Fixed blendmaps
Merge remote-tracking branch 'origin/gui' into deffered_rendering Conflicts: vs11/Returngeance/Returngeance.vcxproj.filters
This commit is contained in:
+1
-1
Submodule assets updated: 62d8e73c68...066c47ecd7
@@ -9,12 +9,14 @@ namespace Components
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struct BlendMap : Component
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{
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BlendMap()
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: TextureRed("Textures/Ground/Asphalt")
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, TextureGreen("Textures/Ground/Grass")
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, TextureBlue("Textures/Ground/Sand")
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: TextureRed("Textures/ErrorTextureRed.png")
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, TextureGreen("Textures/ErrorTextureGreen.png")
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, TextureBlue("Textures/ErrorTextureBlue.png")
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, TextureRepeats(100.f) { }
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std::string TextureRed, TextureGreen, TextureBlue;
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std::string TextureRed;
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std::string TextureGreen;
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std::string TextureBlue;
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float TextureRepeats;
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virtual BlendMap* Clone() const override { return new BlendMap(*this); }
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@@ -9,9 +9,9 @@ namespace Components
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struct Health : Component
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{
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Health()
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: health(1.0f){ }
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: Amount(1.0f) { }
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float health;
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float Amount;
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virtual Health* Clone() const override { return new Health(*this); }
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};
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+3
-3
@@ -5,13 +5,13 @@
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namespace Events
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{
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struct Damage : Event
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{
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EntityID Entity;
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float damage;
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float Amount;
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};
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}
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#endif // Events_Damage_h__
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+3
-2
@@ -36,8 +36,7 @@ public:
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// Create a frame as a child
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Frame(Frame* parent, std::string name)
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: Rectangle(static_cast<Rectangle>(*parent)) // Clone parent rectangle using copy constructor
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, m_Name(name)
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: m_Name(name)
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, m_Layer(0)
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{ SetParent(std::shared_ptr<Frame>(parent)); }
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@@ -52,6 +51,8 @@ public:
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return;
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}
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Width = parent->Width;
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Height = parent->Height;
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m_Layer = parent->Layer() + 1;
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parent->AddChild(std::shared_ptr<Frame>(this));
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m_Parent = parent;
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+9
-20
@@ -5,8 +5,7 @@
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#include "GUI/WorldFrame.h"
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#include "GUI/Viewport.h"
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#include "GUI/TextureFrame.h"
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#include "Events/Damage.h"
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#include "GUI/PlayerHUD.h"
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#include "GameWorld.h"
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@@ -19,42 +18,32 @@ public:
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GameFrame(Frame* parent, std::string name)
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: Frame(parent, name)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EDamage, &GameFrame::OnDamage);
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m_World = std::make_shared<GameWorld>(EventBroker, ResourceManager);
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auto worldFrame = new WorldFrame(this, "GameWorldFrame", m_World);
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{
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vp1 = new Viewport(worldFrame, "Viewport1", m_World);
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vp1->X = 0;
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vp1->Width = 640;
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vp1->Height = 720 / 2;
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new PlayerHUD(vp1, "PlayerHUD", m_World, 1);
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vp2 = new Viewport(worldFrame, "Viewport2", m_World);
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vp2->X = vp1->Right();
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vp2->Width = 640;
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vp2->Height = 720 / 2;
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new PlayerHUD(vp2, "PlayerHUD", m_World, 2);
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tex = new TextureFrame(vp1, "TextureFrameThingy");
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tex->SetTexture("Textures/GUI/hurt.png");
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auto vpc = new Viewport(worldFrame, "ViewportFreeCam", m_World);
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vpc->Y = 720 / 2;
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vpc->Height = 720 / 2;
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}
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m_World->Initialize();
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}
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void Update(double dt)
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{
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}
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bool OnDamage(const Events::Damage &event)
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{
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//tex->SetTexture("Textures/GUI/hurt.png");
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return false;
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}
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private:
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EventRelay<Frame, Events::Damage> m_EDamage;
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std::shared_ptr<GameWorld> m_World;
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Viewport* vp1;
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Viewport* vp2;
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TextureFrame* tex;
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};
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}
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@@ -0,0 +1,53 @@
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#ifndef GUI_HealthOverlay_h__
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#define GUI_HealthOverlay_h__
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#include "GUI/TextureFrame.h"
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#include "World.h"
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#include "Events/Damage.h"
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#include "Components/Player.h"
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#include "Components/Health.h"
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namespace GUI
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{
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class HealthOverlay : public TextureFrame
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{
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public:
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HealthOverlay(Frame* parent, std::string name, std::shared_ptr<World> world, int playerID)
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: TextureFrame(parent, name)
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, m_World(world)
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, m_PlayerID(playerID)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EDamage, &HealthOverlay::OnDamage);
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SetTexture("Textures/GUI/hurt.png");
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SetColor(glm::vec4(0.f));
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}
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bool OnDamage(const Events::Damage &event)
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{
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auto player = m_World->GetComponent<Components::Player>(event.Entity);
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if (!player)
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return false;
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if (player->ID != m_PlayerID)
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return false;
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auto health = m_World->GetComponent<Components::Health>(event.Entity);
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if (!health)
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return false;
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SetColor(glm::vec4(1.f, 1.f, 1.f, 1 - health->Amount / 100.f));
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return true;
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}
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protected:
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std::shared_ptr<World> m_World;
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int m_PlayerID;
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EventRelay<Frame, Events::Damage> m_EDamage;
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};
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}
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#endif // GUI_TextureFrame_h__
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@@ -0,0 +1,30 @@
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#include "GUI/Frame.h"
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#include "GUI/HealthOverlay.h"
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#ifndef GUI_PlayerHUD_h__
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#define GUI_PlayerHUD_h__
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namespace GUI
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{
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class PlayerHUD : public Frame
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{
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public:
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PlayerHUD(Frame* parent, std::string name, std::shared_ptr<World> world, int playerID)
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: Frame(parent, name)
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, m_World(world)
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, m_PlayerID(playerID)
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{
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m_HealthOverlay = new HealthOverlay(this, "HealthOverlay", m_World, m_PlayerID);
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}
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protected:
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std::shared_ptr<World> m_World;
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int m_PlayerID;
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HealthOverlay* m_HealthOverlay;
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};
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}
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#endif // GUI_TextureFrame_h__
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+13
-4
@@ -11,7 +11,10 @@ class TextureFrame : public Frame
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{
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public:
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TextureFrame(Frame* parent, std::string name)
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: Frame(parent, name) { }
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: Frame(parent, name)
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, m_Texture(nullptr)
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, m_Color(glm::vec4(1.f, 1.f, 1.f, 1.f))
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{ }
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void Draw(std::shared_ptr<Renderer> renderer) override
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{
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@@ -22,20 +25,26 @@ public:
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SpriteJob job;
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job.TextureID = m_Texture->ResourceID;
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job.Texture = *m_Texture;
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job.Color = m_Color;
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RenderQueue.Add(job);
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renderer->SetCamera(nullptr);
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renderer->DrawFrame(RenderQueue);
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}
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std::shared_ptr<::Texture> Texture() const { return m_Texture; }
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::Texture* Texture() const { return m_Texture; }
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void SetTexture(std::string resourceName)
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{
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m_Texture = std::shared_ptr<::Texture>(ResourceManager->Load<::Texture>("Texture", resourceName));
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m_Texture = ResourceManager->Load<::Texture>("Texture", resourceName);
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}
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glm::vec4 Color() const { return m_Color; }
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void SetColor(glm::vec4 val) { m_Color = val; }
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protected:
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std::shared_ptr<::Texture> m_Texture;
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::Texture* m_Texture;
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glm::vec4 m_Color;
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};
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}
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+727
-1092
File diff suppressed because it is too large
Load Diff
@@ -58,6 +58,9 @@ public:
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void Initialize();
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EntityID CreateTank(int playerID);
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EntityID CreateJeep(int playerID);
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void RegisterSystems() override;
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void AddSystems() override;
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void RegisterComponents() override;
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+2
-2
@@ -30,10 +30,10 @@ struct ModelJob : RenderJob
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unsigned int ShaderID;
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unsigned int TextureID;
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GLuint ShaderProgram;
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GLuint DiffuseTexture;
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GLuint NormalTexture;
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GLuint SpecularTexture;
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glm::vec4 Color;
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GLuint VAO;
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unsigned int StartIndex;
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unsigned int EndIndex;
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@@ -58,8 +58,8 @@ struct SpriteJob : RenderJob
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unsigned int ShaderID;
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unsigned int TextureID;
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GLuint ShaderProgram;
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GLuint Texture;
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glm::vec4 Color;
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glm::mat4 ModelMatrix;
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void CalculateHash() override
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+57
-58
@@ -108,10 +108,10 @@ void Renderer::LoadContent()
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m_ShaderProgramDebugAABB.Compile();
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m_ShaderProgramDebugAABB.Link();*/
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m_BlendMapProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BlendMap.vert.glsl")));
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m_BlendMapProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BlendMap.frag.glsl")));
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m_BlendMapProgram.Compile();
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m_BlendMapProgram.Link();
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m_BlendMapProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BlendMap.vert.glsl")));
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m_BlendMapProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BlendMap.frag.glsl")));
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m_BlendMapProgram.Compile();
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m_BlendMapProgram.Link();
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m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Skybox.vert.glsl")));
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m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Skybox.frag.glsl")));
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@@ -264,8 +264,8 @@ void Renderer::Draw(double dt)
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void Renderer::DrawFrame(RenderQueue &rq)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(m_Viewport.X, -m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
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glScissor(m_Viewport.X, -m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
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glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
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@@ -346,6 +346,7 @@ void Renderer::DrawFrame(RenderQueue &rq)
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glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
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glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
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glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
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glUniform4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "Color"), 1, glm::value_ptr(spriteJob->Color));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
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@@ -367,8 +368,8 @@ void Renderer::DrawWorld(RenderQueue &rq)
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Base pass
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*/
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
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glViewport(m_Viewport.X, -m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
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glScissor(m_Viewport.X, -m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
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glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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//glViewport(0, 0, m_Width, m_Height);
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// Clear G-buffer
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@@ -439,7 +440,6 @@ void Renderer::Swap()
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glfwSwapBuffers(m_Window);
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}
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#pragma region TempRegion
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void Renderer::DrawSkybox()
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{
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@@ -762,8 +762,6 @@ void Renderer::ClearStuff()
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Lights.clear();
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}
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#pragma endregion
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void Renderer::FrameBufferTextures()
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{
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m_fbBasePass = 0;
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@@ -976,17 +974,62 @@ void Renderer::DrawFBOScene(RenderQueue &rq)
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glm::vec3 sunDirection = m_SunTarget - m_SunPosition;
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glm::vec3 sunDirection_cameraview = glm::vec3(cameraProjection * m_Camera->ViewMatrix() * glm::vec4(sunDirection, 1.0));
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m_FirstPassProgram.Bind();
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GLuint ShaderProgramHandle = m_FirstPassProgram.GetHandle();
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
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for (auto &job : rq)
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{
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auto blendMapJob = std::dynamic_pointer_cast<BlendMapModelJob>(job);
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if(blendMapJob)
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{
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m_BlendMapProgram.Bind();
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GLuint ShaderProgramHandle = m_BlendMapProgram.GetHandle();
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glm::mat4 modelMatrix = blendMapJob->ModelMatrix;
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MVP = cameraMatrix * modelMatrix;
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depthMVP = depthCameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
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glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
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glUniform1f(glGetUniformLocation(ShaderProgramHandle, "TextureRepeats"), blendMapJob->TextureRepeat);
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glBindVertexArray(blendMapJob->VAO);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, blendMapJob->DiffuseTexture);
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if (blendMapJob->NormalTexture != 0)
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{
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, blendMapJob->NormalTexture);
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}
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if (blendMapJob->SpecularTexture)
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{
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, blendMapJob->SpecularTexture);
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}
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glActiveTexture(GL_TEXTURE4);
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glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureRed);
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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureGreen);
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glActiveTexture(GL_TEXTURE6);
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glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureBlue);
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glDrawArrays(GL_TRIANGLES, blendMapJob->StartIndex, blendMapJob->EndIndex - blendMapJob->StartIndex + 1);
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continue;
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}
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob)
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{
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m_FirstPassProgram.Bind();
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GLuint ShaderProgramHandle = m_FirstPassProgram.GetHandle();
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glm::mat4 modelMatrix = modelJob->ModelMatrix;
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MVP = cameraMatrix * modelMatrix;
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@@ -1041,50 +1084,6 @@ void Renderer::DrawFBOScene(RenderQueue &rq)
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// continue;
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//}
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m_BlendMapProgram.Bind();
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GLuint ShaderProgramHandle = m_BlendMapProgram.GetHandle();
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auto blendMapJob = std::dynamic_pointer_cast<BlendMapModelJob>(job);
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if(blendMapJob)
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{
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glm::mat4 modelMatrix = blendMapJob->ModelMatrix;
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MVP = cameraMatrix * modelMatrix;
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depthMVP = depthCameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
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glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
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glUniform1f(glGetUniformLocation(ShaderProgramHandle, "TextureRepeats"), blendMapJob->TextureRepeat);
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glBindVertexArray(blendMapJob->VAO);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, blendMapJob->DiffuseTexture);
|
||||
if (blendMapJob->NormalTexture != 0)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, blendMapJob->NormalTexture);
|
||||
}
|
||||
if (blendMapJob->SpecularTexture)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glBindTexture(GL_TEXTURE_2D, blendMapJob->SpecularTexture);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE4);
|
||||
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureRed);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureGreen);
|
||||
glActiveTexture(GL_TEXTURE6);
|
||||
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureBlue);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, blendMapJob->StartIndex, modelJob->EndIndex - modelJob->StartIndex + 1);
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -58,11 +58,11 @@ float Shadow(vec4 ShadowCoord, vec3 normal)
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 BlendMap = texture2D(DiffuseTexture, Input.TextureCoord.st);
|
||||
vec4 BlendMap = texture(DiffuseTexture, Input.TextureCoord);
|
||||
|
||||
vec4 TextureRedTexel = texture2D(TextureRed, Input.TextureCoord.st * TextureRepeats);
|
||||
vec4 TextureGreenTexel = texture2D(TextureGreen, Input.TextureCoord.st * TextureRepeats);
|
||||
vec4 TextureBlueTexel = texture2D(TextureBlue, Input.TextureCoord.st * TextureRepeats);
|
||||
vec4 TextureRedTexel = texture(TextureRed, Input.TextureCoord * TextureRepeats);
|
||||
vec4 TextureGreenTexel = texture(TextureGreen, Input.TextureCoord * TextureRepeats);
|
||||
vec4 TextureBlueTexel = texture(TextureBlue, Input.TextureCoord * TextureRepeats);
|
||||
|
||||
//Mix the Terrain-textures together
|
||||
TextureRedTexel *= BlendMap.r;
|
||||
@@ -79,7 +79,7 @@ void main()
|
||||
//frag_Normal = vec4(Input.Normal, 0.0);
|
||||
|
||||
// Diffuse Texture
|
||||
frag_Diffuse = finalBlendTexel * Shadow(Input.ShadowCoord, vec3(frag_Normal));
|
||||
frag_Diffuse = finalBlendTexel;
|
||||
|
||||
//G-buffer Specular
|
||||
frag_Specular = texture(SpecularMapTexture, Input.TextureCoord);
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
#version 430
|
||||
|
||||
uniform vec4 Color;
|
||||
|
||||
layout(binding=0) uniform sampler2D texture0;
|
||||
|
||||
in VertexData {
|
||||
@@ -14,5 +16,5 @@ void main() {
|
||||
// Texture
|
||||
vec4 texel = texture(texture0, Input.TextureCoord);
|
||||
|
||||
fragmentColor = texel;
|
||||
fragmentColor = texel * Color;
|
||||
}
|
||||
@@ -16,7 +16,7 @@ void Systems::DamageSystem::Initialize()
|
||||
bool Systems::DamageSystem::OnDamage( const Events::Damage &event )
|
||||
{
|
||||
auto health = m_World->GetComponent<Components::Health>(event.Entity);
|
||||
health->health -= event.damage;
|
||||
LOG_INFO("Damaged entity %i, Health left: %f", event.Entity, health->health);
|
||||
health->Amount -= event.Amount;
|
||||
LOG_INFO("Damaged entity %i, Health left: %f", event.Entity, health->Amount);
|
||||
return true;
|
||||
}
|
||||
@@ -40,6 +40,7 @@ void Systems::FreeSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
|
||||
|
||||
glm::quat mouseOrientationPitch = glm::quat(m_InputController->MouseOrientation * glm::vec3(1, 0, 0));
|
||||
glm::quat mouseOrientationYaw = glm::quat(m_InputController->MouseOrientation * glm::vec3(0, 1, 0));
|
||||
m_InputController->MouseOrientation = glm::vec3(0);
|
||||
|
||||
glm::vec3 controllerOrientationEuler = m_InputController->ControllerOrientation * (float)dt;
|
||||
glm::quat controllerOrientationPitch = glm::quat(controllerOrientationEuler * glm::vec3(1, 0, 0));
|
||||
@@ -53,8 +54,6 @@ void Systems::FreeSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
|
||||
//---------------------------------------------------------------------
|
||||
// TOUCHING THIS CODE MIGHT CAUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||
}
|
||||
|
||||
m_InputController->MouseOrientation = glm::vec3(0);
|
||||
}
|
||||
|
||||
bool Systems::FreeSteeringSystem::FreeSteeringInputController::OnCommand(const Events::InputCommand &event)
|
||||
@@ -80,7 +79,7 @@ bool Systems::FreeSteeringSystem::FreeSteeringInputController::OnCommand(const E
|
||||
}
|
||||
|
||||
// Mouse click
|
||||
else if (event.Command == "cam_attack")
|
||||
else if (event.Command == "cam_lock")
|
||||
{
|
||||
OrientationActive = event.Value > 0;
|
||||
|
||||
@@ -113,6 +112,7 @@ bool Systems::FreeSteeringSystem::FreeSteeringInputController::OnMouseMove(const
|
||||
if (OrientationActive)
|
||||
{
|
||||
MouseOrientation = -glm::vec3(event.DeltaY / 300.f, event.DeltaX / 300.f, 0.f);
|
||||
LOG_DEBUG("Mouse DX: %f", event.DeltaX);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
@@ -813,4 +813,4 @@ bool Systems::PhysicsSystem::OnDisableCollisions( const Events::DisableCollision
|
||||
m_PhysicsWorld->setCollisionFilter(m_CollisionFilter);
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -150,7 +150,7 @@ bool Systems::TankSteeringSystem::OnCollision( const Events::Collision &e )
|
||||
{
|
||||
Events::Damage d;
|
||||
d.Entity = physicsEntity;
|
||||
d.damage = (1.f - pow(distance / radius, 2)) * shellComponent->Damage;
|
||||
d.Amount = (1.f - pow(distance / radius, 2)) * shellComponent->Damage;
|
||||
EventBroker->Publish(d);
|
||||
}
|
||||
|
||||
|
||||
@@ -196,6 +196,8 @@
|
||||
<ClInclude Include="..\..\src\GUI\Frame.h" />
|
||||
<ClInclude Include="..\..\src\EventBroker.h" />
|
||||
<ClInclude Include="..\..\src\GUI\GameFrame.h" />
|
||||
<ClInclude Include="..\..\src\GUI\HealthOverlay.h" />
|
||||
<ClInclude Include="..\..\src\GUI\PlayerHUD.h" />
|
||||
<ClInclude Include="..\..\src\GUI\WorldFrame.h" />
|
||||
<ClInclude Include="..\..\src\GUI\TextureFrame.h" />
|
||||
<ClInclude Include="..\..\src\GUI\Viewport.h" />
|
||||
|
||||
@@ -472,6 +472,12 @@
|
||||
<ClInclude Include="..\..\src\GUI\GameFrame.h">
|
||||
<Filter>GUI</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\GUI\HealthOverlay.h">
|
||||
<Filter>GUI</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\GUI\PlayerHUD.h">
|
||||
<Filter>GUI</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\Components\BlendMap.h">
|
||||
<Filter>Rendering\Components</Filter>
|
||||
</ClInclude>
|
||||
|
||||
Reference in New Issue
Block a user