Compare commits
10 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 4df936ca70 | |||
| 6c072aae45 | |||
| 68634126e5 | |||
| ee99821164 | |||
| 53ea5bd37d | |||
| 243276707a | |||
| 0cf92e99ff | |||
| 3ba73b8206 | |||
| fcf5117952 | |||
| fb80d088e4 |
+1
-1
Submodule assets updated: 298641b1af...3af64d8b1f
@@ -33,14 +33,12 @@ public:
|
||||
if (m_Quality == 0) {
|
||||
return m_BlackTexture->m_Texture;
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||||
} else {
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||||
return m_FinalGaussianTexture;
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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 GaussianLodPass(GLuint mipMap, GLuint texture);
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||||
void CombineGaussianBlur();
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||||
Texture* m_BlackTexture;
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Model* m_ScreenQuad;
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||||
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||||
@@ -49,19 +47,15 @@ private:
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||||
//const LightCullingPass* m_LightCullingPass
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int m_Iterations;
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int m_Quality = 0;
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int m_BloomLod = 5;
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||||
|
||||
GLuint m_GaussianTexture_horiz = 0;
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||||
GLuint m_GaussianTexture_vert = 0;
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GLuint m_FinalGaussianTexture = 0;
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FrameBuffer* m_GaussianFrameBuffer_horiz = nullptr;
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||||
FrameBuffer* m_GaussianFrameBuffer_vert = nullptr;
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||||
FrameBuffer m_GaussianCombineBuffer;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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||||
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ShaderProgram* m_GaussianProgram_horiz;
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||||
ShaderProgram* m_GaussianProgram_vert;
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ShaderProgram* m_GaussianCombineProgram;
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||||
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};
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||||
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||||
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||||
@@ -1,19 +0,0 @@
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#ifndef EResolutionChanged_h__
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#define EResolutionChanged_h__
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#include "../Core/Event.h"
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#include "../Core/Util/Rectangle.h"
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||||
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namespace Events
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||||
{
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||||
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// Fired when the framebuffer size changes
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struct ResolutionChanged : Event
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||||
{
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||||
Rectangle OldResolution;
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Rectangle NewResolution;
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};
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||||
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}
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||||
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#endif
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@@ -27,6 +27,8 @@ struct ExplosionEffectJob : ModelJob
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Velocity = (glm::vec2)explosionEffectComponent["Velocity"];
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ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"];
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ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"];
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Reverse = (bool)explosionEffectComponent["Reverse"];
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ColorDistanceScalar = (double)explosionEffectComponent["ColorDistanceScalar"];
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};
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glm::vec3 ExplosionOrigin;
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@@ -38,12 +40,14 @@ struct ExplosionEffectJob : ModelJob
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glm::vec4 EndColor;
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bool Randomness = false;
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|
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float RandomnessScalar = 1.f;
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||||
double RandomnessScalar = 1.f;
|
||||
glm::vec2 Velocity;
|
||||
bool ColorByDistance = false;
|
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//bool ReverseAnimation = false;
|
||||
//bool Wireframe = false;
|
||||
bool ExponentialAccelaration = false;
|
||||
bool Reverse = false;
|
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double ColorDistanceScalar = 1.f;
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||||
|
||||
std::array<float, 50> RandomNumbers = {
|
||||
0.3257552917701f,
|
||||
|
||||
@@ -7,12 +7,11 @@
|
||||
class BufferResource
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||||
{
|
||||
public:
|
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BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod);
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||||
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment);
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||||
|
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GLuint* m_ResourceHandle;
|
||||
GLenum m_ResourceType;
|
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GLenum m_Attachment;
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||||
GLuint m_MipMapLod = 0;
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private:
|
||||
|
||||
};
|
||||
@@ -21,15 +20,15 @@ template <GLenum RESOURCETYPE>
|
||||
class ResourceType : public BufferResource
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||||
{
|
||||
public:
|
||||
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod)
|
||||
: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { }
|
||||
ResourceType(GLuint* resourceHandle, GLenum attachment)
|
||||
: BufferResource(resourceHandle, RESOURCETYPE, attachment) { }
|
||||
};
|
||||
|
||||
class Texture2D : public ResourceType<GL_TEXTURE_2D>
|
||||
{
|
||||
public:
|
||||
Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
|
||||
: ResourceType(resourceHandle, attachment, mipMapLod) { };
|
||||
Texture2D(GLuint* resourceHandle, GLenum attachment)
|
||||
: ResourceType(resourceHandle, attachment) { };
|
||||
|
||||
~Texture2D();
|
||||
};
|
||||
@@ -38,7 +37,7 @@ class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
|
||||
{
|
||||
public:
|
||||
RenderBuffer(GLuint* resourceHandle, GLenum attachment)
|
||||
: ResourceType(resourceHandle, attachment, 0)
|
||||
: ResourceType(resourceHandle, attachment)
|
||||
{ };
|
||||
|
||||
~RenderBuffer();
|
||||
@@ -48,7 +47,7 @@ class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
|
||||
{
|
||||
public:
|
||||
Texture2DArray(GLuint* resourceHandle, GLenum attachment)
|
||||
: ResourceType(resourceHandle, attachment, 0)
|
||||
: ResourceType(resourceHandle, attachment)
|
||||
{ };
|
||||
|
||||
~Texture2DArray();
|
||||
|
||||
@@ -54,7 +54,7 @@ private:
|
||||
struct Frustum {
|
||||
Plane Planes[4];
|
||||
};
|
||||
Frustum* m_Frustums = nullptr;
|
||||
Frustum* m_Frustums;
|
||||
|
||||
//This should be a component
|
||||
struct LightSource {
|
||||
@@ -74,11 +74,11 @@ private:
|
||||
glm::vec2 Padding = glm::vec2(1.f, 2.f);
|
||||
};
|
||||
|
||||
LightGrid* m_LightGrid = nullptr;
|
||||
LightGrid* m_LightGrid;
|
||||
|
||||
int m_LightOffset = 0;
|
||||
|
||||
float* m_LightIndex = nullptr;
|
||||
float* m_LightIndex;
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -19,7 +19,6 @@
|
||||
#include "../Core/Octree.h"
|
||||
#include "../Collision/EntityAABB.h"
|
||||
#include "../Core/ConfigFile.h"
|
||||
#include "EResolutionChanged.h"
|
||||
|
||||
class RenderSystem : public ImpureSystem
|
||||
{
|
||||
@@ -37,8 +36,6 @@ private:
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
||||
Octree<EntityAABB>* m_Octree;
|
||||
|
||||
EventRelay<RenderSystem, Events::ResolutionChanged> m_EResolutionChanged;
|
||||
bool OnResolutionChanged(Events::ResolutionChanged &event);
|
||||
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
|
||||
bool OnSetCamera(Events::SetCamera &event);
|
||||
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
|
||||
|
||||
@@ -28,12 +28,10 @@
|
||||
#include "Util/CommonFunctions.h"
|
||||
#include "Core/PerformanceTimer.h"
|
||||
#include "ShadowPass.h"
|
||||
#include "EResolutionChanged.h"
|
||||
|
||||
class Renderer : public IRenderer
|
||||
{
|
||||
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
|
||||
static void glfwWindowSizeCallback(GLFWwindow* window, int width, int height);
|
||||
|
||||
public:
|
||||
Renderer(EventBroker* eventBroker, ConfigFile* config)
|
||||
@@ -42,14 +40,13 @@ public:
|
||||
{ }
|
||||
~Renderer();
|
||||
|
||||
virtual void SetResolution(const Rectangle& resolution) override;
|
||||
|
||||
virtual void Initialize() override;
|
||||
virtual void Update(double dt) override;
|
||||
virtual void Draw(RenderFrame& frame) override;
|
||||
|
||||
virtual PickData Pick(glm::vec2 screenCoord) override;
|
||||
|
||||
|
||||
private:
|
||||
//----------------------Variables----------------------//
|
||||
|
||||
@@ -93,14 +90,11 @@ private:
|
||||
void InputUpdate(double dt);
|
||||
//void PickingPass(RenderQueueCollection& rq);
|
||||
//void DrawScreenQuad(GLuint textureToDraw);
|
||||
void setWindowSize(Rectangle size);
|
||||
void updateFramebufferSize();
|
||||
|
||||
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
|
||||
void SortRenderJobsByDepth(RenderScene &scene);
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||
|
||||
//--------------------ShaderPrograms-------------------//
|
||||
//--------------------ShaderPrograms-------------------//
|
||||
ShaderProgram* m_BasicForwardProgram;
|
||||
ShaderProgram* m_ExplosionEffectProgram;
|
||||
|
||||
|
||||
@@ -21,14 +21,13 @@ struct SpriteJob : RenderJob
|
||||
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
|
||||
: RenderJob()
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||||
{
|
||||
Model = ResourceManager::Load<::Model>((std::string)cSprite["Model"]);
|
||||
Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
|
||||
::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
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||||
TextureID = 0;
|
||||
|
||||
DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]);
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||||
IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
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||||
|
||||
Linear = (bool)cSprite["Linear"];
|
||||
IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
|
||||
|
||||
StartIndex = matProp.material->StartIndex;
|
||||
EndIndex = matProp.material->EndIndex;
|
||||
@@ -49,26 +48,6 @@ struct SpriteJob : RenderJob
|
||||
|
||||
FillColor = fillColor;
|
||||
FillPercentage = fillPercentage;
|
||||
|
||||
glm::vec3 scale = Transform::AbsoluteScale(world, cSprite.EntityID);
|
||||
|
||||
if((bool)cSprite["KeepRatio"] == true) {
|
||||
if(scale.y >= scale.x) {
|
||||
ScaleY = (scale.x)/(scale.y);
|
||||
ScaleX = 1.f;
|
||||
} else {
|
||||
ScaleY = 1.f;
|
||||
ScaleX = (scale.x)/(scale.y);
|
||||
}
|
||||
} else {
|
||||
if ((bool)cSprite["KeepRatioX"] == true) {
|
||||
ScaleX = scale.x;
|
||||
}
|
||||
if ((bool)cSprite["KeepRatioY"] == true) {
|
||||
ScaleY = scale.y;
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
unsigned int TextureID;
|
||||
@@ -90,9 +69,6 @@ struct SpriteJob : RenderJob
|
||||
bool Pickable;
|
||||
bool IsIndicator = false;
|
||||
bool BlurBackground = false;
|
||||
float ScaleX = 1;
|
||||
float ScaleY = 1;
|
||||
bool Linear = false;
|
||||
|
||||
glm::vec4 FillColor = glm::vec4(0);
|
||||
float FillPercentage = 0.0;
|
||||
|
||||
@@ -16,11 +16,7 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
|
||||
return false;
|
||||
}
|
||||
|
||||
#ifdef DEBUG
|
||||
#define GLERROR(function) \
|
||||
_GLERROR(function, __BASE_FILE__, __func__, __LINE__)
|
||||
#else
|
||||
#define GLERROR(function) false
|
||||
#endif
|
||||
|
||||
#endif
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
#include "Common.h"
|
||||
#include "Core/System.h"
|
||||
#include "Engine/GLM.h"
|
||||
|
||||
class ExplosionEffectSystem : public PureSystem
|
||||
{
|
||||
|
||||
@@ -27,12 +27,9 @@ private:
|
||||
std::random_device m_RandomDevice;
|
||||
std::mt19937 m_RandomEngine;
|
||||
|
||||
|
||||
|
||||
// Weapon functions
|
||||
void fireShell(ComponentWrapper cWeapon, WeaponInfo& wi);
|
||||
void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, const std::vector<glm::vec2>& pattern);
|
||||
void spawnTracers(ComponentWrapper cWeapon, WeaponInfo& wi, std::vector<glm::vec2> pattern);
|
||||
void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage);
|
||||
bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi);
|
||||
|
||||
// Utility
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Camera xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Camera.xsd">
|
||||
<FOV>59</FOV> <!-- 90 horizontal FOV at 1080p -->
|
||||
<FOV>45</FOV>
|
||||
<NearClip>0.01</NearClip>
|
||||
<FarClip>5000</FarClip>
|
||||
</Camera>
|
||||
@@ -1,14 +1,14 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<DefenderWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DefenderWeapon.xsd">
|
||||
<Slot><Primary/></Slot>
|
||||
<MagazineAmmo>9999</MagazineAmmo>
|
||||
<MagazineAmmo>8</MagazineAmmo>
|
||||
<MagazineSize>8</MagazineSize>
|
||||
<Ammo>64</Ammo>
|
||||
<MaxAmmo>64</MaxAmmo>
|
||||
<BaseDamage>90</BaseDamage>
|
||||
<SpreadAngle>10</SpreadAngle>
|
||||
<SpreadAngle>0.174533</SpreadAngle> <!-- 0.174533 = 10 degrees -->
|
||||
<MaxTravelAngle>0.174533</MaxTravelAngle> <!-- 0.174533 = 10 degrees -->
|
||||
<NumPellets>9</NumPellets>
|
||||
<NumPellets>10</NumPellets>
|
||||
<RPM>120</RPM>
|
||||
<ViewPunch>0.03</ViewPunch>
|
||||
<ViewReturnSpeed>0.2</ViewReturnSpeed>
|
||||
|
||||
@@ -36,7 +36,7 @@
|
||||
<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>The spread angle radius.</xs:documentation></xs:annotation>
|
||||
<xs:annotation><xs:documentation>Spread angle in radians</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="MaxTravelAngle" type="t:float" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Maximum vertical aim travel angle in radians</xs:documentation></xs:annotation>
|
||||
|
||||
@@ -1,19 +1,21 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<ExplosionEffect xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ExplosionEffect.xsd">
|
||||
<ExplosionOrigin X="0" Y="0" Z="0"/>
|
||||
<TimeSinceDeath>0</TimeSinceDeath>
|
||||
<ExplosionDuration>2</ExplosionDuration>
|
||||
<TimeSinceDeath>0.0</TimeSinceDeath>
|
||||
<ExplosionDuration>2.0</ExplosionDuration>
|
||||
<Speed>1</Speed>
|
||||
<Delay>0</Delay>
|
||||
<!--<Gravity>1</Gravity>-->
|
||||
<!--<GravityForce>1</GravityForce>-->
|
||||
<!--<ObjectRadius>2</ObjectRadius>-->
|
||||
<EndColor R="0" G="0" B="0" A="0"/>
|
||||
<Randomness>0</Randomness>
|
||||
<RandomnessScalar>1</RandomnessScalar>
|
||||
<Randomness>false</Randomness>
|
||||
<RandomnessScalar>1.0</RandomnessScalar>
|
||||
<Velocity X="2" Y="2"/>
|
||||
<ColorByDistance>0</ColorByDistance>
|
||||
<!--<ReverseAnimation>0</ReverseAnimation>-->
|
||||
<ColorByDistance>false</ColorByDistance>
|
||||
<!--<Wireframe>0</Wireframe>-->
|
||||
<ExponentialAccelaration>0</ExponentialAccelaration>
|
||||
<ExponentialAccelaration>false</ExponentialAccelaration>
|
||||
<Pulsate>false</Pulsate>
|
||||
<Reverse>false</Reverse>
|
||||
<ColorDistanceScalar>1.0</ColorDistanceScalar>
|
||||
</ExplosionEffect>
|
||||
@@ -44,15 +44,21 @@
|
||||
<xs:element name="ColorByDistance" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Change the color by its moved distance instead of by its time</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<!--<xs:element name="ReverseAnimation" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Implosions are cooler</xs:documentation></xs:annotation>
|
||||
</xs:element>-->
|
||||
<!--<xs:element name="Wireframe" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Enable/disable wireframe</xs:documentation></xs:annotation>
|
||||
</xs:element>-->
|
||||
<xs:element name="ExponentialAccelaration" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Linear/Exponential accelaration</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Pulsate" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Pulsate the effect</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Reverse" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Reverse the effect</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="ColorDistanceScalar" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Scale the distance of the color change</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
|
||||
@@ -9,5 +9,5 @@
|
||||
<SpecularMap>true</SpecularMap>
|
||||
<GlowMap>true</GlowMap>
|
||||
<Shadow>true</Shadow>
|
||||
<GlowIntensity>1.0</GlowIntensity>
|
||||
<GlowIntensity>3.0</GlowIntensity>
|
||||
</Model>
|
||||
@@ -1,14 +1,9 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Sprite xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Sprite.xsd">
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<DiffuseTexture></DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color R="1" G="1" B="1" A="1"/>
|
||||
<Visible>true</Visible>
|
||||
<DepthSort>true</DepthSort>
|
||||
<KeepRatioX>false</KeepRatioX>
|
||||
<KeepRatioY>false</KeepRatioY>
|
||||
<KeepRatio>false</KeepRatio>
|
||||
<Linear>false</Linear>
|
||||
<BlurBackground>false</BlurBackground>
|
||||
</Sprite>
|
||||
|
||||
@@ -9,17 +9,14 @@
|
||||
</xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="Model" type="t:string" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The model the sprite will use.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="DiffuseTexture" type="t:string" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Diffuse Texture file.</xs:documentation></xs:annotation>
|
||||
<xs:annotation><xs:documentation>Diffuse Texture file</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="GlowMap" type="t:string" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>GlowMap file.</xs:documentation></xs:annotation>
|
||||
<xs:annotation><xs:documentation>GlowMap file</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Color" type="t:Color" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Color tint.</xs:documentation></xs:annotation>
|
||||
<xs:annotation><xs:documentation>Color tint</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Visible" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Whether the model is visible or not</xs:documentation></xs:annotation>
|
||||
@@ -27,18 +24,6 @@
|
||||
<xs:element name="DepthSort" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Whether the sprite should be sorted with depth or not. Only use false for textures that are on HUD</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="KeepRatioX" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Wether the sprite should repeat in x instead of stretch when scaled.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="KeepRatioY" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Wether the sprite should repeat in y instead of stretch when scaled.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="KeepRatio" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Keep a 1:1 ratio between X and Y.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Linear" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>If it should use Linear or Nearest sampling method.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="BlurBackground" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
|
||||
@@ -1,94 +0,0 @@
|
||||
<?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/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="RayBlue">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="0.174532995" Z="0"/>
|
||||
<Scale X="0" Y="1" Z="100"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||
<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.5"/>
|
||||
<Orientation X="0" Y="-1.57099998" Z="0"/>
|
||||
<Scale X="1" Y="0.0260000005" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||
<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.5"/>
|
||||
<Orientation X="0" Y="4.71218538" Z="3.14199996"/>
|
||||
<Scale X="1" Y="0.0260000005" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="RayBlue">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Scale X="0" Y="1" Z="100"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||
<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.5"/>
|
||||
<Orientation X="0" Y="-1.57099998" Z="0"/>
|
||||
<Scale X="1" Y="0.0260000005" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||
<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.5"/>
|
||||
<Orientation X="0" Y="4.71218538" Z="3.14199996"/>
|
||||
<Scale X="1" Y="0.0260000005" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -1,95 +1,39 @@
|
||||
<?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">
|
||||
<Entity name="Shield" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="1.70262027" Y="0.261695802" Z="-3.26634645"/>
|
||||
</c:Transform>
|
||||
<c:Blend>
|
||||
<Pose1>Deploy</Pose1>
|
||||
<Pose2>Idle</Pose2>
|
||||
<Weight>0</Weight>
|
||||
</c:Blend>
|
||||
<c:Model>
|
||||
<Resource>Models/Characters/Defender/DefenderShield.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="Back">
|
||||
<Entity name="Deploy">
|
||||
<Components>
|
||||
<c:Blend>
|
||||
<Pose1>Deploy</Pose1>
|
||||
<Pose2>Idle</Pose2>
|
||||
<Weight>0</Weight>
|
||||
</c:Blend>
|
||||
<c:Shielded/>
|
||||
<c:Model>
|
||||
<Resource>Models/Characters/Defender/DefenderShieldBack.mesh</Resource>
|
||||
<Color A="0.219607845" B="3.92156863" G="1" R="1"/>
|
||||
<Shadow>false</Shadow>
|
||||
<Transparent>true</Transparent>
|
||||
<NormalMap>false</NormalMap>
|
||||
<DiffuseTexture>false</DiffuseTexture>
|
||||
<SpecularMap>false</SpecularMap>
|
||||
<GlowMap>false</GlowMap>
|
||||
</c:Model>
|
||||
<c:Animation>
|
||||
<AnimationName>ActivateDeactiveShieldF</AnimationName>
|
||||
<Time>1</Time>
|
||||
<Speed>1</Speed>
|
||||
</c:Animation>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="Deploy">
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName>ActivateDeactiveShieldF</AnimationName>
|
||||
<Play>true</Play>
|
||||
</c:Animation>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Idle">
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName>ShieldFrontF</AnimationName>
|
||||
</c:Animation>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Front">
|
||||
<Entity name="Idle">
|
||||
<Components>
|
||||
<c:Blend>
|
||||
<Pose1>Deploy</Pose1>
|
||||
<Pose2>Idle</Pose2>
|
||||
<Weight>0</Weight>
|
||||
</c:Blend>
|
||||
<c:Model>
|
||||
<Resource>Models/Characters/Defender/DefenderShieldFront.mesh</Resource>
|
||||
<Color A="0.219607845" B="3.92156863" G="1" R="1"/>
|
||||
<Shadow>false</Shadow>
|
||||
<Transparent>true</Transparent>
|
||||
<NormalMap>false</NormalMap>
|
||||
<DiffuseTexture>false</DiffuseTexture>
|
||||
<SpecularMap>false</SpecularMap>
|
||||
<GlowMap>false</GlowMap>
|
||||
</c:Model>
|
||||
<c:Animation>
|
||||
<AnimationName>ShieldFrontF</AnimationName>
|
||||
<Speed>1</Speed>
|
||||
</c:Animation>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="Deploy">
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName>ActivateDeactiveShieldF</AnimationName>
|
||||
<Play>true</Play>
|
||||
</c:Animation>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Idle">
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName>ShieldFrontF</AnimationName>
|
||||
</c:Animation>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
|
||||
@@ -1,27 +0,0 @@
|
||||
<?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:Lifetime>
|
||||
<Lifetime>10</Lifetime>
|
||||
</c:Lifetime>
|
||||
<c:ExplosionEffect>
|
||||
<Velocity X="2" Y="2.30000019" Z="0"/>
|
||||
<ExplosionDuration>1</ExplosionDuration>
|
||||
<Randomness>true</Randomness>
|
||||
<ExponentialAccelaration>true</ExponentialAccelaration>
|
||||
</c:ExplosionEffect>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="1" G="1" R="3.92156863"/>
|
||||
<Shadow>false</Shadow>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children/>
|
||||
|
||||
</Entity>
|
||||
@@ -103,7 +103,7 @@
|
||||
<Color A="1" B="1" G="0.254901975" R="0"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.800000012" Y="0" Z="0"/>
|
||||
<Position X="-0.600000024" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
@@ -116,7 +116,7 @@
|
||||
<Color A="1" B="1" G="0.254901975" R="0"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.600000024" Y="0" Z="0.549540162"/>
|
||||
<Position X="0.800000012" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
@@ -157,106 +157,14 @@
|
||||
<Resource>Models/Weapons/Blue/DefenderWeaponBlue.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="-0" Z="0"/>
|
||||
<Position X="0.00681143999" Y="-0.204994932" Z="-0.209244296"/>
|
||||
<Orientation X="-0.581807375" Y="0.562133908" Z="-0.0719003305"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0.870232701" Y="0.640069604" Z="4.07769537"/>
|
||||
<Orientation X="0" Y="4.71238565" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="RayBlue">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="0.174532995" Z="0"/>
|
||||
<Scale X="0" Y="1" Z="100"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||
<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.5"/>
|
||||
<Orientation X="0" Y="-1.57099998" Z="0"/>
|
||||
<Scale X="1" Y="0.0260000005" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||
<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.5"/>
|
||||
<Orientation X="0" Y="4.71218538" Z="3.14199996"/>
|
||||
<Scale X="1" Y="0.0260000005" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="RayBlue">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Scale X="0" Y="1" Z="100"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||
<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.5"/>
|
||||
<Orientation X="0" Y="-1.57099998" Z="0"/>
|
||||
<Scale X="1" Y="0.0260000005" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||
<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.5"/>
|
||||
<Orientation X="0" Y="4.71218538" Z="3.14199996"/>
|
||||
<Scale X="1" Y="0.0260000005" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-4" Z="0"/>
|
||||
<Orientation X="0" Y="58.3794823" Z="0"/>
|
||||
<Orientation X="0" Y="55.3495064" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
@@ -34,49 +34,13 @@
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="AssaultClassPick">
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Icons/Classes/Assault-01.png</DiffuseTexture>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
<Command>PickClass</Command>
|
||||
<PressValue>1</PressValue>
|
||||
</c:InputCmdButton>
|
||||
<c:Transform>
|
||||
<Position X="-0.150000006" Y="-0.0500000007" Z="0"/>
|
||||
<Scale X="0.0799999982" Y="0.0799999982" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="AssaultText">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>Assault</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="0" G="1" R="0.784313738"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.800000012" Z="0"/>
|
||||
<Scale X="0.310000002" Y="0.310000002" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="DefenderClassPick">
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Icons/Classes/Defender-01.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
<Command>PickClass</Command>
|
||||
@@ -108,10 +72,9 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Icons/Classes/Sniper-01.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
<Command>PickClass</Command>
|
||||
@@ -139,6 +102,40 @@
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="AssaultClassPick">
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Icons/Classes/Assault-01.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
<Command>PickClass</Command>
|
||||
<PressValue>1</PressValue>
|
||||
</c:InputCmdButton>
|
||||
<c:Transform>
|
||||
<Position X="-0.150000006" Y="-0.0500000007" Z="0"/>
|
||||
<Scale X="0.0799999982" Y="0.0799999982" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="AssaultText">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>Assault</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="0" G="1" R="0.784313738"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.800000012" Z="0"/>
|
||||
<Scale X="0.310000002" Y="0.310000002" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="ClassPickText">
|
||||
<Components>
|
||||
<c:Text>
|
||||
@@ -157,10 +154,9 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
@@ -236,10 +232,9 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
@@ -271,11 +266,10 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="1" B="0" G="0.294117659" R="0.980392158"/>
|
||||
<Linear>true</Linear>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
<Command>PickTeam</Command>
|
||||
@@ -306,12 +300,10 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="1" B="0.980392158" G="0.294117659" R="0"/>
|
||||
<Linear>true</Linear>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
<Command>PickTeam</Command>
|
||||
@@ -342,10 +334,9 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||
<Visible>false</Visible>
|
||||
</c:Sprite>
|
||||
@@ -431,10 +422,9 @@
|
||||
<Entity name="BackgroundHexagon">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -451,10 +441,9 @@
|
||||
<CapturePointNumber>3</CapturePointNumber>
|
||||
</c:CapturePointHUD>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -469,10 +458,9 @@
|
||||
<Entity name="BackgroundHexagon">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -489,10 +477,9 @@
|
||||
<CapturePointNumber>4</CapturePointNumber>
|
||||
</c:CapturePointHUD>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -507,10 +494,9 @@
|
||||
<Entity name="BackgroundHexagon">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -527,10 +513,9 @@
|
||||
<CapturePointNumber>2</CapturePointNumber>
|
||||
</c:CapturePointHUD>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -545,10 +530,9 @@
|
||||
<Entity name="BackgroundHexagon">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -566,10 +550,9 @@
|
||||
<CapturePointNumber>1</CapturePointNumber>
|
||||
</c:CapturePointHUD>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -584,10 +567,9 @@
|
||||
<Entity name="BackgroundHexagon">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="0.699999988" B="0" G="0" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -602,10 +584,9 @@
|
||||
</c:Fill>
|
||||
<c:CapturePointHUD/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -623,10 +604,9 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
@@ -671,10 +651,9 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
|
||||
<Components>
|
||||
<c:Lifetime>
|
||||
<Lifetime>10</Lifetime>
|
||||
<Lifetime>0.10000000149011612</Lifetime>
|
||||
</c:Lifetime>
|
||||
<c:Transform>
|
||||
<Scale X="0" Y="1" Z="1"/>
|
||||
|
||||
@@ -1,21 +0,0 @@
|
||||
#version 430
|
||||
|
||||
layout (binding = 0) uniform sampler2D Texture;
|
||||
uniform int MaxMipMap;
|
||||
|
||||
|
||||
in VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
}Input;
|
||||
|
||||
out vec4 fragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 result = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
for(int i = 0; i < MaxMipMap; i++) {
|
||||
result += textureLod(Texture, Input.TextureCoordinate, i);
|
||||
}
|
||||
fragmentColor = result;
|
||||
}
|
||||
@@ -1,13 +0,0 @@
|
||||
#version 430
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
|
||||
out VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(Position, 1.0);
|
||||
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
|
||||
}
|
||||
@@ -15,6 +15,11 @@ uniform float RandomnessScalar;
|
||||
uniform vec2 Velocity;
|
||||
uniform bool ColorByDistance;
|
||||
uniform bool ExponentialAccelaration;
|
||||
uniform bool Reverse;
|
||||
uniform float ColorDistanceScalar;
|
||||
//uniform bool Gravity;
|
||||
//uniform bool Rotation;
|
||||
//uniform bool MaxRadius;
|
||||
|
||||
in VertexData{
|
||||
vec3 Position;
|
||||
@@ -41,169 +46,136 @@ out VertexData{
|
||||
layout(triangles) in;
|
||||
layout(triangle_strip, max_vertices = 3) out;
|
||||
|
||||
float EqualTo(float x, float y) {
|
||||
return 1.0 - abs(sign(x - y));
|
||||
}
|
||||
|
||||
float NotEqualTo(float x, float y) {
|
||||
return abs(sign(x - y));
|
||||
}
|
||||
|
||||
float GreaterThan(float x, float y) {
|
||||
return max(sign(x - y), 0.0);
|
||||
}
|
||||
|
||||
float LessThan(float x, float y) {
|
||||
return max(sign(y - x), 0.0);
|
||||
}
|
||||
|
||||
float GreaterEqualTo(float x, float y) {
|
||||
return 1.0 - LessThan(x, y);
|
||||
}
|
||||
|
||||
float LessEqualTo(float x, float y) {
|
||||
return 1.0 - GreaterThan(x, y);
|
||||
}
|
||||
|
||||
// returns a "random" number based on input parameter
|
||||
float GetRandomNumber(int polygon_index)
|
||||
{
|
||||
int randomIndex = int(mod(polygon_index, 50));
|
||||
|
||||
return RandomNumbers[randomIndex];
|
||||
return RandomNumbers[int(mod(polygon_index, 50))];
|
||||
}
|
||||
|
||||
float randomNumber = 0.0;
|
||||
float randomDistance = 0.0;
|
||||
|
||||
void main()
|
||||
vec3 CalcCenterOfTriangle(vec3 vertex0, vec3 vertex1, vec3 vertex2)
|
||||
{
|
||||
// calculate middle of vectors
|
||||
vec3 v1 = Input[1].Position - Input[0].Position;
|
||||
vec3 v2 = Input[2].Position - Input[0].Position;
|
||||
vec3 v3 = Input[2].Position - (v1 / 2);
|
||||
vec3 v4 = Input[1].Position - (v2 / 2);
|
||||
vec3 dir1 = normalize(vertex1 - vertex0);
|
||||
vec3 dir2 = normalize(vertex2 - vertex0);
|
||||
|
||||
// calculate intersection
|
||||
|
||||
// normalize direction
|
||||
vec3 dir1 = normalize(v1);
|
||||
vec3 dir2 = normalize(v2);
|
||||
|
||||
vec3 vecA = Input[2].Position - Input[1].Position; //o2 - o1
|
||||
vec3 vecA = vertex2 - vertex1; //o2 - o1
|
||||
vec3 vecB = cross(dir1, dir2);
|
||||
|
||||
mat3 matrisA = mat3(vecA, dir2, vecB);
|
||||
|
||||
float lengthA = length(vecB);
|
||||
lengthA = lengthA * lengthA;
|
||||
|
||||
|
||||
float s = determinant(matrisA) / lengthA;
|
||||
|
||||
// center position of triangle
|
||||
vec3 centerOfTriangle = Input[1].Position + (s * dir1);
|
||||
|
||||
return vertex1 + (s * dir1);
|
||||
}
|
||||
|
||||
void PassThingsThrough(int index)
|
||||
{
|
||||
// pass through vertex data
|
||||
Output.Normal = Input[index].Normal;
|
||||
Output.Position = Input[index].Position;
|
||||
Output.TextureCoordinate = Input[index].TextureCoordinate;
|
||||
Output.Tangent = Input[index].Tangent;
|
||||
Output.BiTangent = Input[index].BiTangent;
|
||||
Output.ExplosionColor = EndColor;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 centerOfTriangle = CalcCenterOfTriangle(Input[0].Position, Input[1].Position, Input[2].Position);
|
||||
|
||||
// center position of triangle to origin vector
|
||||
vec3 origin2TriangleCenterVector = centerOfTriangle - ExplosionOrigin;
|
||||
vec3 normalizedOrigin2TriangleCenterVector = normalize(origin2TriangleCenterVector);
|
||||
|
||||
// distance between origin and the center of the current triangle
|
||||
float origin2TriangleCenterDistance = length(origin2TriangleCenterVector);
|
||||
|
||||
// time percentage until end of explosion (0.0-1.0)
|
||||
float timePercetage = TimeSinceDeath / ExplosionDuration;
|
||||
|
||||
// get a random number if randomness is enabled, otherwise the random number will be zero and won't affect the other algorithms
|
||||
if (Randomness == true)
|
||||
{
|
||||
randomDistance = GetRandomNumber(gl_PrimitiveIDIn) * RandomnessScalar;
|
||||
}
|
||||
// get a random number if randomness is enabled, otherwise the random distance will be zero and won't affect the other algorithms
|
||||
float randomDistance = float(Randomness) * GetRandomNumber(gl_PrimitiveIDIn) * RandomnessScalar;
|
||||
|
||||
vec2 randomVelocity = Velocity * (randomDistance + 1.0);
|
||||
|
||||
// accelaration to use on current frame. is a interpolation between start and end value
|
||||
float currentVelocity = mix(randomVelocity.x, randomVelocity.y, timePercetage);
|
||||
|
||||
if (ExponentialAccelaration == true)
|
||||
{
|
||||
currentVelocity = pow(currentVelocity, 2) / 2.0;
|
||||
}
|
||||
// if the accelaration should be exponential
|
||||
currentVelocity = currentVelocity * max(currentVelocity * float(ExponentialAccelaration), 1.0);
|
||||
|
||||
// distance between origin and the center of the current triangle
|
||||
float origin2TriangleCenterDistance = length(origin2TriangleCenterVector);
|
||||
// the distance the blast has moved since the beginning, i.e. its radius
|
||||
float blastWave = TimeSinceDeath * currentVelocity;
|
||||
|
||||
// the distance from origin to the triangle center with eventual randomness added
|
||||
float fullDistanceWithRandomness = origin2TriangleCenterDistance + randomDistance;
|
||||
|
||||
// vector from the triangle center to the explosion's shockwave
|
||||
vec3 triangleCenter2ExplosionRadius = (normalizedOrigin2TriangleCenterVector * (TimeSinceDeath * currentVelocity)) - (normalizedOrigin2TriangleCenterVector * fullDistanceWithRandomness);
|
||||
float origin2TriangleCenterDistanceWithRandomness = origin2TriangleCenterDistance + randomDistance;
|
||||
|
||||
// if the triangle is inside the blast radius...
|
||||
if (fullDistanceWithRandomness <= (TimeSinceDeath * currentVelocity))
|
||||
vec3 triangleCenter2ExplosionRadius = (normalizedOrigin2TriangleCenterVector * blastWave) - (normalizedOrigin2TriangleCenterVector * origin2TriangleCenterDistanceWithRandomness);
|
||||
|
||||
// if the triangle is inside the blast's radius...
|
||||
float isInsideBlastRadius = LessEqualTo(origin2TriangleCenterDistanceWithRandomness, blastWave);
|
||||
|
||||
// calculate the max distance (s) the triangle will move
|
||||
float accelaration = (randomVelocity.y - randomVelocity.x) / ExplosionDuration;
|
||||
float maxDistance = (randomVelocity.x * ExplosionDuration) + (0.5 * accelaration * ExplosionDuration * ExplosionDuration);
|
||||
|
||||
// if explosion color should be affected by distance instead of time...
|
||||
if (ColorByDistance == true)
|
||||
{
|
||||
float maxRadius = max(TimeSinceDeath * currentVelocity, (ExplosionDuration * currentVelocity));
|
||||
|
||||
float a = (randomVelocity.y - randomVelocity.x) / ExplosionDuration;
|
||||
//float t = sqrt((2 * origin2TriangleCenterDistance) / a);
|
||||
|
||||
// if explosion color should be affected by distance instead of time...
|
||||
if (ColorByDistance == true)
|
||||
{
|
||||
// calculate the max distance (s) the triangle will move
|
||||
float s = (randomVelocity.x * ExplosionDuration) + (0.5 * a * pow(ExplosionDuration, 2));
|
||||
float te = (length(triangleCenter2ExplosionRadius) / s);
|
||||
|
||||
Output.ExplosionColor = EndColor;
|
||||
Output.ExplosionPercentageElapsed = te;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
Output.ExplosionColor = EndColor;
|
||||
Output.ExplosionPercentageElapsed = timePercetage;
|
||||
|
||||
}
|
||||
|
||||
// for every vertex on the triangle...
|
||||
for (int i = 0; i < gl_in.length(); i++)
|
||||
{
|
||||
// move the triangle to the blast radius
|
||||
vec3 ExplodedPosition = Input[i].Position + triangleCenter2ExplosionRadius;
|
||||
|
||||
// pass through vertex data
|
||||
Output.Normal = Input[i].Normal;
|
||||
Output.Position = Input[i].Position;
|
||||
Output.TextureCoordinate = Input[i].TextureCoordinate;
|
||||
Output.Tangent = Input[i].Tangent;
|
||||
Output.BiTangent = Input[i].BiTangent;
|
||||
for (int j = 0; j < MAX_SPLITS; j++)
|
||||
{
|
||||
Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
|
||||
}
|
||||
|
||||
// convert to model space for the gravity to always be in -y
|
||||
vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
|
||||
|
||||
// if there is gravity, apply it
|
||||
//if (Gravity == true)
|
||||
//{
|
||||
// // ---DO THIS----> //ExplodedPositionInModelSpace.y = ExplodedPositionInModelSpace.y - TimeSinceHit;
|
||||
//
|
||||
// ExplodedPositionInModelSpace.y = ExplodedPositionInModelSpace.y - pow(TimeSinceDeath, 2);
|
||||
//}
|
||||
|
||||
// convert to screen space
|
||||
gl_Position = P*V * ExplodedPositionInModelSpace;
|
||||
EmitVertex();
|
||||
}
|
||||
Output.ExplosionPercentageElapsed = (length(triangleCenter2ExplosionRadius) / maxDistance) * isInsideBlastRadius * ColorDistanceScalar;
|
||||
}
|
||||
else
|
||||
{
|
||||
// if explosion color should be affected by distance instead of time...
|
||||
if (ColorByDistance == true)
|
||||
{
|
||||
Output.ExplosionColor = EndColor;
|
||||
Output.ExplosionPercentageElapsed = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
Output.ExplosionColor = EndColor;
|
||||
Output.ExplosionPercentageElapsed = timePercetage;
|
||||
Output.ExplosionPercentageElapsed = timePercetage;
|
||||
}
|
||||
|
||||
vec3 ExplodedPosition;
|
||||
for (int i = 0; i < gl_in.length(); i++)
|
||||
{
|
||||
// move the triangle to the blast radius
|
||||
ExplodedPosition = Input[i].Position + (triangleCenter2ExplosionRadius * isInsideBlastRadius);
|
||||
|
||||
}
|
||||
|
||||
// for every vertex on the triangle...
|
||||
for(int i = 0; i < gl_in.length(); i++)
|
||||
{
|
||||
// pass through vertex data
|
||||
Output.Normal = Input[i].Normal;
|
||||
Output.Position = Input[i].Position;
|
||||
Output.TextureCoordinate = Input[i].TextureCoordinate;
|
||||
Output.Tangent = Input[i].Tangent;
|
||||
Output.BiTangent = Input[i].BiTangent;
|
||||
// pass through vertex data
|
||||
PassThingsThrough(i);
|
||||
for (int j = 0; j < MAX_SPLITS; j++)
|
||||
{
|
||||
Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
|
||||
}
|
||||
|
||||
// no change in position, pass through vertex
|
||||
gl_Position = gl_in[i].gl_Position;
|
||||
EmitVertex();
|
||||
}
|
||||
for (int j = 0; j < MAX_SPLITS; j++)
|
||||
{
|
||||
Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
|
||||
}
|
||||
|
||||
// convert to window space
|
||||
gl_Position = P * V * M * vec4(ExplodedPosition, 1.0);
|
||||
EmitVertex();
|
||||
}
|
||||
|
||||
//EndPrimitive();
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,6 @@
|
||||
#extension GL_EXT_gpu_shader4 : enable
|
||||
|
||||
layout (binding = 0) uniform sampler2D Texture;
|
||||
uniform int Lod;
|
||||
|
||||
in VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
@@ -11,14 +10,12 @@ in VertexData{
|
||||
out vec4 fragmentColor;
|
||||
|
||||
uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
|
||||
//uniform float weight[3] = float[](0.265495, 0.226535, 0.140718);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 tex_offset = 1.0 / textureSize(Texture, Lod);
|
||||
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
|
||||
vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
|
||||
vec3 result = center * weight[0];
|
||||
|
||||
for(int i = 1; i < 5; ++i) {
|
||||
vec4 eastFragments = texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0));
|
||||
vec4 westFragments = texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0));
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
#extension GL_EXT_gpu_shader4 : enable
|
||||
|
||||
layout (binding = 0) uniform sampler2D Texture;
|
||||
uniform int Lod;
|
||||
|
||||
in VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
@@ -11,14 +10,12 @@ in VertexData{
|
||||
out vec4 fragmentColor;
|
||||
|
||||
uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
|
||||
//uniform float weight[3] = float[](0.265495, 0.226535, 0.140718);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 tex_offset = 1.0 / textureSize(Texture, Lod);
|
||||
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
|
||||
vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
|
||||
vec3 result = center * weight[0];
|
||||
|
||||
for(int i = 1; i < 5; ++i) {
|
||||
vec4 northFragments = texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i));
|
||||
vec4 southFragments = texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i));
|
||||
|
||||
@@ -3,8 +3,6 @@
|
||||
uniform vec4 Color;
|
||||
uniform vec4 FillColor;
|
||||
uniform float FillPercentage;
|
||||
uniform float ScaleX;
|
||||
uniform float ScaleY;
|
||||
uniform mat4 P;
|
||||
|
||||
layout (binding = 1) uniform sampler2D DiffuseTexture;
|
||||
@@ -23,16 +21,15 @@ out vec4 bloomColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 diffuseTexel = texture2D(DiffuseTexture, vec2(Input.TextureCoordinate.x*ScaleX, Input.TextureCoordinate.y*ScaleY));
|
||||
vec4 glowTexel = texture2D(GlowMapTexture, vec2(Input.TextureCoordinate.x*ScaleX, Input.TextureCoordinate.y*ScaleY));
|
||||
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
|
||||
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
|
||||
|
||||
vec4 color_result = Color * diffuseTexel;
|
||||
|
||||
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
|
||||
float fillResult = floor(pos*FillPercentage);
|
||||
|
||||
color_result = FillColor*diffuseTexel.a*fillResult + color_result*(1-fillResult);
|
||||
|
||||
if(pos <= FillPercentage) {
|
||||
color_result = FillColor*diffuseTexel.a;
|
||||
}
|
||||
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||
|
||||
//bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
|
||||
|
||||
@@ -27,7 +27,7 @@ void EntityWrapper::AttachComponent(const char* componentName)
|
||||
|
||||
EntityWrapper EntityWrapper::Parent()
|
||||
{
|
||||
if (!Valid()) {
|
||||
if (this->World == nullptr || this->ID == EntityID_Invalid) {
|
||||
return EntityWrapper::Invalid;
|
||||
} else {
|
||||
return EntityWrapper(this->World, this->World->GetParent(this->ID));
|
||||
@@ -36,10 +36,6 @@ EntityWrapper EntityWrapper::Parent()
|
||||
|
||||
EntityWrapper EntityWrapper::FirstParentByName(const std::string& parentEntityName)
|
||||
{
|
||||
if (!Valid()) {
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
|
||||
EntityWrapper entity = *this;
|
||||
while (entity.Parent().Valid()) {
|
||||
entity = entity.Parent();
|
||||
@@ -52,10 +48,6 @@ EntityWrapper EntityWrapper::FirstParentByName(const std::string& parentEntityNa
|
||||
|
||||
EntityWrapper EntityWrapper::FirstChildByName(const std::string& name)
|
||||
{
|
||||
if (!Valid()) {
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
|
||||
return firstChildByNameRecursive(name, this->ID);
|
||||
}
|
||||
|
||||
@@ -86,10 +78,6 @@ EntityWrapper EntityWrapper::FirstLevelChildByName(const std::string& name)
|
||||
|
||||
EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& componentType)
|
||||
{
|
||||
if (!Valid()) {
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
|
||||
EntityWrapper entity = *this;
|
||||
while (entity.Parent().Valid()) {
|
||||
entity = entity.Parent();
|
||||
|
||||
@@ -86,7 +86,7 @@ bool EditorRenderSystem::OnSetCamera(Events::SetCamera& e)
|
||||
{
|
||||
ComponentWrapper cTransform = e.CameraEntity["Transform"];
|
||||
ComponentWrapper cCamera = e.CameraEntity["Camera"];
|
||||
m_EditorCamera->SetFOV(glm::radians(static_cast<float>((double)cCamera["FOV"])));
|
||||
m_EditorCamera->SetFOV(static_cast<float>((double)cCamera["FOV"]));
|
||||
m_EditorCamera->SetNearClip(static_cast<float>((double)cCamera["NearClip"]));
|
||||
m_EditorCamera->SetFarClip(static_cast<float>((double)cCamera["FarClip"]));
|
||||
m_EditorCamera->SetPosition(cTransform["Position"]);
|
||||
|
||||
@@ -97,14 +97,14 @@ void BlurHUD::ClearBuffer()
|
||||
glClearStencil(0x00);
|
||||
glStencilMask(~0);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_horiz.Unbind();
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClearStencil(0x00);
|
||||
glStencilMask(~0);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_vert.Unbind();
|
||||
|
||||
m_CombinedTextureBuffer.Bind();
|
||||
@@ -211,16 +211,12 @@ void BlurHUD::FillStencil(RenderScene& scene)
|
||||
RenderState state;
|
||||
|
||||
state.BindFramebuffer(m_GaussianFrameBuffer_horiz.GetHandle());
|
||||
state.Enable(GL_DEPTH_TEST);
|
||||
state.Disable(GL_DEPTH_TEST);
|
||||
state.Enable(GL_CULL_FACE);
|
||||
state.Enable(GL_STENCIL_TEST);
|
||||
state.StencilFunc(GL_ALWAYS, 1, 0xFF);
|
||||
state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
state.StencilMask(0xFF);
|
||||
|
||||
state.AlphaFunc(GL_GEQUAL, 0.95f);
|
||||
state.Enable(GL_ALPHA_TEST);
|
||||
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
|
||||
|
||||
m_FillDepthStencilProgram->Bind();
|
||||
|
||||
@@ -12,7 +12,6 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
|
||||
DrawBloomPass::~DrawBloomPass() {
|
||||
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
|
||||
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
|
||||
CommonFunctions::DeleteTexture(&m_FinalGaussianTexture);
|
||||
}
|
||||
|
||||
void DrawBloomPass::InitializeTextures()
|
||||
@@ -31,8 +30,9 @@ void DrawBloomPass::ChangeQuality(int quality)
|
||||
|
||||
if (m_Quality == 0) {
|
||||
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
|
||||
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
|
||||
CommonFunctions::DeleteTexture(&m_FinalGaussianTexture);
|
||||
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
|
||||
m_GaussianTexture_horiz = 0;
|
||||
m_GaussianTexture_vert = 0;
|
||||
return;
|
||||
}
|
||||
InitializeTextures();
|
||||
@@ -62,50 +62,22 @@ void DrawBloomPass::InitializeShaderPrograms()
|
||||
m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor");
|
||||
m_GaussianProgram_vert->Link();
|
||||
}
|
||||
|
||||
m_GaussianCombineProgram = ResourceManager::Load<ShaderProgram>("#GaussianCombineProgram");
|
||||
if (m_GaussianCombineProgram->GetHandle() == 0) {
|
||||
m_GaussianCombineProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/CombineGaussianTexture.vert.glsl")));
|
||||
m_GaussianCombineProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/CombineGaussianTexture.frag.glsl")));
|
||||
m_GaussianCombineProgram->Compile();
|
||||
m_GaussianCombineProgram->BindFragDataLocation(0, "fragmentColor");
|
||||
m_GaussianCombineProgram->Link();
|
||||
}
|
||||
}
|
||||
|
||||
void DrawBloomPass::InitializeBuffers()
|
||||
{
|
||||
CommonFunctions::GenerateMipMapTexture(
|
||||
&m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
|
||||
, GL_RGB, GL_FLOAT, m_BloomLod);
|
||||
CommonFunctions::GenerateMipMapTexture(
|
||||
&m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
|
||||
, GL_RGB, GL_FLOAT, m_BloomLod);
|
||||
CommonFunctions::GenerateTexture(&m_FinalGaussianTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
|
||||
if (m_GaussianCombineBuffer.GetHandle() == 0) {
|
||||
m_GaussianCombineBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_FinalGaussianTexture, GL_COLOR_ATTACHMENT0)));
|
||||
}
|
||||
m_GaussianCombineBuffer.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();
|
||||
|
||||
if(m_GaussianFrameBuffer_horiz == nullptr) {
|
||||
m_GaussianFrameBuffer_horiz = new FrameBuffer[m_BloomLod];
|
||||
}
|
||||
if (m_GaussianFrameBuffer_vert == nullptr) {
|
||||
m_GaussianFrameBuffer_vert = new FrameBuffer[m_BloomLod];
|
||||
}
|
||||
|
||||
for (int i = 0; i < m_BloomLod; i++) {
|
||||
if(m_GaussianFrameBuffer_horiz[i].GetHandle() == 0) {
|
||||
m_GaussianFrameBuffer_horiz[i].AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0, i)));
|
||||
}
|
||||
m_GaussianFrameBuffer_horiz[i].Generate();
|
||||
|
||||
if (m_GaussianFrameBuffer_vert[i].GetHandle() == 0) {
|
||||
m_GaussianFrameBuffer_vert[i].AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0, i)));
|
||||
}
|
||||
m_GaussianFrameBuffer_vert[i].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();
|
||||
}
|
||||
|
||||
|
||||
@@ -115,75 +87,33 @@ void DrawBloomPass::ClearBuffer()
|
||||
return;
|
||||
}
|
||||
GLERROR("PRE");
|
||||
for (int i = 0; i < m_BloomLod; i++) {
|
||||
m_GaussianFrameBuffer_horiz[i].Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_horiz[i].Unbind();
|
||||
m_GaussianFrameBuffer_vert[i].Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_vert[i].Unbind();
|
||||
|
||||
}
|
||||
m_GaussianCombineBuffer.Bind();
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_GaussianCombineBuffer.Unbind();
|
||||
m_GaussianFrameBuffer_horiz.Unbind();
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_vert.Unbind();
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
void DrawBloomPass::Draw(GLuint texture)
|
||||
{
|
||||
if (m_Quality == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < m_BloomLod; i++) {
|
||||
GaussianLodPass(i, texture);
|
||||
}
|
||||
CombineGaussianBlur();
|
||||
}
|
||||
|
||||
|
||||
void DrawBloomPass::OnWindowResize()
|
||||
{
|
||||
if (m_Quality == 0) {
|
||||
return;
|
||||
}
|
||||
CommonFunctions::GenerateMipMapTexture(
|
||||
&m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
|
||||
, GL_RGB, GL_FLOAT, m_BloomLod);
|
||||
CommonFunctions::GenerateMipMapTexture(
|
||||
&m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
|
||||
, GL_RGB, GL_FLOAT, m_BloomLod);
|
||||
for (int i = 0; i < m_BloomLod; i++) {
|
||||
m_GaussianFrameBuffer_vert[i].Generate();
|
||||
m_GaussianFrameBuffer_horiz[i].Generate();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture)
|
||||
{
|
||||
GLERROR("DrawBloomPass::Draw: Pre");
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width/(glm::pow(2, mipMap)), m_Renderer->GetViewportSize().Height/(glm::pow(2, mipMap)));
|
||||
|
||||
DrawBloomPassState state;
|
||||
|
||||
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
|
||||
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
|
||||
|
||||
m_GaussianProgram_vert->Bind();
|
||||
glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), mipMap);
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), mipMap);
|
||||
|
||||
|
||||
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
|
||||
m_GaussianFrameBuffer_horiz[mipMap].Bind();
|
||||
|
||||
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
@@ -193,56 +123,55 @@ void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture)
|
||||
//Iterate some times to make it more gaussian.
|
||||
for (int i = 1; i < m_Iterations; i++) {
|
||||
//Vertical pass
|
||||
m_GaussianFrameBuffer_vert[mipMap].Bind();
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
m_GaussianProgram_vert->Bind();
|
||||
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_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[mipMap].Unbind();
|
||||
m_GaussianFrameBuffer_vert.Unbind();
|
||||
|
||||
m_GaussianFrameBuffer_horiz[mipMap].Bind();
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
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[mipMap].Unbind();
|
||||
m_GaussianFrameBuffer_horiz.Unbind();
|
||||
}
|
||||
|
||||
//final vertical gaussian after the iterations are done
|
||||
|
||||
m_GaussianFrameBuffer_vert[mipMap].Bind();
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
m_GaussianProgram_vert->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||
|
||||
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);
|
||||
|
||||
GLERROR("DrawBloomPass::Draw: END");
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
m_GaussianFrameBuffer_vert[mipMap].Unbind();
|
||||
|
||||
}
|
||||
|
||||
void DrawBloomPass::CombineGaussianBlur()
|
||||
{
|
||||
m_GaussianCombineBuffer.Bind();
|
||||
m_GaussianCombineProgram->Bind();
|
||||
glUniform1i(glGetUniformLocation(m_GaussianCombineProgram->GetHandle(), "MaxMipMap"), m_BloomLod);
|
||||
|
||||
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);
|
||||
|
||||
GLERROR("DrawBloomPass::Draw: END");
|
||||
}
|
||||
|
||||
|
||||
void DrawBloomPass::OnWindowResize()
|
||||
{
|
||||
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();
|
||||
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();
|
||||
}
|
||||
|
||||
@@ -32,9 +32,9 @@ void DrawFinalPass::InitializeTextures()
|
||||
|
||||
void DrawFinalPass::InitializeFrameBuffers()
|
||||
{
|
||||
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
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);
|
||||
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
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);
|
||||
|
||||
@@ -311,8 +311,6 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
|
||||
GLERROR("TransparentObjects");
|
||||
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
stateSprite->Enable(GL_DEPTH_TEST);
|
||||
//stateSprite->AlphaFunc(GL_GEQUAL, 0.05f);
|
||||
//stateSprite->Enable(GL_ALPHA_TEST);
|
||||
DrawSprites(scene.Jobs.SpriteJob, scene);
|
||||
GLERROR("SpriteJobs");
|
||||
|
||||
@@ -345,8 +343,8 @@ void DrawFinalPass::OnWindowResize()
|
||||
//InitializeFrameBuffers();
|
||||
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
||||
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
CommonFunctions::GenerateTexture(&m_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();
|
||||
|
||||
GLERROR("Error changing texture resolutions");
|
||||
@@ -1232,7 +1230,7 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
if (lastShader != m_FillDepthStencilBufferProgram->GetHandle()) {
|
||||
@@ -1271,34 +1269,23 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
RenderState* jobState = new RenderState();
|
||||
|
||||
|
||||
for(auto& job : jobs) {
|
||||
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
||||
RenderState jobState;
|
||||
|
||||
if (spriteJob) {
|
||||
if(spriteJob->Depth == 0) {
|
||||
jobState->Disable(GL_DEPTH_TEST);
|
||||
jobState.Disable(GL_DEPTH_TEST);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "ScaleX"), spriteJob->ScaleX);
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "ScaleY"), spriteJob->ScaleY);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (spriteJob->DiffuseTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture);
|
||||
if (spriteJob->Linear) {
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
} else {
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
}
|
||||
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
|
||||
}
|
||||
@@ -1316,7 +1303,6 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
||||
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
|
||||
}
|
||||
}
|
||||
delete jobState;
|
||||
// m_SpriteProgram->Unbind();
|
||||
}
|
||||
|
||||
@@ -1333,7 +1319,12 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
|
||||
|
||||
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
|
||||
GLERROR("Bind 6 uniform");
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
|
||||
if (job->Reverse == false) {
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
|
||||
}
|
||||
else {
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), (job->ExplosionDuration - job->TimeSinceDeath));
|
||||
}
|
||||
GLERROR("Bind 7 uniform");
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), job->ExplosionDuration);
|
||||
GLERROR("Bind 8 uniform");
|
||||
@@ -1351,6 +1342,10 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
|
||||
GLERROR("Bind 14 uniform");
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration);
|
||||
GLERROR("Bind 15 uniform");
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "Reverse"), job->Reverse);
|
||||
GLERROR("Bind 15-2 uniform");
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "ColorDistanceScalar"), job->ColorDistanceScalar);
|
||||
GLERROR("Bind 15-3 uniform");
|
||||
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
|
||||
GLERROR("Bind 16 uniform");
|
||||
|
||||
@@ -2,12 +2,11 @@
|
||||
#include "Rendering/FrameBuffer.h"
|
||||
|
||||
|
||||
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod)
|
||||
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment)
|
||||
{
|
||||
m_ResourceHandle = resourceHandle;
|
||||
m_ResourceType = resourceType;
|
||||
m_Attachment = attachment;
|
||||
m_MipMapLod = mipMapLod;
|
||||
}
|
||||
|
||||
Texture2D::~Texture2D()
|
||||
@@ -59,7 +58,7 @@ void FrameBuffer::Generate()
|
||||
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
|
||||
switch ((*it)->m_ResourceType) {
|
||||
case GL_TEXTURE_2D:
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, (*it)->m_MipMapLod);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
|
||||
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
|
||||
break;
|
||||
case GL_RENDERBUFFER:
|
||||
|
||||
@@ -42,15 +42,6 @@ void LightCullingPass::SetSSBOSizes()
|
||||
{
|
||||
m_NumberOfTiles = (int)(m_Renderer->GetViewportSize().Width/TILE_SIZE) * (int)(m_Renderer->GetViewportSize().Height/TILE_SIZE);
|
||||
|
||||
if (m_Frustums != nullptr) {
|
||||
delete[] m_Frustums;
|
||||
}
|
||||
if (m_LightGrid != nullptr) {
|
||||
delete[] m_LightGrid;
|
||||
}
|
||||
if (m_LightIndex != nullptr) {
|
||||
delete[] m_LightIndex;
|
||||
}
|
||||
m_Frustums = new Frustum[m_NumberOfTiles];
|
||||
m_LightGrid = new LightGrid[m_NumberOfTiles];
|
||||
m_LightIndex = new float[m_NumberOfTiles*MAX_LIGHTS_PER_TILE];
|
||||
|
||||
@@ -24,7 +24,7 @@ void PickingPass::InitializeTextures()
|
||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
||||
|
||||
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
|
||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
|
||||
}
|
||||
|
||||
void PickingPass::InitializeFrameBuffers()
|
||||
|
||||
@@ -9,11 +9,10 @@ RenderSystem::RenderSystem(SystemParams params, const IRenderer* renderer, Rende
|
||||
, m_Octree(frustumCullOctree)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EResolutionChanged, &RenderSystem::OnResolutionChanged);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &RenderSystem::OnPlayerSpawned);
|
||||
|
||||
m_Camera = new Camera((float)m_Renderer->GetViewportSize().Width / m_Renderer->GetViewportSize().Height, glm::radians(45.f), 0.01f, 5000.f);
|
||||
m_Camera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f);
|
||||
}
|
||||
|
||||
RenderSystem::~RenderSystem()
|
||||
@@ -21,18 +20,11 @@ RenderSystem::~RenderSystem()
|
||||
delete m_Camera;
|
||||
}
|
||||
|
||||
bool RenderSystem::OnResolutionChanged(Events::ResolutionChanged& e)
|
||||
{
|
||||
// Update camera aspect ration on resolution change
|
||||
m_Camera->SetAspectRatio((float)e.NewResolution.Width / e.NewResolution.Height);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RenderSystem::OnSetCamera(Events::SetCamera& e)
|
||||
{
|
||||
ComponentWrapper cTransform = e.CameraEntity["Transform"];
|
||||
ComponentWrapper cCamera = e.CameraEntity["Camera"];
|
||||
m_Camera->SetFOV(glm::radians((double)cCamera["FOV"]));
|
||||
m_Camera->SetFOV((double)cCamera["FOV"]);
|
||||
m_Camera->SetNearClip((double)cCamera["NearClip"]);
|
||||
m_Camera->SetFarClip((double)cCamera["FarClip"]);
|
||||
m_Camera->SetPosition(cTransform["Position"]);
|
||||
|
||||
@@ -36,24 +36,16 @@ void Renderer::Initialize()
|
||||
m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
|
||||
}
|
||||
|
||||
void Renderer::glfwWindowSizeCallback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
m_WindowToRenderer[window]->setWindowSize(Rectangle(width, height));
|
||||
}
|
||||
|
||||
void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
m_WindowToRenderer[window]->updateFramebufferSize();
|
||||
}
|
||||
|
||||
void Renderer::SetResolution(const Rectangle& resolution)
|
||||
{
|
||||
m_Resolution = resolution;
|
||||
|
||||
if (m_Window != nullptr) {
|
||||
setWindowSize(resolution);
|
||||
updateFramebufferSize();
|
||||
}
|
||||
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_DrawBloomPass->OnWindowResize();
|
||||
currentRenderer->m_SSAOPass->OnWindowResize();
|
||||
}
|
||||
|
||||
void Renderer::InitializeWindow()
|
||||
@@ -75,7 +67,6 @@ void Renderer::InitializeWindow()
|
||||
LOG_ERROR("GLFW: Failed to create window");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
glfwSetWindowSizeCallback(m_Window, &glfwWindowSizeCallback);
|
||||
glfwSetFramebufferSizeCallback(m_Window, &glfwFrameBufferCallback);
|
||||
glfwMakeContextCurrent(m_Window);
|
||||
|
||||
@@ -120,31 +111,6 @@ void Renderer::InputUpdate(double dt)
|
||||
|
||||
}
|
||||
|
||||
void Renderer::setWindowSize(Rectangle size)
|
||||
{
|
||||
m_Resolution = size;
|
||||
glfwSetWindowSize(m_Window, size.Width, size.Height);
|
||||
}
|
||||
|
||||
void Renderer::updateFramebufferSize()
|
||||
{
|
||||
Events::ResolutionChanged e;
|
||||
e.OldResolution = m_ViewportSize;
|
||||
|
||||
int width, height;
|
||||
glfwGetFramebufferSize(m_Window, &width, &height);
|
||||
glViewport(0, 0, width, height);
|
||||
m_ViewportSize = Rectangle(width, height);
|
||||
m_PickingPass->OnWindowResize();
|
||||
m_DrawFinalPass->OnWindowResize();
|
||||
m_LightCullingPass->OnWindowResize();
|
||||
m_DrawBloomPass->OnWindowResize();
|
||||
m_SSAOPass->OnWindowResize();
|
||||
|
||||
e.NewResolution = m_ViewportSize;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
void Renderer::Update(double dt)
|
||||
{
|
||||
m_EventBroker->Process<Renderer>();
|
||||
@@ -297,7 +263,6 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
|
||||
GLERROR("Texture initialization failed");
|
||||
}
|
||||
|
||||
|
||||
void Renderer::InitializeRenderPasses()
|
||||
{
|
||||
m_PickingPass = new PickingPass(this, m_EventBroker);
|
||||
|
||||
@@ -233,11 +233,6 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
|
||||
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
|
||||
|
||||
m_GaussianProgram_vert->Bind();
|
||||
glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), 0);
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), 0);
|
||||
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
|
||||
@@ -257,6 +252,8 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
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
|
||||
@@ -268,6 +265,8 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
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();
|
||||
@@ -280,7 +279,8 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
|
||||
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);
|
||||
|
||||
|
||||
@@ -3,9 +3,9 @@
|
||||
TextureSprite::TextureSprite(std::string path)
|
||||
:Texture(path)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
||||
GLERROR("Texture load");
|
||||
}
|
||||
@@ -25,12 +25,10 @@ void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples
|
||||
|
||||
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
|
||||
{
|
||||
glDeleteTextures(1, texture);
|
||||
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, NULL);
|
||||
GLERROR("MipMap Texture glTexSubImage2D failed");
|
||||
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);
|
||||
|
||||
@@ -36,6 +36,10 @@ ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer*
|
||||
unsigned char pdata[3];
|
||||
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata);
|
||||
GLERROR("glReadPixels(pdata) Error");
|
||||
PickDataBuffer->Unbind();
|
||||
GLERROR("Unbind Error");
|
||||
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");
|
||||
|
||||
@@ -7,12 +7,15 @@ void ExplosionEffectSystem::UpdateComponent(EntityWrapper& entity, ComponentWrap
|
||||
delay = std::max(0.0, delay - dt);
|
||||
}
|
||||
|
||||
if (delay <= 0) {
|
||||
double& timeSinceDeath = component["TimeSinceDeath"];
|
||||
timeSinceDeath += (double)component["Speed"] * dt;
|
||||
if (timeSinceDeath < 0 || timeSinceDeath > (double)component["ExplosionDuration"]) {
|
||||
timeSinceDeath = 0.0;
|
||||
}
|
||||
}
|
||||
if (delay <= 0) {
|
||||
double& timeSinceDeath = component["TimeSinceDeath"];
|
||||
timeSinceDeath += (double)component["Speed"] * dt;
|
||||
if (timeSinceDeath < 0) {
|
||||
timeSinceDeath = 0.0;
|
||||
}
|
||||
else if (timeSinceDeath >(double)component["ExplosionDuration"]) {
|
||||
timeSinceDeath = (double)component["ExplosionDuration"];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -190,50 +190,60 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
|
||||
magAmmo -= 1;
|
||||
}
|
||||
|
||||
// We can't really do any valuable calculations without a valid camera
|
||||
if (!m_CurrentCamera.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
int numPellets = cWeapon["NumPellets"];
|
||||
float spreadAngle = cWeapon["SpreadAngle"];
|
||||
std::uniform_real_distribution<float> randomSpreadAngle(-spreadAngle, spreadAngle);
|
||||
|
||||
// Create a spread pattern
|
||||
std::vector<glm::vec2> pattern;
|
||||
// The first pellet is always centered
|
||||
pattern.push_back(glm::vec2(0, 0));
|
||||
// Any additional pellets form circles around the middle
|
||||
int numOuterPellets = numPellets - 1;
|
||||
float angleIncrement = glm::two_pi<float>() / numOuterPellets;
|
||||
for (int i = 0; i < numOuterPellets; ++i) {
|
||||
float angle = angleIncrement * i;
|
||||
glm::vec2 pellet = glm::vec2(glm::cos(angle), glm::sin(angle));
|
||||
pattern.push_back(pellet);
|
||||
// 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)));
|
||||
}
|
||||
|
||||
// Deal damage (clientside)
|
||||
dealDamage(cWeapon, wi, pattern);
|
||||
|
||||
// Spawn tracers
|
||||
spawnTracers(cWeapon, wi, pattern);
|
||||
double pelletDamage = (double)cWeapon["BaseDamage"] / numPellets;
|
||||
|
||||
// View punch
|
||||
//if (IsClient) {
|
||||
// EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
||||
// if (camera.Valid()) {
|
||||
// glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
|
||||
// float viewPunch = cWeapon["ViewPunch"];
|
||||
// float maxTravelAngle = cWeapon["MaxTravelAngle"];
|
||||
// float& currentTravel = cWeapon["CurrentTravel"];
|
||||
// if (currentTravel < maxTravelAngle) {
|
||||
// float change = viewPunch;
|
||||
// if (currentTravel + change > maxTravelAngle) {
|
||||
// change = maxTravelAngle - currentTravel;
|
||||
// }
|
||||
// cameraOrientation.x += change;
|
||||
// currentTravel += change;
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
if (IsClient) {
|
||||
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
||||
if (camera.Valid()) {
|
||||
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
|
||||
float viewPunch = cWeapon["ViewPunch"];
|
||||
float maxTravelAngle = cWeapon["MaxTravelAngle"];
|
||||
float& currentTravel = cWeapon["CurrentTravel"];
|
||||
if (currentTravel < maxTravelAngle) {
|
||||
float change = viewPunch;
|
||||
if (currentTravel + change > maxTravelAngle) {
|
||||
change = maxTravelAngle - currentTravel;
|
||||
}
|
||||
cameraOrientation.x += change;
|
||||
currentTravel += change;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
|
||||
// Play animation
|
||||
playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Fire");
|
||||
@@ -245,35 +255,7 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::spawnTracers(ComponentWrapper cWeapon, WeaponInfo& wi, std::vector<glm::vec2> pattern)
|
||||
{
|
||||
EntityWrapper muzzle = getRelevantWeaponEntity(wi).FirstChildByName("WeaponMuzzle");
|
||||
if (!muzzle.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
float spreadAngle = glm::radians((float)cWeapon["SpreadAngle"]);
|
||||
|
||||
for (auto& pellet : pattern) {
|
||||
glm::quat pelletRotation = glm::quat(Transform::AbsoluteOrientationEuler(wi.Player.FirstChildByName("Camera"))) * glm::quat(glm::vec3(pellet.y, pellet.x, 0) * spreadAngle);
|
||||
glm::vec3 origin = Transform::AbsolutePosition(wi.Player.FirstChildByName("Camera"));
|
||||
glm::vec3 direction = pelletRotation * glm::vec3(0, 0, -1);
|
||||
float distance = traceRayDistance(origin, direction);
|
||||
EntityWrapper ray = SpawnerSystem::Spawn(muzzle);
|
||||
if (ray.Valid()) {
|
||||
ComponentWrapper cTransform = ray["Transform"];
|
||||
glm::vec3& position = cTransform["Position"];
|
||||
glm::vec3& orientation = cTransform["Orientation"];
|
||||
glm::vec3& scale = cTransform["Scale"];
|
||||
|
||||
position = Transform::AbsolutePosition(wi.Player.FirstChildByName("Camera"));
|
||||
orientation = glm::eulerAngles(pelletRotation);
|
||||
scale.z = distance;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, const std::vector<glm::vec2>& pattern)
|
||||
void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage)
|
||||
{
|
||||
// Only deal damage client side
|
||||
if (!IsClient) {
|
||||
@@ -289,76 +271,47 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
|
||||
if (!wi.Player.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Convert the spread angle to screen coordinates, taking FOV into account
|
||||
Rectangle res = m_Renderer->GetViewportSize();
|
||||
float spreadAngle = glm::radians((float)cWeapon["SpreadAngle"]);
|
||||
float nearClip = (double)m_CurrentCamera["Camera"]["NearClip"];
|
||||
float farClip = (double)m_CurrentCamera["Camera"]["FarClip"];
|
||||
float yFOV = glm::radians((double)m_CurrentCamera["Camera"]["FOV"]);
|
||||
//float yRefFOV = glm::radians(59.f);
|
||||
//float yRef = glm::tan(yRefFOV) * nearClip;
|
||||
//float yRatio = yRef / (glm::tan(yFOV) * nearClip);
|
||||
//float yMax = (yRatio / 2.f) * spreadAngle * (res.Height / 2.f);
|
||||
float yRefFOV = glm::radians(59.f);
|
||||
float yRef = glm::tan(yRefFOV) * nearClip;
|
||||
float yRatio = yRef / (glm::tan(yFOV) * nearClip);
|
||||
float yMax = yRatio * (glm::tan(spreadAngle) * farClip);
|
||||
|
||||
LOG_DEBUG("Ratio: %f", yRatio);
|
||||
LOG_DEBUG("fatClip: %f", farClip);
|
||||
LOG_DEBUG("yMax: %f", yMax);
|
||||
double pelletDamage = (double)cWeapon["BaseDamage"] / pattern.size();
|
||||
|
||||
// Pick!
|
||||
std::unordered_map<EntityWrapper, double> damageSum;
|
||||
glm::vec2 screenCenter(res.Width / 2.f, res.Height / 2.f);
|
||||
for (auto& pellet : pattern) {
|
||||
glm::vec2 pickCoord = screenCenter + (pellet * glm::vec2(yMax, yMax));
|
||||
PickData pick = m_Renderer->Pick(pickCoord);
|
||||
|
||||
EntityWrapper victim(m_World, pick.Entity);
|
||||
if (!victim.Valid()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Temp hit decal
|
||||
EntityWrapper hit = ResourceManager::Load<EntityFile>("Schema/Entities/HitTest.xml")->MergeInto(m_World);
|
||||
hit["Transform"]["Position"] = pick.Position;
|
||||
|
||||
// Don't let us shoot ourselves in the foot somehow
|
||||
if (victim == LocalPlayer) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Only care about players being hit
|
||||
if (!victim.HasComponent("Player")) {
|
||||
victim = victim.FirstParentWithComponent("Player");
|
||||
if (!victim.Valid()) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Check for friendly fire
|
||||
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
|
||||
// TODO: Ammo sharing
|
||||
continue;
|
||||
}
|
||||
|
||||
damageSum[victim] += pelletDamage;
|
||||
((glm::vec3&)hit["Model"]["Color"]).b = 1.f;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
// Deal damage!
|
||||
for (auto& kv : damageSum) {
|
||||
// Deal damage!
|
||||
Events::PlayerDamage ePlayerDamage;
|
||||
ePlayerDamage.Inflictor = wi.Player;
|
||||
ePlayerDamage.Victim = kv.first;
|
||||
ePlayerDamage.Damage = kv.second;
|
||||
m_EventBroker->Publish(ePlayerDamage);
|
||||
LOG_DEBUG("Dealt %f damage to #%i", kv.second, kv.first.ID);
|
||||
// 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);
|
||||
}
|
||||
|
||||
bool DefenderWeaponBehaviour::canFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
|
||||
Reference in New Issue
Block a user