maxi = glm::max(maxi, v.Position);
}
m_Box = AABB(mini, maxi);
//m_Skeleton = m_RawModel->m_Skeleton;
delete m_RawModel->m_Skeleton;
m_Materials = m_RawModel->m_Materials;
//m_Indices = m_RawModel->m_Indices;
m_IsSkinned = m_RawModel->IsSkinned();
// Copy vertex positions for collisions later
for (auto& v : m_RawModel->m_Vertices) {
//m_Vertices.push_back(v.Position);
}
ResourceManager::Release("RawModel", fileName);
}
Model::~Model()
+1 -1
View File
@@ -110,7 +110,7 @@ void PickingPass::Draw(RenderScene& scene)
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else if (modelJob->Skeleton != nullptr) {
} else {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
+6 -7
View File
@@ -493,13 +493,12 @@ void RawModelCustom::ReadAnimationKeyFrame(std::size_t& offset, char* fileData,
RawModelCustom::~RawModelCustom()
{
// Ownership of skeleton and materials get transferred to Model
// if (m_Skeleton != nullptr) {
// delete m_Skeleton;
// }
//for (auto material : m_Materials) {
// delete material.material;
//}
if (m_Skeleton != nullptr) {
delete m_Skeleton;
}
for (auto material : m_Materials) {
delete material.material;
}
}
#endif
+5
View File
@@ -362,6 +362,11 @@ void RenderSystem::fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs,
continue;
}
EntityWrapper entity(world, pointlightC.EntityID);
if (!isEntityVisible(entity)) {
continue;
}
std::shared_ptr<PointLightJob> pointLightJob = std::shared_ptr<PointLightJob>(new PointLightJob(transformC, pointlightC, m_World));
jobs.push_back(pointLightJob);
}
+5 -2
View File
@@ -168,8 +168,10 @@ void Renderer::Draw(RenderFrame& frame)
ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
ImGui::SliderInt("MSAA Level", (int*)&m_MSAA_Level, 0, 16);
m_SSAOPass->ChangeQuality(m_SSAO_Quality);
m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
m_DrawFinalPass->setMSAA(m_MSAA_Level);
GLERROR("SSAO Settings");
//clear buffer 0
glClearColor(0.f, 0.f, 0.f, 0.f);
@@ -228,7 +230,8 @@ void Renderer::Draw(RenderFrame& frame)
if (m_DebugTextureToDraw == 0) {
PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
GLuint test = m_DrawFinalPass->SceneTexture();
m_DrawColorCorrectionPass->Draw(test, m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
}
@@ -307,7 +310,7 @@ void Renderer::InitializeRenderPasses()
m_SSAOPass = new SSAOPass(this, m_Config);
m_ShadowPass = new ShadowPass(this);
m_BlurHUDPass = new BlurHUD(this);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass, m_Config);
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
+29 -31
View File
@@ -226,8 +226,8 @@ void ShadowPass::Draw(RenderScene & scene)
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
GLuint shaderHandle;
GLuint shaderHandle = 0;
GLuint lastModel = 0;
for (auto &job : scene.Jobs.DirectionalLight) {
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
@@ -240,19 +240,6 @@ void ShadowPass::Draw(RenderScene & scene)
//RadiusToLightspace(m_shadowFrusta[i]);
m_LightProjection[i] = glm::ortho(m_shadowFrusta[i].LRBT[LEFT], m_shadowFrusta[i].LRBT[RIGHT], m_shadowFrusta[i].LRBT[BOTTOM], m_shadowFrusta[i].LRBT[TOP], m_NearFarPlane[NEAR], m_NearFarPlane[FAR]);
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
GLERROR("ShadowLight ERROR");
for (auto &objectJob : scene.Jobs.OpaqueObjects) {
@@ -264,27 +251,33 @@ void ShadowPass::Draw(RenderScene & scene)
}
if(modelJob->Model->IsSkinned()) {
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
if (shaderHandle != m_ShadowProgramSkinned->GetHandle()) {
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
}
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else if (modelJob->Skeleton != nullptr) {
} else {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
if (shaderHandle != m_ShadowProgram->GetHandle()) {
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
}
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i] * m_LightView[i] * modelJob->Matrix));
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
if (lastModel != modelJob->ModelID) {
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
}
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
GLERROR("Shadow Draw ERROR");
@@ -301,8 +294,10 @@ void ShadowPass::Draw(RenderScene & scene)
}
if (modelJob->Model->IsSkinned()) {
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
if (shaderHandle != m_ShadowProgramSkinned->GetHandle()) {
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
}
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
@@ -313,11 +308,13 @@ void ShadowPass::Draw(RenderScene & scene)
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
if (shaderHandle != m_ShadowProgram->GetHandle()) {
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
}
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i] * m_LightView[i] * modelJob->Matrix));
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
if (m_TexturedShadows) {
@@ -345,9 +342,10 @@ void ShadowPass::Draw(RenderScene & scene)
}
}
}
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
if (lastModel != modelJob->ModelID) {
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
}
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
GLERROR("Shadow Draw ERROR");
+30 -30
View File
@@ -33,33 +33,33 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
PoseData poseData;
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
const std::vector<Animation::Keyframe>& boneKeyFrames = animation->JointAnimations.at(bone->ID);
Animation::Keyframe currentFrame;
Animation::Keyframe nextFrame;
const Animation::Keyframe* currentFrame;
const Animation::Keyframe* nextFrame;
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = boneKeyFrames.at(index);
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
currentFrame = &boneKeyFrames.at(index);
nextFrame = &boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame.Index == 0) {
if (nextFrame->Index == 0) {
nextFrame = currentFrame;
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
progress = (time - currentFrame->Time) / (animation->Duration - currentFrame->Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
progress = (time - currentFrame->Time) / (nextFrame->Time - currentFrame->Time);
}
progress = glm::clamp(progress, 0.0f, 1.0f);
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
const Animation::Keyframe::BoneProperty& currentBoneProperty = currentFrame->BoneProperties;
const Animation::Keyframe::BoneProperty& nextBoneProperty = nextFrame->BoneProperties;
glm::vec3 position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
glm::quat rotation = glm::normalize(glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress));
@@ -77,10 +77,10 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
boneMatrices[bone->ID] = poseData;
} else { // 1 keyframes for the current bone
currentFrame = boneKeyFrames.at(0);
poseData.Translation = currentFrame.BoneProperties.Position;
poseData.Orientation = currentFrame.BoneProperties.Rotation;
poseData.Scale = currentFrame.BoneProperties.Scale;
currentFrame = &boneKeyFrames.at(0);
poseData.Translation = currentFrame->BoneProperties.Position;
poseData.Orientation = currentFrame->BoneProperties.Rotation;
poseData.Scale = currentFrame->BoneProperties.Scale;
boneMatrices[bone->ID] = poseData;
}
}
@@ -117,33 +117,33 @@ Skeleton::PoseData Skeleton::GetAdditiveBonePose(const Bone* bone, const Animati
glm::vec3 scale = glm::vec3(1);
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
const std::vector<Animation::Keyframe>& boneKeyFrames = animation->JointAnimations.at(bone->ID);
Animation::Keyframe currentFrame;
Animation::Keyframe nextFrame;
const Animation::Keyframe* currentFrame;
const Animation::Keyframe* nextFrame;
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = boneKeyFrames.at(index);
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
currentFrame = &boneKeyFrames.at(index);
nextFrame = &boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame.Index == 0) {
if (nextFrame->Index == 0) {
nextFrame = currentFrame;
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
progress = (time - currentFrame->Time) / (animation->Duration - currentFrame->Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
progress = (time - currentFrame->Time) / (nextFrame->Time - currentFrame->Time);
}
progress = glm::clamp(progress, 0.0f, 1.0f);
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
const Animation::Keyframe::BoneProperty& currentBoneProperty = currentFrame->BoneProperties;
const Animation::Keyframe::BoneProperty& nextBoneProperty = nextFrame->BoneProperties;
position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
rotation = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
@@ -151,10 +151,10 @@ Skeleton::PoseData Skeleton::GetAdditiveBonePose(const Bone* bone, const Animati
} else { // 1 keyframes for the current bone
currentFrame = boneKeyFrames.at(0);
position = currentFrame.BoneProperties.Position;
rotation = currentFrame.BoneProperties.Rotation;
scale = currentFrame.BoneProperties.Scale;
currentFrame = &boneKeyFrames.at(0);
position = currentFrame->BoneProperties.Position;
rotation = currentFrame->BoneProperties.Rotation;
scale = currentFrame->BoneProperties.Scale;
}
}
@@ -270,10 +270,10 @@ void Skeleton::AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, std::
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
if (bone->Parent) {
boneMatrix = parentMatrix * (glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix);
boneMatrix = parentMatrix * bone->BindTransformMatrix * bone->Parent->OffsetMatrix;
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
boneMatrix = glm::inverse(bone->OffsetMatrix);
boneMatrix = bone->BindTransformMatrix;
boneMatrices[bone->ID] = parentMatrix;
}
}
@@ -17,25 +17,26 @@ void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples
{
glDeleteTextures(1, texture);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, *texture);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, false);
glBindTexture(GL_TEXTURE_2D, *texture);
GLERROR("Texture initialization failed 1");
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, GL_FALSE);
GLERROR("Texture initialization failed");
}
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type, GLint numMipMaps, GLint MAGFilter, GLint MINFilter)
{
glDeleteTextures(1, texture);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, internalFormat, dimensions.x, dimensions.y);
//glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, NULL);
GLERROR("MipMap Texture glTexSubImage2D failed");
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, MAGFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, MINFilter);
GLERROR("MipMap Texture initialization failed");
}
+38 -21
View File
@@ -30,10 +30,7 @@ SoundManager::SoundManager(World* world, EventBroker* eventBroker)
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundManager::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_EPlayQueueOnEntity, &SoundManager::OnPlayQueueOnEntity);
EVENT_SUBSCRIBE_MEMBER(m_EChangeBGM, &SoundManager::OnChangeBGM);
Events::ChangeBGM e;
e.FilePath = "Audio/bgm/MenuMusic.wav";
m_EventBroker->Publish(e);
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &SoundManager::OnSetCamera);
}
SoundManager::~SoundManager()
@@ -67,8 +64,7 @@ void SoundManager::Update(double dt)
deleteInactiveEmitters();
updateEmitters(dt);
updateListener(dt);
if (m_DrumLoopHasBeenStarted)
matchBGMLoop();
matchBGMLoop();
}
void SoundManager::deleteInactiveEmitters()
@@ -363,15 +359,6 @@ bool SoundManager::OnPlayerSpawned(const Events::PlayerSpawned &e)
{
if (e.PlayerID == -1) { // Local player
m_LocalPlayer = e.Player;
if (m_DrumLoopHasBeenStarted) {
return true;
}
m_CurrentBGMCombo = createSource("Audio/BGM/Layer2.wav");
m_CurrentBGMCombo->Type = SoundType::BGM;
alSourcei(m_CurrentBGMCombo->ALsource, AL_LOOPING, 1);
setGain(m_CurrentBGMCombo, 0);
playSound(m_CurrentBGMCombo);
m_DrumLoopHasBeenStarted = true;
return true;
}
return false;
@@ -394,7 +381,9 @@ bool SoundManager::OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e)
bool SoundManager::OnChangeBGM(const Events::ChangeBGM &e)
{
if (m_CurrentBGM != nullptr) {
stopSound(m_CurrentBGM);
if (getSourceState(m_CurrentBGM->ALsource) == AL_PLAYING) {
stopSound(m_CurrentBGM);
}
}
m_CurrentBGM = createSource(e.FilePath);
m_CurrentBGM->Type = SoundType::BGM;
@@ -403,6 +392,34 @@ bool SoundManager::OnChangeBGM(const Events::ChangeBGM &e)
return true;
}
bool SoundManager::OnSetCamera(const Events::SetCamera& e)
{
if (e.CameraEntity.Name() == "Overview_Camera_Start_Menu") {
if (m_CurrentBGMCombo != nullptr) {
if (getSourceState(m_CurrentBGMCombo->ALsource) == AL_PLAYING) {
stopSound(m_CurrentBGMCombo);
}
}
Events::ChangeBGM changeBGM;
changeBGM.FilePath = "Audio/BGM/MenuMusic.wav";
m_EventBroker->Publish(changeBGM);
} else if (e.CameraEntity.Name() == "PickTeamCamera") {
Events::ChangeBGM changeBGM;
changeBGM.FilePath = "Audio/BGM/Layer1.wav";
m_EventBroker->Publish(changeBGM);
if (m_CurrentBGMCombo != nullptr) {
if (getSourceState(m_CurrentBGMCombo->ALsource) == AL_PLAYING) {
stopSound(m_CurrentBGMCombo);
}
}
m_CurrentBGMCombo = createSource("Audio/BGM/Layer2.wav");
m_CurrentBGMCombo->Type = SoundType::BGM;
alSourcei(m_CurrentBGMCombo->ALsource, AL_LOOPING, 1);
setGain(m_CurrentBGMCombo, 0);
playSound(m_CurrentBGMCombo);
}
}
ALenum SoundManager::getSourceState(ALuint source)
{
ALenum state;
@@ -419,14 +436,14 @@ void SoundManager::setSoundProperties(Source* source, ComponentWrapper* soundCom
{
float gain;
switch (source->Type) {
case SoundType::SFX:
gain = m_SFXVolumeChannel;
case SoundType::SFX:
gain = m_SFXVolumeChannel;
break;
case SoundType::BGM:
case SoundType::BGM:
gain = m_BGMVolumeChannel;
break;
case SoundType::Announcer:
gain = m_AnnouncerVolumeChannel;
case SoundType::Announcer:
gain = m_AnnouncerVolumeChannel;
break;
default:
gain = 1.f;
+2 -2
View File
@@ -232,10 +232,10 @@ void Game::Tick()
PerformanceTimer::StartTimerAndStopPrevious("Network");
m_EventBroker->Process<MultiplayerSnapshotFilter>();
if (m_NetworkClient != nullptr) {
m_NetworkClient->Update();
m_NetworkClient->Update(dt);
}
if (m_NetworkServer != nullptr) {
m_NetworkServer->Update();
m_NetworkServer->Update(dt);
}
//m_SoundManager->Update(dt);
+31 -4
View File
@@ -10,8 +10,26 @@ CapturePointSystem::CapturePointSystem(SystemParams params)
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
EVENT_SUBSCRIBE_MEMBER(m_EReset, &CapturePointSystem::OnReset);
Init();
}
}
void CapturePointSystem::Init()
{
m_WinnerWasFound = false;
//need to track these variables for the captureSystem to work as per design!
m_RedTeamNextPossibleCapturePoint = m_NotACapturePoint;
m_BlueTeamNextPossibleCapturePoint = m_NotACapturePoint;
m_RedTeamHomeCapturePoint = m_NotACapturePoint;
m_BlueTeamHomeCapturePoint = m_NotACapturePoint;
m_NumberOfCapturePoints = 0;
m_ResetTimers = false;
m_RecentlyCapturedNeedNextCapturePointNow = false;
m_CapturePointNumberToEntityMap.clear();
//vectors which will keep track of enter/leave changes
m_ETriggerTouchVector.clear();
m_ETriggerLeaveVector.clear();
}
//here all capturepoints will update their component
@@ -24,6 +42,9 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
if (m_WinnerWasFound) {
return;
}
if (!capturePointEntity.Valid()) {
return;
}
const int capturePointNumber = cCapturePoint["CapturePointNumber"];
const bool hasTeamComponent = capturePointEntity.HasComponent("Team");
@@ -60,7 +81,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
}
//if we havent received all capturepoints yet, just return
if (m_NumberOfCapturePoints == 0 || m_NumberOfCapturePoints != m_CapturePointNumberToEntityMap.size()) {
if (m_NumberOfCapturePoints == 0 || m_NumberOfCapturePoints > m_CapturePointNumberToEntityMap.size()) {
m_CapturePointNumberToEntityMap.insert(std::make_pair(capturePointNumber, capturePointEntity));
return;
}
@@ -232,10 +253,10 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
}
void CapturePointSystem::ChangeCapturePointModelsVisibility(EntityWrapper &capturePointModels, bool isOwner) {
void CapturePointSystem::ChangeCapturePointModelsVisibility(EntityWrapper &capturePointModels, bool isOwner)
{
(Field<bool>)capturePointModels["Model"]["Visible"] = isOwner;
for (auto& capModel : capturePointModels.ChildrenWithComponent("Transform"))
{
for (auto& capModel : capturePointModels.ChildrenWithComponent("Transform")) {
if (capModel.HasComponent("Model")) {
(Field<bool>)capModel["Model"]["Visible"] = isOwner;
}
@@ -269,3 +290,9 @@ bool CapturePointSystem::OnCaptured(const Events::Captured& e)
m_ResetTimers = true;
return true;
}
bool CapturePointSystem::OnReset(const Events::Reset& e)
{
Init();
return true;
}
+24
View File
@@ -9,6 +9,8 @@ ScoreScreenSystem::ScoreScreenSystem(SystemParams params)
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &ScoreScreenSystem::OnPlayerSpawn);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerConnected, &ScoreScreenSystem::OnPlayerConnected);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDisconnected, &ScoreScreenSystem::OnPlayerDisconnected);
EVENT_SUBSCRIBE_MEMBER(m_EReset, &ScoreScreenSystem::OnReset);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &ScoreScreenSystem::OnInputCommand);
}
void ScoreScreenSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& scoreScreen, double dt)
@@ -156,3 +158,25 @@ bool ScoreScreenSystem::OnPlayerDisconnected(const Events::PlayerDisconnected& e
m_DisconnectedIdentities.push_back(e.PlayerID);
return 0;
}
bool ScoreScreenSystem::OnReset(const Events::Reset & e)
{
for (auto& it : m_PlayerIdentities) {
it.second.Deaths = 0;
it.second.Kills = 0;
it.second.Team = 1;
it.second.Player = EntityWrapper::Invalid;
}
return true;
}
bool ScoreScreenSystem::OnInputCommand(const Events::InputCommand & e)
{
if (e.Command != "PickTeam" || e.PlayerID == -1 || e.Value == 0) {
return false;
}
m_PlayerIdentities.at(e.PlayerID).Team = e.Value;
return true;
}
-5
View File
@@ -30,11 +30,6 @@ bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned &e)
Events::PlayAnonuncerVoice go;
go.FilePath = "Audio/Announcer/" + m_Announcer + "/Go.wav";
m_EventBroker->Publish(go);
{
Events::ChangeBGM ev;
ev.FilePath = "Audio/BGM/Layer1.wav";
m_EventBroker->Publish(ev);
}
}
return true;
}
+3 -3
View File
@@ -103,15 +103,15 @@ bool SpawnerSystem::spawnedEntityIsColliding(EntityWrapper spawnedEntity, Entity
if (!spawnedBox.Entity.HasComponent("Model")) {
return true;
}
Model* model = nullptr;
RawModel* model = nullptr;
try {
model = ResourceManager::Load<Model, true>(otherEntity["Model"]["Resource"]);
model = ResourceManager::Load<RawModel, true>(otherEntity["Model"]["Resource"]);
} catch (const std::exception&) {
}
if (model != nullptr && Collision::AABBvsTriangles(
spawnedBox,
model->m_Vertices,
model->Vertices(),
model->m_Indices,
TransformSystem::ModelMatrix(otherEntity))) {
return true;
+21 -5
View File
@@ -9,6 +9,7 @@ SpectatorCameraSystem::SpectatorCameraSystem(SystemParams params)
{
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &SpectatorCameraSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EDisconnect, &SpectatorCameraSystem::OnDisconnect);
EVENT_SUBSCRIBE_MEMBER(m_EReset, &SpectatorCameraSystem::OnReset);
}
void SpectatorCameraSystem::Update(double dt)
@@ -27,6 +28,14 @@ void SpectatorCameraSystem::Update(double dt)
}
}
void SpectatorCameraSystem::reset()
{
m_CamSetToTeamPick = false;
// They will also be set to menu, so unlock mouse just in case they were in game with locked mouse.
Events::UnlockMouse unlock;
m_EventBroker->Publish(unlock);
}
bool SpectatorCameraSystem::OnInputCommand(const Events::InputCommand& e)
{
// Only the client should do this, and only if player is not spawned.
@@ -52,7 +61,11 @@ bool SpectatorCameraSystem::OnInputCommand(const Events::InputCommand& e)
// TODO: 1 Signifies spectator, should probably have real enum here later.
// Spectators should never end up at the class select, instead put them at the SpectatorCamera.
if (swapToClass && m_PickedTeam != 1) {
camName = "PickClassCamera";
if (m_PickedTeam == 2) {
camName = "PickClassCameraRed";
} else if (m_PickedTeam == 3) {
camName = "PickClassCameraBlue";
}
} else if (e.Command == "SwapToTeamPick") {
camName = "PickTeamCamera";
} else {
@@ -95,10 +108,13 @@ bool SpectatorCameraSystem::OnDisconnect(const Events::PlayerDisconnected& e)
// If local player gets disconnected, they should be set to
// the spectator camera next time a map loads that has one.
if (e.Entity == LocalPlayer.ID) {
m_CamSetToTeamPick = false;
// They will also be set to menu, so unlock mouse just in case they were in game with locked mouse.
Events::UnlockMouse unlock;
m_EventBroker->Publish(unlock);
reset();
}
return true;
}
bool SpectatorCameraSystem::OnReset(const Events::Reset & e)
{
reset();
return true;
}
+6 -6
View File
@@ -108,7 +108,7 @@ bool Material::findColorTexture(MaterialNode& material_node, MFnDependencyNode&
return true;
} else if (AllConnections[i].node().hasFn(MFn::kLayeredTexture)) {
MGlobal::displayInfo(MString() + "find splat map");
MGlobal::displayInfo(MString() + "found color splat map");
return findSplatTextures(material_node, material_node.ColorMaps, MFnDependencyNode(AllConnections[i].node()));
}
}
@@ -162,9 +162,9 @@ bool Material::findNormalTexture(MaterialNode& material_node, MFnDependencyNode&
material_node.NormalMaps.push_back(newTexture);
return true;
} else if (AllConnections[i].node().hasFn(MFn::kLayeredTexture)) {
MGlobal::displayInfo(MString() + "find splat map");
return findSplatTextures(material_node, material_node.NormalMaps, MFnDependencyNode(AllConnections[i].node()));
} else if (AllBumpConnections[j].node().hasFn(MFn::kLayeredTexture)) {
MGlobal::displayInfo(MString() + "found normal splat map");
return findSplatTextures(material_node, material_node.NormalMaps, MFnDependencyNode(AllBumpConnections[j].node()));
}
}
}
@@ -218,7 +218,7 @@ bool Material::findSpecularTexture(MaterialNode& material_node, MFnDependencyNod
material_node.type = MaterialNode::MaterialType::SingleTextures;
return true;
} else if (AllConnections[i].node().hasFn(MFn::kLayeredTexture)) {
MGlobal::displayInfo(MString() + "find splat map");
MGlobal::displayInfo(MString() + "found specular splat map");
return findSplatTextures(material_node, material_node.SpecularMaps, MFnDependencyNode(AllConnections[i].node()));
}
}
@@ -270,7 +270,7 @@ bool Material::findIncandescenceTexture(MaterialNode& material_node, MFnDependen
return true;
} else if (AllConnections[i].node().hasFn(MFn::kLayeredTexture)) {
MGlobal::displayInfo(MString() + "find splat map");
MGlobal::displayInfo(MString() + "found incandescens splat map");
return findSplatTextures(material_node, material_node.IncandescenceMaps, MFnDependencyNode(AllConnections[i].node()));
}
}