Compare commits
38 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| f31440b022 | |||
| 007dc2aace | |||
| b2eee10602 | |||
| e4c6a19c38 | |||
| 6eb0b83d6b | |||
| c60e1ba7e4 | |||
| 63d205f56a | |||
| 36f6ade87a | |||
| 724d7b1586 | |||
| 8cda614de4 | |||
| 77eaa45702 | |||
| dfa224b4dd | |||
| 86df8f14f4 | |||
| eaea645068 | |||
| 21bf7f4df3 | |||
| e2b7e5400d | |||
| 658eace093 | |||
| c106768939 | |||
| c7dad79e72 | |||
| d37f8cc350 | |||
| 3c35c0a956 | |||
| d47a806c64 | |||
| 8e21c5a5e4 | |||
| df7ace6626 | |||
| db5170c699 | |||
| bb76c9d248 | |||
| 9cbc6f7755 | |||
| d3a245606a | |||
| b320d8d1e4 | |||
| 0c60b637c3 | |||
| d411de894f | |||
| 18450ff4f3 | |||
| 22b473a0b6 | |||
| f161fce719 | |||
| 0343683678 | |||
| 9e6c67596d | |||
| 89d0d5753f | |||
| cd315bbaa0 |
@@ -24,6 +24,7 @@ public:
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private:
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Octree<EntityAABB>* m_Octree;
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std::vector<EntityAABB> m_OctreeResult;
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std::unordered_map<EntityWrapper, glm::vec3> m_PrevPositions;
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};
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#endif
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@@ -29,16 +29,22 @@ struct EntityWrapper
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EntityWrapper Parent();
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EntityWrapper FirstChildByName(const std::string& name);
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EntityWrapper FirstParentWithComponent(const std::string& componentType);
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EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid);
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std::vector<EntityWrapper> ChildrenWithComponent(const std::string& componentType);
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void DeleteChildren();
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bool IsChildOf(EntityWrapper potentialParent);
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bool Valid() const;
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ComponentWrapper operator[](const char* componentName);
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ComponentWrapper operator[](const std::string& componentName);
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bool operator==(const EntityWrapper& e) const;
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bool operator!=(const EntityWrapper& e) const;
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explicit operator EntityID() const;
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private:
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EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent);
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EntityWrapper cloneRecursive(EntityWrapper entity, EntityWrapper parent);
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void childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent);
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};
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namespace std
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@@ -68,7 +68,7 @@ protected:
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const std::string m_ComponentType;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) = 0;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) = 0;
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};
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class ImpureSystem : public virtual System
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@@ -40,7 +40,7 @@ public:
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// Change the parent of an entity
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void SetParent(EntityID entity, EntityID parent);
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// Get children of an entity
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const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> GetChildren(EntityID entity);
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const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> GetDirectChildren(EntityID entity);
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// Get all component pools
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const std::unordered_map<std::string, ComponentPool*>& GetComponentPools() const { return m_ComponentPools; }
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// Get the entity children map
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@@ -104,6 +104,11 @@ protected:
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if (!m_Enabled) {
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return false;
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}
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ImGuiIO& io = ImGui::GetIO();
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if (io.WantCaptureMouse || io.WantCaptureKeyboard) {
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return false;
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}
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m_SpeedMultiplier += e.DeltaY * (0.1 * m_SpeedMultiplier);
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m_Config->Set("Editor.CameraSpeed", m_SpeedMultiplier);
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@@ -22,6 +22,7 @@
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#include "../Core/ELockMouse.h"
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#include "../Core/EFileDropped.h"
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#include "../Rendering/Texture.h"
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#include "Game/Events/ESpawnerSpawn.h"
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class EditorGUI
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{
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@@ -73,6 +74,12 @@ public:
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// Called when the user means to rename an entity.
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typedef std::function<void(EntityWrapper, const std::string&)> OnEntityChangeName_t;
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void SetEntityChangeNameCallback(OnEntityChangeName_t f) { m_OnEntityChangeName = f; }
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// Called when the user pastes an entity previously "copied"
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// @param EntityWrapper The entity to copy
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// @param EntityWrapper The entity to parent the new copy to
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// @return The new copy of the entity
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typedef std::function<EntityWrapper(EntityWrapper, EntityWrapper)> OnEntityPaste_t;
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void SetEntityPasteCallback(OnEntityPaste_t f) { m_OnEntityPaste = f; }
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// Called when the user means to attach a new component to an entity.
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typedef std::function<void(EntityWrapper, const std::string&)> OnComponentAttach_t;
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void SetComponentAttachCallback(OnComponentAttach_t f) { m_OnComponentAttach = f; }
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@@ -111,6 +118,7 @@ private:
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std::string m_DroppedFile = "";
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bool m_Paused = false;
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bool m_MouseLocked = false;
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EntityWrapper m_CopyTarget = EntityWrapper::Invalid;
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// Callbacks
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OnEntitySelectedCallback_t m_OnEntitySelected = nullptr;
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@@ -124,6 +132,7 @@ private:
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OnComponentDelete_t m_OnComponentDelete = nullptr;
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OnWidgetMode_t m_OnWidgetMode = nullptr;
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OnWidgetSpace_t m_OnWidgetSpace = nullptr;
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OnEntityPaste_t m_OnEntityPaste = nullptr;
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// Events
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EventRelay<EditorGUI, Events::KeyDown> m_EKeyDown;
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@@ -56,6 +56,7 @@ private:
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void OnEntityDelete(EntityWrapper entity);
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void OnEntityChangeParent(EntityWrapper entity, EntityWrapper parent);
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void OnEntityChangeName(EntityWrapper entity, const std::string& name);
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EntityWrapper OnEntityPaste(EntityWrapper entityToCopy, EntityWrapper parent);
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void OnComponentAttach(EntityWrapper entity, const std::string& componentType);
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void OnComponentDelete(EntityWrapper entity, const std::string& componentType);
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void OnWidgetSpace(EditorGUI::WidgetSpace widgetSpace);
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@@ -19,6 +19,7 @@
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#include "Core/World.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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@@ -12,7 +12,7 @@
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class DrawBloomPass
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{
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public:
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DrawBloomPass(IRenderer* renderer /* ,Texture or finalpass*/ );
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DrawBloomPass(IRenderer* renderer, ConfigFile* config);
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~DrawBloomPass() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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@@ -23,26 +23,33 @@ public:
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void FillGaussianBuffer(FrameBuffer* fb);
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void Draw(GLuint texture);
|
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void ChangeQuality(int quality);
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void OnWindowResize();
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//Getters
|
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//Return the blurred result of the texture that was sent into draw
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GLuint GaussianTexture() const { return m_GaussianTexture_vert; }
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GLuint GaussianTexture() const {
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if (m_Quality == 0) {
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return m_BlackTexture->m_Texture;
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} else {
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return m_GaussianTexture_vert;
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}
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}
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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Texture* m_WhiteTexture;
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Texture* m_BlackTexture;
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Model* m_ScreenQuad;
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const IRenderer* m_Renderer;
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ConfigFile* m_Config;
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//const LightCullingPass* m_LightCullingPass
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GLuint m_iterations = 9;
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int m_Iterations;
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int m_Quality = 0;
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GLuint m_GaussianTexture_horiz;
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GLuint m_GaussianTexture_vert;
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GLuint m_GaussianTexture_horiz = 0;
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GLuint m_GaussianTexture_vert = 0;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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@@ -15,7 +15,7 @@
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class DrawFinalPass
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{
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, GLuint* depthBuffer);
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~DrawFinalPass() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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@@ -35,9 +35,6 @@ public:
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FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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@@ -62,7 +59,7 @@ private:
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GLuint m_SceneTexture;
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GLuint m_BloomTextureLowRes;
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GLuint m_SceneTextureLowRes;
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GLuint m_DepthBuffer;
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GLuint* m_DepthBuffer;
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GLuint m_DepthBufferLowRes;
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GLuint m_CubeMapTexture;
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@@ -11,6 +11,7 @@
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#include "RenderQueue.h"
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#include "Model.h"
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#include "../Core/World.h" //So temp
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#include "Util/CommonFunctions.h"
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||||
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struct PickData
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@@ -28,15 +28,13 @@ public:
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const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
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//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
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GLuint PickingTexture() const { return m_PickingTexture; }
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GLuint DepthBuffer() const { return m_DepthBuffer; }
|
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GLuint* DepthBuffer() { return &m_DepthBuffer; }
|
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const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; }
|
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|
||||
|
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PickData Pick(glm::vec2 screenCoord);
|
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|
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private:
|
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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|
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EventBroker* m_EventBroker;
|
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|
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const IRenderer* m_Renderer;
|
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|
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@@ -24,6 +24,8 @@ public:
|
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bool StencilFunc(GLenum func, GLint ref, GLuint mask);
|
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bool StencilMask(GLuint mask);
|
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bool DepthMask(GLboolean flag);
|
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bool DepthFunc(GLenum func);
|
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bool AlphaFunc(GLenum func, GLclampf thresholder);
|
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|
||||
private:
|
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std::vector<std::function<void(void)>> m_ResetFunctions;
|
||||
|
||||
@@ -64,6 +64,7 @@ private:
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int m_CubeMapTexture = 0;
|
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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;
|
||||
|
||||
PickingPass* m_PickingPass;
|
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LightCullingPass* m_LightCullingPass;
|
||||
|
||||
@@ -28,7 +28,7 @@ public:
|
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if (m_Quality == 0) {
|
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return m_WhiteTexture->m_Texture;
|
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} else {
|
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return m_GaussianTexture_vert;
|
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return m_Gaussian_vert;
|
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}
|
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}
|
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|
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@@ -46,8 +46,6 @@ private:
|
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void InitializeShaderProgram();
|
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void InitializeBuffer();
|
||||
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
||||
|
||||
//void blurHorizontal(GLuint depthBuffer);
|
||||
//void blurVertical(GLuint depthBuffer);
|
||||
|
||||
@@ -64,18 +62,18 @@ private:
|
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int m_NumOfTurns;
|
||||
int m_Iterations;
|
||||
int m_TextureQuality;
|
||||
int m_Quality;
|
||||
int m_Quality = 0;
|
||||
|
||||
Texture* m_WhiteTexture;
|
||||
|
||||
GLuint m_SSAOTexture;
|
||||
GLuint m_SSAOTexture = 0;
|
||||
FrameBuffer m_SSAOFramBuffer;
|
||||
|
||||
GLuint m_SSAOViewSpaceZTexture;
|
||||
GLuint m_SSAOViewSpaceZTexture = 0;
|
||||
FrameBuffer m_SSAOViewSpaceZFramBuffer;
|
||||
|
||||
GLuint m_GaussianTexture_horiz;
|
||||
GLuint m_GaussianTexture_vert;
|
||||
GLuint m_Gaussian_horiz = 0;
|
||||
GLuint m_Gaussian_vert = 0;
|
||||
|
||||
FrameBuffer m_GaussianFrameBuffer_horiz;
|
||||
FrameBuffer m_GaussianFrameBuffer_vert;
|
||||
|
||||
@@ -9,6 +9,10 @@
|
||||
namespace CommonFunctions
|
||||
{
|
||||
Texture* LoadTexture(std::string path, bool threaded);
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||
void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat);
|
||||
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps);
|
||||
void DeleteTexture(GLuint* texture);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -13,8 +13,6 @@ public:
|
||||
PlayerSpawnSystem(SystemParams params);
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
static void SetRespawnTime(float respawnTime) { m_RespawnTime = respawnTime; };
|
||||
|
||||
private:
|
||||
struct SpawnRequest
|
||||
@@ -31,8 +29,8 @@ private:
|
||||
//EntityWrapper ID -> Player ID.
|
||||
std::map<EntityID, int> m_PlayerIDs;
|
||||
|
||||
static float m_RespawnTime;
|
||||
float m_Timer;
|
||||
float m_ForcedRespawnTime;
|
||||
bool m_DbgConfigForceRespawn;
|
||||
|
||||
EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
|
||||
bool OnInputCommand(Events::InputCommand& e);
|
||||
|
||||
@@ -1,37 +1,33 @@
|
||||
#ifndef AssaultWeaponBehaviour_h__
|
||||
#define AssaultWeaponBehaviour_h__
|
||||
|
||||
#include "Sound/EPlaySoundOnEntity.h"
|
||||
#include "Collision/Collision.h"
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
#include "Core/ConfigFile.h"
|
||||
#include "WeaponBehaviour.h"
|
||||
#include "../SpawnerSystem.h"
|
||||
#include "Core/EPlayerDamage.h"
|
||||
#include "Core/EShoot.h"
|
||||
|
||||
|
||||
class AssaultWeaponBehaviour : public WeaponBehaviour
|
||||
class AssaultWeaponBehaviour : public WeaponBehaviour<AssaultWeaponBehaviour>
|
||||
{
|
||||
public:
|
||||
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
|
||||
|
||||
virtual void Fire() override;
|
||||
virtual void CeaseFire() override;
|
||||
virtual void Reload() override;
|
||||
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
|
||||
: WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
|
||||
{ }
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
protected:
|
||||
virtual void OnPrimaryFire(WeaponInfo& wi) override;
|
||||
virtual void OnCeasePrimaryFire(WeaponInfo& wi) override;
|
||||
virtual void OnReload(WeaponInfo& wi) override;
|
||||
|
||||
private:
|
||||
EntityWrapper m_FirstPersonModel;
|
||||
EntityWrapper m_ThirdPersonModel;
|
||||
// State
|
||||
bool m_Firing = false;
|
||||
bool m_Reloading = false;
|
||||
double m_ReloadTimer = 0.0;
|
||||
EntityWrapper m_FirstPersonReloadImpersonator;
|
||||
EntityWrapper m_ThirdPersonReloadImpersonator;
|
||||
double m_TimeSinceLastFire = 0.0;
|
||||
|
||||
EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
|
||||
bool OnAnimationComplete(Events::AnimationComplete& e);
|
||||
EntityWrapper m_FirstPersonReloadImpostor;
|
||||
|
||||
bool hasAmmo();
|
||||
void fireRound();
|
||||
@@ -47,3 +43,5 @@ private:
|
||||
bool shoot(double damage);
|
||||
void showHitMarker();
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,30 @@
|
||||
#include "WeaponBehaviour.h"
|
||||
#include "Collision/Collision.h"
|
||||
#include "Core/EPlayerDamage.h"
|
||||
|
||||
class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour>
|
||||
{
|
||||
public:
|
||||
DefenderWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
|
||||
: System(systemParams)
|
||||
, WeaponBehaviour(systemParams, "DefenderWeapon", renderer, collisionOctree)
|
||||
, m_RandomEngine(m_RandomDevice())
|
||||
{ }
|
||||
|
||||
void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
|
||||
void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
|
||||
void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
|
||||
void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
|
||||
bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) override;
|
||||
|
||||
private:
|
||||
std::random_device m_RandomDevice;
|
||||
std::mt19937 m_RandomEngine;
|
||||
|
||||
// Weapon functions
|
||||
void fireShell(ComponentWrapper cWeapon, WeaponInfo& wi);
|
||||
void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage);
|
||||
|
||||
// Utility
|
||||
Camera cameraFromEntity(EntityWrapper camera);
|
||||
};
|
||||
@@ -0,0 +1,33 @@
|
||||
#include "WeaponBehaviour.h"
|
||||
#include "Collision/Collision.h"
|
||||
#include "Core/EPlayerDamage.h"
|
||||
|
||||
class SidearmWeaponBehaviour : public WeaponBehaviour<SidearmWeaponBehaviour>
|
||||
{
|
||||
public:
|
||||
SidearmWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
|
||||
: System(systemParams)
|
||||
, WeaponBehaviour(systemParams, "SidearmWeapon", renderer, collisionOctree)
|
||||
, m_RandomEngine(m_RandomDevice())
|
||||
{ }
|
||||
|
||||
void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
|
||||
void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
|
||||
void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
|
||||
void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
|
||||
void OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi) override;
|
||||
void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
|
||||
|
||||
private:
|
||||
std::random_device m_RandomDevice;
|
||||
std::mt19937 m_RandomEngine;
|
||||
|
||||
// Weapon functions
|
||||
void fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi);
|
||||
//void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
|
||||
|
||||
// Utility
|
||||
bool canFire(ComponentWrapper cWeapon);
|
||||
bool playerInFirstPerson(EntityWrapper player);
|
||||
//float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
|
||||
};
|
||||
@@ -5,30 +5,244 @@
|
||||
#include "Rendering/IRenderer.h"
|
||||
#include "Core/Octree.h"
|
||||
#include "Collision/EntityAABB.h"
|
||||
#include "Input/EInputCommand.h"
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
#include "Rendering/ESetCamera.h"
|
||||
|
||||
class WeaponBehaviour : public System
|
||||
template <typename ETYPE>
|
||||
class WeaponBehaviour : public PureSystem
|
||||
{
|
||||
friend class WeaponSystem;
|
||||
|
||||
public:
|
||||
WeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
|
||||
: System(systemParams)
|
||||
WeaponBehaviour(SystemParams params, std::string componentType, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
|
||||
: System(params)
|
||||
, PureSystem(componentType)
|
||||
, m_Renderer(renderer)
|
||||
, m_CollisionOctree(collisionOctree)
|
||||
, m_Player(player)
|
||||
{ }
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &WeaponBehaviour::_OnSetCamera)
|
||||
}
|
||||
virtual ~WeaponBehaviour() = default;
|
||||
|
||||
WeaponBehaviour(const WeaponBehaviour&) = delete;
|
||||
WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
|
||||
|
||||
virtual void Fire() = 0;
|
||||
virtual void CeaseFire() { }
|
||||
virtual void Reload() { }
|
||||
virtual void Update(double dt) { }
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override
|
||||
{
|
||||
auto weapon = getActiveWeapon(entity);
|
||||
if (!weapon) {
|
||||
return;
|
||||
} else {
|
||||
UpdateWeapon(cWeapon, *weapon, dt);
|
||||
}
|
||||
}
|
||||
|
||||
protected:
|
||||
struct WeaponInfo
|
||||
{
|
||||
EntityWrapper Player;
|
||||
EntityWrapper WeaponEntity;
|
||||
EntityWrapper FirstPersonEntity;
|
||||
EntityWrapper ThirdPersonEntity;
|
||||
};
|
||||
|
||||
IRenderer* m_Renderer;
|
||||
EntityWrapper m_CurrentCamera;
|
||||
Octree<EntityAABB>* m_CollisionOctree;
|
||||
EntityWrapper m_Player;
|
||||
std::unordered_map<EntityWrapper, WeaponInfo> m_ActiveWeapons;
|
||||
|
||||
virtual void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) { }
|
||||
virtual void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) { }
|
||||
virtual void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) { }
|
||||
virtual void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) { }
|
||||
virtual void OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi) { }
|
||||
virtual void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) { }
|
||||
virtual bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) { return false; }
|
||||
|
||||
bool isPlayerInFirstPerson(EntityWrapper player)
|
||||
{
|
||||
if (!m_CurrentCamera.Valid()) {
|
||||
return false;
|
||||
} else {
|
||||
return m_CurrentCamera == player || m_CurrentCamera.IsChildOf(player);
|
||||
}
|
||||
}
|
||||
|
||||
// Returns wi.FirstPersonEntity or wi.ThirdPersonEntity depending on
|
||||
// if the player is in first person mode or not.
|
||||
EntityWrapper getRelevantWeaponModelEntity(WeaponInfo& wi)
|
||||
{
|
||||
if (isPlayerInFirstPerson(wi.Player)) {
|
||||
return wi.FirstPersonEntity;
|
||||
} else {
|
||||
return wi.ThirdPersonEntity;
|
||||
}
|
||||
}
|
||||
|
||||
float traceRayDistance(glm::vec3 origin, glm::vec3 direction)
|
||||
{
|
||||
float distance;
|
||||
glm::vec3 pos;
|
||||
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
|
||||
if (entity) {
|
||||
return distance;
|
||||
} else {
|
||||
return 100.f;
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
EventRelay<ETYPE, Events::SetCamera> m_ESetCamera;
|
||||
bool _OnSetCamera(const Events::SetCamera& e)
|
||||
{
|
||||
m_CurrentCamera = e.CameraEntity;
|
||||
return true;
|
||||
}
|
||||
EventRelay<ETYPE, Events::InputCommand> m_EInputCommand;
|
||||
bool _OnInputCommand(const Events::InputCommand& e)
|
||||
{
|
||||
EntityWrapper player = e.Player;
|
||||
if (e.PlayerID == -1) {
|
||||
player = LocalPlayer;
|
||||
}
|
||||
|
||||
// Make sure the player is alive
|
||||
if (!player.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Make sure the player has this weapon
|
||||
auto cWeapon = getWeaponComponent(player);
|
||||
if (!cWeapon) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Weapon selection
|
||||
if (e.Command == "SelectWeapon") {
|
||||
if (e.Value > 0) {
|
||||
if (static_cast<ComponentInfo::EnumType>(e.Value) == static_cast<ComponentInfo::EnumType>((*cWeapon)["Slot"])) {
|
||||
selectWeapon(*cWeapon, player);
|
||||
} else {
|
||||
holsterWeapon(*cWeapon, player);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Only handle weapon actions if the weapon is active
|
||||
auto activeWeapon = getActiveWeapon(player);
|
||||
if (!activeWeapon) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Fire
|
||||
if (e.Command == "PrimaryFire") {
|
||||
if (e.Value > 0) {
|
||||
OnPrimaryFire(*cWeapon, *activeWeapon);
|
||||
} else {
|
||||
OnCeasePrimaryFire(*cWeapon, *activeWeapon);
|
||||
}
|
||||
}
|
||||
|
||||
// Reload
|
||||
if (e.Command == "Reload" && e.Value != 0) {
|
||||
OnReload(*cWeapon, *activeWeapon);
|
||||
}
|
||||
|
||||
return OnInputCommand(*cWeapon, *activeWeapon, e);
|
||||
}
|
||||
|
||||
boost::optional<ComponentWrapper> getWeaponComponent(EntityWrapper player)
|
||||
{
|
||||
if (!player.HasComponent(m_ComponentType)) {
|
||||
return boost::none;
|
||||
}
|
||||
|
||||
return player[m_ComponentType];
|
||||
}
|
||||
|
||||
boost::optional<WeaponInfo&> getActiveWeapon(EntityWrapper player)
|
||||
{
|
||||
auto it = m_ActiveWeapons.find(player);
|
||||
if (it == m_ActiveWeapons.end()) {
|
||||
return boost::none;
|
||||
}
|
||||
WeaponInfo& activeWeapon = it->second;
|
||||
|
||||
if (!activeWeapon.FirstPersonEntity.Valid() && !activeWeapon.ThirdPersonEntity.Valid()) {
|
||||
return boost::none;
|
||||
}
|
||||
|
||||
return activeWeapon;
|
||||
}
|
||||
|
||||
void selectWeapon(ComponentWrapper cWeapon, EntityWrapper player)
|
||||
{
|
||||
// Don't reselect weapon if it's already active
|
||||
if (getActiveWeapon(player)) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Find the weapon attachments matching the weapon type
|
||||
std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
|
||||
EntityWrapper firstPersonAttachment;
|
||||
EntityWrapper thirdPersonAttachment;
|
||||
for (auto& attachment : weaponAttachments) {
|
||||
ComponentWrapper cWeaponAttachment = attachment["WeaponAttachment"];
|
||||
if ((std::string&)cWeaponAttachment["Weapon"] == m_ComponentType) {
|
||||
ComponentWrapper::SubscriptProxy person = cWeaponAttachment["Person"];
|
||||
if ((ComponentInfo::EnumType)person == person.Enum("FirstPerson")) {
|
||||
firstPersonAttachment = attachment;
|
||||
} else if ((ComponentInfo::EnumType)person == person.Enum("ThirdPerson")) {
|
||||
thirdPersonAttachment = attachment;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!firstPersonAttachment.Valid() && !thirdPersonAttachment.Valid()) {
|
||||
LOG_WARNING("No weapon attachment found for %s of player #%i", m_ComponentType.c_str(), player.ID);
|
||||
return;
|
||||
}
|
||||
|
||||
// Spawn the weapon(s)
|
||||
EntityWrapper firstPersonWeapon;
|
||||
EntityWrapper thirdPersonWeapon;
|
||||
if (firstPersonAttachment.Valid()) {
|
||||
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
|
||||
}
|
||||
if (thirdPersonAttachment.Valid()) {
|
||||
thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
|
||||
}
|
||||
|
||||
WeaponInfo& wi = m_ActiveWeapons[player];
|
||||
wi.Player = player;
|
||||
wi.WeaponEntity = player;
|
||||
wi.FirstPersonEntity = firstPersonWeapon;
|
||||
wi.ThirdPersonEntity = thirdPersonWeapon;
|
||||
|
||||
OnEquip(cWeapon, wi);
|
||||
}
|
||||
|
||||
void holsterWeapon(ComponentWrapper cWeapon, EntityWrapper player)
|
||||
{
|
||||
auto activeWeapon = getActiveWeapon(player);
|
||||
if (!activeWeapon) {
|
||||
return;
|
||||
}
|
||||
WeaponInfo& wi = *activeWeapon;
|
||||
|
||||
// Send holster event
|
||||
OnHolster(cWeapon, wi);
|
||||
|
||||
// Delete weapon entities
|
||||
if (wi.FirstPersonEntity.Valid()) {
|
||||
m_World->DeleteEntity(wi.FirstPersonEntity.ID);
|
||||
}
|
||||
if (wi.ThirdPersonEntity.Valid()) {
|
||||
m_World->DeleteEntity(wi.ThirdPersonEntity.ID);
|
||||
}
|
||||
|
||||
// Make weapon inactive
|
||||
m_ActiveWeapons.erase(player);
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -46,4 +46,9 @@
|
||||
<xs:include schemaLocation="Components/Page.xsd"/>
|
||||
<xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
|
||||
<xs:include schemaLocation="Components/Button.xsd"/>
|
||||
<xs:include schemaLocation="Components/DoubleJump.xsd"/>
|
||||
<xs:include schemaLocation="Components/WeaponAttachment.xsd"/>
|
||||
<xs:include schemaLocation="Components/DefenderWeapon.xsd"/>
|
||||
<xs:include schemaLocation="Components/SidearmWeapon.xsd"/>
|
||||
<xs:include schemaLocation="Components/CapturePointGameMode.xsd"/>
|
||||
</xs:schema>
|
||||
@@ -8,4 +8,5 @@
|
||||
<RPM>120</RPM>
|
||||
<ViewPunch>0.01</ViewPunch>
|
||||
<ReloadTime>2</ReloadTime>
|
||||
<Slot><Primary/></Slot>
|
||||
</AssaultWeapon>
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
|
||||
|
||||
<xs:element name="AssaultWeapon">
|
||||
<xs:complexType>
|
||||
@@ -28,6 +29,7 @@
|
||||
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Time it takes to reload the weapon in seconds</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
|
||||
@@ -0,0 +1,5 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<CapturePointGameMode xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="CapturePointGameMode.xsd">
|
||||
<RespawnTime>0.0</RespawnTime>
|
||||
<MaxRespawnTime>8.0</MaxRespawnTime>
|
||||
</CapturePointGameMode>
|
||||
@@ -0,0 +1,18 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="CapturePointGameMode">
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="RespawnTime" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The time since the last respawn wave. Players will be spawned when this reaches MaxRespawnTime.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="MaxRespawnTime" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Players will be spawned when RespawnTime reaches this.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
+16
@@ -0,0 +1,16 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<DefenderWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DefenderWeapon.xsd">
|
||||
<MagazineAmmo>8</MagazineAmmo>
|
||||
<MagazineSize>8</MagazineSize>
|
||||
<Ammo>64</Ammo>
|
||||
<MaxAmmo>64</MaxAmmo>
|
||||
<BaseDamage>90</BaseDamage>
|
||||
<SpreadAngle>0.174533</SpreadAngle> <!-- 0.174533 = 10 degrees -->
|
||||
<NumPellets>10</NumPellets>
|
||||
<RPM>120</RPM>
|
||||
<ViewPunch>0.01</ViewPunch>
|
||||
<ReloadTime>0.5</ReloadTime>
|
||||
<Slot><Primary/></Slot>
|
||||
<IsFiring>false</IsFiring>
|
||||
<TimeSinceLastFire>0</TimeSinceLastFire>
|
||||
</DefenderWeapon>
|
||||
+56
@@ -0,0 +1,56 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
|
||||
|
||||
<xs:complexType name="WeaponStateEnum" mixed="true">
|
||||
<xs:complexContent>
|
||||
<xs:extension base="t:enum">
|
||||
<xs:choice>
|
||||
<xs:element name="Idle" type="t:int" fixed="0" minOccurs="0"/>
|
||||
<xs:element name="Firing" type="t:int" fixed="1" minOccurs="0"/>
|
||||
<xs:element name="Reloading" type="t:int" fixed="2" minOccurs="0"/>
|
||||
</xs:choice>
|
||||
</xs:extension>
|
||||
</xs:complexContent>
|
||||
</xs:complexType>
|
||||
|
||||
<xs:element name="DefenderWeapon">
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="MagazineAmmo" type="t:int" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="MagazineSize" type="t:int" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Max number of rounds in a magazine</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Ammo" type="t:int" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Current ammo carried</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="MaxAmmo" type="t:int" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Maximum ammo able to be carried</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="BaseDamage" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Damage dealt if all shotgun pellets hit</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="SpreadAngle" type="t:float" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Spread angle in radians</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="NumPellets" type="t:int" minOccurs="0"/>
|
||||
<xs:element name="RPM" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
|
||||
<xs:element name="IsFiring" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="TimeSinceLastFire" type="t:double" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<DoubleJump xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DoubleJump.xsd">
|
||||
<DoubleJumpSpeed>4.0</DoubleJumpSpeed>
|
||||
</DoubleJump>
|
||||
@@ -0,0 +1,16 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="DoubleJump">
|
||||
<xs:annotation><xs:documentation>Enables a Player to double jump.</xs:documentation></xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="DoubleJumpSpeed" type="t:float" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Vertical velocity set on double jump.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -2,7 +2,6 @@
|
||||
<Physics xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Physics.xsd">
|
||||
<Velocity X="0" Y="0" Z="0"/>
|
||||
<Gravity>true</Gravity>
|
||||
<PrevOrigin X="-9876.5" Y="-9876.5" Z="-9876.5"/>
|
||||
<IsOnGround>false</IsOnGround>
|
||||
<VerticalStepHeight>0.33</VerticalStepHeight>
|
||||
</Physics>
|
||||
|
||||
@@ -13,7 +13,6 @@
|
||||
<xs:annotation><xs:documentation>m/s^2</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Gravity" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="PrevOrigin" type="t:Vector" minOccurs="0"/>
|
||||
<xs:element name="IsOnGround" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="VerticalStepHeight" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The largest height of a "stair-step" that can be walked over</xs:documentation></xs:annotation>
|
||||
|
||||
@@ -2,5 +2,7 @@
|
||||
<Player xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Player.xsd">
|
||||
<MovementSpeed>3</MovementSpeed>
|
||||
<CrouchSpeed>1.5</CrouchSpeed>
|
||||
<JumpSpeed>4.0</JumpSpeed>
|
||||
<CurrentWishDirection X="0" Y="0" Z="0"/>
|
||||
<CurrentWeapon></CurrentWeapon>
|
||||
</Player>
|
||||
@@ -11,7 +11,11 @@
|
||||
<xs:all>
|
||||
<xs:element name="MovementSpeed" type="t:float" minOccurs="0"/>
|
||||
<xs:element name="CrouchSpeed" type="t:float" minOccurs="0"/>
|
||||
<xs:element name="JumpSpeed" type="t:float" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Vertical velocity set when jumping.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="CurrentWishDirection" type="t:Vector" minOccurs="0"/>
|
||||
<xs:element name="CurrentWeapon" type="t:string" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
|
||||
@@ -0,0 +1,16 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<SidearmWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SidearmWeapon.xsd">
|
||||
<MagazineAmmo>16</MagazineAmmo>
|
||||
<MagazineSize>16</MagazineSize>
|
||||
<BaseDamage>20</BaseDamage>
|
||||
<RPM>500</RPM>
|
||||
<Automatic>false</Automatic>
|
||||
<ViewPunch>0.01</ViewPunch>
|
||||
<ReloadTime>0.5</ReloadTime>
|
||||
<EquipTime>0.5</EquipTime>
|
||||
<Slot><Secondary/></Slot>
|
||||
<TriggerHeld>false</TriggerHeld>
|
||||
<FireCooldown>0</FireCooldown>
|
||||
<IsReloading>false</IsReloading>
|
||||
<ReloadTimer>0</ReloadTimer>
|
||||
</SidearmWeapon>
|
||||
@@ -0,0 +1,52 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
|
||||
|
||||
<xs:complexType name="WeaponStateEnum" mixed="true">
|
||||
<xs:complexContent>
|
||||
<xs:extension base="t:enum">
|
||||
<xs:choice>
|
||||
<xs:element name="Idle" type="t:int" fixed="0" minOccurs="0"/>
|
||||
<xs:element name="Firing" type="t:int" fixed="1" minOccurs="0"/>
|
||||
<xs:element name="Reloading" type="t:int" fixed="2" minOccurs="0"/>
|
||||
</xs:choice>
|
||||
</xs:extension>
|
||||
</xs:complexContent>
|
||||
</xs:complexType>
|
||||
|
||||
<xs:element name="SidearmWeapon">
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="MagazineAmmo" type="t:int" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="MagazineSize" type="t:int" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Max number of rounds in a magazine</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="BaseDamage" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Damage dealt if all shotgun pellets hit</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="RPM" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Automatic" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="EquipTime" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Time it takes from selecting the weapon until it's ready to fire</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
|
||||
<xs:element name="TriggerHeld" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="FireCooldown" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="IsReloading" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="ReloadTimer" type="t:double" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -1,3 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Trigger xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Trigger.xsd">
|
||||
</Trigger>
|
||||
@@ -1,17 +0,0 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="Weapon">
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="MagSize" type="t:int" minOccurs="0"/>
|
||||
<xs:element name="MaxAmmo" type="t:int" minOccurs="0"/>
|
||||
<xs:element name="CurrentAmmoInMag" type="t:int" minOccurs="0"/>
|
||||
<xs:element name="CurrentAmmo" type="t:int" minOccurs="0"/>
|
||||
<xs:element name="RPM" type="t:double" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -0,0 +1,5 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<WeaponAttachment xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="WeaponAttachment.xsd">
|
||||
<Weapon></Weapon>
|
||||
<Person><FirstPerson/></Person>
|
||||
</WeaponAttachment>
|
||||
@@ -0,0 +1,28 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:complexType name="PersonEnum" mixed="true">
|
||||
<xs:complexContent>
|
||||
<xs:extension base="t:enum">
|
||||
<xs:choice>
|
||||
<xs:element name="FirstPerson" type="t:int" fixed="0" minOccurs="0"/>
|
||||
<xs:element name="ThirdPerson" type="t:int" fixed="1" minOccurs="0"/>
|
||||
</xs:choice>
|
||||
</xs:extension>
|
||||
</xs:complexContent>
|
||||
</xs:complexType>
|
||||
|
||||
<xs:element name="WeaponAttachment">
|
||||
<xs:annotation><xs:documentation>Combine with a spawner to define a weapon attachment point</xs:documentation></xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="Weapon" type="t:string" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The weapon component type this attachment refers to</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Person" type="PersonEnum" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
+99
@@ -0,0 +1,99 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.12043038" Y="-0.244988307" Z="-0.181454808"/>
|
||||
<Orientation X="0.010404544" Y="-0.00268173823" Z="0.0428441577"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="WeaponMuzzle">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="FirstPersonReloadSpawner">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="AmmunitionHUD">
|
||||
<Components>
|
||||
<c:AmmunitionHUD/>
|
||||
<c:Transform>
|
||||
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
|
||||
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="AmmunitionHUDBackground">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.588235319" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.00200000009"/>
|
||||
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="AmmunitionText">
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="MagazineAmmo">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>32</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Ammo">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>360</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
|
||||
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
+40
@@ -0,0 +1,40 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.163429111" Y="1.0235405" Z="-0.215489209"/>
|
||||
<Orientation X="-0.0631071255" Y="-0.0576644838" Z="0.118255548"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="WeaponMuzzle">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="ThirdPersonReloadSpawner">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
Executable
+40
@@ -0,0 +1,40 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="Shield" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="Shield">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitPlane.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Shield/>
|
||||
<c:Transform>
|
||||
<Scale X="1.11800003" Y="0.0320000015" Z="1.9180001"/>
|
||||
<Orientation X="-1.57079995" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="VisibleSide">
|
||||
<Components>
|
||||
<c:Shielded/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitHexagon.mesh</Resource>
|
||||
<Color A="0" B="1" G="0" R="0"/>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.0179871861"/>
|
||||
<Scale X="1.01900005" Y="0.0120000001" Z="1.91000009"/>
|
||||
<Orientation X="-1.57079995" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
+95
@@ -0,0 +1,95 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="DefenderWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Blue/DefenderGunBlue.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.0350000001" Z="-0.295000017"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="WeaponMuzzle">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0.00191565475" Y="0.0324025005" Z="-0.2021029"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="FirstPersonReloadSpawner">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="AmmunitionHUD">
|
||||
<Components>
|
||||
<c:AmmunitionHUD/>
|
||||
<c:Transform>
|
||||
<Position X="-0.0490000024" Y="0.0520000011" Z="-0.063000001"/>
|
||||
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="AmmunitionHUDBackground">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.588235319" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.00200000009"/>
|
||||
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="AmmunitionText">
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="MagazineAmmo">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>32</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Ammo">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>360</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
|
||||
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
+99
@@ -0,0 +1,99 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||
<PositionOffset X="0" Y="0.0480000004" Z="-0.183000013"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Red/DefenderGunRed.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.120430306" Y="0.775375426" Z="1.36542225"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="WeaponMuzzle">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0.00191565475" Y="0.0324025005" Z="-0.2021029"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="FirstPersonReloadSpawner">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="AmmunitionHUD">
|
||||
<Components>
|
||||
<c:AmmunitionHUD/>
|
||||
<c:Transform>
|
||||
<Position X="-0.0490000024" Y="0.0520000011" Z="-0.063000001"/>
|
||||
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="AmmunitionHUDBackground">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.588235319" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.00200000009"/>
|
||||
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="AmmunitionText">
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="MagazineAmmo">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>32</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Ammo">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>360</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
|
||||
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
+41
@@ -0,0 +1,41 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||
<PositionOffset X="0" Y="0.0320000015" Z="-0.165000007"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Blue/DefenderGunBlue.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.162026152" Y="1.05794585" Z="-0.380744517"/>
|
||||
<Orientation X="-0.0628969446" Y="-0.0509683639" Z="0.118739031"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="WeaponMuzzle">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0.000284185546" Y="0.0318552479" Z="-0.193328083"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="ThirdPersonReloadSpawner">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
+41
@@ -0,0 +1,41 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||
<PositionOffset X="0" Y="0.0320000015" Z="-0.165000007"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Red/DefenderGunRed.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.162026152" Y="1.05794585" Z="-0.380744517"/>
|
||||
<Orientation X="-0.0628969446" Y="-0.0509683639" Z="0.118739031"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="WeaponMuzzle">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0.000284185546" Y="0.0318552479" Z="-0.193328083"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="ThirdPersonReloadSpawner">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -10,7 +10,7 @@
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
<EntityFile>Schema/Entities/PlayerRed.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Team>
|
||||
<Team>
|
||||
@@ -118,257 +118,6 @@
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="Player">
|
||||
<Components>
|
||||
<c:AABB>
|
||||
<Origin X="0" Y="0.772000015" Z="0"/>
|
||||
<Size X="1" Y="1.60000002" Z="1"/>
|
||||
</c:AABB>
|
||||
<c:AssaultWeapon>
|
||||
<RPM>600</RPM>
|
||||
</c:AssaultWeapon>
|
||||
<c:Collidable/>
|
||||
<c:DashAbility/>
|
||||
<c:Health/>
|
||||
<c:Physics>
|
||||
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
||||
</c:Physics>
|
||||
<c:Player>
|
||||
<MovementSpeed>5</MovementSpeed>
|
||||
</c:Player>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Red/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.0288832653" Z="2.64837074"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="Camera">
|
||||
<Components>
|
||||
<c:Camera/>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1.27700007" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="PlayerName">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Resource>Fonts/DroidSans.ttf,100</Resource>
|
||||
<Color A="1" B="0" G="1" R="0"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="0.100000001" Y="0.248000011" Z="-0.248000011"/>
|
||||
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
|
||||
<Orientation X="0" Y="3.14199996" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="CameraModel">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Widgets/Camera.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.0331346765" Z="-0.0792061687"/>
|
||||
<Scale X="1.30000007" Y="1.50000012" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="HUD">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.5"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="HealthBar">
|
||||
<Components>
|
||||
<c:Fill>
|
||||
<Percentage>1</Percentage>
|
||||
<Color A="0" B="1" G="0" R="0"/>
|
||||
</c:Fill>
|
||||
<c:HealthHUD/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitHexagon.mesh</Resource>
|
||||
<Color A="1" B="0.70588237" G="0.70588237" R="0.70588237"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.383000016" Y="-0.185000002" Z="0"/>
|
||||
<Scale X="0.150000006" Y="0.150000006" Z="0.150000006"/>
|
||||
<Orientation X="0" Y="0.594000041" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Crosshair">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.200000003"/>
|
||||
<Scale X="0.0250000004" Y="0.0250000004" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="Hands">
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName1>Idle</AnimationName1>
|
||||
<Time1>1.9569972344146196</Time1>
|
||||
<Speed1>1</Speed1>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="WeaponModel">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.120748013" Y="-0.228470564" Z="-0.151475638"/>
|
||||
<Orientation X="0.010404693" Y="-0.00268176314" Z="0.0428441502"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="WeaponMuzzle">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="FirstPersonReloadSpawner">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/WeaponReloadEffect.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="ThirdPersonCamera">
|
||||
<Components>
|
||||
<c:Camera/>
|
||||
<c:Model>
|
||||
<Resource>Models/Widgets/Camera.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.284000009" Y="1.83800006" Z="1.18900001"/>
|
||||
<Orientation X="5.95600033" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="PlayerModel">
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName1>Idle</AnimationName1>
|
||||
<Time1>1.8055945618467364</Time1>
|
||||
<Speed1>1</Speed1>
|
||||
</c:Animation>
|
||||
<c:AnimationOffset>
|
||||
<AnimationName>AimRifle</AnimationName>
|
||||
<Time>0.5</Time>
|
||||
</c:AnimationOffset>
|
||||
<c:HiddenForLocalPlayer/>
|
||||
<c:Model>
|
||||
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="ThirdPersonWeaponModel">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.158578917" Y="1.02878916" Z="-0.215411991"/>
|
||||
<Orientation X="-0.0626687407" Y="-0.0361274257" Z="0.120101407"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="ThirdPersonWeaponMuzzle">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="AABBStanding">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="0.427450985" B="1" G="1" R="1"/>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.772000015" Z="0"/>
|
||||
<Scale X="1" Y="1.60000002" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="AABBCrouching">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="0.745098054" B="1" G="0" R="1"/>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.772000015" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
|
||||
@@ -6,25 +6,28 @@
|
||||
<Origin X="0" Y="0.772000015" Z="0"/>
|
||||
<Size X="1" Y="1.60000002" Z="1"/>
|
||||
</c:AABB>
|
||||
<c:AssaultWeapon>
|
||||
<RPM>600</RPM>
|
||||
</c:AssaultWeapon>
|
||||
<c:Collidable/>
|
||||
<c:DashAbility/>
|
||||
<c:DefenderWeapon>
|
||||
<TimeSinceLastFire>102.85760837900634</TimeSinceLastFire>
|
||||
</c:DefenderWeapon>
|
||||
<c:DoubleJump/>
|
||||
<c:SidearmWeapon/>
|
||||
<c:Health/>
|
||||
<c:Physics>
|
||||
<PrevOrigin X="0" Y="0.772000015" Z="0"/>
|
||||
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
||||
</c:Physics>
|
||||
<c:Player>
|
||||
<MovementSpeed>5</MovementSpeed>
|
||||
<CurrentWeapon></CurrentWeapon>
|
||||
</c:Player>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Blue/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform/>
|
||||
<c:Transform>
|
||||
<Position X="-1.42731023" Y="0.0288832653" Z="3.63052702"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
@@ -304,7 +307,8 @@
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity> <Entity name="KillFeed">
|
||||
</Entity>
|
||||
<Entity name="KillFeed">
|
||||
<Components>
|
||||
<c:KillFeed/>
|
||||
<c:Transform>
|
||||
@@ -364,7 +368,7 @@
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName1>Idle</AnimationName1>
|
||||
<Time1>0.97725610639912475</Time1>
|
||||
<Time1>1.8348644854054612</Time1>
|
||||
<Speed1>1</Speed1>
|
||||
<AnimationName2></AnimationName2>
|
||||
<AnimationName3></AnimationName3>
|
||||
@@ -376,100 +380,41 @@
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="WeaponModel">
|
||||
<Entity name="PrimaryAttachment">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:WeaponAttachment>
|
||||
<Weapon>DefenderWeapon</Weapon>
|
||||
</c:WeaponAttachment>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/DefenderWeaponView.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0.12043038" Y="-0.244988307" Z="-0.181454808"/>
|
||||
<Orientation X="0.010404544" Y="-0.00268173823" Z="0.0428441577"/>
|
||||
<Position X="0.120430619" Y="-0.229639441" Z="-0.181454554"/>
|
||||
<Orientation X="0.0104045719" Y="-0.00268170005" Z="0.0428441055"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="WeaponMuzzle">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="FirstPersonReloadSpawner">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="AmmunitionHUD">
|
||||
<Components>
|
||||
<c:AmmunitionHUD/>
|
||||
<c:Transform>
|
||||
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
|
||||
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="AmmunitionHUDBackground">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.588235319" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.00200000009"/>
|
||||
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="AmmunitionText">
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="MagazineAmmo">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>32</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Ammo">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>360</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
|
||||
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="SecondaryAttachment">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||
</c:BoneAttachment>
|
||||
<c:WeaponAttachment>
|
||||
<Weapon>SidearmWeapon</Weapon>
|
||||
</c:WeaponAttachment>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/SidearmWeaponView.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0.120430619" Y="-0.229639441" Z="-0.181454554"/>
|
||||
<Orientation X="0.0104045719" Y="-0.00268170005" Z="0.0428441055"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
@@ -493,7 +438,7 @@
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName1>Idle</AnimationName1>
|
||||
<Time1>0.87583812735846323</Time1>
|
||||
<Time1>0.013134522267137072</Time1>
|
||||
<Speed1>1</Speed1>
|
||||
<AnimationName2></AnimationName2>
|
||||
<AnimationName3></AnimationName3>
|
||||
@@ -502,6 +447,7 @@
|
||||
<AnimationName>AimRifle</AnimationName>
|
||||
<Time>0.5</Time>
|
||||
</c:AnimationOffset>
|
||||
<c:Shielded/>
|
||||
<c:HiddenForLocalPlayer/>
|
||||
<c:Model>
|
||||
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
|
||||
@@ -510,41 +456,41 @@
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="ThirdPersonWeaponModel">
|
||||
<Entity name="PrimaryAttachment">
|
||||
<Components>
|
||||
<c:WeaponAttachment>
|
||||
<Weapon>DefenderWeapon</Weapon>
|
||||
<Person>
|
||||
<ThirdPerson/>
|
||||
</Person>
|
||||
</c:WeaponAttachment>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/DefenderWeaponWorld.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="SecondaryAttachment">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:WeaponAttachment>
|
||||
<Weapon>SidearmWeapon</Weapon>
|
||||
<Person>
|
||||
<ThirdPerson/>
|
||||
</Person>
|
||||
</c:WeaponAttachment>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/SidearmWeaponWorld.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0.163429111" Y="1.0235405" Z="-0.215489209"/>
|
||||
<Orientation X="-0.0631071255" Y="-0.0576644838" Z="0.118255548"/>
|
||||
<Position X="0.156846598" Y="1.03287792" Z="-0.216207206"/>
|
||||
<Orientation X="-0.0626498386" Y="-0.0301200207" Z="0.12067578"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="ThirdPersonWeaponMuzzle">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="ThirdPersonReloadSpawner">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
@@ -610,6 +556,17 @@
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="ShieldAttachment">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/DefenderShield.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.859000027" Z="-0.976999998"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
|
||||
@@ -7,24 +7,31 @@
|
||||
<Size X="1" Y="1.60000002" Z="1"/>
|
||||
</c:AABB>
|
||||
<c:AssaultWeapon>
|
||||
<RPM>600</RPM>
|
||||
<Slot>
|
||||
<Secondary/>
|
||||
</Slot>
|
||||
</c:AssaultWeapon>
|
||||
<c:Collidable/>
|
||||
<c:DashAbility/>
|
||||
<c:DefenderWeapon>
|
||||
<TimeSinceLastFire>1.6944730461160304</TimeSinceLastFire>
|
||||
</c:DefenderWeapon>
|
||||
<c:DoubleJump/>
|
||||
<c:Health/>
|
||||
<c:Physics>
|
||||
<PrevOrigin X="0" Y="0.772000015" Z="0"/>
|
||||
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
||||
</c:Physics>
|
||||
<c:Player>
|
||||
<MovementSpeed>5</MovementSpeed>
|
||||
<CurrentWeapon></CurrentWeapon>
|
||||
</c:Player>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Red/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform/>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.0288832653" Z="3.63052702"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
@@ -365,7 +372,7 @@
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName1>Idle</AnimationName1>
|
||||
<Time1>1.2667383999985162</Time1>
|
||||
<Time1>0.67172915251515519</Time1>
|
||||
<Speed1>1</Speed1>
|
||||
<AnimationName2></AnimationName2>
|
||||
<AnimationName3></AnimationName3>
|
||||
@@ -377,100 +384,29 @@
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="WeaponModel">
|
||||
<Entity name="PrimaryAttachment">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.120430425" Y="-0.242105931" Z="-0.181454822"/>
|
||||
<Orientation X="0.010404665" Y="-0.00268179877" Z="0.0428443067"/>
|
||||
</c:Transform>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/DefenderWeaponViewRed.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
<c:WeaponAttachment>
|
||||
<Weapon>DefenderWeapon</Weapon>
|
||||
</c:WeaponAttachment>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="WeaponMuzzle">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="FirstPersonReloadSpawner">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/ReloadEffectViewRed.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="AmmunitionHUD">
|
||||
<Components>
|
||||
<c:AmmunitionHUD/>
|
||||
<c:Transform>
|
||||
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
|
||||
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="AmmunitionHUDBackground">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.588235319" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.00200000009"/>
|
||||
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="AmmunitionText">
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="MagazineAmmo">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>32</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Ammo">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>360</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
|
||||
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="SecondaryAttachment">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
<c:WeaponAttachment>
|
||||
<Weapon>AssaultWeapon</Weapon>
|
||||
</c:WeaponAttachment>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
@@ -494,7 +430,6 @@
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName1>Idle</AnimationName1>
|
||||
<Time1>0.26532318661337229</Time1>
|
||||
<Speed1>1</Speed1>
|
||||
<AnimationName2></AnimationName2>
|
||||
<AnimationName3></AnimationName3>
|
||||
@@ -503,6 +438,7 @@
|
||||
<AnimationName>AimRifle</AnimationName>
|
||||
<Time>0.5</Time>
|
||||
</c:AnimationOffset>
|
||||
<c:Shielded/>
|
||||
<c:HiddenForLocalPlayer/>
|
||||
<c:Model>
|
||||
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
|
||||
@@ -511,41 +447,35 @@
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="ThirdPersonWeaponModel">
|
||||
<Entity name="PrimaryAttachment">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.159282878" Y="1.0300566" Z="-0.216084003"/>
|
||||
<Orientation X="-0.0626799241" Y="-0.0390551724" Z="0.119761385"/>
|
||||
</c:Transform>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/DefenderWeaponWorldRed.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
<c:WeaponAttachment>
|
||||
<Weapon>DefenderWeapon</Weapon>
|
||||
<Person>
|
||||
<ThirdPerson/>
|
||||
</Person>
|
||||
</c:WeaponAttachment>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="ThirdPersonWeaponMuzzle">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="ThirdPersonReloadSpawner">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/ReloadEffectWorldRed.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="SecondaryAttachment">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
<c:WeaponAttachment>
|
||||
<Weapon>AssaultWeapon</Weapon>
|
||||
<Person>
|
||||
<ThirdPerson/>
|
||||
</Person>
|
||||
</c:WeaponAttachment>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
@@ -584,20 +514,20 @@
|
||||
<Color A="1" B="0" G="1" R="0"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="0.100000001" Y="1.50199997" Z="-0.248000011"/>
|
||||
<Position X="0.100000001" Y="1.50176644" Z="-0.248000011"/>
|
||||
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
|
||||
<Orientation X="0" Y="3.14199996" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Entity name="Indicator">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Icons/Arrow.png</DiffuseTexture>
|
||||
<DepthSort>false</DepthSort>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
<Color A="1" B="1" G="0.309803933" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:HiddenForLocalPlayer/>
|
||||
<c:SpriteIndicator>
|
||||
@@ -605,12 +535,23 @@
|
||||
<VisibleForSingleTeamOnly>true</VisibleForSingleTeamOnly>
|
||||
</c:SpriteIndicator>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1.84000003" Z="0"/>
|
||||
<Position X="0" Y="1.84019077" Z="0"/>
|
||||
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="ShieldAttachment">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/DefenderShield.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.859000027" Z="-0.976999998"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.690654039" Z="2.69841838"/>
|
||||
<Scale X="2" Y="0.0260000005" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children/>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,43 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Scale X="0" Y="1" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-50"/>
|
||||
<Scale X="100" Y="0.0260000005" Z="0"/>
|
||||
<Orientation X="0" Y="-1.57099998" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-50"/>
|
||||
<Scale X="100" Y="0.0260000005" Z="0"/>
|
||||
<Orientation X="0" Y="-1.57099998" Z="3.1400001"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,88 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="SidearmWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/SecondaryWeapon.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.00200000009" Y="0.0600000024" Z="-0.297000021"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="WeaponMuzzle">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Ray2Red.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.105000004" Z="-0.256000012"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="AmmunitionHUD">
|
||||
<Components>
|
||||
<c:AmmunitionHUD/>
|
||||
<c:Transform>
|
||||
<Position X="-0.0300000012" Y="0.077000007" Z="-0.063000001"/>
|
||||
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="AmmunitionHUDBackground">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.588235319" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.00300000003"/>
|
||||
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="AmmunitionText">
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="MagazineAmmo">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>16</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-0.00600000005" Z="0"/>
|
||||
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Infinity!">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>8</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="0.0150000006" Y="-0.029000001" Z="0"/>
|
||||
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
|
||||
<Orientation X="0" Y="0" Z="1.5710001"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,27 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="SidearmWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/SecondaryWeapon.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.0160000008" Y="0.0800000057" Z="-0.275000006"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="WeaponMuzzle">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0.0123999491" Y="0.102453232" Z="-0.273824364"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -50,6 +50,9 @@
|
||||
<xs:element ref="c:Menu" minOccurs="0"/>
|
||||
<xs:element ref="c:Page" minOccurs="0"/>
|
||||
<xs:element ref="c:Button" minOccurs="0"/>
|
||||
<xs:element ref="c:WeaponAttachment" minOccurs="0"/>
|
||||
<xs:element ref="c:DefenderWeapon" minOccurs="0"/>
|
||||
<xs:element ref="c:SidearmWeapon" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
|
||||
@@ -0,0 +1,16 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" elementFormDefault="unqualified" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:complexType name="WeaponSlotEnum" mixed="true">
|
||||
<xs:complexContent>
|
||||
<xs:extension base="t:enum">
|
||||
<xs:choice>
|
||||
<xs:element name="Primary" type="t:int" fixed="1" minOccurs="0"/>
|
||||
<xs:element name="Secondary" type="t:int" fixed="2" minOccurs="0"/>
|
||||
</xs:choice>
|
||||
</xs:extension>
|
||||
</xs:complexContent>
|
||||
</xs:complexType>
|
||||
</xs:schema>
|
||||
@@ -171,7 +171,8 @@ void main()
|
||||
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
||||
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
||||
float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
|
||||
color_result = color_result * clamp(1/specularTexel, 0, 1)*2 + reflectionColor * clamp(specularTexel, 0, 1)/2;
|
||||
vec4 reflectionTotal = reflectionColor * (1-specularTexel.a) * color_result.a;
|
||||
color_result = color_result * clamp(1/specularTexel.a, 0, 1) + reflectionTotal;
|
||||
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
|
||||
|
||||
|
||||
@@ -182,9 +183,9 @@ void main()
|
||||
}
|
||||
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||
//sceneColor = vec4(reflectionColor.xyz, 1);
|
||||
color_result += glowTexel*GlowIntensity;
|
||||
color_result.xyz += glowTexel.xyz*GlowIntensity;
|
||||
|
||||
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), clamp(color_result.a, 0, 1));
|
||||
bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1));
|
||||
|
||||
//Tiled Debug Code
|
||||
/*
|
||||
|
||||
@@ -12,55 +12,56 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
|
||||
if (!boundingBox) {
|
||||
return;
|
||||
}
|
||||
|
||||
ComponentWrapper& cTransform = entity["Transform"];
|
||||
EntityAABB& boxA = *boundingBox;
|
||||
bool everHitTheGround = false;
|
||||
|
||||
glm::vec3 size = boxA.Size();
|
||||
float diameter = std::min(size.x, size.z);
|
||||
glm::vec3 prevOrigin = (glm::vec3)cPhysics["PrevOrigin"];
|
||||
glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
|
||||
float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
|
||||
//If the entity has moved farther than the size of its box, we need to handle it specially.
|
||||
bool traceCollision = rayLength > diameter;
|
||||
//hack solution: If prevOrigin is less than -9000 in all dimensions,
|
||||
//then it means it is not set, i.e. this is the first collision check for the entity.
|
||||
if (traceCollision && glm::any(glm::greaterThan((glm::vec3)cPhysics["PrevOrigin"], glm::vec3(-9000.f)))) {
|
||||
Ray ray(prevOrigin, toCurrentPos);
|
||||
m_OctreeResult.clear();
|
||||
m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
|
||||
for (auto& boxB : m_OctreeResult) {
|
||||
if (boxA.Entity == boxB.Entity) {
|
||||
continue;
|
||||
}
|
||||
bool hit;
|
||||
float dist;
|
||||
if (boxB.Entity.HasComponent("Model")) {
|
||||
RawModel* model;
|
||||
std::string res = (std::string)boxB.Entity["Model"]["Resource"];
|
||||
try {
|
||||
model = ResourceManager::Load<RawModel, true>(res);
|
||||
} catch (const std::exception&) {
|
||||
auto prevPosIt = m_PrevPositions.find(entity);
|
||||
if (prevPosIt != m_PrevPositions.end()) {
|
||||
glm::vec3 size = boxA.Size();
|
||||
float diameter = std::min(size.x, size.z);
|
||||
glm::vec3 prevOrigin = prevPosIt->second;
|
||||
glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
|
||||
float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
|
||||
//If the entity has moved farther than the size of its box, we need to handle it specially.
|
||||
if (rayLength > diameter) {
|
||||
Ray ray(prevOrigin, toCurrentPos);
|
||||
m_OctreeResult.clear();
|
||||
m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
|
||||
for (auto& boxB : m_OctreeResult) {
|
||||
if (boxA.Entity == boxB.Entity) {
|
||||
continue;
|
||||
}
|
||||
float u, v;
|
||||
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
|
||||
} else {
|
||||
hit = Collision::RayVsAABB(ray, boxB, dist);
|
||||
}
|
||||
if (hit && dist < rayLength) {
|
||||
//Set the entity to where it was colliding, minus the maximum box size.
|
||||
//TODO: Perhaps this should be done slightly more properly.
|
||||
glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
|
||||
glm::vec3 resolve = newOriginPos - boxA.Origin();
|
||||
(glm::vec3&)cTransform["Position"] += resolve;
|
||||
boxA = *Collision::EntityAbsoluteAABB(entity);
|
||||
if (resolve.y > 0) {
|
||||
everHitTheGround = true;
|
||||
(bool)cPhysics["IsOnGround"] = true;
|
||||
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
|
||||
bool hit;
|
||||
float dist;
|
||||
if (boxB.Entity.HasComponent("Model")) {
|
||||
RawModel* model;
|
||||
std::string res = (std::string)boxB.Entity["Model"]["Resource"];
|
||||
try {
|
||||
model = ResourceManager::Load<RawModel, true>(res);
|
||||
} catch (const std::exception&) {
|
||||
continue;
|
||||
}
|
||||
float u, v;
|
||||
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
|
||||
} else {
|
||||
hit = Collision::RayVsAABB(ray, boxB, dist);
|
||||
}
|
||||
if (hit && dist < rayLength) {
|
||||
//Set the entity to where it was colliding, minus the maximum box size.
|
||||
//TODO: Perhaps this should be done slightly more properly.
|
||||
glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
|
||||
glm::vec3 resolve = newOriginPos - boxA.Origin();
|
||||
(glm::vec3&)cTransform["Position"] += resolve;
|
||||
boxA = *Collision::EntityAbsoluteAABB(entity);
|
||||
if (resolve.y > 0) {
|
||||
everHitTheGround = true;
|
||||
(bool)cPhysics["IsOnGround"] = true;
|
||||
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -86,10 +87,13 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
|
||||
|
||||
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
|
||||
bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
|
||||
bool isOnGround = (bool)cPhysics["IsOnGround"];
|
||||
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
|
||||
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
|
||||
(glm::vec3&)cTransform["Position"] += resolutionVector;
|
||||
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
|
||||
(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
|
||||
boxA = *Collision::EntityAbsoluteAABB(entity);
|
||||
cPhysics["Velocity"] = inOutVelocity;
|
||||
if (isOnGround) {
|
||||
everHitTheGround = true;
|
||||
@@ -99,6 +103,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
|
||||
} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
|
||||
//Enter here if boxB has no Model.
|
||||
(glm::vec3&)cTransform["Position"] += resolutionVector;
|
||||
boxA = *Collision::EntityAbsoluteAABB(entity);
|
||||
if (resolutionVector.y > 0) {
|
||||
everHitTheGround = true;
|
||||
(bool)cPhysics["IsOnGround"] = true;
|
||||
@@ -112,5 +117,5 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
|
||||
(bool)cPhysics["IsOnGround"] = false;
|
||||
}
|
||||
|
||||
(glm::vec3&)cPhysics["PrevOrigin"] = boxA.Origin();
|
||||
m_PrevPositions[entity] = boxA.Origin();
|
||||
}
|
||||
|
||||
@@ -51,6 +51,40 @@ EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& compone
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
|
||||
EntityWrapper EntityWrapper::Clone(EntityWrapper parent /*= Invalid*/)
|
||||
{
|
||||
if (!Valid()) {
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
|
||||
EntityWrapper clone = cloneRecursive(*this, EntityWrapper::Invalid);
|
||||
this->World->SetParent(clone.ID, parent.ID);
|
||||
return clone;
|
||||
}
|
||||
|
||||
std::vector<EntityWrapper> EntityWrapper::ChildrenWithComponent(const std::string& componentType)
|
||||
{
|
||||
std::vector<EntityWrapper> childrenWithComponent;
|
||||
childrenWithComponentRecursive(componentType, *this, childrenWithComponent);
|
||||
return childrenWithComponent;
|
||||
}
|
||||
|
||||
void EntityWrapper::DeleteChildren()
|
||||
{
|
||||
auto itPair = this->World->GetDirectChildren(this->ID);
|
||||
if (itPair.first == itPair.second) {
|
||||
return;
|
||||
}
|
||||
|
||||
std::vector<EntityID> entitiesToDelete;
|
||||
for (auto it = itPair.first; it != itPair.second; it++) {
|
||||
entitiesToDelete.push_back(it->second);
|
||||
}
|
||||
for (auto& e : entitiesToDelete) {
|
||||
this->World->DeleteEntity(e);
|
||||
}
|
||||
}
|
||||
|
||||
bool EntityWrapper::IsChildOf(EntityWrapper potentialParent)
|
||||
{
|
||||
EntityWrapper entity = *this;
|
||||
@@ -90,6 +124,11 @@ ComponentWrapper EntityWrapper::operator[](const char* componentName)
|
||||
}
|
||||
}
|
||||
|
||||
ComponentWrapper EntityWrapper::operator[](const std::string& componentName)
|
||||
{
|
||||
return this->operator[](componentName.c_str());
|
||||
}
|
||||
|
||||
bool EntityWrapper::operator==(const EntityWrapper& e) const
|
||||
{
|
||||
return (this->ID == e.ID) && (this->World == e.World);
|
||||
@@ -111,7 +150,7 @@ EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name,
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
|
||||
auto itPair = this->World->GetChildren(parent);
|
||||
auto itPair = this->World->GetDirectChildren(parent);
|
||||
if (itPair.first == itPair.second) {
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
@@ -131,3 +170,42 @@ EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name,
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
|
||||
EntityWrapper EntityWrapper::cloneRecursive(EntityWrapper entity, EntityWrapper parent)
|
||||
{
|
||||
EntityWrapper clone = EntityWrapper(entity.World, entity.World->CreateEntity(parent.ID));
|
||||
entity.World->SetName(clone.ID, entity.Name());
|
||||
|
||||
// Clone components
|
||||
for (auto& kv : entity.World->GetComponentPools()) {
|
||||
if (kv.second->KnowsEntity(entity.ID)) {
|
||||
ComponentWrapper c1 = kv.second->GetByEntity(entity.ID);
|
||||
ComponentWrapper c2 = entity.World->AttachComponent(clone.ID, kv.first);
|
||||
c1.Copy(c2);
|
||||
}
|
||||
}
|
||||
|
||||
// Clone children
|
||||
auto children = entity.World->GetDirectChildren(entity.ID);
|
||||
for (auto it = children.first; it != children.second; ++it) {
|
||||
EntityWrapper child(entity.World, it->second);
|
||||
cloneRecursive(child, clone);
|
||||
}
|
||||
|
||||
return clone;
|
||||
}
|
||||
|
||||
void EntityWrapper::childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent)
|
||||
{
|
||||
auto itPair = this->World->GetDirectChildren(entity.ID);
|
||||
if (itPair.first == itPair.second) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto it = itPair.first; it != itPair.second; ++it) {
|
||||
EntityWrapper child = EntityWrapper(entity.World, it->second);
|
||||
if (child.HasComponent(componentType)) {
|
||||
childrenWithComponent.push_back(child);
|
||||
}
|
||||
childrenWithComponentRecursive(componentType, child, childrenWithComponent);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -127,7 +127,7 @@ void World::SetParent(EntityID entity, EntityID parent)
|
||||
m_EntityChildren.insert(std::make_pair(parent, entity));
|
||||
}
|
||||
|
||||
const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> World::GetChildren(EntityID entity)
|
||||
const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> World::GetDirectChildren(EntityID entity)
|
||||
{
|
||||
return m_EntityChildren.equal_range(entity);
|
||||
}
|
||||
|
||||
@@ -338,6 +338,15 @@ bool EditorGUI::drawComponentNode(EntityWrapper entity, const ComponentInfo& ci)
|
||||
}
|
||||
}
|
||||
|
||||
if (ci.Name == "Spawner") {
|
||||
if (ImGui::Button("Activate")) {
|
||||
Events::SpawnerSpawn e;
|
||||
e.Spawner = entity;
|
||||
e.Parent = entity;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -381,14 +390,52 @@ bool EditorGUI::drawComponentField_Vector(ComponentWrapper &c, const ComponentIn
|
||||
// Limit scale values to a minimum of 0
|
||||
return ImGui::DragFloat3("", glm::value_ptr(val), 0.1f, 0.f, std::numeric_limits<float>::max());
|
||||
} else if (field.Name == "Orientation") {
|
||||
// Make orentations have a period of 2*Pi
|
||||
glm::vec3 tempVal = glm::fmod(val, glm::vec3(glm::two_pi<float>()));
|
||||
if (ImGui::SliderFloat3("", glm::value_ptr(tempVal), 0.f, glm::two_pi<float>())) {
|
||||
val = tempVal;
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
//glm::vec3 tempVal = val;
|
||||
glm::vec3 originalVal = val;
|
||||
|
||||
ImVec2 cursorPos = ImGui::GetCursorScreenPos();
|
||||
glm::tvec3<bool> isSnapping(false, false, false);
|
||||
bool changed = ImGui::DragFloat3("", glm::value_ptr(val), 0.066666f);
|
||||
if (changed) {
|
||||
// Make orentations have a period of 2*Pi
|
||||
val = glm::fmod(val, glm::vec3(glm::two_pi<float>()));
|
||||
for (int i = 0; i < 3; i++) {
|
||||
if (val[i] < 0) {
|
||||
val[i] += glm::two_pi<float>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Snap to angle
|
||||
//float snapRange = glm::pi<float>() / 15.f;
|
||||
//float snapAngle = glm::quarter_pi<float>();
|
||||
//glm::vec3 snap = glm::fmod(val, glm::vec3(snapAngle));
|
||||
//for (int i = 0; i < 3; i++) {
|
||||
// isSnapping[i] = glm::abs(snap[i] - (snapRange / 2.f)) < snapRange;
|
||||
//}
|
||||
//if (changed && ImGui::IsMouseDown(0)) {
|
||||
// glm::vec3 change = val - originalVal;
|
||||
// for (int i = 0; i < 3; i++) {
|
||||
// if (isSnapping[i] && glm::abs(change[i]) < snapRange) {
|
||||
// val[i] -= snap[i] - snapRange;
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
|
||||
// Draw snapping outline
|
||||
float width = ImGui::CalcItemWidth() / 3.f;;
|
||||
float spacing = GImGui->Style.ItemInnerSpacing.x;
|
||||
for (int i = 0; i < 3; i++) {
|
||||
if (isSnapping[i]) {
|
||||
ImVec2 pos = cursorPos + ImVec2(i * (width + spacing), 0.f);
|
||||
ImRect bb(pos - ImVec2(1, 1), pos + ImVec2(width, 17));
|
||||
auto window = ImGui::GetCurrentWindow();
|
||||
const ImU32 col = window->Color(ImGuiCol_HeaderActive);
|
||||
window->DrawList->AddRect(bb.Min, bb.Max, col, 3.f);
|
||||
}
|
||||
}
|
||||
|
||||
return changed;
|
||||
} else {
|
||||
return ImGui::DragFloat3("", glm::value_ptr(val), 0.1f, std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max());
|
||||
}
|
||||
@@ -580,6 +627,11 @@ void EditorGUI::createWidgetToolButton(WidgetMode mode)
|
||||
|
||||
bool EditorGUI::OnKeyDown(const Events::KeyDown& e)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.WantCaptureKeyboard) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (e.ModCtrl && e.KeyCode == GLFW_KEY_S) {
|
||||
if (m_CurrentSelection.Valid()) {
|
||||
EntityWrapper baseParent = m_CurrentSelection;
|
||||
@@ -598,6 +650,19 @@ bool EditorGUI::OnKeyDown(const Events::KeyDown& e)
|
||||
entityImport(m_World);
|
||||
}
|
||||
|
||||
if (e.ModCtrl && e.KeyCode == GLFW_KEY_C) {
|
||||
m_CopyTarget = m_CurrentSelection;
|
||||
}
|
||||
|
||||
if (e.ModCtrl && e.KeyCode == GLFW_KEY_V) {
|
||||
if (m_OnEntityPaste != nullptr) {
|
||||
EntityWrapper copy = m_OnEntityPaste(m_CopyTarget, m_CurrentSelection);
|
||||
if (copy != EntityWrapper::Invalid) {
|
||||
SelectEntity(copy);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (e.KeyCode == GLFW_KEY_DELETE) {
|
||||
if (m_CurrentSelection.Valid()) {
|
||||
entityDelete(m_CurrentSelection);
|
||||
|
||||
@@ -28,6 +28,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
|
||||
m_EditorGUI->SetEntityDeleteCallback(std::bind(&EditorSystem::OnEntityDelete, this, std::placeholders::_1));
|
||||
m_EditorGUI->SetEntityChangeParentCallback(std::bind(&EditorSystem::OnEntityChangeParent, this, std::placeholders::_1, std::placeholders::_2));
|
||||
m_EditorGUI->SetEntityChangeNameCallback(std::bind(&EditorSystem::OnEntityChangeName, this, std::placeholders::_1, std::placeholders::_2));
|
||||
m_EditorGUI->SetEntityPasteCallback(std::bind(&EditorSystem::OnEntityPaste, this, std::placeholders::_1, std::placeholders::_2));
|
||||
m_EditorGUI->SetComponentAttachCallback(std::bind(&EditorSystem::OnComponentAttach, this, std::placeholders::_1, std::placeholders::_2));
|
||||
m_EditorGUI->SetComponentDeleteCallback(std::bind(&EditorSystem::OnComponentDelete, this, std::placeholders::_1, std::placeholders::_2));
|
||||
m_EditorGUI->SetWidgetModeCallback(std::bind(&EditorSystem::setWidgetMode, this, std::placeholders::_1));
|
||||
@@ -160,6 +161,11 @@ void EditorSystem::OnEntityChangeName(EntityWrapper entity, const std::string& n
|
||||
}
|
||||
}
|
||||
|
||||
EntityWrapper EditorSystem::OnEntityPaste(EntityWrapper entityToCopy, EntityWrapper parent)
|
||||
{
|
||||
return entityToCopy.Clone(parent);
|
||||
}
|
||||
|
||||
void EditorSystem::OnComponentAttach(EntityWrapper entity, const std::string& componentType)
|
||||
{
|
||||
if (entity.Valid()) {
|
||||
|
||||
@@ -261,8 +261,14 @@ void Client::parseEntityDeletion(Packet & packet)
|
||||
if (m_ServerIDToClientID.find(entityToDelete) != m_ServerIDToClientID.end()) {
|
||||
EntityID localEntity = m_ServerIDToClientID.at(entityToDelete);
|
||||
if (m_World->ValidEntity(localEntity)) {
|
||||
m_World->DeleteEntity(localEntity);
|
||||
deleteFromServerClientMaps(entityToDelete, localEntity);
|
||||
if (m_World->HasComponent(localEntity,"Player")) {
|
||||
Events::PlayerDeath e;
|
||||
e.Player = EntityWrapper(m_World, localEntity);
|
||||
m_EventBroker->Publish(e);
|
||||
} else {
|
||||
m_World->DeleteEntity(localEntity);
|
||||
deleteFromServerClientMaps(entityToDelete, localEntity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -186,7 +186,7 @@ void Server::addInputCommandsToPacket(Packet& packet)
|
||||
|
||||
void Server::addPlayersToPacket(Packet & packet, EntityID entityID)
|
||||
{
|
||||
auto itPair = m_World->GetChildren(entityID);
|
||||
auto itPair = m_World->GetDirectChildren(entityID);
|
||||
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
|
||||
// Loop through every child
|
||||
for (auto it = itPair.first; it != itPair.second; it++) {
|
||||
@@ -234,7 +234,7 @@ void Server::addPlayersToPacket(Packet & packet, EntityID entityID)
|
||||
|
||||
void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
|
||||
{
|
||||
auto itPair = m_World->GetChildren(entityID);
|
||||
auto itPair = m_World->GetDirectChildren(entityID);
|
||||
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
|
||||
// Loop through every child
|
||||
for (auto it = itPair.first; it != itPair.second; it++) {
|
||||
@@ -601,7 +601,7 @@ void Server::parsePlayerTransform(Packet& packet)
|
||||
|
||||
bool Server::shouldSendToClient(EntityWrapper childEntity)
|
||||
{
|
||||
auto children = m_World->GetChildren(childEntity.ID);
|
||||
auto children = m_World->GetDirectChildren(childEntity.ID);
|
||||
for (auto it = children.first; it != children.second; it++) {
|
||||
EntityWrapper child(m_World, it->second);
|
||||
if(child.HasComponent("CapturePoint")) {
|
||||
|
||||
@@ -17,7 +17,7 @@ void CubeMapPass::LoadTextures(std::string input)
|
||||
m_CubeMapTextures.push_back(img);
|
||||
}
|
||||
GenerateCubeMapTexture();
|
||||
m_PreviusCubeMapTexture = input;
|
||||
m_PreviusCubeMapTexture = input;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,19 +1,41 @@
|
||||
#include "Rendering/DrawBloomPass.h"
|
||||
|
||||
DrawBloomPass::DrawBloomPass(IRenderer* renderer)
|
||||
DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
|
||||
: m_Renderer(renderer)
|
||||
, m_Config(config)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
InitializeTextures();
|
||||
|
||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
||||
|
||||
InitializeTextures();
|
||||
InitializeBuffers();
|
||||
InitializeShaderPrograms();
|
||||
ChangeQuality(m_Config->Get<int>("GLOW.Quality", 2));
|
||||
}
|
||||
|
||||
void DrawBloomPass::InitializeTextures()
|
||||
{
|
||||
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
|
||||
m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
|
||||
}
|
||||
|
||||
void DrawBloomPass::ChangeQuality(int quality)
|
||||
{
|
||||
if (m_Quality == quality) {
|
||||
return;
|
||||
}
|
||||
m_Quality = quality;
|
||||
|
||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
||||
|
||||
if (m_Quality == 0) {
|
||||
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
|
||||
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
|
||||
m_GaussianTexture_horiz = 0;
|
||||
m_GaussianTexture_vert = 0;
|
||||
return;
|
||||
}
|
||||
InitializeTextures();
|
||||
|
||||
InitializeBuffers();
|
||||
InitializeShaderPrograms();
|
||||
std::string qStr = std::to_string(m_Quality);
|
||||
m_Iterations = m_Config->Get<float>("GLOW" + qStr + ".NumIterations", 0);
|
||||
}
|
||||
|
||||
void DrawBloomPass::InitializeShaderPrograms()
|
||||
@@ -35,37 +57,45 @@ void DrawBloomPass::InitializeShaderPrograms()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void DrawBloomPass::InitializeBuffers()
|
||||
{
|
||||
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
|
||||
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
|
||||
m_GaussianFrameBuffer_horiz.Generate();
|
||||
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
|
||||
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
|
||||
}
|
||||
m_GaussianFrameBuffer_horiz.Generate();
|
||||
|
||||
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
|
||||
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
||||
m_GaussianFrameBuffer_vert.Generate();
|
||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
|
||||
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
||||
}
|
||||
m_GaussianFrameBuffer_vert.Generate();
|
||||
}
|
||||
|
||||
|
||||
void DrawBloomPass::ClearBuffer()
|
||||
{
|
||||
if (m_Quality == 0) {
|
||||
return;
|
||||
}
|
||||
GLERROR("PRE");
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_horiz.Unbind();
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_vert.Unbind();
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
void DrawBloomPass::Draw(GLuint texture)
|
||||
{
|
||||
if (m_Quality == 0) {
|
||||
return;
|
||||
}
|
||||
GLERROR("DrawBloomPass::Draw: Pre");
|
||||
|
||||
DrawBloomPassState state;
|
||||
@@ -84,11 +114,12 @@ void DrawBloomPass::Draw(GLuint texture)
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
//Iterate some times to make it more gaussian.
|
||||
for (int i = 1; i < m_iterations; i++) {
|
||||
for (int i = 1; i < m_Iterations; i++) {
|
||||
//Vertical pass
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
m_GaussianProgram_vert->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
@@ -96,16 +127,19 @@ void DrawBloomPass::Draw(GLuint texture)
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
//horizontal pass
|
||||
m_GaussianFrameBuffer_vert.Unbind();
|
||||
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
m_GaussianFrameBuffer_horiz.Unbind();
|
||||
}
|
||||
|
||||
//final vertical gaussian after the iterations are done
|
||||
@@ -113,6 +147,7 @@ void DrawBloomPass::Draw(GLuint texture)
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
m_GaussianProgram_vert->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
@@ -125,20 +160,11 @@ void DrawBloomPass::Draw(GLuint texture)
|
||||
|
||||
void DrawBloomPass::OnWindowResize()
|
||||
{
|
||||
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
if (m_Quality == 0) {
|
||||
return;
|
||||
}
|
||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
m_GaussianFrameBuffer_vert.Generate();
|
||||
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
m_GaussianFrameBuffer_horiz.Generate();
|
||||
}
|
||||
|
||||
void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
||||
{
|
||||
glGenTextures(1, texture);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
||||
GLERROR("Texture initialization failed");
|
||||
}
|
||||
|
||||
@@ -1,9 +1,10 @@
|
||||
#include "Rendering/DrawFinalPass.h"
|
||||
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass)
|
||||
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, GLuint* depthBuffer)
|
||||
: m_Renderer(renderer)
|
||||
, m_LightCullingPass(lightCullingPass)
|
||||
, m_CubeMapPass(cubeMapPass)
|
||||
, m_SSAOPass(ssaoPass)
|
||||
, m_DepthBuffer(depthBuffer)
|
||||
{
|
||||
//TODO: Make sure that uniforms are not sent into shader if not needed.
|
||||
m_ShieldPixelRate = 8;
|
||||
@@ -23,19 +24,13 @@ void DrawFinalPass::InitializeTextures()
|
||||
|
||||
void DrawFinalPass::InitializeFrameBuffers()
|
||||
{
|
||||
glGenRenderbuffers(1, &m_DepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
GLERROR("RenderBuffer generation");
|
||||
|
||||
|
||||
GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
|
||||
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
|
||||
|
||||
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
|
||||
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
|
||||
//m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
|
||||
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
|
||||
@@ -47,9 +42,9 @@ void DrawFinalPass::InitializeFrameBuffers()
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate));
|
||||
GLERROR("RenderBufferLowRes generation");
|
||||
|
||||
GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
CommonFunctions::GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
CommonFunctions::GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
|
||||
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
|
||||
|
||||
@@ -162,14 +157,14 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
|
||||
m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
|
||||
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
|
||||
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
|
||||
//m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
|
||||
m_FillDepthBufferProgram->Compile();
|
||||
m_FillDepthBufferProgram->Link();
|
||||
GLERROR("Creating DepthFill program");
|
||||
|
||||
m_FillDepthBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
|
||||
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl")));
|
||||
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
|
||||
//m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
|
||||
m_FillDepthBufferSkinnedProgram->Compile();
|
||||
m_FillDepthBufferSkinnedProgram->Link();
|
||||
GLERROR("Creating DepthFill program");
|
||||
@@ -182,7 +177,6 @@ void DrawFinalPass::Draw(RenderScene& scene)
|
||||
if (scene.ClearDepth) {
|
||||
//glClear(GL_DEPTH_BUFFER_BIT);
|
||||
state->Disable(GL_DEPTH_TEST);
|
||||
state->DepthMask(GL_FALSE);
|
||||
}
|
||||
//TODO: Do we need check for this or will it be per scene always?
|
||||
glClearStencil(0x00);
|
||||
@@ -193,10 +187,13 @@ void DrawFinalPass::Draw(RenderScene& scene)
|
||||
state->StencilMask(0x00);
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
|
||||
GLERROR("OpaqueObjects");
|
||||
state->BlendFunc(GL_ONE, GL_ONE);
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
|
||||
GLERROR("TransparentObjects");
|
||||
//state->BlendFunc(GL_ONE, GL_ONE);
|
||||
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
|
||||
GLERROR("TransparentObjects");
|
||||
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
DrawSprites(scene.Jobs.SpriteJob, scene);
|
||||
GLERROR("SpriteJobs");
|
||||
|
||||
@@ -273,7 +270,7 @@ void DrawFinalPass::ClearBuffer()
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
GLERROR("1");
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
GLERROR("2");
|
||||
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
@@ -288,7 +285,7 @@ void DrawFinalPass::ClearBuffer()
|
||||
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
GLERROR("ViewPort,Scissor LowRes");
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_FinalPassFrameBuffer.Unbind();
|
||||
GLERROR("END");
|
||||
}
|
||||
@@ -297,49 +294,21 @@ void DrawFinalPass::ClearBuffer()
|
||||
void DrawFinalPass::OnWindowResize()
|
||||
{
|
||||
//InitializeFrameBuffers();
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
|
||||
GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
m_FinalPassFrameBuffer.Generate();
|
||||
|
||||
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBufferLowRes);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate));
|
||||
|
||||
GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
CommonFunctions::GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
CommonFunctions::GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
m_FinalPassFrameBufferLowRes.Generate();
|
||||
GLERROR("Error changing texture resolutions");
|
||||
}
|
||||
|
||||
void DrawFinalPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
||||
{
|
||||
glGenTextures(1, texture);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
||||
GLERROR("Texture initialization failed");
|
||||
}
|
||||
|
||||
void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const
|
||||
{
|
||||
glGenTextures(1, texture);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
GLERROR("MipMap Texture initialization failed");
|
||||
}
|
||||
|
||||
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
||||
{
|
||||
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
||||
|
||||
@@ -8,6 +8,8 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
|
||||
Enable(GL_BLEND);
|
||||
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
Enable(GL_DEPTH_TEST);
|
||||
DepthMask(GL_FALSE);
|
||||
DepthFunc(GL_LEQUAL);
|
||||
Enable(GL_CULL_FACE);
|
||||
Enable(GL_STENCIL_TEST);
|
||||
StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||
|
||||
@@ -19,10 +19,10 @@ PickingPass::~PickingPass()
|
||||
|
||||
void PickingPass::InitializeTextures()
|
||||
{
|
||||
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
|
||||
CommonFunctions::GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
|
||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
||||
|
||||
GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||
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);
|
||||
}
|
||||
|
||||
@@ -366,7 +366,7 @@ void PickingPass::ClearPicking()
|
||||
|
||||
m_PickingBuffer.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
m_PickingBuffer.Unbind();
|
||||
GLERROR("END");
|
||||
}
|
||||
@@ -407,16 +407,3 @@ PickData PickingPass::Pick(glm::vec2 screenCoord)
|
||||
pickData.World = pickInfo.World;
|
||||
return pickData;
|
||||
}
|
||||
|
||||
void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
||||
{
|
||||
//TODO: Renderer: Make this in a sparate class
|
||||
glGenTextures(1, texture);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
||||
GLERROR("Texture initialization failed");
|
||||
}
|
||||
|
||||
@@ -9,11 +9,11 @@ PickingPassState::PickingPassState(GLuint frameBuffer)
|
||||
Enable(GL_DEPTH_TEST);
|
||||
Enable(GL_CULL_FACE);
|
||||
Disable(GL_BLEND);
|
||||
|
||||
glm::vec4 clearColor = glm::vec4(0.f);
|
||||
//ClearColor(clearColor);
|
||||
//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
GLERROR("END");
|
||||
|
||||
}
|
||||
|
||||
PickingPassState::~PickingPassState()
|
||||
|
||||
@@ -135,6 +135,26 @@ bool RenderState::DepthMask(GLboolean flag)
|
||||
return !GLERROR("DepthMask");
|
||||
}
|
||||
|
||||
bool RenderState::DepthFunc(GLenum func)
|
||||
{
|
||||
GLint original;
|
||||
glGetIntegerv(GL_DEPTH_FUNC, &original);
|
||||
m_ResetFunctions.push_back(std::bind(glDepthFunc, original));
|
||||
glDepthFunc(func);
|
||||
return !GLERROR("DepthFunc");
|
||||
}
|
||||
|
||||
bool RenderState::AlphaFunc(GLenum func, GLclampf thresholder)
|
||||
{
|
||||
GLint originalFunc;
|
||||
glGetIntegerv(GL_ALPHA_TEST_FUNC, &originalFunc);
|
||||
GLint originalRef;
|
||||
glGetIntegerv(GL_ALPHA_TEST_REF, &originalRef);
|
||||
m_ResetFunctions.push_back(std::bind(glAlphaFunc, originalFunc, originalRef));
|
||||
glAlphaFunc(func, thresholder);
|
||||
return !GLERROR("AlphaFunc");
|
||||
}
|
||||
|
||||
RenderState::~RenderState()
|
||||
{
|
||||
for (auto& f : boost::adaptors::reverse(m_ResetFunctions)) {
|
||||
|
||||
@@ -4,6 +4,8 @@ std::unordered_map<GLFWwindow*, Renderer*> Renderer::m_WindowToRenderer;
|
||||
|
||||
void Renderer::Initialize()
|
||||
{
|
||||
m_SSAO_Quality = m_Config->Get<int>("SSAO.Quality", 0);
|
||||
m_GLOW_Quality = m_Config->Get<int>("GLOW.Quality", 0);
|
||||
InitializeWindow();
|
||||
|
||||
InitializeRenderPasses();
|
||||
@@ -15,7 +17,7 @@ void Renderer::Initialize()
|
||||
m_TextPass->Initialize();
|
||||
|
||||
/* m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
|
||||
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
|
||||
m_UnitQuad = ResourceManager::Load<Model>(sModels/Core/UnitQuad.obj");
|
||||
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");*/
|
||||
|
||||
m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
|
||||
@@ -26,9 +28,9 @@ void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height
|
||||
glViewport(0, 0, width, height);
|
||||
Renderer* currentRenderer = m_WindowToRenderer[window];
|
||||
currentRenderer->m_ViewportSize = Rectangle(width, height);
|
||||
currentRenderer->m_PickingPass->OnWindowResize();
|
||||
currentRenderer->m_DrawFinalPass->OnWindowResize();
|
||||
currentRenderer->m_LightCullingPass->OnWindowResize();
|
||||
currentRenderer->m_PickingPass->OnWindowResize();
|
||||
currentRenderer->m_DrawBloomPass->OnWindowResize();
|
||||
currentRenderer->m_SSAOPass->OnWindowResize();
|
||||
}
|
||||
@@ -107,6 +109,7 @@ void Renderer::Update(double dt)
|
||||
void Renderer::Draw(RenderFrame& frame)
|
||||
{
|
||||
GLERROR("PRE");
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
|
||||
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
|
||||
if(m_CubeMapTexture == 0) {
|
||||
@@ -115,7 +118,10 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
m_CubeMapPass->LoadTextures("Sky");
|
||||
}
|
||||
|
||||
ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
|
||||
ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
|
||||
m_SSAOPass->ChangeQuality(m_SSAO_Quality);
|
||||
m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
|
||||
GLERROR("SSAO Settings");
|
||||
//clear buffer 0
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
@@ -130,18 +136,16 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
|
||||
GLERROR("ClearBuffers");
|
||||
for (auto scene : frame.RenderScenes) {
|
||||
PerformanceTimer::StartTimer("Renderer-Depth");
|
||||
PerformanceTimer::StartTimer("Renderer-PickingPass");
|
||||
m_PickingPass->Draw(*scene);
|
||||
GLERROR("Drawing pickingpass");
|
||||
PerformanceTimer::StopTimer("Renderer-Depth");
|
||||
PerformanceTimer::StopTimer("Renderer-PickingPass");
|
||||
}
|
||||
PerformanceTimer::StartTimer("Renderer-AO generation");
|
||||
m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
|
||||
GLuint ao = m_SSAOPass->SSAOTexture();
|
||||
m_SSAOPass->Draw(*m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
|
||||
PerformanceTimer::StopTimer("Renderer-AO generation");
|
||||
for (auto scene : frame.RenderScenes){
|
||||
|
||||
PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");
|
||||
PerformanceTimer::StartTimer("Renderer-Depth");
|
||||
SortRenderJobsByDepth(*scene);
|
||||
GLERROR("SortByDepth");
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
|
||||
@@ -153,8 +157,8 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
|
||||
m_LightCullingPass->CullLights(*scene);
|
||||
GLERROR("LightCulling");
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
|
||||
m_DrawFinalPass->Draw(*scene);
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
|
||||
GLERROR("Draw Geometry+Light");
|
||||
//m_DrawScenePass->Draw(*scene);
|
||||
|
||||
@@ -201,8 +205,11 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
|
||||
m_ImGuiRenderPass->Draw();
|
||||
GLERROR("Imgui draw");
|
||||
PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass");
|
||||
|
||||
PerformanceTimer::StartTimer("Renderer-SwapBuffer");
|
||||
glfwSwapBuffers(m_Window);
|
||||
PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass");
|
||||
PerformanceTimer::StopTimer("Renderer-SwapBuffer");
|
||||
}
|
||||
|
||||
PickData Renderer::Pick(glm::vec2 screenCoord)
|
||||
@@ -243,9 +250,9 @@ void Renderer::InitializeRenderPasses()
|
||||
m_LightCullingPass = new LightCullingPass(this);
|
||||
m_CubeMapPass = new CubeMapPass(this);
|
||||
m_SSAOPass = new SSAOPass(this, m_Config);
|
||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass);
|
||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_PickingPass->DepthBuffer());
|
||||
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
||||
m_DrawBloomPass = new DrawBloomPass(this);
|
||||
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
|
||||
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
||||
|
||||
}
|
||||
}
|
||||
@@ -6,12 +6,7 @@ SSAOPass::SSAOPass(IRenderer* renderer, ConfigFile* config)
|
||||
{
|
||||
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
|
||||
|
||||
m_Quality = m_Config->Get<int>("SSAO.Quality", 0);
|
||||
if (m_Quality == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
ChangeQuality(m_Quality);
|
||||
ChangeQuality(m_Config->Get<int>("SSAO.Quality", 0));
|
||||
|
||||
}
|
||||
|
||||
@@ -24,10 +19,10 @@ void SSAOPass::ChangeQuality(int quality)
|
||||
m_Quality = quality;
|
||||
|
||||
if (m_Quality == 0) {
|
||||
glDeleteTextures(1, &m_SSAOTexture);
|
||||
glDeleteTextures(1, &m_SSAOViewSpaceZTexture);
|
||||
glDeleteTextures(1, &m_GaussianTexture_horiz);
|
||||
glDeleteTextures(1, &m_GaussianTexture_vert);
|
||||
CommonFunctions::DeleteTexture(&m_SSAOTexture);
|
||||
CommonFunctions::DeleteTexture(&m_SSAOViewSpaceZTexture);
|
||||
CommonFunctions::DeleteTexture(&m_Gaussian_horiz);
|
||||
CommonFunctions::DeleteTexture(&m_Gaussian_vert);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -90,11 +85,11 @@ void SSAOPass::InitializeShaderProgram()
|
||||
}
|
||||
|
||||
void SSAOPass::InitializeTexture() {
|
||||
GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
|
||||
GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R32F, GL_RED, GL_FLOAT);
|
||||
CommonFunctions::GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
|
||||
CommonFunctions::GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R32F, GL_RED, GL_FLOAT);
|
||||
|
||||
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RGB, GL_FLOAT);
|
||||
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RGB, GL_FLOAT);
|
||||
CommonFunctions::GenerateTexture(&m_Gaussian_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
|
||||
CommonFunctions::GenerateTexture(&m_Gaussian_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
|
||||
}
|
||||
|
||||
void SSAOPass::InitializeBuffer()
|
||||
@@ -102,51 +97,52 @@ void SSAOPass::InitializeBuffer()
|
||||
if (m_SSAOFramBuffer.GetHandle() == 0) {
|
||||
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
|
||||
}
|
||||
m_SSAOFramBuffer.Generate();
|
||||
m_SSAOFramBuffer.Generate();
|
||||
|
||||
|
||||
if (m_SSAOViewSpaceZFramBuffer.GetHandle() == 0) {
|
||||
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
|
||||
}
|
||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
||||
|
||||
|
||||
|
||||
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
|
||||
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
|
||||
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_Gaussian_horiz, GL_COLOR_ATTACHMENT0)));
|
||||
}
|
||||
m_GaussianFrameBuffer_horiz.Generate();
|
||||
m_GaussianFrameBuffer_horiz.Generate();
|
||||
|
||||
|
||||
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
|
||||
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
||||
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_Gaussian_vert, GL_COLOR_ATTACHMENT0)));
|
||||
}
|
||||
m_GaussianFrameBuffer_vert.Generate();
|
||||
m_GaussianFrameBuffer_vert.Generate();
|
||||
|
||||
}
|
||||
|
||||
void SSAOPass::ClearBuffer()
|
||||
{
|
||||
return;
|
||||
|
||||
if (m_Quality == 0) {
|
||||
return;
|
||||
}
|
||||
m_SSAOFramBuffer.Bind();
|
||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_SSAOFramBuffer.Unbind();
|
||||
|
||||
m_SSAOViewSpaceZFramBuffer.Bind();
|
||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_SSAOViewSpaceZFramBuffer.Unbind();
|
||||
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_horiz.Unbind();
|
||||
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_vert.Unbind();
|
||||
}
|
||||
|
||||
@@ -161,19 +157,6 @@ void SSAOPass::Setting(float radius, float bias, float contrast, float intensity
|
||||
m_TextureQuality = quality;
|
||||
}
|
||||
|
||||
void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
||||
{
|
||||
glDeleteTextures(1, texture);
|
||||
glGenTextures(1, texture);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);
|
||||
GLERROR("Texture initialization failed");
|
||||
}
|
||||
|
||||
void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
{
|
||||
if (m_Quality == 0) {
|
||||
@@ -255,23 +238,27 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
m_GaussianProgram_vert->Bind();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
//horizontal pass
|
||||
m_GaussianFrameBuffer_vert.Unbind();
|
||||
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_Gaussian_vert);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
m_GaussianFrameBuffer_horiz.Unbind();
|
||||
}
|
||||
|
||||
//final vertical gaussian after the iterations are done
|
||||
@@ -279,12 +266,15 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
m_GaussianProgram_vert->Bind();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
m_GaussianFrameBuffer_vert.Unbind();
|
||||
|
||||
glViewport(0, 0, (m_Renderer->GetViewportSize().Width), (m_Renderer->GetViewportSize().Height));
|
||||
}
|
||||
|
||||
@@ -294,4 +284,5 @@ void SSAOPass::OnWindowResize() {
|
||||
}
|
||||
|
||||
InitializeTexture();
|
||||
InitializeBuffer();
|
||||
}
|
||||
@@ -17,3 +17,46 @@ Texture* CommonFunctions::LoadTexture(std::string path, bool threaded)
|
||||
|
||||
return img;
|
||||
}
|
||||
|
||||
void CommonFunctions::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
|
||||
{
|
||||
glDeleteTextures(1, texture);
|
||||
glGenTextures(1, texture);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);
|
||||
GLERROR("Texture initialization failed");
|
||||
}
|
||||
|
||||
void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat)
|
||||
{
|
||||
glDeleteTextures(1, texture);
|
||||
glGenTextures(1, texture);
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, *texture);
|
||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, false);
|
||||
GLERROR("Texture initialization failed");
|
||||
}
|
||||
|
||||
|
||||
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
|
||||
{
|
||||
glGenTextures(1, texture);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
GLERROR("MipMap Texture initialization failed");
|
||||
}
|
||||
|
||||
void CommonFunctions::DeleteTexture(GLuint* texture)
|
||||
{
|
||||
glDeleteTextures(1, texture);
|
||||
*texture = 0;
|
||||
}
|
||||
@@ -31,22 +31,27 @@ glm::vec3 ScreenCoords::ToWorldPos(glm::vec2 screenCoord, float depth, float scr
|
||||
|
||||
ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
|
||||
{
|
||||
GLERROR("Pre");
|
||||
PickDataBuffer->Bind();
|
||||
unsigned char pdata[3];
|
||||
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata);
|
||||
GLERROR("glReadPixels(pdata) Error");
|
||||
PickDataBuffer->Unbind();
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
|
||||
GLERROR("glBindFramebuffer(DepthBuffer) Error");
|
||||
float depthData;
|
||||
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);
|
||||
GLERROR("glReadPixels(depthData) Error");
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
GLERROR("glBindFramebuffer(0) Error");
|
||||
|
||||
PixelData p;
|
||||
p.Color[0] = (int)pdata[0];
|
||||
p.Color[1] = (int)pdata[1];
|
||||
p.Depth = depthData;
|
||||
|
||||
GLERROR("ScreenCoords::ToPixelData Error");
|
||||
GLERROR("End");
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
+11
-4
@@ -16,7 +16,8 @@
|
||||
#include "Game/Systems/PickupSpawnSystem.h"
|
||||
#include "Game/Systems/AmmoPickupSystem.h"
|
||||
#include "Game/Systems/DamageIndicatorSystem.h"
|
||||
#include "Game/Systems/Weapon/WeaponSystem.h"
|
||||
#include "Game/Systems/Weapon/DefenderWeaponBehaviour.h"
|
||||
#include "Game/Systems/Weapon/SidearmWeaponBehaviour.h"
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
#include "Game/Systems/HealthHUDSystem.h"
|
||||
#include "Rendering/BoneAttachmentSystem.h"
|
||||
@@ -48,7 +49,6 @@ Game::Game(int argc, char* argv[])
|
||||
ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
|
||||
DisableMemoryPool::Value = m_Config->Get<bool>("Debug.DisableMemoryPool", false);
|
||||
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
|
||||
PlayerSpawnSystem::SetRespawnTime(m_Config->Get<float>("Debug.RespawnTime", 15.0f));
|
||||
|
||||
// Create the core event broker
|
||||
m_EventBroker = new EventBroker();
|
||||
@@ -98,6 +98,10 @@ Game::Game(int argc, char* argv[])
|
||||
m_NetworkClient->Connect(m_NetworkAddress, m_NetworkPort);
|
||||
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " CLIENT");
|
||||
}
|
||||
} else {
|
||||
// If network is disabled, pretend we're a server
|
||||
m_IsClient = true;
|
||||
m_IsServer = true;
|
||||
}
|
||||
|
||||
// Create Octrees
|
||||
@@ -120,7 +124,8 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer, m_OctreeCollision);
|
||||
m_SystemPipeline->AddSystem<DefenderWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
|
||||
m_SystemPipeline->AddSystem<SidearmWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
|
||||
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
|
||||
@@ -135,7 +140,6 @@ Game::Game(int argc, char* argv[])
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
|
||||
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
|
||||
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
|
||||
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<HealthHUDSystem>(updateOrderLevel);
|
||||
@@ -145,6 +149,9 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
|
||||
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
|
||||
// Octree for frustum culling must be updated after collisions, otherwise players frustum may be moved after tree is filled, and wrong things are culled.
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
|
||||
++updateOrderLevel;
|
||||
|
||||
@@ -13,6 +13,7 @@ bool MultiplayerSnapshotFilter::FilterComponent(EntityWrapper entity, SharedComp
|
||||
component.Info.Name == "Transform"
|
||||
|| component.Info.Name == "Physics"
|
||||
|| component.Info.Name == "AssaultWeapon"
|
||||
|| component.Info.Name == "DefenderWeapon"
|
||||
|| component.Info.Name == "Animation"
|
||||
|| component.Info.Name == "AnimationOffset"
|
||||
|| entity.Name() == "PlayerName"
|
||||
|
||||
@@ -13,7 +13,7 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
|
||||
}
|
||||
|
||||
void DamageIndicatorSystem::Update(double dt) {
|
||||
if (!IsServer) {
|
||||
if (!IsServer && LocalPlayer.Valid()) {
|
||||
for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) {
|
||||
if (!iter->spriteEntity.Valid()) {
|
||||
updateDamageIndicatorVector.erase(iter);
|
||||
|
||||
@@ -116,12 +116,18 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
|
||||
}
|
||||
|
||||
//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
|
||||
if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (isOnGround || !controller->DoubleJumping())) {
|
||||
(bool)cPhysics["IsOnGround"] = false;
|
||||
if (isOnGround) {
|
||||
controller->SetDoubleJumping(false);
|
||||
}
|
||||
//If player presses Jump and is not crouching.
|
||||
if (controller->Jumping() && !controller->Crouching()) {
|
||||
if (isOnGround) {
|
||||
controller->SetDoubleJumping(false);
|
||||
} else {
|
||||
(bool)cPhysics["IsOnGround"] = false;
|
||||
velocity.y = player["Player"]["JumpSpeed"];
|
||||
} else if (player.HasComponent("DoubleJump") && !controller->DoubleJumping()) {
|
||||
//Enter here if player can double jump and is doing so.
|
||||
(bool)cPhysics["IsOnGround"] = false;
|
||||
velocity.y = player["DoubleJump"]["DoubleJumpSpeed"];
|
||||
// If IsServer and network is off this will not work
|
||||
if (IsClient) {
|
||||
//put a hexagon at the players feet
|
||||
@@ -133,7 +139,6 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
velocity.y = 4.f;
|
||||
}
|
||||
|
||||
if (player.HasComponent("AABB")) {
|
||||
|
||||
@@ -1,29 +1,40 @@
|
||||
#include "Systems/PlayerSpawnSystem.h"
|
||||
|
||||
//This should be set by the config anyway.
|
||||
float PlayerSpawnSystem::m_RespawnTime = 15.0f;
|
||||
|
||||
PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
|
||||
: System(params)
|
||||
, m_Timer(0.f)
|
||||
, m_DbgConfigForceRespawn(false)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerSpawnSystem::OnPlayerDeath);
|
||||
m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
|
||||
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
m_NetworkEnabled = config->Get("Networking.StartNetwork", false);
|
||||
m_ForcedRespawnTime = config->Get("Debug.RespawnTime", -1.0f);
|
||||
m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0;
|
||||
}
|
||||
|
||||
void PlayerSpawnSystem::Update(double dt)
|
||||
{
|
||||
//Increase timer.
|
||||
m_Timer += dt;
|
||||
if (m_Timer < m_RespawnTime) {
|
||||
return;
|
||||
// If there are no CapturePointGameMode components we will just spawn immediately.
|
||||
// Should be able to support older maps with this.
|
||||
// TODO: In the future we might want to return instead, to avoid spawning in the menu for instance.
|
||||
auto pool = m_World->GetComponents("CapturePointGameMode");
|
||||
if (pool != nullptr && pool->size() > 0)
|
||||
{
|
||||
// Take the first CapturePointGameMode component found.
|
||||
ComponentWrapper& modeComponent = *pool->begin();
|
||||
// Increase timer.
|
||||
double& timer = (double&)modeComponent["RespawnTime"];
|
||||
timer += dt;
|
||||
double maxRespawnTime = m_DbgConfigForceRespawn ? m_ForcedRespawnTime : (double)modeComponent["MaxRespawnTime"];
|
||||
if (timer < maxRespawnTime) {
|
||||
return;
|
||||
}
|
||||
// If respawn time has passed, we spawn all players that have requested to be spawned.
|
||||
timer = 0;
|
||||
}
|
||||
//If respawn time has passed, we spawn all players that have requested to be spawned.
|
||||
m_Timer = 0.f;
|
||||
|
||||
//If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
|
||||
// If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
|
||||
if (m_SpawnRequests.size() == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -36,7 +36,7 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
|
||||
}
|
||||
|
||||
// Find any SpawnPoints existing as children of spawner
|
||||
auto children = spawner.World->GetChildren(spawner.ID);
|
||||
auto children = spawner.World->GetDirectChildren(spawner.ID);
|
||||
std::vector<EntityWrapper> spawnPoints;
|
||||
for (auto kv = children.first; kv != children.second; ++kv) {
|
||||
const EntityID& child = kv->second;
|
||||
|
||||
+17
-35
@@ -1,13 +1,5 @@
|
||||
#include "Systems/Weapon/AssaultWeaponBehaviour.h"
|
||||
|
||||
AssaultWeaponBehaviour::AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
|
||||
: WeaponBehaviour(systemParams, renderer, collisionOctree, player)
|
||||
{
|
||||
m_FirstPersonModel = m_Player.FirstChildByName("Hands");
|
||||
m_ThirdPersonModel = m_Player.FirstChildByName("PlayerModel");
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &AssaultWeaponBehaviour::OnAnimationComplete);
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::Fire()
|
||||
{
|
||||
m_TimeSinceLastFire = 0.0;
|
||||
@@ -36,7 +28,7 @@ void AssaultWeaponBehaviour::Reload()
|
||||
return;
|
||||
}
|
||||
|
||||
// Don't reload if we're completly out of ammo
|
||||
// Don't reload if we're completely out of ammo
|
||||
if (ammo == 0) {
|
||||
playEmptySound();
|
||||
m_TimeSinceLastFire = -0.0f; // HACK: To make empty sound play with interval
|
||||
@@ -56,14 +48,14 @@ void AssaultWeaponBehaviour::Update(double dt)
|
||||
{
|
||||
if (m_Reloading) {
|
||||
m_ReloadTimer -= dt;
|
||||
// Re-enable glow on reload impersonator half-way through the animation
|
||||
// Re-enable glow on reload impostor half-way through the animation
|
||||
if (IsClient) {
|
||||
if (m_ReloadTimer <= (double)m_Player["AssaultWeapon"]["ReloadTime"] / 2.0) {
|
||||
if (m_FirstPersonReloadImpersonator.Valid()) {
|
||||
m_FirstPersonReloadImpersonator["Model"]["GlowMap"] = true;
|
||||
if (m_FirstPersonReloadImpostor.Valid()) {
|
||||
m_FirstPersonReloadImpostor["Model"]["GlowMap"] = true;
|
||||
}
|
||||
if (m_ThirdPersonReloadImpersonator.Valid()) {
|
||||
m_ThirdPersonReloadImpersonator["Model"]["GlowMap"] = true;
|
||||
if (m_ThirdPersonReloadImpostor.Valid()) {
|
||||
m_ThirdPersonReloadImpostor["Model"]["GlowMap"] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -96,21 +88,6 @@ void AssaultWeaponBehaviour::Update(double dt)
|
||||
}
|
||||
}
|
||||
|
||||
bool AssaultWeaponBehaviour::OnAnimationComplete(Events::AnimationComplete& e)
|
||||
{
|
||||
if (e.Entity != m_FirstPersonModel) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//if (e.Name == "ShootRifle") {
|
||||
// if (!m_Firing) {
|
||||
// playIdleAnimation();
|
||||
// }
|
||||
//}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool AssaultWeaponBehaviour::hasAmmo()
|
||||
{
|
||||
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
|
||||
@@ -177,7 +154,6 @@ void AssaultWeaponBehaviour::spawnTracer()
|
||||
|
||||
float AssaultWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
|
||||
{
|
||||
// TODO: Cast a ray and size tracer appropriately
|
||||
float distance;
|
||||
glm::vec3 pos;
|
||||
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
|
||||
@@ -215,6 +191,12 @@ void AssaultWeaponBehaviour::playEmptySound()
|
||||
|
||||
void AssaultWeaponBehaviour::viewPunch()
|
||||
{
|
||||
// Since we send absolute client orientations to server, running this server side would
|
||||
// cause aim desync.
|
||||
if (!IsClient) {
|
||||
return;
|
||||
}
|
||||
|
||||
EntityWrapper playerCamera = m_Player.FirstChildByName("Camera");
|
||||
if (!playerCamera.Valid()) {
|
||||
return;
|
||||
@@ -323,8 +305,8 @@ void AssaultWeaponBehaviour::playReloadAnimation()
|
||||
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
|
||||
EntityWrapper reloadSpawner = m_Player.FirstChildByName("FirstPersonReloadSpawner");
|
||||
if (IsClient) {
|
||||
m_FirstPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
|
||||
firstPersonWeaponModel["Model"].Copy(m_FirstPersonReloadImpersonator["Model"]);
|
||||
m_FirstPersonReloadImpostor = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
|
||||
firstPersonWeaponModel["Model"].Copy(m_FirstPersonReloadImpostor["Model"]);
|
||||
}
|
||||
firstPersonWeaponModel["Model"]["Visible"] = false;
|
||||
}
|
||||
@@ -332,8 +314,8 @@ void AssaultWeaponBehaviour::playReloadAnimation()
|
||||
EntityWrapper thirdPersonWeaponModel = m_Player.FirstChildByName("ThirdPersonWeaponModel");
|
||||
EntityWrapper reloadSpawner = m_Player.FirstChildByName("ThirdPersonReloadSpawner");
|
||||
if (IsClient) {
|
||||
m_ThirdPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
|
||||
thirdPersonWeaponModel["Model"].Copy(m_ThirdPersonReloadImpersonator["Model"]);
|
||||
m_ThirdPersonReloadImpostor = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
|
||||
thirdPersonWeaponModel["Model"].Copy(m_ThirdPersonReloadImpostor["Model"]);
|
||||
}
|
||||
thirdPersonWeaponModel["Model"]["Visible"] = false;
|
||||
}
|
||||
@@ -371,7 +353,7 @@ bool AssaultWeaponBehaviour::shoot(double damage)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Don't let us shoot ourselves in the foot
|
||||
// Don't let us shoot ourselves in the foot somehow
|
||||
if (victim == LocalPlayer) {
|
||||
return false;
|
||||
}
|
||||
@@ -0,0 +1,164 @@
|
||||
#include "Systems/Weapon/DefenderWeaponBehaviour.h"
|
||||
|
||||
void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
|
||||
{
|
||||
(double&)cWeapon["TimeSinceLastFire"] += dt;
|
||||
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
|
||||
{
|
||||
bool isFiring = cWeapon["IsFiring"];
|
||||
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
|
||||
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
|
||||
if (isFiring && cooldownPassed && isNotShielding) {
|
||||
fireShell(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["IsFiring"] = true;
|
||||
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
|
||||
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
|
||||
if (cooldownPassed && isNotShielding) {
|
||||
fireShell(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["IsFiring"] = false;
|
||||
}
|
||||
|
||||
bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e)
|
||||
{
|
||||
if (e.Command == "SpecialAbility" && IsServer) {
|
||||
EntityWrapper attachment = wi.Player.FirstChildByName("ShieldAttachment");
|
||||
if (attachment.Valid()) {
|
||||
if (e.Value > 0) {
|
||||
SpawnerSystem::Spawn(attachment, attachment);
|
||||
} else {
|
||||
attachment.DeleteChildren();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["TimeSinceLastFire"] = 0.0;
|
||||
int numPellets = cWeapon["NumPellets"];
|
||||
float spreadAngle = cWeapon["SpreadAngle"];
|
||||
std::uniform_real_distribution<float> randomSpreadAngle(-spreadAngle, spreadAngle);
|
||||
|
||||
// Calculate pellet angles
|
||||
// HACK: Random for now?
|
||||
// TODO: Make distribution even for each quadrant
|
||||
std::vector<glm::vec2> pelletAngles;
|
||||
for (int i = 0; i < numPellets; i++) {
|
||||
pelletAngles.push_back(glm::vec2(randomSpreadAngle(m_RandomEngine), randomSpreadAngle(m_RandomEngine)));
|
||||
LOG_DEBUG("%f %f", pelletAngles[i].x, pelletAngles[i].y);
|
||||
}
|
||||
|
||||
double pelletDamage = (double)cWeapon["BaseDamage"] / numPellets;
|
||||
|
||||
// Tracers
|
||||
EntityWrapper weaponModelEntity;
|
||||
if (wi.Player == LocalPlayer) {
|
||||
weaponModelEntity = wi.FirstPersonEntity;
|
||||
} else {
|
||||
weaponModelEntity = wi.ThirdPersonEntity;
|
||||
}
|
||||
if (weaponModelEntity.Valid()) {
|
||||
EntityWrapper spawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
|
||||
for (auto& angles : pelletAngles) {
|
||||
glm::vec3 direction = Transform::AbsoluteOrientation(spawner) * glm::quat(glm::vec3(angles, 0.f)) * glm::vec3(0, 0, -1);
|
||||
float distance = traceRayDistance(Transform::AbsolutePosition(spawner), direction);
|
||||
EntityWrapper ray = SpawnerSystem::Spawn(spawner);
|
||||
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
|
||||
glm::vec3& orientation = ray["Transform"]["Orientation"];
|
||||
orientation.x += angles.x;
|
||||
orientation.y += angles.y;
|
||||
glm::vec3 trajectory = direction * distance;
|
||||
dealDamage(cWeapon, wi, direction, pelletDamage);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage)
|
||||
{
|
||||
// Only deal damage client side
|
||||
if (!IsClient) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Only handle shooting for the local player
|
||||
if (wi.Player != LocalPlayer) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Make sure the player isn't shooting from the grave
|
||||
if (!wi.Player.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
glm::vec3 maxRange = direction * 2.f;
|
||||
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
||||
glm::vec3 cameraPosition = Transform::AbsolutePosition(camera);
|
||||
if (!camera.Valid()) {
|
||||
return;
|
||||
}
|
||||
Rectangle screenResolution = m_Renderer->GetViewportSize();
|
||||
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
|
||||
glm::vec2 screenCoords = cameraFromEntity(m_CurrentCamera).WorldToScreen(cameraPosition + maxRange, m_Renderer->GetViewportSize());
|
||||
PickData pickData = m_Renderer->Pick(centerScreen + screenCoords);
|
||||
EntityWrapper victim(m_World, pickData.Entity);
|
||||
if (!victim.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Don't let us shoot ourselves in the foot somehow
|
||||
if (victim == LocalPlayer) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Only care about players being hit
|
||||
if (!victim.HasComponent("Player")) {
|
||||
victim = victim.FirstParentWithComponent("Player");
|
||||
}
|
||||
if (!victim.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Check for friendly fire
|
||||
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Deal damage!
|
||||
Events::PlayerDamage ePlayerDamage;
|
||||
ePlayerDamage.Inflictor = wi.Player;
|
||||
ePlayerDamage.Victim = victim;
|
||||
ePlayerDamage.Damage = damage;
|
||||
m_EventBroker->Publish(ePlayerDamage);
|
||||
LOG_DEBUG("Damage: %f", damage);
|
||||
}
|
||||
|
||||
Camera DefenderWeaponBehaviour::cameraFromEntity(EntityWrapper camera)
|
||||
{
|
||||
ComponentWrapper cTransform = camera["Transform"];
|
||||
ComponentWrapper cCamera = camera["Camera"];
|
||||
Camera cam(
|
||||
(float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height,
|
||||
(double)cCamera["FOV"],
|
||||
(double)cCamera["NearClip"],
|
||||
(double)cCamera["FarClip"]
|
||||
);
|
||||
cam.SetPosition(cTransform["Position"]);
|
||||
cam.SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
|
||||
return cam;
|
||||
}
|
||||
@@ -0,0 +1,79 @@
|
||||
#include "Systems/Weapon/SidearmWeaponBehaviour.h"
|
||||
|
||||
void SidearmWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
|
||||
{
|
||||
double& cooldown = cWeapon["FireCooldown"];
|
||||
if (cooldown > 0) {
|
||||
cooldown -= dt;
|
||||
if (cooldown < 0) {
|
||||
cooldown = 0;
|
||||
}
|
||||
}
|
||||
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
|
||||
{
|
||||
if ((bool)cWeapon["Automatic"] && canFire(cWeapon)) {
|
||||
fireBullet(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["TriggerHeld"] = true;
|
||||
if (canFire(cWeapon)) {
|
||||
fireBullet(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["TriggerHeld"] = false;
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["FireCooldown"] = (double)cWeapon["EquipTime"];
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
// Make sure the trigger is released if weapon is holstered while firing
|
||||
cWeapon["TriggerHeld"] = false;
|
||||
|
||||
// Cancel any reload
|
||||
cWeapon["IsReloading"] = false;
|
||||
cWeapon["ReloadTimer"] = 0.0;
|
||||
|
||||
LOG_DEBUG("HOLSTER");
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
|
||||
|
||||
// Get weapon model based on current person
|
||||
EntityWrapper weaponModelEntity = getRelevantWeaponModelEntity(wi);
|
||||
if (!weaponModelEntity.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Tracer
|
||||
EntityWrapper tracerSpawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
|
||||
if (tracerSpawner.Valid()) {
|
||||
glm::vec3 origin = Transform::AbsolutePosition(tracerSpawner);
|
||||
glm::vec3 direction = Transform::AbsoluteOrientation(tracerSpawner) * glm::vec3(0, 0, -1);
|
||||
float distance = traceRayDistance(origin, direction);
|
||||
EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner);
|
||||
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
|
||||
}
|
||||
}
|
||||
|
||||
bool SidearmWeaponBehaviour::canFire(ComponentWrapper cWeapon)
|
||||
{
|
||||
bool triggerHeld = cWeapon["TriggerHeld"];
|
||||
double& cooldown = cWeapon["FireCooldown"];
|
||||
// TODO: Ammo checks
|
||||
return triggerHeld && cooldown <= 0.0;
|
||||
}
|
||||
+50
-6
@@ -13,7 +13,7 @@ WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree<Enti
|
||||
|
||||
void WeaponSystem::Update(double dt)
|
||||
{
|
||||
|
||||
// TODO: Clear inactive weapons
|
||||
}
|
||||
|
||||
void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt)
|
||||
@@ -72,20 +72,64 @@ bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
|
||||
|
||||
void WeaponSystem::selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot)
|
||||
{
|
||||
std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
|
||||
|
||||
// Find the weapon attachments matching the slot selected
|
||||
EntityWrapper firstPersonAttachment;
|
||||
EntityWrapper thirdPersonAttachment;
|
||||
for (auto& attachment : weaponAttachments) {
|
||||
ComponentWrapper cWeaponAttachment = attachment["WeaponAttachment"];
|
||||
if ((ComponentInfo::EnumType)cWeaponAttachment["Slot"] == slot) {
|
||||
ComponentWrapper::SubscriptProxy person = cWeaponAttachment["Person"];
|
||||
if (person == person.Enum("FirstPerson")) {
|
||||
firstPersonAttachment = attachment;
|
||||
} else if (person == person.Enum("ThirdPerson")) {
|
||||
thirdPersonAttachment = attachment;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (firstPersonAttachment.Valid() && thirdPersonAttachment.Valid()) {
|
||||
LOG_WARNING("No weapon attachment found for slot %i of player #%i", slot, player.ID);
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO: Delete old weapons
|
||||
|
||||
// Spawn the weapon(s)
|
||||
EntityWrapper firstPersonWeapon;
|
||||
EntityWrapper thirdPersonWeapon;
|
||||
if (firstPersonAttachment.Valid()) {
|
||||
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
|
||||
}
|
||||
if (thirdPersonAttachment.Valid()) {
|
||||
firstPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
|
||||
}
|
||||
|
||||
// Create the correct behaviour
|
||||
if (firstPersonWeapon.Valid()) {
|
||||
if (firstPersonWeapon.HasComponent("AssaultWeapon") {
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// Primary
|
||||
if (slot == 1) {
|
||||
// TODO: if class...
|
||||
if (m_ActiveWeapons.count(player) == 0) {
|
||||
m_ActiveWeapons.insert(std::make_pair(player, std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_Renderer, m_CollisionOctree, player)));
|
||||
} else {
|
||||
//m_ActiveWeapons.erase(player);
|
||||
}
|
||||
nextBehaviour = std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_Renderer, m_CollisionOctree, player);
|
||||
}
|
||||
|
||||
// Secondary
|
||||
if (slot == 2) {
|
||||
//m_ActiveWeapons[player] = std::make_shared<PistolWeaponBehaviour>();
|
||||
}
|
||||
|
||||
if (nextBehaviour != nullptr) {
|
||||
// TODO: Destroy previous behaviour and make new
|
||||
if (m_ActiveWeapons.count(player) == 0) {
|
||||
m_ActiveWeapons[player] = nextBehaviour;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool WeaponSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
@@ -9,7 +9,9 @@ int main(int argc, char* argv[])
|
||||
|
||||
Game game(argc, argv);
|
||||
while (game.Running()) {
|
||||
PerformanceTimer::StartTimer("Game-Tick");
|
||||
game.Tick();
|
||||
PerformanceTimer::StopTimer("Game-Tick");
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
||||
Reference in New Issue
Block a user