Compare commits
30 Commits
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+1
-1
Submodule assets updated: 504752c949...6ffc1ab82a
@@ -2,8 +2,11 @@
|
|||||||
#define PerformanceTimer_h__
|
#define PerformanceTimer_h__
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||||||
|
|
||||||
#include "../Common.h"
|
#include "../Common.h"
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||||||
|
|
||||||
|
#ifdef DEBUG
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||||||
#include <boost/timer/timer.hpp>
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#include <boost/timer/timer.hpp>
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||||||
using boost::timer::cpu_timer;
|
using boost::timer::cpu_timer;
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||||||
|
#endif //DEBUG
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||||||
|
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||||||
class PerformanceTimer
|
class PerformanceTimer
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||||||
{
|
{
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||||||
@@ -17,9 +20,11 @@ public:
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|||||||
static void CreateExcelData();
|
static void CreateExcelData();
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||||||
|
|
||||||
private:
|
private:
|
||||||
|
#ifdef DEBUG
|
||||||
static std::map<std::string, cpu_timer> timers;
|
static std::map<std::string, cpu_timer> timers;
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||||||
static cpu_timer m_Timer;
|
static cpu_timer m_Timer;
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||||||
static std::string currentTimerRunning;
|
static std::string currentTimerRunning;
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||||||
|
#endif //DEBUG
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||||||
};
|
};
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||||||
|
|
||||||
#endif
|
#endif
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||||||
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|||||||
@@ -10,30 +10,31 @@
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|||||||
#include <boost/asio.hpp>
|
#include <boost/asio.hpp>
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||||||
#include <boost/shared_array.hpp>
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#include <boost/shared_array.hpp>
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||||||
|
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||||||
|
#include "Core/World.h"
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||||||
|
#include "Core/EntityFile.h"
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||||||
|
#include "Core/EventBroker.h"
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||||||
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#include "Core/ConfigFile.h"
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||||||
|
#include "Core/EPlayerDeath.h"
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||||||
|
#include "Core/EPlayerDamage.h"
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||||||
|
#include "Core/EPlayerSpawned.h"
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||||||
|
#include "Core/EAmmoPickup.h"
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||||||
|
#include "Game/Events/EDoubleJump.h"
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||||||
|
#include "Game/Events/EDashAbility.h"
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|
#include "Game/Events/EReset.h"
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||||||
|
#include "Input/EInputCommand.h"
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||||||
|
#include "imgui/imgui.h"
|
||||||
#include "Network/Network.h"
|
#include "Network/Network.h"
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||||||
#include "Network/MessageType.h"
|
#include "Network/MessageType.h"
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||||||
#include "Network/PlayerDefinition.h"
|
#include "Network/PlayerDefinition.h"
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||||||
#include "Network/UDPClient.h"
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#include "Network/UDPClient.h"
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||||||
#include "Network/TCPClient.h"
|
#include "Network/TCPClient.h"
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||||||
#include "Network/SnapshotDefinitions.h"
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#include "Network/SnapshotDefinitions.h"
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||||||
#include "Core/World.h"
|
|
||||||
#include "Core/EntityFile.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 "Core/EAmmoPickup.h"
|
|
||||||
#include "Network/ESearchForServers.h"
|
|
||||||
#include "../Game/Events/EDashAbility.h"
|
|
||||||
#include "Network/EDisplayServerlist.h"
|
#include "Network/EDisplayServerlist.h"
|
||||||
#include "Network/EConnectRequest.h"
|
#include "Network/EConnectRequest.h"
|
||||||
#include "Network/EPlayerDisconnected.h"
|
#include "Network/EPlayerDisconnected.h"
|
||||||
#include "Game/Events/EReset.h"
|
#include "Network/ESearchForServers.h"
|
||||||
|
#include "Network/EInterpolate.h"
|
||||||
|
#include "Network/SnapshotFilter.h"
|
||||||
|
|
||||||
class Client : public Network
|
class Client : public Network
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -17,7 +17,7 @@
|
|||||||
class DrawFinalPass
|
class DrawFinalPass
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass);
|
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass, ConfigFile* config);
|
||||||
~DrawFinalPass();
|
~DrawFinalPass();
|
||||||
void InitializeTextures();
|
void InitializeTextures();
|
||||||
void InitializeFrameBuffers();
|
void InitializeFrameBuffers();
|
||||||
@@ -25,17 +25,77 @@ public:
|
|||||||
void Draw(RenderScene& scene, BlurHUD* blurHUDPass);
|
void Draw(RenderScene& scene, BlurHUD* blurHUDPass);
|
||||||
void ClearBuffer();
|
void ClearBuffer();
|
||||||
void OnWindowResize();
|
void OnWindowResize();
|
||||||
|
void setMSAA(unsigned int numberOfSamples);
|
||||||
|
|
||||||
//Return the texture that is used in later stages to apply the bloom effect
|
//Return the texture that is used in later stages to apply the bloom effect
|
||||||
GLuint BloomTexture() const { return m_BloomTexture; }
|
GLuint BloomTexture() {
|
||||||
|
if (m_MSAA){
|
||||||
|
m_AntiAliasedFrameBuffer->Bind();
|
||||||
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
m_AntiAliasedFrameBuffer->Unbind();
|
||||||
|
m_FinalPassFrameBuffer->Read();
|
||||||
|
glReadBuffer(GL_COLOR_ATTACHMENT1);
|
||||||
|
m_AntiAliasedFrameBuffer->Draw();
|
||||||
|
glBlitFramebuffer(
|
||||||
|
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
|
||||||
|
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
|
||||||
|
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||||
|
return m_AntiAliasedTexture;
|
||||||
|
}
|
||||||
|
return m_BloomTexture; }
|
||||||
//Return the texture with diffuse and lighting of the scene.
|
//Return the texture with diffuse and lighting of the scene.
|
||||||
GLuint SceneTexture() const { return m_SceneTexture; }
|
GLuint DrawFinalPass::SceneTexture() {
|
||||||
|
if (m_MSAA) {
|
||||||
|
m_AntiAliasedFrameBuffer->Bind();
|
||||||
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
m_AntiAliasedFrameBuffer->Unbind();
|
||||||
|
m_FinalPassFrameBuffer->Read();
|
||||||
|
glReadBuffer(GL_COLOR_ATTACHMENT0);
|
||||||
|
m_AntiAliasedFrameBuffer->Draw();
|
||||||
|
glBlitFramebuffer(
|
||||||
|
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
|
||||||
|
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
|
||||||
|
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||||
|
return m_AntiAliasedTexture;
|
||||||
|
}
|
||||||
|
return m_SceneTexture;
|
||||||
|
}
|
||||||
//Return the SceneTexture with the blurred HUD bits.
|
//Return the SceneTexture with the blurred HUD bits.
|
||||||
GLuint CombinedSceneTexture() const { return m_CombinedTexture; }
|
GLuint CombinedSceneTexture() {
|
||||||
|
if (m_MSAA) {
|
||||||
|
m_AntiAliasedFrameBuffer->Bind();
|
||||||
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
m_AntiAliasedFrameBuffer->Unbind();
|
||||||
|
m_FinalPassFrameBuffer->Read();
|
||||||
|
m_AntiAliasedFrameBuffer->Draw();
|
||||||
|
glBlitFramebuffer(
|
||||||
|
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
|
||||||
|
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
|
||||||
|
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||||
|
return m_AntiAliasedTexture;
|
||||||
|
}
|
||||||
|
return m_CombinedTexture; }
|
||||||
//Return the blurred scene texture.
|
//Return the blurred scene texture.
|
||||||
GLuint FullBlurredTexture() const { return m_FullBlurredTexture; }
|
GLuint FullBlurredTexture() {
|
||||||
|
if (m_MSAA) {
|
||||||
|
m_AntiAliasedFrameBuffer->Bind();
|
||||||
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
m_AntiAliasedFrameBuffer->Unbind();
|
||||||
|
m_FinalPassFrameBuffer->Read();
|
||||||
|
m_AntiAliasedFrameBuffer->Draw();
|
||||||
|
glBlitFramebuffer(
|
||||||
|
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
|
||||||
|
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
|
||||||
|
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||||
|
return m_AntiAliasedTexture;
|
||||||
|
}
|
||||||
|
return m_FullBlurredTexture; }
|
||||||
//Return the framebuffer used in the scene rendering stage.
|
//Return the framebuffer used in the scene rendering stage.
|
||||||
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
|
FrameBuffer* FinalPassFrameBuffer() { return m_FinalPassFrameBuffer; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
|
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
|
||||||
@@ -56,18 +116,21 @@ private:
|
|||||||
Texture* m_GreyTexture;
|
Texture* m_GreyTexture;
|
||||||
Texture* m_ErrorTexture;
|
Texture* m_ErrorTexture;
|
||||||
|
|
||||||
FrameBuffer m_FinalPassFrameBuffer;
|
FrameBuffer* m_FinalPassFrameBuffer = nullptr;
|
||||||
FrameBuffer m_ShieldDepthFrameBuffer;
|
FrameBuffer* m_ShieldDepthFrameBuffer = nullptr;
|
||||||
|
FrameBuffer* m_AntiAliasedFrameBuffer = nullptr;
|
||||||
GLuint m_BloomTexture = 0;
|
GLuint m_BloomTexture = 0;
|
||||||
GLuint m_SceneTexture = 0;
|
GLuint m_SceneTexture = 0;
|
||||||
GLuint m_DepthBuffer = 0;
|
GLuint m_DepthBuffer = 0;
|
||||||
GLuint m_ShieldBuffer = 0;
|
GLuint m_ShieldBuffer = 0;
|
||||||
GLuint m_CubeMapTexture = 0;
|
GLuint m_CubeMapTexture = 0;
|
||||||
GLuint m_FullBlurredTexture;
|
GLuint m_FullBlurredTexture = 0;
|
||||||
GLuint m_CombinedTexture; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
|
GLuint m_CombinedTexture = 0; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
|
||||||
|
GLuint m_AntiAliasedTexture = 0; //Is only used when MSAA is active;
|
||||||
|
|
||||||
//maqke this component based i guess?
|
//maqke this component based i guess?
|
||||||
GLuint m_ShieldPixelRate = 16;
|
GLuint m_ShieldPixelRate = 16;
|
||||||
|
unsigned int m_MSAA = 0;
|
||||||
|
|
||||||
const IRenderer* m_Renderer;
|
const IRenderer* m_Renderer;
|
||||||
const LightCullingPass* m_LightCullingPass;
|
const LightCullingPass* m_LightCullingPass;
|
||||||
|
|||||||
@@ -7,12 +7,13 @@
|
|||||||
class BufferResource
|
class BufferResource
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod);
|
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod, bool multiSampling);
|
||||||
|
|
||||||
GLuint* m_ResourceHandle;
|
GLuint* m_ResourceHandle;
|
||||||
GLenum m_ResourceType;
|
GLenum m_ResourceType;
|
||||||
GLenum m_Attachment;
|
GLenum m_Attachment;
|
||||||
GLuint m_MipMapLod = 0;
|
GLuint m_MipMapLod = 0;
|
||||||
|
bool m_MultiSampling = false;
|
||||||
private:
|
private:
|
||||||
|
|
||||||
};
|
};
|
||||||
@@ -21,24 +22,33 @@ template <GLenum RESOURCETYPE>
|
|||||||
class ResourceType : public BufferResource
|
class ResourceType : public BufferResource
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod)
|
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod, bool multiSampling)
|
||||||
: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { }
|
: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod, multiSampling) { }
|
||||||
};
|
};
|
||||||
|
|
||||||
class Texture2D : public ResourceType<GL_TEXTURE_2D>
|
class Texture2D : public ResourceType<GL_TEXTURE_2D>
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
|
Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
|
||||||
: ResourceType(resourceHandle, attachment, mipMapLod) { };
|
: ResourceType(resourceHandle, attachment, mipMapLod, false) { };
|
||||||
|
|
||||||
~Texture2D();
|
~Texture2D();
|
||||||
};
|
};
|
||||||
|
|
||||||
|
class Texture2DMultiSample : public ResourceType<GL_TEXTURE_2D_MULTISAMPLE>
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
Texture2DMultiSample(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
|
||||||
|
: ResourceType(resourceHandle, attachment, mipMapLod, true) { };
|
||||||
|
|
||||||
|
~Texture2DMultiSample();
|
||||||
|
};
|
||||||
|
|
||||||
class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
|
class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
RenderBuffer(GLuint* resourceHandle, GLenum attachment)
|
RenderBuffer(GLuint* resourceHandle, GLenum attachment, bool multiSampling = false)
|
||||||
: ResourceType(resourceHandle, attachment, 0)
|
: ResourceType(resourceHandle, attachment, 0, multiSampling)
|
||||||
{ };
|
{ };
|
||||||
|
|
||||||
~RenderBuffer();
|
~RenderBuffer();
|
||||||
@@ -48,12 +58,13 @@ class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
|
|||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
Texture2DArray(GLuint* resourceHandle, GLenum attachment)
|
Texture2DArray(GLuint* resourceHandle, GLenum attachment)
|
||||||
: ResourceType(resourceHandle, attachment, 0)
|
: ResourceType(resourceHandle, attachment, 0, false)
|
||||||
{ };
|
{ };
|
||||||
|
|
||||||
~Texture2DArray();
|
~Texture2DArray();
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
class FrameBuffer
|
class FrameBuffer
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
@@ -65,9 +76,13 @@ public:
|
|||||||
void Generate();
|
void Generate();
|
||||||
void Bind();
|
void Bind();
|
||||||
void Unbind();
|
void Unbind();
|
||||||
|
void Read();
|
||||||
|
void Draw();
|
||||||
GLuint GetHandle();
|
GLuint GetHandle();
|
||||||
|
bool MultiSampling() { return m_MultiSampling; };
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
bool m_MultiSampling = true;
|
||||||
GLuint m_BufferHandle;
|
GLuint m_BufferHandle;
|
||||||
std::vector<std::shared_ptr<BufferResource>> m_Resources;
|
std::vector<std::shared_ptr<BufferResource>> m_Resources;
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -71,6 +71,7 @@ private:
|
|||||||
bool m_ResizeWindow = false;
|
bool m_ResizeWindow = false;
|
||||||
int m_SSAO_Quality = 0;
|
int m_SSAO_Quality = 0;
|
||||||
int m_GLOW_Quality = 2;
|
int m_GLOW_Quality = 2;
|
||||||
|
unsigned int m_MSAA_Level = 0;
|
||||||
|
|
||||||
PickingPass* m_PickingPass;
|
PickingPass* m_PickingPass;
|
||||||
LightCullingPass* m_LightCullingPass;
|
LightCullingPass* m_LightCullingPass;
|
||||||
|
|||||||
@@ -20,11 +20,14 @@ public:
|
|||||||
, Parent(parent)
|
, Parent(parent)
|
||||||
, Name(name)
|
, Name(name)
|
||||||
, OffsetMatrix(offsetMatrix)
|
, OffsetMatrix(offsetMatrix)
|
||||||
{ }
|
{
|
||||||
|
BindTransformMatrix = glm::inverse(offsetMatrix);
|
||||||
|
}
|
||||||
|
|
||||||
std::string Name;
|
std::string Name;
|
||||||
glm::mat4 OffsetMatrix;
|
glm::mat4 OffsetMatrix;
|
||||||
int ID;
|
int ID;
|
||||||
|
glm::mat4 BindTransformMatrix;
|
||||||
|
|
||||||
Bone* Parent;
|
Bone* Parent;
|
||||||
std::vector<Bone*> Children;
|
std::vector<Bone*> Children;
|
||||||
|
|||||||
@@ -29,6 +29,7 @@ struct SpriteJob : RenderJob
|
|||||||
IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
|
IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
|
||||||
|
|
||||||
Linear = (bool)cSprite["Linear"];
|
Linear = (bool)cSprite["Linear"];
|
||||||
|
ClampToBorder = (bool)cSprite["ClampToBorder"];
|
||||||
|
|
||||||
StartIndex = matProp.material->StartIndex;
|
StartIndex = matProp.material->StartIndex;
|
||||||
EndIndex = matProp.material->EndIndex;
|
EndIndex = matProp.material->EndIndex;
|
||||||
@@ -93,6 +94,7 @@ struct SpriteJob : RenderJob
|
|||||||
float ScaleX = 1;
|
float ScaleX = 1;
|
||||||
float ScaleY = 1;
|
float ScaleY = 1;
|
||||||
bool Linear = false;
|
bool Linear = false;
|
||||||
|
bool ClampToBorder = false;
|
||||||
|
|
||||||
glm::vec4 FillColor = glm::vec4(0);
|
glm::vec4 FillColor = glm::vec4(0);
|
||||||
float FillPercentage = 0.0;
|
float FillPercentage = 0.0;
|
||||||
|
|||||||
@@ -27,7 +27,7 @@ Texture* TryLoadResource(std::string path)
|
|||||||
|
|
||||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
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 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 GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type, GLint numMipMaps, GLint MAGFilter, GLint MINFilter);
|
||||||
void DeleteTexture(GLuint* texture);
|
void DeleteTexture(GLuint* texture);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -30,6 +30,7 @@
|
|||||||
#include "../Engine/Core/EPause.h"
|
#include "../Engine/Core/EPause.h"
|
||||||
#include "../Engine/Core/EComponentAttached.h"
|
#include "../Engine/Core/EComponentAttached.h"
|
||||||
#include "../Core/EPlayerSpawned.h"
|
#include "../Core/EPlayerSpawned.h"
|
||||||
|
#include "../Rendering/ESetCamera.h"
|
||||||
|
|
||||||
|
|
||||||
typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
|
typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
|
||||||
@@ -91,7 +92,6 @@ private:
|
|||||||
void matchBGMLoop();
|
void matchBGMLoop();
|
||||||
Source* m_CurrentBGM = nullptr;
|
Source* m_CurrentBGM = nullptr;
|
||||||
Source* m_CurrentBGMCombo = nullptr;
|
Source* m_CurrentBGMCombo = nullptr;
|
||||||
bool m_DrumLoopHasBeenStarted = false;
|
|
||||||
|
|
||||||
// Logic
|
// Logic
|
||||||
World* m_World = nullptr;
|
World* m_World = nullptr;
|
||||||
@@ -139,6 +139,8 @@ private:
|
|||||||
bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
|
bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
|
||||||
EventRelay<SoundManager, Events::ChangeBGM> m_EChangeBGM;
|
EventRelay<SoundManager, Events::ChangeBGM> m_EChangeBGM;
|
||||||
bool OnChangeBGM(const Events::ChangeBGM &e);
|
bool OnChangeBGM(const Events::ChangeBGM &e);
|
||||||
|
EventRelay<SoundManager, Events::SetCamera> m_ESetCamera;
|
||||||
|
bool OnSetCamera(const Events::SetCamera& e);
|
||||||
|
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -85,4 +85,7 @@ NumIterations=5
|
|||||||
NumIterations=9
|
NumIterations=9
|
||||||
|
|
||||||
[GLOW3]
|
[GLOW3]
|
||||||
NumIterations=13
|
NumIterations=13
|
||||||
|
|
||||||
|
[MSAA]
|
||||||
|
Level = 0;
|
||||||
|
|||||||
@@ -10,5 +10,6 @@
|
|||||||
<KeepRatioY>false</KeepRatioY>
|
<KeepRatioY>false</KeepRatioY>
|
||||||
<KeepRatio>false</KeepRatio>
|
<KeepRatio>false</KeepRatio>
|
||||||
<Linear>true</Linear>
|
<Linear>true</Linear>
|
||||||
|
<ClampToBorder>false</ClampToBorder>
|
||||||
<BlurBackground>false</BlurBackground>
|
<BlurBackground>false</BlurBackground>
|
||||||
</Sprite>
|
</Sprite>
|
||||||
|
|||||||
@@ -39,6 +39,9 @@
|
|||||||
<xs:element name="Linear" type="t:bool" minOccurs="0">
|
<xs:element name="Linear" type="t:bool" minOccurs="0">
|
||||||
<xs:annotation><xs:documentation>If it should use Linear or Nearest sampling method.</xs:documentation></xs:annotation>
|
<xs:annotation><xs:documentation>If it should use Linear or Nearest sampling method.</xs:documentation></xs:annotation>
|
||||||
</xs:element>
|
</xs:element>
|
||||||
|
<xs:element name="ClampToBorder" type="t:bool" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>If it should clamp to border or repeat the texture.</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
<xs:element name="BlurBackground" type="t:bool" minOccurs="0">
|
<xs:element name="BlurBackground" type="t:bool" minOccurs="0">
|
||||||
<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
|
<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
|
||||||
</xs:element>
|
</xs:element>
|
||||||
|
|||||||
+9641
-9512
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,14 +1,11 @@
|
|||||||
#version 430
|
#version 430
|
||||||
|
|
||||||
uniform mat4 M;
|
|
||||||
uniform mat4 V;
|
|
||||||
uniform mat4 P;
|
|
||||||
uniform vec4 Color;
|
uniform vec4 Color;
|
||||||
|
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
|
|
||||||
in VertexData{
|
in VertexData{
|
||||||
vec3 Position;
|
vec3 Position;
|
||||||
|
vec4 ViewSpacePosition;
|
||||||
vec3 Normal;
|
vec3 Normal;
|
||||||
vec2 TextureCoordinate;
|
vec2 TextureCoordinate;
|
||||||
vec4 DiffuseColor;
|
vec4 DiffuseColor;
|
||||||
|
|||||||
@@ -2,6 +2,7 @@
|
|||||||
|
|
||||||
#define MAX_SPLITS 4
|
#define MAX_SPLITS 4
|
||||||
|
|
||||||
|
uniform mat4 PVM;
|
||||||
uniform mat4 M;
|
uniform mat4 M;
|
||||||
uniform mat4 V;
|
uniform mat4 V;
|
||||||
uniform mat4 P;
|
uniform mat4 P;
|
||||||
@@ -23,6 +24,7 @@ uniform float ColorDistanceScalar;
|
|||||||
|
|
||||||
in VertexData{
|
in VertexData{
|
||||||
vec3 Position;
|
vec3 Position;
|
||||||
|
vec4 ViewSpacePosition;
|
||||||
vec3 Normal;
|
vec3 Normal;
|
||||||
vec3 Tangent;
|
vec3 Tangent;
|
||||||
vec3 BiTangent;
|
vec3 BiTangent;
|
||||||
@@ -34,6 +36,7 @@ in VertexData{
|
|||||||
|
|
||||||
out VertexData{
|
out VertexData{
|
||||||
vec3 Position;
|
vec3 Position;
|
||||||
|
vec4 ViewSpacePosition;
|
||||||
vec3 Normal;
|
vec3 Normal;
|
||||||
vec3 Tangent;
|
vec3 Tangent;
|
||||||
vec3 BiTangent;
|
vec3 BiTangent;
|
||||||
@@ -101,6 +104,7 @@ void PassThingsThrough(int index)
|
|||||||
// pass through vertex data
|
// pass through vertex data
|
||||||
Output.Normal = Input[index].Normal;
|
Output.Normal = Input[index].Normal;
|
||||||
Output.Position = Input[index].Position;
|
Output.Position = Input[index].Position;
|
||||||
|
Output.ViewSpacePosition = Input[index].ViewSpacePosition;
|
||||||
Output.TextureCoordinate = Input[index].TextureCoordinate;
|
Output.TextureCoordinate = Input[index].TextureCoordinate;
|
||||||
Output.Tangent = Input[index].Tangent;
|
Output.Tangent = Input[index].Tangent;
|
||||||
Output.BiTangent = Input[index].BiTangent;
|
Output.BiTangent = Input[index].BiTangent;
|
||||||
@@ -175,7 +179,7 @@ void main()
|
|||||||
}
|
}
|
||||||
|
|
||||||
// convert to window space
|
// convert to window space
|
||||||
gl_Position = P * V * M * vec4(ExplodedPosition, 1.0);
|
gl_Position = PVM * vec4(ExplodedPosition, 1.0);
|
||||||
EmitVertex();
|
EmitVertex();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -2,8 +2,6 @@
|
|||||||
|
|
||||||
#define MIN_AMBIENT_LIGHT 0.3
|
#define MIN_AMBIENT_LIGHT 0.3
|
||||||
#define MAX_SPLITS 4
|
#define MAX_SPLITS 4
|
||||||
|
|
||||||
uniform mat4 VM;
|
|
||||||
uniform mat4 M;
|
uniform mat4 M;
|
||||||
uniform mat4 V;
|
uniform mat4 V;
|
||||||
uniform mat4 P;
|
uniform mat4 P;
|
||||||
@@ -65,6 +63,7 @@ layout (std430, binding = 4) buffer LightIndexBuffer
|
|||||||
|
|
||||||
in VertexData{
|
in VertexData{
|
||||||
vec3 Position;
|
vec3 Position;
|
||||||
|
vec4 ViewSpacePosition;
|
||||||
vec3 Normal;
|
vec3 Normal;
|
||||||
vec3 Tangent;
|
vec3 Tangent;
|
||||||
vec3 BiTangent;
|
vec3 BiTangent;
|
||||||
@@ -302,11 +301,10 @@ void main()
|
|||||||
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
|
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
|
||||||
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
|
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
|
||||||
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
|
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
|
||||||
vec4 position = VM * vec4(Input.Position, 1.0);
|
|
||||||
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
|
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
|
||||||
normal = normalize(normal);
|
normal = normalize(normal);
|
||||||
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
||||||
vec4 viewVec = normalize(-position);
|
vec4 viewVec = normalize(-Input.ViewSpacePosition);
|
||||||
vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
|
vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
|
||||||
vec3 R = reflect(-I, Input.Normal);
|
vec3 R = reflect(-I, Input.Normal);
|
||||||
//R = vec3(P * vec4(R, 1.0));
|
//R = vec3(P * vec4(R, 1.0));
|
||||||
@@ -333,7 +331,7 @@ void main()
|
|||||||
LightResult light_result;
|
LightResult light_result;
|
||||||
//These if statements should be removed.
|
//These if statements should be removed.
|
||||||
if(light.Type == 1) { // point
|
if(light.Type == 1) { // point
|
||||||
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
|
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, Input.ViewSpacePosition, normal, light.Falloff);
|
||||||
} else if (light.Type == 2) { //Directional
|
} else if (light.Type == 2) { //Directional
|
||||||
int DepthMapIndex = getShadowIndex(FarDistance);
|
int DepthMapIndex = getShadowIndex(FarDistance);
|
||||||
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
#version 430
|
#version 430
|
||||||
uniform mat4 PVM;
|
uniform mat4 PVM;
|
||||||
|
uniform mat4 VM;
|
||||||
#define MAX_SPLITS 4
|
#define MAX_SPLITS 4
|
||||||
uniform mat4 TIM;
|
uniform mat4 TIM;
|
||||||
|
|
||||||
@@ -17,6 +18,7 @@ layout(location = 4) in vec2 TextureCoords;
|
|||||||
|
|
||||||
out VertexData{
|
out VertexData{
|
||||||
vec3 Position;
|
vec3 Position;
|
||||||
|
vec4 ViewSpacePosition;
|
||||||
vec3 Normal;
|
vec3 Normal;
|
||||||
vec3 Tangent;
|
vec3 Tangent;
|
||||||
vec3 BiTangent;
|
vec3 BiTangent;
|
||||||
@@ -31,6 +33,7 @@ void main()
|
|||||||
gl_Position = PVM * vec4(Position, 1.0);
|
gl_Position = PVM * vec4(Position, 1.0);
|
||||||
//mat4 TIM = transpose(inverse(M));
|
//mat4 TIM = transpose(inverse(M));
|
||||||
Output.Position = Position;
|
Output.Position = Position;
|
||||||
|
Output.ViewSpacePosition = VM * vec4(Position, 1.0);
|
||||||
Output.TextureCoordinate = TextureCoords;
|
Output.TextureCoordinate = TextureCoords;
|
||||||
Output.Normal = vec3(TIM * vec4(Normal, 0.0));
|
Output.Normal = vec3(TIM * vec4(Normal, 0.0));
|
||||||
Output.Tangent = vec3(TIM * vec4(Tangent, 0.0));
|
Output.Tangent = vec3(TIM * vec4(Tangent, 0.0));
|
||||||
|
|||||||
@@ -65,6 +65,7 @@ layout (std430, binding = 4) buffer LightIndexBuffer
|
|||||||
|
|
||||||
in VertexData{
|
in VertexData{
|
||||||
vec3 Position;
|
vec3 Position;
|
||||||
|
vec4 ViewSpacePosition;
|
||||||
vec3 Normal;
|
vec3 Normal;
|
||||||
vec3 Tangent;
|
vec3 Tangent;
|
||||||
vec3 BiTangent;
|
vec3 BiTangent;
|
||||||
@@ -141,11 +142,10 @@ void main()
|
|||||||
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
|
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
|
||||||
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
|
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
|
||||||
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
|
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
|
||||||
vec4 position = VM * vec4(Input.Position, 1.0);
|
|
||||||
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
|
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
|
||||||
normal = normalize(normal);
|
normal = normalize(normal);
|
||||||
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
||||||
vec4 viewVec = normalize(-position);
|
vec4 viewVec = normalize(-Input.ViewSpacePosition);
|
||||||
vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
|
vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
|
||||||
vec3 R = reflect(-I, Input.Normal);
|
vec3 R = reflect(-I, Input.Normal);
|
||||||
//R = vec3(P * vec4(R, 1.0));
|
//R = vec3(P * vec4(R, 1.0));
|
||||||
@@ -170,7 +170,7 @@ void main()
|
|||||||
LightResult light_result;
|
LightResult light_result;
|
||||||
//These if statements should be removed.
|
//These if statements should be removed.
|
||||||
if(light.Type == 1) { // point
|
if(light.Type == 1) { // point
|
||||||
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
|
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, Input.ViewSpacePosition, normal, light.Falloff);
|
||||||
} else if (light.Type == 2) { //Directional
|
} else if (light.Type == 2) { //Directional
|
||||||
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,6 +3,7 @@
|
|||||||
#define MAX_SPLITS 4
|
#define MAX_SPLITS 4
|
||||||
|
|
||||||
uniform mat4 PVM;
|
uniform mat4 PVM;
|
||||||
|
uniform mat4 VM;
|
||||||
uniform mat4 TIM;
|
uniform mat4 TIM;
|
||||||
uniform mat4 M;
|
uniform mat4 M;
|
||||||
uniform mat4 V;
|
uniform mat4 V;
|
||||||
@@ -21,6 +22,7 @@ layout(location = 6) in vec4 BoneWeights;
|
|||||||
|
|
||||||
out VertexData{
|
out VertexData{
|
||||||
vec3 Position;
|
vec3 Position;
|
||||||
|
vec4 ViewSpacePosition;
|
||||||
vec3 Normal;
|
vec3 Normal;
|
||||||
vec3 Tangent;
|
vec3 Tangent;
|
||||||
vec3 BiTangent;
|
vec3 BiTangent;
|
||||||
@@ -34,16 +36,15 @@ void main()
|
|||||||
{
|
{
|
||||||
mat4 boneTransform = mat4(1);
|
mat4 boneTransform = mat4(1);
|
||||||
|
|
||||||
if(BoneWeights[0] > 0.0f){
|
|
||||||
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
|
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
|
||||||
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
|
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
|
||||||
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
|
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
|
||||||
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
||||||
}
|
|
||||||
|
|
||||||
gl_Position = PVM*boneTransform * vec4(Position, 1.0);
|
gl_Position = PVM*boneTransform * vec4(Position, 1.0);
|
||||||
|
|
||||||
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
|
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
|
||||||
|
Output.ViewSpacePosition = VM * vec4(Position, 1.0);
|
||||||
Output.TextureCoordinate = TextureCoords;
|
Output.TextureCoordinate = TextureCoords;
|
||||||
Output.Normal = vec3(M * boneTransform * vec4(Normal, 0.0));
|
Output.Normal = vec3(M * boneTransform * vec4(Normal, 0.0));
|
||||||
Output.Tangent = vec3(M * vec4(Tangent, 0.0));
|
Output.Tangent = vec3(M * vec4(Tangent, 0.0));
|
||||||
|
|||||||
@@ -2,8 +2,6 @@
|
|||||||
|
|
||||||
#define MIN_AMBIENT_LIGHT 0.3
|
#define MIN_AMBIENT_LIGHT 0.3
|
||||||
#define MAX_SPLITS 4
|
#define MAX_SPLITS 4
|
||||||
|
|
||||||
uniform mat4 VM;
|
|
||||||
uniform mat4 M;
|
uniform mat4 M;
|
||||||
uniform mat4 V;
|
uniform mat4 V;
|
||||||
uniform mat4 P;
|
uniform mat4 P;
|
||||||
@@ -82,6 +80,7 @@ layout (std430, binding = 4) buffer LightIndexBuffer
|
|||||||
|
|
||||||
in VertexData{
|
in VertexData{
|
||||||
vec3 Position;
|
vec3 Position;
|
||||||
|
vec4 ViewSpacePosition;
|
||||||
vec3 Normal;
|
vec3 Normal;
|
||||||
vec3 Tangent;
|
vec3 Tangent;
|
||||||
vec3 BiTangent;
|
vec3 BiTangent;
|
||||||
@@ -362,13 +361,12 @@ void main()
|
|||||||
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
|
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
|
||||||
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
|
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
|
||||||
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
|
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
|
||||||
vec4 position = VM * vec4(Input.Position, 1.0);
|
|
||||||
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
|
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
|
||||||
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
|
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
|
||||||
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
|
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
|
||||||
normal = normalize(normal);
|
normal = normalize(normal);
|
||||||
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
||||||
vec4 viewVec = normalize(-position);
|
vec4 viewVec = normalize(-Input.ViewSpacePosition);
|
||||||
|
|
||||||
vec2 tilePos;
|
vec2 tilePos;
|
||||||
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
|
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
|
||||||
@@ -391,7 +389,7 @@ void main()
|
|||||||
LightResult light_result;
|
LightResult light_result;
|
||||||
//These if statements should be removed.
|
//These if statements should be removed.
|
||||||
if(light.Type == 1) { // point
|
if(light.Type == 1) { // point
|
||||||
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
|
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, Input.ViewSpacePosition, normal, light.Falloff);
|
||||||
} else if (light.Type == 2) { //Directional
|
} else if (light.Type == 2) { //Directional
|
||||||
int DepthMapIndex = getShadowIndex(FarDistance);
|
int DepthMapIndex = getShadowIndex(FarDistance);
|
||||||
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
||||||
|
|||||||
@@ -2,8 +2,6 @@
|
|||||||
|
|
||||||
#define MIN_AMBIENT_LIGHT 0.3
|
#define MIN_AMBIENT_LIGHT 0.3
|
||||||
#define MAX_SPLITS 4
|
#define MAX_SPLITS 4
|
||||||
|
|
||||||
uniform mat4 VM;
|
|
||||||
uniform mat4 M;
|
uniform mat4 M;
|
||||||
uniform mat4 V;
|
uniform mat4 V;
|
||||||
uniform mat4 P;
|
uniform mat4 P;
|
||||||
@@ -80,6 +78,7 @@ layout (std430, binding = 4) buffer LightIndexBuffer
|
|||||||
|
|
||||||
in VertexData{
|
in VertexData{
|
||||||
vec3 Position;
|
vec3 Position;
|
||||||
|
vec4 ViewSpacePosition;
|
||||||
vec3 Normal;
|
vec3 Normal;
|
||||||
vec3 Tangent;
|
vec3 Tangent;
|
||||||
vec3 BiTangent;
|
vec3 BiTangent;
|
||||||
@@ -193,13 +192,12 @@ void main()
|
|||||||
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
|
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
|
||||||
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
|
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
|
||||||
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
|
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
|
||||||
vec4 position = VM * vec4(Input.Position, 1.0);
|
|
||||||
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
|
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
|
||||||
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
|
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
|
||||||
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
|
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
|
||||||
normal = normalize(normal);
|
normal = normalize(normal);
|
||||||
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
||||||
vec4 viewVec = normalize(-position);
|
vec4 viewVec = normalize(-Input.ViewSpacePosition);
|
||||||
|
|
||||||
vec2 tilePos;
|
vec2 tilePos;
|
||||||
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
|
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
|
||||||
@@ -220,7 +218,7 @@ void main()
|
|||||||
LightResult light_result;
|
LightResult light_result;
|
||||||
//These if statements should be removed.
|
//These if statements should be removed.
|
||||||
if(light.Type == 1) { // point
|
if(light.Type == 1) { // point
|
||||||
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
|
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, Input.ViewSpacePosition, normal, light.Falloff);
|
||||||
} else if (light.Type == 2) { //Directional
|
} else if (light.Type == 2) { //Directional
|
||||||
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -17,12 +17,10 @@ out VertexData{
|
|||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
mat4 boneTransform = mat4(1);
|
mat4 boneTransform = mat4(1);
|
||||||
if(BoneWeights[0] > 0.0f){
|
|
||||||
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
|
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
|
||||||
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
|
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
|
||||||
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
|
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
|
||||||
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
||||||
}
|
|
||||||
|
|
||||||
gl_Position = PVM*boneTransform * vec4(Position, 1.0);
|
gl_Position = PVM*boneTransform * vec4(Position, 1.0);
|
||||||
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
|
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
|
||||||
|
|||||||
@@ -1,8 +1,6 @@
|
|||||||
#version 430
|
#version 430
|
||||||
|
|
||||||
uniform mat4 M;
|
uniform mat4 PVM;
|
||||||
uniform mat4 V;
|
|
||||||
uniform mat4 P;
|
|
||||||
|
|
||||||
layout (location = 0) in vec3 Position;
|
layout (location = 0) in vec3 Position;
|
||||||
layout (location = 4) in vec2 TextureCoords;
|
layout (location = 4) in vec2 TextureCoords;
|
||||||
@@ -13,6 +11,6 @@ out VertexData{
|
|||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = P * V * M * vec4(Position, 1.0);
|
gl_Position = PVM * vec4(Position, 1.0);
|
||||||
Output.TextureCoordinate = TextureCoords;
|
Output.TextureCoordinate = TextureCoords;
|
||||||
}
|
}
|
||||||
@@ -1,8 +1,6 @@
|
|||||||
#version 430
|
#version 430
|
||||||
|
|
||||||
uniform mat4 M;
|
uniform mat4 PVM;
|
||||||
uniform mat4 V;
|
|
||||||
uniform mat4 P;
|
|
||||||
uniform mat4 Bones[100];
|
uniform mat4 Bones[100];
|
||||||
|
|
||||||
layout (location = 0) in vec3 Position;
|
layout (location = 0) in vec3 Position;
|
||||||
@@ -17,13 +15,11 @@ out VertexData{
|
|||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
mat4 boneTransform = mat4(1);
|
mat4 boneTransform = mat4(1);
|
||||||
if(BoneWeights[0] > 0.0f){
|
|
||||||
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
|
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
|
||||||
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
|
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
|
||||||
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
|
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
|
||||||
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
||||||
}
|
|
||||||
|
|
||||||
gl_Position = P * V * M * boneTransform * vec4(Position, 1.0);
|
gl_Position = PVM * boneTransform * vec4(Position, 1.0);
|
||||||
Output.TextureCoordinate = TextureCoords;
|
Output.TextureCoordinate = TextureCoords;
|
||||||
}
|
}
|
||||||
@@ -1,7 +1,10 @@
|
|||||||
#include "Core/PerformanceTimer.h"
|
#include "Core/PerformanceTimer.h"
|
||||||
|
|
||||||
|
#ifdef DEBUG
|
||||||
#include <ctime>
|
#include <ctime>
|
||||||
#include <fstream>
|
#include <fstream>
|
||||||
|
|
||||||
|
|
||||||
cpu_timer PerformanceTimer::m_Timer;
|
cpu_timer PerformanceTimer::m_Timer;
|
||||||
std::map<std::string, cpu_timer> PerformanceTimer::timers;
|
std::map<std::string, cpu_timer> PerformanceTimer::timers;
|
||||||
std::string PerformanceTimer::currentTimerRunning = "";
|
std::string PerformanceTimer::currentTimerRunning = "";
|
||||||
@@ -74,3 +77,15 @@ void PerformanceTimer::CreateExcelData()
|
|||||||
}
|
}
|
||||||
someFileStream.close();
|
someFileStream.close();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#else
|
||||||
|
|
||||||
|
void PerformanceTimer::StartTimer(std::string nameOfTimer) {};
|
||||||
|
void PerformanceTimer::StartTimerAndStopPrevious(std::string nameOfTimer) {};
|
||||||
|
void PerformanceTimer::StopTimer(std::string nameOfTimer) {};
|
||||||
|
void PerformanceTimer::SetFrameNumber(int frameNumber) {};
|
||||||
|
|
||||||
|
void PerformanceTimer::ResetAllTimers() {};
|
||||||
|
void PerformanceTimer::CreateExcelData() {};
|
||||||
|
|
||||||
|
#endif //DEBUG
|
||||||
|
|||||||
@@ -1,162 +0,0 @@
|
|||||||
#include "Core/TransformSystem.h"
|
|
||||||
|
|
||||||
std::unordered_map<EntityWrapper, glm::vec3> TransformSystem::PositionCache;
|
|
||||||
std::unordered_map<EntityWrapper, glm::quat> TransformSystem::OrientationCache;
|
|
||||||
std::unordered_map<EntityWrapper, glm::vec3> TransformSystem::ScaleCache;
|
|
||||||
std::unordered_map<EntityWrapper, glm::mat4> TransformSystem::MatrixCache;
|
|
||||||
|
|
||||||
int TransformSystem::RecalculatedPositions = 0;
|
|
||||||
int TransformSystem::RecalculatedOrientations = 0;
|
|
||||||
int TransformSystem::RecalculatedScales = 0;
|
|
||||||
|
|
||||||
TransformSystem::TransformSystem(SystemParams params)
|
|
||||||
: System(params)
|
|
||||||
{
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &TransformSystem::OnEntityDeleted);
|
|
||||||
}
|
|
||||||
|
|
||||||
bool TransformSystem::OnEntityDeleted(const Events::EntityDeleted& e)
|
|
||||||
{
|
|
||||||
// Clean up deleted entity
|
|
||||||
PositionCache.erase(e.DeletedEntity);
|
|
||||||
OrientationCache.erase(e.DeletedEntity);
|
|
||||||
ScaleCache.erase(e.DeletedEntity);
|
|
||||||
MatrixCache.erase(e.DeletedEntity);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
//glm::mat4 Transform::AbsoluteTransformation(EntityWrapper entity)
|
|
||||||
//{
|
|
||||||
// glm::mat4 t = glm::mat4(1.f);
|
|
||||||
//
|
|
||||||
// while (entity.Valid()) {
|
|
||||||
// t = glm::translate((const glm::vec3&)entity["Transform"]["Position"]) * glm::toMat4(glm::quat((const glm::vec3&)entity["Transform"]["Orientation"])) * glm::scale((const glm::vec3&)entity["Transform"]["Scale"]) * t;
|
|
||||||
// entity = entity.Parent();
|
|
||||||
// }
|
|
||||||
//
|
|
||||||
// return t;
|
|
||||||
//}
|
|
||||||
|
|
||||||
glm::vec3 TransformSystem::AbsolutePosition(World* world, EntityID entity)
|
|
||||||
{
|
|
||||||
return TransformSystem::AbsolutePosition(EntityWrapper(world, entity));
|
|
||||||
}
|
|
||||||
|
|
||||||
glm::vec3 TransformSystem::AbsolutePosition(EntityWrapper entity)
|
|
||||||
{
|
|
||||||
if (!entity.Valid()) {
|
|
||||||
return glm::vec3();
|
|
||||||
}
|
|
||||||
|
|
||||||
auto cacheIt = PositionCache.find(entity);
|
|
||||||
ComponentWrapper cTransform = entity["Transform"];
|
|
||||||
ComponentWrapper::SubscriptProxy cTransformPosition = cTransform["Position"];
|
|
||||||
if (cacheIt != PositionCache.end() && !cTransformPosition.Dirty(DirtySetType::Transform)) {
|
|
||||||
return cacheIt->second;
|
|
||||||
} else {
|
|
||||||
EntityWrapper parent = entity.Parent();
|
|
||||||
// Calculate position
|
|
||||||
glm::vec3 position = AbsolutePosition(parent) + TransformSystem::AbsoluteOrientation(parent) * (TransformSystem::AbsoluteScale(parent) * (const glm::vec3&)cTransformPosition);
|
|
||||||
// Cache it
|
|
||||||
PositionCache[entity] = position;
|
|
||||||
RecalculatedPositions++;
|
|
||||||
// Unset dirty flag
|
|
||||||
cTransformPosition.SetDirty(DirtySetType::Transform, false);
|
|
||||||
return position;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
glm::vec3 TransformSystem::AbsoluteOrientationEuler(EntityWrapper entity)
|
|
||||||
{
|
|
||||||
glm::vec3 orientation;
|
|
||||||
|
|
||||||
while (entity.Valid()) {
|
|
||||||
ComponentWrapper transform = entity["Transform"];
|
|
||||||
orientation += (Field<glm::vec3>)transform["Orientation"];
|
|
||||||
entity = entity.Parent();
|
|
||||||
}
|
|
||||||
|
|
||||||
return orientation;
|
|
||||||
}
|
|
||||||
|
|
||||||
glm::quat TransformSystem::AbsoluteOrientation(World* world, EntityID entity)
|
|
||||||
{
|
|
||||||
return TransformSystem::AbsoluteOrientation(EntityWrapper(world, entity));
|
|
||||||
}
|
|
||||||
|
|
||||||
glm::quat TransformSystem::AbsoluteOrientation(EntityWrapper entity)
|
|
||||||
{
|
|
||||||
if (!entity.Valid()) {
|
|
||||||
return glm::quat();
|
|
||||||
}
|
|
||||||
|
|
||||||
auto cacheIt = OrientationCache.find(entity);
|
|
||||||
ComponentWrapper cTransform = entity["Transform"];
|
|
||||||
ComponentWrapper::SubscriptProxy cTransformOrientation = cTransform["Orientation"];
|
|
||||||
if (cacheIt != OrientationCache.end() && !cTransformOrientation.Dirty(DirtySetType::Transform)) {
|
|
||||||
return cacheIt->second;
|
|
||||||
} else {
|
|
||||||
EntityWrapper parent = entity.Parent();
|
|
||||||
// Calculate orientation
|
|
||||||
glm::quat orientation = AbsoluteOrientation(parent) * glm::quat((const glm::vec3&)cTransformOrientation);
|
|
||||||
// Cache it
|
|
||||||
OrientationCache[entity] = orientation;
|
|
||||||
RecalculatedOrientations++;
|
|
||||||
// Unset dirty flag
|
|
||||||
cTransformOrientation.SetDirty(DirtySetType::Transform, false);
|
|
||||||
return orientation;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
glm::vec3 TransformSystem::AbsoluteScale(World* world, EntityID entity)
|
|
||||||
{
|
|
||||||
return TransformSystem::AbsoluteScale(EntityWrapper(world, entity));
|
|
||||||
}
|
|
||||||
|
|
||||||
glm::vec3 TransformSystem::AbsoluteScale(EntityWrapper entity)
|
|
||||||
{
|
|
||||||
if (!entity.Valid()) {
|
|
||||||
return glm::vec3(1.f);
|
|
||||||
}
|
|
||||||
|
|
||||||
auto cacheIt = ScaleCache.find(entity);
|
|
||||||
ComponentWrapper cTransform = entity["Transform"];
|
|
||||||
ComponentWrapper::SubscriptProxy cTransformScale = cTransform["Scale"];
|
|
||||||
if (cacheIt != ScaleCache.end() && !cTransformScale.Dirty(DirtySetType::Transform)) {
|
|
||||||
return cacheIt->second;
|
|
||||||
} else {
|
|
||||||
EntityWrapper parent = entity.Parent();
|
|
||||||
// Calculate scale
|
|
||||||
glm::vec3 scale = AbsoluteScale(parent) * (const glm::vec3&)cTransformScale;
|
|
||||||
// Cache it
|
|
||||||
ScaleCache[entity] = scale;
|
|
||||||
RecalculatedPositions++;
|
|
||||||
// Unset dirty flag
|
|
||||||
cTransformScale.SetDirty(DirtySetType::Transform, false);
|
|
||||||
return scale;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
glm::mat4 TransformSystem::ModelMatrix(EntityID entityID, World* world)
|
|
||||||
{
|
|
||||||
return ModelMatrix(EntityWrapper(world, entityID));
|
|
||||||
}
|
|
||||||
|
|
||||||
glm::mat4 TransformSystem::ModelMatrix(EntityWrapper entity)
|
|
||||||
{
|
|
||||||
auto cacheIt = MatrixCache.find(entity);
|
|
||||||
ComponentWrapper cTransform = entity["Transform"];
|
|
||||||
bool isDirty = cTransform["Position"].Dirty(DirtySetType::Transform) || cTransform["Orientation"].Dirty(DirtySetType::Transform) || cTransform["Scale"].Dirty(DirtySetType::Transform);
|
|
||||||
if (cacheIt != MatrixCache.end() && !isDirty) {
|
|
||||||
return cacheIt->second;
|
|
||||||
} else {
|
|
||||||
glm::mat4 matrix = glm::translate(AbsolutePosition(entity)) * glm::toMat4(AbsoluteOrientation(entity)) * glm::scale(AbsoluteScale(entity));
|
|
||||||
MatrixCache[entity] = matrix;
|
|
||||||
return matrix;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
glm::vec3 TransformSystem::TransformPoint(const glm::vec3& point, const glm::mat4& matrix)
|
|
||||||
{
|
|
||||||
return glm::vec3(matrix * glm::vec4(point.x, point.y, point.z, 1));
|
|
||||||
}
|
|
||||||
@@ -108,7 +108,15 @@ void Client::Update(double dt)
|
|||||||
|
|
||||||
hasServerTimedOut();
|
hasServerTimedOut();
|
||||||
}
|
}
|
||||||
//Network::Update();
|
|
||||||
|
if (ImGui::BeginPopupModal("Disconnected", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) {
|
||||||
|
ImGui::Text("You have been disconnected from server.\n\n");
|
||||||
|
ImGui::SetCursorPosX(ImGui::GetContentRegionAvailWidth() - 120);
|
||||||
|
if (ImGui::Button("OK", ImVec2(120, 0))) {
|
||||||
|
ImGui::CloseCurrentPopup();
|
||||||
|
}
|
||||||
|
ImGui::EndPopup();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Client::parseMessageType(Packet& packet)
|
void Client::parseMessageType(Packet& packet)
|
||||||
@@ -196,7 +204,7 @@ void Client::parseTCPConnect(Packet& packet)
|
|||||||
packet.WritePrimitive(m_PlayerID);
|
packet.WritePrimitive(m_PlayerID);
|
||||||
m_Unreliable.Send(packet);
|
m_Unreliable.Send(packet);
|
||||||
|
|
||||||
// LOG_INFO("Sent UDP Connect Server");
|
// LOG_INFO("Sent UDP Connect Server");
|
||||||
}
|
}
|
||||||
|
|
||||||
void Client::parsePlayerConnected(Packet & packet)
|
void Client::parsePlayerConnected(Packet & packet)
|
||||||
@@ -676,6 +684,7 @@ void Client::hasServerTimedOut()
|
|||||||
if (timeSincePing > m_TimeoutMs) {
|
if (timeSincePing > m_TimeoutMs) {
|
||||||
// Clear everything and go to menu.
|
// Clear everything and go to menu.
|
||||||
LOG_INFO("Server has timed out, returning to menu, Beep Boop.");
|
LOG_INFO("Server has timed out, returning to menu, Beep Boop.");
|
||||||
|
ImGui::OpenPopup("Disconnected");
|
||||||
disconnect();
|
disconnect();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -68,13 +68,13 @@ void BlurHUD::InitializeBuffers()
|
|||||||
}
|
}
|
||||||
m_GaussianFrameBuffer_horiz.Generate();
|
m_GaussianFrameBuffer_horiz.Generate();
|
||||||
|
|
||||||
CommonFunctions::GenerateTexture(&m_DepthStencil_vert, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
//CommonFunctions::GenerateTexture(&m_DepthStencil_vert, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||||
res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
// res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
||||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_NEAREST,
|
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_NEAREST,
|
||||||
res2, GL_RGBA16F, GL_RGBA, GL_FLOAT);
|
res2, GL_RGBA16F, GL_RGBA, GL_FLOAT);
|
||||||
|
|
||||||
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
|
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
|
||||||
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthStencil_vert, GL_DEPTH_STENCIL_ATTACHMENT)));
|
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthStencil_horiz, GL_DEPTH_STENCIL_ATTACHMENT)));
|
||||||
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
||||||
}
|
}
|
||||||
m_GaussianFrameBuffer_vert.Generate();
|
m_GaussianFrameBuffer_vert.Generate();
|
||||||
@@ -260,22 +260,22 @@ void BlurHUD::FillStencil(RenderScene& scene)
|
|||||||
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
|
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
|
||||||
}
|
}
|
||||||
|
|
||||||
state.BindFramebuffer(m_GaussianFrameBuffer_vert.GetHandle());
|
//state.BindFramebuffer(m_GaussianFrameBuffer_vert.GetHandle());
|
||||||
for (auto& job : scene.Jobs.SpriteJob) {
|
//for (auto& job : scene.Jobs.SpriteJob) {
|
||||||
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
// auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
||||||
if (!spriteJob) {
|
// if (!spriteJob) {
|
||||||
continue;
|
// continue;
|
||||||
}
|
// }
|
||||||
if(!spriteJob->BlurBackground) {
|
// if(!spriteJob->BlurBackground) {
|
||||||
continue;
|
// continue;
|
||||||
}
|
// }
|
||||||
glm::mat4 MVP = VP * spriteJob->Matrix;
|
// glm::mat4 MVP = VP * spriteJob->Matrix;
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(MVP));
|
// glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||||
|
|
||||||
glBindVertexArray(spriteJob->Model->VAO);
|
// glBindVertexArray(spriteJob->Model->VAO);
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
|
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
|
||||||
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
|
// glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
|
||||||
}
|
//}
|
||||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -76,12 +76,12 @@ void DrawBloomPass::InitializeShaderPrograms()
|
|||||||
void DrawBloomPass::InitializeBuffers()
|
void DrawBloomPass::InitializeBuffers()
|
||||||
{
|
{
|
||||||
CommonFunctions::GenerateMipMapTexture(
|
CommonFunctions::GenerateMipMapTexture(
|
||||||
&m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
|
&m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height),
|
||||||
, GL_RGB, GL_FLOAT, m_BloomLod);
|
GL_RGB16F, GL_RGB, GL_FLOAT, m_BloomLod, GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST);
|
||||||
CommonFunctions::GenerateMipMapTexture(
|
CommonFunctions::GenerateMipMapTexture(
|
||||||
&m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
|
&m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height),
|
||||||
, GL_RGB, GL_FLOAT, m_BloomLod);
|
GL_RGB16F, GL_RGB, GL_FLOAT, m_BloomLod, GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST);
|
||||||
CommonFunctions::GenerateTexture(&m_FinalGaussianTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
CommonFunctions::GenerateTexture(&m_FinalGaussianTexture, GL_CLAMP_TO_BORDER, GL_NEAREST, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
|
|
||||||
if (m_GaussianCombineBuffer.GetHandle() == 0) {
|
if (m_GaussianCombineBuffer.GetHandle() == 0) {
|
||||||
m_GaussianCombineBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_FinalGaussianTexture, GL_COLOR_ATTACHMENT0)));
|
m_GaussianCombineBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_FinalGaussianTexture, GL_COLOR_ATTACHMENT0)));
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
#include "Rendering/DrawFinalPass.h"
|
#include "Rendering/DrawFinalPass.h"
|
||||||
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass)
|
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass, ConfigFile* config)
|
||||||
: m_Renderer(renderer)
|
: m_Renderer(renderer)
|
||||||
, m_LightCullingPass(lightCullingPass)
|
, m_LightCullingPass(lightCullingPass)
|
||||||
, m_CubeMapPass(cubeMapPass)
|
, m_CubeMapPass(cubeMapPass)
|
||||||
@@ -8,6 +8,11 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
|
|||||||
{
|
{
|
||||||
//TODO: Make sure that uniforms are not sent into shader if not needed.
|
//TODO: Make sure that uniforms are not sent into shader if not needed.
|
||||||
m_ShieldPixelRate = 8;
|
m_ShieldPixelRate = 8;
|
||||||
|
m_FinalPassFrameBuffer = new FrameBuffer();
|
||||||
|
m_ShieldDepthFrameBuffer = new FrameBuffer();
|
||||||
|
|
||||||
|
setMSAA(config->Get<int>("MSAA.Level", 0));
|
||||||
|
|
||||||
InitializeTextures();
|
InitializeTextures();
|
||||||
InitializeShaderPrograms();
|
InitializeShaderPrograms();
|
||||||
InitializeFrameBuffers();
|
InitializeFrameBuffers();
|
||||||
@@ -19,6 +24,9 @@ DrawFinalPass::~DrawFinalPass(){
|
|||||||
CommonFunctions::DeleteTexture(&m_DepthBuffer);
|
CommonFunctions::DeleteTexture(&m_DepthBuffer);
|
||||||
CommonFunctions::DeleteTexture(&m_ShieldBuffer);
|
CommonFunctions::DeleteTexture(&m_ShieldBuffer);
|
||||||
CommonFunctions::DeleteTexture(&m_CubeMapTexture);
|
CommonFunctions::DeleteTexture(&m_CubeMapTexture);
|
||||||
|
|
||||||
|
delete m_FinalPassFrameBuffer;
|
||||||
|
delete m_ShieldDepthFrameBuffer;
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawFinalPass::InitializeTextures()
|
void DrawFinalPass::InitializeTextures()
|
||||||
@@ -32,26 +40,88 @@ void DrawFinalPass::InitializeTextures()
|
|||||||
|
|
||||||
void DrawFinalPass::InitializeFrameBuffers()
|
void DrawFinalPass::InitializeFrameBuffers()
|
||||||
{
|
{
|
||||||
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
if (m_MSAA) {
|
||||||
//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_AntiAliasedTexture, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||||
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
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);
|
|
||||||
|
|
||||||
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
if (m_AntiAliasedFrameBuffer == nullptr) {
|
||||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
m_AntiAliasedFrameBuffer = new FrameBuffer();
|
||||||
|
m_AntiAliasedFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_AntiAliasedTexture, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
|
m_AntiAliasedFrameBuffer->Generate();
|
||||||
|
|
||||||
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
|
if (m_SceneTexture != 0) {
|
||||||
//m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
|
glDeleteRenderbuffers(1, &m_SceneTexture);
|
||||||
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)));
|
glGenRenderbuffers(1, &m_SceneTexture);
|
||||||
m_FinalPassFrameBuffer.Generate();
|
GLERROR("FBO 1");
|
||||||
GLERROR("FBO generation");
|
glBindRenderbuffer(GL_RENDERBUFFER, m_SceneTexture);
|
||||||
|
GLERROR("FBO 11");
|
||||||
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||||
|
GLERROR("FBO 111");
|
||||||
|
|
||||||
|
if (m_BloomTexture != 0) {
|
||||||
|
glDeleteRenderbuffers(1, &m_BloomTexture);
|
||||||
|
}
|
||||||
|
glGenRenderbuffers(1, &m_BloomTexture);
|
||||||
|
GLERROR("FBO 2");
|
||||||
|
glBindRenderbuffer(GL_RENDERBUFFER, m_BloomTexture);
|
||||||
|
GLERROR("FBO 22");
|
||||||
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||||
|
GLERROR("FBO 222");
|
||||||
|
|
||||||
|
if (m_DepthBuffer != 0) {
|
||||||
|
glDeleteRenderbuffers(1, &m_DepthBuffer);
|
||||||
|
}
|
||||||
|
glGenRenderbuffers(1, &m_DepthBuffer);
|
||||||
|
GLERROR("FBO 3");
|
||||||
|
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
||||||
|
GLERROR("FBO 33");
|
||||||
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||||
|
GLERROR("FBO 333");
|
||||||
|
|
||||||
|
//CommonFunctions::GenerateMultiSampleTexture(&m_SceneTexture, m_MSAA, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F);
|
||||||
|
//CommonFunctions::GenerateMultiSampleTexture(&m_BloomTexture, m_MSAA, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F);
|
||||||
|
|
||||||
|
//CommonFunctions::GenerateMultiSampleTexture(&m_DepthBuffer, m_MSAA,
|
||||||
|
//glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8);
|
||||||
|
|
||||||
|
//CommonFunctions::GenerateMultiSampleTexture(&m_ShieldBuffer, m_MSAA,
|
||||||
|
//glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F);
|
||||||
|
} else {
|
||||||
|
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
|
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
|
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
|
//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);
|
||||||
|
|
||||||
|
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||||
|
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
||||||
|
}
|
||||||
|
|
||||||
CommonFunctions::GenerateTexture(&m_ShieldBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
CommonFunctions::GenerateTexture(&m_ShieldBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
|
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
|
||||||
m_ShieldDepthFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_ShieldBuffer, GL_DEPTH_ATTACHMENT)));
|
|
||||||
m_ShieldDepthFrameBuffer.Generate();
|
if (m_FinalPassFrameBuffer->GetHandle() == 0) {
|
||||||
|
if (m_MSAA) {
|
||||||
|
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_StencilTexture, GL_STENCIL_ATTACHMENT)));
|
||||||
|
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
|
||||||
|
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
|
||||||
|
} else {
|
||||||
|
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");
|
||||||
|
|
||||||
|
if (m_ShieldDepthFrameBuffer->GetHandle() == 0) {
|
||||||
|
m_ShieldDepthFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_ShieldBuffer, GL_DEPTH_ATTACHMENT)));
|
||||||
|
}
|
||||||
|
m_ShieldDepthFrameBuffer->Generate();
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawFinalPass::InitializeShaderPrograms()
|
void DrawFinalPass::InitializeShaderPrograms()
|
||||||
@@ -245,14 +315,14 @@ void DrawFinalPass::InitializeShaderPrograms()
|
|||||||
void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
|
void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
|
||||||
{
|
{
|
||||||
GLERROR("Pre");
|
GLERROR("Pre");
|
||||||
DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle());
|
DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer->GetHandle());
|
||||||
//Draw shields to stencil
|
//Draw shields to stencil
|
||||||
DrawToDepthStencilBuffer(scene.Jobs.ShieldObjects, scene);
|
DrawToDepthStencilBuffer(scene.Jobs.ShieldObjects, scene);
|
||||||
GLERROR("StencilPass");
|
GLERROR("StencilPass");
|
||||||
delete stateDethp;
|
delete stateDethp;
|
||||||
|
|
||||||
|
|
||||||
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
|
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
|
||||||
if (scene.ClearDepth) {
|
if (scene.ClearDepth) {
|
||||||
//glClear(GL_DEPTH_BUFFER_BIT);
|
//glClear(GL_DEPTH_BUFFER_BIT);
|
||||||
state->Disable(GL_DEPTH_TEST);
|
state->Disable(GL_DEPTH_TEST);
|
||||||
@@ -293,17 +363,22 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
|
|||||||
delete state;
|
delete state;
|
||||||
if (scene.ShouldBlur) {
|
if (scene.ShouldBlur) {
|
||||||
//This needs to be drawn only when the full scene is being renderd, and then let be, otherwise sprite and other shit will show on it.
|
//This needs to be drawn only when the full scene is being renderd, and then let be, otherwise sprite and other shit will show on it.
|
||||||
m_FullBlurredTexture = blurHUDPass->Draw(m_SceneTexture, scene);
|
GLuint sceneTexture = SceneTexture();
|
||||||
|
m_FullBlurredTexture = blurHUDPass->Draw(sceneTexture, scene);
|
||||||
}
|
}
|
||||||
|
|
||||||
DrawFinalPassState* stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
|
DrawFinalPassState* stateSprite;
|
||||||
if(scene.ShouldBlur) {
|
if(scene.ShouldBlur) {
|
||||||
//Combine nonblur and blur texture
|
//Combine nonblur and blur texture
|
||||||
stateSprite->Disable(GL_DEPTH_TEST);
|
GLuint sceneTexture = SceneTexture();
|
||||||
stateSprite->Disable(GL_STENCIL_TEST);
|
stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
|
||||||
m_CombinedTexture = blurHUDPass->CombineTextures(m_SceneTexture, m_FullBlurredTexture);
|
stateSprite->Disable(GL_DEPTH_TEST);
|
||||||
|
stateSprite->Disable(GL_STENCIL_TEST);
|
||||||
|
m_CombinedTexture = blurHUDPass->CombineTextures(sceneTexture, m_FullBlurredTexture);
|
||||||
|
|
||||||
}
|
} else {
|
||||||
|
stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
|
||||||
|
}
|
||||||
//Draw Transparen objects
|
//Draw Transparen objects
|
||||||
//state->BlendFunc(GL_ONE, GL_ONE);
|
//state->BlendFunc(GL_ONE, GL_ONE);
|
||||||
//state->StencilFunc(GL_EQUAL, 1, 0xFF);
|
//state->StencilFunc(GL_EQUAL, 1, 0xFF);
|
||||||
@@ -325,33 +400,67 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
|
|||||||
void DrawFinalPass::ClearBuffer()
|
void DrawFinalPass::ClearBuffer()
|
||||||
{
|
{
|
||||||
GLERROR("PRE");
|
GLERROR("PRE");
|
||||||
m_ShieldDepthFrameBuffer.Bind();
|
m_ShieldDepthFrameBuffer->Bind();
|
||||||
glClear(GL_DEPTH_BUFFER_BIT);
|
glClear(GL_DEPTH_BUFFER_BIT);
|
||||||
m_ShieldDepthFrameBuffer.Unbind();
|
m_ShieldDepthFrameBuffer->Unbind();
|
||||||
m_FinalPassFrameBuffer.Bind();
|
m_FinalPassFrameBuffer->Bind();
|
||||||
GLERROR("Bind HighRes");
|
GLERROR("Bind HighRes");
|
||||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||||
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||||
GLERROR("ViewPort,Scissor LowRes");
|
GLERROR("ViewPort,Scissor LowRes");
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
m_FinalPassFrameBuffer.Unbind();
|
m_FinalPassFrameBuffer->Unbind();
|
||||||
GLERROR("END");
|
GLERROR("END");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void DrawFinalPass::OnWindowResize()
|
void DrawFinalPass::OnWindowResize()
|
||||||
{
|
{
|
||||||
//InitializeFrameBuffers();
|
if (m_FinalPassFrameBuffer->MultiSampling() != (bool)m_MSAA) {
|
||||||
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
delete m_FinalPassFrameBuffer;
|
||||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
delete m_ShieldDepthFrameBuffer;
|
||||||
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
m_FinalPassFrameBuffer = new FrameBuffer();
|
||||||
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
m_ShieldDepthFrameBuffer = new FrameBuffer();
|
||||||
m_FinalPassFrameBuffer.Generate();
|
}
|
||||||
|
|
||||||
|
if (m_MSAA) {
|
||||||
|
if (m_AntiAliasedFrameBuffer != nullptr) {
|
||||||
|
delete m_AntiAliasedFrameBuffer;
|
||||||
|
m_AntiAliasedFrameBuffer = nullptr;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
InitializeFrameBuffers();
|
||||||
GLERROR("Error changing texture resolutions");
|
GLERROR("Error changing texture resolutions");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void DrawFinalPass::setMSAA(unsigned int numberOfSamples) {
|
||||||
|
if (m_MSAA == numberOfSamples) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!(bool)numberOfSamples) {
|
||||||
|
if (m_AntiAliasedFrameBuffer != nullptr) {
|
||||||
|
delete m_AntiAliasedFrameBuffer;
|
||||||
|
m_AntiAliasedFrameBuffer = nullptr;
|
||||||
|
}
|
||||||
|
delete m_FinalPassFrameBuffer;
|
||||||
|
m_FinalPassFrameBuffer = new FrameBuffer();
|
||||||
|
}
|
||||||
|
|
||||||
|
if ((bool)numberOfSamples && !(bool)m_MSAA) {
|
||||||
|
delete m_FinalPassFrameBuffer;
|
||||||
|
m_FinalPassFrameBuffer = new FrameBuffer();
|
||||||
|
}
|
||||||
|
|
||||||
|
m_MSAA = numberOfSamples;
|
||||||
|
|
||||||
|
InitializeFrameBuffers();
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
||||||
{
|
{
|
||||||
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
||||||
@@ -1215,11 +1324,6 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
|
|||||||
if (lastShader != m_FillDepthStencilBufferSkinnedProgram->GetHandle()) {
|
if (lastShader != m_FillDepthStencilBufferSkinnedProgram->GetHandle()) {
|
||||||
m_FillDepthStencilBufferSkinnedProgram->Bind();
|
m_FillDepthStencilBufferSkinnedProgram->Bind();
|
||||||
lastShader = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
|
lastShader = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
|
||||||
glUniform1i(glGetUniformLocation(shaderSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
||||||
glUniform2f(glGetUniformLocation(shaderSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
||||||
glUniform4fv(glGetUniformLocation(shaderSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
||||||
GLERROR("Bind Uniforms 1");
|
GLERROR("Bind Uniforms 1");
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1238,11 +1342,6 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
|
|||||||
if (lastShader != m_FillDepthStencilBufferProgram->GetHandle()) {
|
if (lastShader != m_FillDepthStencilBufferProgram->GetHandle()) {
|
||||||
m_FillDepthStencilBufferProgram->Bind();
|
m_FillDepthStencilBufferProgram->Bind();
|
||||||
lastShader = m_FillDepthStencilBufferProgram->GetHandle();
|
lastShader = m_FillDepthStencilBufferProgram->GetHandle();
|
||||||
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
||||||
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
||||||
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
||||||
GLERROR("Bind Uniforms 2");
|
GLERROR("Bind Uniforms 2");
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1298,7 +1397,14 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
|||||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
||||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
}
|
}
|
||||||
|
if (spriteJob->ClampToBorder) {
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
}
|
||||||
} else {
|
} else {
|
||||||
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,12 +2,13 @@
|
|||||||
#include "Rendering/FrameBuffer.h"
|
#include "Rendering/FrameBuffer.h"
|
||||||
|
|
||||||
|
|
||||||
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod)
|
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod, bool multiSampling)
|
||||||
{
|
{
|
||||||
m_ResourceHandle = resourceHandle;
|
m_ResourceHandle = resourceHandle;
|
||||||
m_ResourceType = resourceType;
|
m_ResourceType = resourceType;
|
||||||
m_Attachment = attachment;
|
m_Attachment = attachment;
|
||||||
m_MipMapLod = mipMapLod;
|
m_MipMapLod = mipMapLod;
|
||||||
|
m_MultiSampling = multiSampling;
|
||||||
}
|
}
|
||||||
|
|
||||||
Texture2D::~Texture2D()
|
Texture2D::~Texture2D()
|
||||||
@@ -15,14 +16,23 @@ Texture2D::~Texture2D()
|
|||||||
if (m_ResourceHandle != 0) {
|
if (m_ResourceHandle != 0) {
|
||||||
glDeleteTextures(1, m_ResourceHandle);
|
glDeleteTextures(1, m_ResourceHandle);
|
||||||
}
|
}
|
||||||
|
*m_ResourceHandle = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Texture2DMultiSample::~Texture2DMultiSample()
|
||||||
|
{
|
||||||
|
if (m_ResourceHandle != 0) {
|
||||||
|
glDeleteTextures(1, m_ResourceHandle);
|
||||||
|
}
|
||||||
|
*m_ResourceHandle = 0;
|
||||||
|
}
|
||||||
|
|
||||||
RenderBuffer::~RenderBuffer()
|
RenderBuffer::~RenderBuffer()
|
||||||
{
|
{
|
||||||
if (m_ResourceHandle != 0) {
|
if (m_ResourceHandle != 0) {
|
||||||
glDeleteRenderbuffers(1, m_ResourceHandle);
|
glDeleteRenderbuffers(1, m_ResourceHandle);
|
||||||
}
|
}
|
||||||
|
*m_ResourceHandle = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
Texture2DArray::~Texture2DArray()
|
Texture2DArray::~Texture2DArray()
|
||||||
@@ -30,6 +40,7 @@ Texture2DArray::~Texture2DArray()
|
|||||||
if (m_ResourceHandle != 0) {
|
if (m_ResourceHandle != 0) {
|
||||||
glDeleteTextures(1, m_ResourceHandle);
|
glDeleteTextures(1, m_ResourceHandle);
|
||||||
}
|
}
|
||||||
|
*m_ResourceHandle = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -42,6 +53,14 @@ FrameBuffer::~FrameBuffer()
|
|||||||
|
|
||||||
void FrameBuffer::AddResource(std::shared_ptr<BufferResource> resource)
|
void FrameBuffer::AddResource(std::shared_ptr<BufferResource> resource)
|
||||||
{
|
{
|
||||||
|
//m_MultiSampling is true when initialized
|
||||||
|
if (m_MultiSampling != resource->m_MultiSampling) {
|
||||||
|
if (m_MultiSampling == false) {
|
||||||
|
GLERROR("All renderbuffers is/is not using multisampling");
|
||||||
|
} else {
|
||||||
|
m_MultiSampling = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
m_Resources.push_back(resource);
|
m_Resources.push_back(resource);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -55,20 +74,23 @@ void FrameBuffer::Generate()
|
|||||||
}
|
}
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
|
||||||
GLERROR("1");
|
GLERROR("1");
|
||||||
|
|
||||||
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
|
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
|
||||||
switch ((*it)->m_ResourceType) {
|
switch ((*it)->m_ResourceType) {
|
||||||
|
case GL_TEXTURE_2D_MULTISAMPLE:
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, GL_TEXTURE_2D_MULTISAMPLE, 0, 0);
|
||||||
|
GLERROR("FrameBuffer generate: GL_TEXTURE_2D_MULTISAMPLE");
|
||||||
|
break;
|
||||||
case GL_TEXTURE_2D:
|
case GL_TEXTURE_2D:
|
||||||
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, (*it)->m_MipMapLod);
|
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, (*it)->m_MipMapLod);
|
||||||
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
|
GLERROR("FrameBuffer generate: GL_TEXTURE_2D");
|
||||||
break;
|
break;
|
||||||
case GL_RENDERBUFFER:
|
case GL_RENDERBUFFER:
|
||||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
|
||||||
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
|
GLERROR("FrameBuffer generate: GL_RENDERBUFFER");
|
||||||
break;
|
break;
|
||||||
case GL_TEXTURE_2D_ARRAY:
|
case GL_TEXTURE_2D_ARRAY:
|
||||||
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, 0);
|
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, 0);
|
||||||
GLERROR("FrameBuffer generate: glFramebufferTexture2DArray");
|
GLERROR("FrameBuffer generate: GL_TEXTURE_2D_ARRAY");
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
GLERROR("2");
|
GLERROR("2");
|
||||||
@@ -77,8 +99,8 @@ void FrameBuffer::Generate()
|
|||||||
attachments.push_back((*it)->m_Attachment);
|
attachments.push_back((*it)->m_Attachment);
|
||||||
}
|
}
|
||||||
GLERROR("Attachment");
|
GLERROR("Attachment");
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
GLERROR("3");
|
GLERROR("3");
|
||||||
|
|
||||||
GLenum* bufferTextures = attachments.data();
|
GLenum* bufferTextures = attachments.data();
|
||||||
@@ -89,7 +111,7 @@ void FrameBuffer::Generate()
|
|||||||
|
|
||||||
if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||||
GLERROR("Framebuffer incomplete");
|
GLERROR("Framebuffer incomplete");
|
||||||
//LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
|
LOG_ERROR("FrameBuffer incomplete: 0x%x\n", glCheckFramebufferStatus(GL_FRAMEBUFFER));
|
||||||
exit(EXIT_FAILURE);
|
exit(EXIT_FAILURE);
|
||||||
}
|
}
|
||||||
GLERROR("END");
|
GLERROR("END");
|
||||||
@@ -110,3 +132,11 @@ GLuint FrameBuffer::GetHandle()
|
|||||||
{
|
{
|
||||||
return m_BufferHandle;
|
return m_BufferHandle;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void FrameBuffer::Read() {
|
||||||
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_BufferHandle);
|
||||||
|
}
|
||||||
|
|
||||||
|
void FrameBuffer::Draw() {
|
||||||
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_BufferHandle);
|
||||||
|
}
|
||||||
|
|||||||
@@ -362,6 +362,11 @@ void RenderSystem::fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs,
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
EntityWrapper entity(world, pointlightC.EntityID);
|
||||||
|
if (!isEntityVisible(entity)) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
std::shared_ptr<PointLightJob> pointLightJob = std::shared_ptr<PointLightJob>(new PointLightJob(transformC, pointlightC, m_World));
|
std::shared_ptr<PointLightJob> pointLightJob = std::shared_ptr<PointLightJob>(new PointLightJob(transformC, pointlightC, m_World));
|
||||||
jobs.push_back(pointLightJob);
|
jobs.push_back(pointLightJob);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -168,8 +168,10 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
|
|
||||||
ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
|
ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
|
||||||
ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
|
ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
|
||||||
|
ImGui::SliderInt("MSAA Level", (int*)&m_MSAA_Level, 0, 16);
|
||||||
m_SSAOPass->ChangeQuality(m_SSAO_Quality);
|
m_SSAOPass->ChangeQuality(m_SSAO_Quality);
|
||||||
m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
|
m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
|
||||||
|
m_DrawFinalPass->setMSAA(m_MSAA_Level);
|
||||||
GLERROR("SSAO Settings");
|
GLERROR("SSAO Settings");
|
||||||
//clear buffer 0
|
//clear buffer 0
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
@@ -228,7 +230,8 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
|
|
||||||
if (m_DebugTextureToDraw == 0) {
|
if (m_DebugTextureToDraw == 0) {
|
||||||
PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
|
PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
|
||||||
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
|
GLuint test = m_DrawFinalPass->SceneTexture();
|
||||||
|
m_DrawColorCorrectionPass->Draw(test, m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
|
||||||
PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
|
PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -307,7 +310,7 @@ void Renderer::InitializeRenderPasses()
|
|||||||
m_SSAOPass = new SSAOPass(this, m_Config);
|
m_SSAOPass = new SSAOPass(this, m_Config);
|
||||||
m_ShadowPass = new ShadowPass(this);
|
m_ShadowPass = new ShadowPass(this);
|
||||||
m_BlurHUDPass = new BlurHUD(this);
|
m_BlurHUDPass = new BlurHUD(this);
|
||||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass);
|
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass, m_Config);
|
||||||
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
||||||
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
|
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
|
||||||
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
||||||
|
|||||||
@@ -226,8 +226,8 @@ void ShadowPass::Draw(RenderScene & scene)
|
|||||||
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
|
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
|
||||||
|
|
||||||
|
|
||||||
GLuint shaderHandle;
|
GLuint shaderHandle = 0;
|
||||||
|
GLuint lastModel = 0;
|
||||||
for (auto &job : scene.Jobs.DirectionalLight) {
|
for (auto &job : scene.Jobs.DirectionalLight) {
|
||||||
|
|
||||||
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
|
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
|
||||||
@@ -240,19 +240,6 @@ void ShadowPass::Draw(RenderScene & scene)
|
|||||||
//RadiusToLightspace(m_shadowFrusta[i]);
|
//RadiusToLightspace(m_shadowFrusta[i]);
|
||||||
m_LightProjection[i] = glm::ortho(m_shadowFrusta[i].LRBT[LEFT], m_shadowFrusta[i].LRBT[RIGHT], m_shadowFrusta[i].LRBT[BOTTOM], m_shadowFrusta[i].LRBT[TOP], m_NearFarPlane[NEAR], m_NearFarPlane[FAR]);
|
m_LightProjection[i] = glm::ortho(m_shadowFrusta[i].LRBT[LEFT], m_shadowFrusta[i].LRBT[RIGHT], m_shadowFrusta[i].LRBT[BOTTOM], m_shadowFrusta[i].LRBT[TOP], m_NearFarPlane[NEAR], m_NearFarPlane[FAR]);
|
||||||
|
|
||||||
|
|
||||||
m_ShadowProgram->Bind();
|
|
||||||
shaderHandle = m_ShadowProgram->GetHandle();
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
|
|
||||||
|
|
||||||
m_ShadowProgramSkinned->Bind();
|
|
||||||
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
GLERROR("ShadowLight ERROR");
|
GLERROR("ShadowLight ERROR");
|
||||||
|
|
||||||
for (auto &objectJob : scene.Jobs.OpaqueObjects) {
|
for (auto &objectJob : scene.Jobs.OpaqueObjects) {
|
||||||
@@ -264,8 +251,10 @@ void ShadowPass::Draw(RenderScene & scene)
|
|||||||
}
|
}
|
||||||
|
|
||||||
if(modelJob->Model->IsSkinned()) {
|
if(modelJob->Model->IsSkinned()) {
|
||||||
m_ShadowProgramSkinned->Bind();
|
if (shaderHandle != m_ShadowProgramSkinned->GetHandle()) {
|
||||||
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
m_ShadowProgramSkinned->Bind();
|
||||||
|
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||||
|
}
|
||||||
|
|
||||||
std::vector<glm::mat4> frameBones;
|
std::vector<glm::mat4> frameBones;
|
||||||
if (modelJob->BlendTree != nullptr) {
|
if (modelJob->BlendTree != nullptr) {
|
||||||
@@ -276,15 +265,19 @@ void ShadowPass::Draw(RenderScene & scene)
|
|||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||||
|
|
||||||
} else {
|
} else {
|
||||||
m_ShadowProgram->Bind();
|
if (shaderHandle != m_ShadowProgram->GetHandle()) {
|
||||||
shaderHandle = m_ShadowProgram->GetHandle();
|
m_ShadowProgram->Bind();
|
||||||
|
shaderHandle = m_ShadowProgram->GetHandle();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i] * m_LightView[i] * modelJob->Matrix));
|
||||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
|
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
|
||||||
|
|
||||||
glBindVertexArray(modelJob->Model->VAO);
|
if (lastModel != modelJob->ModelID) {
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
glBindVertexArray(modelJob->Model->VAO);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||||
|
}
|
||||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||||
|
|
||||||
GLERROR("Shadow Draw ERROR");
|
GLERROR("Shadow Draw ERROR");
|
||||||
@@ -301,8 +294,10 @@ void ShadowPass::Draw(RenderScene & scene)
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (modelJob->Model->IsSkinned()) {
|
if (modelJob->Model->IsSkinned()) {
|
||||||
m_ShadowProgramSkinned->Bind();
|
if (shaderHandle != m_ShadowProgramSkinned->GetHandle()) {
|
||||||
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
m_ShadowProgramSkinned->Bind();
|
||||||
|
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||||
|
}
|
||||||
|
|
||||||
std::vector<glm::mat4> frameBones;
|
std::vector<glm::mat4> frameBones;
|
||||||
if (modelJob->BlendTree != nullptr) {
|
if (modelJob->BlendTree != nullptr) {
|
||||||
@@ -313,11 +308,13 @@ void ShadowPass::Draw(RenderScene & scene)
|
|||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||||
|
|
||||||
} else {
|
} else {
|
||||||
m_ShadowProgram->Bind();
|
if (shaderHandle != m_ShadowProgram->GetHandle()) {
|
||||||
shaderHandle = m_ShadowProgram->GetHandle();
|
m_ShadowProgram->Bind();
|
||||||
|
shaderHandle = m_ShadowProgram->GetHandle();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i] * m_LightView[i] * modelJob->Matrix));
|
||||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
|
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
|
||||||
|
|
||||||
if (m_TexturedShadows) {
|
if (m_TexturedShadows) {
|
||||||
@@ -345,9 +342,10 @@ void ShadowPass::Draw(RenderScene & scene)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
if (lastModel != modelJob->ModelID) {
|
||||||
glBindVertexArray(modelJob->Model->VAO);
|
glBindVertexArray(modelJob->Model->VAO);
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||||
|
}
|
||||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||||
|
|
||||||
GLERROR("Shadow Draw ERROR");
|
GLERROR("Shadow Draw ERROR");
|
||||||
|
|||||||
@@ -33,33 +33,33 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
|
|||||||
PoseData poseData;
|
PoseData poseData;
|
||||||
|
|
||||||
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
||||||
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
|
const std::vector<Animation::Keyframe>& boneKeyFrames = animation->JointAnimations.at(bone->ID);
|
||||||
|
|
||||||
Animation::Keyframe currentFrame;
|
const Animation::Keyframe* currentFrame;
|
||||||
Animation::Keyframe nextFrame;
|
const Animation::Keyframe* nextFrame;
|
||||||
|
|
||||||
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
|
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
|
||||||
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
|
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
|
||||||
if (time >= boneKeyFrames.at(index).Time) {
|
if (time >= boneKeyFrames.at(index).Time) {
|
||||||
currentFrame = boneKeyFrames.at(index);
|
currentFrame = &boneKeyFrames.at(index);
|
||||||
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
|
nextFrame = &boneKeyFrames.at((index + 1) % boneKeyFrames.size());
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
float progress;
|
float progress;
|
||||||
|
|
||||||
if (nextFrame.Index == 0) {
|
if (nextFrame->Index == 0) {
|
||||||
nextFrame = currentFrame;
|
nextFrame = currentFrame;
|
||||||
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
|
progress = (time - currentFrame->Time) / (animation->Duration - currentFrame->Time);
|
||||||
} else {
|
} else {
|
||||||
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
progress = (time - currentFrame->Time) / (nextFrame->Time - currentFrame->Time);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
const Animation::Keyframe::BoneProperty& currentBoneProperty = currentFrame->BoneProperties;
|
||||||
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
|
const Animation::Keyframe::BoneProperty& nextBoneProperty = nextFrame->BoneProperties;
|
||||||
|
|
||||||
glm::vec3 position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
glm::vec3 position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||||
glm::quat rotation = glm::normalize(glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress));
|
glm::quat rotation = glm::normalize(glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress));
|
||||||
@@ -77,10 +77,10 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
|
|||||||
boneMatrices[bone->ID] = poseData;
|
boneMatrices[bone->ID] = poseData;
|
||||||
|
|
||||||
} else { // 1 keyframes for the current bone
|
} else { // 1 keyframes for the current bone
|
||||||
currentFrame = boneKeyFrames.at(0);
|
currentFrame = &boneKeyFrames.at(0);
|
||||||
poseData.Translation = currentFrame.BoneProperties.Position;
|
poseData.Translation = currentFrame->BoneProperties.Position;
|
||||||
poseData.Orientation = currentFrame.BoneProperties.Rotation;
|
poseData.Orientation = currentFrame->BoneProperties.Rotation;
|
||||||
poseData.Scale = currentFrame.BoneProperties.Scale;
|
poseData.Scale = currentFrame->BoneProperties.Scale;
|
||||||
boneMatrices[bone->ID] = poseData;
|
boneMatrices[bone->ID] = poseData;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -117,33 +117,33 @@ Skeleton::PoseData Skeleton::GetAdditiveBonePose(const Bone* bone, const Animati
|
|||||||
glm::vec3 scale = glm::vec3(1);
|
glm::vec3 scale = glm::vec3(1);
|
||||||
|
|
||||||
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
||||||
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
|
const std::vector<Animation::Keyframe>& boneKeyFrames = animation->JointAnimations.at(bone->ID);
|
||||||
|
|
||||||
Animation::Keyframe currentFrame;
|
const Animation::Keyframe* currentFrame;
|
||||||
Animation::Keyframe nextFrame;
|
const Animation::Keyframe* nextFrame;
|
||||||
|
|
||||||
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
|
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
|
||||||
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
|
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
|
||||||
if (time >= boneKeyFrames.at(index).Time) {
|
if (time >= boneKeyFrames.at(index).Time) {
|
||||||
currentFrame = boneKeyFrames.at(index);
|
currentFrame = &boneKeyFrames.at(index);
|
||||||
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
|
nextFrame = &boneKeyFrames.at((index + 1) % boneKeyFrames.size());
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
float progress;
|
float progress;
|
||||||
|
|
||||||
if (nextFrame.Index == 0) {
|
if (nextFrame->Index == 0) {
|
||||||
nextFrame = currentFrame;
|
nextFrame = currentFrame;
|
||||||
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
|
progress = (time - currentFrame->Time) / (animation->Duration - currentFrame->Time);
|
||||||
} else {
|
} else {
|
||||||
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
progress = (time - currentFrame->Time) / (nextFrame->Time - currentFrame->Time);
|
||||||
}
|
}
|
||||||
|
|
||||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||||
|
|
||||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
const Animation::Keyframe::BoneProperty& currentBoneProperty = currentFrame->BoneProperties;
|
||||||
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
|
const Animation::Keyframe::BoneProperty& nextBoneProperty = nextFrame->BoneProperties;
|
||||||
|
|
||||||
position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||||
rotation = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
rotation = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||||
@@ -151,10 +151,10 @@ Skeleton::PoseData Skeleton::GetAdditiveBonePose(const Bone* bone, const Animati
|
|||||||
|
|
||||||
|
|
||||||
} else { // 1 keyframes for the current bone
|
} else { // 1 keyframes for the current bone
|
||||||
currentFrame = boneKeyFrames.at(0);
|
currentFrame = &boneKeyFrames.at(0);
|
||||||
position = currentFrame.BoneProperties.Position;
|
position = currentFrame->BoneProperties.Position;
|
||||||
rotation = currentFrame.BoneProperties.Rotation;
|
rotation = currentFrame->BoneProperties.Rotation;
|
||||||
scale = currentFrame.BoneProperties.Scale;
|
scale = currentFrame->BoneProperties.Scale;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -270,10 +270,10 @@ void Skeleton::AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, std::
|
|||||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||||
} else {
|
} else {
|
||||||
if (bone->Parent) {
|
if (bone->Parent) {
|
||||||
boneMatrix = parentMatrix * (glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix);
|
boneMatrix = parentMatrix * bone->BindTransformMatrix * bone->Parent->OffsetMatrix;
|
||||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||||
} else {
|
} else {
|
||||||
boneMatrix = glm::inverse(bone->OffsetMatrix);
|
boneMatrix = bone->BindTransformMatrix;
|
||||||
boneMatrices[bone->ID] = parentMatrix;
|
boneMatrices[bone->ID] = parentMatrix;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -17,25 +17,26 @@ void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples
|
|||||||
{
|
{
|
||||||
glDeleteTextures(1, texture);
|
glDeleteTextures(1, texture);
|
||||||
glGenTextures(1, texture);
|
glGenTextures(1, texture);
|
||||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, *texture);
|
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, false);
|
GLERROR("Texture initialization failed 1");
|
||||||
|
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, GL_FALSE);
|
||||||
GLERROR("Texture initialization failed");
|
GLERROR("Texture initialization failed");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
|
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type, GLint numMipMaps, GLint MAGFilter, GLint MINFilter)
|
||||||
{
|
{
|
||||||
glDeleteTextures(1, texture);
|
glDeleteTextures(1, texture);
|
||||||
glGenTextures(1, texture);
|
glGenTextures(1, texture);
|
||||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||||
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
|
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, internalFormat, dimensions.x, dimensions.y);
|
||||||
//glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, NULL);
|
//glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, NULL);
|
||||||
GLERROR("MipMap Texture glTexSubImage2D failed");
|
GLERROR("MipMap Texture glTexSubImage2D failed");
|
||||||
glGenerateMipmap(GL_TEXTURE_2D);
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 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_MAG_FILTER, MAGFilter);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, MINFilter);
|
||||||
GLERROR("MipMap Texture initialization failed");
|
GLERROR("MipMap Texture initialization failed");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -30,10 +30,7 @@ SoundManager::SoundManager(World* world, EventBroker* eventBroker)
|
|||||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundManager::OnPlayerSpawned);
|
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundManager::OnPlayerSpawned);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayQueueOnEntity, &SoundManager::OnPlayQueueOnEntity);
|
EVENT_SUBSCRIBE_MEMBER(m_EPlayQueueOnEntity, &SoundManager::OnPlayQueueOnEntity);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EChangeBGM, &SoundManager::OnChangeBGM);
|
EVENT_SUBSCRIBE_MEMBER(m_EChangeBGM, &SoundManager::OnChangeBGM);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &SoundManager::OnSetCamera);
|
||||||
Events::ChangeBGM e;
|
|
||||||
e.FilePath = "Audio/bgm/MenuMusic.wav";
|
|
||||||
m_EventBroker->Publish(e);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
SoundManager::~SoundManager()
|
SoundManager::~SoundManager()
|
||||||
@@ -67,8 +64,7 @@ void SoundManager::Update(double dt)
|
|||||||
deleteInactiveEmitters();
|
deleteInactiveEmitters();
|
||||||
updateEmitters(dt);
|
updateEmitters(dt);
|
||||||
updateListener(dt);
|
updateListener(dt);
|
||||||
if (m_DrumLoopHasBeenStarted)
|
matchBGMLoop();
|
||||||
matchBGMLoop();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void SoundManager::deleteInactiveEmitters()
|
void SoundManager::deleteInactiveEmitters()
|
||||||
@@ -363,15 +359,6 @@ bool SoundManager::OnPlayerSpawned(const Events::PlayerSpawned &e)
|
|||||||
{
|
{
|
||||||
if (e.PlayerID == -1) { // Local player
|
if (e.PlayerID == -1) { // Local player
|
||||||
m_LocalPlayer = e.Player;
|
m_LocalPlayer = e.Player;
|
||||||
if (m_DrumLoopHasBeenStarted) {
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
m_CurrentBGMCombo = createSource("Audio/BGM/Layer2.wav");
|
|
||||||
m_CurrentBGMCombo->Type = SoundType::BGM;
|
|
||||||
alSourcei(m_CurrentBGMCombo->ALsource, AL_LOOPING, 1);
|
|
||||||
setGain(m_CurrentBGMCombo, 0);
|
|
||||||
playSound(m_CurrentBGMCombo);
|
|
||||||
m_DrumLoopHasBeenStarted = true;
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
@@ -394,7 +381,9 @@ bool SoundManager::OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e)
|
|||||||
bool SoundManager::OnChangeBGM(const Events::ChangeBGM &e)
|
bool SoundManager::OnChangeBGM(const Events::ChangeBGM &e)
|
||||||
{
|
{
|
||||||
if (m_CurrentBGM != nullptr) {
|
if (m_CurrentBGM != nullptr) {
|
||||||
stopSound(m_CurrentBGM);
|
if (getSourceState(m_CurrentBGM->ALsource) == AL_PLAYING) {
|
||||||
|
stopSound(m_CurrentBGM);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
m_CurrentBGM = createSource(e.FilePath);
|
m_CurrentBGM = createSource(e.FilePath);
|
||||||
m_CurrentBGM->Type = SoundType::BGM;
|
m_CurrentBGM->Type = SoundType::BGM;
|
||||||
@@ -403,6 +392,34 @@ bool SoundManager::OnChangeBGM(const Events::ChangeBGM &e)
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool SoundManager::OnSetCamera(const Events::SetCamera& e)
|
||||||
|
{
|
||||||
|
if (e.CameraEntity.Name() == "Overview_Camera_Start_Menu") {
|
||||||
|
if (m_CurrentBGMCombo != nullptr) {
|
||||||
|
if (getSourceState(m_CurrentBGMCombo->ALsource) == AL_PLAYING) {
|
||||||
|
stopSound(m_CurrentBGMCombo);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Events::ChangeBGM changeBGM;
|
||||||
|
changeBGM.FilePath = "Audio/BGM/MenuMusic.wav";
|
||||||
|
m_EventBroker->Publish(changeBGM);
|
||||||
|
} else if (e.CameraEntity.Name() == "PickTeamCamera") {
|
||||||
|
Events::ChangeBGM changeBGM;
|
||||||
|
changeBGM.FilePath = "Audio/BGM/Layer1.wav";
|
||||||
|
m_EventBroker->Publish(changeBGM);
|
||||||
|
if (m_CurrentBGMCombo != nullptr) {
|
||||||
|
if (getSourceState(m_CurrentBGMCombo->ALsource) == AL_PLAYING) {
|
||||||
|
stopSound(m_CurrentBGMCombo);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
m_CurrentBGMCombo = createSource("Audio/BGM/Layer2.wav");
|
||||||
|
m_CurrentBGMCombo->Type = SoundType::BGM;
|
||||||
|
alSourcei(m_CurrentBGMCombo->ALsource, AL_LOOPING, 1);
|
||||||
|
setGain(m_CurrentBGMCombo, 0);
|
||||||
|
playSound(m_CurrentBGMCombo);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
ALenum SoundManager::getSourceState(ALuint source)
|
ALenum SoundManager::getSourceState(ALuint source)
|
||||||
{
|
{
|
||||||
ALenum state;
|
ALenum state;
|
||||||
@@ -419,14 +436,14 @@ void SoundManager::setSoundProperties(Source* source, ComponentWrapper* soundCom
|
|||||||
{
|
{
|
||||||
float gain;
|
float gain;
|
||||||
switch (source->Type) {
|
switch (source->Type) {
|
||||||
case SoundType::SFX:
|
case SoundType::SFX:
|
||||||
gain = m_SFXVolumeChannel;
|
gain = m_SFXVolumeChannel;
|
||||||
break;
|
break;
|
||||||
case SoundType::BGM:
|
case SoundType::BGM:
|
||||||
gain = m_BGMVolumeChannel;
|
gain = m_BGMVolumeChannel;
|
||||||
break;
|
break;
|
||||||
case SoundType::Announcer:
|
case SoundType::Announcer:
|
||||||
gain = m_AnnouncerVolumeChannel;
|
gain = m_AnnouncerVolumeChannel;
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
gain = 1.f;
|
gain = 1.f;
|
||||||
|
|||||||
@@ -30,11 +30,6 @@ bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned &e)
|
|||||||
Events::PlayAnonuncerVoice go;
|
Events::PlayAnonuncerVoice go;
|
||||||
go.FilePath = "Audio/Announcer/" + m_Announcer + "/Go.wav";
|
go.FilePath = "Audio/Announcer/" + m_Announcer + "/Go.wav";
|
||||||
m_EventBroker->Publish(go);
|
m_EventBroker->Publish(go);
|
||||||
{
|
|
||||||
Events::ChangeBGM ev;
|
|
||||||
ev.FilePath = "Audio/BGM/Layer1.wav";
|
|
||||||
m_EventBroker->Publish(ev);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -61,7 +61,11 @@ bool SpectatorCameraSystem::OnInputCommand(const Events::InputCommand& e)
|
|||||||
// TODO: 1 Signifies spectator, should probably have real enum here later.
|
// TODO: 1 Signifies spectator, should probably have real enum here later.
|
||||||
// Spectators should never end up at the class select, instead put them at the SpectatorCamera.
|
// Spectators should never end up at the class select, instead put them at the SpectatorCamera.
|
||||||
if (swapToClass && m_PickedTeam != 1) {
|
if (swapToClass && m_PickedTeam != 1) {
|
||||||
camName = "PickClassCamera";
|
if (m_PickedTeam == 2) {
|
||||||
|
camName = "PickClassCameraRed";
|
||||||
|
} else if (m_PickedTeam == 3) {
|
||||||
|
camName = "PickClassCameraBlue";
|
||||||
|
}
|
||||||
} else if (e.Command == "SwapToTeamPick") {
|
} else if (e.Command == "SwapToTeamPick") {
|
||||||
camName = "PickTeamCamera";
|
camName = "PickTeamCamera";
|
||||||
} else {
|
} else {
|
||||||
|
|||||||
Reference in New Issue
Block a user