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73 Commits

Author SHA1 Message Date
Teejoon a806f9b1e3 WIP 2016-03-01 12:04:26 +01:00
Teejoon 22748f6594 Merge branch 'master' of https://github.com/teamfisk/TacticalZ into RenderSettings
Conflicts:
	src/Engine/Rendering/CubeMapPass.cpp
2016-02-29 11:46:08 +01:00
Teejoon df7ace6626 We only uses one depth buffer now 2016-02-29 11:44:29 +01:00
Jace bb76c9d248 WIP multi-weapon behaviours 2016-02-29 06:58:57 +01:00
Teejoon 9cbc6f7755 Added GenerateTexture, GenerateMipMapTexture and DeleteTexture to CommonFunctions 2016-02-28 16:16:22 +01:00
Teejoon d3a245606a SSAO and Glow is no longe conflicting with each other.
Texture should get the id = 0 when they are deleted and not assigned a new texture after. Else they will start to conflict with each other.
2016-02-28 15:02:40 +01:00
Teejoon b320d8d1e4 WIP 2016-02-26 18:01:38 +01:00
Teejoon 62e22d3821 Fix 2016-02-26 13:32:16 +01:00
Teejoon 0805375483 Deleted SSAO sliders except Quality 2016-02-26 13:25:19 +01:00
Jace 0c60b637c3 Who's merging without compiling? 2016-02-26 12:52:10 +01:00
William Moberg d411de894f Merge pull request #140 from teamfisk/FixNetworkBugs
Death explosion should always get triggered now.
2016-02-26 12:01:19 +01:00
Teejoon f56705d921 You can now change the quality of SSAO by sliding the SSAO Quality 2016-02-26 11:51:20 +01:00
Jocke 18450ff4f3 Death explosion should always get triggered now. (I hope) 2016-02-26 11:08:05 +01:00
William Moberg 22b473a0b6 Merge pull request #139 from teamfisk/EditorCopyPaste
Editor copy paste
2016-02-26 11:01:18 +01:00
Jace f161fce719 Merge pull request #138 from teamfisk/PlayerAtOriginFix
Teleporting to origin on spawn fixed.
2016-02-25 17:55:03 +01:00
Jace 0343683678 Fixed cubemaps being generated over and over again each frame. 2016-02-25 17:51:40 +01:00
Jace 9e6c67596d Basic editor copy and paste. Doesn't actually copy the entity until you paste it. 2016-02-25 17:51:28 +01:00
William Moberg 89d0d5753f Fix for player teleporting to (0,0,0). Saves player previous position in CollisionSystem instead of Physics component so it won't be saved when editing Players. 2016-02-25 16:16:24 +01:00
Adam Byléhn 748a178801 Merge pull request #136 from teamfisk/FixNetworkBugs
Fix network bugs
2016-02-25 16:09:08 +01:00
Jocke eac9a9daf6 Pull request #136 Merge remote-tracking branch 'origin/master' into FixNetworkBugs
# Conflicts:
#	src/Engine/Network/Client.cpp
2016-02-25 16:07:06 +01:00
Jocke 059fe5c6c0 Fixed typo m_EPDoubleJump to m_EDoubleJump. 2016-02-25 16:04:27 +01:00
Joachim Pettersson fb465ede81 Merge pull request #134 from teamfisk/HUDDesync
Good job! 👍
2016-02-25 15:53:07 +01:00
Jocke f66fa7a183 Merge remote-tracking branch 'origin/master' into FixNetworkBugs
# Conflicts:
#	include/Engine/Network/Client.h
#	include/Engine/Network/MessageType.h
#	include/Engine/Network/Server.h
#	include/Engine/Network/TCPServer.h
#	src/Engine/Network/Client.cpp
#	src/Engine/Network/TCPServer.cpp
2016-02-25 15:13:11 +01:00
Jocke 508d8a6f00 Fixed memory leak in TCPServer::AcceptNewConnections caused by acceptor->async_accept().
Fixed some formating and comments.
2016-02-25 14:24:38 +01:00
stiffly 8ce6308649 In snapshot: now sends player information and also CP information. Now it is no longer true that they will arrive in pre order. Appropriate actions were therefor implemented. 2016-02-25 11:56:40 +01:00
stiffly f10958c268 Capturepoint logic is now purely done on the serverside. 2016-02-25 11:50:29 +01:00
William Moberg da1c7b3093 Merge pull request #133 from teamfisk/AndersTest
Ammo,HealthPickup now takes in account for possible parenting/childin…
2016-02-25 09:58:14 +01:00
verysecrethero ef87102d1f Ammo,HealthPickup now takes in account for possible parenting/childing of the pickup. Also saved the xml files with the new scaling 2016-02-24 17:53:37 +01:00
Jace 9a41bda4cf Merge pull request #132 from teamfisk/CubeMap
Cube map
2016-02-24 16:03:49 +01:00
Tleety fc18932068 Merge remote-tracking branch 'origin/master' into CubeMap
# Conflicts:
#	src/Engine/Rendering/Renderer.cpp
2016-02-24 15:45:30 +01:00
Tobias Dahl b874ea8641 Merge pull request #131 from teamfisk/ResizeWindowFixFromSSAOMerge
Have fix the resizing errors
2016-02-24 15:22:12 +01:00
Tobias Dahl 2609a0253d Merge pull request #129 from teamfisk/HUDDesync
Networking improvements
2016-02-24 15:22:01 +01:00
William Moberg de309d3b9d Merge pull request #130 from teamfisk/AndersTest
CapturePointSystem fix, DamageIndicatorSystem fix
2016-02-24 15:17:36 +01:00
Tobias Dahl f7ef6707a7 Merge pull request #116 from teamfisk/SeeTeamMates
See team mates
2016-02-24 15:05:19 +01:00
Tleety feeff5b164 Debug tool for different CubeMap
changed cubemap influence.
2016-02-24 14:47:47 +01:00
stiffly 7394436e7a Removed unnecessary comment. 2016-02-24 14:23:54 +01:00
Tleety f41e0b29be assets 2016-02-24 14:21:48 +01:00
Tleety 607e83134d Cubemaps working 2016-02-24 14:16:49 +01:00
verysecrethero 5af4f9d8e7 Removed a comment originating from HUDDesynch branch 2016-02-24 14:06:41 +01:00
verysecrethero af68236e71 now using a define INDICATOR_TEST to activate the DamageIndicatorSystem test. 2016-02-24 13:58:05 +01:00
Tleety 6f9ce8a0c1 WIP 2016-02-24 13:57:54 +01:00
Teejoon 6465fe6ed6 Have fix the resizing errors 2016-02-24 13:22:41 +01:00
Jocke fa13c1d065 Double jump is now working. 2016-02-23 18:24:46 +01:00
verysecrethero e2831c5593 CapturePointSystem fix, DamageIndicatorSystem fix 2016-02-23 17:29:33 +01:00
Tleety 8d23c531af Cubemaps kinda functioning, still somthing wierd with the vectors. 2016-02-23 17:17:50 +01:00
Tleety 91b0ac5fbd Some groundwork for cubemaps. 2016-02-23 16:00:43 +01:00
stiffly d77119bb2d Fixed print for serverlist. 2016-02-23 11:47:44 +01:00
stiffly 27669b7383 Merge remote-tracking branch 'origin/master' into HUDDesync 2016-02-23 11:09:44 +01:00
stiffly fc7d62a5ad Various clean ups. 2016-02-23 11:07:56 +01:00
stiffly c42e1e0967 SoundSystem Fix. Now subscribes to an event that was thought to be listened to. 2016-02-23 11:07:41 +01:00
stiffly fe9dbf0b0f Serverlist fix. 2016-02-23 10:33:20 +01:00
Tleety 4ffb03fdd5 Merge remote-tracking branch 'origin/master' into SmallFixes-Tobias
# Conflicts:
#	src/Engine/Rendering/DrawFinalPass.cpp
2016-02-23 10:02:53 +01:00
stiffly e5ff88d3c9 SoundSystem bug fix 2016-02-22 17:41:14 +01:00
stiffly 845a30ed0f Merge remote-tracking branch 'origin/DynamicPacketBuffer' into HUDDesync
# Conflicts:
#	include/Engine/Network/TCPServer.h
#	src/Engine/Network/TCPServer.cpp
2016-02-22 17:39:48 +01:00
Jocke 34a71b0767 Fixed linking issue. 2016-02-22 17:24:35 +01:00
stiffly 833006744a WIP 2016-02-22 17:00:25 +01:00
Jocke b2d8cddfb7 WE now send the map on connect after that only player information. 2016-02-22 16:46:31 +01:00
Jocke ed9149fe63 Network buffer should now dynamically increase when needed. 2016-02-22 16:04:27 +01:00
stiffly 4c1a284636 Server now does Capture point logic too. 2016-02-22 11:30:31 +01:00
stiffly 23dc8e07b2 Will this do the trick? Now tells the server to send HUD entities too. 2016-02-22 10:41:37 +01:00
stiffly c7d31cac2d Merge remote-tracking branch 'origin/master' into FriendlyHost/Join
# Conflicts:
#	src/Engine/Network/Client.cpp
2016-02-22 10:19:48 +01:00
stiffly a1e932d261 Merge remote-tracking branch 'origin/master' into FriendlyHost/Join 2016-02-22 10:06:51 +01:00
stiffly 070f1bd394 Merge remote-tracking branch 'origin/FriendlyHost/Join' into FriendlyHost/Join
# Conflicts:
#	src/Engine/Network/Client.cpp
2016-02-22 10:06:25 +01:00
stiffly 993d804cef Added an event to search for servers.
Client now broadcasts a serverlistrequest.
An active server will then answer the request and send info about the server.
The client saves this data to a list and presents it to the user.
2016-02-22 10:05:47 +01:00
stiffly 2f259c3773 Added an event to search for servers.
Client now broadcasts a serverlistrequest.
An active server will then answer the request and send info about the server.
The client saves this data to a list and presents it to the user.
2016-02-19 15:38:09 +01:00
Tleety 97fcdb342d Bloom should now show behind transparent objects. 2016-02-19 14:23:40 +01:00
Tleety 949ee76f55 Fallow and name fix 2016-02-19 13:52:16 +01:00
stiffly 46987beefb Updated the serverlist, now prints adress and port of the server. 2016-02-17 17:05:10 +01:00
stiffly 950ecba1c0 Merge remote-tracking branch 'origin/master' into FriendlyHost/Join 2016-02-17 15:52:58 +01:00
stiffly fdc8f753cb Implemented primitive server "heartbeat" logic, which sends server info from server to client without being connected. 2016-02-17 15:51:26 +01:00
Jocke 4432891437 Fixed crash in Client::parsePlayerDamage. 2016-02-17 10:21:50 +01:00
Jocke a006db9e63 WIP Fix dsync 2016-02-16 16:06:17 +01:00
Jocke 717af2c4a4 Fixed bug in Client::parsePlayerDamage() 2016-02-16 10:22:15 +00:00
116 changed files with 2927 additions and 1215 deletions
+1 -1
Submodule assets updated: 651f65a98d...10a611659d
@@ -24,6 +24,7 @@ public:
private:
Octree<EntityAABB>* m_Octree;
std::vector<EntityAABB> m_OctreeResult;
std::unordered_map<EntityWrapper, glm::vec3> m_PrevPositions;
};
#endif
+6
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@@ -29,16 +29,22 @@ struct EntityWrapper
EntityWrapper Parent();
EntityWrapper FirstChildByName(const std::string& name);
EntityWrapper FirstParentWithComponent(const std::string& componentType);
EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid);
std::vector<EntityWrapper> ChildrenWithComponent(const std::string& componentType);
void DeleteChildren();
bool IsChildOf(EntityWrapper potentialParent);
bool Valid() const;
ComponentWrapper operator[](const char* componentName);
ComponentWrapper operator[](const std::string& componentName);
bool operator==(const EntityWrapper& e) const;
bool operator!=(const EntityWrapper& e) const;
explicit operator EntityID() const;
private:
EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent);
EntityWrapper cloneRecursive(EntityWrapper entity, EntityWrapper parent);
void childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent);
};
namespace std
+1 -1
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@@ -68,7 +68,7 @@ protected:
const std::string m_ComponentType;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) = 0;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) = 0;
};
class ImpureSystem : public virtual System
+1 -1
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@@ -40,7 +40,7 @@ public:
// Change the parent of an entity
void SetParent(EntityID entity, EntityID parent);
// Get children of an entity
const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> GetChildren(EntityID entity);
const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> GetDirectChildren(EntityID entity);
// Get all component pools
const std::unordered_map<std::string, ComponentPool*>& GetComponentPools() const { return m_ComponentPools; }
// Get the entity children map
+8
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@@ -73,6 +73,12 @@ public:
// Called when the user means to rename an entity.
typedef std::function<void(EntityWrapper, const std::string&)> OnEntityChangeName_t;
void SetEntityChangeNameCallback(OnEntityChangeName_t f) { m_OnEntityChangeName = f; }
// Called when the user pastes an entity previously "copied"
// @param EntityWrapper The entity to copy
// @param EntityWrapper The entity to parent the new copy to
// @return The new copy of the entity
typedef std::function<EntityWrapper(EntityWrapper, EntityWrapper)> OnEntityPaste_t;
void SetEntityPasteCallback(OnEntityPaste_t f) { m_OnEntityPaste = f; }
// Called when the user means to attach a new component to an entity.
typedef std::function<void(EntityWrapper, const std::string&)> OnComponentAttach_t;
void SetComponentAttachCallback(OnComponentAttach_t f) { m_OnComponentAttach = f; }
@@ -111,6 +117,7 @@ private:
std::string m_DroppedFile = "";
bool m_Paused = false;
bool m_MouseLocked = false;
EntityWrapper m_CopyTarget = EntityWrapper::Invalid;
// Callbacks
OnEntitySelectedCallback_t m_OnEntitySelected = nullptr;
@@ -124,6 +131,7 @@ private:
OnComponentDelete_t m_OnComponentDelete = nullptr;
OnWidgetMode_t m_OnWidgetMode = nullptr;
OnWidgetSpace_t m_OnWidgetSpace = nullptr;
OnEntityPaste_t m_OnEntityPaste = nullptr;
// Events
EventRelay<EditorGUI, Events::KeyDown> m_EKeyDown;
+1
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@@ -56,6 +56,7 @@ private:
void OnEntityDelete(EntityWrapper entity);
void OnEntityChangeParent(EntityWrapper entity, EntityWrapper parent);
void OnEntityChangeName(EntityWrapper entity, const std::string& name);
EntityWrapper OnEntityPaste(EntityWrapper entityToCopy, EntityWrapper parent);
void OnComponentAttach(EntityWrapper entity, const std::string& componentType);
void OnComponentDelete(EntityWrapper entity, const std::string& componentType);
void OnWidgetSpace(EditorGUI::WidgetSpace widgetSpace);
+31 -5
View File
@@ -19,11 +19,26 @@
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "Core/ConfigFile.h"
#include "Core/EPlayerDeath.h"
#include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h"
#include "../Game/Events/EDoubleJump.h"
#include "Network/EInterpolate.h"
#include "Network/SnapshotFilter.h"
#include "Core/EPlayerSpawned.h"
#include "Network/ESearchForServers.h"
struct ServerInfo
{
ServerInfo(std::string a, int b, std::string c, int d)
{
Address = a; Port = b; Name = c; PlayersConnected = d;
}
std::string Address = "";
int Port = 0;
std::string Name = "";
int PlayersConnected = 0;
};
class Client : public Network
{
@@ -34,7 +49,9 @@ public:
void Connect(std::string address, int port);
void Update() override;
private:
UDPClient m_Unreliable;
TCPClient m_Reliable;
std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
void parseSpawnEvents();
// Save for children
@@ -82,10 +99,13 @@ public:
void parseTCPConnect(Packet& packet);
void parsePlayerConnected(Packet& packet);
void parsePing();
void parseServerlist(Packet& packet);
void parseKick();
void parsePlayersSpawned(Packet& packet);
void parseEntityDeletion(Packet& packet);
void parsePlayerDamage(Packet& packet);
void parseComponentDeletion(Packet& packet);
void parseDoubleJump(Packet& packet);
void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
void parseSnapshot(Packet& packet);
void identifyPacketLoss();
@@ -94,6 +114,7 @@ public:
void sendInputCommands();
void sendLocalPlayerTransform();
void becomePlayer();
void displayServerlist();
// Mapping Logic
// Returns if local EntityID exist in map
bool clientServerMapsHasEntity(EntityID clientEntityID);
@@ -109,10 +130,15 @@ public:
bool OnPlayerDamage(const Events::PlayerDamage& e);
EventRelay<Client, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned& e);
void parsePlayerDamage(Packet& packet);
private:
UDPClient m_Unreliable;
TCPClient m_Reliable;
EventRelay< Client, Events::SearchForServers> m_ESearchForServers;
EventRelay<Client, Events::DoubleJump> m_EDoubleJump;
bool OnDoubleJump(Events::DoubleJump & e);
bool OnSearchForServers(const Events::SearchForServers& e);
UDPClient m_ServerlistRequest;
std::vector<ServerInfo> m_Serverlist;
bool m_SearchingForServers = false;
std::clock_t m_StartSearchTime;
double m_SearchingTime = 2000; // Config I guess
};
#endif
@@ -0,0 +1,12 @@
#ifndef Events_SearchForServers_h__
#define Events_SearchForServers_h__
#include "Core/Event.h"
namespace Events
{
struct SearchForServers : public Event { };
}
#endif
-13
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@@ -1,13 +0,0 @@
#ifndef HybridClient_h__
#define HybridClient_h__
class HybridClient
{
public:
HybridClient();
~HybridClient();
private:
};
#endif
-12
View File
@@ -1,12 +0,0 @@
#ifndef HybridServer_h__
#define HybridServer_h__
class HybridServer
{
public:
HybridServer();
~HybridServer();
private:
};
#endif
+2
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@@ -19,6 +19,8 @@ enum class MessageType
EntityDeleted,
ComponentDeleted,
PlayerTransform,
OnDoubleJump,
ServerlistRequest,
Invalid
};
+4 -1
View File
@@ -9,13 +9,16 @@ typedef unsigned int PacketID;
class NetworkClient
{
public:
NetworkClient();
virtual ~NetworkClient();
virtual void Connect(std::string playerName, std::string address, int port) = 0;
virtual void Disconnect() = 0;
virtual void Receive(Packet& packet) = 0;
virtual void Send(Packet & packet) = 0;
virtual bool IsSocketAvailable() = 0;
protected:
char m_ReadBuffer[BUFFERSIZE] = { 0 };
char* m_ReadBuffer;
unsigned int m_BufferSize = BUFFERSIZE;
};
#endif
+4 -1
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@@ -10,12 +10,15 @@ typedef unsigned int PacketID;
class NetworkServer
{
public:
NetworkServer();
virtual ~NetworkServer();
virtual void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers) = 0;
virtual void Receive(Packet & packet, PlayerDefinition & playerDefinition) = 0;
virtual void Send(Packet & packet, PlayerDefinition & playerDefinition) = 0;
virtual void Send(Packet & packet) = 0;
protected:
char m_ReadBuffer[BUFFERSIZE] = { 0 };
char* m_ReadBuffer;
unsigned int m_BufferSize = BUFFERSIZE;
};
#endif
+9 -4
View File
@@ -17,6 +17,7 @@
#include "Core/EPlayerDamage.h"
#include "Network/EPlayerDisconnected.h"
#include "Core/EPlayerSpawned.h"
#include "../Game/Events/EDoubleJump.h"
#include "Core/EEntityDeleted.h"
#include "Core/EComponentDeleted.h"
@@ -32,6 +33,7 @@ private:
// Network channels
TCPServer m_Reliable;
UDPServer m_Unreliable;
UDPServer m_ServerlistRequest;
// dont forget to set these in the childrens receive logic
boost::asio::ip::address m_Address;
int m_Port = 27666;
@@ -54,7 +56,7 @@ private:
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
//Timers
std::clock_t m_StartPingTime;
// Packet loss logic
PacketID m_PacketID = 0;
PacketID m_PreviousPacketID = 0;
@@ -64,6 +66,7 @@ private:
void reliableBroadcast(Packet& packet);
void unreliableBroadcast(Packet& packet);
void sendSnapshot();
void addPlayersToPacket(Packet& packet, EntityID entityID);
void addChildrenToPacket(Packet& packet, EntityID entityID);
void addInputCommandsToPacket(Packet& packet);
void sendPing();
@@ -77,10 +80,12 @@ private:
void parsePlayerTransform(Packet& packet);
void parseOnInputCommand(Packet& packet);
void parseClientPing();
void parsePing();
void parseUDPConnect(Packet & packet);
void parseTCPConnect(Packet & packet);
void parsePing();
bool parseDoubleJump(Packet& packet);
void parseUDPConnect(Packet& packet);
void parseTCPConnect(Packet& packet);
void parseDisconnect();
void parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint);
bool shouldSendToClient(EntityWrapper childEntity);
// Debug event
+1 -1
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@@ -20,7 +20,7 @@ private:
boost::asio::ip::tcp::endpoint m_Endpoint;
boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::tcp::socket> m_Socket;
size_t readBuffer(char* data);
size_t readBuffer();
PacketID m_SendPacketID = 0;
bool m_IsConnected = false;
};
+10 -4
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@@ -16,16 +16,22 @@ public:
void Send(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet);
void Disconnect();
int Port() { return m_Port; }
std::string Address() { return m_Address; }
private:
// TCP logic
boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::tcp::acceptor> acceptor;
boost::shared_ptr<boost::asio::ip::tcp::socket> lastReceivedSocket;
void handle_accept(boost::shared_ptr<boost::asio::ip::tcp::socket> socket,
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
const boost::system::error_code& error);
int readBuffer(char* data, PlayerDefinition& playerDefinition);
int readBuffer(PlayerDefinition& playerDefinition);
PlayerID getPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers,
boost::asio::ip::address address, unsigned short port);
int GetPort();
std::string GetAddress();
int m_Port = 0;
std::string m_Address = "";
};
#endif
+2 -1
View File
@@ -14,13 +14,14 @@ public:
void Disconnect();
void Receive(Packet& packet);
void Send(Packet & packet);
void Broadcast(Packet& packet, int port);
bool IsSocketAvailable();
private:
// Assio UDP logic
boost::asio::io_service m_IOService;
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket;
int readBuffer(char* data);
int readBuffer();
PacketID m_SendPacketID = 0;
};
+5 -2
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@@ -8,18 +8,21 @@ class UDPServer : public NetworkServer
{
public:
UDPServer();
UDPServer(int port);
~UDPServer();
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
void Receive(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet);
void Send(Packet & packet);
void Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint);
void Broadcast(Packet & packet, int port);
bool IsSocketAvailable();
private:
// UDP logic
boost::asio::io_service m_IOService;
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
int readBuffer(char* data);
int readBuffer();
};
#endif
+27
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@@ -0,0 +1,27 @@
#ifndef CubeMapPass_h__
#define CubeMapPass_h__
#include "IRenderer.h"
#include "ShaderProgram.h"
class CubeMapPass
{
public:
CubeMapPass(IRenderer* renderer);
~CubeMapPass() { }
void LoadTextures(std::string input);
void FillCubeMap(glm::vec3 originPosition);
void GenerateCubeMapTexture();
//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
GLuint m_CubeMapTexture = -1;
private:
IRenderer* m_Renderer;
std::string m_PreviusCubeMapTexture;
std::vector<Texture*> m_CubeMapTextures;
};
#endif
+15 -8
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@@ -12,7 +12,7 @@
class DrawBloomPass
{
public:
DrawBloomPass(IRenderer* renderer /* ,Texture or finalpass*/ );
DrawBloomPass(IRenderer* renderer, ConfigFile* config);
~DrawBloomPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
@@ -23,26 +23,33 @@ public:
void FillGaussianBuffer(FrameBuffer* fb);
void Draw(GLuint texture);
void ChangeQuality(int quality);
void OnWindowResize();
//Getters
//Return the blurred result of the texture that was sent into draw
GLuint GaussianTexture() const { return m_GaussianTexture_vert; }
GLuint GaussianTexture() const {
if (m_Quality == 0) {
return m_BlackTexture->m_Texture;
} else {
return m_GaussianTexture_vert;
}
}
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
Texture* m_WhiteTexture;
Texture* m_BlackTexture;
Model* m_ScreenQuad;
const IRenderer* m_Renderer;
ConfigFile* m_Config;
//const LightCullingPass* m_LightCullingPass
GLuint m_iterations = 9;
int m_Iterations;
int m_Quality = 0;
GLuint m_GaussianTexture_horiz;
GLuint m_GaussianTexture_vert;
GLuint m_GaussianTexture_horiz = 0;
GLuint m_GaussianTexture_vert = 0;
FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert;
+16 -7
View File
@@ -4,6 +4,8 @@
#include "IRenderer.h"
#include "DrawFinalPassState.h"
#include "LightCullingPass.h"
#include "CubeMapPass.h"
#include "SSAOPass.h"
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "Util/UnorderedMapVec2.h"
@@ -13,12 +15,12 @@
class DrawFinalPass
{
public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, GLuint* depthBuffer);
~DrawFinalPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderScene& scene, GLuint SSAOTexture);
void Draw(RenderScene& scene);
void ClearBuffer();
void OnWindowResize();
@@ -33,15 +35,14 @@ public:
FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void MergeLayers();
void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
@@ -54,20 +55,28 @@ private:
Texture* m_GreyTexture;
Texture* m_ErrorTexture;
Model* m_ScreenQuad;
FrameBuffer m_MergeFrameBuffer;
FrameBuffer m_FinalPassFrameBuffer;
FrameBuffer m_FinalPassFrameBufferLowRes;
GLuint m_BloomTexture;
GLuint m_SceneTexture;
GLuint m_BloomTextureLowRes;
GLuint m_SceneTextureLowRes;
GLuint m_DepthBuffer;
GLuint* m_DepthBuffer;
GLuint m_DepthBufferLowRes;
GLuint m_CubeMapTexture;
//maqke this component based i guess?
GLuint m_ShieldPixelRate = 16;
const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass;
const CubeMapPass* m_CubeMapPass;
const SSAOPass* m_SSAOPass;
ShaderProgram* m_MergeProgram;
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
+2
View File
@@ -5,11 +5,13 @@
#include "../OpenGL.h"
#include "../GLM.h"
#include "../Core/Util/Rectangle.h"
#include "../Core/ConfigFile.h"
#include "Util/ScreenCoords.h"
#include "Camera.h"
#include "RenderQueue.h"
#include "Model.h"
#include "../Core/World.h" //So temp
#include "Util/CommonFunctions.h"
struct PickData
+1 -3
View File
@@ -28,15 +28,13 @@ public:
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
GLuint PickingTexture() const { return m_PickingTexture; }
GLuint DepthBuffer() const { return m_DepthBuffer; }
GLuint* DepthBuffer() { return &m_DepthBuffer; }
const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; }
PickData Pick(glm::vec2 screenCoord);
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
EventBroker* m_EventBroker;
const IRenderer* m_Renderer;
+2
View File
@@ -24,6 +24,8 @@ public:
bool StencilFunc(GLenum func, GLint ref, GLuint mask);
bool StencilMask(GLuint mask);
bool DepthMask(GLboolean flag);
bool DepthFunc(GLenum func);
bool AlphaFunc(GLenum func, GLclampf thresholder);
private:
std::vector<std::function<void(void)>> m_ResetFunctions;
+9 -8
View File
@@ -17,6 +17,7 @@
#include "DrawBloomPass.h"
#include "DrawColorCorrectionPass.h"
#include "SSAOPass.h"
#include "CubeMapPass.h"
#include "../Core/EventBroker.h"
#include "ImGuiRenderPass.h"
#include "Camera.h"
@@ -31,8 +32,9 @@ class Renderer : public IRenderer
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
public:
Renderer(EventBroker* eventBroker)
: m_EventBroker(eventBroker)
Renderer(EventBroker* eventBroker, ConfigFile* config)
: m_EventBroker(eventBroker)
, m_Config(config)
{ }
virtual void Initialize() override;
@@ -46,6 +48,7 @@ private:
//----------------------Variables----------------------//
static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
ConfigFile* m_Config;
EventBroker* m_EventBroker;
TextPass* m_TextPass;
@@ -58,13 +61,10 @@ private:
Model* m_UnitSphere;
int m_DebugTextureToDraw = 0;
int m_CubeMapTexture = 0;
bool m_ResizeWindow = false;
float m_SSAO_Radius = 1.0f;
float m_SSAO_Bias = 0.05f;
float m_SSAO_Contrast = 1.5f;
float m_SSAO_IntensityScale = 1.0f;
int m_SSAO_NumOfSamples = 24;
int m_SSAO_NumOfTurns = 7;
int m_SSAO_Quality = 0;
int m_GLOW_Quality = 2;
PickingPass* m_PickingPass;
LightCullingPass* m_LightCullingPass;
@@ -74,6 +74,7 @@ private:
DrawBloomPass* m_DrawBloomPass;
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
SSAOPass* m_SSAOPass;
CubeMapPass* m_CubeMapPass;
//----------------------Functions----------------------//
void InitializeWindow();
+36 -10
View File
@@ -13,15 +13,32 @@
class SSAOPass
{
public:
SSAOPass(IRenderer* rendere);
SSAOPass(IRenderer* renderer, ConfigFile* config);
~SSAOPass() { };
void ChangeQuality(int quality);
void Draw(GLuint depthBuffer, Camera* camera);
void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns);
void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality);
void ClearBuffer();
void OnWindowResize();
//Return the SSAO of the texture sent to Draw
GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
GLuint SSAOTexture() const {
if (m_Quality == 0) {
return m_WhiteTexture->m_Texture;
} else {
return m_Gaussian_vert;
}
}
int TextureQuality() const {
if (m_Quality == 0) {
return 13;
} else {
return m_TextureQuality;
}
}
private:
void InitializeTexture();
@@ -29,15 +46,13 @@ private:
void InitializeShaderProgram();
void InitializeBuffer();
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void ComputeAO(GLuint depthBuffer, Camera* camera);
//void blurHorizontal(GLuint depthBuffer);
//void blurVertical(GLuint depthBuffer);
Model* m_ScreenQuad;
const IRenderer* m_Renderer;
ConfigFile* m_Config;
float m_Radius;
float m_Bias;
@@ -45,17 +60,28 @@ private:
float m_IntensityScale;
int m_NumOfSamples;
int m_NumOfTurns;
int m_Iterations;
int m_TextureQuality;
int m_Quality = 0;
GLuint m_SSAOTexture;
Texture* m_WhiteTexture;
GLuint m_SSAOTexture = 0;
FrameBuffer m_SSAOFramBuffer;
GLuint m_SSAOViewSpaceZTexture;
GLuint m_SSAOViewSpaceZTexture = 0;
FrameBuffer m_SSAOViewSpaceZFramBuffer;
GLuint m_Gaussian_horiz = 0;
GLuint m_Gaussian_vert = 0;
FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert;
ShaderProgram* m_SSAOProgram;
ShaderProgram* m_SSAOViewSpaceZProgram;
DrawBloomPass* m_DrawBloomPass;
ShaderProgram* m_GaussianProgram_horiz;
ShaderProgram* m_GaussianProgram_vert;
};
#endif
+1
View File
@@ -18,6 +18,7 @@ public:
void Bind(GLenum textureUnit = GL_TEXTURE0);
GLuint m_Texture = 0;
unsigned char* Data = nullptr;
};
@@ -9,6 +9,10 @@
namespace CommonFunctions
{
Texture* LoadTexture(std::string path, bool threaded);
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat);
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps);
void DeleteTexture(GLuint* texture);
};
#endif
+1 -1
View File
@@ -8,7 +8,7 @@ namespace Events
struct DoubleJump : public Event
{
EntityID entityID;
};
}
+1
View File
@@ -26,6 +26,7 @@ private:
double AmmoGain;
double RespawnTimer;
double DecreaseThisRespawnTimer;
EntityID parentID;
};
std::vector<NewAmmoPickup> m_ETriggerTouchVector;
};
+17 -1
View File
@@ -14,11 +14,13 @@
#include <glm/gtx/vector_angle.hpp>
#include "Rendering/Util/CommonFunctions.h"
//#define INDICATOR_TEST
class DamageIndicatorSystem : public System
class DamageIndicatorSystem : public ImpureSystem
{
public:
DamageIndicatorSystem(SystemParams params);
virtual void Update(double dt) override;
private:
EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage;
@@ -28,6 +30,20 @@ private:
bool OnSetCamera(const Events::SetCamera& e);
EntityID m_CurrentCamera = -1;
struct DamageIndicatorStruct {
EntityWrapper spriteEntity;
glm::vec3 enemyPosition;
DamageIndicatorStruct(EntityWrapper sprite, glm::vec3 pos)
: spriteEntity(sprite)
, enemyPosition(pos) {}
};
std::vector<DamageIndicatorStruct> updateDamageIndicatorVector;
float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos);
//for tests
#ifdef INDICATOR_TEST
glm::vec3 DamageIndicatorTest(EntityWrapper player);
int m_TestVar = 0;
#endif
};
#endif
+1
View File
@@ -27,6 +27,7 @@ private:
double HealthGain;
double RespawnTimer;
double DecreaseThisRespawnTimer;
EntityID parentID;
};
std::vector<NewHealthPickup> m_ETriggerTouchVector;
};
+5 -1
View File
@@ -34,10 +34,14 @@ private:
glm::vec3 m_LastPosition = glm::vec3();
// The logic for making the sound play when player is moving
void playerStep(double dt);
// Spawn a hexagon at origin of an Entity
void spawnHexagon(EntityWrapper target);
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
EventRelay<PlayerMovementSystem, Events::DoubleJump> m_EDoubleJump;
bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e);
void updateMovementControllers(double dt);
void updateVelocity(double dt);
void updateVelocity(EntityWrapper player, double dt);
};
@@ -1,37 +1,33 @@
#ifndef AssaultWeaponBehaviour_h__
#define AssaultWeaponBehaviour_h__
#include "Sound/EPlaySoundOnEntity.h"
#include "Collision/Collision.h"
#include "Rendering/AnimationSystem.h"
#include "Core/ConfigFile.h"
#include "WeaponBehaviour.h"
#include "../SpawnerSystem.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
class AssaultWeaponBehaviour : public WeaponBehaviour
class AssaultWeaponBehaviour : public WeaponBehaviour<AssaultWeaponBehaviour>
{
public:
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
virtual void Fire() override;
virtual void CeaseFire() override;
virtual void Reload() override;
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
{ }
virtual void Update(double dt) override;
protected:
virtual void OnPrimaryFire(WeaponInfo& wi) override;
virtual void OnCeasePrimaryFire(WeaponInfo& wi) override;
virtual void OnReload(WeaponInfo& wi) override;
private:
EntityWrapper m_FirstPersonModel;
EntityWrapper m_ThirdPersonModel;
// State
bool m_Firing = false;
bool m_Reloading = false;
double m_ReloadTimer = 0.0;
EntityWrapper m_FirstPersonReloadImpersonator;
EntityWrapper m_ThirdPersonReloadImpersonator;
double m_TimeSinceLastFire = 0.0;
EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
bool OnAnimationComplete(Events::AnimationComplete& e);
EntityWrapper m_FirstPersonReloadImpostor;
bool hasAmmo();
void fireRound();
@@ -47,3 +43,5 @@ private:
bool shoot(double damage);
void showHitMarker();
};
#endif
@@ -0,0 +1,38 @@
#include "WeaponBehaviour.h"
#include "Collision/Collision.h"
#include "Core/EPlayerDamage.h"
#include "Rendering/ESetCamera.h"
class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour>
{
public:
DefenderWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(systemParams)
, WeaponBehaviour(systemParams, "DefenderWeapon", renderer, collisionOctree)
, m_RandomEngine(m_RandomDevice())
{
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DefenderWeaponBehaviour::OnSetCamera);
}
void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
void UpdateWeapon(WeaponInfo& wi, double dt) override;
void OnPrimaryFire(WeaponInfo& wi) override;
void OnCeasePrimaryFire(WeaponInfo& wi) override;
bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) override;
private:
std::random_device m_RandomDevice;
std::mt19937 m_RandomEngine;
EntityWrapper m_CurrentCamera;
EventRelay<DefenderWeaponBehaviour, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera& e);
// Weapon functions
void fireShell(WeaponInfo& wi);
void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
// Utility
float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
Camera cameraFromEntity(EntityWrapper camera);
};
+160 -13
View File
@@ -5,30 +5,177 @@
#include "Rendering/IRenderer.h"
#include "Core/Octree.h"
#include "Collision/EntityAABB.h"
#include "Input/EInputCommand.h"
#include "Systems/SpawnerSystem.h"
class WeaponBehaviour : public System
template <typename ETYPE>
class WeaponBehaviour : public PureSystem
{
friend class WeaponSystem;
public:
WeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
: System(systemParams)
WeaponBehaviour(SystemParams params, std::string componentType, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(params)
, PureSystem(componentType)
, m_Renderer(renderer)
, m_CollisionOctree(collisionOctree)
, m_Player(player)
{ }
{
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand)
}
virtual ~WeaponBehaviour() = default;
WeaponBehaviour(const WeaponBehaviour&) = delete;
WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
virtual void Fire() = 0;
virtual void CeaseFire() { }
virtual void Reload() { }
virtual void Update(double dt) { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
{
auto weapon = getActiveWeapon(entity);
if (!weapon) {
return;
} else {
UpdateWeapon(*weapon, dt);
}
}
protected:
struct WeaponInfo
{
std::string WeaponComponent;
EntityWrapper Player;
EntityWrapper WeaponEntity;
EntityWrapper FirstPersonEntity;
EntityWrapper ThirdPersonEntity;
ComponentWrapper GetComponent() { return WeaponEntity[WeaponComponent]; }
};
IRenderer* m_Renderer;
Octree<EntityAABB>* m_CollisionOctree;
EntityWrapper m_Player;
std::unordered_map<EntityWrapper, WeaponInfo> m_ActiveWeapons;
virtual void UpdateWeapon(WeaponInfo& wi, double dt) { }
virtual void OnPrimaryFire(WeaponInfo& wi) { }
virtual void OnCeasePrimaryFire(WeaponInfo& wi) { }
virtual void OnReload(WeaponInfo& wi) { }
virtual bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) { return false; }
private:
EventRelay<ETYPE, Events::InputCommand> m_EInputCommand;
bool _OnInputCommand(const Events::InputCommand& e)
{
EntityWrapper player = e.Player;
if (e.PlayerID == -1) {
player = LocalPlayer;
}
// Make sure the player is alive
if (!player.Valid()) {
return false;
}
// Make sure the player has this weapon
auto weapon = getWeaponComponent(player);
if (!weapon) {
return false;
}
// Weapon selection
if (e.Command == "SelectWeapon") {
if (static_cast<ComponentInfo::EnumType>(e.Value) == static_cast<ComponentInfo::EnumType>((*weapon)["Slot"])) {
selectWeapon(player);
}
}
// Only handle weapon actions if the weapon is active
auto activeWeapon = getActiveWeapon(player);
if (!activeWeapon) {
return false;
}
// Fire
if (e.Command == "PrimaryFire") {
if (e.Value > 0) {
OnPrimaryFire(*activeWeapon);
} else {
OnCeasePrimaryFire(*activeWeapon);
}
}
// Reload
if (e.Command == "Reload" && e.Value != 0) {
OnReload(*activeWeapon);
}
return OnInputCommand(*activeWeapon, e);
}
boost::optional<ComponentWrapper> getWeaponComponent(EntityWrapper player)
{
if (!player.HasComponent(m_ComponentType)) {
return boost::none;
}
return player[m_ComponentType];
}
boost::optional<WeaponInfo&> getActiveWeapon(EntityWrapper player)
{
auto it = m_ActiveWeapons.find(player);
if (it == m_ActiveWeapons.end()) {
return boost::none;
}
WeaponInfo& activeWeapon = it->second;
if (!activeWeapon.FirstPersonEntity.Valid() && !activeWeapon.ThirdPersonEntity.Valid()) {
return boost::none;
}
return activeWeapon;
}
void selectWeapon(EntityWrapper player)
{
// Find the weapon attachments matching the weapon type
std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
EntityWrapper firstPersonAttachment;
EntityWrapper thirdPersonAttachment;
for (auto& attachment : weaponAttachments) {
ComponentWrapper cWeaponAttachment = attachment["WeaponAttachment"];
if ((std::string&)cWeaponAttachment["Weapon"] == m_ComponentType) {
ComponentWrapper::SubscriptProxy person = cWeaponAttachment["Person"];
if ((ComponentInfo::EnumType)person == person.Enum("FirstPerson")) {
firstPersonAttachment = attachment;
} else if ((ComponentInfo::EnumType)person == person.Enum("ThirdPerson")) {
thirdPersonAttachment = attachment;
}
}
}
if (!firstPersonAttachment.Valid() && !thirdPersonAttachment.Valid()) {
LOG_WARNING("No weapon attachment found for %s of player #%i", m_ComponentType.c_str(), player.ID);
return;
}
// Purge other weapon entities
for (auto& attachment : weaponAttachments) {
//if (attachment == firstPersonAttachment || attachment == thirdPersonAttachment) {
// continue;
//}
attachment.DeleteChildren();
}
// Spawn the weapon(s)
EntityWrapper firstPersonWeapon;
EntityWrapper thirdPersonWeapon;
if (firstPersonAttachment.Valid()) {
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
}
if (thirdPersonAttachment.Valid()) {
thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
}
m_ActiveWeapons[player].WeaponComponent = m_ComponentType;
m_ActiveWeapons[player].Player = player;
m_ActiveWeapons[player].WeaponEntity = player;
m_ActiveWeapons[player].FirstPersonEntity = firstPersonWeapon;
m_ActiveWeapons[player].ThirdPersonEntity = thirdPersonWeapon;
}
};
#endif
+34 -1
View File
@@ -36,4 +36,37 @@ ResourceLoading=true
[Sound]
BGMVolume=1.0
SFXVolume=1.0
Announcer=female
Announcer=female
[SSAO]
Quality=0
[SSAO1]
Radius=1.0
Bias=0.02
Contrast=1.5
Intensity=1.0
NumSamples=8
NumTurns=3
NumIterations=5
TextureQuality=2
[SSAO2]
Radius=1.0
Bias=0.02
Contrast=1.5
Intensity=1.0
NumSamples=16
NumTurns=13
NumIterations=9
TextureQuality=1
[SSAO3]
Radius=1.0
Bias=0.02
Contrast=1.5
Intensity=1.0
NumSamples=24
NumTurns=17
NumIterations=13
TextureQuality=0
+2
View File
@@ -46,4 +46,6 @@
<xs:include schemaLocation="Components/Page.xsd"/>
<xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
<xs:include schemaLocation="Components/Button.xsd"/>
<xs:include schemaLocation="Components/WeaponAttachment.xsd"/>
<xs:include schemaLocation="Components/DefenderWeapon.xsd"/>
</xs:schema>
@@ -8,4 +8,5 @@
<RPM>120</RPM>
<ViewPunch>0.01</ViewPunch>
<ReloadTime>2</ReloadTime>
<Slot><Primary/></Slot>
</AssaultWeapon>
@@ -2,6 +2,7 @@
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
<xs:element name="AssaultWeapon">
<xs:complexType>
@@ -28,6 +29,7 @@
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to reload the weapon in seconds</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+16
View File
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<DefenderWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DefenderWeapon.xsd">
<MagazineAmmo>8</MagazineAmmo>
<MagazineSize>8</MagazineSize>
<Ammo>64</Ammo>
<MaxAmmo>64</MaxAmmo>
<BaseDamage>90</BaseDamage>
<SpreadAngle>0.174533</SpreadAngle> <!-- 0.174533 = 10 degrees -->
<NumPellets>10</NumPellets>
<RPM>120</RPM>
<ViewPunch>0.01</ViewPunch>
<ReloadTime>0.5</ReloadTime>
<Slot><Primary/></Slot>
<IsFiring>false</IsFiring>
<TimeSinceLastFire>0</TimeSinceLastFire>
</DefenderWeapon>
+44
View File
@@ -0,0 +1,44 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
<xs:element name="DefenderWeapon">
<xs:complexType>
<xs:all>
<xs:element name="MagazineAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MagazineSize" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Max number of rounds in a magazine</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Ammo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Current ammo carried</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MaxAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Maximum ammo able to be carried</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="BaseDamage" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Damage dealt if all shotgun pellets hit</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="SpreadAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Spread angle in radians</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="NumPellets" type="t:int" minOccurs="0"/>
<xs:element name="RPM" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
<xs:element name="IsFiring" type="t:bool" minOccurs="0"/>
<xs:element name="TimeSinceLastFire" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
-1
View File
@@ -2,7 +2,6 @@
<Physics xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Physics.xsd">
<Velocity X="0" Y="0" Z="0"/>
<Gravity>true</Gravity>
<PrevOrigin X="-9876.5" Y="-9876.5" Z="-9876.5"/>
<IsOnGround>false</IsOnGround>
<VerticalStepHeight>0.33</VerticalStepHeight>
</Physics>
-1
View File
@@ -13,7 +13,6 @@
<xs:annotation><xs:documentation>m/s^2</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Gravity" type="t:bool" minOccurs="0"/>
<xs:element name="PrevOrigin" type="t:Vector" minOccurs="0"/>
<xs:element name="IsOnGround" type="t:bool" minOccurs="0"/>
<xs:element name="VerticalStepHeight" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>The largest height of a "stair-step" that can be walked over</xs:documentation></xs:annotation>
+1
View File
@@ -3,4 +3,5 @@
<MovementSpeed>3</MovementSpeed>
<CrouchSpeed>1.5</CrouchSpeed>
<CurrentWishDirection X="0" Y="0" Z="0"/>
<CurrentWeapon></CurrentWeapon>
</Player>
+1
View File
@@ -12,6 +12,7 @@
<xs:element name="MovementSpeed" type="t:float" minOccurs="0"/>
<xs:element name="CrouchSpeed" type="t:float" minOccurs="0"/>
<xs:element name="CurrentWishDirection" type="t:Vector" minOccurs="0"/>
<xs:element name="CurrentWeapon" type="t:string" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
-3
View File
@@ -1,3 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Trigger xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Trigger.xsd">
</Trigger>
-17
View File
@@ -1,17 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Weapon">
<xs:complexType>
<xs:all>
<xs:element name="MagSize" type="t:int" minOccurs="0"/>
<xs:element name="MaxAmmo" type="t:int" minOccurs="0"/>
<xs:element name="CurrentAmmoInMag" type="t:int" minOccurs="0"/>
<xs:element name="CurrentAmmo" type="t:int" minOccurs="0"/>
<xs:element name="RPM" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<WeaponAttachment xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="WeaponAttachment.xsd">
<Weapon></Weapon>
<Person><FirstPerson/></Person>
</WeaponAttachment>
@@ -0,0 +1,28 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:complexType name="PersonEnum" mixed="true">
<xs:complexContent>
<xs:extension base="t:enum">
<xs:choice>
<xs:element name="FirstPerson" type="t:int" fixed="0" minOccurs="0"/>
<xs:element name="ThirdPerson" type="t:int" fixed="1" minOccurs="0"/>
</xs:choice>
</xs:extension>
</xs:complexContent>
</xs:complexType>
<xs:element name="WeaponAttachment">
<xs:annotation><xs:documentation>Combine with a spawner to define a weapon attachment point</xs:documentation></xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Weapon" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>The weapon component type this attachment refers to</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Person" type="PersonEnum" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+5 -5
View File
@@ -2,18 +2,18 @@
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:AABB/>
<c:AmmoPickup/>
<c:Model>
<Resource>Models/Props/PickUps/AmmoPickUp.mesh</Resource>
</c:Model>
<c:RaptorCopter>
<Speed>0.1</Speed>
<Axis X="0" Y="1" Z="0"/>
<Speed>8</Speed>
<Axis X="0" Y="0.100000001" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Position X="0" Y="1" Z="0"/>
<Scale X="0.3" Y="0.3" Z="0.3"/>
<Position X="0" Y="2.36784196" Z="0"/>
<Scale X="0.600000024" Y="0.600000024" Z="0.600000024"/>
<Orientation X="0" Y="18717.9453" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
+99
View File
@@ -0,0 +1,99 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.12043038" Y="-0.244988307" Z="-0.181454808"/>
<Orientation X="0.010404544" Y="-0.00268173823" Z="0.0428441577"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+40
View File
@@ -0,0 +1,40 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.163429111" Y="1.0235405" Z="-0.215489209"/>
<Orientation X="-0.0631071255" Y="-0.0576644838" Z="0.118255548"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+40
View File
@@ -0,0 +1,40 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Shield" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="Shield">
<Components>
<c:Model>
<Resource>Models/Core/UnitPlane.mesh</Resource>
</c:Model>
<c:Shield/>
<c:Transform>
<Scale X="1.11800003" Y="0.0320000015" Z="1.9180001"/>
<Orientation X="-1.57079995" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="VisibleSide">
<Components>
<c:Shielded/>
<c:Model>
<Resource>Models/Core/UnitHexagon.mesh</Resource>
<Color A="0" B="1" G="0" R="0"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="0" Z="0.0179871861"/>
<Scale X="1.01900005" Y="0.0120000001" Z="1.91000009"/>
<Orientation X="-1.57079995" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+99
View File
@@ -0,0 +1,99 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<PositionOffset X="0" Y="0.0480000004" Z="-0.183000013"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/DefenderGunBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.120430306" Y="0.775375426" Z="1.36542225"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00191565475" Y="0.0324025005" Z="-0.2021029"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0490000024" Y="0.0520000011" Z="-0.063000001"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+99
View File
@@ -0,0 +1,99 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<PositionOffset X="0" Y="0.0480000004" Z="-0.183000013"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/DefenderGunRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.120430306" Y="0.775375426" Z="1.36542225"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00191565475" Y="0.0324025005" Z="-0.2021029"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0490000024" Y="0.0520000011" Z="-0.063000001"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+41
View File
@@ -0,0 +1,41 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<PositionOffset X="0" Y="0.0320000015" Z="-0.165000007"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/DefenderGunBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.162026152" Y="1.05794585" Z="-0.380744517"/>
<Orientation X="-0.0628969446" Y="-0.0509683639" Z="0.118739031"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.000284185546" Y="0.0318552479" Z="-0.193328083"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+41
View File
@@ -0,0 +1,41 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<PositionOffset X="0" Y="0.0320000015" Z="-0.165000007"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/DefenderGunRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.162026152" Y="1.05794585" Z="-0.380744517"/>
<Orientation X="-0.0628969446" Y="-0.0509683639" Z="0.118739031"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.000284185546" Y="0.0318552479" Z="-0.193328083"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+5 -5
View File
@@ -2,18 +2,18 @@
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:AABB/>
<c:HealthPickup/>
<c:Model>
<Resource>Models/Props/PickUps/HealthPickUp.mesh</Resource>
</c:Model>
<c:RaptorCopter>
<Speed>0.1</Speed>
<Axis X="0" Y="1" Z="0"/>
<Speed>8</Speed>
<Axis X="0" Y="0.100000001" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Position X="0" Y="1" Z="0"/>
<Scale X="0.3" Y="0.3" Z="0.3"/>
<Position X="0" Y="2.36784196" Z="0"/>
<Scale X="0.600000024" Y="0.600000024" Z="0.600000024"/>
<Orientation X="0" Y="18767.0273" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
+1 -252
View File
@@ -10,7 +10,7 @@
<Components>
<c:PlayerSpawn/>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
<EntityFile>Schema/Entities/PlayerRed.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
@@ -118,257 +118,6 @@
</Entity>
</Children>
</Entity>
<Entity name="Player">
<Components>
<c:AABB>
<Origin X="0" Y="0.772000015" Z="0"/>
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:AssaultWeapon>
<RPM>600</RPM>
</c:AssaultWeapon>
<c:Collidable/>
<c:DashAbility/>
<c:Health/>
<c:Physics>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
<MovementSpeed>5</MovementSpeed>
</c:Player>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform>
<Position X="0" Y="0.0288832653" Z="2.64837074"/>
</c:Transform>
</Components>
<Children>
<Entity name="Camera">
<Components>
<c:Camera/>
<c:Transform>
<Position X="0" Y="1.27700007" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="PlayerName">
<Components>
<c:Text>
<Resource>Fonts/DroidSans.ttf,100</Resource>
<Color A="1" B="0" G="1" R="0"/>
</c:Text>
<c:Transform>
<Position X="0.100000001" Y="0.248000011" Z="-0.248000011"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="CameraModel">
<Components>
<c:Model>
<Resource>Models/Widgets/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.0331346765" Z="-0.0792061687"/>
<Scale X="1.30000007" Y="1.50000012" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="HUD">
<Components>
<c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
</c:Transform>
</Components>
<Children>
<Entity name="HealthBar">
<Components>
<c:Fill>
<Percentage>1</Percentage>
<Color A="0" B="1" G="0" R="0"/>
</c:Fill>
<c:HealthHUD/>
<c:Model>
<Resource>Models/Core/UnitHexagon.mesh</Resource>
<Color A="1" B="0.70588237" G="0.70588237" R="0.70588237"/>
</c:Model>
<c:Transform>
<Position X="-0.383000016" Y="-0.185000002" Z="0"/>
<Scale X="0.150000006" Y="0.150000006" Z="0.150000006"/>
<Orientation X="0" Y="0.594000041" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Crosshair">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
<DepthSort>false</DepthSort>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.200000003"/>
<Scale X="0.0250000004" Y="0.0250000004" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Hands">
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.9569972344146196</Time1>
<Speed1>1</Speed1>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
<Transparent>true</Transparent>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponModel">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0.120748013" Y="-0.228470564" Z="-0.151475638"/>
<Orientation X="0.010404693" Y="-0.00268176314" Z="0.0428441502"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/WeaponReloadEffect.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="ThirdPersonCamera">
<Components>
<c:Camera/>
<c:Model>
<Resource>Models/Widgets/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="-0.284000009" Y="1.83800006" Z="1.18900001"/>
<Orientation X="5.95600033" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PlayerModel">
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.8055945618467364</Time1>
<Speed1>1</Speed1>
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
<Time>0.5</Time>
</c:AnimationOffset>
<c:HiddenForLocalPlayer/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="ThirdPersonWeaponModel">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0.158578917" Y="1.02878916" Z="-0.215411991"/>
<Orientation X="-0.0626687407" Y="-0.0361274257" Z="0.120101407"/>
</c:Transform>
</Components>
<Children>
<Entity name="ThirdPersonWeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="AABBStanding">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.427450985" B="1" G="1" R="1"/>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.772000015" Z="0"/>
<Scale X="1" Y="1.60000002" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AABBCrouching">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.745098054" B="1" G="0" R="1"/>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.772000015" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+71 -131
View File
@@ -7,24 +7,30 @@
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:AssaultWeapon>
<RPM>600</RPM>
<Slot>
<Secondary/>
</Slot>
</c:AssaultWeapon>
<c:Collidable/>
<c:DashAbility/>
<c:DefenderWeapon>
<TimeSinceLastFire>1.6944730461160304</TimeSinceLastFire>
</c:DefenderWeapon>
<c:Health/>
<c:Physics>
<PrevOrigin X="0" Y="0.772000015" Z="0"/>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
<MovementSpeed>5</MovementSpeed>
<CurrentWeapon></CurrentWeapon>
</c:Player>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Transform/>
<c:Transform>
<Position X="-1.42731023" Y="0.0288832653" Z="3.63052702"/>
</c:Transform>
</Components>
<Children>
@@ -365,7 +371,7 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>0.97725610639912475</Time1>
<Time1>0.67172915251515519</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
@@ -377,100 +383,29 @@
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponModel">
<Entity name="PrimaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.12043038" Y="-0.244988307" Z="-0.181454808"/>
<Orientation X="0.010404544" Y="-0.00268173823" Z="0.0428441577"/>
</c:Transform>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
</c:WeaponAttachment>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
</c:WeaponAttachment>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -494,7 +429,6 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>0.87583812735846323</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
@@ -503,6 +437,7 @@
<AnimationName>AimRifle</AnimationName>
<Time>0.5</Time>
</c:AnimationOffset>
<c:Shielded/>
<c:HiddenForLocalPlayer/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
@@ -511,41 +446,35 @@
<c:Transform/>
</Components>
<Children>
<Entity name="ThirdPersonWeaponModel">
<Entity name="PrimaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.163429111" Y="1.0235405" Z="-0.215489209"/>
<Orientation X="-0.0631071255" Y="-0.0576644838" Z="0.118255548"/>
</c:Transform>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
</Components>
<Children>
<Entity name="ThirdPersonWeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -611,6 +540,17 @@
</Components>
<Children/>
</Entity>
<Entity name="ShieldAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderShield.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0.859000027" Z="-0.976999998"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+75 -135
View File
@@ -7,24 +7,30 @@
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:AssaultWeapon>
<RPM>600</RPM>
<Slot>
<Secondary/>
</Slot>
</c:AssaultWeapon>
<c:Collidable/>
<c:DashAbility/>
<c:DefenderWeapon>
<TimeSinceLastFire>1.6944730461160304</TimeSinceLastFire>
</c:DefenderWeapon>
<c:Health/>
<c:Physics>
<PrevOrigin X="0" Y="0.772000015" Z="0"/>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
<MovementSpeed>5</MovementSpeed>
<CurrentWeapon></CurrentWeapon>
</c:Player>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform/>
<c:Transform>
<Position X="0" Y="0.0288832653" Z="3.63052702"/>
</c:Transform>
</Components>
<Children>
@@ -365,7 +371,7 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.2667383999985162</Time1>
<Time1>0.67172915251515519</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
@@ -377,100 +383,29 @@
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponModel">
<Entity name="PrimaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.120430425" Y="-0.242105931" Z="-0.181454822"/>
<Orientation X="0.010404665" Y="-0.00268179877" Z="0.0428443067"/>
</c:Transform>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponViewRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
</c:WeaponAttachment>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectViewRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
</c:WeaponAttachment>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -494,7 +429,6 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>0.26532318661337229</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
@@ -503,6 +437,7 @@
<AnimationName>AimRifle</AnimationName>
<Time>0.5</Time>
</c:AnimationOffset>
<c:Shielded/>
<c:HiddenForLocalPlayer/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
@@ -511,41 +446,35 @@
<c:Transform/>
</Components>
<Children>
<Entity name="ThirdPersonWeaponModel">
<Entity name="PrimaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.159282878" Y="1.0300566" Z="-0.216084003"/>
<Orientation X="-0.0626799241" Y="-0.0390551724" Z="0.119761385"/>
</c:Transform>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponWorldRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
</Components>
<Children>
<Entity name="ThirdPersonWeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorldRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -584,20 +513,20 @@
<Color A="1" B="0" G="1" R="0"/>
</c:Text>
<c:Transform>
<Position X="0.100000001" Y="1.50199997" Z="-0.248000011"/>
<Position X="0.100000001" Y="1.50176644" Z="-0.248000011"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Entity name="Indicator">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Icons/Arrow.png</DiffuseTexture>
<DepthSort>false</DepthSort>
<GlowMap></GlowMap>
<Color A="1" B="0" G="0" R="1"/>
<Color A="1" B="1" G="0.309803933" R="0"/>
</c:Sprite>
<c:HiddenForLocalPlayer/>
<c:SpriteIndicator>
@@ -605,12 +534,23 @@
<VisibleForSingleTeamOnly>true</VisibleForSingleTeamOnly>
</c:SpriteIndicator>
<c:Transform>
<Position X="0" Y="1.84000003" Z="0"/>
<Position X="0" Y="1.84019077" Z="0"/>
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ShieldAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderShield.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0.859000027" Z="-0.976999998"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+2
View File
@@ -50,6 +50,8 @@
<xs:element ref="c:Menu" minOccurs="0"/>
<xs:element ref="c:Page" minOccurs="0"/>
<xs:element ref="c:Button" minOccurs="0"/>
<xs:element ref="c:WeaponAttachment" minOccurs="0"/>
<xs:element ref="c:DefenderWeapon" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+16
View File
@@ -0,0 +1,16 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" elementFormDefault="unqualified" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:complexType name="WeaponSlotEnum" mixed="true">
<xs:complexContent>
<xs:extension base="t:enum">
<xs:choice>
<xs:element name="Primary" type="t:int" fixed="1" minOccurs="0"/>
<xs:element name="Secondary" type="t:int" fixed="2" minOccurs="0"/>
</xs:choice>
</xs:extension>
</xs:complexContent>
</xs:complexType>
</xs:schema>
+14 -4
View File
@@ -12,6 +12,8 @@ uniform vec4 FillColor;
uniform vec4 AmbientColor;
uniform float FillPercentage;
uniform float GlowIntensity = 10;
uniform vec3 CameraPosition;
uniform int SSAOQuality;
uniform vec2 DiffuseUVRepeat;
uniform vec2 NormalUVRepeat;
@@ -22,6 +24,7 @@ layout (binding = 1) uniform sampler2D DiffuseTexture;
layout (binding = 2) uniform sampler2D NormalMapTexture;
layout (binding = 3) uniform sampler2D SpecularMapTexture;
layout (binding = 4) uniform sampler2D GlowMapTexture;
layout (binding = 5) uniform samplerCube CubeMap;
#define TILE_SIZE 16
@@ -76,7 +79,7 @@ struct LightResult {
};
float CalcAttenuation(float radius, float dist, float falloff) {
return 1.0 - smoothstep(radius * 0.3, radius, dist);
return 1.0 - smoothstep(radius * falloff, radius, dist);
}
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
@@ -123,7 +126,7 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
void main()
{
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
@@ -132,7 +135,11 @@ void main()
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
normal = normalize(normal);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-position);
vec4 viewVec = normalize(-position);
vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
vec3 R = reflect(-I, Input.Normal);
//R = vec3(P * vec4(R, 1.0));
vec4 reflectionColor = texture(CubeMap, R);
vec2 tilePos;
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
@@ -163,6 +170,8 @@ void main()
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
color_result = color_result * clamp(1/specularTexel, 0, 1)*2 + reflectionColor * clamp(specularTexel, 0, 1)/2;
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
@@ -172,9 +181,10 @@ void main()
color_result += FillColor;
}
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
//sceneColor = vec4(reflectionColor.xyz, 1);
color_result += glowTexel*GlowIntensity;
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), clamp(color_result.a, 0, 1));
//Tiled Debug Code
/*
+4 -4
View File
@@ -23,12 +23,12 @@ out VertexData{
void main()
{
gl_Position = P*V*M * vec4(Position, 1.0);
mat4 TIM = transpose(inverse(M));
Output.Position = Position;
Output.TextureCoordinate = TextureCoords;
Output.Normal = vec3(M * vec4(Normal, 0.0));
Output.Tangent = vec3(M * vec4(Tangent, 0.0));
Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
Output.Normal = vec3(TIM * vec4(Normal, 0.0));
Output.Tangent = vec3(TIM * vec4(Tangent, 0.0));
Output.BiTangent = vec3(TIM * vec4(BiTangent, 0.0));
Output.ExplosionColor = vec4(1.0);
Output.ExplosionPercentageElapsed = 0.0;
}
@@ -11,6 +11,7 @@ uniform vec4 DiffuseColor;
uniform vec4 FillColor;
uniform vec4 Color;
uniform vec4 AmbientColor;
uniform int SSAOQuality;
//Get bineded at the same time as the textures
uniform vec2 DiffuseUVRepeat1;
@@ -177,7 +178,7 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
void main()
{
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
+27
View File
@@ -0,0 +1,27 @@
#version 430
layout (binding = 1) uniform sampler2D DepthStencilTexture;
layout (binding = 2) uniform sampler2D SceneTexture;
layout (binding = 3) uniform sampler2D BloomTexture;
in VertexData{
vec2 TextureCoordinate;
}Input;
out vec4 sceneColor;
out vec4 bloomColor;
void main()
{
float texel = texelFetch(DepthStencilTexture, ivec2(gl_FragCoord.xy / 8.0f), 0).g;
if(texel >= 0.9f)
{
discard;
}
sceneColor = vec4(texture2D(SceneTexture, Input.TextureCoordinate).rgb * texel, 1.0f);
bloomColor = vec4(texture2D(BloomTexture, Input.TextureCoordinate).rgb * texel, 1.0f);
//sceneColor = texel;
//bloomColor = vec4(1,0.5,0.7,1);
}
+7 -12
View File
@@ -2,11 +2,11 @@
//Number of samples per pixel
uniform int uNumOfSamples;
//#define NUM_SAMPLES (11)
//#define uNumOfSamples (11)
//Number of turns around the cirle
uniform int uNumOfTurns;
//#define NUM_TURNS (7)
//#define uNumOfTurns (7)
layout (binding = 0) uniform sampler2D ViewSpaceZ;
@@ -16,15 +16,16 @@ uniform float uProjScale;
//#define ProjScale 500
uniform float uRadius;
//#define Radius 1.0f
//#define uRadius 1.0f
uniform float uBias;
//#define Bias 0.012f
//#define uBias 0.05f
uniform float uContrast;
//#define IntensityDivR6 1
//#define uContrast 1.5f
uniform float uIntensityScale;
//#define uIntensityScale 1.0f
out float AO;
@@ -88,13 +89,7 @@ void main() {
vec3 origin = getVSPosition(originScreenCoord);
float radius;
if(origin.z < uRadius){
radius = origin.z;
} else {
radius = uRadius;
}
float radius = min(origin.z, uRadius);
vec3 originNormal = getVSFaceNormal(origin);
+5
View File
@@ -2,7 +2,12 @@
layout (location = 0) in vec3 Position;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
}
+5 -1
View File
@@ -3,11 +3,15 @@
layout (binding = 0) uniform sampler2D DepthBuffer;
uniform vec3 ClipInfo;
in VertexData{
vec2 TextureCoordinate;
}Input;
out float depthLinear;
//Just for Debug, should be depthLinear
//out vec4 fragmentColor;
void main() {
float depthSample = texelFetch(DepthBuffer, ivec2(gl_FragCoord.xy), 0).r;
float depthSample = texture2D(DepthBuffer, Input.TextureCoordinate).r;
depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]);
//float depthLinear = (NearClip) / ( -depthSample + 1.0f);
//fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f);
+45 -43
View File
@@ -16,51 +16,51 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
EntityAABB& boxA = *boundingBox;
bool everHitTheGround = false;
glm::vec3 size = boxA.Size();
float diameter = std::min(size.x, size.z);
glm::vec3 prevOrigin = (glm::vec3)cPhysics["PrevOrigin"];
glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
//If the entity has moved farther than the size of its box, we need to handle it specially.
bool traceCollision = rayLength > diameter;
//hack solution: If prevOrigin is less than -9000 in all dimensions,
//then it means it is not set, i.e. this is the first collision check for the entity.
if (traceCollision && glm::any(glm::greaterThan((glm::vec3)cPhysics["PrevOrigin"], glm::vec3(-9000.f)))) {
Ray ray(prevOrigin, toCurrentPos);
m_OctreeResult.clear();
m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
for (auto& boxB : m_OctreeResult) {
if (boxA.Entity == boxB.Entity) {
continue;
}
bool hit;
float dist;
if (boxB.Entity.HasComponent("Model")) {
RawModel* model;
std::string res = (std::string)boxB.Entity["Model"]["Resource"];
try {
model = ResourceManager::Load<RawModel, true>(res);
} catch (const std::exception&) {
auto prevPosIt = m_PrevPositions.find(entity);
if (prevPosIt != m_PrevPositions.end()) {
glm::vec3 size = boxA.Size();
float diameter = std::min(size.x, size.z);
glm::vec3 prevOrigin = prevPosIt->second;
glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
//If the entity has moved farther than the size of its box, we need to handle it specially.
if (rayLength > diameter) {
Ray ray(prevOrigin, toCurrentPos);
m_OctreeResult.clear();
m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
for (auto& boxB : m_OctreeResult) {
if (boxA.Entity == boxB.Entity) {
continue;
}
float u, v;
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
} else {
hit = Collision::RayVsAABB(ray, boxB, dist);
}
if (hit && dist < rayLength) {
//Set the entity to where it was colliding, minus the maximum box size.
//TODO: Perhaps this should be done slightly more properly.
glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
glm::vec3 resolve = newOriginPos - boxA.Origin();
(glm::vec3&)cTransform["Position"] += resolve;
boxA = *Collision::EntityAbsoluteAABB(entity);
if (resolve.y > 0) {
everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true;
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
bool hit;
float dist;
if (boxB.Entity.HasComponent("Model")) {
RawModel* model;
std::string res = (std::string)boxB.Entity["Model"]["Resource"];
try {
model = ResourceManager::Load<RawModel, true>(res);
} catch (const std::exception&) {
continue;
}
float u, v;
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
} else {
hit = Collision::RayVsAABB(ray, boxB, dist);
}
if (hit && dist < rayLength) {
//Set the entity to where it was colliding, minus the maximum box size.
//TODO: Perhaps this should be done slightly more properly.
glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
glm::vec3 resolve = newOriginPos - boxA.Origin();
(glm::vec3&)cTransform["Position"] += resolve;
boxA = *Collision::EntityAbsoluteAABB(entity);
if (resolve.y > 0) {
everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true;
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
}
break;
}
break;
}
}
}
@@ -90,6 +90,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
(glm::vec3&)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
cPhysics["Velocity"] = inOutVelocity;
if (isOnGround) {
everHitTheGround = true;
@@ -99,6 +100,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
//Enter here if boxB has no Model.
(glm::vec3&)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
if (resolutionVector.y > 0) {
everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true;
@@ -112,5 +114,5 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
(bool)cPhysics["IsOnGround"] = false;
}
(glm::vec3&)cPhysics["PrevOrigin"] = boxA.Origin();
m_PrevPositions[entity] = boxA.Origin();
}
+79 -1
View File
@@ -51,6 +51,40 @@ EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& compone
return EntityWrapper::Invalid;
}
EntityWrapper EntityWrapper::Clone(EntityWrapper parent /*= Invalid*/)
{
if (!Valid()) {
return EntityWrapper::Invalid;
}
EntityWrapper clone = cloneRecursive(*this, EntityWrapper::Invalid);
this->World->SetParent(clone.ID, parent.ID);
return clone;
}
std::vector<EntityWrapper> EntityWrapper::ChildrenWithComponent(const std::string& componentType)
{
std::vector<EntityWrapper> childrenWithComponent;
childrenWithComponentRecursive(componentType, *this, childrenWithComponent);
return childrenWithComponent;
}
void EntityWrapper::DeleteChildren()
{
auto itPair = this->World->GetDirectChildren(this->ID);
if (itPair.first == itPair.second) {
return;
}
std::vector<EntityID> entitiesToDelete;
for (auto it = itPair.first; it != itPair.second; it++) {
entitiesToDelete.push_back(it->second);
}
for (auto& e : entitiesToDelete) {
this->World->DeleteEntity(e);
}
}
bool EntityWrapper::IsChildOf(EntityWrapper potentialParent)
{
EntityWrapper entity = *this;
@@ -90,6 +124,11 @@ ComponentWrapper EntityWrapper::operator[](const char* componentName)
}
}
ComponentWrapper EntityWrapper::operator[](const std::string& componentName)
{
return this->operator[](componentName.c_str());
}
bool EntityWrapper::operator==(const EntityWrapper& e) const
{
return (this->ID == e.ID) && (this->World == e.World);
@@ -111,7 +150,7 @@ EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name,
return EntityWrapper::Invalid;
}
auto itPair = this->World->GetChildren(parent);
auto itPair = this->World->GetDirectChildren(parent);
if (itPair.first == itPair.second) {
return EntityWrapper::Invalid;
}
@@ -131,3 +170,42 @@ EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name,
return EntityWrapper::Invalid;
}
EntityWrapper EntityWrapper::cloneRecursive(EntityWrapper entity, EntityWrapper parent)
{
EntityWrapper clone = EntityWrapper(entity.World, entity.World->CreateEntity(parent.ID));
entity.World->SetName(clone.ID, entity.Name());
// Clone components
for (auto& kv : entity.World->GetComponentPools()) {
if (kv.second->KnowsEntity(entity.ID)) {
ComponentWrapper c1 = kv.second->GetByEntity(entity.ID);
ComponentWrapper c2 = entity.World->AttachComponent(clone.ID, kv.first);
c1.Copy(c2);
}
}
// Clone children
auto children = entity.World->GetDirectChildren(entity.ID);
for (auto it = children.first; it != children.second; ++it) {
EntityWrapper child(entity.World, it->second);
cloneRecursive(child, clone);
}
return clone;
}
void EntityWrapper::childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent)
{
auto itPair = this->World->GetDirectChildren(entity.ID);
if (itPair.first == itPair.second) {
return;
}
for (auto it = itPair.first; it != itPair.second; ++it) {
EntityWrapper child = EntityWrapper(entity.World, it->second);
if (child.HasComponent(componentType)) {
childrenWithComponent.push_back(child);
}
childrenWithComponentRecursive(componentType, child, childrenWithComponent);
}
}
+2 -2
View File
@@ -33,8 +33,8 @@ void _LOG(_LOG_LEVEL logLevel, const char* file, const char* func, unsigned int
va_end(args);
if (logLevel == LOG_LEVEL_ERROR) {
std::cerr << file << ":" << line << " " << func << std::endl;
std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
//std::cerr << file << ":" << line << " " << func << std::endl;
//std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
} else {
std::cout << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
}
+1 -1
View File
@@ -127,7 +127,7 @@ void World::SetParent(EntityID entity, EntityID parent)
m_EntityChildren.insert(std::make_pair(parent, entity));
}
const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> World::GetChildren(EntityID entity)
const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> World::GetDirectChildren(EntityID entity)
{
return m_EntityChildren.equal_range(entity);
}
+13
View File
@@ -598,6 +598,19 @@ bool EditorGUI::OnKeyDown(const Events::KeyDown& e)
entityImport(m_World);
}
if (e.ModCtrl && e.KeyCode == GLFW_KEY_C) {
m_CopyTarget = m_CurrentSelection;
}
if (e.ModCtrl && e.KeyCode == GLFW_KEY_V) {
if (m_OnEntityPaste != nullptr) {
EntityWrapper copy = m_OnEntityPaste(m_CopyTarget, m_CurrentSelection);
if (copy != EntityWrapper::Invalid) {
SelectEntity(copy);
}
}
}
if (e.KeyCode == GLFW_KEY_DELETE) {
if (m_CurrentSelection.Valid()) {
entityDelete(m_CurrentSelection);
+6
View File
@@ -28,6 +28,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
m_EditorGUI->SetEntityDeleteCallback(std::bind(&EditorSystem::OnEntityDelete, this, std::placeholders::_1));
m_EditorGUI->SetEntityChangeParentCallback(std::bind(&EditorSystem::OnEntityChangeParent, this, std::placeholders::_1, std::placeholders::_2));
m_EditorGUI->SetEntityChangeNameCallback(std::bind(&EditorSystem::OnEntityChangeName, this, std::placeholders::_1, std::placeholders::_2));
m_EditorGUI->SetEntityPasteCallback(std::bind(&EditorSystem::OnEntityPaste, this, std::placeholders::_1, std::placeholders::_2));
m_EditorGUI->SetComponentAttachCallback(std::bind(&EditorSystem::OnComponentAttach, this, std::placeholders::_1, std::placeholders::_2));
m_EditorGUI->SetComponentDeleteCallback(std::bind(&EditorSystem::OnComponentDelete, this, std::placeholders::_1, std::placeholders::_2));
m_EditorGUI->SetWidgetModeCallback(std::bind(&EditorSystem::setWidgetMode, this, std::placeholders::_1));
@@ -160,6 +161,11 @@ void EditorSystem::OnEntityChangeName(EntityWrapper entity, const std::string& n
}
}
EntityWrapper EditorSystem::OnEntityPaste(EntityWrapper entityToCopy, EntityWrapper parent)
{
return entityToCopy.Clone(parent);
}
void EditorSystem::OnComponentAttach(EntityWrapper entity, const std::string& componentType)
{
if (entity.Valid()) {
+121 -13
View File
@@ -1,7 +1,7 @@
#include "Network/Client.h"
using namespace boost::asio::ip;
Client::Client(World* world, EventBroker* eventBroker)
Client::Client(World* world, EventBroker* eventBroker)
: Network(world, eventBroker)
{
// Asumes root node is EntityID_Invalid
@@ -13,6 +13,8 @@ Client::Client(World* world, EventBroker* eventBroker)
m_PlayerName = config->Get<std::string>("Networking.Name", "Raptorcopter");
m_SendInputIntervalMs = config->Get<int>("Networking.SendInputIntervalMs", 33);
LOG_INFO("Client initialized");
m_ServerlistRequest.Connect(m_PlayerName, "192.168.1.255", 32554);
}
Client::Client(World* world, EventBroker* eventBroker, std::unique_ptr<SnapshotFilter> snapshotFilter)
@@ -30,6 +32,8 @@ void Client::Connect(std::string address, int port)
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Client::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Client::OnPlayerDamage);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Client::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &Client::OnDoubleJump);
EVENT_SUBSCRIBE_MEMBER(m_ESearchForServers, &Client::OnSearchForServers);
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
m_Address = address;
if (address.empty()) {
@@ -66,6 +70,21 @@ void Client::Update()
}
while (m_ServerlistRequest.IsSocketAvailable()) {
Packet packet(MessageType::Invalid);
m_ServerlistRequest.Receive(packet);
if (packet.GetMessageType() == MessageType::ServerlistRequest) {
parseServerlist(packet);
}
}
if (m_SearchingForServers) {
if (m_SearchingTime < (1000* (std::clock() - m_StartSearchTime) / (double)CLOCKS_PER_SEC)) {
m_SearchingForServers = false;
displayServerlist();
}
}
if (m_IsConnected) {
// Don't send 1 input in 1 packet, bunch em up.
if (m_SendInputIntervalMs < (1000 * (std::clock() - m_TimeSinceSentInputs) / (double)CLOCKS_PER_SEC)) {
@@ -122,6 +141,9 @@ void Client::parseMessageType(Packet& packet)
case MessageType::OnPlayerDamage:
parsePlayerDamage(packet);
break;
case MessageType::OnDoubleJump:
parseDoubleJump(packet);
break;
default:
break;
}
@@ -173,6 +195,22 @@ void Client::parsePing()
m_Reliable.Send(packet);
}
void Client::parseServerlist(Packet& packet)
{
// Pop size, message type, and ID
packet.ReadPrimitive<int>();
packet.ReadPrimitive<int>();
packet.ReadPrimitive<int>();
std::string address = packet.ReadString();
int port = packet.ReadPrimitive<int>();
std::string serverName = packet.ReadString();
int playersConnected = packet.ReadPrimitive<int>();
//TODO: This should not happen when a client is connected to a server
m_Serverlist.push_back({ address, port, serverName, playersConnected });
}
void Client::parseKick()
{
LOG_WARNING("You have been kicked from the server.");
@@ -190,12 +228,12 @@ void Client::parseSpawnEvents()
}
e.Player = EntityWrapper(m_World, m_ServerIDToClientID.at(m_PlayerSpawnEvents.at(i).Player.ID));
//e.Spawner = EntityWrapper(m_World, m_ServerIDToClientID.at(m_PlayerSpawnEvents.at(i).Spawner.ID));
e.PlayerID = -1;
e.PlayerID = -1;
e.PlayerName = m_PlayerSpawnEvents.at(i).PlayerName;
m_EventBroker->Publish(e);
}
m_PlayerSpawnEvents = tempSpawn;
// m_PlayerSpawnEvents.clear();
// m_PlayerSpawnEvents.clear();
}
void Client::parsePlayersSpawned(Packet& packet)
@@ -223,8 +261,14 @@ void Client::parseEntityDeletion(Packet & packet)
if (m_ServerIDToClientID.find(entityToDelete) != m_ServerIDToClientID.end()) {
EntityID localEntity = m_ServerIDToClientID.at(entityToDelete);
if (m_World->ValidEntity(localEntity)) {
m_World->DeleteEntity(localEntity);
deleteFromServerClientMaps(entityToDelete, localEntity);
if (m_World->HasComponent(localEntity,"Player")) {
Events::PlayerDeath e;
e.Player = EntityWrapper(m_World, localEntity);
m_EventBroker->Publish(e);
} else {
m_World->DeleteEntity(localEntity);
deleteFromServerClientMaps(entityToDelete, localEntity);
}
}
}
}
@@ -238,6 +282,20 @@ void Client::parseComponentDeletion(Packet & packet)
}
}
void Client::parseDoubleJump(Packet & packet)
{
EntityID serverID = packet.ReadPrimitive<EntityID>();
if (!serverClientMapsHasEntity(serverID)) {
return;
}
Events::DoubleJump e;
e.entityID = m_ServerIDToClientID.at(serverID);
// If player is local player do not publish to prevent infinite feedback loop
if (e.entityID != m_LocalPlayer.ID) {
m_EventBroker->Publish(e);
}
}
void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID)
{
for (auto field : componentInfo.FieldsInOrder) {
@@ -312,19 +370,20 @@ void Client::parseSnapshot(Packet& packet)
if (serverClientMapsHasEntity(serverEntityID)) {
EntityID localEntityID = m_ServerIDToClientID.at(serverEntityID);
EntityWrapper localEntity(m_World, localEntityID);
// Update entity
if (m_World->HasComponent(localEntityID, componentType)) {
// TODO Fix memory leak here
SharedComponentWrapper newComponent = createSharedComponent(packet, localEntityID, componentInfo);
bool shouldApply = true;
// Apply potential filter function
if (m_SnapshotFilter != nullptr) {
shouldApply = m_SnapshotFilter->FilterComponent(localEntity, newComponent);
}
if (shouldApply) {
if (shouldApply) {
ComponentWrapper currentComponent = m_World->GetComponent(localEntityID, componentType);
memcpy(currentComponent.Data, newComponent.Data, componentInfo.Stride);
}
//if (localEntity != m_LocalPlayer && !localEntity.IsChildOf(m_LocalPlayer)) {
// updateFields(packet, componentInfo, localEntityID);
//} else {
@@ -341,7 +400,11 @@ void Client::parseSnapshot(Packet& packet)
if (serverParentID == EntityID_Invalid) {
newLocalEntityID = m_World->CreateEntity(EntityID_Invalid);
} else {
newLocalEntityID = m_World->CreateEntity(m_ServerIDToClientID.at(serverParentID));
if (serverClientMapsHasEntity(serverParentID)) {
newLocalEntityID = m_World->CreateEntity(m_ServerIDToClientID.at(serverParentID));
} else {
newLocalEntityID = m_World->CreateEntity(EntityID_Invalid);
}
}
m_World->SetName(newLocalEntityID, serverEntityName);
insertIntoServerClientMaps(serverEntityID, newLocalEntityID);
@@ -351,9 +414,11 @@ void Client::parseSnapshot(Packet& packet)
}
// Parent logic
// This should be enough beacause we know that the entities arives in pre-order (there will always be a parent)
if (serverParentID != EntityID_Invalid) {
if (serverParentID != EntityID_Invalid && serverClientMapsHasEntity(serverParentID)) {
EntityID localEntityID = m_ServerIDToClientID.at(serverEntityID);
m_World->SetParent(localEntityID, m_ServerIDToClientID.at(serverParentID));
if (m_World->GetParent(localEntityID) != m_ServerIDToClientID.at(serverParentID)) {
m_World->SetParent(localEntityID, m_ServerIDToClientID.at(serverParentID));
}
}
}
parseSpawnEvents();
@@ -371,6 +436,12 @@ void Client::disconnect()
bool Client::OnInputCommand(const Events::InputCommand & e)
{
// TEMP
if (e.Command == "SearchForServers" && e.Value > 0) {
Events::SearchForServers e;
m_EventBroker->Publish(e);
}
if (e.PlayerID != -1) {
return false;
}
@@ -415,6 +486,11 @@ bool Client::OnPlayerDamage(const Events::PlayerDamage & e)
if (e.Inflictor != m_LocalPlayer) {
return false;
}
// Could this happen?
//if (!clientServerMapsHasEntity(e.Inflictor.ID)
// || !clientServerMapsHasEntity(e.Victim.ID)) {
// return;
//}
Packet packet(MessageType::OnPlayerDamage, m_SendPacketID);
packet.WritePrimitive(m_ClientIDToServerID.at(e.Inflictor.ID));
@@ -433,12 +509,23 @@ bool Client::OnPlayerSpawned(const Events::PlayerSpawned& e)
return true;
}
bool Client::OnSearchForServers(const Events::SearchForServers& e)
{
m_SearchingForServers = true;
m_StartSearchTime = std::clock();
m_Serverlist.clear();
LOG_INFO("Searching for LAN servers...\n");
Packet packet(MessageType::ServerlistRequest);
m_ServerlistRequest.Broadcast(packet, 13); // TODO: Config
return true;
}
void Client::parsePlayerDamage(Packet& packet)
{
Events::PlayerDamage e;
PlayerID victimID = packet.ReadPrimitive<EntityID>();
PlayerID inflictorID = packet.ReadPrimitive<EntityID>();
if(!serverClientMapsHasEntity(victimID) || !serverClientMapsHasEntity(inflictorID)){
if (!serverClientMapsHasEntity(victimID) || !serverClientMapsHasEntity(inflictorID)) {
return;
}
e.Inflictor = EntityWrapper(m_World, m_ServerIDToClientID.at(victimID));
@@ -450,6 +537,17 @@ void Client::parsePlayerDamage(Packet& packet)
}
}
bool Client::OnDoubleJump(Events::DoubleJump & e)
{
if (!clientServerMapsHasEntity(e.entityID) || e.entityID != m_LocalPlayer.ID) {
return false;
}
Packet packet(MessageType::OnDoubleJump);
packet.WritePrimitive(m_ClientIDToServerID.at(e.entityID));
m_Reliable.Send(packet);
return true;
}
void Client::sendLocalPlayerTransform()
{
if (!m_LocalPlayer.Valid()) {
@@ -467,7 +565,7 @@ void Client::sendLocalPlayerTransform()
packet.WritePrimitive(orientation.x);
packet.WritePrimitive(orientation.y);
packet.WritePrimitive(orientation.z);
bool hasAssaultWeapon = m_LocalPlayer.HasComponent("AssaultWeapon");
packet.WritePrimitive(hasAssaultWeapon);
if (hasAssaultWeapon) {
@@ -475,7 +573,7 @@ void Client::sendLocalPlayerTransform()
packet.WritePrimitive((int)cAssaultWeapon["MagazineAmmo"]);
packet.WritePrimitive((int)cAssaultWeapon["Ammo"]);
}
m_Unreliable.Send(packet);
}
@@ -528,6 +626,16 @@ void Client::becomePlayer()
m_Reliable.Send(packet);
}
void Client::displayServerlist()
{
LOG_INFO("This is a serverlist:\n");
for (int i = 0; i < m_Serverlist.size(); i++) {
ServerInfo si = m_Serverlist[i];
LOG_INFO("%s:%i\t%s\t%i\n", si.Address.c_str(), si.Port, si.Name.c_str(), si.PlayersConnected);
}
}
bool Client::clientServerMapsHasEntity(EntityID clientEntityID)
{
if (m_ClientIDToServerID.find(clientEntityID) != m_ClientIDToServerID.end()) {
-10
View File
@@ -1,10 +0,0 @@
#include "Network/HybridClient.h"
HybridClient::HybridClient()
{
}
HybridClient::~HybridClient()
{
}
-9
View File
@@ -1,9 +0,0 @@
#include "Network/HybridServer.h"
HybridServer::HybridServer()
{
}
HybridServer::~HybridServer()
{
}
+11
View File
@@ -0,0 +1,11 @@
#include "Network/NetworkClient.h"
NetworkClient::NetworkClient()
{
m_ReadBuffer = new char[m_BufferSize];
}
NetworkClient::~NetworkClient()
{
delete[] m_ReadBuffer;
}
+11
View File
@@ -0,0 +1,11 @@
#include "Network/NetworkServer.h"
NetworkServer::NetworkServer()
{
m_ReadBuffer = new char[m_BufferSize];
}
NetworkServer::~NetworkServer()
{
delete[] m_ReadBuffer;
}
+112 -15
View File
@@ -1,7 +1,8 @@
#include "Network/Server.h"
Server::Server(World* world, EventBroker* eventBroker, int port)
Server::Server(World* world, EventBroker* eventBroker, int port)
: Network(world, eventBroker)
, m_ServerlistRequest(13)
{
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
snapshotInterval = 1000 * config->Get<float>("Networking.SnapshotInterval", 0.05f);
@@ -13,7 +14,7 @@ Server::Server(World* world, EventBroker* eventBroker, int port)
EVENT_SUBSCRIBE_MEMBER(m_EComponentDeleted, &Server::OnComponentDeleted);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Server::OnPlayerDamage);
// Bind
// BindWW
if (port == 0) {
port = config->Get<float>("Networking.Port", 27666);
}
@@ -28,9 +29,8 @@ Server::~Server()
void Server::Update()
{
PlayerDefinition pd;
m_Reliable.AcceptNewConnections(m_NextPlayerID, m_ConnectedPlayers);
for (auto& kv : m_ConnectedPlayers) {
while (kv.second.TCPSocket->available()) {
// Packet will get real data in receive
@@ -46,6 +46,7 @@ void Server::Update()
}
}
PlayerDefinition pd;
while (m_Unreliable.IsSocketAvailable()) {
// Packet will get real data in receive
Packet packet(MessageType::Invalid);
@@ -58,6 +59,22 @@ void Server::Update()
parseMessageType(packet);
}
}
while (m_ServerlistRequest.IsSocketAvailable()) {
Packet packet(MessageType::Invalid);
PlayerDefinition localArea;
localArea.Endpoint = boost::asio::ip::udp::endpoint();
m_ServerlistRequest.Receive(packet, localArea);
if (packet.GetMessageType() == MessageType::ServerlistRequest) {
packet.ReadPrimitive<int>(); // Pop size
packet.ReadPrimitive<int>(); // Pop MsgType
packet.ReadPrimitive<int>(); // Pop packet ID
int port = packet.ReadPrimitive<int>();
std::string address = localArea.Endpoint.address().to_string();
parseServerlistRequest(boost::asio::ip::udp::endpoint(boost::asio::ip::address().from_string(address), port));
}
}
// Check if players have disconnected
for (int i = 0; i < m_PlayersToDisconnect.size(); i++) {
disconnect(m_PlayersToDisconnect.at(i));
@@ -75,6 +92,7 @@ void Server::Update()
sendPing();
previousePingMessage = currentTime;
}
// Time out logic
if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
checkForTimeOuts();
@@ -120,6 +138,9 @@ void Server::parseMessageType(Packet& packet)
case MessageType::PlayerTransform:
parsePlayerTransform(packet);
break;
case MessageType::OnDoubleJump:
parseDoubleJump(packet);
break;
default:
break;
}
@@ -146,7 +167,7 @@ void Server::sendSnapshot()
{
Packet packet(MessageType::Snapshot);
addInputCommandsToPacket(packet);
addChildrenToPacket(packet, EntityID_Invalid);
addPlayersToPacket(packet, EntityID_Invalid);
unreliableBroadcast(packet);
}
@@ -163,19 +184,61 @@ 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);
auto itPair = m_World->GetDirectChildren(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;
// HACK: Only sync players for now, since the map turned out to be TOO LARGE to send in one snapshot and Simon's computer shits itself
// HACK: Also checked CapturePointHUD for now. (this would get out of sync);
EntityWrapper childEntity(m_World, childEntityID);
if (!shouldSendToClient(childEntity)) {
continue;
if (shouldSendToClient(childEntity)) {
// 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
addPlayersToPacket(packet, childEntityID);
}
}
void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
{
auto itPair = m_World->GetDirectChildren(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);
@@ -230,6 +293,8 @@ void Server::sendPing()
reliableBroadcast(packet);
}
void Server::checkForTimeOuts()
{
double startPing = 1000 * m_StartPingTime
@@ -279,7 +344,7 @@ void Server::parseTCPConnect(Packet & packet)
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
LOG_INFO("Parsing connections");
// Check if player is already connected
// Ska vara till lagd i TCPServer receive
@@ -304,6 +369,11 @@ 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);
@@ -322,6 +392,17 @@ void Server::parseDisconnect()
}
}
void Server::parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint)
{
Packet packet(MessageType::ServerlistRequest);
packet.WriteString(m_Reliable.Address());
packet.WritePrimitive<int>(m_Reliable.Port());
packet.WriteString("SERVERNAME");
packet.WritePrimitive<int>(m_ConnectedPlayers.size());
m_ServerlistRequest.Send(packet);
}
void Server::disconnect(PlayerID playerID)
{
//broadcast("A player disconnected");
@@ -346,6 +427,7 @@ void Server::parseOnPlayerDamage(Packet & packet)
e.Victim = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
e.Damage = packet.ReadPrimitive<double>();
m_EventBroker->Publish(e);
//LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str());
}
@@ -374,8 +456,7 @@ bool Server::OnInputCommand(const Events::InputCommand & e)
}
isReadingData = !isReadingData;
m_SaveDataTimer = std::clock();
}
if (e.Command == "KickPlayer" && e.Value > 0) {
} else if (e.Command == "KickPlayer" && e.Value > 0) {
kick(0);
}
@@ -426,7 +507,7 @@ bool Server::OnPlayerDamage(const Events::PlayerDamage& e)
packet.WritePrimitive(e.Damage);
reliableBroadcast(packet);
return false;
return true;
}
void Server::parseClientPing()
@@ -446,13 +527,21 @@ 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;
}
}
}
bool Server::parseDoubleJump(Packet & packet)
{
reliableBroadcast(packet);
return true;
}
void Server::parseOnInputCommand(Packet& packet)
{
PlayerID player = -1;
@@ -512,7 +601,15 @@ void Server::parsePlayerTransform(Packet& packet)
bool Server::shouldSendToClient(EntityWrapper childEntity)
{
return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid();
auto children = m_World->GetDirectChildren(childEntity.ID);
for (auto it = children.first; it != children.second; it++) {
EntityWrapper child(m_World, it->second);
if(child.HasComponent("CapturePoint")) {
return true;
}
}
return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid()
|| childEntity.HasComponent("CapturePoint");
}
PlayerID Server::GetPlayerIDFromEndpoint()
+19 -9
View File
@@ -56,32 +56,42 @@ 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));
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;
}
+54 -37
View File
@@ -1,25 +1,38 @@
#include "Network/TCPServer.h"
using namespace boost::asio::ip;
TCPServer::TCPServer()
TCPServer::TCPServer()
{
acceptor = std::unique_ptr<tcp::acceptor>(new tcp::acceptor(m_IOService, tcp::endpoint(tcp::v4(), 27666)));
// Make the acceptor non-blocking so we wont get stuck in AcceptNewConnections().
acceptor->non_blocking(true);
m_Port = GetPort();
m_Address = GetAddress();
}
TCPServer::~TCPServer()
{
}
{ }
void TCPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
{
boost::system::error_code error;
boost::shared_ptr<tcp::socket> newSocket = boost::shared_ptr<tcp::socket>(new tcp::socket(m_IOService));
m_IOService.poll();
acceptor->async_accept(*newSocket,
boost::bind(&TCPServer::handle_accept, this, newSocket, boost::ref(nextPlayerID), boost::ref(connectedPlayers),
boost::asio::placeholders::error));
acceptor->accept(*newSocket, error);
// If no error occured add new tcp connection
if (!error) {
// Add tcp socket to connections
boost::asio::ip::tcp::no_delay option(true);
newSocket->set_option(option);
PlayerDefinition pd;
pd.StopTime = std::clock();
pd.TCPSocket = newSocket;
pd.TCPAddress = newSocket.get()->remote_endpoint().address();
pd.TCPPort = newSocket.get()->remote_endpoint().port();
connectedPlayers[nextPlayerID++] = pd;
}
}
PlayerID GetPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers,
PlayerID TCPServer::getPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers,
boost::asio::ip::address address, unsigned short port)
{
for (auto& kv : connectedPlayers) {
@@ -31,28 +44,10 @@ PlayerID GetPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& con
return -1;
}
void TCPServer::handle_accept(boost::shared_ptr<tcp::socket> socket,
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
const boost::system::error_code& error)
{
if (!error && GetPlayerIDFromEndpoint(connectedPlayers, socket->remote_endpoint().address(),
socket->remote_endpoint().port()) == -1) {
// Add tcp socket to connections
boost::asio::ip::tcp::no_delay option(true);
socket->set_option(option);
PlayerDefinition pd;
pd.StopTime = std::clock();
pd.TCPSocket = socket;
pd.TCPAddress = socket.get()->remote_endpoint().address();
pd.TCPPort = socket.get()->remote_endpoint().port();
connectedPlayers[nextPlayerID++] = pd;
}
}
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 +68,60 @@ void TCPServer::Send(Packet & packet)
}
void TCPServer::Disconnect()
{
{
}
int TCPServer::GetPort()
{
return acceptor->local_endpoint().port();
}
std::string TCPServer::GetAddress()
{
boost::asio::ip::tcp::resolver resolver(m_IOService);
boost::asio::ip::tcp::resolver::query query(boost::asio::ip::tcp::v4(), boost::asio::ip::host_name(), "");
boost::asio::ip::tcp::resolver::iterator it = resolver.resolve(query);
boost::asio::ip::tcp::endpoint endpoint = *it;
return endpoint.address().to_string().c_str();
}
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;
}
+40 -8
View File
@@ -15,9 +15,9 @@ void UDPClient::Connect(std::string playerName, std::string address, int port)
if (m_Socket) {
return;
}
m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string(address), port);
m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address().from_string(address), port);
m_Socket = boost::shared_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService));
m_Socket->connect(m_ReceiverEndpoint);
m_Socket->open(boost::asio::ip::udp::v4());
}
void UDPClient::Disconnect()
@@ -27,34 +27,66 @@ 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);
// 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()),
m_ReceiverEndpoint, 0);
}
void UDPClient::Broadcast(Packet& packet, int port)
{
packet.UpdateSize();
m_Socket->set_option(boost::asio::socket_base::broadcast(true));
m_Socket->send_to(boost::asio::buffer(
packet.Data(),
packet.Size()),
udp::endpoint(boost::asio::ip::address_v4().broadcast(), port)
, 0);
m_Socket->set_option(boost::asio::socket_base::broadcast(false));
}
bool UDPClient::IsSocketAvailable()
+65 -10
View File
@@ -5,11 +5,17 @@ UDPServer::UDPServer()
m_Socket = std::unique_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService, boost::asio::ip::udp::endpoint(boost::asio::ip::udp::v4(), 27666)));
}
UDPServer::UDPServer(int port)
{
m_Socket = std::unique_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService, boost::asio::ip::udp::endpoint(boost::asio::ip::udp::v4(), port)));
}
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 +29,7 @@ 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(),
@@ -31,9 +38,35 @@ void UDPServer::Send(Packet & packet)
0);
}
// Broadcasting respond specific logic
void UDPServer::Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint)
{
packet.UpdateSize();
m_Socket->send_to(
boost::asio::buffer(
packet.Data(),
packet.Size()),
endpoint,
0);
}
// Broadcasting
void UDPServer::Broadcast(Packet & packet, int port)
{
packet.UpdateSize();
m_Socket->set_option(boost::asio::socket_base::broadcast(true));
m_Socket->send_to(
boost::asio::buffer(
packet.Data(),
packet.Size()),
boost::asio::ip::udp::endpoint(boost::asio::ip::address_v4().broadcast(),port),
0);
m_Socket->set_option(boost::asio::socket_base::broadcast(false));
}
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 +78,39 @@ 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());
if (!m_Socket) {
return 0;
}
return length;
int addasdasd = m_Socket->available();
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)
+41
View File
@@ -0,0 +1,41 @@
#include "Rendering/CubeMapPass.h"
CubeMapPass::CubeMapPass(IRenderer* renderer)
:m_Renderer(renderer)
{
LoadTextures("Nevada");
}
void CubeMapPass::LoadTextures(std::string input)
{
if (m_PreviusCubeMapTexture != input) {
m_CubeMapTextures.clear();
for (int i = 0; i < 6; i++) {
std::string str;
str = "Textures/Test/CubeMap/" + input + "/CubeMapTest0" + std::to_string(i) + ".png";
Texture* img = ResourceManager::Load<Texture>(str);
m_CubeMapTextures.push_back(img);
}
GenerateCubeMapTexture();
m_PreviusCubeMapTexture = input;
}
}
void CubeMapPass::GenerateCubeMapTexture()
{
if (m_CubeMapTexture == -1) {
glGenTextures(1, &m_CubeMapTexture);
}
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapTexture);
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA32F, m_CubeMapTextures[0]->Width, m_CubeMapTextures[0]->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_CubeMapTextures[i]->Data);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
GLERROR("Generate Cubemap");
}
+61 -33
View File
@@ -1,19 +1,41 @@
#include "Rendering/DrawBloomPass.h"
DrawBloomPass::DrawBloomPass(IRenderer* renderer)
DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
: m_Renderer(renderer)
, m_Config(config)
{
m_Renderer = renderer;
InitializeTextures();
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
InitializeTextures();
InitializeBuffers();
InitializeShaderPrograms();
ChangeQuality(m_Config->Get<int>("GLOW.Quality", 2));
}
void DrawBloomPass::InitializeTextures()
{
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
}
void DrawBloomPass::ChangeQuality(int quality)
{
if (m_Quality == quality) {
return;
}
m_Quality = quality;
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
if (m_Quality == 0) {
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
m_GaussianTexture_horiz = 0;
m_GaussianTexture_vert = 0;
return;
}
InitializeTextures();
InitializeBuffers();
InitializeShaderPrograms();
std::string qStr = std::to_string(m_Quality);
m_Iterations = m_Config->Get<float>("GLOW" + qStr + ".NumIterations", 0);
}
void DrawBloomPass::InitializeShaderPrograms()
@@ -35,35 +57,45 @@ void DrawBloomPass::InitializeShaderPrograms()
}
}
void DrawBloomPass::InitializeBuffers()
{
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
m_GaussianFrameBuffer_horiz.Generate();
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_horiz.Generate();
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
m_GaussianFrameBuffer_vert.Generate();
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_vert.Generate();
}
void DrawBloomPass::ClearBuffer()
{
if (m_Quality == 0) {
return;
}
GLERROR("PRE");
m_GaussianFrameBuffer_horiz.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT);
m_GaussianFrameBuffer_horiz.Unbind();
m_GaussianFrameBuffer_vert.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT);
m_GaussianFrameBuffer_vert.Unbind();
GLERROR("END");
}
void DrawBloomPass::Draw(GLuint texture)
{
if (m_Quality == 0) {
return;
}
GLERROR("DrawBloomPass::Draw: Pre");
DrawBloomPassState state;
@@ -82,11 +114,12 @@ void DrawBloomPass::Draw(GLuint texture)
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//Iterate some times to make it more gaussian.
for (int i = 1; i < m_iterations; i++) {
for (int i = 1; i < m_Iterations; i++) {
//Vertical pass
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
@@ -94,16 +127,19 @@ void DrawBloomPass::Draw(GLuint texture)
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//horizontal pass
m_GaussianFrameBuffer_vert.Unbind();
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
m_GaussianFrameBuffer_horiz.Unbind();
}
//final vertical gaussian after the iterations are done
@@ -111,6 +147,7 @@ void DrawBloomPass::Draw(GLuint texture)
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
@@ -123,20 +160,11 @@ void DrawBloomPass::Draw(GLuint texture)
void DrawBloomPass::OnWindowResize()
{
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
if (m_Quality == 0) {
return;
}
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_vert.Generate();
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_horiz.Generate();
}
void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
GLERROR("Texture initialization failed");
}
+169 -86
View File
@@ -1,14 +1,17 @@
#include "Rendering/DrawFinalPass.h"
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, GLuint* depthBuffer)
: m_Renderer(renderer)
, m_LightCullingPass(lightCullingPass)
, m_CubeMapPass(cubeMapPass)
, m_SSAOPass(ssaoPass)
, m_DepthBuffer(depthBuffer)
{
//TODO: Make sure that uniforms are not sent into shader if not needed.
m_Renderer = renderer;
m_LightCullingPass = lightCullingPass;
m_ShieldPixelRate = 8;
InitializeTextures();
InitializeShaderPrograms();
InitializeFrameBuffers();
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
}
void DrawFinalPass::InitializeTextures()
@@ -22,42 +25,46 @@ void DrawFinalPass::InitializeTextures()
void DrawFinalPass::InitializeFrameBuffers()
{
glGenRenderbuffers(1, &m_DepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("RenderBuffer generation");
GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
//m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
m_FinalPassFrameBuffer.Generate();
GLERROR("FBO generation");
glGenRenderbuffers(1, &m_DepthBufferLowRes);
/* glGenRenderbuffers(1, &m_DepthBufferLowRes);
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBufferLowRes);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate));
GLERROR("RenderBufferLowRes generation");
GLERROR("RenderBufferLowRes generation");*/
GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_DepthBufferLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST,
glm::vec2((int)(m_Renderer->GetViewportSize().Width / m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height / m_ShieldPixelRate)),
GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
CommonFunctions::GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBufferLowRes, GL_DEPTH_STENCIL_ATTACHMENT)));
m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBufferLowRes, GL_DEPTH_STENCIL_ATTACHMENT)));
//m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTextureLowRes, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTextureLowRes, GL_COLOR_ATTACHMENT1)));
m_FinalPassFrameBufferLowRes.Generate();
GLERROR("FBO2 generation");
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
m_MergeFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_MergeFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
m_MergeFrameBuffer.Generate();
GLERROR("FBO3 generation");
}
void DrawFinalPass::InitializeShaderPrograms()
@@ -161,58 +168,70 @@ void DrawFinalPass::InitializeShaderPrograms()
m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
//m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
m_FillDepthBufferProgram->Compile();
m_FillDepthBufferProgram->Link();
GLERROR("Creating DepthFill program");
m_FillDepthBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl")));
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
//m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
m_FillDepthBufferSkinnedProgram->Compile();
m_FillDepthBufferSkinnedProgram->Link();
GLERROR("Creating DepthFill program");
m_MergeProgram = ResourceManager::Load<ShaderProgram>("#MergeProgram");
m_MergeProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
m_MergeProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/MergeProgram.frag.glsl")));
m_MergeProgram->Compile();
m_MergeProgram->BindFragDataLocation(0, "sceneColor");
m_MergeProgram->BindFragDataLocation(1, "bloomColor");
m_MergeProgram->Link();
GLERROR("Creating merge program");
}
void DrawFinalPass::Draw(RenderScene& scene, 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);
}
//TODO: Do we need check for this or will it be per scene always?
state->Enable(GL_STENCIL_TEST);
glClearStencil(0x00);
glClear(GL_STENCIL_BUFFER_BIT);
//Fill depth buffer
//Draw Opaque shielded objects
state->Disable(GL_STENCIL_TEST);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
GLERROR("OpaqueObjects");
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
GLERROR("Shielded Opaque object");
//DrawStencilState* stencilState = new DrawStencilState(m_FinalPassFrameBuffer.GetHandle());
//Draw shields to stencil pass
state->Enable(GL_STENCIL_TEST);
state->StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
state->StencilFunc(GL_ALWAYS, 1, 0xFF);
state->StencilMask(0xFF);
DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene);
GLERROR("StencilPass");
state->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
GLERROR("OpaqueObjects");
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
GLERROR("TransparentObjects");
DrawSprites(scene.Jobs.SpriteJob, scene);
GLERROR("SpriteJobs");
//DrawStencilState* stencilState = new DrawStencilState(m_FinalPassFrameBuffer.GetHandle());
//Draw shields to stencil pass
state->StencilFunc(GL_ALWAYS, 1, 0xFF);
state->StencilMask(0xFF);
DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene);
GLERROR("StencilPass");
//state->BlendFunc(GL_ONE, GL_ONE);
//DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
//GLERROR("TransparentObjects");
//Draw Opaque shielded objects
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
state->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene, SSAOTexture); //might need changing
GLERROR("Shielded Opaque object");
////Draw Transparen Shielded objects
//DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
//GLERROR("Shielded Transparent objects");
//Draw Transparen Shielded objects
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene, SSAOTexture); //might need changing
GLERROR("Shielded Transparent objects");
// state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// DrawSprites(scene.Jobs.SpriteJob, scene);
// GLERROR("SpriteJobs");
GLERROR("END");
delete state;
@@ -222,6 +241,11 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
//Draw the lowres texture that will be shown behind the shield.
stateLowRes->Enable(GL_SCISSOR_TEST);
stateLowRes->Enable(GL_DEPTH_TEST);
stateLowRes->DepthMask(GL_TRUE);
stateLowRes->Enable(GL_STENCIL_TEST);
stateLowRes->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
stateLowRes->StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
stateLowRes->StencilMask(0xFF);
//TODO: Viewports and scissor should be in state
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
@@ -233,96 +257,113 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
stateLowRes->StencilFunc(GL_ALWAYS, 1, 0xFF);
stateLowRes->StencilMask(0x00);
DrawToDepthBuffer(scene.Jobs.OpaqueObjects, scene);
DrawToDepthBuffer(scene.Jobs.TransparentObjects, scene);
//DrawToDepthBuffer(scene.Jobs.TransparentObjects, scene);
//Draw shields to stencil pass
stateLowRes->StencilFunc(GL_ALWAYS, 1, 0xFF);
stateLowRes->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
stateLowRes->StencilMask(0xFF);
stateLowRes->Enable(GL_DEPTH_TEST);
stateLowRes->DepthMask(GL_FALSE);
DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene);
GLERROR("StencilPass");
//glClear(GL_DEPTH_BUFFER_BIT);
stateLowRes->Enable(GL_DEPTH_TEST);
//stateLowRes->DepthMask(GL_TRUE);
stateLowRes->DepthFunc(GL_LEQUAL);
stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
stateLowRes->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, 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);
delete stateLowRes;
m_FinalPassFrameBuffer.Unbind();
m_FinalPassFrameBufferLowRes.Unbind();
state = new DrawFinalPassState(m_MergeFrameBuffer.GetHandle());
state->Disable(GL_DEPTH_TEST);
state->Enable(GL_STENCIL_TEST);
state->StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
state->StencilFunc(GL_LEQUAL, 1, 0xFF);
state->StencilMask(0x00);
MergeLayers();
delete state;
state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
//Draw Transparancy
state->BlendFunc(GL_ONE, GL_ONE);
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
GLERROR("TransparentObjects");
//Draw Transparen Shielded objects
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
GLERROR("Shielded Transparent objects");
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DrawSprites(scene.Jobs.SpriteJob, scene);
GLERROR("SpriteJobs");
GLERROR("END");
delete state;
}
void DrawFinalPass::ClearBuffer()
{
GLERROR("PRE");
m_FinalPassFrameBufferLowRes.Bind();
GLERROR("Bind LowRes");
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("ViewPort,Scissor LowRes");
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLERROR("1");
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
GLERROR("2");
glDisable(GL_SCISSOR_TEST);
GLERROR("3");
m_FinalPassFrameBufferLowRes.Unbind();
GLERROR("prebind HighRes");
m_FinalPassFrameBuffer.Bind();
GLERROR("Bind HighRes");
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("ViewPort,Scissor LowRes");
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT);
m_FinalPassFrameBuffer.Unbind();
GLERROR("END");
}
void DrawFinalPass::OnWindowResize()
{
//InitializeFrameBuffers();
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_FinalPassFrameBuffer.Generate();
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBufferLowRes);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate));
GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
m_FinalPassFrameBufferLowRes.Generate();
GLERROR("Error changing texture resolutions");
}
void DrawFinalPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
GLERROR("Texture initialization failed");
}
void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
GLERROR("MipMap Texture initialization failed");
}
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture)
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
GLERROR("forwardHandle");
@@ -346,7 +387,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, SSAOTexture);
glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture());
for (auto &job : jobs) {
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
@@ -356,12 +397,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
case RawModel::MaterialType::SingleTextures:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSkinned program");
//bind uniforms
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
//bind textures
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones;
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
@@ -376,6 +422,10 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
//bind textures
BindExplosionTextures(explosionHandle, explosionEffectJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(explosionHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
}
break;
}
@@ -434,6 +484,10 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
//bind textures
BindModelTextures(forwardSkinnedHandle, modelJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
@@ -449,6 +503,9 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindModelUniforms(forwardHandle, modelJob, scene);
//bind textures
BindModelTextures(forwardHandle, modelJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
}
break;
}
@@ -717,8 +774,31 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
// m_SpriteProgram->Unbind();
}
void DrawFinalPass::MergeLayers()
{
GLuint shaderHandle = m_MergeProgram->GetHandle();
m_MergeProgram->Bind();
GLERROR("MergeLayers 1");
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_DepthBufferLowRes);
GLERROR("MergeLayers 2");
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_SceneTextureLowRes);
GLERROR("MergeLayers 3");
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, m_BloomTextureLowRes);
GLERROR("MergeLayers 4");
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
GLERROR("MergeLayers 5");
}
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
{
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
GLERROR("Bind 1 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
GLERROR("Bind 2 uniform");
@@ -767,6 +847,7 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
{
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
GLERROR("Bind 1 uniform");
GLint Location_M = glGetUniformLocation(shaderHandle, "M");
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
@@ -807,6 +888,8 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job)
{
switch (job->Type) {
case RawModel::MaterialType::SingleTextures:
case RawModel::MaterialType::Basic:
+6 -4
View File
@@ -8,11 +8,13 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
Enable(GL_BLEND);
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Enable(GL_DEPTH_TEST);
DepthMask(GL_FALSE);
DepthFunc(GL_LEQUAL);
Enable(GL_CULL_FACE);
Enable(GL_STENCIL_TEST);
StencilFunc(GL_NOTEQUAL, 1, 0xFF);
StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
StencilMask(0xFF);
//Enable(GL_STENCIL_TEST);
//StencilFunc(GL_NOTEQUAL, 1, 0xFF);
//StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
//StencilMask(0xFF);
ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
}
+21 -21
View File
@@ -42,33 +42,33 @@ void FrameBuffer::Generate()
GLERROR("PRE");
std::vector<GLenum> attachments;
glGenFramebuffers(1, &m_BufferHandle);
if (m_BufferHandle == 0) {
glGenFramebuffers(1, &m_BufferHandle);
}
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
GLERROR("1");
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
switch ((*it)->m_ResourceType) {
case GL_TEXTURE_2D:
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
switch ((*it)->m_ResourceType) {
case GL_TEXTURE_2D:
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
break;
case GL_RENDERBUFFER:
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
break;
}
GLERROR("2");
break;
case GL_RENDERBUFFER:
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
break;
}
GLERROR("2");
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
attachments.push_back((*it)->m_Attachment);
}
GLERROR("Attachment");
}
GLERROR("3");
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
attachments.push_back((*it)->m_Attachment);
}
GLERROR("Attachment");
}
GLERROR("3");
GLenum* bufferTextures = &attachments[0];
glDrawBuffers(attachments.size(), bufferTextures);
+8 -30
View File
@@ -19,25 +19,15 @@ PickingPass::~PickingPass()
void PickingPass::InitializeTextures()
{
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
CommonFunctions::GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
}
void PickingPass::InitializeFrameBuffers()
{
/* glGenRenderbuffers(1, &m_DepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
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 Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
m_PickingBuffer.Generate();
@@ -64,6 +54,7 @@ void PickingPass::InitializeShaderPrograms()
void PickingPass::Draw(RenderScene& scene)
{
GLERROR("PRE");
PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
//TODO: Render: Add code for more jobs than modeljobs.
@@ -367,6 +358,7 @@ void PickingPass::Draw(RenderScene& scene)
void PickingPass::ClearPicking()
{
GLERROR("PRE");
m_PickingColorsToEntity.clear();
m_EntityColors.clear();
m_ColorCounter[0] = 0;
@@ -374,16 +366,15 @@ void PickingPass::ClearPicking()
m_PickingBuffer.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
m_PickingBuffer.Unbind();
GLERROR("END");
}
void PickingPass::OnWindowResize()
{
InitializeTextures();
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
m_PickingBuffer.Generate();
}
@@ -416,16 +407,3 @@ PickData PickingPass::Pick(glm::vec2 screenCoord)
pickData.World = pickInfo.World;
return pickData;
}
void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
{
//TODO: Renderer: Make this in a sparate class
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
GLERROR("Texture initialization failed");
}
+4 -2
View File
@@ -3,9 +3,9 @@
PickingPassState::PickingPassState(GLuint frameBuffer)
{
GLERROR("---2");
GLERROR("PRE");
BindFramebuffer(frameBuffer);
GLERROR("---3");
GLERROR("Bind Framebuffer");
Enable(GL_DEPTH_TEST);
Enable(GL_CULL_FACE);
Disable(GL_BLEND);
@@ -13,6 +13,8 @@ PickingPassState::PickingPassState(GLuint frameBuffer)
glm::vec4 clearColor = glm::vec4(0.f);
//ClearColor(clearColor);
//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLERROR("END");
}
PickingPassState::~PickingPassState()
+20
View File
@@ -135,6 +135,26 @@ bool RenderState::DepthMask(GLboolean flag)
return !GLERROR("DepthMask");
}
bool RenderState::DepthFunc(GLenum func)
{
GLint original;
glGetIntegerv(GL_DEPTH_FUNC, &original);
m_ResetFunctions.push_back(std::bind(glDepthFunc, original));
glDepthFunc(func);
return !GLERROR("DepthFunc");
}
bool RenderState::AlphaFunc(GLenum func, GLclampf thresholder)
{
GLint originalFunc;
glGetIntegerv(GL_ALPHA_TEST_FUNC, &originalFunc);
GLint originalRef;
glGetIntegerv(GL_ALPHA_TEST_REF, &originalRef);
m_ResetFunctions.push_back(std::bind(glAlphaFunc, originalFunc, originalRef));
glAlphaFunc(func, thresholder);
return !GLERROR("AlphaFunc");
}
RenderState::~RenderState()
{
for (auto& f : boost::adaptors::reverse(m_ResetFunctions)) {
+38 -27
View File
@@ -4,6 +4,8 @@ std::unordered_map<GLFWwindow*, Renderer*> Renderer::m_WindowToRenderer;
void Renderer::Initialize()
{
m_SSAO_Quality = m_Config->Get<int>("SSAO.Quality", 0);
m_GLOW_Quality = m_Config->Get<int>("GLOW.Quality", 0);
InitializeWindow();
InitializeRenderPasses();
@@ -26,10 +28,11 @@ void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height
glViewport(0, 0, width, height);
Renderer* currentRenderer = m_WindowToRenderer[window];
currentRenderer->m_ViewportSize = Rectangle(width, height);
currentRenderer->m_PickingPass->OnWindowResize();
currentRenderer->m_DrawFinalPass->OnWindowResize();
currentRenderer->m_LightCullingPass->OnWindowResize();
currentRenderer->m_PickingPass->OnWindowResize();
currentRenderer->m_DrawBloomPass->OnWindowResize();
currentRenderer->m_SSAOPass->OnWindowResize();
}
void Renderer::InitializeWindow()
@@ -88,9 +91,6 @@ void Renderer::InitializeShaders()
//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ExplosionEffect.frag.glsl")));
//m_ExplosionEffectProgram->Compile();
//m_ExplosionEffectProgram->Link();
}
void Renderer::InputUpdate(double dt)
@@ -108,38 +108,44 @@ void Renderer::Update(double dt)
void Renderer::Draw(RenderFrame& frame)
{
GLERROR("PRE");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
if(m_CubeMapTexture == 0) {
m_CubeMapPass->LoadTextures("Nevada");
} else if (m_CubeMapTexture == 1) {
m_CubeMapPass->LoadTextures("Sky");
}
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::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
m_SSAOPass->ChangeQuality(m_SSAO_Quality);
m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
GLERROR("SSAO Settings");
//clear buffer 0
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Clear other buffers
//Clear other buffers
PerformanceTimer::StartTimer("Renderer-ClearBuffers");
m_PickingPass->ClearPicking();
m_DrawFinalPass->ClearBuffer();
m_DrawBloomPass->ClearBuffer();
m_SSAOPass->ClearBuffer();
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
GLERROR("ClearBuffers");
for (auto scene : frame.RenderScenes) {
PerformanceTimer::StartTimer("Renderer-Depth");
PerformanceTimer::StartTimer("Renderer-PickingPass");
m_PickingPass->Draw(*scene);
GLERROR("Drawing pickingpass");
PerformanceTimer::StopTimer("Renderer-Depth");
PerformanceTimer::StopTimer("Renderer-PickingPass");
}
PerformanceTimer::StartTimer("AO generation");
m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
GLuint ao = m_SSAOPass->SSAOTexture();
PerformanceTimer::StopTimer("AO generation");
PerformanceTimer::StartTimer("Renderer-AO generation");
m_SSAOPass->Draw(*m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
PerformanceTimer::StopTimer("Renderer-AO generation");
for (auto scene : frame.RenderScenes){
PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");
PerformanceTimer::StartTimer("Renderer-Depth");
SortRenderJobsByDepth(*scene);
GLERROR("SortByDepth");
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
@@ -151,8 +157,8 @@ 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");
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
m_DrawFinalPass->Draw(*scene);
GLERROR("Draw Geometry+Light");
//m_DrawScenePass->Draw(*scene);
@@ -199,8 +205,11 @@ void Renderer::Draw(RenderFrame& frame)
PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
m_ImGuiRenderPass->Draw();
GLERROR("Imgui draw");
PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass");
PerformanceTimer::StartTimer("Renderer-SwapBuffer");
glfwSwapBuffers(m_Window);
PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass");
PerformanceTimer::StopTimer("Renderer-SwapBuffer");
}
PickData Renderer::Pick(glm::vec2 screenCoord)
@@ -239,9 +248,11 @@ void Renderer::InitializeRenderPasses()
{
m_PickingPass = new PickingPass(this, m_EventBroker);
m_LightCullingPass = new LightCullingPass(this);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
m_CubeMapPass = new CubeMapPass(this);
m_SSAOPass = new SSAOPass(this, m_Config);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_PickingPass->DepthBuffer());
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
m_DrawBloomPass = new DrawBloomPass(this);
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
m_SSAOPass = new SSAOPass(this);
}
}
+189 -42
View File
@@ -1,83 +1,168 @@
#include "Rendering/SSAOPass.h"
SSAOPass::SSAOPass(IRenderer* renderer)
SSAOPass::SSAOPass(IRenderer* renderer, ConfigFile* config)
: m_Renderer(renderer)
, m_Config(config)
{
m_Renderer = renderer;
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
ChangeQuality(m_Config->Get<int>("SSAO.Quality", 0));
}
void SSAOPass::ChangeQuality(int quality)
{
if (m_Quality == quality) {
return;
}
m_Quality = quality;
if (m_Quality == 0) {
CommonFunctions::DeleteTexture(&m_SSAOTexture);
CommonFunctions::DeleteTexture(&m_SSAOViewSpaceZTexture);
CommonFunctions::DeleteTexture(&m_Gaussian_horiz);
CommonFunctions::DeleteTexture(&m_Gaussian_vert);
return;
}
std::string qStr = std::to_string(m_Quality);
Setting(
m_Config->Get<float>("SSAO" + qStr + ".Radius", 0.01),
m_Config->Get<float>("SSAO" + qStr + ".Bias", 0.012),
m_Config->Get<float>("SSAO" + qStr + ".Contrast", 1.0),
m_Config->Get<float>("SSAO" + qStr + ".Intensity", 1.0),
m_Config->Get<int>("SSAO" + qStr + ".NumSamples", 0),
m_Config->Get<int>("SSAO" + qStr + ".NumTurns", 0),
m_Config->Get<int>("SSAO" + qStr + ".NumIterations", 0),
m_Config->Get<int>("SSAO" + qStr + ".TextureQuality", 4)
);
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
InitializeTexture();
InitializeBuffer();
InitializeShaderProgram();
Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
m_DrawBloomPass = new DrawBloomPass(renderer);
}
void SSAOPass::InitializeShaderProgram()
{
m_SSAOProgram = ResourceManager::Load<ShaderProgram>("##SSAOProgram");
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();
if (m_SSAOProgram->GetHandle() == 0) {
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
m_SSAOProgram->Compile();
m_SSAOProgram->Link();
}
m_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();
if (m_SSAOViewSpaceZProgram->GetHandle() == 0) {
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
m_SSAOViewSpaceZProgram->Compile();
m_SSAOViewSpaceZProgram->Link();
}
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
if (m_GaussianProgram_horiz->GetHandle() == 0) {
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
m_GaussianProgram_horiz->Compile();
m_GaussianProgram_horiz->Link();
}
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
if (m_GaussianProgram_vert->GetHandle() == 0) {
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
m_GaussianProgram_vert->Compile();
m_GaussianProgram_vert->Link();
}
}
void SSAOPass::InitializeTexture() {
CommonFunctions::GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R32F, GL_RED, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_Gaussian_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_Gaussian_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
}
void SSAOPass::InitializeBuffer()
{
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)));
if (m_SSAOFramBuffer.GetHandle() == 0) {
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
}
m_SSAOFramBuffer.Generate();
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)));
if (m_SSAOViewSpaceZFramBuffer.GetHandle() == 0) {
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
}
m_SSAOViewSpaceZFramBuffer.Generate();
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_Gaussian_horiz, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_horiz.Generate();
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_Gaussian_vert, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_vert.Generate();
}
void SSAOPass::ClearBuffer()
{
if (m_Quality == 0) {
return;
}
m_SSAOFramBuffer.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
m_SSAOFramBuffer.Unbind();
m_SSAOViewSpaceZFramBuffer.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
m_SSAOViewSpaceZFramBuffer.Unbind();
m_GaussianFrameBuffer_horiz.Bind();
glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
m_GaussianFrameBuffer_horiz.Unbind();
m_GaussianFrameBuffer_vert.Bind();
glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
m_GaussianFrameBuffer_vert.Unbind();
}
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns) {
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality) {
m_Radius = radius;
m_Bias = bias;
m_Contrast = contrast;
m_IntensityScale = intensityScale;
m_NumOfSamples = numOfSamples;
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");
m_NumOfTurns = numOfTurns;
m_Iterations = iterations;
m_TextureQuality = quality;
}
void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
{
if (m_Quality == 0) {
return;
}
SSAOPassState state;
GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle();
GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle();
@@ -97,6 +182,7 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
(-1.0f),
(+1.0f)
);*/
glViewport(0, 0, (m_Renderer->GetViewportSize().Width >> m_TextureQuality), (m_Renderer->GetViewportSize().Height >> m_TextureQuality)); //JOHAN TODO: Get this into state
glUniform3fv(glGetUniformLocation(viewSpaceZPShaderHandle, "ClipInfo"), 1, glm::value_ptr(clipInfo));
glBindVertexArray(m_ScreenQuad->VAO);
@@ -106,9 +192,9 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
glm::vec4 projInfo = glm::vec4(
((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
(-2.0 / (m_Renderer->GetViewportSize().Width * camera->ProjectionMatrix()[0][0])),
(-2.0 / ((m_Renderer->GetViewportSize().Width >> m_TextureQuality) * camera->ProjectionMatrix()[0][0])),
((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]),
(-2.0 / (m_Renderer->GetViewportSize().Height * camera->ProjectionMatrix()[1][1]))
(-2.0 / ((m_Renderer->GetViewportSize().Height >> m_TextureQuality) * camera->ProjectionMatrix()[1][1]))
);
@@ -119,23 +205,84 @@ 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(camera->FOV() * 0.5f)));
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), (m_Renderer->GetViewportSize().Height >> m_TextureQuality) / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uContrast"), m_Contrast);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uIntensityScale"), m_IntensityScale);
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfSamples"), m_NumOfSamples);
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);;
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);
glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "uProjInfo"), 1, glm::value_ptr(projInfo));
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
m_DrawBloomPass->ClearBuffer();
m_DrawBloomPass->Draw(m_SSAOTexture);
DrawBloomPassState BloomState;
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_SSAOTexture);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//Iterate some times to make it more gaussian.
for (int i = 1; i < m_Iterations; i++) {
//Vertical pass
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//horizontal pass
m_GaussianFrameBuffer_vert.Unbind();
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_Gaussian_vert);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
m_GaussianFrameBuffer_horiz.Unbind();
}
//final vertical gaussian after the iterations are done
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
m_GaussianFrameBuffer_vert.Unbind();
glViewport(0, 0, (m_Renderer->GetViewportSize().Width), (m_Renderer->GetViewportSize().Height));
}
void ComputeAO(GLuint depthBuffer, Camera* camera) {
void SSAOPass::OnWindowResize() {
if (m_Quality == 0) {
return;
}
InitializeTexture();
InitializeBuffer();
}
+2
View File
@@ -18,6 +18,7 @@ Texture::Texture(std::string path)
this->Width = img->Width;
this->Height = img->Height;
this->Data = img->Data;
GLint format;
switch (img->Format) {
@@ -28,6 +29,7 @@ Texture::Texture(std::string path)
format = GL_RGBA;
break;
}
// Construct the OpenGL texture
glGenTextures(1, &m_Texture);
@@ -17,3 +17,46 @@ Texture* CommonFunctions::LoadTexture(std::string path, bool threaded)
return img;
}
void CommonFunctions::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
{
glDeleteTextures(1, texture);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);
GLERROR("Texture initialization failed");
}
void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat)
{
glDeleteTextures(1, texture);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, *texture);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, false);
GLERROR("Texture initialization failed");
}
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
GLERROR("MipMap Texture initialization failed");
}
void CommonFunctions::DeleteTexture(GLuint* texture)
{
glDeleteTextures(1, texture);
*texture = 0;
}

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