Compare commits
20 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 7fa634ef7c | |||
| 080f5ac856 | |||
| 4ecbef59bf | |||
| 8a1217e8b5 | |||
| c790b952fb | |||
| be3d75a5cf | |||
| b3c935c7cc | |||
| f05b09ca7a | |||
| e76740d72b | |||
| d3927de7cc | |||
| fe090504cf | |||
| 672d6f884d | |||
| 5ea0f04b20 | |||
| fb400bb743 | |||
| aa2475dfd6 | |||
| 36c4837813 | |||
| 2fa3637018 | |||
| 5c343cb254 | |||
| f2c7a9f27a | |||
| 20d46f63c8 |
+1
-1
Submodule assets updated: 504752c949...6ffc1ab82a
@@ -10,30 +10,31 @@
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||||
#include <boost/asio.hpp>
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#include <boost/shared_array.hpp>
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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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#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"
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#include "Network/Network.h"
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#include "Network/MessageType.h"
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#include "Network/PlayerDefinition.h"
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#include "Network/UDPClient.h"
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#include "Network/TCPClient.h"
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#include "Network/SnapshotDefinitions.h"
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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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#include "Core/ConfigFile.h"
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#include "Core/EPlayerDeath.h"
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#include "Input/EInputCommand.h"
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#include "Core/EPlayerDamage.h"
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#include "../Game/Events/EDoubleJump.h"
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#include "Network/EInterpolate.h"
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#include "Network/SnapshotFilter.h"
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#include "Core/EPlayerSpawned.h"
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#include "Core/EAmmoPickup.h"
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#include "Network/ESearchForServers.h"
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#include "../Game/Events/EDashAbility.h"
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#include "Network/EDisplayServerlist.h"
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#include "Network/EConnectRequest.h"
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#include "Network/EPlayerDisconnected.h"
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#include "Game/Events/EReset.h"
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#include "Network/ESearchForServers.h"
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#include "Network/EInterpolate.h"
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#include "Network/SnapshotFilter.h"
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class Client : public Network
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{
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@@ -76,7 +76,6 @@ private:
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const ShadowPass* m_ShadowPass;
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ForwardPlusNoShadowsProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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ShaderProgram* m_ExplosionEffectSplatMapProgram;
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ShaderProgram* m_SpriteProgram;
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@@ -71,7 +71,6 @@ private:
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bool m_ResizeWindow = false;
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int m_SSAO_Quality = 0;
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int m_GLOW_Quality = 2;
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bool m_Shadow_Enabled = true;
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PickingPass* m_PickingPass;
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LightCullingPass* m_LightCullingPass;
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@@ -38,8 +38,6 @@ public:
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void ClearBuffer();
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void Draw(RenderScene& scene);
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void CheckStatus(bool status);
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void DebugGUI();
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GLuint DepthMap() const { return m_DepthMap; }
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@@ -47,7 +45,6 @@ public:
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std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
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std::array<float, MAX_SPLITS> FarDistance() const { std::array<float, MAX_SPLITS> f; for (int i = 0; i < MAX_SPLITS; i++) f[i] = m_shadowFrusta[i].FarClip; return f; }
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int CurrentNrOfSplits() const { return m_CurrentNrOfSplits; }
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bool EnableShadows() const { return m_EnableShadows; }
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void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; };
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private:
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@@ -66,8 +63,8 @@ private:
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GLuint m_DepthMap;
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FrameBuffer m_DepthBuffer;
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ShaderProgram* m_ShadowProgram;
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ShaderProgram* m_ShadowProgramSkinned;
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ShaderProgram* m_ShadowProgram;
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ShaderProgram* m_ShadowProgramSkinned;
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std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
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std::array<glm::mat4, MAX_SPLITS> m_LightView;
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@@ -78,7 +75,7 @@ private:
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bool m_TransparentObjects = false;
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bool m_TexturedShadows = false;
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bool m_EnableShadows = false;
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bool m_EnableShadows = true;
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int m_CurrentNrOfSplits = 4;
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float m_SplitWeight = 0.962f;
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@@ -30,6 +30,7 @@
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#include "../Engine/Core/EPause.h"
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#include "../Engine/Core/EComponentAttached.h"
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#include "../Core/EPlayerSpawned.h"
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#include "../Rendering/ESetCamera.h"
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typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
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@@ -91,7 +92,6 @@ private:
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void matchBGMLoop();
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Source* m_CurrentBGM = nullptr;
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Source* m_CurrentBGMCombo = nullptr;
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bool m_DrumLoopHasBeenStarted = false;
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// Logic
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World* m_World = nullptr;
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@@ -139,6 +139,8 @@ private:
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bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
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EventRelay<SoundManager, Events::ChangeBGM> m_EChangeBGM;
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bool OnChangeBGM(const Events::ChangeBGM &e);
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EventRelay<SoundManager, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(const Events::SetCamera& e);
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};
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+9641
-9512
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,204 +0,0 @@
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#version 430
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#define MIN_AMBIENT_LIGHT 0.3
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#define MAX_SPLITS 4
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uniform mat4 VM;
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform vec4 Color;
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uniform vec4 DiffuseColor;
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uniform vec2 ScreenDimensions;
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uniform vec4 FillColor;
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uniform vec4 AmbientColor;
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uniform float FillPercentage;
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uniform float GlowIntensity;
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uniform vec3 CameraPosition;
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uniform int SSAOQuality;
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uniform float FarDistance[MAX_SPLITS];
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uniform vec2 DiffuseUVRepeat;
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uniform vec2 NormalUVRepeat;
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uniform vec2 SpecularUVRepeat;
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uniform vec2 GlowUVRepeat;
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||||
layout (binding = 0) uniform sampler2D AOTexture;
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||||
layout (binding = 1) uniform sampler2D DiffuseTexture;
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||||
layout (binding = 2) uniform sampler2D NormalMapTexture;
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layout (binding = 3) uniform sampler2D SpecularMapTexture;
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layout (binding = 4) uniform sampler2D GlowMapTexture;
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layout (binding = 5) uniform samplerCube CubeMap;
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#define TILE_SIZE 16
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struct LightSource {
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vec4 Position;
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vec4 Direction;
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vec4 Color;
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float Radius;
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float Intensity;
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float Falloff;
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int Type;
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};
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layout (std430, binding = 1) buffer LightBuffer
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{
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LightSource List[];
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} LightSources;
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struct LightGrid {
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float Start;
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float Amount;
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vec2 Padding;
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};
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layout (std430, binding = 2) buffer LightGridBuffer
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{
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LightGrid Data[];
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} LightGrids;
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layout (std430, binding = 4) buffer LightIndexBuffer
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{
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float LightIndex[];
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};
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in VertexData{
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vec3 Position;
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vec3 Normal;
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vec3 Tangent;
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vec3 BiTangent;
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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vec4 PositionLightSpace[MAX_SPLITS];
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}Input;
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out vec4 sceneColor;
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out vec4 bloomColor;
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struct LightResult {
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vec4 Diffuse;
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vec4 Specular;
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};
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float CalcAttenuation(float radius, float dist, float falloff) {
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return 1.0 - smoothstep(radius * falloff, radius, dist);
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}
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vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
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vec4 R = normalize( reflect(-lightVec, normal));
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float RdotV = max( dot(R, viewVec), 0.0);
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return lightColor * pow(RdotV, 90.0);
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}
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vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
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float power = max( dot(normal, lightVec), 0.0);
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return lightColor * power;
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}
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||||
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LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
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{
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vec4 L = lightPos - position;
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float dist = length(L);
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L = normalize(L);
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float attenuation = CalcAttenuation(lightRadius, dist, falloff);
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LightResult result;
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result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
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||||
result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
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return result;
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}
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LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
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{
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vec4 L = normalize( -vec4(direction.xyz, 0) );
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||||
|
||||
LightResult result;
|
||||
result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
|
||||
result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
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return result;
|
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}
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||||
|
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vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
|
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{
|
||||
mat3 TBN = mat3(tangent, bitangent, normal);
|
||||
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
|
||||
return vec4(TBN * normalize(NormalMap), 0.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
|
||||
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
|
||||
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
|
||||
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
|
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vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
|
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vec4 position = VM * vec4(Input.Position, 1.0);
|
||||
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
|
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normal = normalize(normal);
|
||||
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
||||
vec4 viewVec = normalize(-position);
|
||||
vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
|
||||
vec3 R = reflect(-I, Input.Normal);
|
||||
//R = vec3(P * vec4(R, 1.0));
|
||||
vec4 reflectionColor = texture(CubeMap, R);
|
||||
|
||||
vec2 tilePos;
|
||||
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
|
||||
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
|
||||
|
||||
LightResult totalLighting;
|
||||
totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0);
|
||||
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
|
||||
|
||||
int start = int(LightGrids.Data[currentTile].Start);
|
||||
int amount = int(LightGrids.Data[currentTile].Amount);
|
||||
|
||||
for(int i = start; i < start + amount; i++) {
|
||||
|
||||
int l = int(LightIndex[i]);
|
||||
LightSource light = LightSources.List[l];
|
||||
|
||||
LightResult light_result;
|
||||
//These if statements should be removed.
|
||||
if(light.Type == 1) { // point
|
||||
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
|
||||
} else if (light.Type == 2) { //Directional
|
||||
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
||||
}
|
||||
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
|
||||
totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
|
||||
}
|
||||
|
||||
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
||||
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
||||
float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
|
||||
vec4 reflectionTotal = reflectionColor * (1-specularTexel.a) * color_result.a * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
||||
color_result = color_result * clamp(1/specularTexel.a, 0, 1) + reflectionTotal;
|
||||
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
|
||||
|
||||
|
||||
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
|
||||
|
||||
if(pos <= FillPercentage) {
|
||||
color_result += FillColor;
|
||||
}
|
||||
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||
//sceneColor = CommonUniforms.testColour;
|
||||
//sceneColor = vec4(reflectionColor.xyz, 1);
|
||||
color_result.xyz += glowTexel.xyz*GlowIntensity;
|
||||
|
||||
bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1));
|
||||
|
||||
//Tiled Debug Code
|
||||
/*
|
||||
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
|
||||
sceneColor += vec4(0.5, 0, 0, 0);
|
||||
} else {
|
||||
sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
//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)
|
||||
@@ -196,7 +204,7 @@ void Client::parseTCPConnect(Packet& packet)
|
||||
packet.WritePrimitive(m_PlayerID);
|
||||
m_Unreliable.Send(packet);
|
||||
|
||||
// LOG_INFO("Sent UDP Connect Server");
|
||||
// LOG_INFO("Sent UDP Connect Server");
|
||||
}
|
||||
|
||||
void Client::parsePlayerConnected(Packet & packet)
|
||||
@@ -676,6 +684,7 @@ void Client::hasServerTimedOut()
|
||||
if (timeSincePing > m_TimeoutMs) {
|
||||
// Clear everything and go to menu.
|
||||
LOG_INFO("Server has timed out, returning to menu, Beep Boop.");
|
||||
ImGui::OpenPopup("Disconnected");
|
||||
disconnect();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -65,15 +65,6 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
m_ForwardPlusProgram->Link();
|
||||
GLERROR("Creating forward+ program");
|
||||
|
||||
m_ForwardPlusNoShadowsProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusNoShadowProgram");
|
||||
m_ForwardPlusNoShadowsProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||
m_ForwardPlusNoShadowsProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusNoShadows.frag.glsl")));
|
||||
m_ForwardPlusNoShadowsProgram->Compile();
|
||||
m_ForwardPlusNoShadowsProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ForwardPlusNoShadowsProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_ForwardPlusNoShadowsProgram->Link();
|
||||
GLERROR("Creating forward+ program without shadows");
|
||||
|
||||
m_ExplosionEffectProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectProgram");
|
||||
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
|
||||
@@ -363,12 +354,7 @@ void DrawFinalPass::OnWindowResize()
|
||||
|
||||
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
||||
{
|
||||
GLuint forwardHandle;
|
||||
if (m_ShadowPass->EnableShadows()) {
|
||||
forwardHandle = m_ForwardPlusProgram->GetHandle();
|
||||
} else {
|
||||
forwardHandle = m_ForwardPlusNoShadowsProgram->GetHandle();
|
||||
}
|
||||
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
||||
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
|
||||
GLuint explosionSplatMapHandle = m_ExplosionEffectSplatMapProgram->GetHandle();
|
||||
GLuint forwardSplatMapHandle = m_ForwardPlusSplatMapProgram->GetHandle();
|
||||
@@ -550,13 +536,9 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
else {
|
||||
if (lastShader != forwardHandle) {
|
||||
if (forwardHandle == m_ForwardPlusProgram->GetHandle()) {
|
||||
m_ForwardPlusProgram->Bind();
|
||||
} else {
|
||||
m_ForwardPlusNoShadowsProgram->Bind();
|
||||
}
|
||||
lastShader = forwardHandle;
|
||||
if (lastShader != m_ForwardPlusProgram->GetHandle()) {
|
||||
m_ForwardPlusProgram->Bind();
|
||||
lastShader = m_ForwardPlusProgram->GetHandle();
|
||||
GLERROR("Bind ForwardPlusProgram program");
|
||||
glUniform1i(glGetUniformLocation(forwardHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
@@ -641,12 +623,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
|
||||
void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
||||
{
|
||||
GLuint forwardHandle;
|
||||
if (m_ShadowPass->EnableShadows()) {
|
||||
forwardHandle = m_ForwardPlusProgram->GetHandle();
|
||||
} else {
|
||||
forwardHandle = m_ForwardPlusNoShadowsProgram->GetHandle();
|
||||
}
|
||||
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
||||
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
|
||||
GLuint explosionSplatMapHandle = m_ExplosionEffectSplatMapProgram->GetHandle();
|
||||
GLuint forwardSplatMapHandle = m_ForwardPlusSplatMapProgram->GetHandle();
|
||||
@@ -1047,14 +1024,9 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
|
||||
}
|
||||
else {
|
||||
if (lastShader != forwardHandle) {
|
||||
if (forwardHandle == m_ForwardPlusProgram->GetHandle()) {
|
||||
m_ForwardPlusProgram->Bind();
|
||||
}
|
||||
else {
|
||||
m_ForwardPlusNoShadowsProgram->Bind();
|
||||
}
|
||||
lastShader = forwardHandle;
|
||||
if (lastShader != m_ForwardPlusProgram->GetHandle()) {
|
||||
m_ForwardPlusProgram->Bind();
|
||||
lastShader = m_ForwardPlusProgram->GetHandle();
|
||||
GLERROR("Bind ForwardPlusProgram program");
|
||||
glUniform1i(glGetUniformLocation(forwardHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
@@ -1140,12 +1112,7 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
|
||||
void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
||||
{
|
||||
GLuint forwardHandle;
|
||||
if (m_ShadowPass->EnableShadows()) {
|
||||
forwardHandle = m_ForwardPlusProgram->GetHandle();
|
||||
} else {
|
||||
forwardHandle = m_ForwardPlusNoShadowsProgram->GetHandle();
|
||||
}
|
||||
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
||||
GLERROR("forwardHandle");
|
||||
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
|
||||
GLERROR("explosionHandle");
|
||||
@@ -1204,11 +1171,7 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
//bind forward program
|
||||
if (m_ShadowPass->EnableShadows()) {
|
||||
m_ForwardPlusProgram->Bind();
|
||||
} else {
|
||||
m_ForwardPlusNoShadowsProgram->Bind();
|
||||
}
|
||||
m_ForwardPlusProgram->Bind();
|
||||
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
|
||||
//bind uniforms
|
||||
|
||||
@@ -362,6 +362,11 @@ void RenderSystem::fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs,
|
||||
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));
|
||||
jobs.push_back(pointLightJob);
|
||||
}
|
||||
|
||||
@@ -67,10 +67,19 @@ void Renderer::InitializeWindow()
|
||||
// Create a window
|
||||
GLFWmonitor* monitor = nullptr;
|
||||
if (m_Fullscreen) {
|
||||
monitor = glfwGetPrimaryMonitor();
|
||||
//monitor = glfwGetPrimaryMonitor();
|
||||
//const GLFWvidmode* mode = glfwGetVideoMode(monitor);
|
||||
|
||||
//glfwWindowHint(GLFW_RED_BITS, mode->redBits);
|
||||
//glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
|
||||
//glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
|
||||
//glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
|
||||
glfwWindowHint(GLFW_DECORATED, false);
|
||||
glfwWindowHint(GLFW_AUTO_ICONIFY, false);
|
||||
}
|
||||
//glfwWindowHint(GLFW_SAMPLES, 8);
|
||||
m_Window = glfwCreateWindow(m_Resolution.Width, m_Resolution.Height, "daydream", monitor, nullptr);
|
||||
|
||||
//glfwWindowHint(GLFW_SAMPLES, 8);
|
||||
m_Window = glfwCreateWindow(m_Resolution.Width, m_Resolution.Height + 1, "daydream", monitor, nullptr);
|
||||
if (!m_Window) {
|
||||
LOG_ERROR("GLFW: Failed to create window");
|
||||
exit(EXIT_FAILURE);
|
||||
@@ -168,10 +177,8 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
|
||||
ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
|
||||
ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
|
||||
ImGui::Checkbox("EnableShadows", &m_Shadow_Enabled);
|
||||
m_SSAOPass->ChangeQuality(m_SSAO_Quality);
|
||||
m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
|
||||
m_ShadowPass->CheckStatus(m_Shadow_Enabled);
|
||||
GLERROR("SSAO Settings");
|
||||
//clear buffer 0
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
|
||||
+127
-148
@@ -6,7 +6,7 @@ ShadowPass::ShadowPass(IRenderer * renderer, int shadow_res_x, int shadow_res_y)
|
||||
m_ResolutionSizeWidth = shadow_res_x;
|
||||
m_ResolutionSizeHeight = shadow_res_y;
|
||||
|
||||
CheckStatus(true);
|
||||
InitializeFrameBuffers();
|
||||
InitializeShaderPrograms();
|
||||
}
|
||||
|
||||
@@ -14,17 +14,18 @@ ShadowPass::ShadowPass(IRenderer * renderer)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
|
||||
CheckStatus(true);
|
||||
InitializeFrameBuffers();
|
||||
InitializeShaderPrograms();
|
||||
}
|
||||
|
||||
ShadowPass::~ShadowPass()
|
||||
{
|
||||
CommonFunctions::DeleteTexture(&m_DepthMap);
|
||||
|
||||
}
|
||||
|
||||
void ShadowPass::DebugGUI()
|
||||
{
|
||||
ImGui::Checkbox("EnableShadows", &m_EnableShadows);
|
||||
ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
|
||||
ImGui::DragFloat("ShadowClippingWeight", &m_SplitWeight, 0.001f, 0.f, 1.f);
|
||||
ImGui::Checkbox("ShadowTransparentObjects", &m_TransparentObjects);
|
||||
@@ -125,7 +126,6 @@ float ShadowPass::FindRadius(ShadowFrustum& frustum)
|
||||
void ShadowPass::InitializeFrameBuffers()
|
||||
{
|
||||
// Depth texture
|
||||
glDeleteTextures(1, &m_DepthMap);
|
||||
glGenTextures(1, &m_DepthMap);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_DepthMap);
|
||||
@@ -156,12 +156,12 @@ void ShadowPass::InitializeShaderPrograms()
|
||||
m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
|
||||
m_ShadowProgram->Link();
|
||||
|
||||
m_ShadowProgramSkinned = ResourceManager::Load<ShaderProgram>("#ShadowProgramSkinned");
|
||||
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowSkinned.vert.glsl")));
|
||||
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
|
||||
m_ShadowProgramSkinned->Compile();
|
||||
m_ShadowProgramSkinned->BindFragDataLocation(0, "ShadowMap");
|
||||
m_ShadowProgramSkinned->Link();
|
||||
m_ShadowProgramSkinned = ResourceManager::Load<ShaderProgram>("#ShadowProgramSkinned");
|
||||
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowSkinned.vert.glsl")));
|
||||
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
|
||||
m_ShadowProgramSkinned->Compile();
|
||||
m_ShadowProgramSkinned->BindFragDataLocation(0, "ShadowMap");
|
||||
m_ShadowProgramSkinned->Link();
|
||||
}
|
||||
|
||||
void ShadowPass::ClearBuffer()
|
||||
@@ -209,109 +209,53 @@ void ShadowPass::RadiusToLightspace(ShadowFrustum& frustum)
|
||||
frustum.LRBT = { left, right, bottom, top };
|
||||
}
|
||||
|
||||
void ShadowPass::CheckStatus(bool shadowStatus)
|
||||
{
|
||||
if (m_EnableShadows == shadowStatus) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_EnableShadows = shadowStatus;
|
||||
|
||||
if (m_EnableShadows == false) {
|
||||
CommonFunctions::DeleteTexture(&m_DepthMap);
|
||||
return;
|
||||
}
|
||||
|
||||
InitializeFrameBuffers();
|
||||
}
|
||||
|
||||
void ShadowPass::Draw(RenderScene & scene)
|
||||
{
|
||||
if (!m_EnableShadows) {
|
||||
return;
|
||||
}
|
||||
if (m_EnableShadows) {
|
||||
InitializeCameras(scene);
|
||||
UpdateSplitDist(m_shadowFrusta, scene.Camera->NearClip(), scene.Camera->FarClip());
|
||||
|
||||
InitializeCameras(scene);
|
||||
UpdateSplitDist(m_shadowFrusta, scene.Camera->NearClip(), scene.Camera->FarClip());
|
||||
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
|
||||
|
||||
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
|
||||
|
||||
glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
|
||||
|
||||
glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
|
||||
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
|
||||
UpdateFrustumPoints(m_shadowFrusta[i], scene.Camera->Position(), scene.Camera->Forward());
|
||||
|
||||
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
|
||||
UpdateFrustumPoints(m_shadowFrusta[i], scene.Camera->Position(), scene.Camera->Forward());
|
||||
|
||||
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
|
||||
|
||||
GLuint shaderHandle;
|
||||
|
||||
for (auto &job : scene.Jobs.DirectionalLight) {
|
||||
|
||||
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
|
||||
|
||||
if (directionalLightJob) {
|
||||
m_LightView[i] = glm::lookAt(glm::vec3(-directionalLightJob->Direction) + m_shadowFrusta[i].MiddlePoint, m_shadowFrusta[i].MiddlePoint, glm::vec3(0.f, 1.f, 0.f));
|
||||
|
||||
PointsToLightspace(m_shadowFrusta[i], m_LightView[i]);
|
||||
//FindRadius(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]);
|
||||
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
|
||||
|
||||
|
||||
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]));
|
||||
GLuint shaderHandle;
|
||||
|
||||
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]));
|
||||
for (auto &job : scene.Jobs.DirectionalLight) {
|
||||
|
||||
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
|
||||
|
||||
if (directionalLightJob) {
|
||||
m_LightView[i] = glm::lookAt(glm::vec3(-directionalLightJob->Direction) + m_shadowFrusta[i].MiddlePoint, m_shadowFrusta[i].MiddlePoint, glm::vec3(0.f, 1.f, 0.f));
|
||||
|
||||
PointsToLightspace(m_shadowFrusta[i], m_LightView[i]);
|
||||
//FindRadius(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_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) {
|
||||
if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
|
||||
|
||||
if (!modelJob->Shadow) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ShadowProgramSkinned->Bind();
|
||||
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
}
|
||||
else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
}
|
||||
else {
|
||||
m_ShadowProgram->Bind();
|
||||
shaderHandle = m_ShadowProgram->GetHandle();
|
||||
}
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
|
||||
|
||||
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)));
|
||||
|
||||
GLERROR("Shadow Draw ERROR");
|
||||
}
|
||||
}
|
||||
if (m_TransparentObjects) {
|
||||
state->CullFace(GL_BACK);
|
||||
for (auto &objectJob : scene.Jobs.TransparentObjects) {
|
||||
for (auto &objectJob : scene.Jobs.OpaqueObjects) {
|
||||
if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
|
||||
|
||||
@@ -319,53 +263,25 @@ void ShadowPass::Draw(RenderScene & scene)
|
||||
continue;
|
||||
}
|
||||
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ShadowProgramSkinned->Bind();
|
||||
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||
if(modelJob->Model->IsSkinned()) {
|
||||
m_ShadowProgramSkinned->Bind();
|
||||
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
}
|
||||
else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
}
|
||||
else {
|
||||
m_ShadowProgram->Bind();
|
||||
shaderHandle = m_ShadowProgram->GetHandle();
|
||||
}
|
||||
} else {
|
||||
m_ShadowProgram->Bind();
|
||||
shaderHandle = m_ShadowProgram->GetHandle();
|
||||
}
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
|
||||
|
||||
if (m_TexturedShadows) {
|
||||
switch (modelJob->Type) {
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
case RawModel::MaterialType::Basic:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE24);
|
||||
if (modelJob->DiffuseTexture.size() > 0 && modelJob->DiffuseTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(modelJob->DiffuseTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE24);
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
@@ -374,13 +290,76 @@ void ShadowPass::Draw(RenderScene & scene)
|
||||
GLERROR("Shadow Draw ERROR");
|
||||
}
|
||||
}
|
||||
state->CullFace(GL_FRONT);
|
||||
if (m_TransparentObjects) {
|
||||
state->CullFace(GL_BACK);
|
||||
for (auto &objectJob : scene.Jobs.TransparentObjects) {
|
||||
if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
|
||||
|
||||
if (!modelJob->Shadow) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ShadowProgramSkinned->Bind();
|
||||
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
m_ShadowProgram->Bind();
|
||||
shaderHandle = m_ShadowProgram->GetHandle();
|
||||
}
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
|
||||
|
||||
if (m_TexturedShadows) {
|
||||
switch (modelJob->Type) {
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
case RawModel::MaterialType::Basic:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE24);
|
||||
if (modelJob->DiffuseTexture.size() > 0 && modelJob->DiffuseTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(modelJob->DiffuseTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE24);
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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)));
|
||||
|
||||
GLERROR("Shadow Draw ERROR");
|
||||
}
|
||||
}
|
||||
state->CullFace(GL_FRONT);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
m_DepthBuffer.Unbind();
|
||||
delete state;
|
||||
}
|
||||
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
m_DepthBuffer.Unbind();
|
||||
delete state;
|
||||
}
|
||||
@@ -30,10 +30,7 @@ SoundManager::SoundManager(World* world, EventBroker* eventBroker)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundManager::OnPlayerSpawned);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayQueueOnEntity, &SoundManager::OnPlayQueueOnEntity);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EChangeBGM, &SoundManager::OnChangeBGM);
|
||||
|
||||
Events::ChangeBGM e;
|
||||
e.FilePath = "Audio/bgm/MenuMusic.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &SoundManager::OnSetCamera);
|
||||
}
|
||||
|
||||
SoundManager::~SoundManager()
|
||||
@@ -67,8 +64,7 @@ void SoundManager::Update(double dt)
|
||||
deleteInactiveEmitters();
|
||||
updateEmitters(dt);
|
||||
updateListener(dt);
|
||||
if (m_DrumLoopHasBeenStarted)
|
||||
matchBGMLoop();
|
||||
matchBGMLoop();
|
||||
}
|
||||
|
||||
void SoundManager::deleteInactiveEmitters()
|
||||
@@ -363,15 +359,6 @@ bool SoundManager::OnPlayerSpawned(const Events::PlayerSpawned &e)
|
||||
{
|
||||
if (e.PlayerID == -1) { // Local 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 false;
|
||||
@@ -394,7 +381,9 @@ bool SoundManager::OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e)
|
||||
bool SoundManager::OnChangeBGM(const Events::ChangeBGM &e)
|
||||
{
|
||||
if (m_CurrentBGM != nullptr) {
|
||||
stopSound(m_CurrentBGM);
|
||||
if (getSourceState(m_CurrentBGM->ALsource) == AL_PLAYING) {
|
||||
stopSound(m_CurrentBGM);
|
||||
}
|
||||
}
|
||||
m_CurrentBGM = createSource(e.FilePath);
|
||||
m_CurrentBGM->Type = SoundType::BGM;
|
||||
@@ -403,6 +392,34 @@ bool SoundManager::OnChangeBGM(const Events::ChangeBGM &e)
|
||||
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 state;
|
||||
@@ -419,14 +436,14 @@ void SoundManager::setSoundProperties(Source* source, ComponentWrapper* soundCom
|
||||
{
|
||||
float gain;
|
||||
switch (source->Type) {
|
||||
case SoundType::SFX:
|
||||
gain = m_SFXVolumeChannel;
|
||||
case SoundType::SFX:
|
||||
gain = m_SFXVolumeChannel;
|
||||
break;
|
||||
case SoundType::BGM:
|
||||
case SoundType::BGM:
|
||||
gain = m_BGMVolumeChannel;
|
||||
break;
|
||||
case SoundType::Announcer:
|
||||
gain = m_AnnouncerVolumeChannel;
|
||||
case SoundType::Announcer:
|
||||
gain = m_AnnouncerVolumeChannel;
|
||||
break;
|
||||
default:
|
||||
gain = 1.f;
|
||||
|
||||
@@ -30,11 +30,6 @@ bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned &e)
|
||||
Events::PlayAnonuncerVoice go;
|
||||
go.FilePath = "Audio/Announcer/" + m_Announcer + "/Go.wav";
|
||||
m_EventBroker->Publish(go);
|
||||
{
|
||||
Events::ChangeBGM ev;
|
||||
ev.FilePath = "Audio/BGM/Layer1.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -61,7 +61,11 @@ bool SpectatorCameraSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
// 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.
|
||||
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") {
|
||||
camName = "PickTeamCamera";
|
||||
} else {
|
||||
|
||||
Reference in New Issue
Block a user