Compare commits
19 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| de9657700b | |||
| ef66f3ebe5 | |||
| 724d7b1586 | |||
| 8cda614de4 | |||
| 77eaa45702 | |||
| dfa224b4dd | |||
| 86df8f14f4 | |||
| eaea645068 | |||
| 21bf7f4df3 | |||
| e2b7e5400d | |||
| 658eace093 | |||
| c106768939 | |||
| c7dad79e72 | |||
| d37f8cc350 | |||
| 3c35c0a956 | |||
| d47a806c64 | |||
| 8e21c5a5e4 | |||
| db5170c699 | |||
| cd315bbaa0 |
@@ -17,7 +17,7 @@ public:
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void InitializeFrameBuffers();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void InitializeShaderPrograms();
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void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure);
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void Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure);
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private:
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private:
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const IRenderer* m_Renderer;
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const IRenderer* m_Renderer;
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@@ -15,7 +15,7 @@
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class DrawFinalPass
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class DrawFinalPass
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{
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{
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public:
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, GLuint* depthBuffer);
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
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~DrawFinalPass() { }
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~DrawFinalPass() { }
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void InitializeTextures();
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeFrameBuffers();
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@@ -26,22 +26,17 @@ public:
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//Return the texture that is used in later stages to apply the bloom effect
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//Return the texture that is used in later stages to apply the bloom effect
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GLuint BloomTexture() const { return m_BloomTexture; }
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GLuint BloomTexture() const { return m_BloomTexture; }
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GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; }
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//Return the texture with diffuse and lighting of the scene.
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//Return the texture with diffuse and lighting of the scene.
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GLuint SceneTexture() const { return m_SceneTexture; }
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GLuint SceneTexture() const { return m_SceneTexture; }
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GLuint SceneTextureLowRes() const { return m_SceneTextureLowRes; }
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//Return the framebuffer used in the scene rendering stage.
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//Return the framebuffer used in the scene rendering stage.
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FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
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FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
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FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
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private:
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private:
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void MergeLayers();
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void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
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void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
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void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
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void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
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@@ -55,17 +50,12 @@ private:
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Texture* m_GreyTexture;
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Texture* m_GreyTexture;
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Texture* m_ErrorTexture;
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Texture* m_ErrorTexture;
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Model* m_ScreenQuad;
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FrameBuffer m_MergeFrameBuffer;
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FrameBuffer m_FinalPassFrameBuffer;
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FrameBuffer m_FinalPassFrameBuffer;
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FrameBuffer m_FinalPassFrameBufferLowRes;
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FrameBuffer m_ShieldDepthFrameBuffer;
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GLuint m_BloomTexture;
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GLuint m_BloomTexture;
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GLuint m_SceneTexture;
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GLuint m_SceneTexture;
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GLuint m_BloomTextureLowRes;
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GLuint m_DepthBuffer;
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GLuint m_SceneTextureLowRes;
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GLuint m_ShieldBuffer;
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GLuint* m_DepthBuffer;
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GLuint m_DepthBufferLowRes;
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GLuint m_CubeMapTexture;
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GLuint m_CubeMapTexture;
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//maqke this component based i guess?
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//maqke this component based i guess?
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@@ -76,23 +66,32 @@ private:
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const CubeMapPass* m_CubeMapPass;
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const CubeMapPass* m_CubeMapPass;
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const SSAOPass* m_SSAOPass;
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const SSAOPass* m_SSAOPass;
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ShaderProgram* m_MergeProgram;
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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ShaderProgram* m_ExplosionEffectSplatMapProgram;
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ShaderProgram* m_ExplosionEffectSplatMapProgram;
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ShaderProgram* m_SpriteProgram;
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ShaderProgram* m_SpriteProgram;
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ShaderProgram* m_ForwardPlusSplatMapProgram;
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ShaderProgram* m_ForwardPlusSplatMapProgram;
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ShaderProgram* m_ShieldToStencilProgram;
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ShaderProgram* m_FillDepthStencilBufferProgram;
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ShaderProgram* m_FillDepthBufferProgram;
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ShaderProgram* m_ForwardPlusShieldCheckProgram;
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ShaderProgram* m_ExplosionEffectShieldCheckProgram;
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ShaderProgram* m_ExplosionEffectSplatMapShieldCheckProgram;
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ShaderProgram* m_SpriteShieldCheckProgram;
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ShaderProgram* m_ForwardPlusSplatMapShieldCheckProgram;
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ShaderProgram* m_ForwardPlusSkinnedProgram;
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ShaderProgram* m_ForwardPlusSkinnedProgram;
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ShaderProgram* m_ExplosionEffectSkinnedProgram;
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ShaderProgram* m_ExplosionEffectSkinnedProgram;
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ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
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ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
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ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
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ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
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ShaderProgram* m_ShieldToStencilSkinnedProgram;
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ShaderProgram* m_FillDepthStencilBufferSkinnedProgram;
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ShaderProgram* m_FillDepthBufferSkinnedProgram;
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ShaderProgram* m_ForwardPlusSkinnedShieldCheckProgram;
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ShaderProgram* m_ExplosionEffectSkinnedShieldCheckProgram;
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ShaderProgram* m_ExplosionEffectSplatMapSkinnedShieldCheckProgram;
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ShaderProgram* m_ForwardPlusSplatMapSkinnedShieldCheckProgram;
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ShaderProgram* m_FillDepthBufferSkinnedShieldCheckProgram;
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};
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};
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#endif
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#endif
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@@ -15,8 +15,8 @@
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struct ExplosionEffectJob : ModelJob
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struct ExplosionEffectJob : ModelJob
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{
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{
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded)
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{
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{
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ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
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ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
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TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
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TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
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@@ -18,7 +18,7 @@
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struct ModelJob : RenderJob
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struct ModelJob : RenderJob
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{
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{
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
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: RenderJob()
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: RenderJob()
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{
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{
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Model = model;
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Model = model;
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@@ -117,7 +117,7 @@ struct ModelJob : RenderJob
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FillColor = fillColor;
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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FillPercentage = fillPercentage;
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IsShielded = isShielded;
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if (model->IsSkinned()) {
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if (model->IsSkinned()) {
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Skeleton = Model->m_RawModel->m_Skeleton;
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Skeleton = Model->m_RawModel->m_Skeleton;
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@@ -181,7 +181,7 @@ struct ModelJob : RenderJob
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glm::vec4 FillColor = glm::vec4(0);
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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float FillPercentage = 0.0;
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bool IsShielded;
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void CalculateHash() override
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void CalculateHash() override
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{
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{
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Hash = ShaderID << 20 + ModelID << 10 + TextureID;
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Hash = ShaderID << 20 + ModelID << 10 + TextureID;
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@@ -24,7 +24,6 @@ struct RenderScene
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std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
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std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
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std::list<std::shared_ptr<RenderJob>> TransparentObjects;
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std::list<std::shared_ptr<RenderJob>> TransparentObjects;
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std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
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std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
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std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
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std::list<std::shared_ptr<RenderJob>> ShieldObjects;
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std::list<std::shared_ptr<RenderJob>> ShieldObjects;
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std::list<std::shared_ptr<RenderJob>> SpriteJob;
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std::list<std::shared_ptr<RenderJob>> SpriteJob;
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std::list<std::shared_ptr<RenderJob>> PointLight;
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std::list<std::shared_ptr<RenderJob>> PointLight;
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@@ -41,7 +40,6 @@ struct RenderScene
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Jobs.OpaqueObjects.clear();
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Jobs.OpaqueObjects.clear();
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Jobs.TransparentObjects.clear();
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Jobs.TransparentObjects.clear();
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Jobs.OpaqueShieldedObjects.clear();
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Jobs.OpaqueShieldedObjects.clear();
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Jobs.TransparentShieldedObjects.clear();
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Jobs.ShieldObjects.clear();
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Jobs.ShieldObjects.clear();
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Jobs.SpriteJob.clear();
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Jobs.SpriteJob.clear();
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Jobs.DirectionalLight.clear();
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Jobs.DirectionalLight.clear();
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@@ -14,8 +14,6 @@ public:
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virtual void Update(double dt) override;
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virtual void Update(double dt) override;
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static void SetRespawnTime(float respawnTime) { m_RespawnTime = respawnTime; };
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private:
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private:
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struct SpawnRequest
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struct SpawnRequest
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{
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{
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@@ -31,8 +29,8 @@ private:
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//EntityWrapper ID -> Player ID.
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//EntityWrapper ID -> Player ID.
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std::map<EntityID, int> m_PlayerIDs;
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std::map<EntityID, int> m_PlayerIDs;
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static float m_RespawnTime;
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float m_ForcedRespawnTime;
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float m_Timer;
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bool m_DbgConfigForceRespawn;
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EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
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EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
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bool OnInputCommand(Events::InputCommand& e);
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bool OnInputCommand(Events::InputCommand& e);
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@@ -68,5 +68,17 @@ Contrast=1.5
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Intensity=1.0
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Intensity=1.0
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NumSamples=24
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NumSamples=24
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NumTurns=17
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NumTurns=17
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NumIterations=13
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NumIterations=9
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TextureQuality=0
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TextureQuality=0
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[GLOW]
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Quality=3;
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[GLOW1]
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NumIterations=5
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[GLOW2]
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NumIterations=9
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[GLOW3]
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NumIterations=13
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@@ -46,6 +46,8 @@
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<xs:include schemaLocation="Components/Page.xsd"/>
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<xs:include schemaLocation="Components/Page.xsd"/>
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<xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
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<xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
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<xs:include schemaLocation="Components/Button.xsd"/>
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<xs:include schemaLocation="Components/Button.xsd"/>
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<xs:include schemaLocation="Components/DoubleJump.xsd"/>
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<xs:include schemaLocation="Components/WeaponAttachment.xsd"/>
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<xs:include schemaLocation="Components/WeaponAttachment.xsd"/>
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<xs:include schemaLocation="Components/DefenderWeapon.xsd"/>
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<xs:include schemaLocation="Components/DefenderWeapon.xsd"/>
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<xs:include schemaLocation="Components/CapturePointGameMode.xsd"/>
|
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</xs:schema>
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</xs:schema>
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@@ -0,0 +1,5 @@
|
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|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
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|
<CapturePointGameMode xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="CapturePointGameMode.xsd">
|
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<RespawnTime>0.0</RespawnTime>
|
||||||
|
<MaxRespawnTime>8.0</MaxRespawnTime>
|
||||||
|
</CapturePointGameMode>
|
||||||
@@ -0,0 +1,18 @@
|
|||||||
|
<?xml version="1.0"?>
|
||||||
|
|
||||||
|
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||||
|
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||||
|
|
||||||
|
<xs:element name="CapturePointGameMode">
|
||||||
|
<xs:complexType>
|
||||||
|
<xs:all>
|
||||||
|
<xs:element name="RespawnTime" type="t:double" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>The time since the last respawn wave. Players will be spawned when this reaches MaxRespawnTime.</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
<xs:element name="MaxRespawnTime" type="t:double" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>Players will be spawned when RespawnTime reaches this.</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
</xs:all>
|
||||||
|
</xs:complexType>
|
||||||
|
</xs:element>
|
||||||
|
</xs:schema>
|
||||||
@@ -0,0 +1,4 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
|
<DoubleJump xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DoubleJump.xsd">
|
||||||
|
<DoubleJumpSpeed>4.0</DoubleJumpSpeed>
|
||||||
|
</DoubleJump>
|
||||||
@@ -0,0 +1,16 @@
|
|||||||
|
<?xml version="1.0"?>
|
||||||
|
|
||||||
|
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||||
|
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||||
|
|
||||||
|
<xs:element name="DoubleJump">
|
||||||
|
<xs:annotation><xs:documentation>Enables a Player to double jump.</xs:documentation></xs:annotation>
|
||||||
|
<xs:complexType>
|
||||||
|
<xs:all>
|
||||||
|
<xs:element name="DoubleJumpSpeed" type="t:float" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>Vertical velocity set on double jump.</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
</xs:all>
|
||||||
|
</xs:complexType>
|
||||||
|
</xs:element>
|
||||||
|
</xs:schema>
|
||||||
@@ -2,6 +2,7 @@
|
|||||||
<Player xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Player.xsd">
|
<Player xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Player.xsd">
|
||||||
<MovementSpeed>3</MovementSpeed>
|
<MovementSpeed>3</MovementSpeed>
|
||||||
<CrouchSpeed>1.5</CrouchSpeed>
|
<CrouchSpeed>1.5</CrouchSpeed>
|
||||||
|
<JumpSpeed>4.0</JumpSpeed>
|
||||||
<CurrentWishDirection X="0" Y="0" Z="0"/>
|
<CurrentWishDirection X="0" Y="0" Z="0"/>
|
||||||
<CurrentWeapon></CurrentWeapon>
|
<CurrentWeapon></CurrentWeapon>
|
||||||
</Player>
|
</Player>
|
||||||
@@ -11,6 +11,9 @@
|
|||||||
<xs:all>
|
<xs:all>
|
||||||
<xs:element name="MovementSpeed" type="t:float" minOccurs="0"/>
|
<xs:element name="MovementSpeed" type="t:float" minOccurs="0"/>
|
||||||
<xs:element name="CrouchSpeed" type="t:float" minOccurs="0"/>
|
<xs:element name="CrouchSpeed" type="t:float" minOccurs="0"/>
|
||||||
|
<xs:element name="JumpSpeed" type="t:float" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>Vertical velocity set when jumping.</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
<xs:element name="CurrentWishDirection" type="t:Vector" minOccurs="0"/>
|
<xs:element name="CurrentWishDirection" type="t:Vector" minOccurs="0"/>
|
||||||
<xs:element name="CurrentWeapon" type="t:string" minOccurs="0"/>
|
<xs:element name="CurrentWeapon" type="t:string" minOccurs="0"/>
|
||||||
</xs:all>
|
</xs:all>
|
||||||
|
|||||||
@@ -13,8 +13,9 @@
|
|||||||
</c:AssaultWeapon>
|
</c:AssaultWeapon>
|
||||||
<c:Collidable/>
|
<c:Collidable/>
|
||||||
<c:DefenderWeapon>
|
<c:DefenderWeapon>
|
||||||
<TimeSinceLastFire>1.6944730461160304</TimeSinceLastFire>
|
<TimeSinceLastFire>52.867678870419283</TimeSinceLastFire>
|
||||||
</c:DefenderWeapon>
|
</c:DefenderWeapon>
|
||||||
|
<c:DoubleJump/>
|
||||||
<c:Health/>
|
<c:Health/>
|
||||||
<c:Physics>
|
<c:Physics>
|
||||||
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
||||||
@@ -36,7 +37,10 @@
|
|||||||
<Children>
|
<Children>
|
||||||
<Entity name="Camera">
|
<Entity name="Camera">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Camera/>
|
<c:Camera>
|
||||||
|
<NearClip>0.10000000149011612</NearClip>
|
||||||
|
<FarClip>300</FarClip>
|
||||||
|
</c:Camera>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0" Y="1.27700007" Z="0"/>
|
<Position X="0" Y="1.27700007" Z="0"/>
|
||||||
</c:Transform>
|
</c:Transform>
|
||||||
@@ -371,7 +375,7 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:Animation>
|
<c:Animation>
|
||||||
<AnimationName1>Idle</AnimationName1>
|
<AnimationName1>Idle</AnimationName1>
|
||||||
<Time1>0.67172915251515519</Time1>
|
<Time1>1.9408570429715581</Time1>
|
||||||
<Speed1>1</Speed1>
|
<Speed1>1</Speed1>
|
||||||
<AnimationName2></AnimationName2>
|
<AnimationName2></AnimationName2>
|
||||||
<AnimationName3></AnimationName3>
|
<AnimationName3></AnimationName3>
|
||||||
@@ -385,25 +389,25 @@
|
|||||||
<Children>
|
<Children>
|
||||||
<Entity name="PrimaryAttachment">
|
<Entity name="PrimaryAttachment">
|
||||||
<Components>
|
<Components>
|
||||||
|
<c:WeaponAttachment>
|
||||||
|
<Weapon>DefenderWeapon</Weapon>
|
||||||
|
</c:WeaponAttachment>
|
||||||
<c:Spawner>
|
<c:Spawner>
|
||||||
<EntityFile>Schema/Entities/DefenderWeaponView.xml</EntityFile>
|
<EntityFile>Schema/Entities/DefenderWeaponView.xml</EntityFile>
|
||||||
</c:Spawner>
|
</c:Spawner>
|
||||||
<c:Transform/>
|
<c:Transform/>
|
||||||
<c:WeaponAttachment>
|
|
||||||
<Weapon>DefenderWeapon</Weapon>
|
|
||||||
</c:WeaponAttachment>
|
|
||||||
</Components>
|
</Components>
|
||||||
<Children/>
|
<Children/>
|
||||||
</Entity>
|
</Entity>
|
||||||
<Entity name="SecondaryAttachment">
|
<Entity name="SecondaryAttachment">
|
||||||
<Components>
|
<Components>
|
||||||
|
<c:WeaponAttachment>
|
||||||
|
<Weapon>AssaultWeapon</Weapon>
|
||||||
|
</c:WeaponAttachment>
|
||||||
<c:Spawner>
|
<c:Spawner>
|
||||||
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
|
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
|
||||||
</c:Spawner>
|
</c:Spawner>
|
||||||
<c:Transform/>
|
<c:Transform/>
|
||||||
<c:WeaponAttachment>
|
|
||||||
<Weapon>AssaultWeapon</Weapon>
|
|
||||||
</c:WeaponAttachment>
|
|
||||||
</Components>
|
</Components>
|
||||||
<Children/>
|
<Children/>
|
||||||
</Entity>
|
</Entity>
|
||||||
@@ -413,7 +417,10 @@
|
|||||||
</Entity>
|
</Entity>
|
||||||
<Entity name="ThirdPersonCamera">
|
<Entity name="ThirdPersonCamera">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Camera/>
|
<c:Camera>
|
||||||
|
<NearClip>0.10000000149011612</NearClip>
|
||||||
|
<FarClip>300</FarClip>
|
||||||
|
</c:Camera>
|
||||||
<c:Model>
|
<c:Model>
|
||||||
<Resource>Models/Widgets/Camera.mesh</Resource>
|
<Resource>Models/Widgets/Camera.mesh</Resource>
|
||||||
<Visible>false</Visible>
|
<Visible>false</Visible>
|
||||||
@@ -429,6 +436,7 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:Animation>
|
<c:Animation>
|
||||||
<AnimationName1>Idle</AnimationName1>
|
<AnimationName1>Idle</AnimationName1>
|
||||||
|
<Time1>1.5631122524686134</Time1>
|
||||||
<Speed1>1</Speed1>
|
<Speed1>1</Speed1>
|
||||||
<AnimationName2></AnimationName2>
|
<AnimationName2></AnimationName2>
|
||||||
<AnimationName3></AnimationName3>
|
<AnimationName3></AnimationName3>
|
||||||
@@ -448,31 +456,31 @@
|
|||||||
<Children>
|
<Children>
|
||||||
<Entity name="PrimaryAttachment">
|
<Entity name="PrimaryAttachment">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Spawner>
|
|
||||||
<EntityFile>Schema/Entities/DefenderWeaponWorld.xml</EntityFile>
|
|
||||||
</c:Spawner>
|
|
||||||
<c:Transform/>
|
|
||||||
<c:WeaponAttachment>
|
<c:WeaponAttachment>
|
||||||
<Weapon>DefenderWeapon</Weapon>
|
<Weapon>DefenderWeapon</Weapon>
|
||||||
<Person>
|
<Person>
|
||||||
<ThirdPerson/>
|
<ThirdPerson/>
|
||||||
</Person>
|
</Person>
|
||||||
</c:WeaponAttachment>
|
</c:WeaponAttachment>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/DefenderWeaponWorld.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform/>
|
||||||
</Components>
|
</Components>
|
||||||
<Children/>
|
<Children/>
|
||||||
</Entity>
|
</Entity>
|
||||||
<Entity name="SecondaryAttachment">
|
<Entity name="SecondaryAttachment">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Spawner>
|
|
||||||
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
|
|
||||||
</c:Spawner>
|
|
||||||
<c:Transform/>
|
|
||||||
<c:WeaponAttachment>
|
<c:WeaponAttachment>
|
||||||
<Weapon>AssaultWeapon</Weapon>
|
<Weapon>AssaultWeapon</Weapon>
|
||||||
<Person>
|
<Person>
|
||||||
<ThirdPerson/>
|
<ThirdPerson/>
|
||||||
</Person>
|
</Person>
|
||||||
</c:WeaponAttachment>
|
</c:WeaponAttachment>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform/>
|
||||||
</Components>
|
</Components>
|
||||||
<Children/>
|
<Children/>
|
||||||
</Entity>
|
</Entity>
|
||||||
|
|||||||
Executable → Regular
+26
-18
@@ -13,8 +13,9 @@
|
|||||||
</c:AssaultWeapon>
|
</c:AssaultWeapon>
|
||||||
<c:Collidable/>
|
<c:Collidable/>
|
||||||
<c:DefenderWeapon>
|
<c:DefenderWeapon>
|
||||||
<TimeSinceLastFire>1.6944730461160304</TimeSinceLastFire>
|
<TimeSinceLastFire>22.22055262342397</TimeSinceLastFire>
|
||||||
</c:DefenderWeapon>
|
</c:DefenderWeapon>
|
||||||
|
<c:DoubleJump/>
|
||||||
<c:Health/>
|
<c:Health/>
|
||||||
<c:Physics>
|
<c:Physics>
|
||||||
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
||||||
@@ -36,7 +37,10 @@
|
|||||||
<Children>
|
<Children>
|
||||||
<Entity name="Camera">
|
<Entity name="Camera">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Camera/>
|
<c:Camera>
|
||||||
|
<NearClip>0.10000000149011612</NearClip>
|
||||||
|
<FarClip>300</FarClip>
|
||||||
|
</c:Camera>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0" Y="1.27700007" Z="0"/>
|
<Position X="0" Y="1.27700007" Z="0"/>
|
||||||
</c:Transform>
|
</c:Transform>
|
||||||
@@ -371,7 +375,7 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:Animation>
|
<c:Animation>
|
||||||
<AnimationName1>Idle</AnimationName1>
|
<AnimationName1>Idle</AnimationName1>
|
||||||
<Time1>0.67172915251515519</Time1>
|
<Time1>1.1978087298230946</Time1>
|
||||||
<Speed1>1</Speed1>
|
<Speed1>1</Speed1>
|
||||||
<AnimationName2></AnimationName2>
|
<AnimationName2></AnimationName2>
|
||||||
<AnimationName3></AnimationName3>
|
<AnimationName3></AnimationName3>
|
||||||
@@ -385,25 +389,25 @@
|
|||||||
<Children>
|
<Children>
|
||||||
<Entity name="PrimaryAttachment">
|
<Entity name="PrimaryAttachment">
|
||||||
<Components>
|
<Components>
|
||||||
|
<c:WeaponAttachment>
|
||||||
|
<Weapon>DefenderWeapon</Weapon>
|
||||||
|
</c:WeaponAttachment>
|
||||||
<c:Spawner>
|
<c:Spawner>
|
||||||
<EntityFile>Schema/Entities/DefenderWeaponViewRed.xml</EntityFile>
|
<EntityFile>Schema/Entities/DefenderWeaponViewRed.xml</EntityFile>
|
||||||
</c:Spawner>
|
</c:Spawner>
|
||||||
<c:Transform/>
|
<c:Transform/>
|
||||||
<c:WeaponAttachment>
|
|
||||||
<Weapon>DefenderWeapon</Weapon>
|
|
||||||
</c:WeaponAttachment>
|
|
||||||
</Components>
|
</Components>
|
||||||
<Children/>
|
<Children/>
|
||||||
</Entity>
|
</Entity>
|
||||||
<Entity name="SecondaryAttachment">
|
<Entity name="SecondaryAttachment">
|
||||||
<Components>
|
<Components>
|
||||||
|
<c:WeaponAttachment>
|
||||||
|
<Weapon>AssaultWeapon</Weapon>
|
||||||
|
</c:WeaponAttachment>
|
||||||
<c:Spawner>
|
<c:Spawner>
|
||||||
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
|
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
|
||||||
</c:Spawner>
|
</c:Spawner>
|
||||||
<c:Transform/>
|
<c:Transform/>
|
||||||
<c:WeaponAttachment>
|
|
||||||
<Weapon>AssaultWeapon</Weapon>
|
|
||||||
</c:WeaponAttachment>
|
|
||||||
</Components>
|
</Components>
|
||||||
<Children/>
|
<Children/>
|
||||||
</Entity>
|
</Entity>
|
||||||
@@ -413,7 +417,10 @@
|
|||||||
</Entity>
|
</Entity>
|
||||||
<Entity name="ThirdPersonCamera">
|
<Entity name="ThirdPersonCamera">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Camera/>
|
<c:Camera>
|
||||||
|
<NearClip>0.10000000149011612</NearClip>
|
||||||
|
<FarClip>300</FarClip>
|
||||||
|
</c:Camera>
|
||||||
<c:Model>
|
<c:Model>
|
||||||
<Resource>Models/Widgets/Camera.mesh</Resource>
|
<Resource>Models/Widgets/Camera.mesh</Resource>
|
||||||
<Visible>false</Visible>
|
<Visible>false</Visible>
|
||||||
@@ -429,6 +436,7 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:Animation>
|
<c:Animation>
|
||||||
<AnimationName1>Idle</AnimationName1>
|
<AnimationName1>Idle</AnimationName1>
|
||||||
|
<Time1>0.69274608502888668</Time1>
|
||||||
<Speed1>1</Speed1>
|
<Speed1>1</Speed1>
|
||||||
<AnimationName2></AnimationName2>
|
<AnimationName2></AnimationName2>
|
||||||
<AnimationName3></AnimationName3>
|
<AnimationName3></AnimationName3>
|
||||||
@@ -448,31 +456,31 @@
|
|||||||
<Children>
|
<Children>
|
||||||
<Entity name="PrimaryAttachment">
|
<Entity name="PrimaryAttachment">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Spawner>
|
|
||||||
<EntityFile>Schema/Entities/DefenderWeaponWorldRed.xml</EntityFile>
|
|
||||||
</c:Spawner>
|
|
||||||
<c:Transform/>
|
|
||||||
<c:WeaponAttachment>
|
<c:WeaponAttachment>
|
||||||
<Weapon>DefenderWeapon</Weapon>
|
<Weapon>DefenderWeapon</Weapon>
|
||||||
<Person>
|
<Person>
|
||||||
<ThirdPerson/>
|
<ThirdPerson/>
|
||||||
</Person>
|
</Person>
|
||||||
</c:WeaponAttachment>
|
</c:WeaponAttachment>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/DefenderWeaponWorldRed.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform/>
|
||||||
</Components>
|
</Components>
|
||||||
<Children/>
|
<Children/>
|
||||||
</Entity>
|
</Entity>
|
||||||
<Entity name="SecondaryAttachment">
|
<Entity name="SecondaryAttachment">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Spawner>
|
|
||||||
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
|
|
||||||
</c:Spawner>
|
|
||||||
<c:Transform/>
|
|
||||||
<c:WeaponAttachment>
|
<c:WeaponAttachment>
|
||||||
<Weapon>AssaultWeapon</Weapon>
|
<Weapon>AssaultWeapon</Weapon>
|
||||||
<Person>
|
<Person>
|
||||||
<ThirdPerson/>
|
<ThirdPerson/>
|
||||||
</Person>
|
</Person>
|
||||||
</c:WeaponAttachment>
|
</c:WeaponAttachment>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform/>
|
||||||
</Components>
|
</Components>
|
||||||
<Children/>
|
<Children/>
|
||||||
</Entity>
|
</Entity>
|
||||||
|
|||||||
@@ -2,8 +2,6 @@
|
|||||||
|
|
||||||
layout (binding = 0) uniform sampler2D SceneTexture;
|
layout (binding = 0) uniform sampler2D SceneTexture;
|
||||||
layout (binding = 1) uniform sampler2D BloomTexture;
|
layout (binding = 1) uniform sampler2D BloomTexture;
|
||||||
layout (binding = 2) uniform sampler2D SceneTextureLowRes;
|
|
||||||
layout (binding = 3) uniform sampler2D BloomTextureLowRes;
|
|
||||||
uniform float Exposure;
|
uniform float Exposure;
|
||||||
uniform float Gamma;
|
uniform float Gamma;
|
||||||
|
|
||||||
@@ -17,21 +15,12 @@ void main()
|
|||||||
{
|
{
|
||||||
vec4 hdrColor = texture(SceneTexture, Input.TextureCoordinate);
|
vec4 hdrColor = texture(SceneTexture, Input.TextureCoordinate);
|
||||||
vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate);
|
vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate);
|
||||||
vec4 hdrColorLowRes = texture(SceneTextureLowRes, Input.TextureCoordinate);
|
|
||||||
vec4 bloomColorLowRes = texture(BloomTextureLowRes, Input.TextureCoordinate);
|
|
||||||
|
|
||||||
//hdrColor = hdrColor * SSAO;
|
//hdrColor = hdrColor * SSAO;
|
||||||
hdrColor += bloomColor;
|
hdrColor += bloomColor;
|
||||||
hdrColorLowRes;
|
|
||||||
|
|
||||||
float hdrColorsum = hdrColorLowRes.r + hdrColorLowRes.g + hdrColorLowRes.b;
|
|
||||||
//Toon mapping thingy
|
//Toon mapping thingy
|
||||||
vec3 result;
|
vec3 result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
|
||||||
if(hdrColorsum > 0.0) {
|
|
||||||
result = vec3(1.0) - exp(-hdrColorLowRes.rgb * Exposure);
|
|
||||||
} else {
|
|
||||||
result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
|
|
||||||
}
|
|
||||||
|
|
||||||
//gamme correction
|
//gamme correction
|
||||||
result = pow(result, vec3(1.0 / Gamma));
|
result = pow(result, vec3(1.0 / Gamma));
|
||||||
|
|||||||
@@ -171,7 +171,8 @@ void main()
|
|||||||
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
||||||
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
||||||
float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
|
float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
|
||||||
color_result = color_result * clamp(1/specularTexel, 0, 1)*2 + reflectionColor * clamp(specularTexel, 0, 1)/2;
|
vec4 reflectionTotal = reflectionColor * (1-specularTexel.a) * color_result.a;
|
||||||
|
color_result = color_result * clamp(1/specularTexel.a, 0, 1) + reflectionTotal;
|
||||||
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
|
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
|
||||||
|
|
||||||
|
|
||||||
@@ -182,9 +183,9 @@ void main()
|
|||||||
}
|
}
|
||||||
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||||
//sceneColor = vec4(reflectionColor.xyz, 1);
|
//sceneColor = vec4(reflectionColor.xyz, 1);
|
||||||
color_result += glowTexel*GlowIntensity;
|
color_result.xyz += glowTexel.xyz*GlowIntensity;
|
||||||
|
|
||||||
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), clamp(color_result.a, 0, 1));
|
bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1));
|
||||||
|
|
||||||
//Tiled Debug Code
|
//Tiled Debug Code
|
||||||
/*
|
/*
|
||||||
|
|||||||
@@ -0,0 +1,207 @@
|
|||||||
|
#version 430
|
||||||
|
|
||||||
|
#define MIN_AMBIENT_LIGHT 0.3
|
||||||
|
|
||||||
|
uniform mat4 M;
|
||||||
|
uniform mat4 V;
|
||||||
|
uniform mat4 P;
|
||||||
|
uniform vec4 Color;
|
||||||
|
uniform vec4 DiffuseColor;
|
||||||
|
uniform vec2 ScreenDimensions;
|
||||||
|
uniform vec4 FillColor;
|
||||||
|
uniform vec4 AmbientColor;
|
||||||
|
uniform float FillPercentage;
|
||||||
|
uniform float GlowIntensity = 10;
|
||||||
|
uniform vec3 CameraPosition;
|
||||||
|
uniform int SSAOQuality;
|
||||||
|
|
||||||
|
uniform vec2 DiffuseUVRepeat;
|
||||||
|
uniform vec2 NormalUVRepeat;
|
||||||
|
uniform vec2 SpecularUVRepeat;
|
||||||
|
uniform vec2 GlowUVRepeat;
|
||||||
|
layout (binding = 0) uniform sampler2D AOTexture;
|
||||||
|
layout (binding = 1) uniform sampler2D DiffuseTexture;
|
||||||
|
layout (binding = 2) uniform sampler2D NormalMapTexture;
|
||||||
|
layout (binding = 3) uniform sampler2D SpecularMapTexture;
|
||||||
|
layout (binding = 4) uniform sampler2D GlowMapTexture;
|
||||||
|
layout (binding = 5) uniform samplerCube CubeMap;
|
||||||
|
layout (binding = 31) uniform sampler2D ShieldBuffer;
|
||||||
|
|
||||||
|
#define TILE_SIZE 16
|
||||||
|
|
||||||
|
struct LightSource {
|
||||||
|
vec4 Position;
|
||||||
|
vec4 Direction;
|
||||||
|
vec4 Color;
|
||||||
|
float Radius;
|
||||||
|
float Intensity;
|
||||||
|
float Falloff;
|
||||||
|
int Type;
|
||||||
|
};
|
||||||
|
|
||||||
|
layout (std430, binding = 1) buffer LightBuffer
|
||||||
|
{
|
||||||
|
LightSource List[];
|
||||||
|
} LightSources;
|
||||||
|
|
||||||
|
struct LightGrid {
|
||||||
|
float Start;
|
||||||
|
float Amount;
|
||||||
|
vec2 Padding;
|
||||||
|
};
|
||||||
|
|
||||||
|
layout (std430, binding = 2) buffer LightGridBuffer
|
||||||
|
{
|
||||||
|
LightGrid Data[];
|
||||||
|
} LightGrids;
|
||||||
|
|
||||||
|
layout (std430, binding = 4) buffer LightIndexBuffer
|
||||||
|
{
|
||||||
|
float LightIndex[];
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
in VertexData{
|
||||||
|
vec3 Position;
|
||||||
|
vec3 Normal;
|
||||||
|
vec3 Tangent;
|
||||||
|
vec3 BiTangent;
|
||||||
|
vec2 TextureCoordinate;
|
||||||
|
vec4 ExplosionColor;
|
||||||
|
float ExplosionPercentageElapsed;
|
||||||
|
}Input;
|
||||||
|
|
||||||
|
out vec4 sceneColor;
|
||||||
|
out vec4 bloomColor;
|
||||||
|
|
||||||
|
struct LightResult {
|
||||||
|
vec4 Diffuse;
|
||||||
|
vec4 Specular;
|
||||||
|
};
|
||||||
|
|
||||||
|
float CalcAttenuation(float radius, float dist, float falloff) {
|
||||||
|
return 1.0 - smoothstep(radius * falloff, radius, dist);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
|
||||||
|
vec4 R = normalize( reflect(-lightVec, normal));
|
||||||
|
float RdotV = max( dot(R, viewVec), 0.0);
|
||||||
|
return lightColor * pow(RdotV, 90.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
|
||||||
|
float power = max( dot(normal, lightVec), 0.0);
|
||||||
|
return lightColor * power;
|
||||||
|
}
|
||||||
|
|
||||||
|
LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
|
||||||
|
{
|
||||||
|
vec4 L = lightPos - position;
|
||||||
|
float dist = length(L);
|
||||||
|
L = normalize(L);
|
||||||
|
|
||||||
|
float attenuation = CalcAttenuation(lightRadius, dist, falloff);
|
||||||
|
|
||||||
|
LightResult result;
|
||||||
|
result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
|
||||||
|
result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
|
||||||
|
{
|
||||||
|
vec4 L = normalize( -vec4(direction.xyz, 0) );
|
||||||
|
|
||||||
|
LightResult result;
|
||||||
|
result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
|
||||||
|
result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
|
||||||
|
{
|
||||||
|
mat3 TBN = mat3(tangent, bitangent, normal);
|
||||||
|
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
|
||||||
|
return vec4(TBN * normalize(NormalMap), 0.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
float shieldDepthValue = texelFetch(ShieldBuffer, ivec2(gl_FragCoord.xy), 0).r;
|
||||||
|
|
||||||
|
if(shieldDepthValue < gl_FragCoord.z){
|
||||||
|
discard;
|
||||||
|
}
|
||||||
|
|
||||||
|
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
|
||||||
|
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
|
||||||
|
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
|
||||||
|
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
|
||||||
|
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
|
||||||
|
vec4 position = V * M * vec4(Input.Position, 1.0);
|
||||||
|
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
|
||||||
|
normal = normalize(normal);
|
||||||
|
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
||||||
|
vec4 viewVec = normalize(-position);
|
||||||
|
vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
|
||||||
|
vec3 R = reflect(-I, Input.Normal);
|
||||||
|
//R = vec3(P * vec4(R, 1.0));
|
||||||
|
vec4 reflectionColor = texture(CubeMap, R);
|
||||||
|
|
||||||
|
vec2 tilePos;
|
||||||
|
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
|
||||||
|
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
|
||||||
|
|
||||||
|
LightResult totalLighting;
|
||||||
|
totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0);
|
||||||
|
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
|
||||||
|
|
||||||
|
int start = int(LightGrids.Data[currentTile].Start);
|
||||||
|
int amount = int(LightGrids.Data[currentTile].Amount);
|
||||||
|
|
||||||
|
for(int i = start; i < start + amount; i++) {
|
||||||
|
|
||||||
|
int l = int(LightIndex[i]);
|
||||||
|
LightSource light = LightSources.List[l];
|
||||||
|
|
||||||
|
LightResult light_result;
|
||||||
|
//These if statements should be removed.
|
||||||
|
if(light.Type == 1) { // point
|
||||||
|
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
|
||||||
|
} else if (light.Type == 2) { //Directional
|
||||||
|
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
||||||
|
}
|
||||||
|
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
|
||||||
|
totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
||||||
|
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
||||||
|
float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
|
||||||
|
vec4 reflectionTotal = reflectionColor * (1-specularTexel.a) * color_result.a;
|
||||||
|
color_result = color_result * clamp(1/specularTexel.a, 0, 1) + reflectionTotal;
|
||||||
|
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
|
||||||
|
|
||||||
|
|
||||||
|
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
|
||||||
|
|
||||||
|
if(pos <= FillPercentage) {
|
||||||
|
color_result += FillColor;
|
||||||
|
}
|
||||||
|
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||||
|
//sceneColor = vec4(reflectionColor.xyz, 1);
|
||||||
|
color_result.xyz += glowTexel.xyz*GlowIntensity;
|
||||||
|
|
||||||
|
bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1));
|
||||||
|
|
||||||
|
//Tiled Debug Code
|
||||||
|
/*
|
||||||
|
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
|
||||||
|
sceneColor += vec4(0.5, 0, 0, 0);
|
||||||
|
} else {
|
||||||
|
sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -0,0 +1,254 @@
|
|||||||
|
#version 430
|
||||||
|
|
||||||
|
#define MIN_AMBIENT_LIGHT 0.3
|
||||||
|
|
||||||
|
uniform mat4 M;
|
||||||
|
uniform mat4 V;
|
||||||
|
uniform mat4 P;
|
||||||
|
uniform vec2 ScreenDimensions;
|
||||||
|
uniform float FillPercentage;
|
||||||
|
uniform vec4 DiffuseColor;
|
||||||
|
uniform vec4 FillColor;
|
||||||
|
uniform vec4 Color;
|
||||||
|
uniform vec4 AmbientColor;
|
||||||
|
uniform int SSAOQuality;
|
||||||
|
|
||||||
|
//Get bineded at the same time as the textures
|
||||||
|
uniform vec2 DiffuseUVRepeat1;
|
||||||
|
uniform vec2 DiffuseUVRepeat2;
|
||||||
|
uniform vec2 DiffuseUVRepeat3;
|
||||||
|
uniform vec2 NormalUVRepeat1;
|
||||||
|
uniform vec2 NormalUVRepeat2;
|
||||||
|
uniform vec2 NormalUVRepeat3;
|
||||||
|
uniform vec2 SpecularUVRepeat1;
|
||||||
|
uniform vec2 SpecularUVRepeat2;
|
||||||
|
uniform vec2 SpecularUVRepeat3;
|
||||||
|
uniform vec2 GlowUVRepeat1;
|
||||||
|
uniform vec2 GlowUVRepeat2;
|
||||||
|
uniform vec2 GlowUVRepeat3;
|
||||||
|
layout (binding = 0) uniform sampler2D AOTexture;
|
||||||
|
layout (binding = 1) uniform sampler2D SplatMapTexture;
|
||||||
|
layout (binding = 2) uniform sampler2D DiffuseTexture1;
|
||||||
|
layout (binding = 3) uniform sampler2D DiffuseTexture2;
|
||||||
|
layout (binding = 4) uniform sampler2D DiffuseTexture3;
|
||||||
|
layout (binding = 5) uniform sampler2D NormalMapTexture1;
|
||||||
|
layout (binding = 6) uniform sampler2D NormalMapTexture2;
|
||||||
|
layout (binding = 7) uniform sampler2D NormalMapTexture3;
|
||||||
|
layout (binding = 8) uniform sampler2D SpecularMapTexture1;
|
||||||
|
layout (binding = 9) uniform sampler2D SpecularMapTexture2;
|
||||||
|
layout (binding = 10) uniform sampler2D SpecularMapTexture3;
|
||||||
|
layout (binding = 11) uniform sampler2D GlowMapTexture1;
|
||||||
|
layout (binding = 12) uniform sampler2D GlowMapTexture2;
|
||||||
|
layout (binding = 13) uniform sampler2D GlowMapTexture3;
|
||||||
|
layout (binding = 13) uniform sampler2D GlowMapTexture3;
|
||||||
|
layout (binding = 31) uniform samplerCube ShieldBuffer;
|
||||||
|
|
||||||
|
#define TILE_SIZE 16
|
||||||
|
|
||||||
|
struct LightSource {
|
||||||
|
vec4 Position;
|
||||||
|
vec4 Direction;
|
||||||
|
vec4 Color;
|
||||||
|
float Radius;
|
||||||
|
float Intensity;
|
||||||
|
float Falloff;
|
||||||
|
int Type;
|
||||||
|
};
|
||||||
|
|
||||||
|
layout (std430, binding = 1) buffer LightBuffer
|
||||||
|
{
|
||||||
|
LightSource List[];
|
||||||
|
} LightSources;
|
||||||
|
|
||||||
|
struct LightGrid {
|
||||||
|
float Start;
|
||||||
|
float Amount;
|
||||||
|
vec2 Padding;
|
||||||
|
};
|
||||||
|
|
||||||
|
layout (std430, binding = 2) buffer LightGridBuffer
|
||||||
|
{
|
||||||
|
LightGrid Data[];
|
||||||
|
} LightGrids;
|
||||||
|
|
||||||
|
layout (std430, binding = 4) buffer LightIndexBuffer
|
||||||
|
{
|
||||||
|
float LightIndex[];
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
in VertexData{
|
||||||
|
vec3 Position;
|
||||||
|
vec3 Normal;
|
||||||
|
vec3 Tangent;
|
||||||
|
vec3 BiTangent;
|
||||||
|
vec2 TextureCoordinate;
|
||||||
|
vec4 ExplosionColor;
|
||||||
|
float ExplosionPercentageElapsed;
|
||||||
|
}Input;
|
||||||
|
|
||||||
|
out vec4 sceneColor;
|
||||||
|
out vec4 bloomColor;
|
||||||
|
|
||||||
|
struct LightResult {
|
||||||
|
vec4 Diffuse;
|
||||||
|
vec4 Specular;
|
||||||
|
};
|
||||||
|
|
||||||
|
float CalcAttenuation(float radius, float dist, float falloff) {
|
||||||
|
return 1.0 - smoothstep(radius * 0.3, radius, dist);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
|
||||||
|
vec4 R = normalize( reflect(-lightVec, normal));
|
||||||
|
float RdotV = max( dot(R, viewVec), 0.0);
|
||||||
|
return lightColor * pow(RdotV, 90.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
|
||||||
|
float power = max( dot(normal, lightVec), 0.0);
|
||||||
|
return lightColor * power;
|
||||||
|
}
|
||||||
|
|
||||||
|
LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
|
||||||
|
{
|
||||||
|
vec4 L = lightPos - position;
|
||||||
|
float dist = length(L);
|
||||||
|
L = normalize(L);
|
||||||
|
|
||||||
|
float attenuation = CalcAttenuation(lightRadius, dist, falloff);
|
||||||
|
|
||||||
|
LightResult result;
|
||||||
|
result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
|
||||||
|
result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
|
||||||
|
{
|
||||||
|
vec4 L = normalize( -vec4(direction.xyz, 0) );
|
||||||
|
|
||||||
|
LightResult result;
|
||||||
|
result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
|
||||||
|
result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
|
||||||
|
{
|
||||||
|
mat3 TBN = mat3(tangent, bitangent, normal);
|
||||||
|
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
|
||||||
|
return vec4(TBN * normalize(NormalMap), 0.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
|
||||||
|
vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues){
|
||||||
|
vec4 R_Channel = texture2D(R, Input.TextureCoordinate * R_TileValues);
|
||||||
|
vec4 G_Channel = texture2D(G, Input.TextureCoordinate * G_TileValues);
|
||||||
|
vec4 B_Channel = texture2D(B, Input.TextureCoordinate * B_TileValues);
|
||||||
|
|
||||||
|
float total = blendValue.r + blendValue.g + blendValue.b;
|
||||||
|
float totalDiv = 1.0f / total;
|
||||||
|
blendValue.r = blendValue.r * totalDiv;
|
||||||
|
blendValue.g = blendValue.g * totalDiv;
|
||||||
|
blendValue.b = blendValue.b * totalDiv;
|
||||||
|
|
||||||
|
return blendValue.r * R_Channel
|
||||||
|
+ blendValue.g * G_Channel
|
||||||
|
+ blendValue.b * B_Channel;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
|
||||||
|
vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues){
|
||||||
|
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
|
||||||
|
vec3 R_Channel = texture(R, Input.TextureCoordinate * R_TileValues).xyz * 2.0 - vec3(1.0);
|
||||||
|
vec3 G_Channel = texture(G, Input.TextureCoordinate * G_TileValues).xyz * 2.0 - vec3(1.0);
|
||||||
|
vec3 B_Channel = texture(B, Input.TextureCoordinate * B_TileValues).xyz * 2.0 - vec3(1.0);
|
||||||
|
|
||||||
|
float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
|
||||||
|
float totalDiv = 1 / total;
|
||||||
|
blendValue.r = blendValue.r * totalDiv;
|
||||||
|
blendValue.g = blendValue.g * totalDiv;
|
||||||
|
blendValue.b = blendValue.b * totalDiv;
|
||||||
|
|
||||||
|
vec3 Normal_result = blendValue.r * R_Channel
|
||||||
|
+ blendValue.g * G_Channel
|
||||||
|
+ blendValue.b * B_Channel;
|
||||||
|
|
||||||
|
return vec4(TBN * normalize(Normal_result), 0.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
|
||||||
|
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
|
||||||
|
|
||||||
|
vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
|
||||||
|
|
||||||
|
vec4 diffuseTexel = CalcBlendedTexel(splatTexel, DiffuseTexture1, DiffuseTexture2, DiffuseTexture3,
|
||||||
|
DiffuseUVRepeat1, DiffuseUVRepeat2, DiffuseUVRepeat3);
|
||||||
|
vec4 glowTexel = CalcBlendedTexel(splatTexel, GlowMapTexture1, GlowMapTexture2, GlowMapTexture3,
|
||||||
|
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
|
||||||
|
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
|
||||||
|
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
|
||||||
|
vec4 position = V * M * vec4(Input.Position, 1.0);
|
||||||
|
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
|
||||||
|
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
|
||||||
|
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
|
||||||
|
normal = normalize(normal);
|
||||||
|
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
||||||
|
vec4 viewVec = normalize(-position);
|
||||||
|
|
||||||
|
vec2 tilePos;
|
||||||
|
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
|
||||||
|
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
|
||||||
|
|
||||||
|
LightResult totalLighting;
|
||||||
|
totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0);
|
||||||
|
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
|
||||||
|
|
||||||
|
int start = int(LightGrids.Data[currentTile].Start);
|
||||||
|
int amount = int(LightGrids.Data[currentTile].Amount);
|
||||||
|
|
||||||
|
for(int i = start; i < start + amount; i++) {
|
||||||
|
|
||||||
|
int l = int(LightIndex[i]);
|
||||||
|
LightSource light = LightSources.List[l];
|
||||||
|
|
||||||
|
LightResult light_result;
|
||||||
|
//These if statements should be removed.
|
||||||
|
if(light.Type == 1) { // point
|
||||||
|
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
|
||||||
|
} else if (light.Type == 2) { //Directional
|
||||||
|
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
||||||
|
}
|
||||||
|
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
|
||||||
|
totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
||||||
|
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
||||||
|
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
|
||||||
|
|
||||||
|
|
||||||
|
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
|
||||||
|
|
||||||
|
if(pos <= FillPercentage) {
|
||||||
|
color_result += FillColor;
|
||||||
|
}
|
||||||
|
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||||
|
color_result += glowTexel*3;
|
||||||
|
|
||||||
|
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
|
||||||
|
|
||||||
|
//Tiled Debug Code
|
||||||
|
/*
|
||||||
|
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
|
||||||
|
sceneColor += vec4(0.5, 0, 0, 0);
|
||||||
|
} else {
|
||||||
|
sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -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);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
@@ -0,0 +1,41 @@
|
|||||||
|
#version 430
|
||||||
|
|
||||||
|
uniform vec4 Color;
|
||||||
|
uniform vec4 FillColor;
|
||||||
|
uniform float FillPercentage;
|
||||||
|
uniform mat4 M;
|
||||||
|
uniform mat4 V;
|
||||||
|
uniform mat4 P;
|
||||||
|
|
||||||
|
layout (binding = 1) uniform sampler2D DiffuseTexture;
|
||||||
|
layout (binding = 2) uniform sampler2D GlowMapTexture;
|
||||||
|
|
||||||
|
|
||||||
|
in VertexData{
|
||||||
|
vec3 Position;
|
||||||
|
vec3 Normal;
|
||||||
|
vec2 TextureCoordinate;
|
||||||
|
}Input;
|
||||||
|
|
||||||
|
|
||||||
|
out vec4 sceneColor;
|
||||||
|
out vec4 bloomColor;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
|
||||||
|
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
|
||||||
|
|
||||||
|
vec4 color_result = Color * diffuseTexel;
|
||||||
|
|
||||||
|
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
|
||||||
|
if(pos <= FillPercentage) {
|
||||||
|
color_result = FillColor*diffuseTexel.a;
|
||||||
|
}
|
||||||
|
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||||
|
|
||||||
|
//bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
|
||||||
|
bloomColor = vec4(1.0, 1.0, 1.0, 0.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -12,6 +12,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
|
|||||||
if (!boundingBox) {
|
if (!boundingBox) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
ComponentWrapper& cTransform = entity["Transform"];
|
ComponentWrapper& cTransform = entity["Transform"];
|
||||||
EntityAABB& boxA = *boundingBox;
|
EntityAABB& boxA = *boundingBox;
|
||||||
bool everHitTheGround = false;
|
bool everHitTheGround = false;
|
||||||
@@ -86,10 +87,12 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
|
|||||||
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
|
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
|
||||||
|
|
||||||
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
|
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
|
||||||
|
bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
|
||||||
bool isOnGround = (bool)cPhysics["IsOnGround"];
|
bool isOnGround = (bool)cPhysics["IsOnGround"];
|
||||||
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
|
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
|
||||||
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
|
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
|
||||||
(glm::vec3&)cTransform["Position"] += resolutionVector;
|
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
|
||||||
|
(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
|
||||||
boxA = *Collision::EntityAbsoluteAABB(entity);
|
boxA = *Collision::EntityAbsoluteAABB(entity);
|
||||||
cPhysics["Velocity"] = inOutVelocity;
|
cPhysics["Velocity"] = inOutVelocity;
|
||||||
if (isOnGround) {
|
if (isOnGround) {
|
||||||
|
|||||||
@@ -54,7 +54,7 @@ void EditorRenderSystem::Update(double dt)
|
|||||||
EntityWrapper entity(m_World, cModel.EntityID);
|
EntityWrapper entity(m_World, cModel.EntityID);
|
||||||
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
|
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
|
||||||
for (auto matGroup : model->MaterialGroups()) {
|
for (auto matGroup : model->MaterialGroups()) {
|
||||||
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f);
|
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false);
|
||||||
if (cModel["Transparent"]) {
|
if (cModel["Transparent"]) {
|
||||||
scene.Jobs.TransparentObjects.push_back(modelJob);
|
scene.Jobs.TransparentObjects.push_back(modelJob);
|
||||||
} else {
|
} else {
|
||||||
|
|||||||
@@ -18,7 +18,7 @@ void DrawColorCorrectionPass::InitializeShaderPrograms()
|
|||||||
m_ColorCorrectionProgram->Link();
|
m_ColorCorrectionProgram->Link();
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure)
|
void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure)
|
||||||
{
|
{
|
||||||
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
GLERROR("DrawScreenQuadPass::Draw: Pre");
|
GLERROR("DrawScreenQuadPass::Draw: Pre");
|
||||||
@@ -33,10 +33,6 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLu
|
|||||||
glBindTexture(GL_TEXTURE_2D, sceneTexture);
|
glBindTexture(GL_TEXTURE_2D, sceneTexture);
|
||||||
glActiveTexture(GL_TEXTURE1);
|
glActiveTexture(GL_TEXTURE1);
|
||||||
glBindTexture(GL_TEXTURE_2D, bloomTexture);
|
glBindTexture(GL_TEXTURE_2D, bloomTexture);
|
||||||
glActiveTexture(GL_TEXTURE2);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, sceneTextureLowRes);
|
|
||||||
glActiveTexture(GL_TEXTURE3);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, bloomTextureLowRes);
|
|
||||||
|
|
||||||
glBindVertexArray(m_ScreenQuad->VAO);
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||||
|
|||||||
@@ -1,17 +1,15 @@
|
|||||||
#include "Rendering/DrawFinalPass.h"
|
#include "Rendering/DrawFinalPass.h"
|
||||||
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, GLuint* depthBuffer)
|
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass)
|
||||||
: m_Renderer(renderer)
|
: m_Renderer(renderer)
|
||||||
, m_LightCullingPass(lightCullingPass)
|
, m_LightCullingPass(lightCullingPass)
|
||||||
, m_CubeMapPass(cubeMapPass)
|
, m_CubeMapPass(cubeMapPass)
|
||||||
, m_SSAOPass(ssaoPass)
|
, m_SSAOPass(ssaoPass)
|
||||||
, m_DepthBuffer(depthBuffer)
|
|
||||||
{
|
{
|
||||||
//TODO: Make sure that uniforms are not sent into shader if not needed.
|
//TODO: Make sure that uniforms are not sent into shader if not needed.
|
||||||
m_ShieldPixelRate = 8;
|
m_ShieldPixelRate = 8;
|
||||||
InitializeTextures();
|
InitializeTextures();
|
||||||
InitializeShaderPrograms();
|
InitializeShaderPrograms();
|
||||||
InitializeFrameBuffers();
|
InitializeFrameBuffers();
|
||||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawFinalPass::InitializeTextures()
|
void DrawFinalPass::InitializeTextures()
|
||||||
@@ -31,40 +29,20 @@ void DrawFinalPass::InitializeFrameBuffers()
|
|||||||
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
|
//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);
|
//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)));
|
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||||
|
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
||||||
|
|
||||||
|
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
|
||||||
//m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
|
//m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_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_SceneTexture, GL_COLOR_ATTACHMENT0)));
|
||||||
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
|
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
|
||||||
m_FinalPassFrameBuffer.Generate();
|
m_FinalPassFrameBuffer.Generate();
|
||||||
GLERROR("FBO generation");
|
GLERROR("FBO generation");
|
||||||
|
|
||||||
/* glGenRenderbuffers(1, &m_DepthBufferLowRes);
|
CommonFunctions::GenerateTexture(&m_ShieldBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBufferLowRes);
|
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
|
||||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate));
|
m_ShieldDepthFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_ShieldBuffer, GL_DEPTH_ATTACHMENT)));
|
||||||
GLERROR("RenderBufferLowRes generation");*/
|
m_ShieldDepthFrameBuffer.Generate();
|
||||||
|
|
||||||
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_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);
|
|
||||||
//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 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()
|
void DrawFinalPass::InitializeShaderPrograms()
|
||||||
@@ -96,6 +74,7 @@ void DrawFinalPass::InitializeShaderPrograms()
|
|||||||
m_SpriteProgram->BindFragDataLocation(1, "bloomColor");
|
m_SpriteProgram->BindFragDataLocation(1, "bloomColor");
|
||||||
m_SpriteProgram->Link();
|
m_SpriteProgram->Link();
|
||||||
GLERROR("Creating sprite program");
|
GLERROR("Creating sprite program");
|
||||||
|
|
||||||
m_ForwardPlusSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram");
|
m_ForwardPlusSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram");
|
||||||
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||||
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
|
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
|
||||||
@@ -152,194 +131,183 @@ void DrawFinalPass::InitializeShaderPrograms()
|
|||||||
m_ForwardPlusSplatMapSkinnedProgram->Link();
|
m_ForwardPlusSplatMapSkinnedProgram->Link();
|
||||||
GLERROR("Creating Forward SplatMap Skinned program");
|
GLERROR("Creating Forward SplatMap Skinned program");
|
||||||
|
|
||||||
m_ShieldToStencilProgram = ResourceManager::Load<ShaderProgram>("#ShieldToStencilProgram");
|
m_FillDepthStencilBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
|
||||||
m_ShieldToStencilProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShieldStencil.vert.glsl")));
|
m_FillDepthStencilBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
|
||||||
m_ShieldToStencilProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShieldStencil.frag.glsl")));
|
m_FillDepthStencilBufferProgram->Compile();
|
||||||
m_ShieldToStencilProgram->Compile();
|
m_FillDepthStencilBufferProgram->Link();
|
||||||
m_ShieldToStencilProgram->Link();
|
|
||||||
GLERROR("Creating Shield program");
|
|
||||||
|
|
||||||
m_ShieldToStencilSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ShieldToStencilProgramSkinned");
|
|
||||||
m_ShieldToStencilSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShieldStencilSkinned.vert.glsl")));
|
|
||||||
m_ShieldToStencilSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShieldStencil.frag.glsl")));
|
|
||||||
m_ShieldToStencilSkinnedProgram->Compile();
|
|
||||||
m_ShieldToStencilSkinnedProgram->Link();
|
|
||||||
GLERROR("Creating Shield Skinned program");
|
|
||||||
|
|
||||||
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->Compile();
|
|
||||||
m_FillDepthBufferProgram->Link();
|
|
||||||
GLERROR("Creating DepthFill program");
|
GLERROR("Creating DepthFill program");
|
||||||
|
|
||||||
m_FillDepthBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
|
m_FillDepthStencilBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
|
||||||
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl")));
|
m_FillDepthStencilBufferSkinnedProgram->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_FillDepthStencilBufferSkinnedProgram->Compile();
|
||||||
m_FillDepthBufferSkinnedProgram->Compile();
|
m_FillDepthStencilBufferSkinnedProgram->Link();
|
||||||
m_FillDepthBufferSkinnedProgram->Link();
|
|
||||||
GLERROR("Creating DepthFill program");
|
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_ForwardPlusShieldCheckProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusShieldCheckProgram");
|
||||||
m_MergeProgram->BindFragDataLocation(1, "bloomColor");
|
m_ForwardPlusShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||||
m_MergeProgram->Link();
|
m_ForwardPlusShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusShieldCheck.frag.glsl")));
|
||||||
GLERROR("Creating merge program");
|
m_ForwardPlusShieldCheckProgram->Compile();
|
||||||
|
m_ForwardPlusShieldCheckProgram->BindFragDataLocation(0, "sceneColor");
|
||||||
|
m_ForwardPlusShieldCheckProgram->BindFragDataLocation(1, "bloomColor");
|
||||||
|
m_ForwardPlusShieldCheckProgram->Link();
|
||||||
|
GLERROR("Creating forward+ program");
|
||||||
|
|
||||||
|
m_ExplosionEffectShieldCheckProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectShieldCheckProgram");
|
||||||
|
m_ExplosionEffectShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||||
|
m_ExplosionEffectShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
|
||||||
|
m_ExplosionEffectShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusShieldCheck.frag.glsl")));
|
||||||
|
m_ExplosionEffectShieldCheckProgram->Compile();
|
||||||
|
m_ExplosionEffectShieldCheckProgram->BindFragDataLocation(0, "sceneColor");
|
||||||
|
m_ExplosionEffectShieldCheckProgram->BindFragDataLocation(1, "bloomColor");
|
||||||
|
m_ExplosionEffectShieldCheckProgram->Link();
|
||||||
|
GLERROR("Creating explosion program");
|
||||||
|
|
||||||
|
m_SpriteShieldCheckProgram = ResourceManager::Load<ShaderProgram>("#SpriteShieldCheckProgram");
|
||||||
|
m_SpriteShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Sprite.vert.glsl")));
|
||||||
|
m_SpriteShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SpriteShieldCheck.frag.glsl")));
|
||||||
|
m_SpriteShieldCheckProgram->Compile();
|
||||||
|
m_SpriteShieldCheckProgram->BindFragDataLocation(0, "sceneColor");
|
||||||
|
m_SpriteShieldCheckProgram->BindFragDataLocation(1, "bloomColor");
|
||||||
|
m_SpriteShieldCheckProgram->Link();
|
||||||
|
GLERROR("Creating sprite program");
|
||||||
|
|
||||||
|
m_ForwardPlusSplatMapShieldCheckProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapShieldCheckProgram");
|
||||||
|
m_ForwardPlusSplatMapShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||||
|
m_ForwardPlusSplatMapShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl")));
|
||||||
|
m_ForwardPlusSplatMapShieldCheckProgram->Compile();
|
||||||
|
m_ForwardPlusSplatMapShieldCheckProgram->BindFragDataLocation(0, "sceneColor");
|
||||||
|
m_ForwardPlusSplatMapShieldCheckProgram->BindFragDataLocation(1, "bloomColor");
|
||||||
|
m_ForwardPlusSplatMapShieldCheckProgram->Link();
|
||||||
|
GLERROR("Creating Forward SplatMap program");
|
||||||
|
|
||||||
|
m_ExplosionEffectSplatMapShieldCheckProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSplatMapShieldCheckProgram");
|
||||||
|
m_ExplosionEffectSplatMapShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||||
|
m_ExplosionEffectSplatMapShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
|
||||||
|
m_ExplosionEffectSplatMapShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl")));
|
||||||
|
m_ExplosionEffectSplatMapShieldCheckProgram->Compile();
|
||||||
|
m_ExplosionEffectSplatMapShieldCheckProgram->BindFragDataLocation(0, "sceneColor");
|
||||||
|
m_ExplosionEffectSplatMapShieldCheckProgram->BindFragDataLocation(1, "bloomColor");
|
||||||
|
m_ExplosionEffectSplatMapShieldCheckProgram->Link();
|
||||||
|
GLERROR("Creating explosion SplatMap program");
|
||||||
|
|
||||||
|
m_ForwardPlusSkinnedShieldCheckProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedShieldCheckProgram");
|
||||||
|
m_ForwardPlusSkinnedShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
|
||||||
|
m_ForwardPlusSkinnedShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusShieldCheck.frag.glsl")));
|
||||||
|
m_ForwardPlusSkinnedShieldCheckProgram->Compile();
|
||||||
|
m_ForwardPlusSkinnedShieldCheckProgram->BindFragDataLocation(0, "sceneColor");
|
||||||
|
m_ForwardPlusSkinnedShieldCheckProgram->BindFragDataLocation(1, "bloomColor");
|
||||||
|
m_ForwardPlusSkinnedShieldCheckProgram->Link();
|
||||||
|
GLERROR("Creating forward+ Skinned program");
|
||||||
|
|
||||||
|
m_ExplosionEffectSkinnedShieldCheckProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSkinnedShieldCheckProgram");
|
||||||
|
m_ExplosionEffectSkinnedShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
|
||||||
|
m_ExplosionEffectSkinnedShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
|
||||||
|
m_ExplosionEffectSkinnedShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusShieldCheck.frag.glsl")));
|
||||||
|
m_ExplosionEffectSkinnedShieldCheckProgram->Compile();
|
||||||
|
m_ExplosionEffectSkinnedShieldCheckProgram->BindFragDataLocation(0, "sceneColor");
|
||||||
|
m_ExplosionEffectSkinnedShieldCheckProgram->BindFragDataLocation(1, "bloomColor");
|
||||||
|
m_ExplosionEffectSkinnedShieldCheckProgram->Link();
|
||||||
|
GLERROR("Creating explosion Skinned program");
|
||||||
|
|
||||||
|
m_ExplosionEffectSplatMapSkinnedShieldCheckProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSplatMapSkinnedShieldCheckProgram");
|
||||||
|
m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
|
||||||
|
m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl")));
|
||||||
|
m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Compile();
|
||||||
|
m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->BindFragDataLocation(0, "sceneColor");
|
||||||
|
m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->BindFragDataLocation(1, "bloomColor");
|
||||||
|
m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Link();
|
||||||
|
GLERROR("Creating Forward SplatMap Skinned program");
|
||||||
|
|
||||||
|
m_ForwardPlusSplatMapSkinnedShieldCheckProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedShieldCheckProgram");
|
||||||
|
m_ForwardPlusSplatMapSkinnedShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
|
||||||
|
m_ForwardPlusSplatMapSkinnedShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl")));
|
||||||
|
m_ForwardPlusSplatMapSkinnedShieldCheckProgram->Compile();
|
||||||
|
m_ForwardPlusSplatMapSkinnedShieldCheckProgram->BindFragDataLocation(0, "sceneColor");
|
||||||
|
m_ForwardPlusSplatMapSkinnedShieldCheckProgram->BindFragDataLocation(1, "bloomColor");
|
||||||
|
m_ForwardPlusSplatMapSkinnedShieldCheckProgram->Link();
|
||||||
|
GLERROR("Creating Forward SplatMap Skinned program");
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawFinalPass::Draw(RenderScene& scene)
|
void DrawFinalPass::Draw(RenderScene& scene)
|
||||||
{
|
{
|
||||||
GLERROR("Pre");
|
GLERROR("Pre");
|
||||||
|
DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle());
|
||||||
|
//Draw shields to stencil
|
||||||
|
DrawToDepthStencilBuffer(scene.Jobs.ShieldObjects, scene);
|
||||||
|
GLERROR("StencilPass");
|
||||||
|
delete stateDethp;
|
||||||
|
|
||||||
|
|
||||||
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
|
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
|
||||||
if (scene.ClearDepth) {
|
if (scene.ClearDepth) {
|
||||||
//glClear(GL_DEPTH_BUFFER_BIT);
|
//glClear(GL_DEPTH_BUFFER_BIT);
|
||||||
state->Disable(GL_DEPTH_TEST);
|
state->Disable(GL_DEPTH_TEST);
|
||||||
|
state->DepthMask(GL_FALSE);
|
||||||
}
|
}
|
||||||
//TODO: Do we need check for this or will it be per scene always?
|
//TODO: Do we need check for this or will it be per scene always?
|
||||||
state->Enable(GL_STENCIL_TEST);
|
|
||||||
glClearStencil(0x00);
|
glClearStencil(0x00);
|
||||||
glClear(GL_STENCIL_BUFFER_BIT);
|
glClear(GL_STENCIL_BUFFER_BIT);
|
||||||
|
|
||||||
//Draw Opaque shielded objects
|
//Fill depth buffer
|
||||||
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->Enable(GL_STENCIL_TEST);
|
||||||
state->StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
state->StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||||
state->StencilFunc(GL_ALWAYS, 1, 0xFF);
|
state->StencilFunc(GL_ALWAYS, 1, 0xFF);
|
||||||
state->StencilMask(0xFF);
|
state->StencilMask(0xFF);
|
||||||
DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene);
|
state->DepthMask(GL_FALSE);
|
||||||
GLERROR("StencilPass");
|
//DrawToDepthStencilBuffer(scene.Jobs.ShieldObjects, scene);
|
||||||
|
state->DepthMask(GL_TRUE);
|
||||||
|
|
||||||
|
//Draw Opaque shielded objects
|
||||||
|
state->Disable(GL_STENCIL_TEST);
|
||||||
|
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||||
|
state->StencilMask(0x00);
|
||||||
|
DrawModelRenderQueuesWithShieldCheck(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
|
||||||
|
GLERROR("Shielded Opaque object");
|
||||||
|
|
||||||
|
//Draw Opaque objects
|
||||||
//state->BlendFunc(GL_ONE, GL_ONE);
|
//state->StencilMask(0x00);
|
||||||
//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;
|
|
||||||
|
|
||||||
|
|
||||||
DrawFinalPassState* stateLowRes = new DrawFinalPassState(m_FinalPassFrameBufferLowRes.GetHandle());
|
|
||||||
//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);
|
|
||||||
|
|
||||||
glClearStencil(0x00);
|
|
||||||
glClear(GL_STENCIL_BUFFER_BIT);
|
|
||||||
|
|
||||||
//TODO: This should not be here...
|
|
||||||
stateLowRes->StencilFunc(GL_ALWAYS, 1, 0xFF);
|
|
||||||
stateLowRes->StencilMask(0x00);
|
|
||||||
DrawToDepthBuffer(scene.Jobs.OpaqueObjects, scene);
|
|
||||||
//DrawToDepthBuffer(scene.Jobs.TransparentObjects, scene);
|
|
||||||
|
|
||||||
//Draw shields to stencil pass
|
|
||||||
stateLowRes->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
|
||||||
stateLowRes->StencilMask(0xFF);
|
|
||||||
stateLowRes->DepthMask(GL_FALSE);
|
|
||||||
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);
|
||||||
GLERROR("OpaqueObjects");
|
GLERROR("OpaqueObjects");
|
||||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
|
|
||||||
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");
|
|
||||||
|
|
||||||
|
//state->Disable(GL_STENCIL_TEST);
|
||||||
//Draw Transparen Shielded objects
|
//Draw Transparen Shielded objects
|
||||||
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
|
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
DrawModelRenderQueuesWithShieldCheck(scene.Jobs.TransparentObjects, scene); //might need changing
|
||||||
GLERROR("Shielded Transparent objects");
|
GLERROR("Shielded Transparent objects");
|
||||||
|
|
||||||
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
//Draw Transparen objects
|
||||||
|
//state->BlendFunc(GL_ONE, GL_ONE);
|
||||||
|
//state->StencilFunc(GL_EQUAL, 1, 0xFF);
|
||||||
|
//DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
|
||||||
|
GLERROR("TransparentObjects");
|
||||||
|
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
DrawSprites(scene.Jobs.SpriteJob, scene);
|
DrawSprites(scene.Jobs.SpriteJob, scene);
|
||||||
GLERROR("SpriteJobs");
|
GLERROR("SpriteJobs");
|
||||||
|
|
||||||
GLERROR("END");
|
|
||||||
delete state;
|
delete state;
|
||||||
|
GLERROR("END");
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void DrawFinalPass::ClearBuffer()
|
void DrawFinalPass::ClearBuffer()
|
||||||
{
|
{
|
||||||
GLERROR("PRE");
|
GLERROR("PRE");
|
||||||
m_FinalPassFrameBufferLowRes.Bind();
|
m_ShieldDepthFrameBuffer.Bind();
|
||||||
GLERROR("Bind LowRes");
|
glClear(GL_DEPTH_BUFFER_BIT);
|
||||||
|
m_ShieldDepthFrameBuffer.Unbind();
|
||||||
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);
|
|
||||||
GLERROR("ViewPort,Scissor LowRes");
|
|
||||||
|
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
|
||||||
GLERROR("1");
|
|
||||||
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
||||||
GLERROR("2");
|
|
||||||
|
|
||||||
glDisable(GL_SCISSOR_TEST);
|
|
||||||
GLERROR("3");
|
|
||||||
|
|
||||||
m_FinalPassFrameBufferLowRes.Unbind();
|
|
||||||
|
|
||||||
GLERROR("prebind HighRes");
|
|
||||||
m_FinalPassFrameBuffer.Bind();
|
m_FinalPassFrameBuffer.Bind();
|
||||||
GLERROR("Bind HighRes");
|
GLERROR("Bind HighRes");
|
||||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||||
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||||
GLERROR("ViewPort,Scissor LowRes");
|
GLERROR("ViewPort,Scissor LowRes");
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
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();
|
m_FinalPassFrameBuffer.Unbind();
|
||||||
GLERROR("END");
|
GLERROR("END");
|
||||||
}
|
}
|
||||||
@@ -348,39 +316,25 @@ void DrawFinalPass::ClearBuffer()
|
|||||||
void DrawFinalPass::OnWindowResize()
|
void DrawFinalPass::OnWindowResize()
|
||||||
{
|
{
|
||||||
//InitializeFrameBuffers();
|
//InitializeFrameBuffers();
|
||||||
|
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||||
|
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
||||||
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
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);
|
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);
|
||||||
m_FinalPassFrameBuffer.Generate();
|
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);
|
|
||||||
m_FinalPassFrameBufferLowRes.Generate();
|
|
||||||
GLERROR("Error changing texture resolutions");
|
GLERROR("Error changing texture resolutions");
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
||||||
{
|
{
|
||||||
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
||||||
GLERROR("forwardHandle");
|
|
||||||
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
|
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
|
||||||
GLERROR("explosionHandle");
|
|
||||||
GLuint explosionSplatMapHandle = m_ExplosionEffectSplatMapProgram->GetHandle();
|
GLuint explosionSplatMapHandle = m_ExplosionEffectSplatMapProgram->GetHandle();
|
||||||
GLERROR("explosionSplatMapHandle");
|
GLuint forwardSplatMapHandle = m_ForwardPlusSplatMapProgram->GetHandle();
|
||||||
GLuint forwardSplatHandle = m_ForwardPlusSplatMapProgram->GetHandle();
|
|
||||||
GLERROR("forwardSplatHandle");
|
|
||||||
GLuint forwardSkinnedHandle = m_ForwardPlusSkinnedProgram->GetHandle();
|
GLuint forwardSkinnedHandle = m_ForwardPlusSkinnedProgram->GetHandle();
|
||||||
GLERROR("forwardSkinnedHandle");
|
|
||||||
GLuint explosionSkinnedHandle = m_ExplosionEffectSkinnedProgram->GetHandle();
|
GLuint explosionSkinnedHandle = m_ExplosionEffectSkinnedProgram->GetHandle();
|
||||||
GLERROR("explosionSkinnedHandle");
|
|
||||||
GLuint explosionSplatMapSkinnedHandle = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
|
GLuint explosionSplatMapSkinnedHandle = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
|
||||||
GLERROR("explosionSplatMapSkinnedHandle");
|
|
||||||
GLuint forwardSplatMapSkinnedHandle = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
|
GLuint forwardSplatMapSkinnedHandle = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
|
||||||
GLERROR("forwardSplatSkinnedHandle");
|
|
||||||
|
|
||||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
|
||||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
|
||||||
@@ -411,11 +365,13 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
std::vector<glm::mat4> frameBones;
|
std::vector<glm::mat4> frameBones;
|
||||||
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
||||||
} else {
|
}
|
||||||
|
else {
|
||||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
||||||
}
|
}
|
||||||
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||||
} else {
|
}
|
||||||
|
else {
|
||||||
m_ExplosionEffectProgram->Bind();
|
m_ExplosionEffectProgram->Bind();
|
||||||
GLERROR("Bind ExplosionEffect program");
|
GLERROR("Bind ExplosionEffect program");
|
||||||
//bind uniforms
|
//bind uniforms
|
||||||
@@ -425,7 +381,6 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
glActiveTexture(GL_TEXTURE5);
|
glActiveTexture(GL_TEXTURE5);
|
||||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||||
glUniform3fv(glGetUniformLocation(explosionHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
glUniform3fv(glGetUniformLocation(explosionHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@@ -442,12 +397,13 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
std::vector<glm::mat4> frameBones;
|
std::vector<glm::mat4> frameBones;
|
||||||
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
||||||
} else {
|
}
|
||||||
|
else {
|
||||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
||||||
}
|
}
|
||||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||||
|
}
|
||||||
} else {
|
else {
|
||||||
m_ExplosionEffectSplatMapProgram->Bind();
|
m_ExplosionEffectSplatMapProgram->Bind();
|
||||||
GLERROR("Bind ExplosionEffectSplatMap program");
|
GLERROR("Bind ExplosionEffectSplatMap program");
|
||||||
//bind uniforms
|
//bind uniforms
|
||||||
@@ -491,12 +447,14 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
std::vector<glm::mat4> frameBones;
|
std::vector<glm::mat4> frameBones;
|
||||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||||
} else {
|
}
|
||||||
|
else {
|
||||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||||
}
|
}
|
||||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||||
|
|
||||||
} else {
|
}
|
||||||
|
else {
|
||||||
m_ForwardPlusProgram->Bind();
|
m_ForwardPlusProgram->Bind();
|
||||||
GLERROR("Bind ForwardPlusProgram");
|
GLERROR("Bind ForwardPlusProgram");
|
||||||
//bind uniforms
|
//bind uniforms
|
||||||
@@ -522,18 +480,20 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
std::vector<glm::mat4> frameBones;
|
std::vector<glm::mat4> frameBones;
|
||||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||||
} else {
|
}
|
||||||
|
else {
|
||||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||||
}
|
}
|
||||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||||
|
|
||||||
} else {
|
}
|
||||||
|
else {
|
||||||
m_ForwardPlusSplatMapProgram->Bind();
|
m_ForwardPlusSplatMapProgram->Bind();
|
||||||
GLERROR("Bind SplatMap program");
|
GLERROR("Bind SplatMap program");
|
||||||
//bind uniforms
|
//bind uniforms
|
||||||
BindModelUniforms(forwardSplatHandle, modelJob, scene);
|
BindModelUniforms(forwardSplatMapHandle, modelJob, scene);
|
||||||
//bind textures
|
//bind textures
|
||||||
BindModelTextures(forwardSplatHandle, modelJob);
|
BindModelTextures(forwardSplatMapHandle, modelJob);
|
||||||
GLERROR("asdasd");
|
GLERROR("asdasd");
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
@@ -551,39 +511,341 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
||||||
void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
|
||||||
{
|
{
|
||||||
|
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
||||||
|
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
|
||||||
|
GLuint explosionSplatMapHandle = m_ExplosionEffectSplatMapProgram->GetHandle();
|
||||||
|
GLuint forwardSplatMapHandle = m_ForwardPlusSplatMapProgram->GetHandle();
|
||||||
|
GLuint forwardSkinnedHandle = m_ForwardPlusSkinnedProgram->GetHandle();
|
||||||
|
GLuint explosionSkinnedHandle = m_ExplosionEffectSkinnedProgram->GetHandle();
|
||||||
|
GLuint explosionSplatMapSkinnedHandle = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
|
||||||
|
GLuint forwardSplatMapSkinnedHandle = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
|
||||||
|
|
||||||
|
GLuint forwardShieldCheckHandle = m_ForwardPlusShieldCheckProgram->GetHandle();
|
||||||
|
GLuint explosionShieldCheckHandle = m_ExplosionEffectShieldCheckProgram->GetHandle();
|
||||||
|
GLuint explosionSplatMapShieldCheckHandle = m_ExplosionEffectSplatMapShieldCheckProgram->GetHandle();
|
||||||
|
GLuint forwardSplatShieldCheckHandle = m_ForwardPlusSplatMapShieldCheckProgram->GetHandle();
|
||||||
|
GLuint forwardSkinnedShieldCheckHandle = m_ForwardPlusSkinnedShieldCheckProgram->GetHandle();
|
||||||
|
GLuint explosionSkinnedShieldCheckHandle = m_ExplosionEffectSkinnedShieldCheckProgram->GetHandle();
|
||||||
|
GLuint explosionSplatMapSkinnedShieldCheckHandle = m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->GetHandle();
|
||||||
|
GLuint forwardSplatMapSkinnedShieldCheckHandle = m_ForwardPlusSplatMapSkinnedShieldCheckProgram->GetHandle();
|
||||||
|
|
||||||
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
|
||||||
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
|
||||||
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture());
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE31);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_ShieldBuffer);
|
||||||
|
|
||||||
for (auto &job : jobs) {
|
for (auto &job : jobs) {
|
||||||
|
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
||||||
|
if (explosionEffectJob) {
|
||||||
|
if (explosionEffectJob->IsShielded) {
|
||||||
|
switch (explosionEffectJob->Type) {
|
||||||
|
case RawModel::MaterialType::Basic:
|
||||||
|
case RawModel::MaterialType::SingleTextures:
|
||||||
|
{
|
||||||
|
if (explosionEffectJob->Model->IsSkinned()) {
|
||||||
|
|
||||||
|
m_ExplosionEffectSkinnedShieldCheckProgram->Bind();
|
||||||
|
GLERROR("Bind ExplosionEffectSkinned program");
|
||||||
|
//bind uniforms
|
||||||
|
BindExplosionUniforms(explosionSkinnedShieldCheckHandle, explosionEffectJob, scene);
|
||||||
|
//bind textures
|
||||||
|
BindExplosionTextures(explosionSkinnedShieldCheckHandle, explosionEffectJob);
|
||||||
|
glActiveTexture(GL_TEXTURE5);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||||
|
glUniform3fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
|
|
||||||
|
std::vector<glm::mat4> frameBones;
|
||||||
|
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||||
|
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
||||||
|
}
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
m_ExplosionEffectShieldCheckProgram->Bind();
|
||||||
|
GLERROR("Bind ExplosionEffect program");
|
||||||
|
//bind uniforms
|
||||||
|
BindExplosionUniforms(explosionShieldCheckHandle, explosionEffectJob, scene);
|
||||||
|
//bind textures
|
||||||
|
BindExplosionTextures(explosionShieldCheckHandle, explosionEffectJob);
|
||||||
|
glActiveTexture(GL_TEXTURE5);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||||
|
glUniform3fv(glGetUniformLocation(explosionShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
|
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case RawModel::MaterialType::SplatMapping:
|
||||||
|
{
|
||||||
|
if (explosionEffectJob->Model->IsSkinned()) {
|
||||||
|
m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Bind();
|
||||||
|
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
|
||||||
|
//bind uniforms
|
||||||
|
BindExplosionUniforms(explosionSplatMapSkinnedShieldCheckHandle, explosionEffectJob, scene);
|
||||||
|
//bind textures
|
||||||
|
BindExplosionTextures(explosionSplatMapSkinnedShieldCheckHandle, explosionEffectJob);
|
||||||
|
GLERROR("asdasd");
|
||||||
|
std::vector<glm::mat4> frameBones;
|
||||||
|
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||||
|
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
||||||
|
}
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||||
|
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
m_ExplosionEffectSplatMapShieldCheckProgram->Bind();
|
||||||
|
GLERROR("Bind ExplosionEffectSplatMap program");
|
||||||
|
//bind uniforms
|
||||||
|
//bind uniforms
|
||||||
|
BindExplosionUniforms(explosionSplatMapShieldCheckHandle, explosionEffectJob, scene);
|
||||||
|
//bind textures
|
||||||
|
BindExplosionTextures(explosionSplatMapShieldCheckHandle, explosionEffectJob);
|
||||||
|
GLERROR("asdasd");
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
switch (explosionEffectJob->Type) {
|
||||||
|
case RawModel::MaterialType::Basic:
|
||||||
|
case RawModel::MaterialType::SingleTextures:
|
||||||
|
{
|
||||||
|
if (explosionEffectJob->Model->IsSkinned()) {
|
||||||
|
|
||||||
|
m_ExplosionEffectSkinnedProgram->Bind();
|
||||||
|
GLERROR("Bind ExplosionEffectSkinned program");
|
||||||
|
//bind uniforms
|
||||||
|
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
|
||||||
|
//bind textures
|
||||||
|
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()));
|
||||||
|
|
||||||
|
std::vector<glm::mat4> frameBones;
|
||||||
|
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||||
|
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
||||||
|
}
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
m_ExplosionEffectProgram->Bind();
|
||||||
|
GLERROR("Bind ExplosionEffect program");
|
||||||
|
//bind uniforms
|
||||||
|
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
|
||||||
|
//bind textures
|
||||||
|
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()));
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case RawModel::MaterialType::SplatMapping:
|
||||||
|
{
|
||||||
|
if (explosionEffectJob->Model->IsSkinned()) {
|
||||||
|
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
|
||||||
|
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
|
||||||
|
//bind uniforms
|
||||||
|
BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
|
||||||
|
//bind textures
|
||||||
|
BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
|
||||||
|
GLERROR("asdasd");
|
||||||
|
std::vector<glm::mat4> frameBones;
|
||||||
|
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||||
|
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
||||||
|
}
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
m_ExplosionEffectSplatMapProgram->Bind();
|
||||||
|
GLERROR("Bind ExplosionEffectSplatMap program");
|
||||||
|
//bind uniforms
|
||||||
|
//bind uniforms
|
||||||
|
BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene);
|
||||||
|
//bind textures
|
||||||
|
BindExplosionTextures(explosionSplatMapHandle, explosionEffectJob);
|
||||||
|
GLERROR("asdasd");
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
glDisable(GL_CULL_FACE);
|
||||||
|
|
||||||
|
//draw
|
||||||
|
glBindVertexArray(explosionEffectJob->Model->VAO);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
|
||||||
|
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
|
||||||
|
glEnable(GL_CULL_FACE);
|
||||||
|
GLERROR("explosion effect end");
|
||||||
|
} else {
|
||||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||||
if (modelJob) {
|
if (modelJob) {
|
||||||
|
//bind forward program
|
||||||
|
//TODO: JOHAN/TOBIAS: Bind shader based on ModelJob->ShaderID;
|
||||||
|
if (modelJob->IsShielded) {
|
||||||
|
switch (modelJob->Type) {
|
||||||
|
case RawModel::MaterialType::Basic:
|
||||||
|
case RawModel::MaterialType::SingleTextures:
|
||||||
|
{
|
||||||
if (modelJob->Model->IsSkinned()) {
|
if (modelJob->Model->IsSkinned()) {
|
||||||
m_ShieldToStencilSkinnedProgram->Bind();
|
m_ForwardPlusSkinnedShieldCheckProgram->Bind();
|
||||||
GLuint shaderHandle = m_ShieldToStencilSkinnedProgram->GetHandle();
|
GLERROR("Bind ForwardPlusSkinnedProgram");
|
||||||
|
//bind uniforms
|
||||||
|
BindModelUniforms(forwardSkinnedShieldCheckHandle, modelJob, scene);
|
||||||
|
//bind textures
|
||||||
|
BindModelTextures(forwardSkinnedShieldCheckHandle, modelJob);
|
||||||
|
glActiveTexture(GL_TEXTURE5);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||||
|
glUniform3fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
||||||
std::vector<glm::mat4> frameBones;
|
std::vector<glm::mat4> frameBones;
|
||||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||||
} else {
|
}
|
||||||
|
else {
|
||||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||||
}
|
}
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||||
} else {
|
|
||||||
m_ShieldToStencilProgram->Bind();
|
|
||||||
GLuint shaderHandle = m_ShieldToStencilProgram->GetHandle();
|
|
||||||
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
else {
|
||||||
|
m_ForwardPlusShieldCheckProgram->Bind();
|
||||||
|
GLERROR("Bind ForwardPlusProgram");
|
||||||
|
//bind uniforms
|
||||||
|
BindModelUniforms(forwardShieldCheckHandle, modelJob, scene);
|
||||||
|
//bind textures
|
||||||
|
BindModelTextures(forwardShieldCheckHandle, modelJob);
|
||||||
|
glActiveTexture(GL_TEXTURE5);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||||
|
glUniform3fv(glGetUniformLocation(forwardShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case RawModel::MaterialType::SplatMapping:
|
||||||
|
{
|
||||||
|
if (modelJob->Model->IsSkinned()) {
|
||||||
|
m_ForwardPlusSplatMapSkinnedShieldCheckProgram->Bind();
|
||||||
|
GLERROR("Bind SplatMap program");
|
||||||
|
//bind uniforms
|
||||||
|
BindModelUniforms(forwardSplatMapSkinnedShieldCheckHandle, modelJob, scene);
|
||||||
|
//bind textures
|
||||||
|
BindModelTextures(forwardSplatMapSkinnedShieldCheckHandle, modelJob);
|
||||||
|
GLERROR("asdasd");
|
||||||
|
std::vector<glm::mat4> frameBones;
|
||||||
|
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||||
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||||
|
}
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||||
|
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
m_ForwardPlusSplatMapShieldCheckProgram->Bind();
|
||||||
|
GLERROR("Bind SplatMap program");
|
||||||
|
//bind uniforms
|
||||||
|
BindModelUniforms(forwardSplatShieldCheckHandle, modelJob, scene);
|
||||||
|
//bind textures
|
||||||
|
BindModelTextures(forwardSplatShieldCheckHandle, modelJob);
|
||||||
|
GLERROR("asdasd");
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
switch (modelJob->Type) {
|
||||||
|
case RawModel::MaterialType::Basic:
|
||||||
|
case RawModel::MaterialType::SingleTextures:
|
||||||
|
{
|
||||||
|
if (modelJob->Model->IsSkinned()) {
|
||||||
|
m_ForwardPlusSkinnedProgram->Bind();
|
||||||
|
GLERROR("Bind ForwardPlusSkinnedProgram");
|
||||||
|
//bind uniforms
|
||||||
|
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
|
||||||
|
//bind textures
|
||||||
|
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()));
|
||||||
|
|
||||||
|
std::vector<glm::mat4> frameBones;
|
||||||
|
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||||
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||||
|
}
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||||
|
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
m_ForwardPlusProgram->Bind();
|
||||||
|
GLERROR("Bind ForwardPlusProgram");
|
||||||
|
//bind uniforms
|
||||||
|
BindModelUniforms(forwardHandle, modelJob, scene);
|
||||||
|
//bind textures
|
||||||
|
BindModelTextures(forwardHandle, modelJob);
|
||||||
|
glActiveTexture(GL_TEXTURE5);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||||
|
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case RawModel::MaterialType::SplatMapping:
|
||||||
|
{
|
||||||
|
if (modelJob->Model->IsSkinned()) {
|
||||||
|
m_ForwardPlusSplatMapSkinnedProgram->Bind();
|
||||||
|
GLERROR("Bind SplatMap program");
|
||||||
|
//bind uniforms
|
||||||
|
BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene);
|
||||||
|
//bind textures
|
||||||
|
BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
|
||||||
|
GLERROR("asdasd");
|
||||||
|
std::vector<glm::mat4> frameBones;
|
||||||
|
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||||
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||||
|
}
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||||
|
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
m_ForwardPlusSplatMapProgram->Bind();
|
||||||
|
GLERROR("Bind SplatMap program");
|
||||||
|
//bind uniforms
|
||||||
|
BindModelUniforms(forwardSplatMapHandle, modelJob, scene);
|
||||||
|
//bind textures
|
||||||
|
BindModelTextures(forwardSplatMapHandle, modelJob);
|
||||||
|
GLERROR("asdasd");
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//draw
|
||||||
glBindVertexArray(modelJob->Model->VAO);
|
glBindVertexArray(modelJob->Model->VAO);
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
|
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
|
||||||
@@ -593,6 +855,7 @@ void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJo
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
||||||
{
|
{
|
||||||
@@ -686,7 +949,7 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
||||||
@@ -694,8 +957,8 @@ void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& job
|
|||||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||||
|
|
||||||
if(modelJob->Model->IsSkinned()) {
|
if(modelJob->Model->IsSkinned()) {
|
||||||
m_FillDepthBufferSkinnedProgram->Bind();
|
m_FillDepthStencilBufferSkinnedProgram->Bind();
|
||||||
GLuint shaderHandle = m_FillDepthBufferSkinnedProgram->GetHandle();
|
GLuint shaderHandle = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||||
@@ -709,8 +972,8 @@ void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& job
|
|||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||||
|
|
||||||
} else {
|
} else {
|
||||||
m_FillDepthBufferProgram->Bind();
|
m_FillDepthStencilBufferProgram->Bind();
|
||||||
GLuint shaderHandle = m_FillDepthBufferProgram->GetHandle();
|
GLuint shaderHandle = m_FillDepthStencilBufferProgram->GetHandle();
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||||
@@ -774,28 +1037,6 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
|||||||
// m_SpriteProgram->Unbind();
|
// 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)
|
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
|
||||||
{
|
{
|
||||||
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||||
|
|||||||
@@ -8,8 +8,7 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
|
|||||||
Enable(GL_BLEND);
|
Enable(GL_BLEND);
|
||||||
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
Enable(GL_DEPTH_TEST);
|
Enable(GL_DEPTH_TEST);
|
||||||
DepthMask(GL_FALSE);
|
DepthMask(GL_TRUE);
|
||||||
DepthFunc(GL_LEQUAL);
|
|
||||||
Enable(GL_CULL_FACE);
|
Enable(GL_CULL_FACE);
|
||||||
// Enable(GL_STENCIL_TEST);
|
// Enable(GL_STENCIL_TEST);
|
||||||
// StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
// StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||||
@@ -26,11 +25,9 @@ DrawFinalPassState::~DrawFinalPassState()
|
|||||||
DrawStencilState::DrawStencilState(GLuint frameBuffer)
|
DrawStencilState::DrawStencilState(GLuint frameBuffer)
|
||||||
{
|
{
|
||||||
BindFramebuffer(frameBuffer);
|
BindFramebuffer(frameBuffer);
|
||||||
Enable(GL_STENCIL_TEST);
|
|
||||||
StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
|
||||||
StencilFunc(GL_ALWAYS, 1, 0xFF);
|
|
||||||
StencilMask(0xFF);
|
|
||||||
Enable(GL_DEPTH_TEST);
|
Enable(GL_DEPTH_TEST);
|
||||||
|
DepthMask(GL_TRUE);
|
||||||
|
Enable(GL_CULL_FACE);
|
||||||
ClearColor(glm::vec4(0.f));
|
ClearColor(glm::vec4(0.f));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -23,11 +23,12 @@ void PickingPass::InitializeTextures()
|
|||||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
||||||
|
|
||||||
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
|
||||||
}
|
}
|
||||||
|
|
||||||
void PickingPass::InitializeFrameBuffers()
|
void PickingPass::InitializeFrameBuffers()
|
||||||
{
|
{
|
||||||
|
|
||||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
|
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
|
||||||
m_PickingBuffer.Generate();
|
m_PickingBuffer.Generate();
|
||||||
|
|||||||
@@ -9,7 +9,6 @@ PickingPassState::PickingPassState(GLuint frameBuffer)
|
|||||||
Enable(GL_DEPTH_TEST);
|
Enable(GL_DEPTH_TEST);
|
||||||
Enable(GL_CULL_FACE);
|
Enable(GL_CULL_FACE);
|
||||||
Disable(GL_BLEND);
|
Disable(GL_BLEND);
|
||||||
|
|
||||||
glm::vec4 clearColor = glm::vec4(0.f);
|
glm::vec4 clearColor = glm::vec4(0.f);
|
||||||
//ClearColor(clearColor);
|
//ClearColor(clearColor);
|
||||||
//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|||||||
@@ -240,6 +240,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
|||||||
fillColor = (glm::vec4)fillComponent["Color"];
|
fillColor = (glm::vec4)fillComponent["Color"];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool isShielded = m_World->HasComponent(cModel.EntityID, "Shielded") || m_World->HasComponent(cModel.EntityID, "Player");
|
||||||
|
|
||||||
glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World);
|
glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World);
|
||||||
//Loop through all materialgroups of a model
|
//Loop through all materialgroups of a model
|
||||||
for (auto matGroup : model->MaterialGroups()) {
|
for (auto matGroup : model->MaterialGroups()) {
|
||||||
@@ -255,20 +257,19 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
|||||||
cModel,
|
cModel,
|
||||||
m_World,
|
m_World,
|
||||||
fillColor,
|
fillColor,
|
||||||
fillPercentage
|
fillPercentage,
|
||||||
|
isShielded
|
||||||
));
|
));
|
||||||
if (m_World->HasComponent(cModel.EntityID, "Shield")){
|
if (m_World->HasComponent(cModel.EntityID, "Shield")){
|
||||||
explosionEffectJob->CalculateHash();
|
explosionEffectJob->CalculateHash();
|
||||||
Jobs.ShieldObjects.push_back(explosionEffectJob);
|
Jobs.ShieldObjects.push_back(explosionEffectJob);
|
||||||
} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
|
} else if (isShielded) {
|
||||||
|| m_World->HasComponent(cModel.EntityID, "Player")) {
|
|
||||||
|
|
||||||
if (explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) {
|
if (explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) {
|
||||||
cModel["Transparent"] = true;
|
cModel["Transparent"] = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (cModel["Transparent"]) {
|
if (cModel["Transparent"]) {
|
||||||
Jobs.TransparentShieldedObjects.push_back(explosionEffectJob);
|
Jobs.TransparentObjects.push_back(explosionEffectJob);
|
||||||
} else {
|
} else {
|
||||||
explosionEffectJob->CalculateHash();
|
explosionEffectJob->CalculateHash();
|
||||||
Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob);
|
Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob);
|
||||||
@@ -294,20 +295,20 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
|||||||
cModel,
|
cModel,
|
||||||
m_World,
|
m_World,
|
||||||
fillColor,
|
fillColor,
|
||||||
fillPercentage
|
fillPercentage,
|
||||||
|
isShielded
|
||||||
));
|
));
|
||||||
if (m_World->HasComponent(cModel.EntityID, "Shield")) {
|
if (m_World->HasComponent(cModel.EntityID, "Shield")) {
|
||||||
modelJob->CalculateHash();
|
modelJob->CalculateHash();
|
||||||
Jobs.ShieldObjects.push_back(modelJob);
|
Jobs.ShieldObjects.push_back(modelJob);
|
||||||
} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
|
} else if (isShielded) {
|
||||||
|| m_World->HasComponent(cModel.EntityID, "Player")) {
|
|
||||||
|
|
||||||
if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) {
|
if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) {
|
||||||
cModel["Transparent"] = true;
|
cModel["Transparent"] = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (cModel["Transparent"]) {
|
if (cModel["Transparent"]) {
|
||||||
Jobs.TransparentShieldedObjects.push_back(modelJob);
|
Jobs.TransparentObjects.push_back(modelJob);
|
||||||
} else {
|
} else {
|
||||||
modelJob->CalculateHash();
|
modelJob->CalculateHash();
|
||||||
Jobs.OpaqueShieldedObjects.push_back(modelJob);
|
Jobs.OpaqueShieldedObjects.push_back(modelJob);
|
||||||
|
|||||||
@@ -110,7 +110,7 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
{
|
{
|
||||||
GLERROR("PRE");
|
GLERROR("PRE");
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
|
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion");
|
||||||
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
|
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
|
||||||
if(m_CubeMapTexture == 0) {
|
if(m_CubeMapTexture == 0) {
|
||||||
m_CubeMapPass->LoadTextures("Nevada");
|
m_CubeMapPass->LoadTextures("Nevada");
|
||||||
@@ -174,7 +174,7 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
|
|
||||||
if (m_DebugTextureToDraw == 0) {
|
if (m_DebugTextureToDraw == 0) {
|
||||||
PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
|
PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
|
||||||
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
|
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
|
||||||
PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
|
PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -186,18 +186,12 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture());
|
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture());
|
||||||
}
|
}
|
||||||
if (m_DebugTextureToDraw == 3) {
|
if (m_DebugTextureToDraw == 3) {
|
||||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTextureLowRes());
|
|
||||||
}
|
|
||||||
if (m_DebugTextureToDraw == 4) {
|
|
||||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTextureLowRes());
|
|
||||||
}
|
|
||||||
if (m_DebugTextureToDraw == 5) {
|
|
||||||
m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
|
m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
|
||||||
}
|
}
|
||||||
if (m_DebugTextureToDraw == 6) {
|
if (m_DebugTextureToDraw == 4) {
|
||||||
m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
|
m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
|
||||||
}
|
}
|
||||||
if (m_DebugTextureToDraw == 7) {
|
if (m_DebugTextureToDraw == 5) {
|
||||||
m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
|
m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
|
||||||
}
|
}
|
||||||
PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
|
PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
|
||||||
@@ -250,7 +244,7 @@ void Renderer::InitializeRenderPasses()
|
|||||||
m_LightCullingPass = new LightCullingPass(this);
|
m_LightCullingPass = new LightCullingPass(this);
|
||||||
m_CubeMapPass = new CubeMapPass(this);
|
m_CubeMapPass = new CubeMapPass(this);
|
||||||
m_SSAOPass = new SSAOPass(this, m_Config);
|
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_SSAOPass);
|
||||||
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
||||||
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
|
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
|
||||||
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
||||||
|
|||||||
+3
-2
@@ -48,7 +48,6 @@ Game::Game(int argc, char* argv[])
|
|||||||
ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
|
ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
|
||||||
DisableMemoryPool::Value = m_Config->Get<bool>("Debug.DisableMemoryPool", false);
|
DisableMemoryPool::Value = m_Config->Get<bool>("Debug.DisableMemoryPool", false);
|
||||||
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
|
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
|
||||||
PlayerSpawnSystem::SetRespawnTime(m_Config->Get<float>("Debug.RespawnTime", 15.0f));
|
|
||||||
|
|
||||||
// Create the core event broker
|
// Create the core event broker
|
||||||
m_EventBroker = new EventBroker();
|
m_EventBroker = new EventBroker();
|
||||||
@@ -139,7 +138,6 @@ Game::Game(int argc, char* argv[])
|
|||||||
++updateOrderLevel;
|
++updateOrderLevel;
|
||||||
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
|
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
|
||||||
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
|
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
|
||||||
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
|
|
||||||
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<HealthHUDSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<HealthHUDSystem>(updateOrderLevel);
|
||||||
@@ -149,6 +147,9 @@ Game::Game(int argc, char* argv[])
|
|||||||
m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
|
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
|
||||||
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
|
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
|
||||||
|
// Octree for frustum culling must be updated after collisions, otherwise players frustum may be moved after tree is filled, and wrong things are culled.
|
||||||
|
++updateOrderLevel;
|
||||||
|
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
|
||||||
++updateOrderLevel;
|
++updateOrderLevel;
|
||||||
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
|
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
|
||||||
++updateOrderLevel;
|
++updateOrderLevel;
|
||||||
|
|||||||
@@ -116,12 +116,18 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
|||||||
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
|
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
|
||||||
}
|
}
|
||||||
|
|
||||||
//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
|
|
||||||
if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (isOnGround || !controller->DoubleJumping())) {
|
|
||||||
(bool)cPhysics["IsOnGround"] = false;
|
|
||||||
if (isOnGround) {
|
if (isOnGround) {
|
||||||
controller->SetDoubleJumping(false);
|
controller->SetDoubleJumping(false);
|
||||||
} else {
|
}
|
||||||
|
//If player presses Jump and is not crouching.
|
||||||
|
if (controller->Jumping() && !controller->Crouching()) {
|
||||||
|
if (isOnGround) {
|
||||||
|
(bool)cPhysics["IsOnGround"] = false;
|
||||||
|
velocity.y = player["Player"]["JumpSpeed"];
|
||||||
|
} else if (player.HasComponent("DoubleJump") && !controller->DoubleJumping()) {
|
||||||
|
//Enter here if player can double jump and is doing so.
|
||||||
|
(bool)cPhysics["IsOnGround"] = false;
|
||||||
|
velocity.y = player["DoubleJump"]["DoubleJumpSpeed"];
|
||||||
// If IsServer and network is off this will not work
|
// If IsServer and network is off this will not work
|
||||||
if (IsClient) {
|
if (IsClient) {
|
||||||
//put a hexagon at the players feet
|
//put a hexagon at the players feet
|
||||||
@@ -133,7 +139,6 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
|||||||
m_EventBroker->Publish(e);
|
m_EventBroker->Publish(e);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
velocity.y = 4.f;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (player.HasComponent("AABB")) {
|
if (player.HasComponent("AABB")) {
|
||||||
|
|||||||
@@ -1,27 +1,38 @@
|
|||||||
#include "Systems/PlayerSpawnSystem.h"
|
#include "Systems/PlayerSpawnSystem.h"
|
||||||
|
|
||||||
//This should be set by the config anyway.
|
|
||||||
float PlayerSpawnSystem::m_RespawnTime = 15.0f;
|
|
||||||
|
|
||||||
PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
|
PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
|
||||||
: System(params)
|
: System(params)
|
||||||
, m_Timer(0.f)
|
, m_DbgConfigForceRespawn(false)
|
||||||
{
|
{
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
|
EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned);
|
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerSpawnSystem::OnPlayerDeath);
|
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerSpawnSystem::OnPlayerDeath);
|
||||||
m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
|
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||||
|
m_NetworkEnabled = config->Get("Networking.StartNetwork", false);
|
||||||
|
m_ForcedRespawnTime = config->Get("Debug.RespawnTime", -1.0f);
|
||||||
|
m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
void PlayerSpawnSystem::Update(double dt)
|
void PlayerSpawnSystem::Update(double dt)
|
||||||
{
|
{
|
||||||
|
// If there are no CapturePointGameMode components we will just spawn immediately.
|
||||||
|
// Should be able to support older maps with this.
|
||||||
|
// TODO: In the future we might want to return instead, to avoid spawning in the menu for instance.
|
||||||
|
auto pool = m_World->GetComponents("CapturePointGameMode");
|
||||||
|
if (pool != nullptr && pool->size() > 0)
|
||||||
|
{
|
||||||
|
// Take the first CapturePointGameMode component found.
|
||||||
|
ComponentWrapper& modeComponent = *pool->begin();
|
||||||
// Increase timer.
|
// Increase timer.
|
||||||
m_Timer += dt;
|
double& timer = (double&)modeComponent["RespawnTime"];
|
||||||
if (m_Timer < m_RespawnTime) {
|
timer += dt;
|
||||||
|
double maxRespawnTime = m_DbgConfigForceRespawn ? m_ForcedRespawnTime : (double)modeComponent["MaxRespawnTime"];
|
||||||
|
if (timer < maxRespawnTime) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
// If respawn time has passed, we spawn all players that have requested to be spawned.
|
// If respawn time has passed, we spawn all players that have requested to be spawned.
|
||||||
m_Timer = 0.f;
|
timer = 0;
|
||||||
|
}
|
||||||
|
|
||||||
// If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
|
// If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
|
||||||
if (m_SpawnRequests.size() == 0) {
|
if (m_SpawnRequests.size() == 0) {
|
||||||
|
|||||||
Reference in New Issue
Block a user