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2 Commits

Author SHA1 Message Date
Jace 73064c7257 Broken undo 2016-02-26 13:12:49 +01:00
Jace fa78991795 World::MemoryUsage returns approximate value of component pool memory usage 2016-02-26 12:53:33 +01:00
73 changed files with 1002 additions and 1933 deletions
+2
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@@ -65,6 +65,8 @@ public:
iterator end() const;
size_t size() const;
std::size_t MemoryUsage() const;
//Dumps information about what the pool memory looks like right now
//into an output stream (e.g. file/std::cout, anything that has an operator<<)
//Interpret the data in the memory as InterpretType.
+1 -4
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@@ -27,16 +27,14 @@ struct EntityWrapper
bool HasComponent(const std::string& componentType);
void AttachComponent(const char* componentName);
EntityWrapper Parent();
EntityWrapper BaseParent();
EntityWrapper FirstChildByName(const std::string& name);
EntityWrapper FirstParentWithComponent(const std::string& componentType);
EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid);
std::vector<EntityWrapper> ChildrenWithComponent(const std::string& componentType);
void DeleteChildren();
bool IsChildOf(EntityWrapper potentialParent);
bool Valid() const;
ComponentWrapper operator[](const char* componentName);
ComponentWrapper operator[](const std::string& componentName);
bool operator==(const EntityWrapper& e) const;
bool operator!=(const EntityWrapper& e) const;
explicit operator EntityID() const;
@@ -44,7 +42,6 @@ struct EntityWrapper
private:
EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent);
EntityWrapper cloneRecursive(EntityWrapper entity, EntityWrapper parent);
void childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent);
};
namespace std
+5
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@@ -194,6 +194,11 @@ public:
return m_ExtraMemory.size();
}
std::size_t MemoryUsage() const
{
return size() * m_Stride;
}
//Dumps information about what the pool memory looks like right now
//into an output stream (e.g. file/std::cout, anything that has an operator<<)
//Interpret the data in the memory as InterpretType.
+1 -1
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@@ -68,7 +68,7 @@ protected:
const std::string m_ComponentType;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) = 0;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) = 0;
};
class ImpureSystem : public virtual System
+4 -1
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@@ -18,7 +18,7 @@ public:
World(const World& other);
// Create empty entity
EntityID CreateEntity(EntityID parent = 0);
EntityID CreateEntity(EntityID parent = EntityID_Invalid);
// Delete entity and all components within
void DeleteEntity(EntityID entity);
// Check if an entity exists
@@ -50,6 +50,9 @@ public:
// Get the textual name of an entity
std::string GetName(EntityID entity) const;
// Get an approximate number for component pool memory usage
std::size_t MemoryUsage() const;
private:
EventBroker* m_EventBroker = nullptr;
EntityID m_CurrentEntityID = 0;
+9 -1
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@@ -91,7 +91,13 @@ public:
// Called when the user selects a widget space.
typedef std::function<void(WidgetSpace)> OnWidgetSpace_t;
void SetWidgetSpaceCallback(OnWidgetSpace_t f) { m_OnWidgetSpace = f; }
// Called when anything is modified making the world dirty
// @param EntityWrapper The entity that was changed and marked as dirty
typedef std::function<void(EntityWrapper)> OnDirty_t;
void SetDirtyCallback(OnDirty_t f) { m_OnDirty = f; }
// Called when the user wishes to undo
typedef std::function<void()> OnUndo_t;
void SetUndoCallback(OnUndo_t f) { m_OnUndo = f; }
private:
World* m_World;
EventBroker* m_EventBroker;
@@ -132,6 +138,8 @@ private:
OnWidgetMode_t m_OnWidgetMode = nullptr;
OnWidgetSpace_t m_OnWidgetSpace = nullptr;
OnEntityPaste_t m_OnEntityPaste = nullptr;
OnDirty_t m_OnDirty = nullptr;
OnUndo_t m_OnUndo = nullptr;
// Events
EventRelay<EditorGUI, Events::KeyDown> m_EKeyDown;
+4
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@@ -36,6 +36,7 @@ private:
EditorCameraInputController<EditorSystem>* m_EditorCameraInputController;
EditorGUI* m_EditorGUI;
EditorStats* m_EditorStats;
std::vector<World> m_UndoLevels;
// State
double m_LastTime = 0.f;
@@ -44,6 +45,7 @@ private:
EditorGUI::WidgetSpace m_WidgetSpace = EditorGUI::WidgetSpace::Global;
EntityWrapper m_Widget = EntityWrapper::Invalid;
EntityWrapper m_CurrentSelection = EntityWrapper::Invalid;
bool m_SaveUndoLevel = false; // Only save undo state once per update
// Utility functions
EntityWrapper importEntity(EntityWrapper parent, boost::filesystem::path filePath);
@@ -60,6 +62,8 @@ private:
void OnComponentAttach(EntityWrapper entity, const std::string& componentType);
void OnComponentDelete(EntityWrapper entity, const std::string& componentType);
void OnWidgetSpace(EditorGUI::WidgetSpace widgetSpace);
void OnDirty(EntityWrapper entity);
void OnUndo();
// Events
EventRelay<EditorSystem, Events::MousePress> m_EMousePress;
+8 -15
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@@ -12,7 +12,7 @@
class DrawBloomPass
{
public:
DrawBloomPass(IRenderer* renderer, ConfigFile* config);
DrawBloomPass(IRenderer* renderer /* ,Texture or finalpass*/ );
~DrawBloomPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
@@ -23,33 +23,26 @@ public:
void FillGaussianBuffer(FrameBuffer* fb);
void Draw(GLuint texture);
void ChangeQuality(int quality);
void OnWindowResize();
//Getters
//Return the blurred result of the texture that was sent into draw
GLuint GaussianTexture() const {
if (m_Quality == 0) {
return m_BlackTexture->m_Texture;
} else {
return m_GaussianTexture_vert;
}
}
GLuint GaussianTexture() const { return m_GaussianTexture_vert; }
private:
Texture* m_BlackTexture;
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
Texture* m_WhiteTexture;
Model* m_ScreenQuad;
const IRenderer* m_Renderer;
ConfigFile* m_Config;
//const LightCullingPass* m_LightCullingPass
int m_Iterations;
int m_Quality = 0;
GLuint m_iterations = 9;
GLuint m_GaussianTexture_horiz = 0;
GLuint m_GaussianTexture_vert = 0;
GLuint m_GaussianTexture_horiz;
GLuint m_GaussianTexture_vert;
FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert;
+7 -13
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@@ -5,7 +5,6 @@
#include "DrawFinalPassState.h"
#include "LightCullingPass.h"
#include "CubeMapPass.h"
#include "SSAOPass.h"
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "Util/UnorderedMapVec2.h"
@@ -15,12 +14,12 @@
class DrawFinalPass
{
public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, GLuint* depthBuffer);
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass);
~DrawFinalPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderScene& scene);
void Draw(RenderScene& scene, GLuint SSAOTexture);
void ClearBuffer();
void OnWindowResize();
@@ -35,14 +34,15 @@ public:
FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture);
void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldedModelRenderQueue(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);
@@ -55,16 +55,13 @@ private:
Texture* m_GreyTexture;
Texture* m_ErrorTexture;
Model* m_ScreenQuad;
FrameBuffer m_MergeFrameBuffer;
FrameBuffer m_FinalPassFrameBuffer;
FrameBuffer m_FinalPassFrameBufferLowRes;
GLuint m_BloomTexture;
GLuint m_SceneTexture;
GLuint m_BloomTextureLowRes;
GLuint m_SceneTextureLowRes;
GLuint* m_DepthBuffer;
GLuint m_DepthBuffer;
GLuint m_DepthBufferLowRes;
GLuint m_CubeMapTexture;
@@ -74,9 +71,6 @@ private:
const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass;
const CubeMapPass* m_CubeMapPass;
const SSAOPass* m_SSAOPass;
ShaderProgram* m_MergeProgram;
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
-2
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@@ -5,13 +5,11 @@
#include "../OpenGL.h"
#include "../GLM.h"
#include "../Core/Util/Rectangle.h"
#include "../Core/ConfigFile.h"
#include "Util/ScreenCoords.h"
#include "Camera.h"
#include "RenderQueue.h"
#include "Model.h"
#include "../Core/World.h" //So temp
#include "Util/CommonFunctions.h"
struct PickData
+3 -1
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@@ -28,13 +28,15 @@ public:
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
GLuint PickingTexture() const { return m_PickingTexture; }
GLuint* DepthBuffer() { return &m_DepthBuffer; }
GLuint DepthBuffer() const { return m_DepthBuffer; }
const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; }
PickData Pick(glm::vec2 screenCoord);
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
EventBroker* m_EventBroker;
const IRenderer* m_Renderer;
-2
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@@ -24,8 +24,6 @@ public:
bool StencilFunc(GLenum func, GLint ref, GLuint mask);
bool StencilMask(GLuint mask);
bool DepthMask(GLboolean flag);
bool DepthFunc(GLenum func);
bool AlphaFunc(GLenum func, GLclampf thresholder);
private:
std::vector<std::function<void(void)>> m_ResetFunctions;
+8 -6
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@@ -32,9 +32,8 @@ class Renderer : public IRenderer
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
public:
Renderer(EventBroker* eventBroker, ConfigFile* config)
: m_EventBroker(eventBroker)
, m_Config(config)
Renderer(EventBroker* eventBroker)
: m_EventBroker(eventBroker)
{ }
virtual void Initialize() override;
@@ -48,7 +47,6 @@ private:
//----------------------Variables----------------------//
static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
ConfigFile* m_Config;
EventBroker* m_EventBroker;
TextPass* m_TextPass;
@@ -63,8 +61,12 @@ private:
int m_DebugTextureToDraw = 0;
int m_CubeMapTexture = 0;
bool m_ResizeWindow = false;
int m_SSAO_Quality = 0;
int m_GLOW_Quality = 2;
float m_SSAO_Radius = 1.0f;
float m_SSAO_Bias = 0.05f;
float m_SSAO_Contrast = 1.5f;
float m_SSAO_IntensityScale = 1.0f;
int m_SSAO_NumOfSamples = 24;
int m_SSAO_NumOfTurns = 7;
PickingPass* m_PickingPass;
LightCullingPass* m_LightCullingPass;
+12 -36
View File
@@ -13,32 +13,18 @@
class SSAOPass
{
public:
SSAOPass(IRenderer* renderer, ConfigFile* config);
~SSAOPass() { };
void ChangeQuality(int quality);
SSAOPass(IRenderer* rendere);
~SSAOPass() {
delete m_DrawBloomPass;
};
void Draw(GLuint depthBuffer, Camera* camera);
void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality);
void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns);
void ClearBuffer();
void OnWindowResize();
//Return the SSAO of the texture sent to Draw
GLuint SSAOTexture() const {
if (m_Quality == 0) {
return m_WhiteTexture->m_Texture;
} else {
return m_Gaussian_vert;
}
}
int TextureQuality() const {
if (m_Quality == 0) {
return 13;
} else {
return m_TextureQuality;
}
}
GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
private:
void InitializeTexture();
@@ -46,13 +32,14 @@ private:
void InitializeShaderProgram();
void InitializeBuffer();
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
//void blurHorizontal(GLuint depthBuffer);
//void blurVertical(GLuint depthBuffer);
Model* m_ScreenQuad;
const IRenderer* m_Renderer;
ConfigFile* m_Config;
float m_Radius;
float m_Bias;
@@ -60,28 +47,17 @@ private:
float m_IntensityScale;
int m_NumOfSamples;
int m_NumOfTurns;
int m_Iterations;
int m_TextureQuality;
int m_Quality = 0;
Texture* m_WhiteTexture;
GLuint m_SSAOTexture = 0;
GLuint m_SSAOTexture;
FrameBuffer m_SSAOFramBuffer;
GLuint m_SSAOViewSpaceZTexture = 0;
GLuint m_SSAOViewSpaceZTexture;
FrameBuffer m_SSAOViewSpaceZFramBuffer;
GLuint m_Gaussian_horiz = 0;
GLuint m_Gaussian_vert = 0;
FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert;
ShaderProgram* m_SSAOProgram;
ShaderProgram* m_SSAOViewSpaceZProgram;
ShaderProgram* m_GaussianProgram_horiz;
ShaderProgram* m_GaussianProgram_vert;
DrawBloomPass* m_DrawBloomPass;
};
#endif
@@ -9,10 +9,6 @@
namespace CommonFunctions
{
Texture* LoadTexture(std::string path, bool threaded);
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat);
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps);
void DeleteTexture(GLuint* texture);
};
#endif
@@ -1,33 +1,37 @@
#ifndef AssaultWeaponBehaviour_h__
#define AssaultWeaponBehaviour_h__
#include "Sound/EPlaySoundOnEntity.h"
#include "Collision/Collision.h"
#include "Rendering/AnimationSystem.h"
#include "Core/ConfigFile.h"
#include "WeaponBehaviour.h"
#include "../SpawnerSystem.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
class AssaultWeaponBehaviour : public WeaponBehaviour<AssaultWeaponBehaviour>
class AssaultWeaponBehaviour : public WeaponBehaviour
{
public:
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
{ }
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
virtual void Fire() override;
virtual void CeaseFire() override;
virtual void Reload() override;
protected:
virtual void OnPrimaryFire(WeaponInfo& wi) override;
virtual void OnCeasePrimaryFire(WeaponInfo& wi) override;
virtual void OnReload(WeaponInfo& wi) override;
virtual void Update(double dt) override;
private:
EntityWrapper m_FirstPersonModel;
EntityWrapper m_ThirdPersonModel;
// State
bool m_Firing = false;
bool m_Reloading = false;
double m_ReloadTimer = 0.0;
EntityWrapper m_FirstPersonReloadImpersonator;
EntityWrapper m_ThirdPersonReloadImpersonator;
double m_TimeSinceLastFire = 0.0;
EntityWrapper m_FirstPersonReloadImpostor;
EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
bool OnAnimationComplete(Events::AnimationComplete& e);
bool hasAmmo();
void fireRound();
@@ -43,5 +47,3 @@ private:
bool shoot(double damage);
void showHitMarker();
};
#endif
@@ -1,38 +0,0 @@
#include "WeaponBehaviour.h"
#include "Collision/Collision.h"
#include "Core/EPlayerDamage.h"
#include "Rendering/ESetCamera.h"
class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour>
{
public:
DefenderWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(systemParams)
, WeaponBehaviour(systemParams, "DefenderWeapon", renderer, collisionOctree)
, m_RandomEngine(m_RandomDevice())
{
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DefenderWeaponBehaviour::OnSetCamera);
}
void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
void UpdateWeapon(WeaponInfo& wi, double dt) override;
void OnPrimaryFire(WeaponInfo& wi) override;
void OnCeasePrimaryFire(WeaponInfo& wi) override;
bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) override;
private:
std::random_device m_RandomDevice;
std::mt19937 m_RandomEngine;
EntityWrapper m_CurrentCamera;
EventRelay<DefenderWeaponBehaviour, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera& e);
// Weapon functions
void fireShell(WeaponInfo& wi);
void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
// Utility
float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
Camera cameraFromEntity(EntityWrapper camera);
};
+13 -160
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@@ -5,177 +5,30 @@
#include "Rendering/IRenderer.h"
#include "Core/Octree.h"
#include "Collision/EntityAABB.h"
#include "Input/EInputCommand.h"
#include "Systems/SpawnerSystem.h"
template <typename ETYPE>
class WeaponBehaviour : public PureSystem
class WeaponBehaviour : public System
{
friend class WeaponSystem;
public:
WeaponBehaviour(SystemParams params, std::string componentType, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(params)
, PureSystem(componentType)
WeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
: System(systemParams)
, m_Renderer(renderer)
, m_CollisionOctree(collisionOctree)
{
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand)
}
, m_Player(player)
{ }
virtual ~WeaponBehaviour() = default;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
{
auto weapon = getActiveWeapon(entity);
if (!weapon) {
return;
} else {
UpdateWeapon(*weapon, dt);
}
}
WeaponBehaviour(const WeaponBehaviour&) = delete;
WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
virtual void Fire() = 0;
virtual void CeaseFire() { }
virtual void Reload() { }
virtual void Update(double dt) { }
protected:
struct WeaponInfo
{
std::string WeaponComponent;
EntityWrapper Player;
EntityWrapper WeaponEntity;
EntityWrapper FirstPersonEntity;
EntityWrapper ThirdPersonEntity;
ComponentWrapper GetComponent() { return WeaponEntity[WeaponComponent]; }
};
IRenderer* m_Renderer;
Octree<EntityAABB>* m_CollisionOctree;
std::unordered_map<EntityWrapper, WeaponInfo> m_ActiveWeapons;
virtual void UpdateWeapon(WeaponInfo& wi, double dt) { }
virtual void OnPrimaryFire(WeaponInfo& wi) { }
virtual void OnCeasePrimaryFire(WeaponInfo& wi) { }
virtual void OnReload(WeaponInfo& wi) { }
virtual bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) { return false; }
private:
EventRelay<ETYPE, Events::InputCommand> m_EInputCommand;
bool _OnInputCommand(const Events::InputCommand& e)
{
EntityWrapper player = e.Player;
if (e.PlayerID == -1) {
player = LocalPlayer;
}
// Make sure the player is alive
if (!player.Valid()) {
return false;
}
// Make sure the player has this weapon
auto weapon = getWeaponComponent(player);
if (!weapon) {
return false;
}
// Weapon selection
if (e.Command == "SelectWeapon") {
if (static_cast<ComponentInfo::EnumType>(e.Value) == static_cast<ComponentInfo::EnumType>((*weapon)["Slot"])) {
selectWeapon(player);
}
}
// Only handle weapon actions if the weapon is active
auto activeWeapon = getActiveWeapon(player);
if (!activeWeapon) {
return false;
}
// Fire
if (e.Command == "PrimaryFire") {
if (e.Value > 0) {
OnPrimaryFire(*activeWeapon);
} else {
OnCeasePrimaryFire(*activeWeapon);
}
}
// Reload
if (e.Command == "Reload" && e.Value != 0) {
OnReload(*activeWeapon);
}
return OnInputCommand(*activeWeapon, e);
}
boost::optional<ComponentWrapper> getWeaponComponent(EntityWrapper player)
{
if (!player.HasComponent(m_ComponentType)) {
return boost::none;
}
return player[m_ComponentType];
}
boost::optional<WeaponInfo&> getActiveWeapon(EntityWrapper player)
{
auto it = m_ActiveWeapons.find(player);
if (it == m_ActiveWeapons.end()) {
return boost::none;
}
WeaponInfo& activeWeapon = it->second;
if (!activeWeapon.FirstPersonEntity.Valid() && !activeWeapon.ThirdPersonEntity.Valid()) {
return boost::none;
}
return activeWeapon;
}
void selectWeapon(EntityWrapper player)
{
// Find the weapon attachments matching the weapon type
std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
EntityWrapper firstPersonAttachment;
EntityWrapper thirdPersonAttachment;
for (auto& attachment : weaponAttachments) {
ComponentWrapper cWeaponAttachment = attachment["WeaponAttachment"];
if ((std::string&)cWeaponAttachment["Weapon"] == m_ComponentType) {
ComponentWrapper::SubscriptProxy person = cWeaponAttachment["Person"];
if ((ComponentInfo::EnumType)person == person.Enum("FirstPerson")) {
firstPersonAttachment = attachment;
} else if ((ComponentInfo::EnumType)person == person.Enum("ThirdPerson")) {
thirdPersonAttachment = attachment;
}
}
}
if (!firstPersonAttachment.Valid() && !thirdPersonAttachment.Valid()) {
LOG_WARNING("No weapon attachment found for %s of player #%i", m_ComponentType.c_str(), player.ID);
return;
}
// Purge other weapon entities
for (auto& attachment : weaponAttachments) {
//if (attachment == firstPersonAttachment || attachment == thirdPersonAttachment) {
// continue;
//}
attachment.DeleteChildren();
}
// Spawn the weapon(s)
EntityWrapper firstPersonWeapon;
EntityWrapper thirdPersonWeapon;
if (firstPersonAttachment.Valid()) {
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
}
if (thirdPersonAttachment.Valid()) {
thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
}
m_ActiveWeapons[player].WeaponComponent = m_ComponentType;
m_ActiveWeapons[player].Player = player;
m_ActiveWeapons[player].WeaponEntity = player;
m_ActiveWeapons[player].FirstPersonEntity = firstPersonWeapon;
m_ActiveWeapons[player].ThirdPersonEntity = thirdPersonWeapon;
}
EntityWrapper m_Player;
};
#endif
+1 -34
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@@ -36,37 +36,4 @@ ResourceLoading=true
[Sound]
BGMVolume=1.0
SFXVolume=1.0
Announcer=female
[SSAO]
Quality=0
[SSAO1]
Radius=1.0
Bias=0.02
Contrast=1.5
Intensity=1.0
NumSamples=8
NumTurns=3
NumIterations=5
TextureQuality=2
[SSAO2]
Radius=1.0
Bias=0.02
Contrast=1.5
Intensity=1.0
NumSamples=16
NumTurns=13
NumIterations=9
TextureQuality=1
[SSAO3]
Radius=1.0
Bias=0.02
Contrast=1.5
Intensity=1.0
NumSamples=24
NumTurns=17
NumIterations=13
TextureQuality=0
Announcer=female
-2
View File
@@ -46,6 +46,4 @@
<xs:include schemaLocation="Components/Page.xsd"/>
<xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
<xs:include schemaLocation="Components/Button.xsd"/>
<xs:include schemaLocation="Components/WeaponAttachment.xsd"/>
<xs:include schemaLocation="Components/DefenderWeapon.xsd"/>
</xs:schema>
@@ -8,5 +8,4 @@
<RPM>120</RPM>
<ViewPunch>0.01</ViewPunch>
<ReloadTime>2</ReloadTime>
<Slot><Primary/></Slot>
</AssaultWeapon>
@@ -2,7 +2,6 @@
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
<xs:element name="AssaultWeapon">
<xs:complexType>
@@ -29,7 +28,6 @@
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to reload the weapon in seconds</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
@@ -1,16 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<DefenderWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DefenderWeapon.xsd">
<MagazineAmmo>8</MagazineAmmo>
<MagazineSize>8</MagazineSize>
<Ammo>64</Ammo>
<MaxAmmo>64</MaxAmmo>
<BaseDamage>90</BaseDamage>
<SpreadAngle>0.174533</SpreadAngle> <!-- 0.174533 = 10 degrees -->
<NumPellets>10</NumPellets>
<RPM>120</RPM>
<ViewPunch>0.01</ViewPunch>
<ReloadTime>0.5</ReloadTime>
<Slot><Primary/></Slot>
<IsFiring>false</IsFiring>
<TimeSinceLastFire>0</TimeSinceLastFire>
</DefenderWeapon>
@@ -1,44 +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:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
<xs:element name="DefenderWeapon">
<xs:complexType>
<xs:all>
<xs:element name="MagazineAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MagazineSize" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Max number of rounds in a magazine</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Ammo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Current ammo carried</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MaxAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Maximum ammo able to be carried</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="BaseDamage" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Damage dealt if all shotgun pellets hit</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="SpreadAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Spread angle in radians</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="NumPellets" type="t:int" minOccurs="0"/>
<xs:element name="RPM" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
<xs:element name="IsFiring" type="t:bool" minOccurs="0"/>
<xs:element name="TimeSinceLastFire" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
-1
View File
@@ -3,5 +3,4 @@
<MovementSpeed>3</MovementSpeed>
<CrouchSpeed>1.5</CrouchSpeed>
<CurrentWishDirection X="0" Y="0" Z="0"/>
<CurrentWeapon></CurrentWeapon>
</Player>
-1
View File
@@ -12,7 +12,6 @@
<xs:element name="MovementSpeed" type="t:float" minOccurs="0"/>
<xs:element name="CrouchSpeed" type="t:float" minOccurs="0"/>
<xs:element name="CurrentWishDirection" type="t:Vector" minOccurs="0"/>
<xs:element name="CurrentWeapon" type="t:string" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+3
View File
@@ -0,0 +1,3 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Trigger xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Trigger.xsd">
</Trigger>
+17
View File
@@ -0,0 +1,17 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Weapon">
<xs:complexType>
<xs:all>
<xs:element name="MagSize" type="t:int" minOccurs="0"/>
<xs:element name="MaxAmmo" type="t:int" minOccurs="0"/>
<xs:element name="CurrentAmmoInMag" type="t:int" minOccurs="0"/>
<xs:element name="CurrentAmmo" type="t:int" minOccurs="0"/>
<xs:element name="RPM" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<WeaponAttachment xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="WeaponAttachment.xsd">
<Weapon></Weapon>
<Person><FirstPerson/></Person>
</WeaponAttachment>
@@ -1,28 +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:complexType name="PersonEnum" mixed="true">
<xs:complexContent>
<xs:extension base="t:enum">
<xs:choice>
<xs:element name="FirstPerson" type="t:int" fixed="0" minOccurs="0"/>
<xs:element name="ThirdPerson" type="t:int" fixed="1" minOccurs="0"/>
</xs:choice>
</xs:extension>
</xs:complexContent>
</xs:complexType>
<xs:element name="WeaponAttachment">
<xs:annotation><xs:documentation>Combine with a spawner to define a weapon attachment point</xs:documentation></xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Weapon" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>The weapon component type this attachment refers to</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Person" type="PersonEnum" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,99 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.12043038" Y="-0.244988307" Z="-0.181454808"/>
<Orientation X="0.010404544" Y="-0.00268173823" Z="0.0428441577"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -1,40 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.163429111" Y="1.0235405" Z="-0.215489209"/>
<Orientation X="-0.0631071255" Y="-0.0576644838" Z="0.118255548"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -1,40 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Shield" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="Shield">
<Components>
<c:Model>
<Resource>Models/Core/UnitPlane.mesh</Resource>
</c:Model>
<c:Shield/>
<c:Transform>
<Scale X="1.11800003" Y="0.0320000015" Z="1.9180001"/>
<Orientation X="-1.57079995" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="VisibleSide">
<Components>
<c:Shielded/>
<c:Model>
<Resource>Models/Core/UnitHexagon.mesh</Resource>
<Color A="0" B="1" G="0" R="0"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="0" Z="0.0179871861"/>
<Scale X="1.01900005" Y="0.0120000001" Z="1.91000009"/>
<Orientation X="-1.57079995" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -1,99 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<PositionOffset X="0" Y="0.0480000004" Z="-0.183000013"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/DefenderGunBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.120430306" Y="0.775375426" Z="1.36542225"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00191565475" Y="0.0324025005" Z="-0.2021029"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0490000024" Y="0.0520000011" Z="-0.063000001"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -1,99 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<PositionOffset X="0" Y="0.0480000004" Z="-0.183000013"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/DefenderGunRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.120430306" Y="0.775375426" Z="1.36542225"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00191565475" Y="0.0324025005" Z="-0.2021029"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0490000024" Y="0.0520000011" Z="-0.063000001"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -1,41 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<PositionOffset X="0" Y="0.0320000015" Z="-0.165000007"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/DefenderGunBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.162026152" Y="1.05794585" Z="-0.380744517"/>
<Orientation X="-0.0628969446" Y="-0.0509683639" Z="0.118739031"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.000284185546" Y="0.0318552479" Z="-0.193328083"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -1,41 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<PositionOffset X="0" Y="0.0320000015" Z="-0.165000007"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/DefenderGunRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.162026152" Y="1.05794585" Z="-0.380744517"/>
<Orientation X="-0.0628969446" Y="-0.0509683639" Z="0.118739031"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.000284185546" Y="0.0318552479" Z="-0.193328083"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+15 -1
View File
@@ -5,6 +5,20 @@
<c:Transform/>
</Components>
<Children/>
<Children>
<Entity>
<Components>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+252 -1
View File
@@ -10,7 +10,7 @@
<Components>
<c:PlayerSpawn/>
<c:Spawner>
<EntityFile>Schema/Entities/PlayerRed.xml</EntityFile>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
@@ -118,6 +118,257 @@
</Entity>
</Children>
</Entity>
<Entity name="Player">
<Components>
<c:AABB>
<Origin X="0" Y="0.772000015" Z="0"/>
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:AssaultWeapon>
<RPM>600</RPM>
</c:AssaultWeapon>
<c:Collidable/>
<c:DashAbility/>
<c:Health/>
<c:Physics>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
<MovementSpeed>5</MovementSpeed>
</c:Player>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform>
<Position X="0" Y="0.0288832653" Z="2.64837074"/>
</c:Transform>
</Components>
<Children>
<Entity name="Camera">
<Components>
<c:Camera/>
<c:Transform>
<Position X="0" Y="1.27700007" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="PlayerName">
<Components>
<c:Text>
<Resource>Fonts/DroidSans.ttf,100</Resource>
<Color A="1" B="0" G="1" R="0"/>
</c:Text>
<c:Transform>
<Position X="0.100000001" Y="0.248000011" Z="-0.248000011"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="CameraModel">
<Components>
<c:Model>
<Resource>Models/Widgets/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.0331346765" Z="-0.0792061687"/>
<Scale X="1.30000007" Y="1.50000012" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="HUD">
<Components>
<c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
</c:Transform>
</Components>
<Children>
<Entity name="HealthBar">
<Components>
<c:Fill>
<Percentage>1</Percentage>
<Color A="0" B="1" G="0" R="0"/>
</c:Fill>
<c:HealthHUD/>
<c:Model>
<Resource>Models/Core/UnitHexagon.mesh</Resource>
<Color A="1" B="0.70588237" G="0.70588237" R="0.70588237"/>
</c:Model>
<c:Transform>
<Position X="-0.383000016" Y="-0.185000002" Z="0"/>
<Scale X="0.150000006" Y="0.150000006" Z="0.150000006"/>
<Orientation X="0" Y="0.594000041" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Crosshair">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
<DepthSort>false</DepthSort>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.200000003"/>
<Scale X="0.0250000004" Y="0.0250000004" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Hands">
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.9569972344146196</Time1>
<Speed1>1</Speed1>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
<Transparent>true</Transparent>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponModel">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0.120748013" Y="-0.228470564" Z="-0.151475638"/>
<Orientation X="0.010404693" Y="-0.00268176314" Z="0.0428441502"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/WeaponReloadEffect.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="ThirdPersonCamera">
<Components>
<c:Camera/>
<c:Model>
<Resource>Models/Widgets/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="-0.284000009" Y="1.83800006" Z="1.18900001"/>
<Orientation X="5.95600033" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PlayerModel">
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.8055945618467364</Time1>
<Speed1>1</Speed1>
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
<Time>0.5</Time>
</c:AnimationOffset>
<c:HiddenForLocalPlayer/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="ThirdPersonWeaponModel">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0.158578917" Y="1.02878916" Z="-0.215411991"/>
<Orientation X="-0.0626687407" Y="-0.0361274257" Z="0.120101407"/>
</c:Transform>
</Components>
<Children>
<Entity name="ThirdPersonWeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="AABBStanding">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.427450985" B="1" G="1" R="1"/>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.772000015" Z="0"/>
<Scale X="1" Y="1.60000002" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AABBCrouching">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.745098054" B="1" G="0" R="1"/>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.772000015" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+131 -73
View File
@@ -7,30 +7,23 @@
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:AssaultWeapon>
<Slot>
<Secondary/>
</Slot>
<RPM>600</RPM>
</c:AssaultWeapon>
<c:Collidable/>
<c:DefenderWeapon>
<TimeSinceLastFire>1.6944730461160304</TimeSinceLastFire>
</c:DefenderWeapon>
<c:DashAbility/>
<c:Health/>
<c:Physics>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
<MovementSpeed>5</MovementSpeed>
<CurrentWeapon></CurrentWeapon>
</c:Player>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Transform>
<Position X="-1.42731023" Y="0.0288832653" Z="3.63052702"/>
</c:Transform>
<c:Transform/>
</Components>
<Children>
@@ -310,8 +303,7 @@
</Children>
</Entity>
</Children>
</Entity>
<Entity name="KillFeed">
</Entity> <Entity name="KillFeed">
<Components>
<c:KillFeed/>
<c:Transform>
@@ -371,7 +363,7 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>0.67172915251515519</Time1>
<Time1>0.97725610639912475</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
@@ -383,29 +375,100 @@
<c:Transform/>
</Components>
<Children>
<Entity name="PrimaryAttachment">
<Entity name="WeaponModel">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
</c:WeaponAttachment>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.12043038" Y="-0.244988307" Z="-0.181454808"/>
<Orientation X="0.010404544" Y="-0.00268173823" Z="0.0428441577"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
</c:WeaponAttachment>
</Components>
<Children/>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -429,6 +492,7 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>0.87583812735846323</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
@@ -437,7 +501,6 @@
<AnimationName>AimRifle</AnimationName>
<Time>0.5</Time>
</c:AnimationOffset>
<c:Shielded/>
<c:HiddenForLocalPlayer/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
@@ -446,35 +509,41 @@
<c:Transform/>
</Components>
<Children>
<Entity name="PrimaryAttachment">
<Entity name="ThirdPersonWeaponModel">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.163429111" Y="1.0235405" Z="-0.215489209"/>
<Orientation X="-0.0631071255" Y="-0.0576644838" Z="0.118255548"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<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>
</Components>
<Children/>
<Children>
<Entity name="ThirdPersonWeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -540,17 +609,6 @@
</Components>
<Children/>
</Entity>
<Entity name="ShieldAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderShield.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0.859000027" Z="-0.976999998"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+134 -75
View File
@@ -7,30 +7,23 @@
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:AssaultWeapon>
<Slot>
<Secondary/>
</Slot>
<RPM>600</RPM>
</c:AssaultWeapon>
<c:Collidable/>
<c:DefenderWeapon>
<TimeSinceLastFire>1.6944730461160304</TimeSinceLastFire>
</c:DefenderWeapon>
<c:DashAbility/>
<c:Health/>
<c:Physics>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
<MovementSpeed>5</MovementSpeed>
<CurrentWeapon></CurrentWeapon>
</c:Player>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform>
<Position X="0" Y="0.0288832653" Z="3.63052702"/>
</c:Transform>
<c:Transform/>
</Components>
<Children>
@@ -371,7 +364,7 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>0.67172915251515519</Time1>
<Time1>1.2667383999985162</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
@@ -383,29 +376,100 @@
<c:Transform/>
</Components>
<Children>
<Entity name="PrimaryAttachment">
<Entity name="WeaponModel">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponViewRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
</c:WeaponAttachment>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.120430425" Y="-0.242105931" Z="-0.181454822"/>
<Orientation X="0.010404665" Y="-0.00268179877" Z="0.0428443067"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
</c:WeaponAttachment>
</Components>
<Children/>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectViewRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -429,6 +493,7 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>0.26532318661337229</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
@@ -437,7 +502,6 @@
<AnimationName>AimRifle</AnimationName>
<Time>0.5</Time>
</c:AnimationOffset>
<c:Shielded/>
<c:HiddenForLocalPlayer/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
@@ -446,35 +510,41 @@
<c:Transform/>
</Components>
<Children>
<Entity name="PrimaryAttachment">
<Entity name="ThirdPersonWeaponModel">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponWorldRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.159282878" Y="1.0300566" Z="-0.216084003"/>
<Orientation X="-0.0626799241" Y="-0.0390551724" Z="0.119761385"/>
</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>
</Components>
<Children/>
<Children>
<Entity name="ThirdPersonWeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorldRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -513,20 +583,20 @@
<Color A="1" B="0" G="1" R="0"/>
</c:Text>
<c:Transform>
<Position X="0.100000001" Y="1.50176644" Z="-0.248000011"/>
<Position X="0.100000001" Y="1.50199997" Z="-0.248000011"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Indicator">
<Entity>
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Icons/Arrow.png</DiffuseTexture>
<DepthSort>false</DepthSort>
<GlowMap></GlowMap>
<Color A="1" B="1" G="0.309803933" R="0"/>
<Color A="1" B="0" G="0" R="1"/>
</c:Sprite>
<c:HiddenForLocalPlayer/>
<c:SpriteIndicator>
@@ -534,23 +604,12 @@
<VisibleForSingleTeamOnly>true</VisibleForSingleTeamOnly>
</c:SpriteIndicator>
<c:Transform>
<Position X="0" Y="1.84019077" Z="0"/>
<Position X="0" Y="1.84000003" Z="0"/>
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ShieldAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderShield.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0.859000027" Z="-0.976999998"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
-2
View File
@@ -50,8 +50,6 @@
<xs:element ref="c:Menu" minOccurs="0"/>
<xs:element ref="c:Page" minOccurs="0"/>
<xs:element ref="c:Button" minOccurs="0"/>
<xs:element ref="c:WeaponAttachment" minOccurs="0"/>
<xs:element ref="c:DefenderWeapon" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
-16
View File
@@ -1,16 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" elementFormDefault="unqualified" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:complexType name="WeaponSlotEnum" mixed="true">
<xs:complexContent>
<xs:extension base="t:enum">
<xs:choice>
<xs:element name="Primary" type="t:int" fixed="1" minOccurs="0"/>
<xs:element name="Secondary" type="t:int" fixed="2" minOccurs="0"/>
</xs:choice>
</xs:extension>
</xs:complexContent>
</xs:complexType>
</xs:schema>
+1 -2
View File
@@ -13,7 +13,6 @@ uniform vec4 AmbientColor;
uniform float FillPercentage;
uniform float GlowIntensity = 10;
uniform vec3 CameraPosition;
uniform int SSAOQuality;
uniform vec2 DiffuseUVRepeat;
uniform vec2 NormalUVRepeat;
@@ -126,7 +125,7 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
void main()
{
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 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);
@@ -11,7 +11,6 @@ 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;
@@ -178,7 +177,7 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
void main()
{
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 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);
-27
View File
@@ -1,27 +0,0 @@
#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);
}
+12 -7
View File
@@ -2,11 +2,11 @@
//Number of samples per pixel
uniform int uNumOfSamples;
//#define uNumOfSamples (11)
//#define NUM_SAMPLES (11)
//Number of turns around the cirle
uniform int uNumOfTurns;
//#define uNumOfTurns (7)
//#define NUM_TURNS (7)
layout (binding = 0) uniform sampler2D ViewSpaceZ;
@@ -16,16 +16,15 @@ uniform float uProjScale;
//#define ProjScale 500
uniform float uRadius;
//#define uRadius 1.0f
//#define Radius 1.0f
uniform float uBias;
//#define uBias 0.05f
//#define Bias 0.012f
uniform float uContrast;
//#define uContrast 1.5f
//#define IntensityDivR6 1
uniform float uIntensityScale;
//#define uIntensityScale 1.0f
out float AO;
@@ -89,7 +88,13 @@ void main() {
vec3 origin = getVSPosition(originScreenCoord);
float radius = min(origin.z, uRadius);
float radius;
if(origin.z < uRadius){
radius = origin.z;
} else {
radius = uRadius;
}
vec3 originNormal = getVSFaceNormal(origin);
-5
View File
@@ -2,12 +2,7 @@
layout (location = 0) in vec3 Position;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
}
+1 -5
View File
@@ -3,15 +3,11 @@
layout (binding = 0) uniform sampler2D DepthBuffer;
uniform vec3 ClipInfo;
in VertexData{
vec2 TextureCoordinate;
}Input;
out float depthLinear;
//Just for Debug, should be depthLinear
//out vec4 fragmentColor;
void main() {
float depthSample = texture2D(DepthBuffer, Input.TextureCoordinate).r;
float depthSample = texelFetch(DepthBuffer, ivec2(gl_FragCoord.xy), 0).r;
depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]);
//float depthLinear = (NearClip) / ( -depthSample + 1.0f);
//fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f);
+5
View File
@@ -112,6 +112,11 @@ size_t ComponentPool::size() const
return m_Pool.size();
}
std::size_t ComponentPool::MemoryUsage() const
{
return m_Pool.MemoryUsage();
}
template <typename InterpretType /*= char*/>
void ComponentPool::Dump() const
{
+9 -43
View File
@@ -34,6 +34,15 @@ EntityWrapper EntityWrapper::Parent()
}
}
EntityWrapper EntityWrapper::BaseParent()
{
EntityWrapper baseParent = Parent();
while (baseParent.Parent().Valid()) {
baseParent = baseParent.Parent();
}
return baseParent;
}
EntityWrapper EntityWrapper::FirstChildByName(const std::string& name)
{
return firstChildByNameRecursive(name, this->ID);
@@ -62,29 +71,6 @@ EntityWrapper EntityWrapper::Clone(EntityWrapper parent /*= Invalid*/)
return clone;
}
std::vector<EntityWrapper> EntityWrapper::ChildrenWithComponent(const std::string& componentType)
{
std::vector<EntityWrapper> childrenWithComponent;
childrenWithComponentRecursive(componentType, *this, childrenWithComponent);
return childrenWithComponent;
}
void EntityWrapper::DeleteChildren()
{
auto itPair = this->World->GetDirectChildren(this->ID);
if (itPair.first == itPair.second) {
return;
}
std::vector<EntityID> entitiesToDelete;
for (auto it = itPair.first; it != itPair.second; it++) {
entitiesToDelete.push_back(it->second);
}
for (auto& e : entitiesToDelete) {
this->World->DeleteEntity(e);
}
}
bool EntityWrapper::IsChildOf(EntityWrapper potentialParent)
{
EntityWrapper entity = *this;
@@ -124,11 +110,6 @@ ComponentWrapper EntityWrapper::operator[](const char* componentName)
}
}
ComponentWrapper EntityWrapper::operator[](const std::string& componentName)
{
return this->operator[](componentName.c_str());
}
bool EntityWrapper::operator==(const EntityWrapper& e) const
{
return (this->ID == e.ID) && (this->World == e.World);
@@ -194,18 +175,3 @@ EntityWrapper EntityWrapper::cloneRecursive(EntityWrapper entity, EntityWrapper
return clone;
}
void EntityWrapper::childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent)
{
auto itPair = this->World->GetDirectChildren(entity.ID);
if (itPair.first == itPair.second) {
return;
}
for (auto it = itPair.first; it != itPair.second; ++it) {
EntityWrapper child = EntityWrapper(entity.World, it->second);
if (child.HasComponent(componentType)) {
childrenWithComponent.push_back(child);
}
childrenWithComponentRecursive(componentType, child, childrenWithComponent);
}
}
+2 -2
View File
@@ -33,8 +33,8 @@ void _LOG(_LOG_LEVEL logLevel, const char* file, const char* func, unsigned int
va_end(args);
if (logLevel == LOG_LEVEL_ERROR) {
//std::cerr << file << ":" << line << " " << func << std::endl;
//std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
std::cerr << file << ":" << line << " " << func << std::endl;
std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
} else {
std::cout << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
}
+11
View File
@@ -151,6 +151,17 @@ std::string World::GetName(EntityID entity) const
}
}
std::size_t World::MemoryUsage() const
{
std::size_t mem = 0;
for (auto& kv : m_ComponentPools) {
mem += kv.second->MemoryUsage();
}
return mem;
}
EntityID World::generateEntityID()
{
// TODO: Make EntityID generation smarter
+16 -6
View File
@@ -602,6 +602,15 @@ bool EditorGUI::OnKeyDown(const Events::KeyDown& e)
m_CopyTarget = m_CurrentSelection;
}
if (e.ModCtrl && e.KeyCode == GLFW_KEY_Z) {
if (m_OnUndo != nullptr) {
m_OnUndo();
if (!m_CurrentSelection.Valid()) {
SelectEntity(EntityWrapper::Invalid);
}
}
}
if (e.ModCtrl && e.KeyCode == GLFW_KEY_V) {
if (m_OnEntityPaste != nullptr) {
EntityWrapper copy = m_OnEntityPaste(m_CopyTarget, m_CurrentSelection);
@@ -774,13 +783,13 @@ bool EditorGUI::compareCharArray(const char* c1, const char* c2)
void EditorGUI::SetDirty(EntityWrapper entity)
{
EntityWrapper baseParent = entity;
while (baseParent.Parent().Valid()) {
baseParent = baseParent.Parent();
}
EntityWrapper baseParent = entity.BaseParent();
if (m_EntityFiles.find(baseParent) != m_EntityFiles.end()) {
m_EntityFiles.at(baseParent).Dirty = true;
}
if (m_OnDirty != nullptr) {
m_OnDirty(entity);
}
}
void EditorGUI::entityImport(World* world)
@@ -830,6 +839,7 @@ void EditorGUI::entityCreate(World* world, EntityWrapper parent)
parent.World = world;
}
EntityWrapper newEntity = m_OnEntityCreate(parent);
SetDirty(newEntity);
SelectEntity(newEntity);
}
}
@@ -845,9 +855,9 @@ void EditorGUI::entityDelete(EntityWrapper entity)
if (boost::any_cast<EntityWrapper>(m_ModalData[modalName]) == entity) {
EntityWrapper parent = entity.Parent();
if (m_OnEntityDelete != nullptr) {
SetDirty(entity);
m_OnEntityDelete(entity);
m_EntityFiles.erase(entity);
SetDirty(parent);
}
if (!m_CurrentSelection.Valid()) {
SelectEntity(parent);
@@ -864,8 +874,8 @@ void EditorGUI::entityChangeParent(EntityWrapper entity, EntityWrapper parent)
}
if (m_OnEntityChangeParent != nullptr) {
SetDirty(entity);
m_OnEntityChangeParent(entity, parent);
SetDirty(entity);
LOG_DEBUG("Changed parent of %i to %i", entity.ID, parent.ID);
}
}
+20
View File
@@ -33,6 +33,8 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
m_EditorGUI->SetComponentDeleteCallback(std::bind(&EditorSystem::OnComponentDelete, this, std::placeholders::_1, std::placeholders::_2));
m_EditorGUI->SetWidgetModeCallback(std::bind(&EditorSystem::setWidgetMode, this, std::placeholders::_1));
m_EditorGUI->SetWidgetSpaceCallback(std::bind(&EditorSystem::OnWidgetSpace, this, std::placeholders::_1));
m_EditorGUI->SetDirtyCallback(std::bind(&EditorSystem::OnDirty, this, std::placeholders::_1));
m_EditorGUI->SetUndoCallback(std::bind(&EditorSystem::OnUndo, this));
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &EditorSystem::OnMousePress);
EVENT_SUBSCRIBE_MEMBER(m_EWidgetDelta, &EditorSystem::OnWidgetDelta);
@@ -87,6 +89,11 @@ void EditorSystem::Update(double dt)
glm::vec3& pos = cameraTransform["Position"];
pos += m_EditorCameraInputController->Movement() * glm::inverse(glm::quat(ori)) * (float)actualDelta;
}
if (m_SaveUndoLevel) {
m_UndoLevels.push_back(*m_World);
m_SaveUndoLevel = false;
}
}
void EditorSystem::Enable()
@@ -185,6 +192,19 @@ void EditorSystem::OnWidgetSpace(EditorGUI::WidgetSpace widgetSpace)
m_WidgetSpace = widgetSpace;
}
void EditorSystem::OnDirty(EntityWrapper entity)
{
m_SaveUndoLevel = true;
}
void EditorSystem::OnUndo()
{
// The last "undo level" is always the most recent change
if (m_UndoLevels.size() >= 2) {
*m_World = m_UndoLevels.at(m_UndoLevels.size() - 2);
}
}
bool EditorSystem::OnMousePress(const Events::MousePress& e)
{
ImGuiIO& io = ImGui::GetIO();
+33 -59
View File
@@ -1,41 +1,19 @@
#include "Rendering/DrawBloomPass.h"
DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
: m_Renderer(renderer)
, m_Config(config)
DrawBloomPass::DrawBloomPass(IRenderer* renderer)
{
InitializeTextures();
m_Renderer = renderer;
ChangeQuality(m_Config->Get<int>("GLOW.Quality", 2));
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
InitializeTextures();
InitializeBuffers();
InitializeShaderPrograms();
}
void DrawBloomPass::InitializeTextures()
{
m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
}
void DrawBloomPass::ChangeQuality(int quality)
{
if (m_Quality == quality) {
return;
}
m_Quality = quality;
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
if (m_Quality == 0) {
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
m_GaussianTexture_horiz = 0;
m_GaussianTexture_vert = 0;
return;
}
InitializeTextures();
InitializeBuffers();
InitializeShaderPrograms();
std::string qStr = std::to_string(m_Quality);
m_Iterations = m_Config->Get<float>("GLOW" + qStr + ".NumIterations", 0);
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
}
void DrawBloomPass::InitializeShaderPrograms()
@@ -57,45 +35,37 @@ void DrawBloomPass::InitializeShaderPrograms()
}
}
void DrawBloomPass::InitializeBuffers()
{
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_horiz.Generate();
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
m_GaussianFrameBuffer_horiz.Generate();
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_vert.Generate();
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
m_GaussianFrameBuffer_vert.Generate();
}
void DrawBloomPass::ClearBuffer()
{
if (m_Quality == 0) {
return;
}
GLERROR("PRE");
m_GaussianFrameBuffer_horiz.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_GaussianFrameBuffer_horiz.Unbind();
m_GaussianFrameBuffer_vert.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_GaussianFrameBuffer_vert.Unbind();
GLERROR("END");
}
void DrawBloomPass::Draw(GLuint texture)
{
if (m_Quality == 0) {
return;
}
GLERROR("DrawBloomPass::Draw: Pre");
DrawBloomPassState state;
@@ -114,12 +84,11 @@ void DrawBloomPass::Draw(GLuint texture)
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//Iterate some times to make it more gaussian.
for (int i = 1; i < m_Iterations; i++) {
for (int i = 1; i < m_iterations; i++) {
//Vertical pass
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
@@ -127,19 +96,16 @@ void DrawBloomPass::Draw(GLuint texture)
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//horizontal pass
m_GaussianFrameBuffer_vert.Unbind();
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
m_GaussianFrameBuffer_horiz.Unbind();
}
//final vertical gaussian after the iterations are done
@@ -147,7 +113,6 @@ void DrawBloomPass::Draw(GLuint texture)
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
@@ -160,11 +125,20 @@ void DrawBloomPass::Draw(GLuint texture)
void DrawBloomPass::OnWindowResize()
{
if (m_Quality == 0) {
return;
}
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_vert.Generate();
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_horiz.Generate();
}
void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
GLERROR("Texture initialization failed");
}
+92 -139
View File
@@ -1,17 +1,15 @@
#include "Rendering/DrawFinalPass.h"
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, GLuint* depthBuffer)
: m_Renderer(renderer)
, m_LightCullingPass(lightCullingPass)
, m_CubeMapPass(cubeMapPass)
, m_SSAOPass(ssaoPass)
, m_DepthBuffer(depthBuffer)
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass)
: m_Renderer(renderer)
, m_LightCullingPass(lightCullingPass)
, m_CubeMapPass(cubeMapPass)
{
//TODO: Make sure that uniforms are not sent into shader if not needed.
m_ShieldPixelRate = 8;
InitializeTextures();
InitializeShaderPrograms();
InitializeFrameBuffers();
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
}
void DrawFinalPass::InitializeTextures()
@@ -25,46 +23,42 @@ void DrawFinalPass::InitializeTextures()
void DrawFinalPass::InitializeFrameBuffers()
{
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
glGenRenderbuffers(1, &m_DepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("RenderBuffer generation");
GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, 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_EDGE, 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);
//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);
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
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 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");
/* glGenRenderbuffers(1, &m_DepthBufferLowRes);
glGenRenderbuffers(1, &m_DepthBufferLowRes);
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBufferLowRes);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate));
GLERROR("RenderBufferLowRes generation");*/
GLERROR("RenderBufferLowRes generation");
CommonFunctions::GenerateTexture(&m_DepthBufferLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST,
glm::vec2((int)(m_Renderer->GetViewportSize().Width / m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height / m_ShieldPixelRate)),
GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
CommonFunctions::GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), 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_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), 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);
m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBufferLowRes, GL_DEPTH_STENCIL_ATTACHMENT)));
m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBufferLowRes, GL_DEPTH_STENCIL_ATTACHMENT)));
//m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTextureLowRes, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTextureLowRes, GL_COLOR_ATTACHMENT1)));
m_FinalPassFrameBufferLowRes.Generate();
GLERROR("FBO2 generation");
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
m_MergeFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_MergeFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
m_MergeFrameBuffer.Generate();
GLERROR("FBO3 generation");
}
void DrawFinalPass::InitializeShaderPrograms()
@@ -168,70 +162,60 @@ void DrawFinalPass::InitializeShaderPrograms()
m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
//m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
m_FillDepthBufferProgram->Compile();
m_FillDepthBufferProgram->Link();
GLERROR("Creating DepthFill program");
m_FillDepthBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl")));
//m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
m_FillDepthBufferSkinnedProgram->Compile();
m_FillDepthBufferSkinnedProgram->Link();
GLERROR("Creating DepthFill program");
m_MergeProgram = ResourceManager::Load<ShaderProgram>("#MergeProgram");
m_MergeProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
m_MergeProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/MergeProgram.frag.glsl")));
m_MergeProgram->Compile();
m_MergeProgram->BindFragDataLocation(0, "sceneColor");
m_MergeProgram->BindFragDataLocation(1, "bloomColor");
m_MergeProgram->Link();
GLERROR("Creating merge program");
}
void DrawFinalPass::Draw(RenderScene& scene)
void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
{
GLERROR("Pre");
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
if (scene.ClearDepth) {
//glClear(GL_DEPTH_BUFFER_BIT);
state->Disable(GL_DEPTH_TEST);
state->DepthMask(GL_FALSE);
}
//TODO: Do we need check for this or will it be per scene always?
state->Enable(GL_STENCIL_TEST);
glClearStencil(0x00);
glClear(GL_STENCIL_BUFFER_BIT);
//Draw Opaque shielded objects
state->Disable(GL_STENCIL_TEST);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
GLERROR("OpaqueObjects");
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
GLERROR("Shielded Opaque object");
//DrawStencilState* stencilState = new DrawStencilState(m_FinalPassFrameBuffer.GetHandle());
//Draw shields to stencil pass
state->Enable(GL_STENCIL_TEST);
state->StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
state->StencilFunc(GL_ALWAYS, 1, 0xFF);
state->StencilMask(0xFF);
DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene);
GLERROR("StencilPass");
//Fill depth buffer
state->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
GLERROR("OpaqueObjects");
state->BlendFunc(GL_ONE, GL_ONE);
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
GLERROR("TransparentObjects");
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DrawSprites(scene.Jobs.SpriteJob, scene);
GLERROR("SpriteJobs");
//state->BlendFunc(GL_ONE, GL_ONE);
//DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
//GLERROR("TransparentObjects");
//DrawStencilState* stencilState = new DrawStencilState(m_FinalPassFrameBuffer.GetHandle());
//Draw shields to stencil pass
state->StencilFunc(GL_ALWAYS, 1, 0xFF);
state->StencilMask(0xFF);
DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene);
GLERROR("StencilPass");
////Draw Transparen Shielded objects
//DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
//GLERROR("Shielded Transparent objects");
//Draw Opaque shielded objects
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
state->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene, SSAOTexture); //might need changing
GLERROR("Shielded Opaque object");
// state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// DrawSprites(scene.Jobs.SpriteJob, scene);
// GLERROR("SpriteJobs");
//Draw Transparen Shielded objects
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene, SSAOTexture); //might need changing
GLERROR("Shielded Transparent objects");
GLERROR("END");
delete state;
@@ -241,11 +225,6 @@ void DrawFinalPass::Draw(RenderScene& scene)
//Draw the lowres texture that will be shown behind the shield.
stateLowRes->Enable(GL_SCISSOR_TEST);
stateLowRes->Enable(GL_DEPTH_TEST);
stateLowRes->DepthMask(GL_TRUE);
stateLowRes->Enable(GL_STENCIL_TEST);
stateLowRes->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
stateLowRes->StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
stateLowRes->StencilMask(0xFF);
//TODO: Viewports and scissor should be in state
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
@@ -257,57 +236,27 @@ void DrawFinalPass::Draw(RenderScene& scene)
stateLowRes->StencilFunc(GL_ALWAYS, 1, 0xFF);
stateLowRes->StencilMask(0x00);
DrawToDepthBuffer(scene.Jobs.OpaqueObjects, scene);
//DrawToDepthBuffer(scene.Jobs.TransparentObjects, scene);
DrawToDepthBuffer(scene.Jobs.TransparentObjects, scene);
//Draw shields to stencil pass
stateLowRes->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
stateLowRes->StencilFunc(GL_ALWAYS, 1, 0xFF);
stateLowRes->StencilMask(0xFF);
stateLowRes->DepthMask(GL_FALSE);
stateLowRes->Enable(GL_DEPTH_TEST);
DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene);
GLERROR("StencilPass");
//glClear(GL_DEPTH_BUFFER_BIT);
stateLowRes->Enable(GL_DEPTH_TEST);
//stateLowRes->DepthMask(GL_TRUE);
stateLowRes->DepthFunc(GL_LEQUAL);
stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
stateLowRes->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
GLERROR("OpaqueObjects");
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
GLERROR("TransparentObjects");
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
delete stateLowRes;
m_FinalPassFrameBuffer.Unbind();
m_FinalPassFrameBufferLowRes.Unbind();
state = new DrawFinalPassState(m_MergeFrameBuffer.GetHandle());
state->Disable(GL_DEPTH_TEST);
state->Enable(GL_STENCIL_TEST);
state->StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
state->StencilFunc(GL_LEQUAL, 1, 0xFF);
state->StencilMask(0x00);
MergeLayers();
delete state;
state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
//Draw Transparancy
state->BlendFunc(GL_ONE, GL_ONE);
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
GLERROR("TransparentObjects");
//Draw Transparen Shielded objects
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
GLERROR("Shielded Transparent objects");
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DrawSprites(scene.Jobs.SpriteJob, scene);
GLERROR("SpriteJobs");
GLERROR("END");
delete state;
}
@@ -324,7 +273,7 @@ void DrawFinalPass::ClearBuffer()
glClearColor(0.f, 0.f, 0.f, 0.f);
GLERROR("1");
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLERROR("2");
glDisable(GL_SCISSOR_TEST);
@@ -339,7 +288,7 @@ void DrawFinalPass::ClearBuffer()
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);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_FinalPassFrameBuffer.Unbind();
GLERROR("END");
}
@@ -348,22 +297,50 @@ void DrawFinalPass::ClearBuffer()
void DrawFinalPass::OnWindowResize()
{
//InitializeFrameBuffers();
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
CommonFunctions::GenerateTexture(&m_SceneTexture, 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_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, 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);
m_FinalPassFrameBuffer.Generate();
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBufferLowRes);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate));
CommonFunctions::GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
m_FinalPassFrameBufferLowRes.Generate();
GLERROR("Error changing texture resolutions");
}
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
void DrawFinalPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
GLERROR("Texture initialization failed");
}
void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
GLERROR("MipMap Texture initialization failed");
}
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture)
{
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
GLERROR("forwardHandle");
@@ -387,7 +364,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture());
glBindTexture(GL_TEXTURE_2D, SSAOTexture);
for (auto &job : jobs) {
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
@@ -406,7 +383,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones;
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
@@ -424,7 +401,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindExplosionTextures(explosionHandle, explosionEffectJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(explosionHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
}
break;
@@ -486,7 +463,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindModelTextures(forwardSkinnedHandle, modelJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
@@ -774,31 +751,8 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
// m_SpriteProgram->Unbind();
}
void DrawFinalPass::MergeLayers()
{
GLuint shaderHandle = m_MergeProgram->GetHandle();
m_MergeProgram->Bind();
GLERROR("MergeLayers 1");
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_DepthBufferLowRes);
GLERROR("MergeLayers 2");
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_SceneTextureLowRes);
GLERROR("MergeLayers 3");
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, m_BloomTextureLowRes);
GLERROR("MergeLayers 4");
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
GLERROR("MergeLayers 5");
}
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
{
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
GLERROR("Bind 1 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
GLERROR("Bind 2 uniform");
@@ -847,7 +801,6 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
{
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
GLERROR("Bind 1 uniform");
GLint Location_M = glGetUniformLocation(shaderHandle, "M");
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
+4 -6
View File
@@ -8,13 +8,11 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
Enable(GL_BLEND);
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Enable(GL_DEPTH_TEST);
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));
}
+21 -21
View File
@@ -42,33 +42,33 @@ void FrameBuffer::Generate()
GLERROR("PRE");
std::vector<GLenum> attachments;
if (m_BufferHandle == 0) {
glGenFramebuffers(1, &m_BufferHandle);
}
glGenFramebuffers(1, &m_BufferHandle);
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:
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
switch ((*it)->m_ResourceType) {
case GL_TEXTURE_2D:
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
break;
case GL_RENDERBUFFER:
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
break;
}
GLERROR("2");
break;
case GL_RENDERBUFFER:
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
break;
}
GLERROR("2");
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
attachments.push_back((*it)->m_Attachment);
}
GLERROR("Attachment");
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
attachments.push_back((*it)->m_Attachment);
}
GLERROR("Attachment");
}
GLERROR("3");
}
GLERROR("3");
GLenum* bufferTextures = &attachments[0];
glDrawBuffers(attachments.size(), bufferTextures);
+16 -3
View File
@@ -19,10 +19,10 @@ PickingPass::~PickingPass()
void PickingPass::InitializeTextures()
{
CommonFunctions::GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
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);
}
@@ -366,7 +366,7 @@ void PickingPass::ClearPicking()
m_PickingBuffer.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_PickingBuffer.Unbind();
GLERROR("END");
}
@@ -407,3 +407,16 @@ PickData PickingPass::Pick(glm::vec2 screenCoord)
pickData.World = pickInfo.World;
return pickData;
}
void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
{
//TODO: Renderer: Make this in a sparate class
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
GLERROR("Texture initialization failed");
}
@@ -14,7 +14,6 @@ PickingPassState::PickingPassState(GLuint frameBuffer)
//ClearColor(clearColor);
//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLERROR("END");
}
PickingPassState::~PickingPassState()
-20
View File
@@ -135,26 +135,6 @@ bool RenderState::DepthMask(GLboolean flag)
return !GLERROR("DepthMask");
}
bool RenderState::DepthFunc(GLenum func)
{
GLint original;
glGetIntegerv(GL_DEPTH_FUNC, &original);
m_ResetFunctions.push_back(std::bind(glDepthFunc, original));
glDepthFunc(func);
return !GLERROR("DepthFunc");
}
bool RenderState::AlphaFunc(GLenum func, GLclampf thresholder)
{
GLint originalFunc;
glGetIntegerv(GL_ALPHA_TEST_FUNC, &originalFunc);
GLint originalRef;
glGetIntegerv(GL_ALPHA_TEST_REF, &originalRef);
m_ResetFunctions.push_back(std::bind(glAlphaFunc, originalFunc, originalRef));
glAlphaFunc(func, thresholder);
return !GLERROR("AlphaFunc");
}
RenderState::~RenderState()
{
for (auto& f : boost::adaptors::reverse(m_ResetFunctions)) {
+24 -26
View File
@@ -4,8 +4,6 @@ std::unordered_map<GLFWwindow*, Renderer*> Renderer::m_WindowToRenderer;
void Renderer::Initialize()
{
m_SSAO_Quality = m_Config->Get<int>("SSAO.Quality", 0);
m_GLOW_Quality = m_Config->Get<int>("GLOW.Quality", 0);
InitializeWindow();
InitializeRenderPasses();
@@ -28,9 +26,9 @@ void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height
glViewport(0, 0, width, height);
Renderer* currentRenderer = m_WindowToRenderer[window];
currentRenderer->m_ViewportSize = Rectangle(width, height);
currentRenderer->m_PickingPass->OnWindowResize();
currentRenderer->m_DrawFinalPass->OnWindowResize();
currentRenderer->m_LightCullingPass->OnWindowResize();
currentRenderer->m_PickingPass->OnWindowResize();
currentRenderer->m_DrawBloomPass->OnWindowResize();
currentRenderer->m_SSAOPass->OnWindowResize();
}
@@ -109,7 +107,6 @@ void Renderer::Update(double dt)
void Renderer::Draw(RenderFrame& frame)
{
GLERROR("PRE");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
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) {
@@ -118,16 +115,19 @@ void Renderer::Draw(RenderFrame& frame)
m_CubeMapPass->LoadTextures("Sky");
}
ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
m_SSAOPass->ChangeQuality(m_SSAO_Quality);
m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.01f, 5.0f);
ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 0.1f);
ImGui::SliderFloat("SSAO contrast", &m_SSAO_Contrast, 0.0f, 10.0f);
ImGui::SliderFloat("SSAO IntensityScale", &m_SSAO_IntensityScale, 0.0f, 10.0f);
ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100);
ImGui::SliderInt("SSAO Number of Turns", &m_SSAO_NumOfTurns, 0, 50);
m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns);
GLERROR("SSAO Settings");
//clear buffer 0
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Clear other buffers
//Clear other buffers
PerformanceTimer::StartTimer("Renderer-ClearBuffers");
m_PickingPass->ClearPicking();
m_DrawFinalPass->ClearBuffer();
@@ -136,16 +136,18 @@ void Renderer::Draw(RenderFrame& frame)
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
GLERROR("ClearBuffers");
for (auto scene : frame.RenderScenes) {
PerformanceTimer::StartTimer("Renderer-PickingPass");
PerformanceTimer::StartTimer("Renderer-Depth");
m_PickingPass->Draw(*scene);
GLERROR("Drawing pickingpass");
PerformanceTimer::StopTimer("Renderer-PickingPass");
PerformanceTimer::StopTimer("Renderer-Depth");
}
PerformanceTimer::StartTimer("Renderer-AO generation");
m_SSAOPass->Draw(*m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
PerformanceTimer::StopTimer("Renderer-AO generation");
PerformanceTimer::StartTimer("AO generation");
m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
GLuint ao = m_SSAOPass->SSAOTexture();
PerformanceTimer::StopTimer("AO generation");
for (auto scene : frame.RenderScenes){
PerformanceTimer::StartTimer("Renderer-Depth");
PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");
SortRenderJobsByDepth(*scene);
GLERROR("SortByDepth");
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
@@ -157,8 +159,8 @@ void Renderer::Draw(RenderFrame& frame)
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
m_LightCullingPass->CullLights(*scene);
GLERROR("LightCulling");
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
m_DrawFinalPass->Draw(*scene);
m_DrawFinalPass->Draw(*scene, ao);
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
GLERROR("Draw Geometry+Light");
//m_DrawScenePass->Draw(*scene);
@@ -205,11 +207,8 @@ void Renderer::Draw(RenderFrame& frame)
PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
m_ImGuiRenderPass->Draw();
GLERROR("Imgui draw");
PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass");
PerformanceTimer::StartTimer("Renderer-SwapBuffer");
glfwSwapBuffers(m_Window);
PerformanceTimer::StopTimer("Renderer-SwapBuffer");
PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass");
}
PickData Renderer::Pick(glm::vec2 screenCoord)
@@ -249,10 +248,9 @@ void Renderer::InitializeRenderPasses()
m_PickingPass = new PickingPass(this, m_EventBroker);
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_PickingPass->DepthBuffer());
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass);
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
m_DrawBloomPass = new DrawBloomPass(this);
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
}
m_SSAOPass = new SSAOPass(this);
}
+41 -184
View File
@@ -1,168 +1,84 @@
#include "Rendering/SSAOPass.h"
SSAOPass::SSAOPass(IRenderer* renderer, ConfigFile* config)
: m_Renderer(renderer)
, m_Config(config)
SSAOPass::SSAOPass(IRenderer* renderer)
{
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
ChangeQuality(m_Config->Get<int>("SSAO.Quality", 0));
}
void SSAOPass::ChangeQuality(int quality)
{
if (m_Quality == quality) {
return;
}
m_Quality = quality;
if (m_Quality == 0) {
CommonFunctions::DeleteTexture(&m_SSAOTexture);
CommonFunctions::DeleteTexture(&m_SSAOViewSpaceZTexture);
CommonFunctions::DeleteTexture(&m_Gaussian_horiz);
CommonFunctions::DeleteTexture(&m_Gaussian_vert);
return;
}
std::string qStr = std::to_string(m_Quality);
Setting(
m_Config->Get<float>("SSAO" + qStr + ".Radius", 0.01),
m_Config->Get<float>("SSAO" + qStr + ".Bias", 0.012),
m_Config->Get<float>("SSAO" + qStr + ".Contrast", 1.0),
m_Config->Get<float>("SSAO" + qStr + ".Intensity", 1.0),
m_Config->Get<int>("SSAO" + qStr + ".NumSamples", 0),
m_Config->Get<int>("SSAO" + qStr + ".NumTurns", 0),
m_Config->Get<int>("SSAO" + qStr + ".NumIterations", 0),
m_Config->Get<int>("SSAO" + qStr + ".TextureQuality", 4)
);
m_Renderer = renderer;
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
InitializeTexture();
InitializeBuffer();
InitializeShaderProgram();
Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
m_DrawBloomPass = new DrawBloomPass(renderer);
}
void SSAOPass::InitializeShaderProgram()
{
m_SSAOProgram = ResourceManager::Load<ShaderProgram>("##SSAOProgram");
if (m_SSAOProgram->GetHandle() == 0) {
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
m_SSAOProgram->Compile();
m_SSAOProgram->Link();
}
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
m_SSAOProgram->Compile();
m_SSAOProgram->Link();
m_SSAOViewSpaceZProgram = ResourceManager::Load<ShaderProgram>("##SSAOViewSpaceZProgram");
if (m_SSAOViewSpaceZProgram->GetHandle() == 0) {
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
m_SSAOViewSpaceZProgram->Compile();
m_SSAOViewSpaceZProgram->Link();
}
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
if (m_GaussianProgram_horiz->GetHandle() == 0) {
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
m_GaussianProgram_horiz->Compile();
m_GaussianProgram_horiz->Link();
}
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
if (m_GaussianProgram_vert->GetHandle() == 0) {
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
m_GaussianProgram_vert->Compile();
m_GaussianProgram_vert->Link();
}
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
m_SSAOViewSpaceZProgram->Compile();
m_SSAOViewSpaceZProgram->Link();
}
void SSAOPass::InitializeTexture() {
CommonFunctions::GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R32F, GL_RED, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_Gaussian_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_Gaussian_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R8, GL_RED, GL_FLOAT);
GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R32F, GL_RED, GL_FLOAT);
}
void SSAOPass::InitializeBuffer()
{
if (m_SSAOFramBuffer.GetHandle() == 0) {
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
}
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
m_SSAOFramBuffer.Generate();
if (m_SSAOViewSpaceZFramBuffer.GetHandle() == 0) {
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
}
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
m_SSAOViewSpaceZFramBuffer.Generate();
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_Gaussian_horiz, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_horiz.Generate();
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_Gaussian_vert, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_vert.Generate();
}
void SSAOPass::ClearBuffer()
{
if (m_Quality == 0) {
return;
}
m_SSAOFramBuffer.Bind();
glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_SSAOFramBuffer.Unbind();
m_SSAOViewSpaceZFramBuffer.Bind();
glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_SSAOViewSpaceZFramBuffer.Unbind();
m_GaussianFrameBuffer_horiz.Bind();
glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
m_GaussianFrameBuffer_horiz.Unbind();
m_GaussianFrameBuffer_vert.Bind();
glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
m_GaussianFrameBuffer_vert.Unbind();
}
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality) {
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns) {
m_Radius = radius;
m_Bias = bias;
m_Contrast = contrast;
m_IntensityScale = intensityScale;
m_NumOfSamples = numOfSamples;
m_NumOfTurns = numOfTurns;
m_Iterations = iterations;
m_TextureQuality = quality;
m_NumOfTurns = NumOfTurns;
}
void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);
GLERROR("Texture initialization failed");
}
void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
{
if (m_Quality == 0) {
return;
}
SSAOPassState state;
GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle();
GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle();
@@ -182,7 +98,6 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
(-1.0f),
(+1.0f)
);*/
glViewport(0, 0, (m_Renderer->GetViewportSize().Width >> m_TextureQuality), (m_Renderer->GetViewportSize().Height >> m_TextureQuality)); //JOHAN TODO: Get this into state
glUniform3fv(glGetUniformLocation(viewSpaceZPShaderHandle, "ClipInfo"), 1, glm::value_ptr(clipInfo));
glBindVertexArray(m_ScreenQuad->VAO);
@@ -192,9 +107,9 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
glm::vec4 projInfo = glm::vec4(
((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
(-2.0 / ((m_Renderer->GetViewportSize().Width >> m_TextureQuality) * camera->ProjectionMatrix()[0][0])),
(-2.0 / (m_Renderer->GetViewportSize().Width * camera->ProjectionMatrix()[0][0])),
((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]),
(-2.0 / ((m_Renderer->GetViewportSize().Height >> m_TextureQuality) * camera->ProjectionMatrix()[1][1]))
(-2.0 / (m_Renderer->GetViewportSize().Height * camera->ProjectionMatrix()[1][1]))
);
@@ -205,84 +120,26 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
// How many pixel there are in a 1m long object 1m away from the camera
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), (m_Renderer->GetViewportSize().Height >> m_TextureQuality) / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), m_Renderer->GetViewportSize().Height / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uContrast"), m_Contrast);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uIntensityScale"), m_IntensityScale);
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfSamples"), m_NumOfSamples);
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);;
glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "uProjInfo"), 1, glm::value_ptr(projInfo));
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
DrawBloomPassState BloomState;
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_SSAOTexture);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//Iterate some times to make it more gaussian.
for (int i = 1; i < m_Iterations; i++) {
//Vertical pass
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//horizontal pass
m_GaussianFrameBuffer_vert.Unbind();
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_Gaussian_vert);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
m_GaussianFrameBuffer_horiz.Unbind();
}
//final vertical gaussian after the iterations are done
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
m_GaussianFrameBuffer_vert.Unbind();
glViewport(0, 0, (m_Renderer->GetViewportSize().Width), (m_Renderer->GetViewportSize().Height));
m_DrawBloomPass->ClearBuffer();
m_DrawBloomPass->Draw(m_SSAOTexture);
}
void SSAOPass::OnWindowResize() {
if (m_Quality == 0) {
return;
}
m_DrawBloomPass->OnWindowResize();
InitializeTexture();
InitializeBuffer();
m_SSAOFramBuffer.Generate();
m_SSAOViewSpaceZFramBuffer.Generate();
}
@@ -17,46 +17,3 @@ Texture* CommonFunctions::LoadTexture(std::string path, bool threaded)
return img;
}
void CommonFunctions::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
{
glDeleteTextures(1, texture);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);
GLERROR("Texture initialization failed");
}
void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat)
{
glDeleteTextures(1, texture);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, *texture);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, false);
GLERROR("Texture initialization failed");
}
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
GLERROR("MipMap Texture initialization failed");
}
void CommonFunctions::DeleteTexture(GLuint* texture)
{
glDeleteTextures(1, texture);
*texture = 0;
}
+2 -7
View File
@@ -31,27 +31,22 @@ glm::vec3 ScreenCoords::ToWorldPos(glm::vec2 screenCoord, float depth, float scr
ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
{
GLERROR("Pre");
PickDataBuffer->Bind();
unsigned char pdata[3];
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata);
GLERROR("glReadPixels(pdata) Error");
PickDataBuffer->Unbind();
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
GLERROR("glBindFramebuffer(DepthBuffer) Error");
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
float depthData;
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);
GLERROR("glReadPixels(depthData) Error");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERROR("glBindFramebuffer(0) Error");
PixelData p;
p.Color[0] = (int)pdata[0];
p.Color[1] = (int)pdata[1];
p.Depth = depthData;
GLERROR("End");
GLERROR("ScreenCoords::ToPixelData Error");
return p;
}
+3 -7
View File
@@ -16,7 +16,7 @@
#include "Game/Systems/PickupSpawnSystem.h"
#include "Game/Systems/AmmoPickupSystem.h"
#include "Game/Systems/DamageIndicatorSystem.h"
#include "Game/Systems/Weapon/DefenderWeaponBehaviour.h"
#include "Game/Systems/Weapon/WeaponSystem.h"
#include "Rendering/AnimationSystem.h"
#include "Game/Systems/HealthHUDSystem.h"
#include "Rendering/BoneAttachmentSystem.h"
@@ -54,7 +54,7 @@ Game::Game(int argc, char* argv[])
m_EventBroker = new EventBroker();
// Create the renderer
m_Renderer = new Renderer(m_EventBroker, m_Config);
m_Renderer = new Renderer(m_EventBroker);
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
m_Renderer->SetResolution(Rectangle::Rectangle(
@@ -98,10 +98,6 @@ Game::Game(int argc, char* argv[])
m_NetworkClient->Connect(m_NetworkAddress, m_NetworkPort);
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " CLIENT");
}
} else {
// If network is disabled, pretend we're a server
m_IsClient = true;
m_IsServer = true;
}
// Create Octrees
@@ -124,7 +120,7 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<DefenderWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer, m_OctreeCollision);
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
@@ -13,7 +13,6 @@ bool MultiplayerSnapshotFilter::FilterComponent(EntityWrapper entity, SharedComp
component.Info.Name == "Transform"
|| component.Info.Name == "Physics"
|| component.Info.Name == "AssaultWeapon"
|| component.Info.Name == "DefenderWeapon"
|| component.Info.Name == "Animation"
|| component.Info.Name == "AnimationOffset"
|| entity.Name() == "PlayerName"
+1 -1
View File
@@ -13,7 +13,7 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
}
void DamageIndicatorSystem::Update(double dt) {
if (!IsServer && LocalPlayer.Valid()) {
if (!IsServer) {
for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) {
if (!iter->spriteEntity.Valid()) {
updateDamageIndicatorVector.erase(iter);
@@ -1,5 +1,13 @@
#include "Systems/Weapon/AssaultWeaponBehaviour.h"
AssaultWeaponBehaviour::AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
: WeaponBehaviour(systemParams, renderer, collisionOctree, player)
{
m_FirstPersonModel = m_Player.FirstChildByName("Hands");
m_ThirdPersonModel = m_Player.FirstChildByName("PlayerModel");
EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &AssaultWeaponBehaviour::OnAnimationComplete);
}
void AssaultWeaponBehaviour::Fire()
{
m_TimeSinceLastFire = 0.0;
@@ -28,7 +36,7 @@ void AssaultWeaponBehaviour::Reload()
return;
}
// Don't reload if we're completely out of ammo
// Don't reload if we're completly out of ammo
if (ammo == 0) {
playEmptySound();
m_TimeSinceLastFire = -0.0f; // HACK: To make empty sound play with interval
@@ -48,14 +56,14 @@ void AssaultWeaponBehaviour::Update(double dt)
{
if (m_Reloading) {
m_ReloadTimer -= dt;
// Re-enable glow on reload impostor half-way through the animation
// Re-enable glow on reload impersonator half-way through the animation
if (IsClient) {
if (m_ReloadTimer <= (double)m_Player["AssaultWeapon"]["ReloadTime"] / 2.0) {
if (m_FirstPersonReloadImpostor.Valid()) {
m_FirstPersonReloadImpostor["Model"]["GlowMap"] = true;
if (m_FirstPersonReloadImpersonator.Valid()) {
m_FirstPersonReloadImpersonator["Model"]["GlowMap"] = true;
}
if (m_ThirdPersonReloadImpostor.Valid()) {
m_ThirdPersonReloadImpostor["Model"]["GlowMap"] = true;
if (m_ThirdPersonReloadImpersonator.Valid()) {
m_ThirdPersonReloadImpersonator["Model"]["GlowMap"] = true;
}
}
}
@@ -88,6 +96,21 @@ void AssaultWeaponBehaviour::Update(double dt)
}
}
bool AssaultWeaponBehaviour::OnAnimationComplete(Events::AnimationComplete& e)
{
if (e.Entity != m_FirstPersonModel) {
return false;
}
//if (e.Name == "ShootRifle") {
// if (!m_Firing) {
// playIdleAnimation();
// }
//}
return true;
}
bool AssaultWeaponBehaviour::hasAmmo()
{
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
@@ -154,6 +177,7 @@ void AssaultWeaponBehaviour::spawnTracer()
float AssaultWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
{
// TODO: Cast a ray and size tracer appropriately
float distance;
glm::vec3 pos;
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
@@ -191,12 +215,6 @@ void AssaultWeaponBehaviour::playEmptySound()
void AssaultWeaponBehaviour::viewPunch()
{
// Since we send absolute client orientations to server, running this server side would
// cause aim desync.
if (!IsClient) {
return;
}
EntityWrapper playerCamera = m_Player.FirstChildByName("Camera");
if (!playerCamera.Valid()) {
return;
@@ -305,8 +323,8 @@ void AssaultWeaponBehaviour::playReloadAnimation()
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
EntityWrapper reloadSpawner = m_Player.FirstChildByName("FirstPersonReloadSpawner");
if (IsClient) {
m_FirstPersonReloadImpostor = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
firstPersonWeaponModel["Model"].Copy(m_FirstPersonReloadImpostor["Model"]);
m_FirstPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
firstPersonWeaponModel["Model"].Copy(m_FirstPersonReloadImpersonator["Model"]);
}
firstPersonWeaponModel["Model"]["Visible"] = false;
}
@@ -314,8 +332,8 @@ void AssaultWeaponBehaviour::playReloadAnimation()
EntityWrapper thirdPersonWeaponModel = m_Player.FirstChildByName("ThirdPersonWeaponModel");
EntityWrapper reloadSpawner = m_Player.FirstChildByName("ThirdPersonReloadSpawner");
if (IsClient) {
m_ThirdPersonReloadImpostor = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
thirdPersonWeaponModel["Model"].Copy(m_ThirdPersonReloadImpostor["Model"]);
m_ThirdPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
thirdPersonWeaponModel["Model"].Copy(m_ThirdPersonReloadImpersonator["Model"]);
}
thirdPersonWeaponModel["Model"]["Visible"] = false;
}
@@ -353,7 +371,7 @@ bool AssaultWeaponBehaviour::shoot(double damage)
return false;
}
// Don't let us shoot ourselves in the foot somehow
// Don't let us shoot ourselves in the foot
if (victim == LocalPlayer) {
return false;
}
@@ -1,188 +0,0 @@
#include "Systems/Weapon/DefenderWeaponBehaviour.h"
void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
{
(double&)cWeapon["TimeSinceLastFire"] += dt;
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
}
void DefenderWeaponBehaviour::UpdateWeapon(WeaponInfo& wi, double dt)
{
ComponentWrapper cWeapon = wi.GetComponent();
bool isFiring = cWeapon["IsFiring"];
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
if (isFiring && cooldownPassed && isNotShielding) {
fireShell(wi);
}
}
void DefenderWeaponBehaviour::OnPrimaryFire(WeaponInfo& wi)
{
ComponentWrapper cWeapon = wi.GetComponent();
cWeapon["IsFiring"] = true;
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
if (cooldownPassed && isNotShielding) {
fireShell(wi);
}
}
void DefenderWeaponBehaviour::OnCeasePrimaryFire(WeaponInfo& wi)
{
ComponentWrapper cWeapon = wi.GetComponent();
cWeapon["IsFiring"] = false;
}
bool DefenderWeaponBehaviour::OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e)
{
if (e.Command == "SpecialAbility" && IsServer) {
EntityWrapper attachment = wi.Player.FirstChildByName("ShieldAttachment");
if (attachment.Valid()) {
if (e.Value > 0) {
SpawnerSystem::Spawn(attachment, attachment);
} else {
attachment.DeleteChildren();
}
}
}
return false;
}
bool DefenderWeaponBehaviour::OnSetCamera(const Events::SetCamera& e)
{
m_CurrentCamera = e.CameraEntity;
return true;
}
void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
{
ComponentWrapper cWeapon = wi.GetComponent();
cWeapon["TimeSinceLastFire"] = 0.0;
int numPellets = cWeapon["NumPellets"];
float spreadAngle = cWeapon["SpreadAngle"];
std::uniform_real_distribution<float> randomSpreadAngle(-spreadAngle, spreadAngle);
// Calculate pellet angles
// HACK: Random for now?
// TODO: Make distribution even for each quadrant
std::vector<glm::vec2> pelletAngles;
for (int i = 0; i < numPellets; i++) {
pelletAngles.push_back(glm::vec2(randomSpreadAngle(m_RandomEngine), randomSpreadAngle(m_RandomEngine)));
LOG_DEBUG("%f %f", pelletAngles[i].x, pelletAngles[i].y);
}
double pelletDamage = (double)cWeapon["BaseDamage"] / numPellets;
// Tracers
EntityWrapper weaponModelEntity;
if (wi.Player == LocalPlayer) {
weaponModelEntity = wi.FirstPersonEntity;
} else {
weaponModelEntity = wi.ThirdPersonEntity;
}
if (weaponModelEntity.Valid()) {
EntityWrapper spawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
for (auto& angles : pelletAngles) {
glm::vec3 direction = Transform::AbsoluteOrientation(spawner) * glm::quat(glm::vec3(angles, 0.f)) * glm::vec3(0, 0, -1);
float distance = traceRayDistance(Transform::AbsolutePosition(spawner), direction);
EntityWrapper ray = SpawnerSystem::Spawn(spawner);
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
glm::vec3& orientation = ray["Transform"]["Orientation"];
orientation.x += angles.x;
orientation.y += angles.y;
glm::vec3 trajectory = direction * distance;
dealDamage(wi, direction, pelletDamage);
}
}
}
void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage)
{
// Only deal damage client side
if (!IsClient) {
return;
}
// Only handle shooting for the local player
if (wi.Player != LocalPlayer) {
return;
}
// Make sure the player isn't shooting from the grave
if (!wi.Player.Valid()) {
return;
}
glm::vec3 maxRange = direction * 2.f;
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
glm::vec3 cameraPosition = Transform::AbsolutePosition(camera);
if (!camera.Valid()) {
return;
}
Rectangle screenResolution = m_Renderer->GetViewportSize();
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
glm::vec2 screenCoords = cameraFromEntity(m_CurrentCamera).WorldToScreen(cameraPosition + maxRange, m_Renderer->GetViewportSize());
PickData pickData = m_Renderer->Pick(centerScreen + screenCoords);
EntityWrapper victim(m_World, pickData.Entity);
if (!victim.Valid()) {
return;
}
// Don't let us shoot ourselves in the foot somehow
if (victim == LocalPlayer) {
return;
}
// Only care about players being hit
if (!victim.HasComponent("Player")) {
victim = victim.FirstParentWithComponent("Player");
}
if (!victim.Valid()) {
return;
}
// Check for friendly fire
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
return;
}
// Deal damage!
Events::PlayerDamage ePlayerDamage;
ePlayerDamage.Inflictor = wi.Player;
ePlayerDamage.Victim = victim;
ePlayerDamage.Damage = damage;
m_EventBroker->Publish(ePlayerDamage);
LOG_DEBUG("Damage: %f", damage);
}
float DefenderWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
{
float distance;
glm::vec3 pos;
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
if (entity) {
return distance;
} else {
return 100.f;
}
}
Camera DefenderWeaponBehaviour::cameraFromEntity(EntityWrapper camera)
{
ComponentWrapper cTransform = camera["Transform"];
ComponentWrapper cCamera = camera["Camera"];
Camera cam(
(float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height,
(double)cCamera["FOV"],
(double)cCamera["NearClip"],
(double)cCamera["FarClip"]
);
cam.SetPosition(cTransform["Position"]);
cam.SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
return cam;
}
@@ -13,7 +13,7 @@ WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree<Enti
void WeaponSystem::Update(double dt)
{
// TODO: Clear inactive weapons
}
void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt)
@@ -72,64 +72,20 @@ bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
void WeaponSystem::selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot)
{
std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
// Find the weapon attachments matching the slot selected
EntityWrapper firstPersonAttachment;
EntityWrapper thirdPersonAttachment;
for (auto& attachment : weaponAttachments) {
ComponentWrapper cWeaponAttachment = attachment["WeaponAttachment"];
if ((ComponentInfo::EnumType)cWeaponAttachment["Slot"] == slot) {
ComponentWrapper::SubscriptProxy person = cWeaponAttachment["Person"];
if (person == person.Enum("FirstPerson")) {
firstPersonAttachment = attachment;
} else if (person == person.Enum("ThirdPerson")) {
thirdPersonAttachment = attachment;
}
}
}
if (firstPersonAttachment.Valid() && thirdPersonAttachment.Valid()) {
LOG_WARNING("No weapon attachment found for slot %i of player #%i", slot, player.ID);
return;
}
// TODO: Delete old weapons
// Spawn the weapon(s)
EntityWrapper firstPersonWeapon;
EntityWrapper thirdPersonWeapon;
if (firstPersonAttachment.Valid()) {
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
}
if (thirdPersonAttachment.Valid()) {
firstPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
}
// Create the correct behaviour
if (firstPersonWeapon.Valid()) {
if (firstPersonWeapon.HasComponent("AssaultWeapon") {
}
}
// Primary
if (slot == 1) {
// TODO: if class...
nextBehaviour = std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_Renderer, m_CollisionOctree, player);
if (m_ActiveWeapons.count(player) == 0) {
m_ActiveWeapons.insert(std::make_pair(player, std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_Renderer, m_CollisionOctree, player)));
} else {
//m_ActiveWeapons.erase(player);
}
}
// Secondary
if (slot == 2) {
//m_ActiveWeapons[player] = std::make_shared<PistolWeaponBehaviour>();
}
if (nextBehaviour != nullptr) {
// TODO: Destroy previous behaviour and make new
if (m_ActiveWeapons.count(player) == 0) {
m_ActiveWeapons[player] = nextBehaviour;
}
}
}
bool WeaponSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
-2
View File
@@ -9,9 +9,7 @@ int main(int argc, char* argv[])
Game game(argc, argv);
while (game.Running()) {
PerformanceTimer::StartTimer("Game-Tick");
game.Tick();
PerformanceTimer::StopTimer("Game-Tick");
}
return 0;