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3 Commits

Author SHA1 Message Date
FakeShemp 1b0cc1d80b Add normal map support 2016-01-22 16:41:20 +01:00
Jace 8cf83454d7 Fixed input going through editor UI 2016-01-21 17:45:20 +01:00
William Moberg 41f0daaf3f Merge pull request #45 from teamfisk/ShootEvent
Changed some files so it works with the changes in master. (weaponsys…
2016-01-21 17:40:57 +01:00
8 changed files with 37 additions and 11 deletions
+1 -1
Submodule assets updated: 6ffb46e155...f7e349a316
+3 -3
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@@ -9,7 +9,7 @@
#include "../Core/EntityFilePreprocessor.h" #include "../Core/EntityFilePreprocessor.h"
#include "../Core/EntityFileParser.h" #include "../Core/EntityFileParser.h"
#include "../Core/EntityFileWriter.h" #include "../Core/EntityFileWriter.h"
#include "../Core/EMouseRelease.h" #include "../Core/EMousePress.h"
#include "EditorGUI.h" #include "EditorGUI.h"
#include "EditorStats.h" #include "EditorStats.h"
@@ -52,8 +52,8 @@ private:
void OnComponentDelete(EntityWrapper entity, const std::string& componentType); void OnComponentDelete(EntityWrapper entity, const std::string& componentType);
// Events // Events
EventRelay<EditorSystem, Events::MouseRelease> m_EMouseRelease; EventRelay<EditorSystem, Events::MousePress> m_EMousePress;
bool OnMouseRelease(const Events::MouseRelease& e); bool OnMousePress(const Events::MousePress& e);
EventRelay<EditorSystem, Events::WidgetDelta> m_EWidgetDelta; EventRelay<EditorSystem, Events::WidgetDelta> m_EWidgetDelta;
bool OnWidgetDelta(const Events::WidgetDelta& e); bool OnWidgetDelta(const Events::WidgetDelta& e);
}; };
+1
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@@ -27,6 +27,7 @@ private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const; void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
Texture* m_WhiteTexture; Texture* m_WhiteTexture;
Texture* m_NeutralNormalMap;
const IRenderer* m_Renderer; const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass; const LightCullingPass* m_LightCullingPass;
+12 -3
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@@ -5,7 +5,8 @@ uniform mat4 V;
uniform mat4 P; uniform mat4 P;
uniform vec4 Color; uniform vec4 Color;
uniform vec2 ScreenDimensions; uniform vec2 ScreenDimensions;
uniform sampler2D texture0; layout(binding = 0) uniform sampler2D DiffuseTexture;
layout(binding = 1) uniform sampler2D NormalMapTexture;
#define TILE_SIZE 16 #define TILE_SIZE 16
@@ -44,6 +45,8 @@ layout (std430, binding = 4) buffer LightIndexBuffer
in VertexData{ in VertexData{
vec3 Position; vec3 Position;
vec3 Normal; vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoordinate; vec2 TextureCoordinate;
vec4 DiffuseColor; vec4 DiffuseColor;
}Input; }Input;
@@ -96,12 +99,18 @@ LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensi
return result; return result;
} }
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
{
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() void main()
{ {
vec4 texel = texture2D(texture0, Input.TextureCoordinate); vec4 texel = texture2D(DiffuseTexture, Input.TextureCoordinate);
vec4 position = V * M * vec4(Input.Position, 1.0); vec4 position = V * M * vec4(Input.Position, 1.0);
vec4 normal = V * vec4(Input.Normal, 0.0); vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, NormalMapTexture);
vec4 viewVec = normalize(-position); vec4 viewVec = normalize(-position);
vec2 tilePos; vec2 tilePos;
+4
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@@ -19,6 +19,8 @@ layout(location = 10) in vec4 BoneWeights2;
out VertexData{ out VertexData{
vec3 Position; vec3 Position;
vec3 Normal; vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoordinate; vec2 TextureCoordinate;
vec4 DiffuseColor; vec4 DiffuseColor;
}Output; }Output;
@@ -30,5 +32,7 @@ void main()
Output.Position = Position; Output.Position = Position;
Output.TextureCoordinate = TextureCoords; Output.TextureCoordinate = TextureCoords;
Output.Normal = vec3(M * vec4(Normal, 0.0)); Output.Normal = vec3(M * vec4(Normal, 0.0));
Output.Tangent = vec3(M * vec4(Tangent, 0.0));
Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
Output.DiffuseColor = DiffuseVertexColor; Output.DiffuseColor = DiffuseVertexColor;
} }
+4 -3
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@@ -31,7 +31,7 @@ EditorSystem::EditorSystem(World* world, EventBroker* eventBroker, IRenderer* re
m_EditorGUI->SetComponentDeleteCallback(std::bind(&EditorSystem::OnComponentDelete, this, std::placeholders::_1, std::placeholders::_2)); m_EditorGUI->SetComponentDeleteCallback(std::bind(&EditorSystem::OnComponentDelete, this, std::placeholders::_1, std::placeholders::_2));
m_EditorGUI->SetWidgetModeCallback(std::bind(&EditorSystem::setWidgetMode, this, std::placeholders::_1)); m_EditorGUI->SetWidgetModeCallback(std::bind(&EditorSystem::setWidgetMode, this, std::placeholders::_1));
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &EditorSystem::OnMouseRelease); EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &EditorSystem::OnMousePress);
EVENT_SUBSCRIBE_MEMBER(m_EWidgetDelta, &EditorSystem::OnWidgetDelta); EVENT_SUBSCRIBE_MEMBER(m_EWidgetDelta, &EditorSystem::OnWidgetDelta);
m_EditorStats = new EditorStats(); m_EditorStats = new EditorStats();
@@ -121,9 +121,10 @@ void EditorSystem::OnComponentDelete(EntityWrapper entity, const std::string& co
} }
} }
bool EditorSystem::OnMouseRelease(const Events::MouseRelease& e) bool EditorSystem::OnMousePress(const Events::MousePress& e)
{ {
if (e.Button == GLFW_MOUSE_BUTTON_1) { ImGuiIO& io = ImGui::GetIO();
if (!io.WantCaptureMouse && !io.WantCaptureKeyboard && e.Button == GLFW_MOUSE_BUTTON_1) {
PickData pick = m_Renderer->Pick(glm::vec2(e.X, e.Y)); PickData pick = m_Renderer->Pick(glm::vec2(e.X, e.Y));
if (pick.World == m_World) { if (pick.World == m_World) {
m_CurrentSelection = EntityWrapper(m_World, pick.Entity); m_CurrentSelection = EntityWrapper(m_World, pick.Entity);
+2 -1
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@@ -58,7 +58,8 @@ bool EditorWidgetSystem::OnMouseMove(const Events::MouseMove& e)
bool EditorWidgetSystem::OnMousePress(const Events::MousePress & e) bool EditorWidgetSystem::OnMousePress(const Events::MousePress & e)
{ {
if (e.Button == GLFW_MOUSE_BUTTON_1) { ImGuiIO& io = ImGui::GetIO();
if (!io.WantCaptureMouse && !io.WantCaptureKeyboard && e.Button == GLFW_MOUSE_BUTTON_1) {
m_PickData = m_Renderer->Pick(glm::vec2(e.X, e.Y)); m_PickData = m_Renderer->Pick(glm::vec2(e.X, e.Y));
if (m_PickData.Entity != EntityID_Invalid && m_PickData.World == m_World) { if (m_PickData.Entity != EntityID_Invalid && m_PickData.World == m_World) {
m_PickEntity = EntityWrapper(m_World, m_PickData.Entity); m_PickEntity = EntityWrapper(m_World, m_PickData.Entity);
+10
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@@ -11,6 +11,7 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
void DrawFinalPass::InitializeTextures() void DrawFinalPass::InitializeTextures()
{ {
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png"); m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
m_NeutralNormalMap = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
} }
void DrawFinalPass::InitializeShaderPrograms() void DrawFinalPass::InitializeShaderPrograms()
@@ -59,6 +60,15 @@ void DrawFinalPass::Draw(RenderScene& scene)
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture); glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
} }
if (modelJob->NormalTexture != nullptr) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture->m_Texture);
}
else {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalMap->m_Texture);
}
glBindVertexArray(modelJob->Model->VAO); glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex); glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);