Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 34a71b0767 | |||
| b2d8cddfb7 | |||
| ed9149fe63 |
@@ -9,13 +9,16 @@ typedef unsigned int PacketID;
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class NetworkClient
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{
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public:
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NetworkClient();
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virtual ~NetworkClient();
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virtual void Connect(std::string playerName, std::string address, int port) = 0;
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virtual void Disconnect() = 0;
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virtual void Receive(Packet& packet) = 0;
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virtual void Send(Packet & packet) = 0;
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virtual bool IsSocketAvailable() = 0;
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protected:
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char m_ReadBuffer[BUFFERSIZE] = { 0 };
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char* m_ReadBuffer;
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unsigned int m_BufferSize = BUFFERSIZE;
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};
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#endif
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@@ -10,12 +10,15 @@ typedef unsigned int PacketID;
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class NetworkServer
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{
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public:
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NetworkServer();
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virtual ~NetworkServer();
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virtual void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers) = 0;
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virtual void Receive(Packet & packet, PlayerDefinition & playerDefinition) = 0;
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virtual void Send(Packet & packet, PlayerDefinition & playerDefinition) = 0;
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virtual void Send(Packet & packet) = 0;
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protected:
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char m_ReadBuffer[BUFFERSIZE] = { 0 };
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char* m_ReadBuffer;
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unsigned int m_BufferSize = BUFFERSIZE;
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};
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#endif
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@@ -54,7 +54,7 @@ private:
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std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
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//Timers
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std::clock_t m_StartPingTime;
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// Packet loss logic
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PacketID m_PacketID = 0;
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PacketID m_PreviousPacketID = 0;
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@@ -64,6 +64,7 @@ private:
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void reliableBroadcast(Packet& packet);
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void unreliableBroadcast(Packet& packet);
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void sendSnapshot();
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void addPlayersToPacket(Packet& packet, EntityID entityID);
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void addChildrenToPacket(Packet& packet, EntityID entityID);
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void addInputCommandsToPacket(Packet& packet);
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void sendPing();
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@@ -77,7 +78,7 @@ private:
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void parsePlayerTransform(Packet& packet);
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void parseOnInputCommand(Packet& packet);
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void parseClientPing();
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void parsePing();
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void parsePing();
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void parseUDPConnect(Packet & packet);
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void parseTCPConnect(Packet & packet);
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void parseDisconnect();
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@@ -20,7 +20,7 @@ private:
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boost::asio::ip::tcp::endpoint m_Endpoint;
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boost::asio::io_service m_IOService;
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std::unique_ptr<boost::asio::ip::tcp::socket> m_Socket;
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size_t readBuffer(char* data);
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size_t readBuffer();
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PacketID m_SendPacketID = 0;
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bool m_IsConnected = false;
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};
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@@ -25,7 +25,7 @@ private:
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void handle_accept(boost::shared_ptr<boost::asio::ip::tcp::socket> socket,
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int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
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const boost::system::error_code& error);
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int readBuffer(char* data, PlayerDefinition& playerDefinition);
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int readBuffer(PlayerDefinition& playerDefinition);
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};
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#endif
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@@ -20,7 +20,7 @@ private:
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boost::asio::io_service m_IOService;
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boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
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boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket;
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int readBuffer(char* data);
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int readBuffer();
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PacketID m_SendPacketID = 0;
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};
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@@ -19,7 +19,7 @@ private:
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boost::asio::io_service m_IOService;
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boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
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std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
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int readBuffer(char* data);
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int readBuffer();
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};
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#endif
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@@ -18,7 +18,7 @@ public:
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(RenderScene& scene, GLuint SSAOTexture);
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void Draw(RenderScene& scene);
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void ClearBuffer();
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void OnWindowResize();
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@@ -37,7 +37,7 @@ private:
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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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, GLuint SSAOTexture);
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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 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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@@ -16,7 +16,6 @@
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#include "DrawScreenQuadPass.h"
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#include "DrawBloomPass.h"
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#include "DrawColorCorrectionPass.h"
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#include "SSAOPass.h"
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#include "../Core/EventBroker.h"
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#include "ImGuiRenderPass.h"
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#include "Camera.h"
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@@ -59,12 +58,6 @@ private:
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int m_DebugTextureToDraw = 0;
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bool m_ResizeWindow = false;
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float m_SSAO_Radius = 1.0f;
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float m_SSAO_Bias = 0.05f;
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float m_SSAO_Contrast = 1.5f;
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float m_SSAO_IntensityScale = 1.0f;
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int m_SSAO_NumOfSamples = 24;
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int m_SSAO_NumOfTurns = 7;
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PickingPass* m_PickingPass;
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LightCullingPass* m_LightCullingPass;
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@@ -73,7 +66,6 @@ private:
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DrawScreenQuadPass* m_DrawScreenQuadPass;
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DrawBloomPass* m_DrawBloomPass;
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DrawColorCorrectionPass* m_DrawColorCorrectionPass;
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SSAOPass* m_SSAOPass;
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//----------------------Functions----------------------//
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void InitializeWindow();
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@@ -1,59 +0,0 @@
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#ifndef SSAOPass_h__
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#define SSAOPass_h__
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#include "IRenderer.h"
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#include "SSAOPassState.h"
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//#include "LightCullingPass.h" Finalpass om den skall skickas in
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "DrawBloomPass.h"
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//#include "Util/UnorderedMapVec2.h"
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#include "Texture.h"
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class SSAOPass
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{
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public:
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SSAOPass(IRenderer* rendere);
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~SSAOPass() { };
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void Draw(GLuint depthBuffer, Camera* camera);
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void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns);
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void ClearBuffer();
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//Return the SSAO of the texture sent to Draw
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GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
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private:
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void InitializeTexture();
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void InitializeFrameBuffer();
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void InitializeShaderProgram();
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void InitializeBuffer();
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void ComputeAO(GLuint depthBuffer, Camera* camera);
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//void blurHorizontal(GLuint depthBuffer);
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//void blurVertical(GLuint depthBuffer);
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Model* m_ScreenQuad;
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const IRenderer* m_Renderer;
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static const GLint MAX_MIP_LEVEL = 5;
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float m_Radius;
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float m_Bias;
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float m_Contrast;
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float m_IntensityScale;
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int m_NumOfSamples;
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int m_NumOfTurns;
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GLuint m_SSAOTexture;
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FrameBuffer m_SSAOFramBuffer;
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GLuint m_SSAOViewSpaceZTexture;
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FrameBuffer m_SSAOViewSpaceZFramBuffer;
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ShaderProgram* m_SSAOProgram;
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ShaderProgram* m_SSAOViewSpaceZProgram;
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DrawBloomPass* m_DrawBloomPass;
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};
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#endif
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@@ -1,15 +0,0 @@
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#ifndef SSAOPassState_h__
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#define SSAOPassState_h__
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#include "Rendering/RenderState.h"
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class SSAOPassState : public RenderState
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{
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public:
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SSAOPassState();
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~SSAOPassState();
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private:
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};
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#endif
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@@ -349,12 +349,13 @@
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<Components>
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<c:Animation>
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<AnimationName1>Idle</AnimationName1>
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<Time1>1.8314163732853146</Time1>
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<Time1>1.6050530664521858</Time1>
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<Speed1>1</Speed1>
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</c:Animation>
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<c:Model>
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<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
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<Color A="1" B="1" G="0.309803933" R="0"/>
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<Transparent>true</Transparent>
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</c:Model>
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<c:Transform/>
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</Components>
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@@ -366,10 +367,11 @@
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</c:BoneAttachment>
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<c:Model>
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<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
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<Transparent>true</Transparent>
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</c:Model>
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<c:Transform>
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<Position X="0.120430619" Y="-0.229687244" Z="-0.181454629"/>
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<Orientation X="0.0104048112" Y="-0.0026817855" Z="0.0428442657"/>
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<Position X="0.12043035" Y="-0.234149337" Z="-0.181454644"/>
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<Orientation X="0.0104045281" Y="-0.00268131681" Z="0.0428438708"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -475,7 +477,7 @@
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<Components>
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<c:Animation>
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<AnimationName1>Idle</AnimationName1>
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<Time1>0.16333512901638159</Time1>
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<Time1>1.620305457513453</Time1>
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<Speed1>1</Speed1>
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</c:Animation>
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<c:AnimationOffset>
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@@ -499,8 +501,8 @@
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<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0.158296332" Y="1.03131664" Z="-0.21615544"/>
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<Orientation X="-0.0626514703" Y="-0.0352048129" Z="0.12013837"/>
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<Position X="0.160351232" Y="1.02591991" Z="-0.215102971"/>
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<Orientation X="-0.0627480298" Y="-0.0432248674" Z="0.119431816"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -349,12 +349,13 @@
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<Components>
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<c:Animation>
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<AnimationName1>Idle</AnimationName1>
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<Time1>0.018170670865885086</Time1>
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<Time1>1.6050530664521858</Time1>
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<Speed1>1</Speed1>
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</c:Animation>
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<c:Model>
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<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
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<Color A="1" B="0" G="0" R="1"/>
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<Transparent>true</Transparent>
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</c:Model>
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<c:Transform/>
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</Components>
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@@ -366,10 +367,11 @@
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</c:BoneAttachment>
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<c:Model>
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<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
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<Transparent>true</Transparent>
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</c:Model>
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<c:Transform>
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<Position X="0.120430693" Y="-0.2284486" Z="-0.181454509"/>
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<Orientation X="0.0104046017" Y="-0.00268172775" Z="0.0428442247"/>
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<Position X="0.12043035" Y="-0.234149337" Z="-0.181454644"/>
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<Orientation X="0.0104045281" Y="-0.00268131681" Z="0.0428438708"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -475,7 +477,7 @@
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<Components>
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<c:Animation>
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<AnimationName1>Idle</AnimationName1>
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<Time1>0.11675631578762591</Time1>
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<Time1>1.620305457513453</Time1>
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<Speed1>1</Speed1>
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</c:Animation>
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<c:AnimationOffset>
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@@ -499,8 +501,8 @@
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<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0.157842755" Y="1.03184748" Z="-0.216178894"/>
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<Orientation X="-0.0626459867" Y="-0.0335309952" Z="0.120309927"/>
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<Position X="0.160351232" Y="1.02591991" Z="-0.215102971"/>
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<Orientation X="-0.0627480298" Y="-0.0432248674" Z="0.119431816"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -19,8 +19,6 @@ void main()
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vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate);
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vec4 hdrColorLowRes = texture(SceneTextureLowRes, Input.TextureCoordinate);
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vec4 bloomColorLowRes = texture(BloomTextureLowRes, Input.TextureCoordinate);
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//hdrColor = hdrColor * SSAO;
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hdrColor += bloomColor;
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hdrColorLowRes;
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@@ -35,6 +33,7 @@ void main()
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//gamme correction
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result = pow(result, vec3(1.0 / Gamma));
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fragmentColor = vec4(result, 1.0);
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//fragmentColor = hdrColor;
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//fragmentColor = bloomColor;
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@@ -1,7 +1,5 @@
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#version 430
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#define MIN_AMBIENT_LIGHT 0.3
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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@@ -17,11 +15,10 @@ uniform vec2 DiffuseUVRepeat;
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uniform vec2 NormalUVRepeat;
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uniform vec2 SpecularUVRepeat;
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uniform vec2 GlowUVRepeat;
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layout (binding = 0) uniform sampler2D AOTexture;
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layout (binding = 1) uniform sampler2D DiffuseTexture;
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layout (binding = 2) uniform sampler2D NormalMapTexture;
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layout (binding = 3) uniform sampler2D SpecularMapTexture;
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layout (binding = 4) uniform sampler2D GlowMapTexture;
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layout (binding = 0) uniform sampler2D DiffuseTexture;
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layout (binding = 1) uniform sampler2D NormalMapTexture;
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layout (binding = 2) uniform sampler2D SpecularMapTexture;
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layout (binding = 3) uniform sampler2D GlowMapTexture;
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#define TILE_SIZE 16
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@@ -123,8 +120,6 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
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void main()
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{
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float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
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ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
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vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
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vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
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vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
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@@ -139,7 +134,7 @@ void main()
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tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
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LightResult totalLighting;
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totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0);
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totalLighting.Diffuse = vec4(AmbientColor.rgb, 1.0);
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int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
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int start = int(LightGrids.Data[currentTile].Start);
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@@ -157,8 +152,8 @@ void main()
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} else if (light.Type == 2) { //Directional
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light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
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}
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totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
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totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
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totalLighting.Diffuse += light_result.Diffuse;
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totalLighting.Specular += light_result.Specular;
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}
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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@@ -1,7 +1,5 @@
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#version 430
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#define MIN_AMBIENT_LIGHT 0.3
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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@@ -25,20 +23,19 @@ uniform vec2 SpecularUVRepeat3;
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uniform vec2 GlowUVRepeat1;
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uniform vec2 GlowUVRepeat2;
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uniform vec2 GlowUVRepeat3;
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layout (binding = 0) uniform sampler2D AOTexture;
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layout (binding = 1) uniform sampler2D SplatMapTexture;
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layout (binding = 2) uniform sampler2D DiffuseTexture1;
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layout (binding = 3) uniform sampler2D DiffuseTexture2;
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layout (binding = 4) uniform sampler2D DiffuseTexture3;
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layout (binding = 5) uniform sampler2D NormalMapTexture1;
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layout (binding = 6) uniform sampler2D NormalMapTexture2;
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layout (binding = 7) uniform sampler2D NormalMapTexture3;
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layout (binding = 8) uniform sampler2D SpecularMapTexture1;
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layout (binding = 9) uniform sampler2D SpecularMapTexture2;
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layout (binding = 10) uniform sampler2D SpecularMapTexture3;
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layout (binding = 11) uniform sampler2D GlowMapTexture1;
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layout (binding = 12) uniform sampler2D GlowMapTexture2;
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layout (binding = 13) uniform sampler2D GlowMapTexture3;
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layout (binding = 0) uniform sampler2D SplatMapTexture;
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layout (binding = 1) uniform sampler2D DiffuseTexture1;
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layout (binding = 2) uniform sampler2D DiffuseTexture2;
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layout (binding = 3) uniform sampler2D DiffuseTexture3;
|
||||
layout (binding = 4) uniform sampler2D NormalMapTexture1;
|
||||
layout (binding = 5) uniform sampler2D NormalMapTexture2;
|
||||
layout (binding = 6) uniform sampler2D NormalMapTexture3;
|
||||
layout (binding = 7) uniform sampler2D SpecularMapTexture1;
|
||||
layout (binding = 8) uniform sampler2D SpecularMapTexture2;
|
||||
layout (binding = 9) uniform sampler2D SpecularMapTexture3;
|
||||
layout (binding = 10) uniform sampler2D GlowMapTexture1;
|
||||
layout (binding = 11) uniform sampler2D GlowMapTexture2;
|
||||
layout (binding = 12) uniform sampler2D GlowMapTexture3;
|
||||
|
||||
#define TILE_SIZE 16
|
||||
|
||||
@@ -177,9 +174,6 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
|
||||
|
||||
void main()
|
||||
{
|
||||
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
|
||||
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
|
||||
|
||||
vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
|
||||
|
||||
vec4 diffuseTexel = CalcBlendedTexel(splatTexel, DiffuseTexture1, DiffuseTexture2, DiffuseTexture3,
|
||||
@@ -201,7 +195,7 @@ void main()
|
||||
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
|
||||
|
||||
LightResult totalLighting;
|
||||
totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0);
|
||||
totalLighting.Diffuse = vec4(AmbientColor.rgb, 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);
|
||||
@@ -219,8 +213,8 @@ void main()
|
||||
} 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);
|
||||
totalLighting.Diffuse += light_result.Diffuse;
|
||||
totalLighting.Specular += light_result.Specular;
|
||||
}
|
||||
|
||||
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
||||
|
||||
@@ -1,123 +0,0 @@
|
||||
#version 430
|
||||
|
||||
#define MIP_MAPS_LEVELS (3)
|
||||
|
||||
#define MAX_PIXEL_BEFOR_LOWER_MIP_LEVEL (3)
|
||||
//Number of samples per pixel
|
||||
uniform int uNumOfSamples;
|
||||
//#define uNumOfSamples (11)
|
||||
|
||||
//Number of turns around the cirle
|
||||
uniform int uNumOfTurns;
|
||||
//#define uNumOfTurns (7)
|
||||
|
||||
layout (binding = 0) uniform sampler2D ViewSpaceZ;
|
||||
|
||||
uniform vec4 uProjInfo;
|
||||
|
||||
uniform float uProjScale;
|
||||
//#define ProjScale 500
|
||||
|
||||
uniform float uRadius;
|
||||
//#define Radius 1.0f
|
||||
|
||||
uniform float uBias;
|
||||
//#define Bias 0.012f
|
||||
|
||||
uniform float uContrast;
|
||||
//#define IntensityDivR6 1
|
||||
|
||||
uniform float uIntensityScale;
|
||||
|
||||
out float AO;
|
||||
|
||||
vec3 getVSPosition(ivec2 ScreenSpaceCoord) {
|
||||
float z = texelFetch(ViewSpaceZ, ScreenSpaceCoord, 0).r;
|
||||
//Get the xy view space coordinates and add the z value from ViewSpaceZ buffer.
|
||||
return vec3((uProjInfo[0] + (ScreenSpaceCoord.x * uProjInfo[1])) * z, (uProjInfo[2] + (ScreenSpaceCoord.y * uProjInfo[3])) * z, z);
|
||||
}
|
||||
|
||||
vec3 getVSFaceNormal(vec3 ViewSpacePosition) {
|
||||
// Get tangets vector for the plane and ViewSpacePositin... don't ask how this functions works. It's pure magic.
|
||||
// They do this and it just works... I would guess that they approximate the function of a plane from pixels close to the pixel were on now.
|
||||
return normalize(cross(dFdx(ViewSpacePosition), dFdy(ViewSpacePosition)));
|
||||
}
|
||||
|
||||
|
||||
vec3 getSampleViewSpacePos(ivec2 ScreenSpaceCoord, int SampleIndex, float RotationAngle, float ScreenSpaceSampleRadius){
|
||||
// SampleIndex + 0.5f so that we alpha != 0, since if alpha = 0 then screenSpaceSampleTexel will be the same texel as origin.
|
||||
float alpha = float(SampleIndex + 0.5f) * (1.0f / uNumOfSamples);
|
||||
|
||||
// Angle to where to sample
|
||||
float angle = alpha * (uNumOfTurns * 6.28f) + RotationAngle;
|
||||
|
||||
//Lenght to were to sample
|
||||
ScreenSpaceSampleRadius = ScreenSpaceSampleRadius * alpha;
|
||||
|
||||
vec2 screenSpaceSampleOffsetVecor = vec2(cos(angle), sin(angle));
|
||||
|
||||
//int mipmapLevel = clamp(int(floor(log2(-ScreenSpaceSampleRadius))) - MAX_PIXEL_BEFOR_LOWER_MIP_LEVEL, 0, MIP_MAPS_LEVELS);
|
||||
|
||||
// Get texel coordinate on where to sample by going screenSpaceSampleOffsetVecor direction in ScreenSpaceSampleRadius units from ScreenSpaceCoord (the point being shaded);
|
||||
ivec2 screenSpaceSampleTexel = (ivec2(ScreenSpaceSampleRadius * screenSpaceSampleOffsetVecor) + ScreenSpaceCoord);// >> mipmapLevel;
|
||||
|
||||
return getVSPosition(screenSpaceSampleTexel);
|
||||
}
|
||||
|
||||
|
||||
|
||||
float sampleAO(ivec2 ScreenSpaceCoord, vec3 Origin, vec3 OriginNormal, float ScreenSpaceSampleRadius, int SampleIndex, float RotationAngle, float Radius, float Radius2) {
|
||||
vec3 sampleViewSpacePosition = getSampleViewSpacePos(ScreenSpaceCoord, SampleIndex, RotationAngle, ScreenSpaceSampleRadius);
|
||||
vec3 sampleVector = Origin - sampleViewSpacePosition;
|
||||
// vv = sampleVectorLenght ^ 2
|
||||
float vv = dot(sampleVector, sampleVector);
|
||||
// vn = angle between sampleVector and Normal
|
||||
float vn = dot(sampleVector, OriginNormal);
|
||||
|
||||
const float epsilon = 0.01f;
|
||||
|
||||
// vv < radius2 if the vector is shorter then the radius;
|
||||
// vn - bias, offset the angle to reduse self occlusion.
|
||||
// epsilon is here to make divison by 0 impossible.
|
||||
return float(vv < Radius2) * max((vn - uBias) / (epsilon + vv), 0.0);
|
||||
//float f = max(radius2 - vv, 0.0);
|
||||
//return f * f * f * max((vn - uBias) / (epsilon + vv), 0.0);
|
||||
}
|
||||
|
||||
|
||||
void main() {
|
||||
ivec2 originScreenCoord = ivec2(gl_FragCoord.xy);
|
||||
|
||||
// We always get the Orginin from the level 0 of the mipmaps
|
||||
vec3 origin = getVSPosition(originScreenCoord);
|
||||
|
||||
float radius;
|
||||
|
||||
if(origin.z < uRadius){
|
||||
radius = origin.z;
|
||||
} else {
|
||||
radius = uRadius;
|
||||
}
|
||||
|
||||
|
||||
float radius2 = radius * radius;
|
||||
|
||||
vec3 originNormal = getVSFaceNormal(origin);
|
||||
|
||||
//screenSpaceSampleRadius is in pixels
|
||||
float screenSpaceSampleRadius = -uProjScale * radius / origin.z;
|
||||
//screenSpaceSampleRadius = clamp(screenSpaceSampleRadius, 0.0f, -uProjScale * radius);
|
||||
|
||||
float rotationAngleOffset = 30 * originScreenCoord.x ^ originScreenCoord.y + 10 * originScreenCoord.x * originScreenCoord.y;
|
||||
|
||||
float sum = 0.0f;
|
||||
for(int i = 0; i < uNumOfSamples; i++) {
|
||||
sum += sampleAO(originScreenCoord, origin, originNormal, screenSpaceSampleRadius, i, rotationAngleOffset, radius, radius2);
|
||||
}
|
||||
|
||||
//float A = max(0.0, 1.0 - sum * (2.0f / uNumOfSamples));
|
||||
float A = 1.0f - sum * (2.0f * uIntensityScale / float(uNumOfSamples));
|
||||
AO = clamp(pow(A, uContrast), 0.0f, 1.0f);
|
||||
//AO = screenSpaceSampleRadius;
|
||||
//AO = vec4(originNormal, 1.0f);
|
||||
}
|
||||
@@ -1,8 +0,0 @@
|
||||
#version 430
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(Position, 1.0);
|
||||
}
|
||||
@@ -1,123 +0,0 @@
|
||||
#version 430
|
||||
|
||||
#define MIP_MAPS_LEVELS (5)
|
||||
|
||||
#define LOWER_MIP_LEVEL (2)
|
||||
//Number of samples per pixel
|
||||
uniform int uNumOfSamples;
|
||||
//#define uNumOfSamples (11)
|
||||
|
||||
//Number of turns around the cirle
|
||||
uniform int uNumOfTurns;
|
||||
//#define uNumOfTurns (7)
|
||||
|
||||
layout (binding = 0) uniform sampler2D ViewSpaceZ;
|
||||
|
||||
uniform vec4 uProjInfo;
|
||||
|
||||
uniform float uProjScale;
|
||||
//#define ProjScale 500
|
||||
|
||||
uniform float uRadius;
|
||||
//#define Radius 1.0f
|
||||
|
||||
uniform float uBias;
|
||||
//#define Bias 0.012f
|
||||
|
||||
uniform float uContrast;
|
||||
//#define IntensityDivR6 1
|
||||
|
||||
uniform float uIntensityScale;
|
||||
|
||||
out float AO;
|
||||
|
||||
vec3 getVSPosition(ivec2 ScreenSpaceCoord, int mipmaplevel) {
|
||||
float z = texelFetch(ViewSpaceZ, ScreenSpaceCoord, mipmaplevel).r;
|
||||
//Get the xy view space coordinates and add the z value from ViewSpaceZ buffer.
|
||||
return vec3((uProjInfo[0] + (ScreenSpaceCoord.x * uProjInfo[1])) * z, (uProjInfo[2] + (ScreenSpaceCoord.y * uProjInfo[3])) * z, z);
|
||||
}
|
||||
|
||||
vec3 getVSFaceNormal(vec3 ViewSpacePosition) {
|
||||
// Get tangets vector for the plane and ViewSpacePositin... don't ask how this functions works. It's pure magic.
|
||||
// They do this and it just works... I would guess that they approximate the function of a plane from pixels close to the pixel were on now.
|
||||
return normalize(cross(dFdx(ViewSpacePosition), dFdy(ViewSpacePosition)));
|
||||
}
|
||||
|
||||
|
||||
vec3 getSampleViewSpacePos(ivec2 ScreenSpaceCoord, int SampleIndex, float RotationAngle, float ScreenSpaceSampleRadius){
|
||||
// SampleIndex + 0.5f so that we alpha != 0, since if alpha = 0 then screenSpaceSampleTexel will be the same texel as origin.
|
||||
float alpha = float(SampleIndex + 0.5f) * (1.0f / uNumOfSamples);
|
||||
|
||||
// Angle to where to sample
|
||||
float angle = alpha * (uNumOfTurns * 6.28f) + RotationAngle;
|
||||
|
||||
//Lenght to were to sample
|
||||
ScreenSpaceSampleRadius = ScreenSpaceSampleRadius * alpha;
|
||||
|
||||
vec2 screenSpaceSampleOffsetVecor = vec2(cos(angle), sin(angle));
|
||||
|
||||
int mipmapLevel = clamp(int(floor(log2(-ScreenSpaceSampleRadius))) - LOWER_MIP_LEVEL, 0, MIP_MAPS_LEVELS);
|
||||
// Get texel coordinate on where to sample by going screenSpaceSampleOffsetVecor direction in ScreenSpaceSampleRadius units from ScreenSpaceCoord (the point being shaded);
|
||||
ivec2 screenSpaceSampleTexel = (ivec2(ScreenSpaceSampleRadius * screenSpaceSampleOffsetVecor) + ScreenSpaceCoord) >> mipmapLevel;
|
||||
|
||||
return getVSPosition(screenSpaceSampleTexel, mipmapLevel);
|
||||
}
|
||||
|
||||
|
||||
|
||||
float sampleAO(ivec2 ScreenSpaceCoord, vec3 Origin, vec3 OriginNormal, float ScreenSpaceSampleRadius, int SampleIndex, float RotationAngle, float Radius, float Radius2) {
|
||||
vec3 sampleViewSpacePosition = getSampleViewSpacePos(ScreenSpaceCoord, SampleIndex, RotationAngle, ScreenSpaceSampleRadius);
|
||||
vec3 sampleVector = Origin - sampleViewSpacePosition;
|
||||
// vv = sampleVectorLenght ^ 2
|
||||
float vv = dot(sampleVector, sampleVector);
|
||||
// vn = angle between sampleVector and Normal
|
||||
float vn = dot(sampleVector, OriginNormal);
|
||||
|
||||
const float epsilon = 0.01f;
|
||||
|
||||
// vv < radius2 if the vector is shorter then the radius;
|
||||
// vn - bias, offset the angle to reduse self occlusion.
|
||||
// epsilon is here to make divison by 0 impossible.
|
||||
return float(vv < Radius2) * max((vn - uBias) / (epsilon + vv), 0.0);
|
||||
}
|
||||
|
||||
|
||||
void main() {
|
||||
ivec2 originScreenCoord = ivec2(gl_FragCoord.xy);
|
||||
|
||||
// We always get the Orginin from the level 0 of the mipmaps
|
||||
vec3 origin = getVSPosition(originScreenCoord, 0);
|
||||
|
||||
float radius;
|
||||
|
||||
if(origin.z < uRadius){
|
||||
radius = origin.z;
|
||||
} else {
|
||||
radius = uRadius;
|
||||
}
|
||||
|
||||
float radius2 = radius * radius;
|
||||
|
||||
vec3 originNormal = getVSFaceNormal(origin);
|
||||
//AO = originNormal;
|
||||
//return;
|
||||
|
||||
//screenSpaceSampleRadius is in pixels
|
||||
float screenSpaceSampleRadius = -uProjScale * radius / origin.z;
|
||||
|
||||
//screenSpaceSampleRadius = clamp(screenSpaceSampleRadius, 0.0f, pow(2, MIP_MAPS_LEVELS * LOWER_MIP_LEVEL + 1));
|
||||
//AO = clamp(int(floor(log2(screenSpaceSampleRadius))) - LOWER_MIP_LEVEL, 0, MIP_MAPS_LEVELS);
|
||||
//return;
|
||||
|
||||
float rotationAngleOffset = 30 * originScreenCoord.x ^ originScreenCoord.y + 10 * originScreenCoord.x * originScreenCoord.y;
|
||||
|
||||
float sum = 0.0f;
|
||||
for(int i = 0; i < uNumOfSamples; i++) {
|
||||
sum += sampleAO(originScreenCoord, origin, originNormal, screenSpaceSampleRadius, i, rotationAngleOffset, radius, radius2);
|
||||
}
|
||||
|
||||
//float A = max(0.0, 1.0 - sum * (2.0f / uNumOfSamples));
|
||||
float A = 1.0f - sum * (2.0f * uIntensityScale / float(uNumOfSamples));
|
||||
AO = clamp(pow(A, uContrast), 0.0f, 1.0f);
|
||||
//AO = vec4(originNormal, 1.0f);
|
||||
}
|
||||
@@ -1,14 +0,0 @@
|
||||
#version 430
|
||||
|
||||
layout (binding = 0) uniform sampler2D DepthBuffer;
|
||||
uniform vec3 ClipInfo;
|
||||
|
||||
out float depthLinear;
|
||||
//Just for Debug, should be depthLinear
|
||||
//out vec4 fragmentColor;
|
||||
void main() {
|
||||
float depthSample = texelFetch(DepthBuffer, ivec2(gl_FragCoord.xy), 0).r;
|
||||
depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]);
|
||||
//float depthLinear = (NearClip) / ( -depthSample + 1.0f);
|
||||
//fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f);
|
||||
}
|
||||
@@ -7,8 +7,8 @@ uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
|
||||
layout (binding = 1) uniform sampler2D DiffuseTexture;
|
||||
layout (binding = 2) uniform sampler2D GlowMapTexture;
|
||||
layout (binding = 0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding = 1) uniform sampler2D GlowMapTexture;
|
||||
|
||||
|
||||
in VertexData{
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
#include "Network/NetworkClient.h"
|
||||
|
||||
NetworkClient::NetworkClient()
|
||||
{
|
||||
m_ReadBuffer = new char[m_BufferSize];
|
||||
}
|
||||
|
||||
NetworkClient::~NetworkClient()
|
||||
{
|
||||
delete[] m_ReadBuffer;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
#include "Network/NetworkServer.h"
|
||||
|
||||
NetworkServer::NetworkServer()
|
||||
{
|
||||
m_ReadBuffer = new char[m_BufferSize];
|
||||
}
|
||||
|
||||
NetworkServer::~NetworkServer()
|
||||
{
|
||||
delete[] m_ReadBuffer;
|
||||
}
|
||||
@@ -146,7 +146,7 @@ void Server::sendSnapshot()
|
||||
{
|
||||
Packet packet(MessageType::Snapshot);
|
||||
addInputCommandsToPacket(packet);
|
||||
addChildrenToPacket(packet, EntityID_Invalid);
|
||||
addPlayersToPacket(packet, EntityID_Invalid);
|
||||
unreliableBroadcast(packet);
|
||||
}
|
||||
|
||||
@@ -163,7 +163,7 @@ void Server::addInputCommandsToPacket(Packet& packet)
|
||||
m_InputCommandsToBroadcast.clear();
|
||||
}
|
||||
|
||||
void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
|
||||
void Server::addPlayersToPacket(Packet & packet, EntityID entityID)
|
||||
{
|
||||
auto itPair = m_World->GetChildren(entityID);
|
||||
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
|
||||
@@ -212,6 +212,49 @@ void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
|
||||
}
|
||||
}
|
||||
|
||||
void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
|
||||
{
|
||||
auto itPair = m_World->GetChildren(entityID);
|
||||
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
|
||||
// Loop through every child
|
||||
for (auto it = itPair.first; it != itPair.second; it++) {
|
||||
EntityID childEntityID = it->second;
|
||||
// Write EntityID and parentsID and Entity name
|
||||
packet.WritePrimitive(childEntityID);
|
||||
packet.WritePrimitive(entityID);
|
||||
packet.WriteString(m_World->GetName(childEntityID));
|
||||
// Write components to child
|
||||
int numberOfComponents = 0;
|
||||
for (auto& i : worldComponentPools) {
|
||||
if (i.second->KnowsEntity(childEntityID)) {
|
||||
numberOfComponents++;
|
||||
}
|
||||
}
|
||||
// Write how many components should be read
|
||||
packet.WritePrimitive(numberOfComponents);
|
||||
for (auto& i : worldComponentPools) {
|
||||
// If the entity exist in the pool
|
||||
if (i.second->KnowsEntity(childEntityID)) {
|
||||
ComponentWrapper componentWrapper = i.second->GetByEntity(childEntityID);
|
||||
// ComponentType
|
||||
packet.WriteString(componentWrapper.Info.Name);
|
||||
// Loop through fields
|
||||
for (auto& componentField : componentWrapper.Info.FieldsInOrder) {
|
||||
ComponentInfo::Field_t fieldInfo = componentWrapper.Info.Fields.at(componentField);
|
||||
if (fieldInfo.Type == "string") {
|
||||
std::string& value = componentWrapper[componentField];
|
||||
packet.WriteString(value);
|
||||
} else {
|
||||
packet.WriteData(componentWrapper.Data + fieldInfo.Offset, fieldInfo.Stride);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Go to to your children
|
||||
addChildrenToPacket(packet, childEntityID);
|
||||
}
|
||||
}
|
||||
|
||||
void Server::sendPing()
|
||||
{
|
||||
// Prints connected players ping
|
||||
@@ -304,6 +347,11 @@ void Server::parseTCPConnect(Packet & packet)
|
||||
connnectPacket.WritePrimitive(playerID);
|
||||
m_Reliable.Send(connnectPacket);
|
||||
|
||||
Packet firstSnapshot(MessageType::Snapshot);
|
||||
addInputCommandsToPacket(firstSnapshot);
|
||||
addChildrenToPacket(firstSnapshot, EntityID_Invalid);
|
||||
m_Reliable.Send(firstSnapshot);
|
||||
|
||||
// Send notification that a player has connected
|
||||
//Packet notificationPacket(MessageType::PlayerConnected);
|
||||
//broadcast(notificationPacket);
|
||||
@@ -446,7 +494,9 @@ void Server::parsePing()
|
||||
{
|
||||
for (auto& kv : m_ConnectedPlayers) {
|
||||
if (kv.second.TCPAddress == m_Address &&
|
||||
kv.second.TCPPort == m_Port) {
|
||||
kv.second.TCPPort == m_Port
|
||||
|| (kv.second.Endpoint.address() == m_Address
|
||||
&& kv.second.Endpoint.port() == m_Port)) {
|
||||
kv.second.StopTime = std::clock();
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -56,32 +56,62 @@ void TCPClient::Disconnect()
|
||||
|
||||
void TCPClient::Receive(Packet& packet)
|
||||
{
|
||||
size_t bytesRead = readBuffer(m_ReadBuffer);
|
||||
size_t bytesRead = readBuffer();
|
||||
if (bytesRead > 0) {
|
||||
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
|
||||
}
|
||||
}
|
||||
|
||||
size_t TCPClient::readBuffer(char* data)
|
||||
size_t TCPClient::readBuffer()
|
||||
{
|
||||
//if (!m_Socket) {
|
||||
// return 0;
|
||||
//}
|
||||
//boost::system::error_code error;
|
||||
//// Read size of packet
|
||||
//size_t bytesReceived = m_Socket->read_some(boost
|
||||
// ::asio::buffer((void*)data, sizeof(int)),
|
||||
// error);
|
||||
//int sizeOfPacket = 0;
|
||||
//memcpy(&sizeOfPacket, data, sizeof(int));
|
||||
|
||||
//// Read the rest of the message
|
||||
//bytesReceived += m_Socket->read_some(boost
|
||||
// ::asio::buffer((void*)(data + bytesReceived), sizeOfPacket - bytesReceived),
|
||||
// error);
|
||||
//if (error) {
|
||||
// //LOG_ERROR("receive: %s", error.message().c_str());
|
||||
//}
|
||||
//return bytesReceived;
|
||||
|
||||
if (!m_Socket) {
|
||||
return 0;
|
||||
}
|
||||
boost::system::error_code error;
|
||||
// Read size of packet
|
||||
size_t bytesReceived = m_Socket->read_some(boost
|
||||
::asio::buffer((void*)data, sizeof(int)),
|
||||
error);
|
||||
int sizeOfPacket = 0;
|
||||
memcpy(&sizeOfPacket, data, sizeof(int));
|
||||
m_Socket->receive(boost
|
||||
::asio::buffer((void*)m_ReadBuffer, sizeof(int)),
|
||||
boost::asio::ip::tcp::socket::message_peek, error);
|
||||
unsigned int sizeOfPacket = 0;
|
||||
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
|
||||
|
||||
// if the buffer is to small increase the size of it
|
||||
// TODO if message is huge 1 time the buffer will not decrease.
|
||||
if (sizeOfPacket > m_BufferSize) {
|
||||
delete[] m_ReadBuffer;
|
||||
m_ReadBuffer = new char[sizeOfPacket];
|
||||
m_BufferSize = sizeOfPacket;
|
||||
}
|
||||
// Read the rest of the message
|
||||
bytesReceived += m_Socket->read_some(boost
|
||||
::asio::buffer((void*)(data + bytesReceived), sizeOfPacket - bytesReceived),
|
||||
size_t bytesReceived = m_Socket->read_some(boost
|
||||
::asio::buffer((void*)(m_ReadBuffer), sizeOfPacket),
|
||||
error);
|
||||
if (error) {
|
||||
//LOG_ERROR("receive: %s", error.message().c_str());
|
||||
}
|
||||
if (sizeOfPacket > 1000000)
|
||||
LOG_WARNING("The packets received are bigger than 1MB");
|
||||
|
||||
return bytesReceived;
|
||||
}
|
||||
|
||||
|
||||
@@ -7,8 +7,7 @@ TCPServer::TCPServer()
|
||||
}
|
||||
|
||||
TCPServer::~TCPServer()
|
||||
{
|
||||
}
|
||||
{ }
|
||||
|
||||
void TCPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
|
||||
{
|
||||
@@ -31,7 +30,7 @@ PlayerID GetPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& con
|
||||
return -1;
|
||||
}
|
||||
|
||||
void TCPServer::handle_accept(boost::shared_ptr<tcp::socket> socket,
|
||||
void TCPServer::handle_accept(boost::shared_ptr<tcp::socket> socket,
|
||||
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
|
||||
const boost::system::error_code& error)
|
||||
{
|
||||
@@ -51,8 +50,8 @@ void TCPServer::handle_accept(boost::shared_ptr<tcp::socket> socket,
|
||||
|
||||
void TCPServer::Send(Packet & packet, PlayerDefinition & playerDefinition)
|
||||
{
|
||||
packet.UpdateSize();
|
||||
try {
|
||||
packet.UpdateSize();
|
||||
int bytesSent = playerDefinition.TCPSocket->send(
|
||||
boost::asio::buffer(packet.Data(), packet.Size()),
|
||||
0);
|
||||
@@ -73,38 +72,79 @@ void TCPServer::Send(Packet & packet)
|
||||
}
|
||||
|
||||
void TCPServer::Disconnect()
|
||||
{
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
//void TCPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition)
|
||||
//{
|
||||
// int bytesRead = readBuffer(m_ReadBuffer, playerDefinition);
|
||||
// if (bytesRead > 0) {
|
||||
// packet.ReconstructFromData(m_ReadBuffer, bytesRead);
|
||||
// }
|
||||
// lastReceivedSocket = playerDefinition.TCPSocket;
|
||||
//}
|
||||
//
|
||||
//int TCPServer::readBuffer(char* data, PlayerDefinition & playerDefinition)
|
||||
//{
|
||||
// if (!playerDefinition.TCPSocket) {
|
||||
// return 0;
|
||||
// }
|
||||
// boost::system::error_code error;
|
||||
// // Read size of packet
|
||||
// size_t bytesReceived = playerDefinition.TCPSocket->read_some(boost
|
||||
// ::asio::buffer((void*)data, sizeof(int)),
|
||||
// error);
|
||||
// int sizeOfPacket = 0;
|
||||
// memcpy(&sizeOfPacket, data, sizeof(int));
|
||||
//
|
||||
// // Read the rest of the message
|
||||
// bytesReceived += playerDefinition.TCPSocket->read_some(boost
|
||||
// ::asio::buffer((void*)(data + bytesReceived), sizeOfPacket - bytesReceived),
|
||||
// error);
|
||||
// if (error) {
|
||||
// //LOG_ERROR("receive: %s", error.message().c_str());
|
||||
// }
|
||||
// return bytesReceived;
|
||||
//}
|
||||
|
||||
void TCPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition)
|
||||
{
|
||||
int bytesRead = readBuffer(m_ReadBuffer, playerDefinition);
|
||||
int bytesRead = readBuffer(playerDefinition);
|
||||
if (bytesRead > 0) {
|
||||
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
|
||||
}
|
||||
lastReceivedSocket = playerDefinition.TCPSocket;
|
||||
}
|
||||
|
||||
int TCPServer::readBuffer(char* data, PlayerDefinition & playerDefinition)
|
||||
int TCPServer::readBuffer(PlayerDefinition & playerDefinition)
|
||||
{
|
||||
if (!playerDefinition.TCPSocket) {
|
||||
return 0;
|
||||
}
|
||||
boost::system::error_code error;
|
||||
// Read size of packet
|
||||
size_t bytesReceived = playerDefinition.TCPSocket->read_some(boost
|
||||
::asio::buffer((void*)data, sizeof(int)),
|
||||
error);
|
||||
int sizeOfPacket = 0;
|
||||
memcpy(&sizeOfPacket, data, sizeof(int));
|
||||
playerDefinition.TCPSocket->receive(boost
|
||||
::asio::buffer((void*)m_ReadBuffer, sizeof(int)),
|
||||
boost::asio::ip::tcp::socket::message_peek, error);
|
||||
unsigned int sizeOfPacket = 0;
|
||||
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
|
||||
|
||||
// if the buffer is to small increase the size of it
|
||||
if (sizeOfPacket > m_BufferSize) {
|
||||
delete[] m_ReadBuffer;
|
||||
m_ReadBuffer = new char[sizeOfPacket];
|
||||
m_BufferSize = sizeOfPacket;
|
||||
}
|
||||
// Read the rest of the message
|
||||
bytesReceived += playerDefinition.TCPSocket->read_some(boost
|
||||
::asio::buffer((void*)(data + bytesReceived), sizeOfPacket - bytesReceived),
|
||||
size_t bytesReceived = playerDefinition.TCPSocket->read_some(boost
|
||||
::asio::buffer((void*)(m_ReadBuffer), sizeOfPacket),
|
||||
error);
|
||||
if (error) {
|
||||
//LOG_ERROR("receive: %s", error.message().c_str());
|
||||
}
|
||||
if (sizeOfPacket > 1000000)
|
||||
LOG_WARNING("The packets received are bigger than 1MB");
|
||||
|
||||
return bytesReceived;
|
||||
}
|
||||
@@ -27,30 +27,62 @@ void UDPClient::Disconnect()
|
||||
|
||||
void UDPClient::Receive(Packet& packet)
|
||||
{
|
||||
int bytesRead = readBuffer(m_ReadBuffer);
|
||||
int bytesRead = readBuffer();
|
||||
if (bytesRead > 0) {
|
||||
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
|
||||
}
|
||||
}
|
||||
|
||||
int UDPClient::readBuffer(char* data)
|
||||
int UDPClient::readBuffer()
|
||||
{
|
||||
//if (!m_Socket) {
|
||||
// return 0;
|
||||
//}
|
||||
//boost::system::error_code error;
|
||||
//int bytesReceived = m_Socket->receive_from(boost
|
||||
// ::asio::buffer((void*)data, BUFFERSIZE),
|
||||
// m_ReceiverEndpoint,
|
||||
// 0, error);
|
||||
//if (error) {
|
||||
// //LOG_ERROR("receive: %s", error.message().c_str());
|
||||
//}
|
||||
//return bytesReceived;
|
||||
if (!m_Socket) {
|
||||
return 0;
|
||||
}
|
||||
boost::system::error_code error;
|
||||
int bytesReceived = m_Socket->receive_from(boost
|
||||
::asio::buffer((void*)data, BUFFERSIZE),
|
||||
m_ReceiverEndpoint,
|
||||
0, error);
|
||||
// Read size of packet
|
||||
m_Socket->receive(boost
|
||||
::asio::buffer((void*)m_ReadBuffer, sizeof(int)),
|
||||
boost::asio::ip::udp::socket::message_peek, error);
|
||||
int sizeOfPacket = 0;
|
||||
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
|
||||
|
||||
// if the buffer is to small increase the size of it
|
||||
if (sizeOfPacket > m_BufferSize) {
|
||||
delete[] m_ReadBuffer;
|
||||
m_ReadBuffer = new char[sizeOfPacket];
|
||||
m_BufferSize = sizeOfPacket;
|
||||
}
|
||||
|
||||
size_t availableData = m_Socket->available();
|
||||
// Read the rest of the message
|
||||
size_t bytesReceived = m_Socket->receive_from(boost
|
||||
::asio::buffer((void*)(m_ReadBuffer),
|
||||
sizeOfPacket),
|
||||
m_ReceiverEndpoint, 0, error);
|
||||
if (error) {
|
||||
//LOG_ERROR("receive: %s", error.message().c_str());
|
||||
}
|
||||
if (sizeOfPacket > 1000000)
|
||||
LOG_WARNING("The packets received are bigger than 1MB");
|
||||
|
||||
return bytesReceived;
|
||||
}
|
||||
|
||||
void UDPClient::Send(Packet& packet)
|
||||
{
|
||||
packet.UpdateSize();
|
||||
m_Socket->send_to(boost::asio::buffer(
|
||||
packet.Data(),
|
||||
packet.Size()),
|
||||
|
||||
@@ -10,6 +10,7 @@ UDPServer::~UDPServer()
|
||||
|
||||
void UDPServer::Send(Packet& packet, PlayerDefinition & playerDefinition)
|
||||
{
|
||||
packet.UpdateSize();
|
||||
try {
|
||||
int bytesSent = m_Socket->send_to(
|
||||
boost::asio::buffer(packet.Data(), packet.Size()),
|
||||
@@ -23,6 +24,7 @@ void UDPServer::Send(Packet& packet, PlayerDefinition & playerDefinition)
|
||||
// Send back to endpoint of received packet
|
||||
void UDPServer::Send(Packet & packet)
|
||||
{
|
||||
packet.UpdateSize();
|
||||
m_Socket->send_to(
|
||||
boost::asio::buffer(
|
||||
packet.Data(),
|
||||
@@ -33,7 +35,7 @@ void UDPServer::Send(Packet & packet)
|
||||
|
||||
void UDPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition)
|
||||
{
|
||||
int bytesRead = readBuffer(m_ReadBuffer);
|
||||
int bytesRead = readBuffer();
|
||||
if (bytesRead > 0) {
|
||||
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
|
||||
}
|
||||
@@ -45,17 +47,47 @@ bool UDPServer::IsSocketAvailable()
|
||||
return m_Socket->available();
|
||||
}
|
||||
|
||||
int UDPServer::readBuffer(char* data)
|
||||
int UDPServer::readBuffer()
|
||||
{
|
||||
boost::system::error_code error = boost::asio::error::host_not_found;
|
||||
unsigned int length = m_Socket->receive_from(
|
||||
boost::asio::buffer((void*)data
|
||||
, BUFFERSIZE)
|
||||
, m_ReceiverEndpoint, 0, error);
|
||||
if (error) {
|
||||
LOG_WARNING(error.message().c_str());
|
||||
//boost::system::error_code error = boost::asio::error::host_not_found;
|
||||
//unsigned int length = m_Socket->receive_from(
|
||||
// boost::asio::buffer((void*)data
|
||||
// , BUFFERSIZE)
|
||||
// , m_ReceiverEndpoint, 0, error);
|
||||
//if (error) {
|
||||
// LOG_WARNING(error.message().c_str());
|
||||
//}
|
||||
//return length;
|
||||
if (!m_Socket) {
|
||||
return 0;
|
||||
}
|
||||
return length;
|
||||
boost::system::error_code error;
|
||||
// Read size of packet
|
||||
m_Socket->receive_from(boost
|
||||
::asio::buffer((void*)m_ReadBuffer, sizeof(int)),
|
||||
m_ReceiverEndpoint, boost::asio::ip::udp::socket::message_peek, error);
|
||||
unsigned int sizeOfPacket = 0;
|
||||
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
|
||||
|
||||
// if the buffer is to small increase the size of it
|
||||
if (sizeOfPacket > m_BufferSize) {
|
||||
delete[] m_ReadBuffer;
|
||||
m_ReadBuffer = new char[sizeOfPacket];
|
||||
m_BufferSize = sizeOfPacket;
|
||||
}
|
||||
|
||||
// Read the rest of the message
|
||||
size_t bytesReceived = m_Socket->receive_from(boost
|
||||
::asio::buffer((void*)(m_ReadBuffer),
|
||||
sizeOfPacket),
|
||||
m_ReceiverEndpoint, 0, error);
|
||||
if (error) {
|
||||
//LOG_ERROR("receive: %s", error.message().c_str());
|
||||
}
|
||||
if (sizeOfPacket > 1000000)
|
||||
LOG_WARNING("The packets received are bigger than 1MB");
|
||||
|
||||
return bytesReceived;
|
||||
}
|
||||
|
||||
void UDPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
|
||||
|
||||
@@ -19,20 +19,16 @@ void DrawBloomPass::InitializeTextures()
|
||||
void DrawBloomPass::InitializeShaderPrograms()
|
||||
{
|
||||
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
|
||||
if (m_GaussianProgram_horiz->GetHandle() == 0) {
|
||||
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
|
||||
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
|
||||
m_GaussianProgram_horiz->Compile();
|
||||
m_GaussianProgram_horiz->Link();
|
||||
}
|
||||
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
|
||||
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
|
||||
m_GaussianProgram_horiz->Compile();
|
||||
m_GaussianProgram_horiz->Link();
|
||||
|
||||
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
|
||||
if (m_GaussianProgram_vert->GetHandle() == 0) {
|
||||
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
|
||||
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
|
||||
m_GaussianProgram_vert->Compile();
|
||||
m_GaussianProgram_vert->Link();
|
||||
}
|
||||
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
|
||||
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
|
||||
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
|
||||
m_GaussianProgram_vert->Compile();
|
||||
m_GaussianProgram_vert->Link();
|
||||
}
|
||||
|
||||
|
||||
@@ -75,12 +71,15 @@ void DrawBloomPass::Draw(GLuint texture)
|
||||
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
//Iterate some times to make it more gaussian.
|
||||
for (int i = 1; i < m_iterations; i++) {
|
||||
//Vertical pass
|
||||
@@ -93,6 +92,7 @@ void DrawBloomPass::Draw(GLuint texture)
|
||||
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_horiz.Bind();
|
||||
@@ -112,6 +112,7 @@ void DrawBloomPass::Draw(GLuint texture)
|
||||
m_GaussianProgram_vert->Bind();
|
||||
|
||||
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
|
||||
|
||||
@@ -27,7 +27,6 @@ void DrawFinalPass::InitializeFrameBuffers()
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
GLERROR("RenderBuffer generation");
|
||||
|
||||
|
||||
GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
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);
|
||||
@@ -174,25 +173,25 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
GLERROR("Creating DepthFill program");
|
||||
}
|
||||
|
||||
void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
|
||||
void DrawFinalPass::Draw(RenderScene& scene)
|
||||
{
|
||||
GLERROR("Pre");
|
||||
|
||||
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
|
||||
if (scene.ClearDepth) {
|
||||
//glClear(GL_DEPTH_BUFFER_BIT);
|
||||
state->Disable(GL_DEPTH_TEST);
|
||||
state->DepthMask(GL_FALSE);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
//TODO: Do we need check for this or will it be per scene always?
|
||||
glClearStencil(0x00);
|
||||
glClear(GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
//Fill depth buffer
|
||||
|
||||
|
||||
|
||||
state->StencilMask(0x00);
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
|
||||
GLERROR("OpaqueObjects");
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
|
||||
GLERROR("TransparentObjects");
|
||||
DrawSprites(scene.Jobs.SpriteJob, scene);
|
||||
GLERROR("SpriteJobs");
|
||||
@@ -207,11 +206,11 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
|
||||
//Draw Opaque shielded objects
|
||||
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||
state->StencilMask(0x00);
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene, SSAOTexture); //might need changing
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
|
||||
GLERROR("Shielded Opaque object");
|
||||
|
||||
//Draw Transparen Shielded objects
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene, SSAOTexture); //might need changing
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
|
||||
GLERROR("Shielded Transparent objects");
|
||||
|
||||
GLERROR("END");
|
||||
@@ -242,14 +241,14 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
|
||||
DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene);
|
||||
GLERROR("StencilPass");
|
||||
|
||||
//glClear(GL_DEPTH_BUFFER_BIT);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
stateLowRes->Enable(GL_DEPTH_TEST);
|
||||
stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
|
||||
stateLowRes->StencilMask(0x00);
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
|
||||
GLERROR("OpaqueObjects");
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
|
||||
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);
|
||||
@@ -322,7 +321,7 @@ void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm:
|
||||
GLERROR("MipMap Texture initialization failed");
|
||||
}
|
||||
|
||||
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture)
|
||||
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
||||
{
|
||||
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
||||
GLERROR("forwardHandle");
|
||||
@@ -345,9 +344,6 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
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, SSAOTexture);
|
||||
|
||||
for (auto &job : jobs) {
|
||||
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
||||
if (explosionEffectJob) {
|
||||
@@ -694,14 +690,14 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
if (spriteJob->DiffuseTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (spriteJob->IncandescenceTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, spriteJob->IncandescenceTexture->m_Texture);
|
||||
} else {
|
||||
@@ -811,7 +807,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
case RawModel::MaterialType::Basic:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat));
|
||||
@@ -821,7 +817,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat));
|
||||
@@ -831,7 +827,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(job->SpecularTexture[0]->UVRepeat));
|
||||
@@ -841,7 +837,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE4);
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(job->IncandescenceTexture[0]->UVRepeat));
|
||||
@@ -854,7 +850,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
|
||||
|
||||
int texturePosition = GL_TEXTURE1;
|
||||
@@ -929,7 +925,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
case RawModel::MaterialType::Basic:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat));
|
||||
@@ -939,7 +935,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat));
|
||||
@@ -949,7 +945,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(job->SpecularTexture[0]->UVRepeat));
|
||||
@@ -959,7 +955,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE4);
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(job->IncandescenceTexture[0]->UVRepeat));
|
||||
@@ -972,10 +968,10 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
|
||||
|
||||
int texturePosition = GL_TEXTURE2;
|
||||
int texturePosition = GL_TEXTURE1;
|
||||
|
||||
//Bind 5 diffuse textures
|
||||
std::string UniformName = "DiffuseUVRepeat";
|
||||
|
||||
@@ -25,20 +25,11 @@ void PickingPass::InitializeTextures()
|
||||
|
||||
void PickingPass::InitializeFrameBuffers()
|
||||
{
|
||||
/* glGenRenderbuffers(1, &m_DepthBuffer);
|
||||
glGenRenderbuffers(1, &m_DepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);*/
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
|
||||
glGenTextures(1, &m_DepthBuffer);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, m_DepthBuffer);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width), (int)(m_Renderer->GetViewportSize().Height), 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_PickingBuffer.Generate();
|
||||
}
|
||||
@@ -72,9 +63,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
m_PickingProgram->Bind();
|
||||
|
||||
if (scene.ClearDepth) {
|
||||
//glClear(GL_DEPTH_BUFFER_BIT);
|
||||
state->Disable(GL_DEPTH_TEST);
|
||||
state->DepthMask(GL_FALSE);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
m_Camera = scene.Camera;
|
||||
|
||||
|
||||
@@ -108,15 +108,7 @@ void Renderer::Update(double dt)
|
||||
|
||||
void Renderer::Draw(RenderFrame& frame)
|
||||
{
|
||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
|
||||
|
||||
ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.01f, 5.0f);
|
||||
ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 0.1f);
|
||||
ImGui::SliderFloat("SSAO contrast", &m_SSAO_Contrast, 0.0f, 10.0f);
|
||||
ImGui::SliderFloat("SSAO IntensityScale", &m_SSAO_IntensityScale, 0.0f, 10.0f);
|
||||
ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100);
|
||||
ImGui::SliderInt("SSAO Number of Turns", &m_SSAO_NumOfTurns, 0, 50);
|
||||
m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns);
|
||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking");
|
||||
//clear buffer 0
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
@@ -127,21 +119,15 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
m_DrawFinalPass->ClearBuffer();
|
||||
m_DrawBloomPass->ClearBuffer();
|
||||
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
|
||||
for (auto scene : frame.RenderScenes) {
|
||||
PerformanceTimer::StartTimer("Renderer-Depth");
|
||||
m_PickingPass->Draw(*scene);
|
||||
GLERROR("Drawing pickingpass");
|
||||
PerformanceTimer::StopTimer("Renderer-Depth");
|
||||
}
|
||||
PerformanceTimer::StartTimer("AO generation");
|
||||
m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
|
||||
GLuint ao = m_SSAOPass->SSAOTexture();
|
||||
PerformanceTimer::StopTimer("AO generation");
|
||||
|
||||
for (auto scene : frame.RenderScenes){
|
||||
|
||||
PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");
|
||||
PerformanceTimer::StartTimer("Renderer-Depth");
|
||||
SortRenderJobsByDepth(*scene);
|
||||
GLERROR("SortByDepth");
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Drawing PickingPass");
|
||||
m_PickingPass->Draw(*scene);
|
||||
GLERROR("Drawing pickingpass");
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
|
||||
m_LightCullingPass->GenerateNewFrustum(*scene);
|
||||
GLERROR("Generate frustums");
|
||||
@@ -151,8 +137,8 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
|
||||
m_LightCullingPass->CullLights(*scene);
|
||||
GLERROR("LightCulling");
|
||||
m_DrawFinalPass->Draw(*scene, ao);
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
|
||||
m_DrawFinalPass->Draw(*scene);
|
||||
GLERROR("Draw Geometry+Light");
|
||||
//m_DrawScenePass->Draw(*scene);
|
||||
|
||||
@@ -161,17 +147,14 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
GLERROR("Draw Text");
|
||||
PerformanceTimer::StopTimer("Renderer-Draw Text");
|
||||
}
|
||||
|
||||
PerformanceTimer::StartTimer("Renderer-Draw Bloom");
|
||||
m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
|
||||
PerformanceTimer::StopTimer("Renderer-Draw Bloom");
|
||||
|
||||
if (m_DebugTextureToDraw == 0) {
|
||||
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);
|
||||
PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
|
||||
}
|
||||
|
||||
PerformanceTimer::StartTimer("Renderer-Misc Debug Draws");
|
||||
if (m_DebugTextureToDraw == 1) {
|
||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
|
||||
@@ -191,10 +174,7 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
if (m_DebugTextureToDraw == 6) {
|
||||
m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
|
||||
}
|
||||
if (m_DebugTextureToDraw == 7) {
|
||||
m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
|
||||
}
|
||||
PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
|
||||
PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
|
||||
|
||||
PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
|
||||
m_ImGuiRenderPass->Draw();
|
||||
@@ -243,5 +223,4 @@ void Renderer::InitializeRenderPasses()
|
||||
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
||||
m_DrawBloomPass = new DrawBloomPass(this);
|
||||
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
||||
m_SSAOPass = new SSAOPass(this);
|
||||
}
|
||||
|
||||
@@ -1,149 +0,0 @@
|
||||
#include "Rendering/SSAOPass.h"
|
||||
|
||||
SSAOPass::SSAOPass(IRenderer* renderer)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
|
||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
||||
|
||||
InitializeBuffer();
|
||||
InitializeShaderProgram();
|
||||
Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
|
||||
|
||||
m_DrawBloomPass = new DrawBloomPass(renderer);
|
||||
}
|
||||
|
||||
void SSAOPass::InitializeShaderProgram()
|
||||
{
|
||||
m_SSAOProgram = ResourceManager::Load<ShaderProgram>("##SSAOProgram");
|
||||
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
||||
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
|
||||
m_SSAOProgram->Compile();
|
||||
m_SSAOProgram->Link();
|
||||
|
||||
m_SSAOViewSpaceZProgram = ResourceManager::Load<ShaderProgram>("##SSAOViewSpaceZProgram");
|
||||
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
||||
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
|
||||
m_SSAOViewSpaceZProgram->Compile();
|
||||
m_SSAOViewSpaceZProgram->Link();
|
||||
}
|
||||
|
||||
|
||||
void SSAOPass::InitializeBuffer()
|
||||
{
|
||||
glGenTextures(1, &m_SSAOTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_SSAOTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, 0, GL_RED, GL_FLOAT, nullptr);
|
||||
//glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, 0, GL_RED_INTEGER, GL_INT, nullptr);
|
||||
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, 0, GL_RGB, GL_FLOAT, nullptr);
|
||||
|
||||
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_SSAOFramBuffer.Generate();
|
||||
|
||||
glGenTextures(1, &m_SSAOViewSpaceZTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, 0, GL_RED, GL_FLOAT, nullptr);
|
||||
//glTexStorage2D(GL_TEXTURE_2D, MAX_MIP_LEVEL, GL_R32F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);;
|
||||
//glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, GL_RED, GL_FLOAT, nullptr);
|
||||
//glGenerateMipmap(GL_TEXTURE_2D);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
//glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
|
||||
|
||||
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
||||
}
|
||||
|
||||
void SSAOPass::ClearBuffer()
|
||||
{
|
||||
m_SSAOFramBuffer.Bind();
|
||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_SSAOFramBuffer.Unbind();
|
||||
|
||||
m_SSAOViewSpaceZFramBuffer.Bind();
|
||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_SSAOViewSpaceZFramBuffer.Unbind();
|
||||
}
|
||||
|
||||
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns) {
|
||||
m_Radius = radius;
|
||||
m_Bias = bias;
|
||||
m_Contrast = contrast;
|
||||
m_IntensityScale = intensityScale;
|
||||
m_NumOfSamples = numOfSamples;
|
||||
m_NumOfTurns = NumOfTurns;
|
||||
}
|
||||
|
||||
|
||||
void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
{
|
||||
SSAOPassState state;
|
||||
GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle();
|
||||
GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle();
|
||||
|
||||
m_SSAOViewSpaceZFramBuffer.Bind();
|
||||
m_SSAOViewSpaceZProgram->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, depthBuffer);
|
||||
glm::vec3 clipInfo = glm::vec3(
|
||||
(camera->NearClip() * camera->FarClip()),
|
||||
(camera->NearClip() - camera->FarClip()),
|
||||
(camera->FarClip())
|
||||
);
|
||||
/*glm::vec3 clipInfo = glm::vec3(
|
||||
(camera->NearClip()),
|
||||
(-1.0f),
|
||||
(+1.0f)
|
||||
);*/
|
||||
glUniform3fv(glGetUniformLocation(viewSpaceZPShaderHandle, "ClipInfo"), 1, glm::value_ptr(clipInfo));
|
||||
|
||||
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);
|
||||
|
||||
glm::vec4 projInfo = glm::vec4(
|
||||
((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
|
||||
(-2.0 / (m_Renderer->GetViewportSize().Width * camera->ProjectionMatrix()[0][0])),
|
||||
((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]),
|
||||
(-2.0 / (m_Renderer->GetViewportSize().Height * camera->ProjectionMatrix()[1][1]))
|
||||
);
|
||||
|
||||
m_SSAOViewSpaceZFramBuffer.Unbind();
|
||||
|
||||
//glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
|
||||
//glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, GL_RED, GL_FLOAT, &m_SSAOViewSpaceZTexture);
|
||||
//glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
m_SSAOFramBuffer.Bind();
|
||||
m_SSAOProgram->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
|
||||
|
||||
// How many pixel there are in a 1m long object 1m away from the camera
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), m_Renderer->GetViewportSize().Height / (-2.0f * glm::tan(glm::radians(camera->FOV()) * 0.5f)));
|
||||
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius);
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias);
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uContrast"), m_Contrast);
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uIntensityScale"), m_IntensityScale);
|
||||
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfSamples"), m_NumOfSamples);
|
||||
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);;
|
||||
|
||||
glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "uProjInfo"), 1, glm::value_ptr(projInfo));
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
m_DrawBloomPass->ClearBuffer();
|
||||
m_DrawBloomPass->Draw(m_SSAOTexture);
|
||||
}
|
||||
@@ -1,16 +0,0 @@
|
||||
#include "Rendering/SSAOPassState.h"
|
||||
|
||||
|
||||
SSAOPassState::SSAOPassState()
|
||||
{
|
||||
//BindFramebuffer(0);
|
||||
Disable(GL_BLEND);
|
||||
Disable(GL_DEPTH_TEST);
|
||||
Disable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
SSAOPassState::~SSAOPassState()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
@@ -98,7 +98,8 @@ void ShaderProgram::AddShader(std::shared_ptr<Shader> shader)
|
||||
|
||||
void ShaderProgram::Compile()
|
||||
{
|
||||
if (m_ShaderProgramHandle == 0) {
|
||||
if (m_ShaderProgramHandle == 0)
|
||||
{
|
||||
m_ShaderProgramHandle = glCreateProgram();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user