Compare commits
10 Commits
SSAO
..
SeeTeamMates
| Author | SHA1 | Date | |
|---|---|---|---|
| 09249c970a | |||
| fe3e0bac5b | |||
| fa4f007604 | |||
| 6fab971734 | |||
| 2c18068059 | |||
| c4d3c515e4 | |||
| 7cc58dc94c | |||
| 5e3af7ac5d | |||
| 4fd0108443 | |||
| 17da9a8036 |
+1
-1
Submodule assets updated: 1e7adc749e...651f65a98d
@@ -184,7 +184,7 @@ struct ModelJob : RenderJob
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void CalculateHash() override
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{
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Hash = TextureID + ModelID << 10 + ShaderID << 20;
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Hash = ShaderID << 20 + ModelID << 10 + TextureID;
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}
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};
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@@ -29,6 +29,8 @@ private:
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void InitializeShaderProgram();
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void InitializeBuffer();
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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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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@@ -36,7 +38,7 @@ private:
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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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@@ -17,7 +17,7 @@
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struct SpriteJob : RenderJob
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{
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SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted)
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SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
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: RenderJob()
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{
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Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
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@@ -30,7 +30,7 @@ struct SpriteJob : RenderJob
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StartIndex = matProp.material->StartIndex;
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EndIndex = matProp.material->EndIndex;
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Matrix = matrix;
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Matrix = matrix;
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Color = cSprite["Color"];
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Entity = cSprite.EntityID;
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Position = Transform::AbsolutePosition(world, cSprite.EntityID);
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@@ -41,7 +41,8 @@ struct SpriteJob : RenderJob
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}
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World = world;
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Pickable = world->HasComponent(cSprite.EntityID, "Button");
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IsIndicator = isIndicator;
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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};
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@@ -61,7 +62,9 @@ struct SpriteJob : RenderJob
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unsigned int StartIndex = 0;
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unsigned int EndIndex = 0;
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World* World;
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bool Pickable;
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bool IsIndicator = false;
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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@@ -44,5 +44,6 @@
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<xs:include schemaLocation="Components/Menu.xsd"/>
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<xs:include schemaLocation="Components/KillFeed.xsd"/>
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<xs:include schemaLocation="Components/Page.xsd"/>
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<xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
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<xs:include schemaLocation="Components/Button.xsd"/>
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</xs:schema>
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@@ -0,0 +1,5 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<SpriteIndicator xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SpriteIndicator.xsd">
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<MinScale>10</MinScale>
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<VisibleForSingleTeamOnly>false</VisibleForSingleTeamOnly>
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</SpriteIndicator>
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@@ -0,0 +1,19 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="SpriteIndicator">
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<xs:annotation>
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<xs:documentation>Billbord a Sprite around global Y axis</xs:documentation>
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</xs:annotation>
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<xs:complexType>
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<xs:all>
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<xs:element name="MinScale" type="t:double" minOccurs="0"/>
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<xs:element name="VisibleForSingleTeamOnly" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Add a Team component to this Entity or Parent to make it visible only for that team</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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</xs:element>
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</xs:schema>
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@@ -13,6 +13,7 @@
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<c:DashAbility/>
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<c:Health/>
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<c:Physics>
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<PrevOrigin X="0" Y="0.772000015" Z="0"/>
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<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
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</c:Physics>
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<c:Player>
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@@ -60,6 +61,7 @@
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<c:Sprite>
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<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
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<DepthSort>false</DepthSort>
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<GlowMap></GlowMap>
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</c:Sprite>
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<c:Transform>
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<Position X="0" Y="0" Z="0.200000003"/>
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@@ -110,6 +112,7 @@
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</c:Fill>
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<c:Sprite>
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<DiffuseTexture>Textures/HealthHUD3.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<Color A="0.588235319" B="0" G="0" R="0"/>
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</c:Sprite>
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<c:HealthHUD/>
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@@ -135,6 +138,7 @@
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<Components>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<Color A="0.300000012" B="1" G="1" R="1"/>
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</c:Sprite>
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<c:Transform>
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@@ -152,6 +156,7 @@
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</c:Fill>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
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<GlowMap></GlowMap>
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</c:Sprite>
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<c:Transform>
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<Position X="0" Y="0" Z="0.00999999978"/>
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@@ -167,6 +172,7 @@
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<Components>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<Color A="0.300000012" B="1" G="1" R="1"/>
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</c:Sprite>
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<c:Transform>
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@@ -185,6 +191,7 @@
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</c:Fill>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
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<GlowMap></GlowMap>
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</c:Sprite>
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<c:Transform>
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<Position X="0" Y="0" Z="0.00999999978"/>
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@@ -200,6 +207,7 @@
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<Components>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
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</c:Sprite>
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<c:Transform>
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@@ -217,6 +225,7 @@
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</c:Fill>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
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<GlowMap></GlowMap>
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</c:Sprite>
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<c:Transform>
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<Position X="0" Y="0" Z="0.00999999978"/>
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@@ -232,6 +241,7 @@
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<Components>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<Color A="0.300000012" B="1" G="1" R="1"/>
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</c:Sprite>
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<c:Transform>
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@@ -249,6 +259,7 @@
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</c:Fill>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
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<GlowMap></GlowMap>
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</c:Sprite>
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<c:Transform>
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<Position X="0" Y="0" Z="0.00999999978"/>
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@@ -264,6 +275,7 @@
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<Components>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<Color A="0.699999988" B="0" G="0.200000003" R="1"/>
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</c:Sprite>
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<c:Transform>
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@@ -279,6 +291,7 @@
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</c:Fill>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
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<GlowMap></GlowMap>
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</c:Sprite>
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<c:Transform>
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<Position X="0" Y="0" Z="0.00999999978"/>
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@@ -304,6 +317,7 @@
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<Entity name="KillFeed1">
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<Components>
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<c:Text>
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<Content></Content>
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<Resource>Fonts/DroidSans.ttf,64</Resource>
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<Alignment>
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<Right/>
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@@ -316,6 +330,7 @@
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<Entity name="KillFeed2">
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<Components>
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<c:Text>
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<Content></Content>
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<Resource>Fonts/DroidSans.ttf,64</Resource>
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<Alignment>
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<Right/>
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@@ -330,6 +345,7 @@
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<Entity name="KillFeed3">
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<Components>
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<c:Text>
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<Content></Content>
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<Resource>Fonts/DroidSans.ttf,64</Resource>
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<Alignment>
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<Right/>
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@@ -349,8 +365,10 @@
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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>0.97725610639912475</Time1>
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<Speed1>1</Speed1>
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<AnimationName2></AnimationName2>
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<AnimationName3></AnimationName3>
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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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@@ -368,8 +386,8 @@
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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="0.120430619" 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="0.12043038" Y="-0.244988307" Z="-0.181454808"/>
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<Orientation X="0.010404544" Y="-0.00268173823" Z="0.0428441577"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -406,6 +424,7 @@
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<Components>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<Color A="0.588235319" B="0" G="0" R="0"/>
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</c:Sprite>
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<c:Transform>
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@@ -475,8 +494,10 @@
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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>0.87583812735846323</Time1>
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<Speed1>1</Speed1>
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<AnimationName2></AnimationName2>
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<AnimationName3></AnimationName3>
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</c:Animation>
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<c:AnimationOffset>
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<AnimationName>AimRifle</AnimationName>
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@@ -499,8 +520,8 @@
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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="0.163429111" Y="1.0235405" Z="-0.215489209"/>
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<Orientation X="-0.0631071255" Y="-0.0576644838" Z="0.118255548"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -570,6 +591,26 @@
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</Components>
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<Children/>
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</Entity>
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<Entity name="Indicator">
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<Components>
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<c:Sprite>
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<DiffuseTexture>Textures/Icons/Arrow.png</DiffuseTexture>
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<DepthSort>false</DepthSort>
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<GlowMap></GlowMap>
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<Color A="1" B="1" G="0.309803933" R="0"/>
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</c:Sprite>
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<c:HiddenForLocalPlayer/>
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<c:SpriteIndicator>
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<MinScale>50</MinScale>
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<VisibleForSingleTeamOnly>true</VisibleForSingleTeamOnly>
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</c:SpriteIndicator>
|
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<c:Transform>
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<Position X="0" Y="1.84019077" Z="0"/>
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<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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@@ -13,6 +13,7 @@
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<c:DashAbility/>
|
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<c:Health/>
|
||||
<c:Physics>
|
||||
<PrevOrigin X="0" Y="0.772000015" Z="0"/>
|
||||
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
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</c:Physics>
|
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<c:Player>
|
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@@ -60,6 +61,7 @@
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||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
|
||||
<DepthSort>false</DepthSort>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.200000003"/>
|
||||
@@ -110,6 +112,7 @@
|
||||
</c:Fill>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/HealthHUD3.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.588235319" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:HealthHUD/>
|
||||
@@ -135,6 +138,7 @@
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -152,6 +156,7 @@
|
||||
</c:Fill>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -167,6 +172,7 @@
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -185,6 +191,7 @@
|
||||
</c:Fill>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -200,6 +207,7 @@
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -217,6 +225,7 @@
|
||||
</c:Fill>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -232,6 +241,7 @@
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -249,6 +259,7 @@
|
||||
</c:Fill>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -264,6 +275,7 @@
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.699999988" B="0" G="0.200000003" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -279,6 +291,7 @@
|
||||
</c:Fill>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -304,6 +317,7 @@
|
||||
<Entity name="KillFeed1">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content></Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Alignment>
|
||||
<Right/>
|
||||
@@ -316,6 +330,7 @@
|
||||
<Entity name="KillFeed2">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content></Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Alignment>
|
||||
<Right/>
|
||||
@@ -330,6 +345,7 @@
|
||||
<Entity name="KillFeed3">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content></Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Alignment>
|
||||
<Right/>
|
||||
@@ -349,8 +365,10 @@
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName1>Idle</AnimationName1>
|
||||
<Time1>0.018170670865885086</Time1>
|
||||
<Time1>1.2667383999985162</Time1>
|
||||
<Speed1>1</Speed1>
|
||||
<AnimationName2></AnimationName2>
|
||||
<AnimationName3></AnimationName3>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
|
||||
@@ -368,8 +386,8 @@
|
||||
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.120430693" Y="-0.2284486" Z="-0.181454509"/>
|
||||
<Orientation X="0.0104046017" Y="-0.00268172775" Z="0.0428442247"/>
|
||||
<Position X="0.120430425" Y="-0.242105931" Z="-0.181454822"/>
|
||||
<Orientation X="0.010404665" Y="-0.00268179877" Z="0.0428443067"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -406,6 +424,7 @@
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.588235319" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -475,8 +494,10 @@
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName1>Idle</AnimationName1>
|
||||
<Time1>0.11675631578762591</Time1>
|
||||
<Time1>0.26532318661337229</Time1>
|
||||
<Speed1>1</Speed1>
|
||||
<AnimationName2></AnimationName2>
|
||||
<AnimationName3></AnimationName3>
|
||||
</c:Animation>
|
||||
<c:AnimationOffset>
|
||||
<AnimationName>AimRifle</AnimationName>
|
||||
@@ -499,8 +520,8 @@
|
||||
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.157842755" Y="1.03184748" Z="-0.216178894"/>
|
||||
<Orientation X="-0.0626459867" Y="-0.0335309952" Z="0.120309927"/>
|
||||
<Position X="0.159282878" Y="1.0300566" Z="-0.216084003"/>
|
||||
<Orientation X="-0.0626799241" Y="-0.0390551724" Z="0.119761385"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -570,6 +591,26 @@
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Icons/Arrow.png</DiffuseTexture>
|
||||
<DepthSort>false</DepthSort>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:HiddenForLocalPlayer/>
|
||||
<c:SpriteIndicator>
|
||||
<MinScale>50</MinScale>
|
||||
<VisibleForSingleTeamOnly>true</VisibleForSingleTeamOnly>
|
||||
</c:SpriteIndicator>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1.84000003" Z="0"/>
|
||||
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
|
||||
@@ -1,15 +1,12 @@
|
||||
#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)
|
||||
//#define NUM_SAMPLES (11)
|
||||
|
||||
//Number of turns around the cirle
|
||||
uniform int uNumOfTurns;
|
||||
//#define uNumOfTurns (7)
|
||||
//#define NUM_TURNS (7)
|
||||
|
||||
layout (binding = 0) uniform sampler2D ViewSpaceZ;
|
||||
|
||||
@@ -45,41 +42,42 @@ vec3 getVSFaceNormal(vec3 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);
|
||||
// Pure Magic...
|
||||
float alpha = float(SampleIndex) * (1.0 / uNumOfSamples);
|
||||
|
||||
// Angle to where to sample
|
||||
float angle = alpha * (uNumOfTurns * 6.28f) + RotationAngle;
|
||||
float angle = alpha * (uNumOfTurns * 6.28) + 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;
|
||||
ivec2 screenSpaceSampleTexel = ivec2(ScreenSpaceSampleRadius * screenSpaceSampleOffsetVecor) + ScreenSpaceCoord;
|
||||
|
||||
return getVSPosition(screenSpaceSampleTexel);
|
||||
}
|
||||
|
||||
|
||||
|
||||
float sampleAO(ivec2 ScreenSpaceCoord, vec3 Origin, vec3 OriginNormal, float ScreenSpaceSampleRadius, int SampleIndex, float RotationAngle, float Radius, float Radius2) {
|
||||
float sampleAO(ivec2 ScreenSpaceCoord, vec3 Origin, vec3 OriginNormal, float ScreenSpaceSampleRadius, int SampleIndex, float RotationAngle, float Radius) {
|
||||
float radius2 = Radius * Radius;
|
||||
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;
|
||||
const float epsilon = 0.0001f;
|
||||
|
||||
// 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);
|
||||
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);
|
||||
}
|
||||
@@ -88,11 +86,9 @@ float sampleAO(ivec2 ScreenSpaceCoord, vec3 Origin, vec3 OriginNormal, float Scr
|
||||
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 {
|
||||
@@ -100,24 +96,19 @@ void main() {
|
||||
}
|
||||
|
||||
|
||||
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 sum = 0.0;
|
||||
for (int i = 0; i < uNumOfSamples; i++) {
|
||||
sum += sampleAO(originScreenCoord, origin, originNormal, screenSpaceSampleRadius, i, rotationAngleOffset, radius);
|
||||
}
|
||||
|
||||
//float A = max(0.0, 1.0 - sum * (2.0f / uNumOfSamples));
|
||||
float A = 1.0f - sum * (2.0f * uIntensityScale / float(uNumOfSamples));
|
||||
float A = 1.0 - sum * (2.0f * uIntensityScale / float(uNumOfSamples));
|
||||
AO = clamp(pow(A, uContrast), 0.0f, 1.0f);
|
||||
//AO = screenSpaceSampleRadius;
|
||||
//AO = vec4(originNormal, 1.0f);
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
@@ -52,6 +52,101 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
|
||||
continue;
|
||||
}
|
||||
|
||||
glm::mat4 modelMatrix;
|
||||
|
||||
// See a sprite is an SpriteIndicator
|
||||
bool isIndicator = false;
|
||||
if (world->HasComponent(entity.ID, "SpriteIndicator"))
|
||||
{
|
||||
auto indicator = entity["SpriteIndicator"];
|
||||
|
||||
float minScale = (float)(double)indicator["MinScale"];
|
||||
bool hasTeam = indicator["VisibleForSingleTeamOnly"];
|
||||
isIndicator = true;
|
||||
glm::vec3 pos = Transform::AbsolutePosition(entity);
|
||||
|
||||
|
||||
EntityWrapper entityTeam;
|
||||
if (hasTeam && (entity.HasComponent("Team") || entity.FirstParentWithComponent("Team").Valid()) && m_LocalPlayer.World != nullptr) {
|
||||
if (!entity.HasComponent("Team")) {
|
||||
entityTeam = entity.FirstParentWithComponent("Team");
|
||||
}
|
||||
else {
|
||||
entityTeam = entity;
|
||||
}
|
||||
|
||||
ComponentWrapper& entityTeamComponent = entityTeam["Team"];
|
||||
ComponentWrapper& localComponent = m_LocalPlayer["Team"];
|
||||
int entityTeamInt = entityTeamComponent["Team"];
|
||||
int localComponentInt = localComponent["Team"];
|
||||
int SpectatorInt = localComponent["Team"].Enum("Spectator");
|
||||
if (entityTeamInt != localComponentInt && localComponentInt != SpectatorInt) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Code for check if sprite is inside or outside of screen
|
||||
//glm::vec4 projectedPos = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix() * glm::vec4(pos, 1.0f);
|
||||
//projectedPos /= projectedPos.w;
|
||||
//// Check if inside of outside of screen.
|
||||
//if (projectedPos.x < -1.0f || projectedPos.x > 1.0f || projectedPos.y < -1.0f || projectedPos.y > 1.0f) {
|
||||
// // is outside of screen
|
||||
//} else {
|
||||
// // is inside of screen
|
||||
//}
|
||||
|
||||
|
||||
glm::vec3 zAxis = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
glm::vec3 normal = pos - m_Camera->Position();
|
||||
|
||||
//float distance = glm::length(normal);
|
||||
//if (distance < minDistance) {
|
||||
// pos = pos - glm::normalize(normal) * (distance - minDistance);
|
||||
//} else if (distance > maxDistance) {
|
||||
// pos = pos - glm::normalize(normal) * (distance - maxDistance);
|
||||
//}
|
||||
normal.y = 0;
|
||||
normal = glm::normalize(normal);
|
||||
glm::vec3 right = glm::cross(normal, zAxis);
|
||||
glm::vec3 up = glm::cross(right, normal);
|
||||
|
||||
modelMatrix[0][0] = right.x;
|
||||
modelMatrix[0][1] = right.y;
|
||||
modelMatrix[0][2] = right.z;
|
||||
modelMatrix[0][3] = 0.0f;
|
||||
|
||||
modelMatrix[1][0] = zAxis.x;
|
||||
modelMatrix[1][1] = zAxis.y;
|
||||
modelMatrix[1][2] = zAxis.z;
|
||||
modelMatrix[1][3] = 0.0f;
|
||||
|
||||
modelMatrix[2][0] = normal.x;
|
||||
modelMatrix[2][1] = normal.y;
|
||||
modelMatrix[2][2] = normal.z;
|
||||
modelMatrix[2][3] = 0.0f;
|
||||
|
||||
modelMatrix[3][0] = pos.x;
|
||||
modelMatrix[3][1] = pos.y;
|
||||
modelMatrix[3][2] = pos.z;
|
||||
modelMatrix[3][3] = 1.0f;
|
||||
|
||||
glm::mat4 tranformationMatrix = modelMatrix * glm::scale(Transform::AbsoluteScale(entity));
|
||||
glm::vec4 tmp = tranformationMatrix * glm::vec4(glm::vec3(0.5, 0.5, 0), 1.0f);
|
||||
glm::vec2 projectedTopRight = m_Camera->WorldToScreen(glm::vec3(tmp), m_Renderer->GetViewportSize());
|
||||
tmp = tranformationMatrix * glm::vec4(glm::vec3(-0.5, -0.5, 0), 1.0f);
|
||||
glm::vec2 projectedBottomLeft = m_Camera->WorldToScreen(glm::vec3(tmp), m_Renderer->GetViewportSize());
|
||||
|
||||
float diag = glm::length(projectedBottomLeft - projectedTopRight);
|
||||
if (diag < minScale) {
|
||||
tranformationMatrix = tranformationMatrix * glm::scale(glm::vec3(minScale / diag, minScale / diag, minScale / diag));
|
||||
}
|
||||
modelMatrix = tranformationMatrix;
|
||||
}
|
||||
else {
|
||||
modelMatrix = Transform::ModelMatrix(entity.ID, world);
|
||||
}
|
||||
|
||||
|
||||
std::string diffuseResource = cSprite["DiffuseTexture"];
|
||||
std::string glowResource = cSprite["GlowMap"];
|
||||
bool depthSorted = cSprite["DepthSort"];
|
||||
@@ -67,11 +162,7 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
|
||||
fillColor = (glm::vec4)fillComponent["Color"];
|
||||
}
|
||||
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, world);
|
||||
//modelMatrix *= m_Camera->BillboardMatrix();
|
||||
|
||||
|
||||
std::shared_ptr<SpriteJob> spriteJob = std::shared_ptr<SpriteJob>(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage, depthSorted));
|
||||
std::shared_ptr<SpriteJob> spriteJob = std::shared_ptr<SpriteJob>(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage, depthSorted, isIndicator));
|
||||
|
||||
jobs.push_back(spriteJob);
|
||||
}
|
||||
@@ -93,7 +184,6 @@ bool RenderSystem::isEntityVisible(EntityWrapper& entity)
|
||||
) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -31,30 +31,12 @@ void SSAOPass::InitializeShaderProgram()
|
||||
|
||||
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);
|
||||
GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R8, GL_RED, GL_FLOAT);
|
||||
|
||||
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);
|
||||
GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R32F, GL_RED, GL_FLOAT);
|
||||
|
||||
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
||||
@@ -63,12 +45,12 @@ void SSAOPass::InitializeBuffer()
|
||||
void SSAOPass::ClearBuffer()
|
||||
{
|
||||
m_SSAOFramBuffer.Bind();
|
||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||
glClearColor(0.f, 0.f, 0.f, 0.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);
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_SSAOViewSpaceZFramBuffer.Unbind();
|
||||
}
|
||||
@@ -82,6 +64,17 @@ void SSAOPass::Setting(float radius, float bias, float contrast, float intensity
|
||||
m_NumOfTurns = NumOfTurns;
|
||||
}
|
||||
|
||||
void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
||||
{
|
||||
glGenTextures(1, texture);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);
|
||||
GLERROR("Texture initialization failed");
|
||||
}
|
||||
|
||||
void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
{
|
||||
@@ -118,11 +111,6 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
(-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();
|
||||
@@ -131,7 +119,7 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
|
||||
|
||||
// How many pixel there are in a 1m long object 1m away from the camera
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), m_Renderer->GetViewportSize().Height / (-2.0f * glm::tan(glm::radians(camera->FOV()) * 0.5f)));
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), m_Renderer->GetViewportSize().Height / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
|
||||
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius);
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias);
|
||||
@@ -147,3 +135,7 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
m_DrawBloomPass->ClearBuffer();
|
||||
m_DrawBloomPass->Draw(m_SSAOTexture);
|
||||
}
|
||||
|
||||
void ComputeAO(GLuint depthBuffer, Camera* camera) {
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user