Compare commits
4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| e0a1550acd | |||
| 7d4b9927d8 | |||
| 0ee3385e96 | |||
| d7f166b8ae |
+1
-1
Submodule assets updated: 007b54bd67...3af64d8b1f
@@ -0,0 +1,15 @@
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||||
#ifndef Events_BecomeServerOrClient_h__
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#define Events_BecomeServerOrClient_h__
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#include "Core/EventBroker.h"
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namespace Events
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{
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struct BecomeServer : public Event { };
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struct BecomeClient : public Event { };
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}
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#endif
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@@ -33,14 +33,12 @@ public:
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if (m_Quality == 0) {
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return m_BlackTexture->m_Texture;
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} else {
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return m_FinalGaussianTexture;
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return m_GaussianTexture_vert;
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}
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}
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private:
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void GaussianLodPass(GLuint mipMap, GLuint texture);
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void CombineGaussianBlur();
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Texture* m_BlackTexture;
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Model* m_ScreenQuad;
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@@ -49,19 +47,15 @@ private:
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//const LightCullingPass* m_LightCullingPass
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int m_Iterations;
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int m_Quality = 0;
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int m_BloomLod = 5;
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GLuint m_GaussianTexture_horiz = 0;
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GLuint m_GaussianTexture_vert = 0;
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GLuint m_FinalGaussianTexture = 0;
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FrameBuffer* m_GaussianFrameBuffer_horiz = nullptr;
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FrameBuffer* m_GaussianFrameBuffer_vert = nullptr;
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FrameBuffer m_GaussianCombineBuffer;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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ShaderProgram* m_GaussianProgram_horiz;
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ShaderProgram* m_GaussianProgram_vert;
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ShaderProgram* m_GaussianCombineProgram;
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};
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@@ -7,12 +7,11 @@
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class BufferResource
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{
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public:
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BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod);
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BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment);
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GLuint* m_ResourceHandle;
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GLenum m_ResourceType;
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GLenum m_Attachment;
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GLuint m_MipMapLod = 0;
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private:
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};
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@@ -21,15 +20,15 @@ template <GLenum RESOURCETYPE>
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class ResourceType : public BufferResource
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{
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public:
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ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod)
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: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { }
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ResourceType(GLuint* resourceHandle, GLenum attachment)
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: BufferResource(resourceHandle, RESOURCETYPE, attachment) { }
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};
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class Texture2D : public ResourceType<GL_TEXTURE_2D>
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{
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public:
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Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
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: ResourceType(resourceHandle, attachment, mipMapLod) { };
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Texture2D(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment) { };
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~Texture2D();
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};
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@@ -38,7 +37,7 @@ class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
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{
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public:
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RenderBuffer(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment, 0)
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: ResourceType(resourceHandle, attachment)
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{ };
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~RenderBuffer();
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@@ -48,7 +47,7 @@ class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
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{
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public:
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Texture2DArray(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment, 0)
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: ResourceType(resourceHandle, attachment)
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{ };
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~Texture2DArray();
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@@ -26,13 +26,24 @@ struct ModelJob : RenderJob
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ModelID = model->ResourceID;
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Type = matProp.type;
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::RawModel::MaterialBasic* matGroup = matProp.material;
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ShaderID = matProp.ShaderID;
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switch(matProp.type){
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case ::RawModel::MaterialType::Basic:
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if (Model->IsSkinned()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
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}
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else {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
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}
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TextureID = 0;
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break;
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case ::RawModel::MaterialType::SingleTextures:
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{
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if (Model->IsSkinned()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
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}
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else {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
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}
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::RawModel::MaterialSingleTextures* singleTextures = static_cast<::RawModel::MaterialSingleTextures*>(matProp.material);
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TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
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if (modelComponent["DiffuseTexture"]) {
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@@ -54,6 +65,12 @@ struct ModelJob : RenderJob
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break;
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case ::RawModel::MaterialType::SplatMapping:
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{
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if (Model->IsSkinned()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
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}
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else {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
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}
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::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
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SplatMap = &SplatTextures->SplatMap;
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@@ -18,7 +18,6 @@
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#include "../Core/ResourceManager.h"
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#include "Texture.h"
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#include "Skeleton.h"
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#include "ShaderProgram.h"
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#include "boost\endian\buffers.hpp"
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@@ -88,7 +87,6 @@ public:
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struct MaterialProperties {
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MaterialType type;
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MaterialBasic* material;
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unsigned int ShaderID = 0;
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};
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const Vertex* Vertices() const {
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@@ -21,14 +21,13 @@ struct SpriteJob : RenderJob
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SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
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: RenderJob()
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{
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Model = ResourceManager::Load<::Model>((std::string)cSprite["Model"]);
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Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
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::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
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TextureID = 0;
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DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]);
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IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
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Linear = (bool)cSprite["Linear"];
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IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
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StartIndex = matProp.material->StartIndex;
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EndIndex = matProp.material->EndIndex;
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@@ -49,26 +48,6 @@ struct SpriteJob : RenderJob
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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glm::vec3 scale = Transform::AbsoluteScale(world, cSprite.EntityID);
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if((bool)cSprite["KeepRatio"] == true) {
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if(scale.y >= scale.x) {
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ScaleY = (scale.x)/(scale.y);
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ScaleX = 1.f;
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} else {
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ScaleY = 1.f;
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ScaleX = (scale.x)/(scale.y);
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}
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} else {
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if ((bool)cSprite["KeepRatioX"] == true) {
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ScaleX = scale.x;
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}
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if ((bool)cSprite["KeepRatioY"] == true) {
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ScaleY = scale.y;
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}
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}
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};
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unsigned int TextureID;
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@@ -90,9 +69,6 @@ struct SpriteJob : RenderJob
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bool Pickable;
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bool IsIndicator = false;
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bool BlurBackground = false;
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float ScaleX = 1;
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float ScaleY = 1;
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bool Linear = false;
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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@@ -16,7 +16,7 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
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return false;
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}
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#ifdef DEBUG
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#ifndef DEBUG
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#define GLERROR(function) \
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_GLERROR(function, __BASE_FILE__, __func__, __LINE__)
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#else
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@@ -29,6 +29,7 @@
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#include "Network/Network.h"
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#include "Network/Server.h"
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#include "Network/Client.h"
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#include "Network/EBecomeServerOrClient.h"
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// Sound
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#include "Sound/SoundManager.h"
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@@ -70,6 +71,11 @@ private:
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bool m_IsServer = false;
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int parseArgs(int argc, char* argv[]);
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EventRelay<Game, Events::BecomeServer> m_EBecomeServer;
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bool OnBecomeServer(const Events::BecomeServer& e);
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EventRelay<Game, Events::BecomeClient> m_EBecomeClient;
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bool OnBecomeClient(const Events::BecomeClient& e);
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};
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#endif
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@@ -30,7 +30,6 @@ private:
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bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
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EventRelay<CapturePointSystem, Events::Captured> m_ECaptured;
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bool CapturePointSystem::OnCaptured(const Events::Captured& e);
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void ChangeCapturePointModelsVisibility(EntityWrapper &capturePointModels, bool isOwner);
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bool m_WinnerWasFound = false;
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//need to track these variables for the captureSystem to work as per design!
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@@ -14,6 +14,7 @@
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#include "Input/EInputCommand.h"
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#include "Network/ESearchForServers.h"
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#include "Network/EConnectRequest.h"
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#include "Network/EBecomeServerOrClient.h"
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class MainMenuSystem : public ImpureSystem
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@@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Camera xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Camera.xsd">
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<FOV>59</FOV> <!-- 90 horizontal FOV at 1080p -->
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<FOV>45</FOV>
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<NearClip>0.01</NearClip>
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<FarClip>5000</FarClip>
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</Camera>
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@@ -9,5 +9,5 @@
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<SpecularMap>true</SpecularMap>
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<GlowMap>true</GlowMap>
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<Shadow>true</Shadow>
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<GlowIntensity>1.0</GlowIntensity>
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<GlowIntensity>3.0</GlowIntensity>
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</Model>
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@@ -1,14 +1,9 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Sprite xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Sprite.xsd">
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<Model>Models/Core/UnitQuad.mesh</Model>
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<DiffuseTexture></DiffuseTexture>
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<GlowMap></GlowMap>
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<Color R="1" G="1" B="1" A="1"/>
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<Visible>true</Visible>
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<DepthSort>true</DepthSort>
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<KeepRatioX>false</KeepRatioX>
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<KeepRatioY>false</KeepRatioY>
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<KeepRatio>false</KeepRatio>
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<Linear>false</Linear>
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<BlurBackground>false</BlurBackground>
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</Sprite>
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@@ -9,17 +9,14 @@
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</xs:annotation>
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<xs:complexType>
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<xs:all>
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<xs:element name="Model" type="t:string" minOccurs="0">
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<xs:annotation><xs:documentation>The model the sprite will use.</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="DiffuseTexture" type="t:string" minOccurs="0">
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<xs:annotation><xs:documentation>Diffuse Texture file.</xs:documentation></xs:annotation>
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<xs:annotation><xs:documentation>Diffuse Texture file</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="GlowMap" type="t:string" minOccurs="0">
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<xs:annotation><xs:documentation>GlowMap file.</xs:documentation></xs:annotation>
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<xs:annotation><xs:documentation>GlowMap file</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Color" type="t:Color" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Color tint.</xs:documentation></xs:annotation>
|
||||
<xs:annotation><xs:documentation>Color tint</xs:documentation></xs:annotation>
|
||||
</xs:element>
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<xs:element name="Visible" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Whether the model is visible or not</xs:documentation></xs:annotation>
|
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@@ -27,18 +24,6 @@
|
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<xs:element name="DepthSort" type="t:bool" minOccurs="0">
|
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<xs:annotation><xs:documentation>Whether the sprite should be sorted with depth or not. Only use false for textures that are on HUD</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
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<xs:element name="KeepRatioX" type="t:bool" minOccurs="0">
|
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<xs:annotation><xs:documentation>Wether the sprite should repeat in x instead of stretch when scaled.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="KeepRatioY" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Wether the sprite should repeat in y instead of stretch when scaled.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="KeepRatio" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Keep a 1:1 ratio between X and Y.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Linear" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>If it should use Linear or Nearest sampling method.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="BlurBackground" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
|
||||
@@ -319,23 +319,80 @@
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="Popup_Origin">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="-0.103822395" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="PlaySpawner">
|
||||
<Entity name="ButtonPos_5">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/ServerList.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-0.280000001" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
<Children>
|
||||
<Entity name="Button_5">
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
|
||||
<BlurBackground>true</BlurBackground>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="0.392156869" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Scale X="0.200000003" Y="0.0500000007" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Text">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>Host</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Alignment>
|
||||
<Right/>
|
||||
</Alignment>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="0.0920000002" Y="-0.0150000006" Z="0.00499999989"/>
|
||||
<Scale X="0.0199999996" Y="0.0199999996" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="ButtonCorner_Origin">
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="TopRight">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0.0970000029" Y="0.0220000017" Z="0.00499999989"/>
|
||||
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="BottomRight">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0.0970000029" Y="-0.0219999999" Z="0.00499999989"/>
|
||||
<Orientation X="0" Y="0" Z="4.71199989"/>
|
||||
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-4" Z="0"/>
|
||||
<Orientation X="0" Y="58.3794823" Z="0"/>
|
||||
<Orientation X="0" Y="55.3495064" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
@@ -34,49 +34,13 @@
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="AssaultClassPick">
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Icons/Classes/Assault-01.png</DiffuseTexture>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
<Command>PickClass</Command>
|
||||
<PressValue>1</PressValue>
|
||||
</c:InputCmdButton>
|
||||
<c:Transform>
|
||||
<Position X="-0.150000006" Y="-0.0500000007" Z="0"/>
|
||||
<Scale X="0.0799999982" Y="0.0799999982" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="AssaultText">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>Assault</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="0" G="1" R="0.784313738"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.800000012" Z="0"/>
|
||||
<Scale X="0.310000002" Y="0.310000002" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="DefenderClassPick">
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Icons/Classes/Defender-01.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
<Command>PickClass</Command>
|
||||
@@ -108,10 +72,9 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Icons/Classes/Sniper-01.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
<Command>PickClass</Command>
|
||||
@@ -139,6 +102,40 @@
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="AssaultClassPick">
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Icons/Classes/Assault-01.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
<Command>PickClass</Command>
|
||||
<PressValue>1</PressValue>
|
||||
</c:InputCmdButton>
|
||||
<c:Transform>
|
||||
<Position X="-0.150000006" Y="-0.0500000007" Z="0"/>
|
||||
<Scale X="0.0799999982" Y="0.0799999982" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="AssaultText">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>Assault</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="0" G="1" R="0.784313738"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.800000012" Z="0"/>
|
||||
<Scale X="0.310000002" Y="0.310000002" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="ClassPickText">
|
||||
<Components>
|
||||
<c:Text>
|
||||
@@ -157,10 +154,9 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
@@ -236,10 +232,9 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
@@ -271,11 +266,10 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="1" B="0" G="0.294117659" R="0.980392158"/>
|
||||
<Linear>true</Linear>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
<Command>PickTeam</Command>
|
||||
@@ -306,12 +300,10 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="1" B="0.980392158" G="0.294117659" R="0"/>
|
||||
<Linear>true</Linear>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
<Command>PickTeam</Command>
|
||||
@@ -342,10 +334,9 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||
<Visible>false</Visible>
|
||||
</c:Sprite>
|
||||
@@ -431,10 +422,9 @@
|
||||
<Entity name="BackgroundHexagon">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -451,10 +441,9 @@
|
||||
<CapturePointNumber>3</CapturePointNumber>
|
||||
</c:CapturePointHUD>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -469,10 +458,9 @@
|
||||
<Entity name="BackgroundHexagon">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -489,10 +477,9 @@
|
||||
<CapturePointNumber>4</CapturePointNumber>
|
||||
</c:CapturePointHUD>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -507,10 +494,9 @@
|
||||
<Entity name="BackgroundHexagon">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -527,10 +513,9 @@
|
||||
<CapturePointNumber>2</CapturePointNumber>
|
||||
</c:CapturePointHUD>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -545,10 +530,9 @@
|
||||
<Entity name="BackgroundHexagon">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -566,10 +550,9 @@
|
||||
<CapturePointNumber>1</CapturePointNumber>
|
||||
</c:CapturePointHUD>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -584,10 +567,9 @@
|
||||
<Entity name="BackgroundHexagon">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="0.699999988" B="0" G="0" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -602,10 +584,9 @@
|
||||
</c:Fill>
|
||||
<c:CapturePointHUD/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -623,10 +604,9 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
@@ -671,10 +651,9 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
|
||||
+6087
-6008
File diff suppressed because it is too large
Load Diff
@@ -99,7 +99,7 @@
|
||||
</c:Team>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/PlayerRed.xml</EntityFile>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -225,11 +225,6 @@
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Trigger/>
|
||||
<c:Model>
|
||||
<Resource></Resource>
|
||||
<Color A="0.300000012" B="0" G="0" R="1"/>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-4.10000038"/>
|
||||
</c:Transform>
|
||||
@@ -244,17 +239,7 @@
|
||||
<Scale X="2.70000005" Y="3.4000001" Z="4.60000038"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource></Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Blue">
|
||||
<Components>
|
||||
|
||||
@@ -1,21 +0,0 @@
|
||||
#version 430
|
||||
|
||||
layout (binding = 0) uniform sampler2D Texture;
|
||||
uniform int MaxMipMap;
|
||||
|
||||
|
||||
in VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
}Input;
|
||||
|
||||
out vec4 fragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 result = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
for(int i = 0; i < MaxMipMap; i++) {
|
||||
result += textureLod(Texture, Input.TextureCoordinate, i);
|
||||
}
|
||||
fragmentColor = result;
|
||||
}
|
||||
@@ -1,13 +0,0 @@
|
||||
#version 430
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
|
||||
out VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(Position, 1.0);
|
||||
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
|
||||
}
|
||||
@@ -2,7 +2,6 @@
|
||||
#extension GL_EXT_gpu_shader4 : enable
|
||||
|
||||
layout (binding = 0) uniform sampler2D Texture;
|
||||
uniform int Lod;
|
||||
|
||||
in VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
@@ -11,14 +10,12 @@ in VertexData{
|
||||
out vec4 fragmentColor;
|
||||
|
||||
uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
|
||||
//uniform float weight[3] = float[](0.265495, 0.226535, 0.140718);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 tex_offset = 1.0 / textureSize(Texture, Lod);
|
||||
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
|
||||
vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
|
||||
vec3 result = center * weight[0];
|
||||
|
||||
for(int i = 1; i < 5; ++i) {
|
||||
vec4 eastFragments = texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0));
|
||||
vec4 westFragments = texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0));
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
#extension GL_EXT_gpu_shader4 : enable
|
||||
|
||||
layout (binding = 0) uniform sampler2D Texture;
|
||||
uniform int Lod;
|
||||
|
||||
in VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
@@ -11,14 +10,12 @@ in VertexData{
|
||||
out vec4 fragmentColor;
|
||||
|
||||
uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
|
||||
//uniform float weight[3] = float[](0.265495, 0.226535, 0.140718);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 tex_offset = 1.0 / textureSize(Texture, Lod);
|
||||
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
|
||||
vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
|
||||
vec3 result = center * weight[0];
|
||||
|
||||
for(int i = 1; i < 5; ++i) {
|
||||
vec4 northFragments = texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i));
|
||||
vec4 southFragments = texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i));
|
||||
|
||||
@@ -3,8 +3,6 @@
|
||||
uniform vec4 Color;
|
||||
uniform vec4 FillColor;
|
||||
uniform float FillPercentage;
|
||||
uniform float ScaleX;
|
||||
uniform float ScaleY;
|
||||
uniform mat4 P;
|
||||
|
||||
layout (binding = 1) uniform sampler2D DiffuseTexture;
|
||||
@@ -23,16 +21,15 @@ out vec4 bloomColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 diffuseTexel = texture2D(DiffuseTexture, vec2(Input.TextureCoordinate.x*ScaleX, Input.TextureCoordinate.y*ScaleY));
|
||||
vec4 glowTexel = texture2D(GlowMapTexture, vec2(Input.TextureCoordinate.x*ScaleX, Input.TextureCoordinate.y*ScaleY));
|
||||
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;
|
||||
float fillResult = floor(pos*FillPercentage);
|
||||
|
||||
color_result = FillColor*diffuseTexel.a*fillResult + color_result*(1-fillResult);
|
||||
|
||||
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);
|
||||
|
||||
@@ -86,7 +86,7 @@ bool EditorRenderSystem::OnSetCamera(Events::SetCamera& e)
|
||||
{
|
||||
ComponentWrapper cTransform = e.CameraEntity["Transform"];
|
||||
ComponentWrapper cCamera = e.CameraEntity["Camera"];
|
||||
m_EditorCamera->SetFOV(glm::radians(static_cast<float>((double)cCamera["FOV"])));
|
||||
m_EditorCamera->SetFOV(static_cast<float>((double)cCamera["FOV"]));
|
||||
m_EditorCamera->SetNearClip(static_cast<float>((double)cCamera["NearClip"]));
|
||||
m_EditorCamera->SetFarClip(static_cast<float>((double)cCamera["FarClip"]));
|
||||
m_EditorCamera->SetPosition(cTransform["Position"]);
|
||||
|
||||
@@ -22,7 +22,8 @@ Server::Server(World* world, EventBroker* eventBroker, int port)
|
||||
port = config->Get<float>("Networking.Port", 27666);
|
||||
}
|
||||
m_Port = port;
|
||||
LOG_INFO("Server initialized and bound to port %i", port);
|
||||
printf("Server initialized and bound to port %i\n", port);
|
||||
|
||||
}
|
||||
|
||||
Server::~Server()
|
||||
|
||||
@@ -97,14 +97,14 @@ void BlurHUD::ClearBuffer()
|
||||
glClearStencil(0x00);
|
||||
glStencilMask(~0);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_horiz.Unbind();
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClearStencil(0x00);
|
||||
glStencilMask(~0);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_vert.Unbind();
|
||||
|
||||
m_CombinedTextureBuffer.Bind();
|
||||
@@ -211,16 +211,12 @@ void BlurHUD::FillStencil(RenderScene& scene)
|
||||
RenderState state;
|
||||
|
||||
state.BindFramebuffer(m_GaussianFrameBuffer_horiz.GetHandle());
|
||||
state.Enable(GL_DEPTH_TEST);
|
||||
state.Disable(GL_DEPTH_TEST);
|
||||
state.Enable(GL_CULL_FACE);
|
||||
state.Enable(GL_STENCIL_TEST);
|
||||
state.StencilFunc(GL_ALWAYS, 1, 0xFF);
|
||||
state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
state.StencilMask(0xFF);
|
||||
|
||||
state.AlphaFunc(GL_GEQUAL, 0.95f);
|
||||
state.Enable(GL_ALPHA_TEST);
|
||||
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
|
||||
|
||||
m_FillDepthStencilProgram->Bind();
|
||||
|
||||
@@ -12,7 +12,6 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
|
||||
DrawBloomPass::~DrawBloomPass() {
|
||||
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
|
||||
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
|
||||
CommonFunctions::DeleteTexture(&m_FinalGaussianTexture);
|
||||
}
|
||||
|
||||
void DrawBloomPass::InitializeTextures()
|
||||
@@ -31,8 +30,9 @@ void DrawBloomPass::ChangeQuality(int quality)
|
||||
|
||||
if (m_Quality == 0) {
|
||||
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
|
||||
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
|
||||
CommonFunctions::DeleteTexture(&m_FinalGaussianTexture);
|
||||
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
|
||||
m_GaussianTexture_horiz = 0;
|
||||
m_GaussianTexture_vert = 0;
|
||||
return;
|
||||
}
|
||||
InitializeTextures();
|
||||
@@ -62,50 +62,22 @@ void DrawBloomPass::InitializeShaderPrograms()
|
||||
m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor");
|
||||
m_GaussianProgram_vert->Link();
|
||||
}
|
||||
|
||||
m_GaussianCombineProgram = ResourceManager::Load<ShaderProgram>("#GaussianCombineProgram");
|
||||
if (m_GaussianCombineProgram->GetHandle() == 0) {
|
||||
m_GaussianCombineProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/CombineGaussianTexture.vert.glsl")));
|
||||
m_GaussianCombineProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/CombineGaussianTexture.frag.glsl")));
|
||||
m_GaussianCombineProgram->Compile();
|
||||
m_GaussianCombineProgram->BindFragDataLocation(0, "fragmentColor");
|
||||
m_GaussianCombineProgram->Link();
|
||||
}
|
||||
}
|
||||
|
||||
void DrawBloomPass::InitializeBuffers()
|
||||
{
|
||||
CommonFunctions::GenerateMipMapTexture(
|
||||
&m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
|
||||
, GL_RGB, GL_FLOAT, m_BloomLod);
|
||||
CommonFunctions::GenerateMipMapTexture(
|
||||
&m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
|
||||
, GL_RGB, GL_FLOAT, m_BloomLod);
|
||||
CommonFunctions::GenerateTexture(&m_FinalGaussianTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
|
||||
if (m_GaussianCombineBuffer.GetHandle() == 0) {
|
||||
m_GaussianCombineBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_FinalGaussianTexture, GL_COLOR_ATTACHMENT0)));
|
||||
}
|
||||
m_GaussianCombineBuffer.Generate();
|
||||
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
|
||||
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
|
||||
}
|
||||
m_GaussianFrameBuffer_horiz.Generate();
|
||||
|
||||
if(m_GaussianFrameBuffer_horiz == nullptr) {
|
||||
m_GaussianFrameBuffer_horiz = new FrameBuffer[m_BloomLod];
|
||||
}
|
||||
if (m_GaussianFrameBuffer_vert == nullptr) {
|
||||
m_GaussianFrameBuffer_vert = new FrameBuffer[m_BloomLod];
|
||||
}
|
||||
|
||||
for (int i = 0; i < m_BloomLod; i++) {
|
||||
if(m_GaussianFrameBuffer_horiz[i].GetHandle() == 0) {
|
||||
m_GaussianFrameBuffer_horiz[i].AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0, i)));
|
||||
}
|
||||
m_GaussianFrameBuffer_horiz[i].Generate();
|
||||
|
||||
if (m_GaussianFrameBuffer_vert[i].GetHandle() == 0) {
|
||||
m_GaussianFrameBuffer_vert[i].AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0, i)));
|
||||
}
|
||||
m_GaussianFrameBuffer_vert[i].Generate();
|
||||
}
|
||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
|
||||
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
||||
}
|
||||
m_GaussianFrameBuffer_vert.Generate();
|
||||
}
|
||||
|
||||
|
||||
@@ -115,75 +87,33 @@ void DrawBloomPass::ClearBuffer()
|
||||
return;
|
||||
}
|
||||
GLERROR("PRE");
|
||||
for (int i = 0; i < m_BloomLod; i++) {
|
||||
m_GaussianFrameBuffer_horiz[i].Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_horiz[i].Unbind();
|
||||
m_GaussianFrameBuffer_vert[i].Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_vert[i].Unbind();
|
||||
|
||||
}
|
||||
m_GaussianCombineBuffer.Bind();
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_GaussianCombineBuffer.Unbind();
|
||||
m_GaussianFrameBuffer_horiz.Unbind();
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_vert.Unbind();
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
void DrawBloomPass::Draw(GLuint texture)
|
||||
{
|
||||
if (m_Quality == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < m_BloomLod; i++) {
|
||||
GaussianLodPass(i, texture);
|
||||
}
|
||||
CombineGaussianBlur();
|
||||
}
|
||||
|
||||
|
||||
void DrawBloomPass::OnWindowResize()
|
||||
{
|
||||
if (m_Quality == 0) {
|
||||
return;
|
||||
}
|
||||
CommonFunctions::GenerateMipMapTexture(
|
||||
&m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
|
||||
, GL_RGB, GL_FLOAT, m_BloomLod);
|
||||
CommonFunctions::GenerateMipMapTexture(
|
||||
&m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
|
||||
, GL_RGB, GL_FLOAT, m_BloomLod);
|
||||
for (int i = 0; i < m_BloomLod; i++) {
|
||||
m_GaussianFrameBuffer_vert[i].Generate();
|
||||
m_GaussianFrameBuffer_horiz[i].Generate();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture)
|
||||
{
|
||||
GLERROR("DrawBloomPass::Draw: Pre");
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width/(glm::pow(2, mipMap)), m_Renderer->GetViewportSize().Height/(glm::pow(2, mipMap)));
|
||||
|
||||
DrawBloomPassState state;
|
||||
|
||||
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
|
||||
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
|
||||
|
||||
m_GaussianProgram_vert->Bind();
|
||||
glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), mipMap);
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), mipMap);
|
||||
|
||||
|
||||
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
|
||||
m_GaussianFrameBuffer_horiz[mipMap].Bind();
|
||||
|
||||
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
@@ -193,56 +123,55 @@ void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture)
|
||||
//Iterate some times to make it more gaussian.
|
||||
for (int i = 1; i < m_Iterations; i++) {
|
||||
//Vertical pass
|
||||
m_GaussianFrameBuffer_vert[mipMap].Bind();
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
m_GaussianProgram_vert->Bind();
|
||||
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
//horizontal pass
|
||||
m_GaussianFrameBuffer_vert[mipMap].Unbind();
|
||||
m_GaussianFrameBuffer_vert.Unbind();
|
||||
|
||||
m_GaussianFrameBuffer_horiz[mipMap].Bind();
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
m_GaussianFrameBuffer_horiz[mipMap].Unbind();
|
||||
m_GaussianFrameBuffer_horiz.Unbind();
|
||||
}
|
||||
|
||||
//final vertical gaussian after the iterations are done
|
||||
|
||||
m_GaussianFrameBuffer_vert[mipMap].Bind();
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
m_GaussianProgram_vert->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||
|
||||
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("DrawBloomPass::Draw: END");
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
m_GaussianFrameBuffer_vert[mipMap].Unbind();
|
||||
|
||||
}
|
||||
|
||||
void DrawBloomPass::CombineGaussianBlur()
|
||||
{
|
||||
m_GaussianCombineBuffer.Bind();
|
||||
m_GaussianCombineProgram->Bind();
|
||||
glUniform1i(glGetUniformLocation(m_GaussianCombineProgram->GetHandle(), "MaxMipMap"), m_BloomLod);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
GLERROR("DrawBloomPass::Draw: END");
|
||||
}
|
||||
|
||||
|
||||
void DrawBloomPass::OnWindowResize()
|
||||
{
|
||||
if (m_Quality == 0) {
|
||||
return;
|
||||
}
|
||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
m_GaussianFrameBuffer_vert.Generate();
|
||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
m_GaussianFrameBuffer_horiz.Generate();
|
||||
}
|
||||
|
||||
@@ -32,9 +32,9 @@ void DrawFinalPass::InitializeTextures()
|
||||
|
||||
void DrawFinalPass::InitializeFrameBuffers()
|
||||
{
|
||||
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
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);
|
||||
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
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);
|
||||
//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);
|
||||
|
||||
@@ -311,8 +311,6 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
|
||||
GLERROR("TransparentObjects");
|
||||
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
stateSprite->Enable(GL_DEPTH_TEST);
|
||||
//stateSprite->AlphaFunc(GL_GEQUAL, 0.05f);
|
||||
//stateSprite->Enable(GL_ALPHA_TEST);
|
||||
DrawSprites(scene.Jobs.SpriteJob, scene);
|
||||
GLERROR("SpriteJobs");
|
||||
|
||||
@@ -345,8 +343,8 @@ void DrawFinalPass::OnWindowResize()
|
||||
//InitializeFrameBuffers();
|
||||
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
||||
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
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);
|
||||
m_FinalPassFrameBuffer.Generate();
|
||||
|
||||
GLERROR("Error changing texture resolutions");
|
||||
@@ -1271,34 +1269,23 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
RenderState* jobState = new RenderState();
|
||||
|
||||
|
||||
for(auto& job : jobs) {
|
||||
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
||||
RenderState jobState;
|
||||
|
||||
if (spriteJob) {
|
||||
if(spriteJob->Depth == 0) {
|
||||
jobState->Disable(GL_DEPTH_TEST);
|
||||
jobState.Disable(GL_DEPTH_TEST);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "ScaleX"), spriteJob->ScaleX);
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "ScaleY"), spriteJob->ScaleY);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (spriteJob->DiffuseTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture);
|
||||
if (spriteJob->Linear) {
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
} else {
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
}
|
||||
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
|
||||
}
|
||||
@@ -1316,7 +1303,6 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
||||
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
|
||||
}
|
||||
}
|
||||
delete jobState;
|
||||
// m_SpriteProgram->Unbind();
|
||||
}
|
||||
|
||||
|
||||
@@ -10,8 +10,6 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
|
||||
Enable(GL_DEPTH_TEST);
|
||||
DepthMask(GL_TRUE);
|
||||
Enable(GL_CULL_FACE);
|
||||
Enable(GL_ALPHA_TEST);
|
||||
AlphaFunc(GL_GEQUAL, 0.05f);
|
||||
// Enable(GL_STENCIL_TEST);
|
||||
// StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||
// StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
|
||||
@@ -2,12 +2,11 @@
|
||||
#include "Rendering/FrameBuffer.h"
|
||||
|
||||
|
||||
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod)
|
||||
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment)
|
||||
{
|
||||
m_ResourceHandle = resourceHandle;
|
||||
m_ResourceType = resourceType;
|
||||
m_Attachment = attachment;
|
||||
m_MipMapLod = mipMapLod;
|
||||
}
|
||||
|
||||
Texture2D::~Texture2D()
|
||||
@@ -59,7 +58,7 @@ void FrameBuffer::Generate()
|
||||
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
|
||||
switch ((*it)->m_ResourceType) {
|
||||
case GL_TEXTURE_2D:
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, (*it)->m_MipMapLod);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
|
||||
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
|
||||
break;
|
||||
case GL_RENDERBUFFER:
|
||||
|
||||
@@ -24,7 +24,7 @@ void PickingPass::InitializeTextures()
|
||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
||||
|
||||
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
|
||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
|
||||
}
|
||||
|
||||
void PickingPass::InitializeFrameBuffers()
|
||||
|
||||
@@ -148,29 +148,14 @@ void RawModelCustom::ReadMaterialSingle(std::size_t& offset, char* fileData, con
|
||||
case MaterialType::Basic:
|
||||
newMaterialProperty.material = new MaterialBasic();
|
||||
ReadMaterialBasic(newMaterialProperty.material, offset, fileData, fileByteSize);
|
||||
if(hasSkin){
|
||||
newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
|
||||
} else {
|
||||
newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
|
||||
}
|
||||
break;
|
||||
case MaterialType::SplatMapping:
|
||||
newMaterialProperty.material = new MaterialSplatMapping();
|
||||
ReadMaterialSplatMapping(static_cast<MaterialSplatMapping*>(newMaterialProperty.material), offset, fileData, fileByteSize);
|
||||
if (hasSkin){
|
||||
newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
|
||||
} else {
|
||||
newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
|
||||
}
|
||||
break;
|
||||
case MaterialType::SingleTextures:
|
||||
newMaterialProperty.material = new MaterialSingleTextures();
|
||||
ReadMaterialSingleTexture(static_cast<MaterialSingleTextures*>(newMaterialProperty.material), offset, fileData, fileByteSize);
|
||||
if (hasSkin){
|
||||
newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
|
||||
} else {
|
||||
newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
throw Resource::FailedLoadingException("Material contains an unknown MaterialType");
|
||||
|
||||
@@ -32,7 +32,7 @@ bool RenderSystem::OnSetCamera(Events::SetCamera& e)
|
||||
{
|
||||
ComponentWrapper cTransform = e.CameraEntity["Transform"];
|
||||
ComponentWrapper cCamera = e.CameraEntity["Camera"];
|
||||
m_Camera->SetFOV(glm::radians((double)cCamera["FOV"]));
|
||||
m_Camera->SetFOV((double)cCamera["FOV"]);
|
||||
m_Camera->SetNearClip((double)cCamera["NearClip"]);
|
||||
m_Camera->SetFarClip((double)cCamera["FarClip"]);
|
||||
m_Camera->SetPosition(cTransform["Position"]);
|
||||
|
||||
@@ -122,7 +122,6 @@ void Renderer::InputUpdate(double dt)
|
||||
|
||||
void Renderer::setWindowSize(Rectangle size)
|
||||
{
|
||||
m_Resolution = size;
|
||||
glfwSetWindowSize(m_Window, size.Width, size.Height);
|
||||
}
|
||||
|
||||
|
||||
@@ -233,11 +233,6 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
|
||||
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
|
||||
|
||||
m_GaussianProgram_vert->Bind();
|
||||
glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), 0);
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), 0);
|
||||
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
|
||||
@@ -257,6 +252,8 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
//horizontal pass
|
||||
@@ -268,6 +265,8 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_Gaussian_vert);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
m_GaussianFrameBuffer_horiz.Unbind();
|
||||
@@ -280,7 +279,8 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
|
||||
@@ -3,9 +3,9 @@
|
||||
TextureSprite::TextureSprite(std::string path)
|
||||
:Texture(path)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
||||
GLERROR("Texture load");
|
||||
}
|
||||
@@ -25,12 +25,10 @@ void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples
|
||||
|
||||
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
|
||||
{
|
||||
glDeleteTextures(1, texture);
|
||||
glGenTextures(1, texture);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
|
||||
//glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, NULL);
|
||||
GLERROR("MipMap Texture glTexSubImage2D failed");
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
|
||||
@@ -36,6 +36,10 @@ ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer*
|
||||
unsigned char pdata[3];
|
||||
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata);
|
||||
GLERROR("glReadPixels(pdata) Error");
|
||||
PickDataBuffer->Unbind();
|
||||
GLERROR("Unbind Error");
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
|
||||
GLERROR("glBindFramebuffer(DepthBuffer) Error");
|
||||
float depthData;
|
||||
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);
|
||||
GLERROR("glReadPixels(depthData) Error");
|
||||
|
||||
+44
-17
@@ -58,7 +58,6 @@ Game::Game(int argc, char* argv[])
|
||||
ResourceManager::RegisterType<EntityFile>("EntityFile");
|
||||
ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
|
||||
ResourceManager::RegisterType<Font>("FontFile");
|
||||
|
||||
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
|
||||
DisableMemoryPool::Value = m_Config->Get<bool>("Debug.DisableMemoryPool", false);
|
||||
@@ -66,6 +65,8 @@ Game::Game(int argc, char* argv[])
|
||||
|
||||
// Create the core event broker
|
||||
m_EventBroker = new EventBroker();
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBecomeServer, &Game::OnBecomeServer);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBecomeClient, &Game::OnBecomeClient);
|
||||
|
||||
// Create the renderer
|
||||
m_Renderer = new Renderer(m_EventBroker, m_Config);
|
||||
@@ -76,7 +77,7 @@ Game::Game(int argc, char* argv[])
|
||||
0,
|
||||
m_Config->Get<int>("Video.Width", 1280),
|
||||
m_Config->Get<int>("Video.Height", 720)
|
||||
));
|
||||
));
|
||||
m_Renderer->Initialize();
|
||||
//m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
|
||||
m_RenderFrame = new RenderFrame();
|
||||
@@ -99,21 +100,7 @@ Game::Game(int argc, char* argv[])
|
||||
// Create the sound manager
|
||||
m_SoundManager = new SoundManager(m_World, m_EventBroker);
|
||||
|
||||
// Initialize network
|
||||
if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
|
||||
if (m_IsServer) {
|
||||
m_NetworkServer = new Server(m_World, m_EventBroker, m_NetworkPort);
|
||||
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " SERVER");
|
||||
} else if (m_IsClient) {
|
||||
m_NetworkClient = new Client(m_World, m_EventBroker, std::make_unique<MultiplayerSnapshotFilter>(m_EventBroker));
|
||||
m_NetworkClient->Connect(m_NetworkAddress, m_NetworkPort);
|
||||
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " CLIENT");
|
||||
}
|
||||
} else {
|
||||
// If network is disabled, pretend we're a server
|
||||
m_IsClient = true;
|
||||
m_IsServer = true;
|
||||
}
|
||||
|
||||
|
||||
// Create Octrees
|
||||
// TODO: Perhaps the world bounds should be set in some non-arbitrary way instead of this.
|
||||
@@ -188,6 +175,8 @@ Game::~Game()
|
||||
delete m_OctreeCollision;
|
||||
delete m_OctreeTrigger;
|
||||
delete m_SoundManager;
|
||||
m_EventBroker->Unsubscribe(m_EBecomeServer);
|
||||
m_EventBroker->Unsubscribe(m_EBecomeClient);
|
||||
if (m_NetworkClient != nullptr) {
|
||||
delete m_NetworkClient;
|
||||
}
|
||||
@@ -210,6 +199,7 @@ void Game::Tick()
|
||||
double dt = currentTime - m_LastTime;
|
||||
m_LastTime = currentTime;
|
||||
|
||||
m_EventBroker->Process<Game>();
|
||||
// Handle input in a weird looking but responsive way
|
||||
m_EventBroker->Process<InputManager>();
|
||||
m_EventBroker->Swap();
|
||||
@@ -284,3 +274,40 @@ int Game::parseArgs(int argc, char* argv[])
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool Game::OnBecomeServer(const Events::BecomeServer& e)
|
||||
{
|
||||
|
||||
// if (m_IsServer) {
|
||||
// m_NetworkServer = new Server(m_World, m_EventBroker, m_NetworkPort);
|
||||
// m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " SERVER");
|
||||
// } else if (m_IsClient) {
|
||||
// m_NetworkClient = new Client(m_World, m_EventBroker, std::make_unique<MultiplayerSnapshotFilter>(m_EventBroker));
|
||||
// m_NetworkClient->Connect(m_NetworkAddress, m_NetworkPort);
|
||||
// m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " CLIENT");
|
||||
// }
|
||||
|
||||
if (m_NetworkServer != nullptr) {
|
||||
delete m_NetworkServer;
|
||||
}
|
||||
if (m_NetworkClient != nullptr) {
|
||||
delete m_NetworkClient;
|
||||
}
|
||||
m_NetworkServer = new Server(m_World, m_EventBroker, m_NetworkPort);
|
||||
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " SERVER");
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Game::OnBecomeClient(const Events::BecomeClient& e)
|
||||
{
|
||||
if (m_NetworkServer != nullptr) {
|
||||
delete m_NetworkServer;
|
||||
}
|
||||
if (m_NetworkClient != nullptr) {
|
||||
delete m_NetworkClient;
|
||||
}
|
||||
m_NetworkClient = new Client(m_World, m_EventBroker, std::make_unique<MultiplayerSnapshotFilter>(m_EventBroker));
|
||||
m_NetworkClient->Connect(m_NetworkAddress, m_NetworkPort);
|
||||
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " CLIENT");
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -108,10 +108,10 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
||||
//change what model is displaying (change all in case 2 capturepoints has been captured on the same frame)
|
||||
for (int i = 0; i < m_NumberOfCapturePoints; i++) {
|
||||
auto owner = (int)m_CapturePointNumberToEntityMap[i]["Team"]["Team"];
|
||||
if (m_CapturePointNumberToEntityMap[i].FirstChildByName("Red").Valid()) {
|
||||
ChangeCapturePointModelsVisibility(m_CapturePointNumberToEntityMap[i].FirstChildByName("Red"), owner == redTeam);
|
||||
ChangeCapturePointModelsVisibility(m_CapturePointNumberToEntityMap[i].FirstChildByName("Blue"), owner == blueTeam);
|
||||
ChangeCapturePointModelsVisibility(m_CapturePointNumberToEntityMap[i].FirstChildByName("Spectator"), owner == spectatorTeam);
|
||||
if (m_CapturePointNumberToEntityMap[i].FirstChildByName("Red").ID != EntityID_Invalid) {
|
||||
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Red")["Model"]["Visible"] = owner == redTeam ? true : false;
|
||||
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Blue")["Model"]["Visible"] = owner == blueTeam ? true : false;
|
||||
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Spectator")["Model"]["Visible"] = owner == spectatorTeam ? true : false;
|
||||
}
|
||||
}
|
||||
//save the next cap points and publish the captured event
|
||||
@@ -232,14 +232,6 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
||||
|
||||
}
|
||||
|
||||
void CapturePointSystem::ChangeCapturePointModelsVisibility(EntityWrapper &capturePointModels, bool isOwner) {
|
||||
(bool&)capturePointModels["Model"]["Visible"] = isOwner;
|
||||
for (auto& capModel : capturePointModels.ChildrenWithComponent("Model"))
|
||||
{
|
||||
(bool&)capModel["Model"]["Visible"] = isOwner;
|
||||
}
|
||||
}
|
||||
|
||||
bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e)
|
||||
{
|
||||
//personEntered = e.Entity, thingEntered = e.Trigger
|
||||
|
||||
@@ -21,7 +21,7 @@ bool MainMenuSystem::OnButtonClick(const Events::ButtonClicked& e)
|
||||
if (e.EntityName == "ServerIdentityConnect") {
|
||||
EntityWrapper entity = e.Entity;
|
||||
EntityWrapper serverIdentityEntity = entity.FirstParentWithComponent("ServerIdentity");
|
||||
if(serverIdentityEntity.Valid()) {
|
||||
if (serverIdentityEntity.Valid()) {
|
||||
Events::ConnectRequest event;
|
||||
event.IP = (std::string)serverIdentityEntity["ServerIdentity"]["IP"];
|
||||
event.Port = (int)serverIdentityEntity["ServerIdentity"]["Port"];
|
||||
@@ -44,7 +44,13 @@ bool MainMenuSystem::OnButtonPress(const Events::ButtonPressed& e)
|
||||
|
||||
bool MainMenuSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
{
|
||||
if(e.Command == "Play" && e.Value == 1) {
|
||||
if (e.Command == "Host" && e.Value == 1) {
|
||||
printf("Sending event...\n");
|
||||
m_EventBroker->Publish(Events::BecomeServer());
|
||||
return true;
|
||||
}
|
||||
if (e.Command == "Play" && e.Value == 1) {
|
||||
m_EventBroker->Publish(Events::BecomeClient());
|
||||
auto menus = m_World->GetComponents("Menu");
|
||||
if (menus == nullptr) {
|
||||
return 0;
|
||||
@@ -64,7 +70,7 @@ bool MainMenuSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
break;
|
||||
}
|
||||
|
||||
} else if(!m_OpenSubMenu.HasComponent("ServerList")) {
|
||||
} else if (!m_OpenSubMenu.HasComponent("ServerList")) {
|
||||
//Menu is open, but not the right one, delete the old one and open a new one.
|
||||
m_World->DeleteEntity(m_OpenSubMenu.ID);
|
||||
m_OpenSubMenu = EntityWrapper::Invalid;
|
||||
@@ -85,7 +91,7 @@ bool MainMenuSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
m_World->DeleteEntity(m_OpenSubMenu.ID);
|
||||
m_OpenSubMenu = EntityWrapper::Invalid;
|
||||
}
|
||||
} else if (e.Command == "RefreshServerList" && e.Value == 1){
|
||||
} else if (e.Command == "RefreshServerList" && e.Value == 1) {
|
||||
Events::SearchForServers event;
|
||||
m_EventBroker->Publish(event);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user