Merge branch 'master' of github.com:sippeangelo/Return-to-the-Return-of-Return-Fire-2-Returngeance

This commit is contained in:
2014-06-04 13:40:23 +02:00
15 changed files with 286 additions and 146 deletions
+1 -1
Submodule assets updated: c2ee1b0198...e09ebf5a29
+2
View File
@@ -20,6 +20,7 @@ struct ParticleEmitter : Component
, SpreadAngle(0)
, LifeTime(0)
, TimeSinceLastSpawn(100)
, Emitting(false)
, Color(glm::vec4(0)) { }
EntityID ParticleTemplate;
@@ -32,6 +33,7 @@ struct ParticleEmitter : Component
double LifeTime;
bool UseGoalVelocity;
bool Fade;
bool Emitting;
glm::vec3 GoalVelocity;
std::vector<float> AngularVelocitySpectrum;
std::vector<glm::vec3> OrientationSpectrum; //Keep? noo..
+8 -2
View File
@@ -9,8 +9,10 @@ namespace Events
{
struct CreateExplosion : Event
{
CreateExplosion()
: Color(glm::vec4(0)) {}
CreateExplosion() :
Color(glm::vec4(0)),
UseGoalVector(false) {}
glm::vec3 Position;
glm::vec4 Color;
double LifeTime;
@@ -20,6 +22,10 @@ namespace Events
float Speed;
float SpreadAngle;
std::vector<float> ParticleScale;
bool UseGoalVector;
glm::vec3 GoalVelocity;
bool Emitting;
float SpawnFrequency;
};
}
+9 -6
View File
@@ -93,7 +93,7 @@ Model::Model(std::shared_ptr<ResourceManager> rm, OBJ &obj)
if (Vertices.size() > 0)
{
CreateTangents();
//getSimilarVertexIndex();
getSimilarVertexIndex();
CreateBuffers(Vertices, Normals, TangentNormals, BiTangentNormals, TextureCoords);
}
else
@@ -105,7 +105,7 @@ Model::Model(std::shared_ptr<ResourceManager> rm, OBJ &obj)
void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec3> normals, std::vector<glm::vec3> tangents, std::vector<glm::vec3> biTangents, std::vector<glm::vec2>textureCoords)
{
LOG_INFO("Generating VertexBuffer");
//LOG_INFO("Generating VertexBuffer");
glGenBuffers(1, &VertexBuffer);
if (vertices.size() > 0)
{
@@ -118,7 +118,7 @@ void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec
LOG_WARNING("Created empty vertex buffer!");
}
LOG_INFO("Generating NormalBuffer");
//LOG_INFO("Generating NormalBuffer");
glGenBuffers(1, &NormalBuffer);
if (normals.size() > 0)
{
@@ -131,7 +131,7 @@ void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec
LOG_WARNING("Created empty normal buffer!");
}
LOG_INFO("Generating TangentNormalsBuffer");
//LOG_INFO("Generating TangentNormalsBuffer");
glGenBuffers(1, &TangentNormalsBuffer);
if (tangents.size() > 0)
{
@@ -144,7 +144,7 @@ void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec
LOG_WARNING("Created empty tangent buffer!");
}
LOG_INFO("Generating BiTangentNormalsBuffer");
//LOG_INFO("Generating BiTangentNormalsBuffer");
glGenBuffers(1, &BiTangentNormalsBuffer);
if (biTangents.size() > 0)
{
@@ -158,7 +158,7 @@ void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec
}
LOG_INFO("Generating textureCoordBuffer");
//LOG_INFO("Generating textureCoordBuffer");
glGenBuffers(1, &TextureCoordBuffer);
if (textureCoords.size() > 0)
{
@@ -223,6 +223,8 @@ void Model::getSimilarVertexIndex()
{
glm::vec3 tempNormal, tempTangent, tempBiTangent;
if(glm::dot(Normals[i], Normals[t]) > 0)
{
tempNormal = Normals[i] + Normals[t];
tempTangent = TangentNormals[i] + TangentNormals[t];
tempBiTangent = BiTangentNormals[i] + BiTangentNormals[t];
@@ -240,6 +242,7 @@ void Model::getSimilarVertexIndex()
}
}
}
}
void Model::CreateTangents()
{
+3 -3
View File
@@ -13,7 +13,7 @@ bool OBJ::LoadFromFile(std::string filename)
return false;
}
LOG_INFO("Parsing .obj \"%s\"", m_Path.string().c_str());
//LOG_INFO("Parsing .obj \"%s\"", m_Path.string().c_str());
std::string line;
while (std::getline(file, line))
@@ -121,7 +121,7 @@ void OBJ::ParseMaterial()
return;
}
LOG_INFO("Parsing .mtl \"%s\"", m_MaterialPath.string().c_str());
//LOG_INFO("Parsing .mtl \"%s\"", m_MaterialPath.string().c_str());
std::string currentMaterialName;
MaterialInfo* currentMaterial = nullptr;
@@ -144,7 +144,7 @@ void OBJ::ParseMaterial()
{
MaterialInfo mat;
ss >> currentMaterialName;
LOG_INFO("Parsing material %s", currentMaterialName.c_str());
//LOG_INFO("Parsing material %s", currentMaterialName.c_str());
Materials[currentMaterialName] = mat;
currentMaterial = &Materials[currentMaterialName];
continue;
+95 -68
View File
@@ -22,7 +22,7 @@ Renderer::Renderer(std::shared_ptr<::ResourceManager> resourceManager)
LAtt = 0.0f;
QAtt = 3.0f;
m_ShadowMapRes = 1;
m_SunPosition = glm::vec3(0.f, 1.0f, 0.5f);
m_SunPosition = glm::vec3(0.f, 1.0f, 0.7f);
m_SunTarget = glm::vec3(0, 0, 0);
m_SunProjection_height = glm::vec2(-40.f, 40.f);
m_SunProjection_width = glm::vec2(-40.f, 40.f);
@@ -126,6 +126,7 @@ void Renderer::LoadContent()
m_SunPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SunPass.vert.glsl")));
m_SunPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SunPass.frag.glsl")));
m_SunPassProgram.Compile();
glBindFragDataLocation(m_SunPassProgram.GetHandle(), 0, "frag_Light");
m_SunPassProgram.Link();
m_ForwardRendering.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardRendering.vert.glsl")));
@@ -142,7 +143,6 @@ void Renderer::LoadContent()
m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl")));
m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
m_FirstPassProgram.Compile();
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 0, "frag_Diffuse");
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 1, "frag_Position");
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 2, "frag_Normal");
@@ -151,6 +151,7 @@ void Renderer::LoadContent()
m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex2.glsl")));
m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment2.glsl")));
m_SecondPassProgram.Compile();
glBindFragDataLocation(m_SecondPassProgram.GetHandle(), 0, "frag_Light");
m_SecondPassProgram.Link();
m_SecondPassProgram_Debug.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex2.glsl")));
@@ -161,6 +162,7 @@ void Renderer::LoadContent()
m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FinalPass.vert.glsl")));
m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FinalPass.frag.glsl")));
m_FinalPassProgram.Compile();
glBindFragDataLocation(m_FinalPassProgram.GetHandle(), 0, "frag_Diffuse");
m_FinalPassProgram.Link();
m_ScreenQuad = CreateQuad();
CreateShadowMap(m_ShadowMapRes);
@@ -269,6 +271,7 @@ void Renderer::Draw(double dt)
void Renderer::DrawFrame(RenderQueuePair &rq)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
@@ -386,71 +389,68 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
rq.Forward.Jobs.sort(Renderer::DepthSort);
//DrawShadowMap(rq.Deferred);
/*
Base pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
//glViewport(0, 0, m_Width, m_Height);
// Clear G-buffer
GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, windowBuffClear);
glClearColor(115.f / 255, 192.f / 255, 255.f / 255, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Execute the first render stage which will fill out the internal buffers with data(??)
m_FirstPassProgram.Bind();
GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, windowBuffOpaque);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
DrawSkybox();
//DrawSkybox();
DrawFBOScene(rq.Deferred);
/*
Lighting pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
//glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, lightingPassAttachments);
glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
glCullFace(GL_FRONT);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_SecondPassProgram.Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
glCullFace(GL_FRONT);
DrawLightScene(rq.Deferred);
glCullFace(GL_BACK);
DrawSunLightScene();
/*
Final pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
//glViewport(m_Viewport.X, m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
glViewport(0, 0, m_Width, m_Height);
//glScissor(0, 0, m_Width, m_Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glClear(GL_DEPTH_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbFinalPass);
glViewport(0, 0, m_Width, m_Height);
glScissor(0, 0, m_Width, m_Height);
//glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.f, 0.f, 0.f, 0.f);
m_FinalPassProgram.Bind();
// Ambient light
glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.7f)));
glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(1.0f)));
//glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
@@ -470,25 +470,23 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
void Renderer::ForwardRendering(RenderQueue &rq)
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
// Clear G-buffer
GLenum attachments[] = { GL_COLOR_ATTACHMENT0, GL_NONE , GL_NONE , GL_NONE };
glDrawBuffers(4, attachments);
//glClearColor(0.f, 0.f, 0.f, 1.f);
//glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
//glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
// Clear G-buffer
//GLenum attachments[] = { GL_COLOR_ATTACHMENT0, GL_NONE , GL_NONE, GL_NONE };
//glDrawBuffers(4, attachments);
//glClear(GL_COLOR_BUFFER_BIT);
//glClearColor(0.f, 0.f, 0.f, 0.f);
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
glm::mat4 MVP;
@@ -508,12 +506,14 @@ void Renderer::ForwardRendering(RenderQueue &rq)
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
glUniform4fv(glGetUniformLocation(ShaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "La"), 1, glm::value_ptr(glm::vec3(1.0f)));
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "directionToSun"), 1, glm::value_ptr(glm::normalize(m_SunPosition)));
glBindVertexArray(modelJob->VAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
/*if (modelJob->NormalTexture != 0)
if (modelJob->NormalTexture != 0)
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture);
@@ -522,7 +522,7 @@ void Renderer::ForwardRendering(RenderQueue &rq)
{
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture);
}*/
}
glDrawArrays(GL_TRIANGLES, modelJob->StartIndex, modelJob->EndIndex - modelJob->StartIndex + 1);
continue;
@@ -555,7 +555,8 @@ void Renderer::ForwardRendering(RenderQueue &rq)
/*
Final pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_Width, m_Height);
glScissor(0, 0, m_Width, m_Height);
@@ -571,7 +572,9 @@ void Renderer::ForwardRendering(RenderQueue &rq)
//glUniform1f(glGetUniformLocation(ShaderProgramHandle, "Gamma"), Gamma);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
glBindTexture(GL_TEXTURE_2D, m_fFinalDiffuseTexture);
// glActiveTexture(GL_TEXTURE1);
// glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
glCullFace(GL_BACK);
glBindVertexArray(m_ScreenQuad);
@@ -947,7 +950,7 @@ void Renderer::FrameBufferTextures()
//Generate and bind diffuse texture
glGenTextures(1, &m_fDiffuseTexture);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
@@ -999,6 +1002,9 @@ void Renderer::FrameBufferTextures()
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_fSpecularTexture, 0);
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_fShadowTexture, 0);
GLenum FirstPass[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, FirstPass);
GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(fbStatus != GL_FRAMEBUFFER_COMPLETE)
{
@@ -1006,12 +1012,37 @@ void Renderer::FrameBufferTextures()
//exit(1);
}
m_fbFinalPass = 0;
glGenFramebuffers(1, &m_fbFinalPass);
glGenTextures(1, &m_fFinalDiffuseTexture);
glBindTexture(GL_TEXTURE_2D, m_fFinalDiffuseTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbFinalPass);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fFinalDiffuseTexture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_fDepthBuffer);
GLenum FinalPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, FinalPassAttachments);
fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(fbStatus != GL_FRAMEBUFFER_COMPLETE)
{
LOG_ERROR("DeferredLighting:Init: m_fbLightingPass incomplete: 0x%x\n", fbStatus);
//exit(1);
}
m_fbLightingPass = 0;
glGenFramebuffers(1, &m_fbLightingPass);
glGenTextures(1, &m_fLightingTexture);
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
@@ -1020,6 +1051,9 @@ void Renderer::FrameBufferTextures()
glBindFramebuffer(GL_FRAMEBUFFER, m_fbLightingPass);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fLightingTexture, 0);
GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, lightingPassAttachments);
fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(fbStatus != GL_FRAMEBUFFER_COMPLETE)
{
@@ -1268,12 +1302,7 @@ void Renderer::DrawFBOScene(RenderQueue &rq)
void Renderer::DrawLightScene(RenderQueue &rq)
{
glEnable(GL_BLEND);
glBlendEquation (GL_FUNC_ADD);
glBlendFunc(GL_ONE,GL_ONE);
glDisable (GL_DEPTH_TEST);
glDepthMask (GL_FALSE);
glBindVertexArray(m_sphereModel->VAO);
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
@@ -1284,6 +1313,13 @@ void Renderer::DrawLightScene(RenderQueue &rq)
m_SecondPassProgram.Bind();
GLuint ShaderProgramHandle = m_SecondPassProgram.GetHandle();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
for (auto &light : Lights)
{
MVP = cameraMatrix * light.SphereModelMatrix;
@@ -1306,21 +1342,10 @@ void Renderer::DrawLightScene(RenderQueue &rq)
glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size());
};
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
void Renderer::DrawSunLightScene()
{
glCullFace(GL_BACK);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE,GL_ONE);
glDisable (GL_DEPTH_TEST);
glDepthMask (GL_FALSE);
//glBindVertexArray(m_sphereModel->VAO);
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
@@ -1330,6 +1355,12 @@ void Renderer::DrawSunLightScene()
m_SunPassProgram.Bind();
GLuint ShaderProgramHandle = m_SunPassProgram.GetHandle();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
glUniform2fv(glGetUniformLocation(ShaderProgramHandle, "ViewportSize"), 1, glm::value_ptr(glm::vec2(m_Width, m_Height)));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
@@ -1341,10 +1372,6 @@ void Renderer::DrawSunLightScene()
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glEnable (GL_DEPTH_TEST);
glDepthMask (GL_TRUE);
glDisable (GL_BLEND);
}
void Renderer::SetSphereModel( Model* _model )
+4
View File
@@ -167,6 +167,10 @@ private:
GLuint m_ShadowFrameBuffer;
GLuint m_ShadowDepthTexture;
GLuint m_fbFinalPass;
GLuint m_fFinalDiffuseTexture;
GLuint m_fbBasePass;
GLuint m_fDiffuseTexture;
GLuint m_fPositionTexture;
+1 -2
View File
@@ -1,6 +1,5 @@
#version 430
//uniform vec3 La;
layout (binding=0) uniform sampler2D DiffuseTexture;
@@ -15,11 +14,11 @@ out vec4 FragmentColor;
void main()
{
vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
//vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
//FragmentColor = LightingTexel + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
//FragmentColor = DiffuseTexel;
FragmentColor = DiffuseTexel;
//FragmentColor = DiffuseTexel * (vec4(La, 0.0) + vec4(LightingTexel.rgb, 0.0)) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
//FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
}
+8 -3
View File
@@ -1,7 +1,7 @@
#version 430
//Dicksdickdickdickssssss
uniform vec3 La;
uniform float Gamma;
layout (binding=0) uniform sampler2D DiffuseTexture;
layout (binding=1) uniform sampler2D LightingTexture;
@@ -12,7 +12,7 @@ in VertexData
vec2 TextureCoord;
} Input;
out vec4 FragmentColor;
out vec4 frag_Diffuse;
void main()
{
@@ -21,7 +21,12 @@ void main()
//FragmentColor = LightingTexel + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
//FragmentColor = DiffuseTexel;
//FragmentColor = DiffuseTexel;
//frag_Diffuse = vec4(LightingTexel.rgb, 0.0);
//frag_Diffuse = DiffuseTexel * ((vec4(LightingTexel.rgb, 0.0) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0)));
frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) * (vec4(LightingTexel.rgb, 0.0) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0)));
//frag_Diffuse = LightingTexel;
FragmentColor = DiffuseTexel * (vec4(La, 0.0) + vec4(LightingTexel.rgb, 0.0)) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
//FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
}
+41 -1
View File
@@ -1,8 +1,23 @@
#version 430
uniform vec4 Color;
uniform vec3 La;
uniform vec3 directionToSun;
uniform mat4 V;
layout(binding=0) uniform sampler2D texture0;
layout(binding=1) uniform sampler2D PositionTexture;
layout(binding=2) uniform sampler2D NormalsTexture;
layout(binding=3) uniform sampler2D SpecularTexture;
const vec3 ks = vec3(1.0, 1.0, 1.0);
const vec3 kd = vec3(1.0, 1.0, 1.0);
const vec3 ka = vec3(1.0, 1.0, 1.0);
const float kshine = 1.0;
const vec3 SunDiffuseLight = vec3(1.0, 1.0, 1.0);
const vec3 SunSpecularLight = vec3(1.0, 1.0, 1.0);
const vec3 SunPos = directionToSun*vec3(100);
const float specularExponent = 100;
in VertexData {
vec3 Position;
@@ -12,9 +27,34 @@ in VertexData {
out vec4 frag_Diffuse;
vec4 phong(vec3 position, vec3 normal, vec3 specular)
{
//Diffuse Sunlight
vec3 directionToLight = normalize(vec3(V * vec4(directionToSun, 0.0)));
float dotProdLight = dot(directionToLight, normal);
dotProdLight = max(dotProdLight, 0.0);
vec3 sId = kd * SunDiffuseLight * dotProdLight;
//Specular Sunlight
vec3 surfaceToViewer = normalize(-position);
vec3 halfWay = normalize(surfaceToViewer + directionToLight);
float dotSpecular = max(dot(halfWay, normal), 0.0);
float specularFactorSun = pow(dotSpecular, specularExponent);
vec3 sIs = specular.r * SunSpecularLight * specularFactorSun;
return vec4((sId), sIs.r);
}
void main() {
// Texture
vec4 texel = texture(texture0, Input.TextureCoord);
vec4 PositionTexel = texture(PositionTexture, Input.TextureCoord);
vec4 NormalTexel = texture(NormalsTexture, Input.TextureCoord);
vec4 SpecularTexel = texture(SpecularTexture, Input.TextureCoord);
frag_Diffuse = texel * Color;
//frag_Diffuse = texel * Color * (vec4(La, 0.0) * phong(vec3(PositionTexel), vec3(NormalTexel), vec3(SpecularTexel)));
//frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) * (vec4(LightingTexel.rgb, 0.0) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0)));
}
+5 -2
View File
@@ -24,6 +24,7 @@ const vec3 ks = vec3(1.0, 1.0, 1.0);
const vec3 kd = vec3(1.0, 1.0, 1.0);
const vec3 ka = vec3(1.0, 1.0, 1.0);
const float kshine = 1.0;
const vec3 La = vec3(0.3, 0.3, 0.3);
in VertexData
@@ -32,7 +33,7 @@ in VertexData
vec2 TextureCoord;
} Input;
out vec4 FragColor;
out vec4 frag_Light;
vec4 phong(vec3 position, vec3 normal, vec3 specular)
{
@@ -67,6 +68,8 @@ void main()
vec4 NormalTexel = texture(NormalsTexture, TextureCoord);
vec4 SpecularTexel = texture(SpecularTexture, TextureCoord);
FragColor = phong(vec3(PositionTexel), vec3(NormalTexel), vec3(SpecularTexel));
frag_Light = phong(vec3(PositionTexel), vec3(NormalTexel), vec3(SpecularTexel));
//FragColor = DiffuseTexel * vec4(1.0/La, 0.0) * (vec4(La, 0.0) + vec4(LightTexel.rgb, 0.0) + vec4(LightTexel.a, LightTexel.a, LightTexel.a, 0.0));
//FragColor = DiffuseTexel * (vec4(La, 0.0) + vec4(LightTexel.rgb, 0.0)) + vec4(LightTexel.a, LightTexel.a, LightTexel.a, 0.0);
//FragColor = NormalTexel;
}
+10 -5
View File
@@ -4,6 +4,7 @@ layout (binding=0) uniform sampler2D PositionTexture;
layout (binding=1) uniform sampler2D NormalsTexture;
layout (binding=2) uniform sampler2D SpecularTexture;
uniform vec2 ViewportSize;
uniform mat4 MVP;
uniform mat4 M;
@@ -16,10 +17,12 @@ const vec3 ks = vec3(1.0, 1.0, 1.0);
const vec3 kd = vec3(1.0, 1.0, 1.0);
const vec3 ka = vec3(1.0, 1.0, 1.0);
const float kshine = 1.0;
const vec3 SunDiffuseLight = vec3(0.3, 0.3, 0.3);
const vec3 SunDiffuseLight = vec3(1.0, 1.0, 1.0);
const vec3 SunSpecularLight = vec3(1.0, 1.0, 1.0);
const vec3 SunPos = directionToSun*vec3(100);
const float specularExponent = 5;
const float specularExponent = 100;
const vec3 La = vec3(0.3, 0.3, 0.3);
in VertexData
@@ -28,7 +31,7 @@ in VertexData
vec2 TextureCoord;
} Input;
out vec4 FragColor;
out vec4 frag_Light;
vec4 phong(vec3 position, vec3 normal, vec3 specular)
{
@@ -46,7 +49,7 @@ vec4 phong(vec3 position, vec3 normal, vec3 specular)
float specularFactorSun = pow(dotSpecular, specularExponent);
vec3 sIs = specular.r * SunSpecularLight * specularFactorSun;
return vec4((sId), sIs.r);
return vec4((sId + La), sIs.r);
}
void main()
@@ -56,6 +59,8 @@ void main()
vec4 NormalTexel = texture(NormalsTexture, TextureCoord);
vec4 SpecularTexel = texture(SpecularTexture, TextureCoord);
FragColor = phong(vec3(PositionTexel), vec3(normalize(NormalTexel)), vec3(SpecularTexel));
frag_Light = phong(vec3(PositionTexel), vec3(NormalTexel), vec3(SpecularTexel));
//FragColor = DiffuseTexel * (vec4(La, 0.0) * (vec4(LightTexel.rgb, 0.0) + vec4(LightTexel.a, LightTexel.a, LightTexel.a, 0.0)));
//FragColor = NormalTexel;
}
+16 -5
View File
@@ -49,11 +49,15 @@ void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID
{
emitterComponent->TimeSinceLastSpawn += dt;
auto emitterTransformComponent = m_World->GetComponent<Components::Transform>(entity);
// if(emitterComponent->TimeSinceLastSpawn > emitterComponent->SpawnFrequency)
// {
// SpawnParticles(entity);
// emitterComponent->TimeSinceLastSpawn = 0;
// }
if(emitterComponent->Emitting)
{
if(emitterComponent->TimeSinceLastSpawn > emitterComponent->SpawnFrequency)
{
SpawnParticles(entity);
emitterComponent->TimeSinceLastSpawn = 0;
}
}
}
auto particleComponent = m_World->GetComponent<Components::Particle>(entity);
@@ -242,10 +246,17 @@ bool Systems::ParticleSystem::CreateExplosion(const Events::CreateExplosion &e)
emitter->SpawnCount = e.ParticlesToSpawn;
emitter->Speed = e.Speed;
emitter->SpreadAngle = e.SpreadAngle;
emitter->Emitting = e.Emitting;
emitter->SpawnFrequency = e.SpawnFrequency;
//emitter->ScaleSpectrum.push_back(glm::vec3(e.ParticleScale));
emitter->SpawnFrequency = e.LifeTime + 20; //temp
emitter->Fade = true;
emitter->Color = e.Color;
if(e.UseGoalVector)
{
emitter->UseGoalVelocity = e.UseGoalVector;
emitter->GoalVelocity = e.GoalVelocity;
}
std::vector<glm::vec3> scale;
scale.push_back(glm::vec3(e.ParticleScale[0]));
if(e.ParticleScale.size() >= 2)
+9 -5
View File
@@ -11,7 +11,7 @@ void Systems::SoundSystem::Initialize()
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
FMOD_System_Create(&m_System);
FMOD_RESULT result = FMOD_System_Init(m_System, 32, FMOD_INIT_3D_RIGHTHANDED, 0);
FMOD_RESULT result = FMOD_System_Init(m_System, 32, FMOD_INIT_3D_RIGHTHANDED | FMOD_INIT_ENABLE_PROFILE, 0);
if(result != FMOD_OK)
{
LOG_ERROR("Did initialized load FMOD correctly");
@@ -59,16 +59,20 @@ void Systems::SoundSystem::Update(double dt)
}
//LOG_INFO("Antal emitters i listan: %i", m_Channels.size());
for (auto channel : m_Channels)
for(it = m_Channels.begin(); it != m_Channels.end();)
{
FMOD_BOOL isPlaying = false;
FMOD_Channel_IsPlaying(channel.second, &isPlaying);
FMOD_Channel_IsPlaying(it->second, &isPlaying);
if(!isPlaying)
{
m_Channels.erase(channel.first);
it = m_Channels.erase(it);
}
else
{
it++;
}
}
}
void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
+57 -26
View File
@@ -102,12 +102,14 @@ void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
e.LifeTime = 1.5;
e.ParticleScale.push_back(0.6);
e.ParticleScale.push_back(1.8);
e.ParticlesToSpawn = 5;
e.ParticlesToSpawn = 1;
e.Position = cloneTransform->Position;
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
e.Speed = 1.7;
e.SpreadAngle = glm::pi<float>()/10;
e.SpreadAngle = glm::pi<float>()/100;
e.spritePath = "Textures/Sprites/Smoke1.png";
e.Emitting = true;
e.SpawnFrequency = 0.2;
e.Color = glm::vec4(0.6,0.6,0.6,1);
EventBroker->Publish(e);
}
@@ -192,36 +194,65 @@ bool Systems::TankSteeringSystem::OnCollision(const Events::Collision &e)
//auto otherTransform = m_World->GetComponent<Components::Transform>(otherEntity);
{
// Events::CreateExplosion e;
// e.LifeTime = 3;
// e.ParticleScale.push_back(8);
// e.ParticlesToSpawn = 20;
// e.Position = shellTransform->Position;
// e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
// e.Speed = 3;
// e.SpreadAngle = glm::pi<float>();
// e.spritePath = "Textures/Sprites/Smoke1.png";
// e.Color = glm::vec4(0.6,0.6,0.6,1);
// EventBroker->Publish(e);
// e.LifeTime = 0.7;
// e.ParticleScale.push_back(12);
// e.ParticlesToSpawn = 10;
// e.Position = shellTransform->Position;
// e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
// e.Speed = 17;
// e.SpreadAngle = glm::pi<float>();
// e.spritePath = "Textures/Sprites/Fire.png";
// EventBroker->Publish(e);
// e.LifeTime = 0.2;
// e.ParticleScale.push_back(1);
// e.ParticleScale.push_back(15);
// e.ParticlesToSpawn = 5;
// e.Position = shellTransform->Position;
// e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
// e.Speed = 6;
// e.SpreadAngle = glm::pi<float>();
// e.spritePath = "Textures/Sprites/Blast1.png";
// e.Color = glm::vec4(2, 2, 2, 0.2);
// EventBroker->Publish(e);
Events::CreateExplosion e;
e.LifeTime = 3;
e.ParticleScale.push_back(8);
e.LifeTime = 1.5;
e.ParticleScale.push_back(1);
e.ParticleScale.push_back(6);
e.ParticlesToSpawn = 20;
e.Position = shellTransform->Position;
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
e.Speed = 3;
e.SpreadAngle = glm::pi<float>();
e.spritePath = "Textures/Sprites/Smoke1.png";
e.Color = glm::vec4(0.6,0.6,0.6,1);
e.SpreadAngle = glm::radians<float>(180) / 4;
e.RelativeUpOrientation = glm::angleAxis(glm::radians<float>(90), glm::vec3(1,0,0));
e.UseGoalVector = true;
e.GoalVelocity = glm::vec3(0,-12,0);
e.Speed = 12;
e.spritePath = "Textures/Sprites/Splash.png";
e.Color = glm::vec4(5.f,5.f,5.f,1);
EventBroker->Publish(e);
e.LifeTime = 0.7;
e.ParticleScale.push_back(12);
e.ParticlesToSpawn = 10;
e.Position = shellTransform->Position;
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
e.Speed = 17;
e.SpreadAngle = glm::pi<float>();
e.spritePath = "Textures/Sprites/Fire.png";
EventBroker->Publish(e);
e.LifeTime = 0.2;
e.LifeTime = 1.5;
e.ParticleScale.push_back(1);
e.ParticleScale.push_back(15);
e.ParticlesToSpawn = 5;
e.ParticleScale.push_back(6);
e.ParticlesToSpawn = 20;
e.Position = shellTransform->Position;
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
e.Speed = 6;
e.SpreadAngle = glm::pi<float>();
e.spritePath = "Textures/Sprites/Blast1.png";
e.Color = glm::vec4(2, 2, 2, 0.2);
e.SpreadAngle = glm::radians<float>(180)/ 4;
e.RelativeUpOrientation = glm::angleAxis(glm::radians<float>(90), glm::vec3(1,0,0));
e.UseGoalVector = true;
e.GoalVelocity = glm::vec3(0,-12,0);
e.Speed = 12;
e.spritePath = "Textures/Sprites/Splash.png";
e.Color = glm::vec4(1.f,1.f,1.f,1);
EventBroker->Publish(e);
}
{