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Author SHA1 Message Date
Teejoon a806f9b1e3 WIP 2016-03-01 12:04:26 +01:00
Teejoon 22748f6594 Merge branch 'master' of https://github.com/teamfisk/TacticalZ into RenderSettings
Conflicts:
	src/Engine/Rendering/CubeMapPass.cpp
2016-02-29 11:46:08 +01:00
34 changed files with 570 additions and 1356 deletions
@@ -17,7 +17,7 @@ public:
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure);
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure);
private:
const IRenderer* m_Renderer;
+22 -21
View File
@@ -15,7 +15,7 @@
class DrawFinalPass
{
public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, GLuint* depthBuffer);
~DrawFinalPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
@@ -26,17 +26,22 @@ public:
//Return the texture that is used in later stages to apply the bloom effect
GLuint BloomTexture() const { return m_BloomTexture; }
GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; }
//Return the texture with diffuse and lighting of the scene.
GLuint SceneTexture() const { return m_SceneTexture; }
GLuint SceneTextureLowRes() const { return m_SceneTextureLowRes; }
//Return the framebuffer used in the scene rendering stage.
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
private:
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void MergeLayers();
void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
@@ -50,12 +55,17 @@ private:
Texture* m_GreyTexture;
Texture* m_ErrorTexture;
Model* m_ScreenQuad;
FrameBuffer m_MergeFrameBuffer;
FrameBuffer m_FinalPassFrameBuffer;
FrameBuffer m_ShieldDepthFrameBuffer;
FrameBuffer m_FinalPassFrameBufferLowRes;
GLuint m_BloomTexture;
GLuint m_SceneTexture;
GLuint m_DepthBuffer;
GLuint m_ShieldBuffer;
GLuint m_BloomTextureLowRes;
GLuint m_SceneTextureLowRes;
GLuint* m_DepthBuffer;
GLuint m_DepthBufferLowRes;
GLuint m_CubeMapTexture;
//maqke this component based i guess?
@@ -66,32 +76,23 @@ private:
const CubeMapPass* m_CubeMapPass;
const SSAOPass* m_SSAOPass;
ShaderProgram* m_MergeProgram;
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
ShaderProgram* m_ExplosionEffectSplatMapProgram;
ShaderProgram* m_SpriteProgram;
ShaderProgram* m_ForwardPlusSplatMapProgram;
ShaderProgram* m_FillDepthStencilBufferProgram;
ShaderProgram* m_ForwardPlusShieldCheckProgram;
ShaderProgram* m_ExplosionEffectShieldCheckProgram;
ShaderProgram* m_ExplosionEffectSplatMapShieldCheckProgram;
ShaderProgram* m_SpriteShieldCheckProgram;
ShaderProgram* m_ForwardPlusSplatMapShieldCheckProgram;
ShaderProgram* m_ShieldToStencilProgram;
ShaderProgram* m_FillDepthBufferProgram;
ShaderProgram* m_ForwardPlusSkinnedProgram;
ShaderProgram* m_ExplosionEffectSkinnedProgram;
ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
ShaderProgram* m_FillDepthStencilBufferSkinnedProgram;
ShaderProgram* m_ForwardPlusSkinnedShieldCheckProgram;
ShaderProgram* m_ExplosionEffectSkinnedShieldCheckProgram;
ShaderProgram* m_ExplosionEffectSplatMapSkinnedShieldCheckProgram;
ShaderProgram* m_ForwardPlusSplatMapSkinnedShieldCheckProgram;
ShaderProgram* m_FillDepthBufferSkinnedShieldCheckProgram;
ShaderProgram* m_ShieldToStencilSkinnedProgram;
ShaderProgram* m_FillDepthBufferSkinnedProgram;
};
#endif
@@ -15,8 +15,8 @@
struct ExplosionEffectJob : ModelJob
{
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded)
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
{
ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
+3 -3
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@@ -18,7 +18,7 @@
struct ModelJob : RenderJob
{
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
: RenderJob()
{
Model = model;
@@ -117,7 +117,7 @@ struct ModelJob : RenderJob
FillColor = fillColor;
FillPercentage = fillPercentage;
IsShielded = isShielded;
if (model->IsSkinned()) {
Skeleton = Model->m_RawModel->m_Skeleton;
@@ -181,7 +181,7 @@ struct ModelJob : RenderJob
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
bool IsShielded;
void CalculateHash() override
{
Hash = ShaderID << 20 + ModelID << 10 + TextureID;
+2
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@@ -24,6 +24,7 @@ struct RenderScene
std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
std::list<std::shared_ptr<RenderJob>> TransparentObjects;
std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
std::list<std::shared_ptr<RenderJob>> ShieldObjects;
std::list<std::shared_ptr<RenderJob>> SpriteJob;
std::list<std::shared_ptr<RenderJob>> PointLight;
@@ -40,6 +41,7 @@ struct RenderScene
Jobs.OpaqueObjects.clear();
Jobs.TransparentObjects.clear();
Jobs.OpaqueShieldedObjects.clear();
Jobs.TransparentShieldedObjects.clear();
Jobs.ShieldObjects.clear();
Jobs.SpriteJob.clear();
Jobs.DirectionalLight.clear();
+4 -2
View File
@@ -13,6 +13,8 @@ public:
PlayerSpawnSystem(SystemParams params);
virtual void Update(double dt) override;
static void SetRespawnTime(float respawnTime) { m_RespawnTime = respawnTime; };
private:
struct SpawnRequest
@@ -29,8 +31,8 @@ private:
//EntityWrapper ID -> Player ID.
std::map<EntityID, int> m_PlayerIDs;
float m_ForcedRespawnTime;
bool m_DbgConfigForceRespawn;
static float m_RespawnTime;
float m_Timer;
EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
bool OnInputCommand(Events::InputCommand& e);
+2 -14
View File
@@ -68,17 +68,5 @@ Contrast=1.5
Intensity=1.0
NumSamples=24
NumTurns=17
NumIterations=9
TextureQuality=0
[GLOW]
Quality=3;
[GLOW1]
NumIterations=5
[GLOW2]
NumIterations=9
[GLOW3]
NumIterations=13
NumIterations=13
TextureQuality=0
-2
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@@ -46,8 +46,6 @@
<xs:include schemaLocation="Components/Page.xsd"/>
<xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
<xs:include schemaLocation="Components/Button.xsd"/>
<xs:include schemaLocation="Components/DoubleJump.xsd"/>
<xs:include schemaLocation="Components/WeaponAttachment.xsd"/>
<xs:include schemaLocation="Components/DefenderWeapon.xsd"/>
<xs:include schemaLocation="Components/CapturePointGameMode.xsd"/>
</xs:schema>
@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<CapturePointGameMode xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="CapturePointGameMode.xsd">
<RespawnTime>0.0</RespawnTime>
<MaxRespawnTime>8.0</MaxRespawnTime>
</CapturePointGameMode>
@@ -1,18 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="CapturePointGameMode">
<xs:complexType>
<xs:all>
<xs:element name="RespawnTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>The time since the last respawn wave. Players will be spawned when this reaches MaxRespawnTime.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MaxRespawnTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Players will be spawned when RespawnTime reaches this.</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,4 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<DoubleJump xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DoubleJump.xsd">
<DoubleJumpSpeed>4.0</DoubleJumpSpeed>
</DoubleJump>
@@ -1,16 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="DoubleJump">
<xs:annotation><xs:documentation>Enables a Player to double jump.</xs:documentation></xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="DoubleJumpSpeed" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Vertical velocity set on double jump.</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
-1
View File
@@ -2,7 +2,6 @@
<Player xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Player.xsd">
<MovementSpeed>3</MovementSpeed>
<CrouchSpeed>1.5</CrouchSpeed>
<JumpSpeed>4.0</JumpSpeed>
<CurrentWishDirection X="0" Y="0" Z="0"/>
<CurrentWeapon></CurrentWeapon>
</Player>
-3
View File
@@ -11,9 +11,6 @@
<xs:all>
<xs:element name="MovementSpeed" type="t:float" minOccurs="0"/>
<xs:element name="CrouchSpeed" type="t:float" minOccurs="0"/>
<xs:element name="JumpSpeed" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Vertical velocity set when jumping.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="CurrentWishDirection" type="t:Vector" minOccurs="0"/>
<xs:element name="CurrentWeapon" type="t:string" minOccurs="0"/>
</xs:all>
+18 -26
View File
@@ -13,9 +13,8 @@
</c:AssaultWeapon>
<c:Collidable/>
<c:DefenderWeapon>
<TimeSinceLastFire>52.867678870419283</TimeSinceLastFire>
<TimeSinceLastFire>1.6944730461160304</TimeSinceLastFire>
</c:DefenderWeapon>
<c:DoubleJump/>
<c:Health/>
<c:Physics>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
@@ -37,10 +36,7 @@
<Children>
<Entity name="Camera">
<Components>
<c:Camera>
<NearClip>0.10000000149011612</NearClip>
<FarClip>300</FarClip>
</c:Camera>
<c:Camera/>
<c:Transform>
<Position X="0" Y="1.27700007" Z="0"/>
</c:Transform>
@@ -375,7 +371,7 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.9408570429715581</Time1>
<Time1>0.67172915251515519</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
@@ -389,25 +385,25 @@
<Children>
<Entity name="PrimaryAttachment">
<Components>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
</c:WeaponAttachment>
</Components>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
</c:WeaponAttachment>
</Components>
<Children/>
</Entity>
@@ -417,10 +413,7 @@
</Entity>
<Entity name="ThirdPersonCamera">
<Components>
<c:Camera>
<NearClip>0.10000000149011612</NearClip>
<FarClip>300</FarClip>
</c:Camera>
<c:Camera/>
<c:Model>
<Resource>Models/Widgets/Camera.mesh</Resource>
<Visible>false</Visible>
@@ -436,7 +429,6 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.5631122524686134</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
@@ -456,31 +448,31 @@
<Children>
<Entity name="PrimaryAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
+18 -26
View File
@@ -13,9 +13,8 @@
</c:AssaultWeapon>
<c:Collidable/>
<c:DefenderWeapon>
<TimeSinceLastFire>22.22055262342397</TimeSinceLastFire>
<TimeSinceLastFire>1.6944730461160304</TimeSinceLastFire>
</c:DefenderWeapon>
<c:DoubleJump/>
<c:Health/>
<c:Physics>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
@@ -37,10 +36,7 @@
<Children>
<Entity name="Camera">
<Components>
<c:Camera>
<NearClip>0.10000000149011612</NearClip>
<FarClip>300</FarClip>
</c:Camera>
<c:Camera/>
<c:Transform>
<Position X="0" Y="1.27700007" Z="0"/>
</c:Transform>
@@ -375,7 +371,7 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.1978087298230946</Time1>
<Time1>0.67172915251515519</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
@@ -389,25 +385,25 @@
<Children>
<Entity name="PrimaryAttachment">
<Components>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponViewRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
</c:WeaponAttachment>
</Components>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
</c:WeaponAttachment>
</Components>
<Children/>
</Entity>
@@ -417,10 +413,7 @@
</Entity>
<Entity name="ThirdPersonCamera">
<Components>
<c:Camera>
<NearClip>0.10000000149011612</NearClip>
<FarClip>300</FarClip>
</c:Camera>
<c:Camera/>
<c:Model>
<Resource>Models/Widgets/Camera.mesh</Resource>
<Visible>false</Visible>
@@ -436,7 +429,6 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>0.69274608502888668</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
@@ -456,31 +448,31 @@
<Children>
<Entity name="PrimaryAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponWorldRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponWorldRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
@@ -2,6 +2,8 @@
layout (binding = 0) uniform sampler2D SceneTexture;
layout (binding = 1) uniform sampler2D BloomTexture;
layout (binding = 2) uniform sampler2D SceneTextureLowRes;
layout (binding = 3) uniform sampler2D BloomTextureLowRes;
uniform float Exposure;
uniform float Gamma;
@@ -15,12 +17,21 @@ void main()
{
vec4 hdrColor = texture(SceneTexture, Input.TextureCoordinate);
vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate);
vec4 hdrColorLowRes = texture(SceneTextureLowRes, Input.TextureCoordinate);
vec4 bloomColorLowRes = texture(BloomTextureLowRes, Input.TextureCoordinate);
//hdrColor = hdrColor * SSAO;
hdrColor += bloomColor;
hdrColorLowRes;
float hdrColorsum = hdrColorLowRes.r + hdrColorLowRes.g + hdrColorLowRes.b;
//Toon mapping thingy
vec3 result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
vec3 result;
if(hdrColorsum > 0.0) {
result = vec3(1.0) - exp(-hdrColorLowRes.rgb * Exposure);
} else {
result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
}
//gamme correction
result = pow(result, vec3(1.0 / Gamma));
+3 -4
View File
@@ -171,8 +171,7 @@ void main()
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
vec4 reflectionTotal = reflectionColor * (1-specularTexel.a) * color_result.a;
color_result = color_result * clamp(1/specularTexel.a, 0, 1) + reflectionTotal;
color_result = color_result * clamp(1/specularTexel, 0, 1)*2 + reflectionColor * clamp(specularTexel, 0, 1)/2;
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
@@ -183,9 +182,9 @@ void main()
}
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
//sceneColor = vec4(reflectionColor.xyz, 1);
color_result.xyz += glowTexel.xyz*GlowIntensity;
color_result += glowTexel*GlowIntensity;
bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1));
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), clamp(color_result.a, 0, 1));
//Tiled Debug Code
/*
@@ -1,207 +0,0 @@
#version 430
#define MIN_AMBIENT_LIGHT 0.3
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec4 Color;
uniform vec4 DiffuseColor;
uniform vec2 ScreenDimensions;
uniform vec4 FillColor;
uniform vec4 AmbientColor;
uniform float FillPercentage;
uniform float GlowIntensity = 10;
uniform vec3 CameraPosition;
uniform int SSAOQuality;
uniform vec2 DiffuseUVRepeat;
uniform vec2 NormalUVRepeat;
uniform vec2 SpecularUVRepeat;
uniform vec2 GlowUVRepeat;
layout (binding = 0) uniform sampler2D AOTexture;
layout (binding = 1) uniform sampler2D DiffuseTexture;
layout (binding = 2) uniform sampler2D NormalMapTexture;
layout (binding = 3) uniform sampler2D SpecularMapTexture;
layout (binding = 4) uniform sampler2D GlowMapTexture;
layout (binding = 5) uniform samplerCube CubeMap;
layout (binding = 31) uniform sampler2D ShieldBuffer;
#define TILE_SIZE 16
struct LightSource {
vec4 Position;
vec4 Direction;
vec4 Color;
float Radius;
float Intensity;
float Falloff;
int Type;
};
layout (std430, binding = 1) buffer LightBuffer
{
LightSource List[];
} LightSources;
struct LightGrid {
float Start;
float Amount;
vec2 Padding;
};
layout (std430, binding = 2) buffer LightGridBuffer
{
LightGrid Data[];
} LightGrids;
layout (std430, binding = 4) buffer LightIndexBuffer
{
float LightIndex[];
};
in VertexData{
vec3 Position;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
}Input;
out vec4 sceneColor;
out vec4 bloomColor;
struct LightResult {
vec4 Diffuse;
vec4 Specular;
};
float CalcAttenuation(float radius, float dist, float falloff) {
return 1.0 - smoothstep(radius * falloff, radius, dist);
}
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
vec4 R = normalize( reflect(-lightVec, normal));
float RdotV = max( dot(R, viewVec), 0.0);
return lightColor * pow(RdotV, 90.0);
}
vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
float power = max( dot(normal, lightVec), 0.0);
return lightColor * power;
}
LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
{
vec4 L = lightPos - position;
float dist = length(L);
L = normalize(L);
float attenuation = CalcAttenuation(lightRadius, dist, falloff);
LightResult result;
result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
return result;
}
LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
{
vec4 L = normalize( -vec4(direction.xyz, 0) );
LightResult result;
result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
return result;
}
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
{
mat3 TBN = mat3(tangent, bitangent, normal);
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
return vec4(TBN * normalize(NormalMap), 0.0);
}
void main()
{
float shieldDepthValue = texelFetch(ShieldBuffer, ivec2(gl_FragCoord.xy), 0).r;
if(shieldDepthValue < gl_FragCoord.z){
discard;
}
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
vec4 position = V * M * vec4(Input.Position, 1.0);
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
normal = normalize(normal);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-position);
vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
vec3 R = reflect(-I, Input.Normal);
//R = vec3(P * vec4(R, 1.0));
vec4 reflectionColor = texture(CubeMap, R);
vec2 tilePos;
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
LightResult totalLighting;
totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0);
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
int start = int(LightGrids.Data[currentTile].Start);
int amount = int(LightGrids.Data[currentTile].Amount);
for(int i = start; i < start + amount; i++) {
int l = int(LightIndex[i]);
LightSource light = LightSources.List[l];
LightResult light_result;
//These if statements should be removed.
if(light.Type == 1) { // point
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
} else if (light.Type == 2) { //Directional
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
}
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
}
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
vec4 reflectionTotal = reflectionColor * (1-specularTexel.a) * color_result.a;
color_result = color_result * clamp(1/specularTexel.a, 0, 1) + reflectionTotal;
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
if(pos <= FillPercentage) {
color_result += FillColor;
}
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
//sceneColor = vec4(reflectionColor.xyz, 1);
color_result.xyz += glowTexel.xyz*GlowIntensity;
bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1));
//Tiled Debug Code
/*
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
sceneColor += vec4(0.5, 0, 0, 0);
} else {
sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
}
*/
}
@@ -1,254 +0,0 @@
#version 430
#define MIN_AMBIENT_LIGHT 0.3
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec2 ScreenDimensions;
uniform float FillPercentage;
uniform vec4 DiffuseColor;
uniform vec4 FillColor;
uniform vec4 Color;
uniform vec4 AmbientColor;
uniform int SSAOQuality;
//Get bineded at the same time as the textures
uniform vec2 DiffuseUVRepeat1;
uniform vec2 DiffuseUVRepeat2;
uniform vec2 DiffuseUVRepeat3;
uniform vec2 NormalUVRepeat1;
uniform vec2 NormalUVRepeat2;
uniform vec2 NormalUVRepeat3;
uniform vec2 SpecularUVRepeat1;
uniform vec2 SpecularUVRepeat2;
uniform vec2 SpecularUVRepeat3;
uniform vec2 GlowUVRepeat1;
uniform vec2 GlowUVRepeat2;
uniform vec2 GlowUVRepeat3;
layout (binding = 0) uniform sampler2D AOTexture;
layout (binding = 1) uniform sampler2D SplatMapTexture;
layout (binding = 2) uniform sampler2D DiffuseTexture1;
layout (binding = 3) uniform sampler2D DiffuseTexture2;
layout (binding = 4) uniform sampler2D DiffuseTexture3;
layout (binding = 5) uniform sampler2D NormalMapTexture1;
layout (binding = 6) uniform sampler2D NormalMapTexture2;
layout (binding = 7) uniform sampler2D NormalMapTexture3;
layout (binding = 8) uniform sampler2D SpecularMapTexture1;
layout (binding = 9) uniform sampler2D SpecularMapTexture2;
layout (binding = 10) uniform sampler2D SpecularMapTexture3;
layout (binding = 11) uniform sampler2D GlowMapTexture1;
layout (binding = 12) uniform sampler2D GlowMapTexture2;
layout (binding = 13) uniform sampler2D GlowMapTexture3;
layout (binding = 13) uniform sampler2D GlowMapTexture3;
layout (binding = 31) uniform samplerCube ShieldBuffer;
#define TILE_SIZE 16
struct LightSource {
vec4 Position;
vec4 Direction;
vec4 Color;
float Radius;
float Intensity;
float Falloff;
int Type;
};
layout (std430, binding = 1) buffer LightBuffer
{
LightSource List[];
} LightSources;
struct LightGrid {
float Start;
float Amount;
vec2 Padding;
};
layout (std430, binding = 2) buffer LightGridBuffer
{
LightGrid Data[];
} LightGrids;
layout (std430, binding = 4) buffer LightIndexBuffer
{
float LightIndex[];
};
in VertexData{
vec3 Position;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
}Input;
out vec4 sceneColor;
out vec4 bloomColor;
struct LightResult {
vec4 Diffuse;
vec4 Specular;
};
float CalcAttenuation(float radius, float dist, float falloff) {
return 1.0 - smoothstep(radius * 0.3, radius, dist);
}
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
vec4 R = normalize( reflect(-lightVec, normal));
float RdotV = max( dot(R, viewVec), 0.0);
return lightColor * pow(RdotV, 90.0);
}
vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
float power = max( dot(normal, lightVec), 0.0);
return lightColor * power;
}
LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
{
vec4 L = lightPos - position;
float dist = length(L);
L = normalize(L);
float attenuation = CalcAttenuation(lightRadius, dist, falloff);
LightResult result;
result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
return result;
}
LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
{
vec4 L = normalize( -vec4(direction.xyz, 0) );
LightResult result;
result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
return result;
}
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
{
mat3 TBN = mat3(tangent, bitangent, normal);
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
return vec4(TBN * normalize(NormalMap), 0.0);
}
vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues){
vec4 R_Channel = texture2D(R, Input.TextureCoordinate * R_TileValues);
vec4 G_Channel = texture2D(G, Input.TextureCoordinate * G_TileValues);
vec4 B_Channel = texture2D(B, Input.TextureCoordinate * B_TileValues);
float total = blendValue.r + blendValue.g + blendValue.b;
float totalDiv = 1.0f / total;
blendValue.r = blendValue.r * totalDiv;
blendValue.g = blendValue.g * totalDiv;
blendValue.b = blendValue.b * totalDiv;
return blendValue.r * R_Channel
+ blendValue.g * G_Channel
+ blendValue.b * B_Channel;
}
vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues){
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
vec3 R_Channel = texture(R, Input.TextureCoordinate * R_TileValues).xyz * 2.0 - vec3(1.0);
vec3 G_Channel = texture(G, Input.TextureCoordinate * G_TileValues).xyz * 2.0 - vec3(1.0);
vec3 B_Channel = texture(B, Input.TextureCoordinate * B_TileValues).xyz * 2.0 - vec3(1.0);
float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
float totalDiv = 1 / total;
blendValue.r = blendValue.r * totalDiv;
blendValue.g = blendValue.g * totalDiv;
blendValue.b = blendValue.b * totalDiv;
vec3 Normal_result = blendValue.r * R_Channel
+ blendValue.g * G_Channel
+ blendValue.b * B_Channel;
return vec4(TBN * normalize(Normal_result), 0.0);
}
void main()
{
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
vec4 diffuseTexel = CalcBlendedTexel(splatTexel, DiffuseTexture1, DiffuseTexture2, DiffuseTexture3,
DiffuseUVRepeat1, DiffuseUVRepeat2, DiffuseUVRepeat3);
vec4 glowTexel = CalcBlendedTexel(splatTexel, GlowMapTexture1, GlowMapTexture2, GlowMapTexture3,
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
vec4 position = V * M * vec4(Input.Position, 1.0);
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
normal = normalize(normal);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-position);
vec2 tilePos;
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
LightResult totalLighting;
totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0);
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
int start = int(LightGrids.Data[currentTile].Start);
int amount = int(LightGrids.Data[currentTile].Amount);
for(int i = start; i < start + amount; i++) {
int l = int(LightIndex[i]);
LightSource light = LightSources.List[l];
LightResult light_result;
//These if statements should be removed.
if(light.Type == 1) { // point
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
} else if (light.Type == 2) { //Directional
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
}
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
}
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
if(pos <= FillPercentage) {
color_result += FillColor;
}
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
color_result += glowTexel*3;
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
//Tiled Debug Code
/*
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
sceneColor += vec4(0.5, 0, 0, 0);
} else {
sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
}
*/
}
+27
View File
@@ -0,0 +1,27 @@
#version 430
layout (binding = 1) uniform sampler2D DepthStencilTexture;
layout (binding = 2) uniform sampler2D SceneTexture;
layout (binding = 3) uniform sampler2D BloomTexture;
in VertexData{
vec2 TextureCoordinate;
}Input;
out vec4 sceneColor;
out vec4 bloomColor;
void main()
{
float texel = texelFetch(DepthStencilTexture, ivec2(gl_FragCoord.xy / 8.0f), 0).g;
if(texel >= 0.9f)
{
discard;
}
sceneColor = vec4(texture2D(SceneTexture, Input.TextureCoordinate).rgb * texel, 1.0f);
bloomColor = vec4(texture2D(BloomTexture, Input.TextureCoordinate).rgb * texel, 1.0f);
//sceneColor = texel;
//bloomColor = vec4(1,0.5,0.7,1);
}
@@ -1,41 +0,0 @@
#version 430
uniform vec4 Color;
uniform vec4 FillColor;
uniform float FillPercentage;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
layout (binding = 1) uniform sampler2D DiffuseTexture;
layout (binding = 2) uniform sampler2D GlowMapTexture;
in VertexData{
vec3 Position;
vec3 Normal;
vec2 TextureCoordinate;
}Input;
out vec4 sceneColor;
out vec4 bloomColor;
void main()
{
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
vec4 color_result = Color * diffuseTexel;
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
if(pos <= FillPercentage) {
color_result = FillColor*diffuseTexel.a;
}
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
//bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
bloomColor = vec4(1.0, 1.0, 1.0, 0.0);
}
+1 -4
View File
@@ -12,7 +12,6 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
if (!boundingBox) {
return;
}
ComponentWrapper& cTransform = entity["Transform"];
EntityAABB& boxA = *boundingBox;
bool everHitTheGround = false;
@@ -87,12 +86,10 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
bool isOnGround = (bool)cPhysics["IsOnGround"];
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
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.
(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
(glm::vec3&)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
cPhysics["Velocity"] = inOutVelocity;
if (isOnGround) {
+1 -1
View File
@@ -54,7 +54,7 @@ void EditorRenderSystem::Update(double dt)
EntityWrapper entity(m_World, cModel.EntityID);
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
for (auto matGroup : model->MaterialGroups()) {
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false);
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f);
if (cModel["Transparent"]) {
scene.Jobs.TransparentObjects.push_back(modelJob);
} else {
@@ -18,7 +18,7 @@ void DrawColorCorrectionPass::InitializeShaderPrograms()
m_ColorCorrectionProgram->Link();
}
void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure)
void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure)
{
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERROR("DrawScreenQuadPass::Draw: Pre");
@@ -33,6 +33,10 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLf
glBindTexture(GL_TEXTURE_2D, sceneTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, bloomTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, sceneTextureLowRes);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, bloomTextureLowRes);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
File diff suppressed because it is too large Load Diff
+10 -7
View File
@@ -8,12 +8,13 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
Enable(GL_BLEND);
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Enable(GL_DEPTH_TEST);
DepthMask(GL_TRUE);
DepthMask(GL_FALSE);
DepthFunc(GL_LEQUAL);
Enable(GL_CULL_FACE);
// Enable(GL_STENCIL_TEST);
// StencilFunc(GL_NOTEQUAL, 1, 0xFF);
// StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
// StencilMask(0xFF);
//Enable(GL_STENCIL_TEST);
//StencilFunc(GL_NOTEQUAL, 1, 0xFF);
//StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
//StencilMask(0xFF);
ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
}
@@ -25,9 +26,11 @@ DrawFinalPassState::~DrawFinalPassState()
DrawStencilState::DrawStencilState(GLuint frameBuffer)
{
BindFramebuffer(frameBuffer);
Enable(GL_STENCIL_TEST);
StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
StencilFunc(GL_ALWAYS, 1, 0xFF);
StencilMask(0xFF);
Enable(GL_DEPTH_TEST);
DepthMask(GL_TRUE);
Enable(GL_CULL_FACE);
ClearColor(glm::vec4(0.f));
}
+1 -2
View File
@@ -23,12 +23,11 @@ void PickingPass::InitializeTextures()
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
}
void PickingPass::InitializeFrameBuffers()
{
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
m_PickingBuffer.Generate();
@@ -9,6 +9,7 @@ PickingPassState::PickingPassState(GLuint frameBuffer)
Enable(GL_DEPTH_TEST);
Enable(GL_CULL_FACE);
Disable(GL_BLEND);
glm::vec4 clearColor = glm::vec4(0.f);
//ClearColor(clearColor);
//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+9 -10
View File
@@ -240,8 +240,6 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
fillColor = (glm::vec4)fillComponent["Color"];
}
bool isShielded = m_World->HasComponent(cModel.EntityID, "Shielded") || m_World->HasComponent(cModel.EntityID, "Player");
glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World);
//Loop through all materialgroups of a model
for (auto matGroup : model->MaterialGroups()) {
@@ -257,19 +255,20 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
cModel,
m_World,
fillColor,
fillPercentage,
isShielded
fillPercentage
));
if (m_World->HasComponent(cModel.EntityID, "Shield")){
explosionEffectJob->CalculateHash();
Jobs.ShieldObjects.push_back(explosionEffectJob);
} else if (isShielded) {
} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
|| m_World->HasComponent(cModel.EntityID, "Player")) {
if (explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) {
cModel["Transparent"] = true;
}
if (cModel["Transparent"]) {
Jobs.TransparentObjects.push_back(explosionEffectJob);
Jobs.TransparentShieldedObjects.push_back(explosionEffectJob);
} else {
explosionEffectJob->CalculateHash();
Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob);
@@ -295,20 +294,20 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
cModel,
m_World,
fillColor,
fillPercentage,
isShielded
fillPercentage
));
if (m_World->HasComponent(cModel.EntityID, "Shield")) {
modelJob->CalculateHash();
Jobs.ShieldObjects.push_back(modelJob);
} else if (isShielded) {
} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
|| m_World->HasComponent(cModel.EntityID, "Player")) {
if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) {
cModel["Transparent"] = true;
}
if (cModel["Transparent"]) {
Jobs.TransparentObjects.push_back(modelJob);
Jobs.TransparentShieldedObjects.push_back(modelJob);
} else {
modelJob->CalculateHash();
Jobs.OpaqueShieldedObjects.push_back(modelJob);
+11 -5
View File
@@ -110,7 +110,7 @@ void Renderer::Draw(RenderFrame& frame)
{
GLERROR("PRE");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion");
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
if(m_CubeMapTexture == 0) {
m_CubeMapPass->LoadTextures("Nevada");
@@ -174,7 +174,7 @@ 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);
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
}
@@ -186,12 +186,18 @@ void Renderer::Draw(RenderFrame& frame)
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture());
}
if (m_DebugTextureToDraw == 3) {
m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTextureLowRes());
}
if (m_DebugTextureToDraw == 4) {
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTextureLowRes());
}
if (m_DebugTextureToDraw == 5) {
m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
}
if (m_DebugTextureToDraw == 6) {
m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
}
if (m_DebugTextureToDraw == 5) {
if (m_DebugTextureToDraw == 7) {
m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
}
PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
@@ -244,7 +250,7 @@ void Renderer::InitializeRenderPasses()
m_LightCullingPass = new LightCullingPass(this);
m_CubeMapPass = new CubeMapPass(this);
m_SSAOPass = new SSAOPass(this, m_Config);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_PickingPass->DepthBuffer());
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
+2 -3
View File
@@ -48,6 +48,7 @@ Game::Game(int argc, char* argv[])
ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
DisableMemoryPool::Value = m_Config->Get<bool>("Debug.DisableMemoryPool", false);
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
PlayerSpawnSystem::SetRespawnTime(m_Config->Get<float>("Debug.RespawnTime", 15.0f));
// Create the core event broker
m_EventBroker = new EventBroker();
@@ -138,6 +139,7 @@ Game::Game(int argc, char* argv[])
++updateOrderLevel;
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<HealthHUDSystem>(updateOrderLevel);
@@ -147,9 +149,6 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
// Octree for frustum culling must be updated after collisions, otherwise players frustum may be moved after tree is filled, and wrong things are culled.
++updateOrderLevel;
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
++updateOrderLevel;
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
++updateOrderLevel;
+6 -11
View File
@@ -116,18 +116,12 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
}
if (isOnGround) {
controller->SetDoubleJumping(false);
}
//If player presses Jump and is not crouching.
if (controller->Jumping() && !controller->Crouching()) {
//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (isOnGround || !controller->DoubleJumping())) {
(bool)cPhysics["IsOnGround"] = false;
if (isOnGround) {
(bool)cPhysics["IsOnGround"] = false;
velocity.y = player["Player"]["JumpSpeed"];
} else if (player.HasComponent("DoubleJump") && !controller->DoubleJumping()) {
//Enter here if player can double jump and is doing so.
(bool)cPhysics["IsOnGround"] = false;
velocity.y = player["DoubleJump"]["DoubleJumpSpeed"];
controller->SetDoubleJumping(false);
} else {
// If IsServer and network is off this will not work
if (IsClient) {
//put a hexagon at the players feet
@@ -139,6 +133,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
m_EventBroker->Publish(e);
}
}
velocity.y = 4.f;
}
if (player.HasComponent("AABB")) {
+12 -23
View File
@@ -1,40 +1,29 @@
#include "Systems/PlayerSpawnSystem.h"
//This should be set by the config anyway.
float PlayerSpawnSystem::m_RespawnTime = 15.0f;
PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
: System(params)
, m_DbgConfigForceRespawn(false)
, m_Timer(0.f)
{
EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerSpawnSystem::OnPlayerDeath);
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
m_NetworkEnabled = config->Get("Networking.StartNetwork", false);
m_ForcedRespawnTime = config->Get("Debug.RespawnTime", -1.0f);
m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0;
m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
}
void PlayerSpawnSystem::Update(double dt)
{
// If there are no CapturePointGameMode components we will just spawn immediately.
// Should be able to support older maps with this.
// TODO: In the future we might want to return instead, to avoid spawning in the menu for instance.
auto pool = m_World->GetComponents("CapturePointGameMode");
if (pool != nullptr && pool->size() > 0)
{
// Take the first CapturePointGameMode component found.
ComponentWrapper& modeComponent = *pool->begin();
// Increase timer.
double& timer = (double&)modeComponent["RespawnTime"];
timer += dt;
double maxRespawnTime = m_DbgConfigForceRespawn ? m_ForcedRespawnTime : (double)modeComponent["MaxRespawnTime"];
if (timer < maxRespawnTime) {
return;
}
// If respawn time has passed, we spawn all players that have requested to be spawned.
timer = 0;
//Increase timer.
m_Timer += dt;
if (m_Timer < m_RespawnTime) {
return;
}
//If respawn time has passed, we spawn all players that have requested to be spawned.
m_Timer = 0.f;
// If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
//If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
if (m_SpawnRequests.size() == 0) {
return;
}