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11 Commits

Author SHA1 Message Date
William Moberg bdcb33d992 Mouse always unlocked on game start and on disconnecting (i.e when menu shows). 2016-03-10 12:46:06 +01:00
Viktor Ljung f26b24ef6b Merge pull request #195 from teamfisk/AnimationPickingFixes
Forgot one console spammer
2016-03-10 10:49:05 +01:00
viktorljung b0e9cd3965 Forgot one console spammer 2016-03-10 10:47:58 +01:00
Adam Byléhn 5e747f53db Merge pull request #194 from teamfisk/AnimationPickingFixes
Animation picking fixes
2016-03-10 10:33:29 +01:00
Jace 012420b4da Merge branch 'master' of github.com:teamfisk/TacticalZ 2016-03-09 23:07:44 +01:00
viktorljung 3a213be679 Picking on animated models fixed 2016-03-09 23:06:53 +01:00
Jace 50b0a091ec Fixed editor widgets to take scale of the entity into account when they're moved 2016-03-09 22:45:55 +01:00
viktorljung 4e6ff16e58 Shadows for animated models and removed spam in console 2016-03-09 22:43:04 +01:00
Jace 727b6ba871 Fixed Transform::AbsolutePosition to take scale into account properly maybe? 2016-03-09 22:04:13 +01:00
Jace e11cdaa662 Removed forced player color on spawn 2016-03-09 20:11:07 +01:00
Tobias Dahl d393f9ade1 Merge pull request #180 from teamfisk/Shadows
Shadows
2016-03-09 19:55:41 +01:00
13 changed files with 134 additions and 32 deletions
+2 -1
View File
@@ -63,7 +63,8 @@ private:
GLuint m_DepthMap;
FrameBuffer m_DepthBuffer;
ShaderProgram* m_ShadowProgram;
ShaderProgram* m_ShadowProgram;
ShaderProgram* m_ShadowProgramSkinned;
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
std::array<glm::mat4, MAX_SPLITS> m_LightView;
@@ -3,6 +3,7 @@
#include "Core/System.h"
#include "Input/EInputCommand.h"
#include "Network/EPlayerDisconnected.h"
class SpectatorCameraSystem : public ImpureSystem
{
@@ -17,6 +18,8 @@ private:
EventRelay<SpectatorCameraSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
EventRelay<SpectatorCameraSystem, Events::PlayerDisconnected> m_EDisconnect;
bool OnDisconnect(const Events::PlayerDisconnected& e);
};
#endif
+3 -1
View File
@@ -29,4 +29,6 @@ K=TakeDamage,1500
F2=PerformanceTimingResetAllTimers
F3=PerformanceTimingCreateExcelData
Comma=SwapToClassPick
Period=SwapToTeamPick
Period=SwapToTeamPick
Enter=PickClass,1
F5=DisconnectFromServer
+29
View File
@@ -0,0 +1,29 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 Bones[100];
layout (location = 0) in vec3 Position;
layout (location = 4) in vec2 TextureCoords;
layout(location = 5) in vec4 BoneIndices;
layout(location = 6) in vec4 BoneWeights;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
mat4 boneTransform = mat4(1);
if(BoneWeights[0] > 0.0f){
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
}
gl_Position = P * V * M * boneTransform * vec4(Position, 1.0);
Output.TextureCoordinate = TextureCoords;
}
+6 -6
View File
@@ -24,7 +24,7 @@ glm::vec3 Transform::AbsolutePosition(World* world, EntityID entity)
while (entity != EntityID_Invalid) {
ComponentWrapper transform = world->GetComponent(entity, "Transform");
EntityID parent = world->GetParent(entity);
position += Transform::AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"];
position += Transform::AbsoluteScale(world, parent) * (Transform::AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"]);
entity = parent;
}
@@ -89,12 +89,12 @@ glm::mat4 Transform::ModelMatrix(EntityID entity, World* world)
{
return AbsoluteTransformation(EntityWrapper(world, entity));
glm::vec3 position = Transform::AbsolutePosition(world, entity);
glm::quat orientation = Transform::AbsoluteOrientation(world, entity);
glm::vec3 scale = Transform::AbsoluteScale(world, entity);
//glm::vec3 position = Transform::AbsolutePosition(world, entity);
//glm::quat orientation = Transform::AbsoluteOrientation(world, entity);
//glm::vec3 scale = Transform::AbsoluteScale(world, entity);
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
return modelMatrix;
//glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
//return modelMatrix;
}
glm::vec3 Transform::TransformPoint(const glm::vec3& point, const glm::mat4& matrix)
+1 -1
View File
@@ -7,7 +7,7 @@ EditorRenderSystem::EditorRenderSystem(SystemParams params, IRenderer* renderer,
{
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &EditorRenderSystem::OnSetCamera);
auto resolution = Rectangle::Rectangle(1280, 720);
m_EditorCamera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
m_EditorCamera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.001f, 500.f);
}
void EditorRenderSystem::Update(double dt)
+10 -2
View File
@@ -47,6 +47,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
Enable();
} else {
Disable();
m_EventBroker->Publish(Events::UnlockMouse());
}
}
@@ -204,14 +205,21 @@ bool EditorSystem::OnWidgetDelta(const Events::WidgetDelta& e)
if (m_CurrentSelection.Valid()) {
if (m_WidgetSpace == EditorGUI::WidgetSpace::Global) {
glm::quat parentOrientation;
glm::vec3 parentScale(1.f);
EntityWrapper parent = m_CurrentSelection.Parent();
if (parent.Valid()) {
parentOrientation = glm::inverse(Transform::AbsoluteOrientation(parent));
parentScale = Transform::AbsoluteScale(parent);
}
(glm::vec3&)m_CurrentSelection["Transform"]["Position"] += parentOrientation * e.Translation;
(glm::vec3&)m_CurrentSelection["Transform"]["Position"] += parentOrientation * e.Translation / parentScale;
} else if (m_WidgetSpace == EditorGUI::WidgetSpace::Local) {
glm::vec3 parentScale(1.f);
EntityWrapper parent = m_CurrentSelection.Parent();
if (parent.Valid()) {
parentScale = Transform::AbsoluteScale(parent);
}
glm::quat selectionOri = glm::quat((glm::vec3)m_CurrentSelection["Transform"]["Orientation"]);
glm::vec3 localTranslation = selectionOri * e.Translation;
glm::vec3 localTranslation = selectionOri * e.Translation / parentScale;
(glm::vec3&)m_CurrentSelection["Transform"]["Position"] += localTranslation;
}
m_EditorGUI->SetDirty(m_CurrentSelection);
+6 -1
View File
@@ -1,4 +1,5 @@
#include "Network/Client.h"
#include "Network/EPlayerDisconnected.h"
using namespace boost::asio::ip;
Client::Client(World* world, EventBroker* eventBroker)
@@ -224,7 +225,7 @@ void Client::parseServerlist(Packet& packet)
void Client::parseKick()
{
LOG_WARNING("You have been kicked from the server.");
m_IsConnected = false;
disconnect();
}
void Client::parseSpawnEvents()
@@ -464,6 +465,10 @@ void Client::disconnect()
Packet packet(MessageType::Disconnect, m_SendPacketID);
m_Reliable.Send(packet);
m_Reliable.Disconnect();
Events::PlayerDisconnected e;
e.Entity = m_LocalPlayer.ID;
e.PlayerID = -1;
m_EventBroker->Publish(e);
createMainMenu();
}
+3 -3
View File
@@ -127,12 +127,12 @@ void AnimationSystem::UpdateAnimations(double dt)
void AnimationSystem::UpdateWeights(double dt)
{
for (auto it = m_AutoBlendQueues.begin(); it != m_AutoBlendQueues.end(); ) {
LOG_INFO("%s", it->first.Name().c_str());
it->second.PrintQueue();
/* LOG_INFO("%s", it->first.Name().c_str());
it->second.PrintQueue();*/
if(it->second.HasActiveBlendJob()) {
AutoBlendQueue::AutoBlendJob& blendJob = it->second.GetActiveBlendJob();
LOG_INFO("%s", blendJob.RootNode.Name().c_str());
//LOG_INFO("%s", blendJob.RootNode.Name().c_str());
std::shared_ptr<BlendTree> blendTree = it->second.GetBlendTree();
if (blendTree != nullptr) {
if (blendJob.Duration != 0.0) {
+1 -1
View File
@@ -219,7 +219,7 @@ void PickingPass::Draw(RenderScene& scene)
m_PickingSkinnedProgram->Bind();
lastShader = m_PickingSkinnedProgram->GetHandle();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
std::vector<glm::mat4> frameBones;
+55 -3
View File
@@ -156,7 +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();
}
void ShadowPass::ClearBuffer()
@@ -212,8 +217,7 @@ void ShadowPass::Draw(RenderScene & scene)
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
m_ShadowProgram->Bind();
GLuint shaderHandle = m_ShadowProgram->GetHandle();
glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
@@ -221,7 +225,11 @@ void ShadowPass::Draw(RenderScene & scene)
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) {
@@ -232,9 +240,19 @@ void ShadowPass::Draw(RenderScene & scene)
//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");
for (auto &objectJob : scene.Jobs.OpaqueObjects) {
@@ -245,6 +263,23 @@ void ShadowPass::Draw(RenderScene & scene)
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);
@@ -265,6 +300,23 @@ void ShadowPass::Draw(RenderScene & scene)
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);
-12
View File
@@ -208,18 +208,6 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
m_EventBroker->Publish(lock);
}
// HACK: Set the player model color to team color
EntityWrapper playerModel = e.Player.FirstChildByName("PlayerModel");
if (playerModel.Valid() && e.Player.HasComponent("Team")) {
ComponentWrapper cTeam = e.Player["Team"];
ComponentWrapper cModel = playerModel["Model"];
if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Red")) {
cModel["Color"] = glm::vec3(1.f, 0.f, 0.f);
} else if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Blue")) {
cModel["Color"] = glm::vec3(0.f, 0.25f, 1.f);
}
}
return true;
}
+15 -1
View File
@@ -8,6 +8,7 @@ SpectatorCameraSystem::SpectatorCameraSystem(SystemParams params)
, m_PickedTeam(-1)
{
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &SpectatorCameraSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EDisconnect, &SpectatorCameraSystem::OnDisconnect);
}
void SpectatorCameraSystem::Update(double dt)
@@ -87,4 +88,17 @@ bool SpectatorCameraSystem::OnInputCommand(const Events::InputCommand& e)
}
return true;
}
}
bool SpectatorCameraSystem::OnDisconnect(const Events::PlayerDisconnected& e)
{
// If local player gets disconnected, they should be set to
// the spectator camera next time a map loads that has one.
if (e.Entity == LocalPlayer.ID) {
m_CamSetToTeamPick = false;
// They will also be set to menu, so unlock mouse just in case they were in game with locked mouse.
Events::UnlockMouse unlock;
m_EventBroker->Publish(unlock);
}
return true;
}