33 Commits

Author SHA1 Message Date
Jace 7f328332c4 Merge branch 'master' into particles
Conflicts:
	src/GameWorld.cpp
	vs11/Returngeance/Returngeance.vcxproj
	vs11/Returngeance/Returngeance.vcxproj.filters
2014-06-03 17:19:53 +02:00
Stiffly 349fab54a4 Merge remote-tracking branch 'origin/master' into particles
Conflicts:
	src/GUI/GameFrame.h
	src/GUI/TextureFrame.h
	vs11/Returngeance/Returngeance.vcxproj.filters
2014-06-02 17:37:25 +02:00
Stiffly 756107363e Some pretty darn cool explosions 2014-06-01 01:15:53 +02:00
Stiffly 804b0cac60 Now uses now sorts and renders sprites by depth.
Merge remote-tracking branch 'origin/deffered_rendering' into particles

Conflicts:
	assets
	src/GameWorld.cpp
2014-05-31 23:40:21 +02:00
Tleety 2d1d4f02f3 Fixed some things in gameworld and added a new skymap. 2014-05-31 23:14:33 +02:00
Stiffly cea2faaaf8 Removed unnecessary info messages 2014-05-31 23:14:13 +02:00
Tleety 1af8d4909a Fixed things with the skybox and placed some items in the world. 2014-05-31 23:14:11 +02:00
Stiffly d407502432 CreateExplosion event published on shell collision now. 2014-05-31 22:15:44 +02:00
Stiffly a31e3faa1f Linear fade added to particles 2014-05-31 22:15:00 +02:00
Tleety 6e78307249 Merge remote-tracking branch 'origin/master' into deffered_rendering
Conflicts:
	src/GUI/GameFrame.h
	src/GameWorld.cpp
	vs11/Returngeance/Returngeance.vcxproj.filters
2014-05-31 17:16:29 +02:00
Tleety 260c1295ec WIP on deffered_rendering: a459a1c Skybox bugfix 2014-05-31 17:12:31 +02:00
Tleety 1b252c95e0 index on deffered_rendering: a459a1c Skybox bugfix 2014-05-31 17:12:31 +02:00
Tleety ad075f185e untracked files on deffered_rendering: a459a1c Skybox bugfix 2014-05-31 17:12:31 +02:00
Tleety a459a1c69b Skybox bugfix 2014-05-31 02:03:50 +02:00
Tleety ee2f7fcecf Added some water to see how it looks 2014-05-31 01:11:14 +02:00
Stiffly 370dbb96ad Merge, now you can see sprites.
Merge remote-tracking branch 'origin/deffered_rendering' into particles

Conflicts:
	src/GameWorld.cpp
2014-05-31 00:00:00 +02:00
Tleety 0bba9e40d4 Merge branch 'deffered_rendering' of github.com:sippeangelo/Return-to-the-Return-of-Return-Fire-2-Returngeance into deffered_rendering
Conflicts:
	src/Renderer.cpp
2014-05-30 22:47:23 +02:00
Tleety 0e612cb3f3 Colors now working correcly. 2014-05-30 22:45:00 +02:00
Stiffly 28c3cf5e16 Optimized ParticleSystem. Still can't see particles though D: 2014-05-30 22:19:03 +02:00
Jace 6c8fff9ed0 Non-retardedly slow sprite rendering 2014-05-30 22:00:20 +02:00
Stiffly dbebd5a6e9 Merge remote-tracking branch 'origin/deffered_rendering' into particles 2014-05-30 20:04:17 +02:00
Stiffly 31348e774e Trying some stuff, this build did not support sprite rendering 2014-05-30 20:00:09 +02:00
Tleety ed803733da Merged ASSets 2014-05-30 19:55:49 +02:00
Tleety 9ccf8ecc42 Fixed being able to draw sprites and normal/specular maps for terrain 2014-05-30 19:53:00 +02:00
Stiffly bf77fba963 Omg dem filter merge skillz
Merge remote-tracking branch 'origin/deffered_rendering' into particles

Conflicts:
	src/GameWorld.cpp
	src/Systems/ParticleSystem.cpp
	src/Systems/ParticleSystem.h
	vs11/Returngeance/Returngeance.vcxproj
	vs11/Returngeance/Returngeance.vcxproj.filters
2014-05-30 19:11:52 +02:00
Stiffly d17450b554 Some Explosion stuff 2014-05-30 00:12:28 +02:00
Tleety cc84f04542 Transparent objects working. 2014-05-29 23:59:36 +02:00
Tleety eb37cc2296 Fixed blendmaps
Merge remote-tracking branch 'origin/gui' into deffered_rendering

Conflicts:
	vs11/Returngeance/Returngeance.vcxproj.filters
2014-05-28 22:08:50 +02:00
Tleety 761b8e21e1 Added blendmap component
Added renderque for models with a blendmap component
Added shaders for blendmaps
2014-05-28 20:24:31 +02:00
Tleety a5f4c9daa0 Fixed so OBJ-loader now loads map_Bump options correctly. 2014-05-28 20:05:28 +02:00
Stiffly 571edbc214 ... even more event-based 2014-05-27 07:09:22 +02:00
Stiffly 5d53472286 CreateExplosion now Event-based (not tested) 2014-05-27 07:08:39 +02:00
Stiffly 4b2f324d60 Merge remote-tracking branch 'origin/master' into particles
Conflicts:
	src/GameWorld.cpp
	src/Systems/ParticleSystem.cpp
2014-05-27 06:55:44 +02:00
31 changed files with 859 additions and 279 deletions
+38
View File
@@ -0,0 +1,38 @@
#ifndef Components_BlendMap_h__
#define Components_BlendMap_h__
#include "Component.h"
#include "Entity.h"
namespace Components
{
struct BlendMap : Component
{
BlendMap()
: TextureRed("Textures/ErrorTextureRed.png")
, TextureRedNormal("Textures/NeutralNormalMap.png")
, TextureRedSpecular("Textures/NeutralSpecularMap.png")
, TextureGreen("Textures/ErrorTextureGreen.png")
, TextureGreenNormal("Textures/NeutralNormalMap.png")
, TextureGreenSpecular("Textures/NeutralSpecularMap.png")
, TextureBlue("Textures/ErrorTextureBlue.png")
, TextureBlueNormal("Textures/NeutralNormalMap.png")
, TextureBlueSpecular("Textures/NeutralSpecularMap.png")
, TextureRepeats(100.f) { }
std::string TextureRed;
std::string TextureRedNormal;
std::string TextureRedSpecular;
std::string TextureGreen;
std::string TextureGreenNormal;
std::string TextureGreenSpecular;
std::string TextureBlue;
std::string TextureBlueNormal;
std::string TextureBlueSpecular;
float TextureRepeats;
virtual BlendMap* Clone() const override { return new BlendMap(*this); }
};
}
#endif // !Components_BlendMap_h__
+3 -3
View File
@@ -4,18 +4,18 @@
#include <string>
#include "Component.h"
#include "Color.h"
namespace Components
{
struct Model : Component
{
Model() : Visible(true), ShadowCaster(true) { }
Model() : Color(glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)), Visible(true), ShadowCaster(true), Transparent(false) { }
std::string ModelFile;
Color Color;
glm::vec4 Color;
bool Visible;
bool ShadowCaster;
bool Transparent;
virtual Model* Clone() const override { return new Model(*this); }
};
+2 -1
View File
@@ -11,9 +11,10 @@ namespace Components
struct Particle : Component
{
std::vector<Color> ColorSpectrum;
std::vector<glm::vec3> ScaleSpectrum;
double LifeTime;
double SpawnTime;
bool Fade;
std::vector<glm::vec3> VelocitySpectrum;
std::vector<float> AngularVelocitySpectrum;
std::vector<glm::vec3> OrientationSpectrum; //Keep?
+5 -3
View File
@@ -19,20 +19,22 @@ struct ParticleEmitter : Component
, SpawnCount(0)
, SpreadAngle(0)
, LifeTime(0)
, TimeSinceLastSpawn(100) { } // TEMP fulhack så att partiklarna spawnar direkt
, TimeSinceLastSpawn(100)
, Color(glm::vec4(0)) { }
EntityID ParticleTemplate;
float SpawnFrequency;
float Speed;
int SpawnCount;
std::vector<Color> ColorSpectrum;
glm::vec4 Color;
std::vector<glm::vec3> ScaleSpectrum;
float SpreadAngle;
double LifeTime;
bool UseGoalVelocity;
bool Fade;
glm::vec3 GoalVelocity;
std::vector<float> AngularVelocitySpectrum;
std::vector<glm::vec3> OrientationSpectrum; //Keep?
std::vector<glm::vec3> OrientationSpectrum; //Keep? noo..
private:
double TimeSinceLastSpawn;
+3 -2
View File
@@ -4,15 +4,16 @@
#include <string>
#include "Component.h"
#include "Color.h"
namespace Components
{
struct Sprite : Component
{
Sprite() : Color(glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)) { }
std::string SpriteFile;
Color Color;
glm::vec4 Color;
virtual Sprite* Clone() const override { return new Sprite(*this); }
};
+27
View File
@@ -0,0 +1,27 @@
#ifndef Event_CreateExplosion_h__
#define Event_CreateExplosion_h__
#include "EventBroker.h"
#include <glm/common.hpp>
#include <glm/gtc/quaternion.hpp>
namespace Events
{
struct CreateExplosion : Event
{
CreateExplosion()
: Color(glm::vec4(0)) {}
glm::vec3 Position;
glm::vec4 Color;
double LifeTime;
int ParticlesToSpawn;
std::string spritePath;
glm::quat RelativeUpOrientation;
float Speed;
float SpreadAngle;
std::vector<float> ParticleScale;
};
}
#endif // Event_CreateExplosion_h__
+1 -1
View File
@@ -48,7 +48,7 @@ public:
, m_Hidden(false)
{ SetParent(std::shared_ptr<Frame>(parent)); Initialize(); }
::RenderQueue RenderQueue;
::RenderQueuePair RenderQueue;
std::shared_ptr<Frame> Parent() const { return m_Parent; }
void SetParent(std::shared_ptr<Frame> parent)
+2 -2
View File
@@ -32,7 +32,7 @@ public:
job.TextureID = m_Texture->ResourceID;
job.Texture = *m_Texture;
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a * m_CurrentFade);
RenderQueue.Add(job);
RenderQueue.Forward.Add(job);
}
// Texture while fading
@@ -42,7 +42,7 @@ public:
job.TextureID = m_FadeTexture->ResourceID;
job.Texture = *m_FadeTexture;
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a);
RenderQueue.Add(job);
RenderQueue.Forward.Add(job);
}
renderer->SetCamera(nullptr);
+88 -7
View File
@@ -11,6 +11,8 @@
#include "Components/Model.h"
#include "Components/Sprite.h"
#include "Components/PointLight.h"
#include "Components/BlendMap.h"
namespace GUI
{
@@ -42,6 +44,10 @@ public:
{
EntityID entity = pair.first;
auto templateComponent = m_World->GetComponent<Components::Template>(entity);
if (templateComponent)
continue;
auto transform = m_World->GetComponent<Components::Transform>(entity);
if (!transform)
continue;
@@ -56,7 +62,33 @@ public:
glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
* glm::toMat4(absoluteTransform.Orientation)
* glm::scale(absoluteTransform.Scale);
EnqueueModel(modelAsset, modelMatrix);
auto blendmapComponent = m_World->GetComponent<Components::BlendMap>(entity);
if (blendmapComponent)
{
BlendMapTexture RedTexture;
RedTexture.Diffuse = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureRed);
RedTexture.Normal = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureRedNormal);
RedTexture.Specular = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureRedSpecular);
BlendMapTexture GreenTexture;
GreenTexture.Diffuse = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureGreen);
GreenTexture.Normal = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureGreenNormal);
GreenTexture.Specular = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureGreenSpecular);
BlendMapTexture BlueTexture;
BlueTexture.Diffuse = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureBlue);
BlueTexture.Normal = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureBlueNormal);
BlueTexture.Specular = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureBlueSpecular);
float textureRepeat = blendmapComponent->TextureRepeats;
EnqueueBlendMapModel(modelAsset, RedTexture, GreenTexture, BlueTexture, textureRepeat, modelMatrix, modelComponent->Color);
}
else
{
EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color);
}
}
}
@@ -71,7 +103,7 @@ public:
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
* glm::toMat4(orientation2D)
* glm::scale(absoluteTransform.Scale);
EnqueueSprite(textureAsset, modelMatrix);
EnqueueSprite(textureAsset, modelMatrix, spriteComponent->Color);
}
}
@@ -91,12 +123,21 @@ public:
);
}
}
RenderQueue.Sort();
}
protected:
std::shared_ptr<World> m_World;
private:
struct BlendMapTexture
{
GLuint Diffuse;
GLuint Normal;
GLuint Specular;
};
EventRelay<Frame, Events::SetViewportCamera> m_ESetViewportCamera;
bool OnSetViewportCamera(const Events::SetViewportCamera &event)
{
@@ -116,7 +157,7 @@ private:
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
void EnqueueModel(Model* model, glm::mat4 modelMatrix)
void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent, glm::vec4 color)
{
for (auto texGroup : model->TextureGroups)
{
@@ -129,20 +170,60 @@ private:
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = modelMatrix;
RenderQueue.Add(job);
job.Transparent = transparent;
job.Color = color;
if(job.Transparent)
{
RenderQueue.Forward.Add(job);
}
else
{
RenderQueue.Deferred.Add(job);
}
}
}
void EnqueueSprite(Texture* texture, glm::mat4 modelMatrix)
void EnqueueBlendMapModel(Model* model, BlendMapTexture textureRed, BlendMapTexture textureGreen, BlendMapTexture textureBlue, float textureRepeat, glm::mat4 modelMatrix, glm::vec4 color)
{
for (auto texGroup : model->TextureGroups)
{
BlendMapModelJob job;
job.TextureID = texGroup.Texture->ResourceID;
job.DiffuseTexture = *texGroup.Texture;
job.NormalTexture = (texGroup.NormalMap) ? *texGroup.NormalMap : 0;
job.SpecularTexture = (texGroup.SpecularMap) ? *texGroup.SpecularMap : 0;
job.BlendMapTextureRed = textureRed.Diffuse;
job.BlendMapTextureRedNormal = textureRed.Normal;
job.BlendMapTextureRedSpecular = textureRed.Specular;
job.BlendMapTextureGreen = textureGreen.Diffuse;
job.BlendMapTextureGreenNormal = textureGreen.Normal;
job.BlendMapTextureGreenSpecular = textureGreen.Specular;
job.BlendMapTextureBlue = textureBlue.Diffuse;
job.BlendMapTextureBlueNormal = textureBlue.Normal;
job.BlendMapTextureBlueSpecular = textureBlue.Specular;
job.TextureRepeat = textureRepeat;
job.VAO = model->VAO;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = modelMatrix;
job.Color = color;
RenderQueue.Deferred.Add(job);
}
}
void EnqueueSprite(Texture* texture, glm::mat4 modelMatrix, glm::vec4 color)
{
SpriteJob job;
job.TextureID = texture->ResourceID;
job.Texture = *texture;
job.ModelMatrix = modelMatrix;
job.Color = color;
RenderQueue.Add(job);
RenderQueue.Forward.Add(job);
}
};
}
+1
View File
@@ -85,6 +85,7 @@ void InputManager::Update(double dt)
EventBroker->Publish(e);
}
// // Lock mouse while holding LMB
// if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT])
// {
+1 -1
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
+1 -1
View File
@@ -268,7 +268,7 @@ void OBJ::ParseMaterial()
continue;
}
// Normal map (bump map)
if (prefix == "bump")
if (prefix == "bump" || prefix == "map_Bump" )
{
MaterialInfo::BumpMap bumpMap;
+46 -9
View File
@@ -14,6 +14,9 @@ struct RenderJob
{
friend class RenderQueue;
glm::mat4 ModelMatrix;
float Depth;
protected:
uint64_t Hash;
@@ -37,7 +40,7 @@ struct ModelJob : RenderJob
GLuint VAO;
unsigned int StartIndex;
unsigned int EndIndex;
glm::mat4 ModelMatrix;
float Transparent;
void CalculateHash() override
{
@@ -45,6 +48,20 @@ struct ModelJob : RenderJob
}
};
struct BlendMapModelJob : ModelJob
{
GLuint BlendMapTextureRed;
GLuint BlendMapTextureRedNormal;
GLuint BlendMapTextureRedSpecular;
GLuint BlendMapTextureGreen;
GLuint BlendMapTextureGreenNormal;
GLuint BlendMapTextureGreenSpecular;
GLuint BlendMapTextureBlue;
GLuint BlendMapTextureBlueNormal;
GLuint BlendMapTextureBlueSpecular;
float TextureRepeat;
};
struct SpriteJob : RenderJob
{
unsigned int ShaderID;
@@ -52,7 +69,6 @@ struct SpriteJob : RenderJob
GLuint Texture;
glm::vec4 Color;
glm::mat4 ModelMatrix;
void CalculateHash() override
{
@@ -67,27 +83,48 @@ public:
void Add(T &job)
{
job.CalculateHash();
m_Jobs.push_front(std::shared_ptr<T>(new T(job)));
m_Jobs.sort();
Jobs.push_front(std::shared_ptr<T>(new T(job)));
}
void Sort()
{
Jobs.sort();
}
void Clear()
{
m_Jobs.clear();
Jobs.clear();
}
std::forward_list<std::shared_ptr<RenderJob>>::const_iterator begin()
{
return m_Jobs.begin();
return Jobs.begin();
}
std::forward_list<std::shared_ptr<RenderJob>>::const_iterator end()
{
return m_Jobs.end();
return Jobs.end();
}
private:
std::forward_list<std::shared_ptr<RenderJob>> m_Jobs;
std::forward_list<std::shared_ptr<RenderJob>> Jobs;
};
struct RenderQueuePair
{
RenderQueue Deferred;
RenderQueue Forward;
void Clear()
{
Deferred.Clear();
Forward.Clear();
}
void Sort()
{
Deferred.Sort();
Forward.Sort();
}
};
#endif // RenderQueue_h__
+252 -73
View File
@@ -21,7 +21,7 @@ Renderer::Renderer(std::shared_ptr<::ResourceManager> resourceManager)
CAtt = 1.0f;
LAtt = 0.0f;
QAtt = 3.0f;
m_ShadowMapRes = 2048*2;
m_ShadowMapRes = 1;
m_SunPosition = glm::vec3(0.f, 1.0f, 0.5f);
m_SunTarget = glm::vec3(0, 0, 0);
m_SunProjection_height = glm::vec2(-40.f, 40.f);
@@ -78,10 +78,6 @@ void Renderer::Initialize()
m_Camera->SetPosition(glm::vec3(0.0f, 0.0f, 2.f));
glfwSwapInterval(m_VSync);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
LoadContent();
}
@@ -112,6 +108,16 @@ void Renderer::LoadContent()
m_ShaderProgramDebugAABB.Compile();
m_ShaderProgramDebugAABB.Link();*/
m_FinalForwardPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FinalForwardPass.vert.glsl")));
m_FinalForwardPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FinalForwardPass.frag.glsl")));
m_FinalForwardPassProgram.Compile();
m_FinalForwardPassProgram.Link();
m_BlendMapProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BlendMap.vert.glsl")));
m_BlendMapProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BlendMap.frag.glsl")));
m_BlendMapProgram.Compile();
m_BlendMapProgram.Link();
m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Skybox.vert.glsl")));
m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Skybox.frag.glsl")));
m_ShaderProgramSkybox.Compile();
@@ -125,6 +131,7 @@ void Renderer::LoadContent()
m_ForwardRendering.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardRendering.vert.glsl")));
m_ForwardRendering.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardRendering.frag.glsl")));
m_ForwardRendering.Compile();
glBindFragDataLocation(m_ForwardRendering.GetHandle(), 0, "frag_Diffuse");
m_ForwardRendering.Link();
m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowMap.vert.glsl")));
@@ -160,7 +167,7 @@ void Renderer::LoadContent()
FrameBufferTextures();
m_sphereModel = ResourceManager->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj");
m_Skybox = std::make_shared<Skybox>("Textures/Skybox/Sunset", "jpg");
m_Skybox = std::make_shared<Skybox>("Textures/Skybox/sunset", "jpg");
}
void Renderer::Draw(double dt)
@@ -260,7 +267,7 @@ void Renderer::Draw(double dt)
glfwSwapBuffers(m_Window);
}
void Renderer::DrawFrame(RenderQueue &rq)
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);
@@ -304,7 +311,7 @@ void Renderer::DrawFrame(RenderQueue &rq)
// }
//}
for (auto &job : rq)
for (auto &job : rq.Forward)
{
//auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
//if (modelJob)
@@ -357,11 +364,27 @@ void Renderer::DrawFrame(RenderQueue &rq)
}
}
void Renderer::DrawWorld(RenderQueue &rq)
void Renderer::DrawWorld(RenderQueuePair &rq)
{
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glEnable(GL_SCISSOR_TEST);
DrawShadowMap(rq);
//Sort forward rendering items by z value.
for(auto job : rq.Forward)
{
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
glm::vec3 spritePos = glm::vec3(cameraMatrix * job->ModelMatrix * glm::vec4(1, 1, 1, 0));
job->Depth = spritePos.z;
}
rq.Forward.Jobs.sort(Renderer::DepthSort);
//DrawShadowMap(rq.Deferred);
/*
Base pass
@@ -384,12 +407,15 @@ void Renderer::DrawWorld(RenderQueue &rq)
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
DrawFBOScene(rq);
DrawSkybox();
DrawFBOScene(rq.Deferred);
/*
Lighting pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
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);
@@ -405,7 +431,7 @@ void Renderer::DrawWorld(RenderQueue &rq)
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
glCullFace(GL_FRONT);
DrawLightScene(rq);
DrawLightScene(rq.Deferred);
DrawSunLightScene();
/*
@@ -414,7 +440,9 @@ void Renderer::DrawWorld(RenderQueue &rq)
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(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);
m_FinalPassProgram.Bind();
@@ -432,6 +460,147 @@ void Renderer::DrawWorld(RenderQueue &rq)
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
/*
Transparency
*/
ForwardRendering(rq.Forward);
}
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_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, attachments);
glClearColor(0.f, 0.f, 0.f, 0.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);
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
glm::mat4 MVP;
m_ForwardRendering.Bind();
GLuint ShaderProgramHandle = m_ForwardRendering.GetHandle();
for (auto &job : rq)
{
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob)
{
glm::mat4 modelMatrix = modelJob->ModelMatrix;
MVP = cameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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));
glBindVertexArray(modelJob->VAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
if (modelJob->NormalTexture != 0)
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture);
}
if (modelJob->SpecularTexture)
{
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture);
}
glDrawArrays(GL_TRIANGLES, modelJob->StartIndex, modelJob->EndIndex - modelJob->StartIndex + 1);
continue;
}
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if (spriteJob)
{
glm::mat4 modelMatrix = spriteJob->ModelMatrix;
MVP = cameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(glm::mat4(MVP)));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4(modelMatrix)));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(glm::mat4(m_Camera->ViewMatrix())));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(glm::mat4(cameraProjection)));
glUniform4fv(glGetUniformLocation(ShaderProgramHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
continue;
}
}
//glDepthMask (GL_TRUE);
//glDisable (GL_BLEND);
/*
Final pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glViewport(0, 0, m_Width, m_Height);
glScissor(0, 0, m_Width, m_Height);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_FinalForwardPassProgram.Bind();
//ShaderProgramHandle = m_FinalForwardPassProgram.GetHandle();
// Ambient light
//glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "La"), 1, glm::value_ptr(glm::vec3(0.7f)));
//glUniform1f(glGetUniformLocation(ShaderProgramHandle, "Gamma"), Gamma);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
glCullFace(GL_BACK);
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
//for (auto tuple : ModelsToRender) //// Todo: Add so it's TransparentModelsToRender
//{
// Model* model;
// glm::mat4 modelMatrix;
// bool visible;
// std::tie(model, modelMatrix, visible, std::ignore) = tuple;
// if (!visible)
// continue;
// MVP = cameraMatrix * modelMatrix;
// glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
// glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
// glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
// glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix((float)m_Width / m_Height)));
// glBindVertexArray(model->VAO);
// for (auto texGroup : model->TextureGroups)
// {
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
// glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
// }
//}
}
void Renderer::Swap()
@@ -439,17 +608,19 @@ void Renderer::Swap()
glfwSwapBuffers(m_Window);
}
#pragma region TempRegion
void Renderer::DrawSkybox()
{
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
//glViewport(0, 0, m_Width, m_Height);
//glScissor(0, 0, m_Width, m_Height);
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);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_ShaderProgramSkybox.Bind();
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Width / m_Height) * glm::toMat4(glm::inverse(m_Camera->Orientation()));
//glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
//glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height) * glm::inverse(glm::toMat4(m_Camera->Orientation()));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
m_Skybox->Draw();
@@ -762,8 +933,6 @@ void Renderer::ClearStuff()
Lights.clear();
}
#pragma endregion
void Renderer::FrameBufferTextures()
{
m_fbBasePass = 0;
@@ -857,9 +1026,6 @@ void Renderer::FrameBufferTextures()
LOG_ERROR("DeferredLighting:Init: m_fbLightingPass incomplete: 0x%x\n", fbStatus);
//exit(1);
}
}
void Renderer::DrawFBO()
@@ -945,9 +1111,8 @@ void Renderer::DrawFBO()
//}
}
void Renderer::DrawFBO2()
void Renderer::DrawFBO2(RenderQueue &rq)
{
ForwardRendering();
}
void Renderer::DrawFBOScene(RenderQueue &rq)
@@ -976,17 +1141,74 @@ void Renderer::DrawFBOScene(RenderQueue &rq)
glm::vec3 sunDirection = m_SunTarget - m_SunPosition;
glm::vec3 sunDirection_cameraview = glm::vec3(cameraProjection * m_Camera->ViewMatrix() * glm::vec4(sunDirection, 1.0));
m_FirstPassProgram.Bind();
GLuint ShaderProgramHandle = m_FirstPassProgram.GetHandle();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
for (auto &job : rq)
{
auto blendMapJob = std::dynamic_pointer_cast<BlendMapModelJob>(job);
if(blendMapJob)
{
m_BlendMapProgram.Bind();
GLuint ShaderProgramHandle = m_BlendMapProgram.GetHandle();
glm::mat4 modelMatrix = blendMapJob->ModelMatrix;
MVP = cameraMatrix * modelMatrix;
depthMVP = depthCameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
glUniform1f(glGetUniformLocation(ShaderProgramHandle, "TextureRepeats"), blendMapJob->TextureRepeat);
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->BlendMapTextureRedNormal);
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureRedSpecular);
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureGreen);
glActiveTexture(GL_TEXTURE8);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureGreenNormal);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureGreenSpecular);
glActiveTexture(GL_TEXTURE10);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureBlue);
glActiveTexture(GL_TEXTURE11);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureBlueNormal);
glActiveTexture(GL_TEXTURE12);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureBlueSpecular);
glDrawArrays(GL_TRIANGLES, blendMapJob->StartIndex, blendMapJob->EndIndex - blendMapJob->StartIndex + 1);
continue;
}
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob)
{
m_FirstPassProgram.Bind();
GLuint ShaderProgramHandle = m_FirstPassProgram.GetHandle();
glm::mat4 modelMatrix = modelJob->ModelMatrix;
MVP = cameraMatrix * modelMatrix;
@@ -1094,7 +1316,7 @@ void Renderer::DrawSunLightScene()
glCullFace(GL_BACK);
glEnable(GL_BLEND);
glBlendEquation (GL_FUNC_ADD);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE,GL_ONE);
glDisable (GL_DEPTH_TEST);
@@ -1173,49 +1395,6 @@ void Renderer::UpdateSunProjection()
//Pass the bounding box's extents to glOrtho or similar to set up the orthographic projection matrix for the shadow map.
}
void Renderer::ForwardRendering()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_Width, m_Height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Width / m_Height) * m_Camera->ViewMatrix();
glm::mat4 MVP;
m_ForwardRendering.Bind();
GLuint ShaderProgramHandle = m_ForwardRendering.GetHandle();
for (auto tuple : ModelsToRender) //// Todo: Add so it's TransparentModelsToRender
{
Model* model;
glm::mat4 modelMatrix;
bool visible;
std::tie(model, modelMatrix, visible, std::ignore) = tuple;
if (!visible)
continue;
MVP = cameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix((float)m_Width / m_Height)));
glBindVertexArray(model->VAO);
for (auto texGroup : model->TextureGroups)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
}
}
}
void Renderer::RegisterCamera(int identifier, float FOV, float nearClip, float farClip)
{
m_Cameras[identifier] = std::make_shared<Camera>(FOV, nearClip, farClip);
+8 -5
View File
@@ -69,8 +69,8 @@ public:
m_Camera = camera;
}
void DrawFrame(RenderQueue &rq);
void DrawWorld(RenderQueue &rq);
void DrawFrame(RenderQueuePair &rq);
void DrawWorld(RenderQueuePair &rq);
void Swap();
#pragma endregion
@@ -191,6 +191,8 @@ private:
ShaderProgram m_FinalPassProgram;
ShaderProgram m_SunPassProgram;
ShaderProgram m_ForwardRendering;
ShaderProgram m_BlendMapProgram;
ShaderProgram m_FinalForwardPassProgram;
ShaderProgram m_ShaderProgramNormals;
ShaderProgram m_ShaderProgramShadows;
@@ -207,7 +209,7 @@ private:
void CreateShadowMap(int resolution);
void FrameBufferTextures();
void DrawFBO();
void DrawFBO2();
void DrawFBO2(RenderQueue &rq);
void DrawFBOScene(RenderQueue &rq);
void DrawLightScene(RenderQueue &rq);
void DrawSunLightScene();
@@ -215,9 +217,10 @@ private:
glm::mat4 CreateLightMatrix(Light &_light);
void UpdateSunProjection();
void CreateNormalMapTangent();
void ForwardRendering();
void ForwardRendering(RenderQueue &rq);
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth > j->Depth); }
GLuint CreateQuad();
void DrawDebugShadowMap();
GLuint CreateAABB();
+108
View File
@@ -0,0 +1,108 @@
#version 430
layout (binding=0) uniform sampler2D DiffuseTexture;
layout (binding=1) uniform sampler2D ShadowTexture;
layout (binding=2) uniform sampler2D NormalMapTexture;
layout (binding=3) uniform sampler2D SpecularMapTexture;
//TerrainTextures
layout (binding=4) uniform sampler2D TextureRed;
layout (binding=5) uniform sampler2D TextureRedNormal;
layout (binding=6) uniform sampler2D TextureRedSpecular;
layout (binding=7) uniform sampler2D TextureGreen;
layout (binding=8) uniform sampler2D TextureGreenNormal;
layout (binding=9) uniform sampler2D TextureGreenSpecular;
layout (binding=10) uniform sampler2D TextureBlue;
layout (binding=11) uniform sampler2D TextureBlueNormal;
layout (binding=12) uniform sampler2D TextureBlueSpecular;
uniform float TextureRepeats; //Determines how many times the textures will loop over the terrain
uniform vec3 SunDirection_cameraspace;
uniform mat4 V;
in VertexData
{
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
vec4 ShadowCoord;
vec3 Tangent;
vec3 BiTangent;
} Input;
out vec4 frag_Diffuse;
out vec4 frag_Position;
out vec4 frag_Normal;
out vec4 frag_Specular;
float Shadow(vec4 ShadowCoord, vec3 normal)
{
return 1.0;
if (Input.ShadowCoord.x < 0.0 || Input.ShadowCoord.x > 1.0 || Input.ShadowCoord.y < 0.0 || Input.ShadowCoord.y > 1.0)
return 0.9;
//Variable bias
vec3 n = normalize(normal);
vec3 l = normalize(SunDirection_cameraspace);
float cosTheta = clamp(dot(n, l), 0.0, 1.0);
float bias = tan(acos(cosTheta));
bias = clamp(bias, 0.0, 0.00003);
//Fixed bias
bias = 0;
if( texture(ShadowTexture, Input.ShadowCoord.xy).z < ShadowCoord.z + bias)
{
return 0.6;
}
else
{
return 1.0;
}
}
void main()
{
vec4 BlendMap = texture(DiffuseTexture, Input.TextureCoord);
vec4 TextureRedTexel = texture(TextureRed, Input.TextureCoord * TextureRepeats);
vec4 TextureRedTexelNormal = texture(TextureRedNormal, Input.TextureCoord * TextureRepeats);
//vec4 TextureRedTexelSpecular = texture(TextureRedSpecular, Input.TextureCoord * TextureRepeats);
vec4 TextureGreenTexel = texture(TextureGreen, Input.TextureCoord * TextureRepeats);
vec4 TextureGreenTexelNormal = texture(TextureGreenNormal, Input.TextureCoord * TextureRepeats);
//vec4 TextureGreenTexelSpecular = texture(TextureGreenSpecular, Input.TextureCoord * TextureRepeats);
vec4 TextureBlueTexel = texture(TextureBlue, Input.TextureCoord * TextureRepeats);
vec4 TextureBlueTexelNormal = texture(TextureBlueNormal, Input.TextureCoord * TextureRepeats);
//vec4 TextureBlueTexelSpecular = texture(TextureBlueSpecular, Input.TextureCoord * TextureRepeats);
//Mix the Terrain-textures together
TextureRedTexel *= BlendMap.r;
TextureGreenTexel = mix(TextureRedTexel, TextureGreenTexel, BlendMap.g);
vec4 finalBlendTexel = mix(TextureGreenTexel, TextureBlueTexel, BlendMap.b);
TextureRedTexelNormal *= BlendMap.r;
TextureGreenTexelNormal = mix(TextureRedTexelNormal, TextureGreenTexelNormal, BlendMap.g);
vec4 finalBlendTexelNormal = mix(TextureGreenTexelNormal, TextureBlueTexelNormal, BlendMap.b);
//TextureRedTexelSpecular *= BlendMap.r;
//TextureGreenTexelSpecular = mix(TextureRedTexelSpecular, TextureGreenTexelSpecular, BlendMap.g);
//vec4 finalBlendTexelSpecular = mix(TextureGreenTexelSpecular, TextureBlueTexelSpecular, BlendMap.b);
// G-buffer Position
frag_Position = vec4(Input.Position.xyz, 1.0);
// G-buffer Normal
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
frag_Normal = normalize(vec4(TBN * vec3(finalBlendTexelNormal), 0.0));
//frag_Diffuse = normalize(vec4(TBN * vec3(finalBlendTexelNormal), 0.0));
//frag_Normal = vec4(Input.Normal, 0.0);
// Diffuse Texture
frag_Diffuse = finalBlendTexel;
//G-buffer Specular
frag_Specular = texture(SpecularMapTexture, Input.TextureCoord);
}
+35
View File
@@ -0,0 +1,35 @@
#version 430
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 DepthMVP;
layout (location = 0) in vec3 Position;
layout (location = 1) in vec3 Normal;
layout (location = 2) in vec2 TextureCoord;
layout (location = 3) in vec3 Tangent;
layout (location = 4) in vec3 BiTangent;
out VertexData
{
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
vec4 ShadowCoord;
vec3 Tangent;
vec3 BiTangent;
} Output;
void main()
{
gl_Position = MVP * vec4(Position, 1.0);
Output.Position = vec3(V * M * vec4(Position, 1.0));
Output.Normal = normalize(vec3(inverse(transpose(V * M)) * vec4(Normal, 0.0)));
Output.TextureCoord = TextureCoord;
Output.ShadowCoord = DepthMVP * vec4(Position, 1.0);
Output.Tangent = normalize(vec3(inverse(transpose(V * M)) * vec4(Tangent, 0.0)));
Output.BiTangent = normalize(vec3(inverse(transpose(V * M)) * vec4(BiTangent, 0.0)));
}
+25
View File
@@ -0,0 +1,25 @@
#version 430
//uniform vec3 La;
layout (binding=0) uniform sampler2D DiffuseTexture;
in VertexData
{
vec3 Position;
vec2 TextureCoord;
} Input;
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 = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
}
+16
View File
@@ -0,0 +1,16 @@
#version 430
layout(location = 0) in vec3 Position;
out VertexData
{
vec3 Position;
vec2 TextureCoord;
} Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.Position = Position;
Output.TextureCoord = (vec2(Position) + 1) / 2;
}
-3
View File
@@ -5,7 +5,6 @@ uniform float Gamma;
layout (binding=0) uniform sampler2D DiffuseTexture;
layout (binding=1) uniform sampler2D LightingTexture;
layout (binding=2) uniform sampler2D ShadowTexture;
in VertexData
{
@@ -19,12 +18,10 @@ void main()
{
vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
vec4 ShadowTexel = texture(ShadowTexture, Input.TextureCoord);
//FragmentColor = LightingTexel + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
//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);
}
+2 -2
View File
@@ -10,11 +10,11 @@ in VertexData {
vec2 TextureCoord;
} Input;
out vec4 fragmentColor;
out vec4 frag_Diffuse;
void main() {
// Texture
vec4 texel = texture(texture0, Input.TextureCoord);
fragmentColor = texel * Color;
frag_Diffuse = texel * Color;
}
-26
View File
@@ -5,13 +5,6 @@ layout (binding=1) uniform sampler2D ShadowTexture;
layout (binding=2) uniform sampler2D NormalMapTexture;
layout (binding=3) uniform sampler2D SpecularMapTexture;
//TerrainTextures
layout (binding=4) uniform sampler2D AsphaltTexture;
layout (binding=5) uniform sampler2D GrassTexture;
layout (binding=6) uniform sampler2D SandTexture;
layout (binding=7) uniform sampler2D BlendMap;
uniform float texScale; //Determines how many times the textures will loop over the terrain
uniform vec3 SunDirection_cameraspace;
uniform mat4 V;
@@ -59,25 +52,6 @@ float Shadow(vec4 ShadowCoord, vec3 normal)
void main()
{
//Fixa så den bara gör detta om modellen har en blend map
//vvvvvv
vec4 Blend = texture2D(BlendMap, Input.TextureCoord.st );
vec4 AsphaltTexel = texture2D(AsphaltTexture, Input.TextureCoord.st * texScale);
vec4 GrassTexel = texture2D(GrassTexture, Input.TextureCoord.st * texScale);
vec4 SandTexel = texture2D(SandTexture, Input.TextureCoord.st * texScale);
//Mix the Terrain-textures together
AsphaltTexel *= Blend.r;
GrassTexel = mix(AsphaltTexel, GrassTexel, Blend.g);
vec4 tex = mix(GrassTexel, SandTexel, Blend.b);
//^^^^^^
//Fixa så den bara gör detta om modellen har en blend map
// G-buffer Position
frag_Position = vec4(Input.Position.xyz, 1.0);
-1
View File
@@ -12,5 +12,4 @@ out vec4 FragColor;
void main()
{
FragColor = texture(CubemapTexture, Input.TextureCoord);
//FragColor = vec4(1.0, 1.0, 1.0, 0.0);
}
+117 -121
View File
@@ -8,7 +8,7 @@ void Systems::ParticleSystem::Initialize()
{
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
tempSpawnedExplosions = false;
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Systems::ParticleSystem::OnKeyUp);
EVENT_SUBSCRIBE_MEMBER(m_EExplosion, &ParticleSystem::CreateExplosion);
}
void Systems::ParticleSystem::Update(double dt)
@@ -22,11 +22,14 @@ void Systems::ParticleSystem::Update(double dt)
double timeLived = glfwGetTime() - spawnTime;
auto eComp = m_World->GetComponent<Components::ParticleEmitter>(explosionID);
if(timeLived > eComp->LifeTime)
if(timeLived > eComp->LifeTime && m_ParticlesToEmitter[explosionID] == NULL)
{
auto e = m_World->GetComponent<Components::ParticleEmitter>(explosionID);
m_World->RemoveEntity(e->ParticleTemplate);
m_World->RemoveEntity(explosionID);
it = m_ExplosionEmitters.erase(it);
//LOG_INFO("Deleted explosion emitter successfully");
//LOG_INFO("Deleted explosion emitter successfully. nr of emitters%i", m_ExplosionEmitters.size());
}
else
{
@@ -46,69 +49,82 @@ 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)
// if(emitterComponent->TimeSinceLastSpawn > emitterComponent->SpawnFrequency)
// {
// SpawnParticles(entity);
// emitterComponent->TimeSinceLastSpawn = 0;
// }
}
auto particleComponent = m_World->GetComponent<Components::Particle>(entity);
if(particleComponent)
{
EntityID particleID = entity;
double timeLived = glfwGetTime() - particleComponent->SpawnTime;
if(timeLived > particleComponent->LifeTime)
{
SpawnParticles(entity);
emitterComponent->TimeSinceLastSpawn = 0;
m_World->RemoveEntity(particleID);
m_ParticlesToEmitter.erase(particleID);
return;
}
std::list<ParticleData>::iterator it;
for(it = m_ParticleEmitter[entity].begin(); it != m_ParticleEmitter[entity].end();)
else
{
EntityID particleID = (it)->ParticleID;
auto transformComponent = m_World->GetComponent<Components::Transform>(particleID);
auto particleComponent = m_World->GetComponent<Components::Particle>(particleID);
double timeLived = glfwGetTime() - it->SpawnTime;
if(timeLived > particleComponent->LifeTime)
auto eComponent = m_World->GetComponent<Components::ParticleEmitter>(m_ParticlesToEmitter[particleID]);
auto sprite = m_World->GetComponent<Components::Sprite>(entity);
// FIX: calculate once
float timeProgress = timeLived / particleComponent->LifeTime;
// ColorInterpolation(timeProgress, particleComponent->ColorSpectrum, color);
// Scale interpolation
if(particleComponent->ScaleSpectrum.size() > 1)
VectorInterpolation(timeProgress, particleComponent->ScaleSpectrum, transformComponent->Scale);
// Velocity interpolation
if(particleComponent->VelocitySpectrum.size() > 1)
VectorInterpolation(timeProgress, particleComponent->VelocitySpectrum, transformComponent->Velocity);
if(particleComponent->Fade == true)
{
m_World->RemoveEntity(particleID);
it = m_ParticleEmitter[entity].erase(it);
std::vector<float> spectrum;
spectrum.push_back(1);
spectrum.push_back(0);
float alpha;
ScalarInterpolation(timeProgress, spectrum, alpha);
sprite->Color.w = alpha;
}
else
/*// Angular velocity interpolation
if (particleComponent->AngularVelocitySpectrum.size() != 0)
{
// FIX: calculate once
float timeProgress = timeLived / particleComponent->LifeTime;
// ColorInterpolation(timeProgress, particleComponent->ColorSpectrum, color);
// Scale interpolation
if(particleComponent->ScaleSpectrum.size() > 1)
VectorInterpolation(timeProgress, particleComponent->ScaleSpectrum, transformComponent->Scale);
// Velocity interpolation
if(particleComponent->VelocitySpectrum.size() > 1)
VectorInterpolation(timeProgress, particleComponent->VelocitySpectrum, transformComponent->Velocity);
// Angular velocity interpolation
if (particleComponent->AngularVelocitySpectrum.size() != 0)
if(particleComponent->AngularVelocitySpectrum.size() > 1)
{
if(particleComponent->AngularVelocitySpectrum.size() > 1)
{
ScalarInterpolation(timeProgress, particleComponent->AngularVelocitySpectrum, it->AngularVelocity);
transformComponent->Orientation = glm::angleAxis(it->AngularVelocity, it->Orientation);
}
else
{
transformComponent->Orientation *= glm::angleAxis(it->AngularVelocity, it->Orientation);
//it->Orientation = glm::angleAxis(it->AngularVelocity, it->Orientation);
}
ScalarInterpolation(timeProgress, particleComponent->AngularVelocitySpectrum, it->AngularVelocity);
transformComponent->Orientation = glm::angleAxis(it->AngularVelocity, it->Orientation);
}
//Angular velocity interpolation
if(particleComponent->OrientationSpectrum.size() > 1)
else
{
VectorInterpolation(timeProgress, particleComponent->OrientationSpectrum, it->Orientation);
glm::vec3 v1 = (particleComponent->OrientationSpectrum[0]);
glm::vec3 v2 = (it->Orientation);
glm::vec3 v3 = glm::normalize(glm::cross(v1,v2));
float angle = glm::acos(glm::dot(v1, v2) / (glm::length(v1) * glm::length(v2)));
transformComponent->Orientation = glm::angleAxis(angle, v3);
transformComponent->Orientation *= glm::angleAxis(it->AngularVelocity, it->Orientation);
//it->Orientation = glm::angleAxis(it->AngularVelocity, it->Orientation);
}
transformComponent->Position += transformComponent->Velocity * (float)dt;
it++;
}
//Angular velocity interpolation
if(particleComponent->OrientationSpectrum.size() > 1)
{
VectorInterpolation(timeProgress, particleComponent->OrientationSpectrum, it->Orientation);
glm::vec3 v1 = (particleComponent->OrientationSpectrum[0]);
glm::vec3 v2 = (it->Orientation);
glm::vec3 v3 = glm::normalize(glm::cross(v1,v2));
float angle = glm::acos(glm::dot(v1, v2) / (glm::length(v1) * glm::length(v2)));
transformComponent->Orientation = glm::angleAxis(angle, v3);
}*/
transformComponent->Position += transformComponent->Velocity * (float)dt;
}
}
}
@@ -127,12 +143,11 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID)
glm::vec3 ePosition = m_TransformSystem->AbsolutePosition(emitterID);
glm::quat eOrientation = eTransform->Orientation;
glm::vec3 paticleSpeed = glm::vec3(eComponent->Speed);
for(int i = 0; i < eComponent->SpawnCount; i++)
{
auto particleEntity = m_World->CloneEntity(eComponent->ParticleTemplate);
auto particleTransform = m_World->GetComponent<Components::Transform>(particleEntity);
auto ent = m_World->CloneEntity(eComponent->ParticleTemplate);
m_ParticlesToEmitter.insert(std::make_pair(ent, emitterID));
auto particleTransform = m_World->GetComponent<Components::Transform>(ent);
particleTransform->Position = ePosition;
particleTransform->Orientation = eOrientation;
@@ -143,16 +158,21 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID)
glm::normalize(glm::angleAxis(RandomizeAngle(spreadAngle), glm::vec3(0, 1, 0))) *
glm::normalize(glm::angleAxis(RandomizeAngle(spreadAngle), glm::vec3(0, 0, 1)));
auto particleComponent = m_World->AddComponent<Components::Particle>(particleEntity);
particleComponent->LifeTime = eComponent->LifeTime - 0.5;
particleComponent->ScaleSpectrum = eComponent->ScaleSpectrum;
particleComponent->VelocitySpectrum.push_back(particleTransform->Velocity);
auto particle = m_World->AddComponent<Components::Particle>(ent);
particle->LifeTime = eComponent->LifeTime;
particle->ScaleSpectrum = eComponent->ScaleSpectrum;
particle->VelocitySpectrum.push_back(particleTransform->Velocity);
particle->Fade = eComponent->Fade;
auto sprite = m_World->GetComponent<Components::Sprite>(ent);
if(eComponent->Color != glm::vec4(0))
sprite->Color = eComponent->Color;
if (eComponent->ScaleSpectrum.size() > 0)
{
if (eComponent->ScaleSpectrum.size() > 1)
{
particleComponent->ScaleSpectrum = eComponent->ScaleSpectrum;
particle->ScaleSpectrum = eComponent->ScaleSpectrum;
}
else
{
@@ -165,22 +185,20 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID)
}
if(eComponent->UseGoalVelocity)
particleComponent->VelocitySpectrum.push_back(eComponent->GoalVelocity);
particleComponent->OrientationSpectrum = eComponent->OrientationSpectrum;
if(particleComponent->OrientationSpectrum.size() != 0)
particleTransform->Orientation = glm::angleAxis(0.f, particleComponent->OrientationSpectrum[0]);
particleComponent->AngularVelocitySpectrum = eComponent->AngularVelocitySpectrum;
particle->VelocitySpectrum.push_back(eComponent->GoalVelocity);
particle->OrientationSpectrum = eComponent->OrientationSpectrum;
if(particle->OrientationSpectrum.size() != 0)
particleTransform->Orientation = glm::angleAxis(0.f, particle->OrientationSpectrum[0]);
particle->AngularVelocitySpectrum = eComponent->AngularVelocitySpectrum;
ParticleData data;
data.ParticleID = particleEntity;
data.SpawnTime = glfwGetTime();
if (particleComponent->AngularVelocitySpectrum.size() != 0)
data.AngularVelocity = particleComponent->AngularVelocitySpectrum[0];
if (particleComponent->OrientationSpectrum.size() != 0)
data.Orientation = particleComponent->OrientationSpectrum[0];
else data.Orientation = eOrientation * glm::vec3(0,0,-1);
m_ParticleEmitter[emitterID].push_back(data);
particle->SpawnTime = glfwGetTime();
// if (particle->AngularVelocitySpectrum.size() != 0)
// data.AngularVelocity = particle->AngularVelocitySpectrum[0];
// if (particle->OrientationSpectrum.size() != 0)
// data.Orientation = particle->OrientationSpectrum[0];
// else data.Orientation = eOrientation * glm::vec3(0,0,-1);
//m_ParticleEmitter[emitterID].push_back(data);
}
}
@@ -200,23 +218,13 @@ void Systems::ParticleSystem::VectorInterpolation(double timeProgress, std::vect
dAxisValue = glm::abs(spectrum[0].y - spectrum[1].y);
if (spectrum[0].y > spectrum[1].y)
dAxisValue *= -1;
v.y = spectrum[0].y + dAxisValue * timeProgress;
v.y = spectrum[0].y + dAxisValue * timeProgress;
dAxisValue = glm::abs(spectrum[0].z - spectrum[1].z);
if(spectrum[0].z > spectrum[1].z)
dAxisValue *= -1;
v.z = spectrum[0].z + dAxisValue * timeProgress;
}
// void Systems::ParticleSystem::ColorInterpolation(double timeProgress, std::vector<Color> spectrum, Color &c)
// {
// float dColor = glm::abs(spectrum[0].r - spectrum[1].r);
// c.r = spectrum[0].r + dColor * timeProgress;
// dColor = glm::abs(spectrum[0].g - spectrum[1].g);
// c.g = spectrum[0].g + dColor * timeProgress;
// dColor = glm::abs(spectrum[0].b - spectrum[1].b);
// c.b = spectrum[0].b + dColor * timeProgress;
// }
void Systems::ParticleSystem::ScalarInterpolation(double timeProgress, std::vector<float> spectrum, float &alpha)
{
float dAlpha = glm::abs(spectrum[0] - spectrum[1]);
@@ -225,53 +233,41 @@ void Systems::ParticleSystem::ScalarInterpolation(double timeProgress, std::vect
alpha = spectrum[0] + dAlpha * timeProgress;
}
void Systems::ParticleSystem::CreateExplosion(glm::vec3 _pos, double _lifeTime, int _particlesToSpawn, std::string _spritePath, glm::quat _relativeUpOri, float _speed, float _spreadAngle, float _particleScale)
bool Systems::ParticleSystem::CreateExplosion(const Events::CreateExplosion &e)
{
LOG_INFO("Spawning an explosion");
auto explosion = m_World->CreateEntity();
auto emitter = m_World->AddComponent<Components::ParticleEmitter>(explosion);
emitter->LifeTime = _lifeTime;
emitter->SpawnCount = _particlesToSpawn;
emitter->Speed = _speed;
emitter->SpreadAngle = _spreadAngle;
emitter->SpawnFrequency = _lifeTime + 20; //temp
// emitter->UseGoalVelocity = true;
// emitter->GoalVelocity = glm::vec3(0,-_speed, 0);
emitter->LifeTime = e.LifeTime;
emitter->SpawnCount = e.ParticlesToSpawn;
emitter->Speed = e.Speed;
emitter->SpreadAngle = e.SpreadAngle;
//emitter->ScaleSpectrum.push_back(glm::vec3(e.ParticleScale));
emitter->SpawnFrequency = e.LifeTime + 20; //temp
emitter->Fade = true;
emitter->Color = e.Color;
std::vector<glm::vec3> scale;
scale.push_back(glm::vec3(e.ParticleScale[0]));
if(e.ParticleScale.size() >= 2)
scale.push_back(glm::vec3(e.ParticleScale[1]));
emitter->ScaleSpectrum = scale;
// emitter->GoalVelocity = glm::vec3(0,-_speed, 0);
m_World->CommitEntity(explosion);
auto particleEnt = m_World->CreateEntity();
auto templateComponent = m_World->AddComponent<Components::Template>(particleEnt);
auto TEMP = m_World->AddComponent<Components::Transform>(particleEnt);
TEMP->Scale = glm::vec3(0);
auto spriteComponent = m_World->AddComponent<Components::Sprite>(particleEnt);
spriteComponent->SpriteFile = _spritePath;
spriteComponent->SpriteFile = e.spritePath;
m_World->CommitEntity(particleEnt);
emitter->ParticleTemplate = particleEnt;
auto transform = m_World->AddComponent<Components::Transform>(explosion);
transform->Position = _pos;
transform->Orientation = _relativeUpOri;
transform->Position = e.Position;
transform->Orientation = e.RelativeUpOrientation;
SpawnParticles(explosion);
m_ExplosionEmitters[explosion] = glfwGetTime();
}
bool Systems::ParticleSystem::OnKeyUp(const Events::KeyUp &e)
{
if(!tempSpawnedExplosions)
{
if (e.KeyCode == GLFW_KEY_B)
{
tempSpawnedExplosions = true;
CreateExplosion(
glm::vec3(0, 10, 0),
0.5,
60,
"Textures/Sprites/NewtonTreeDeleteASAPPlease.png",
glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0)),
40,
glm::pi<float>(),
0.5f
);
}
}
return true;
}
+11 -17
View File
@@ -9,21 +9,13 @@
#include "Components/Sprite.h"
#include "EventBroker.h"
#include "Events/KeyUp.h"
#include "Events/CreateExplosion.h"
#include "Color.h"
#include <GLFW/glfw3.h>
namespace Systems
{
struct ParticleData
{
EntityID ParticleID;
double SpawnTime;
float AngularVelocity;
glm::vec3 Orientation;
Color color;
};
class ParticleSystem : public System
{
public:
@@ -36,7 +28,7 @@ public:
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
void Initialize() override;
void CreateExplosion(glm::vec3 _pos, double _lifeTime, int _particlesToSpawn, std::string _spritePath, glm::quat _relativeUpOri, float _speed, float _spreadAngle, float _particleScale);
//void CreateExplosion(glm::vec3 _pos, double _lifeTime, int _particlesToSpawn, std::string _spritePath, glm::quat _relativeUpOri, float _speed, float _spreadAngle, float _particleScale);
virtual bool OnCommand(const Events::KeyUp &event) { return false; }
@@ -45,19 +37,21 @@ private:
float RandomizeAngle(float spreadAngle);
//void ScaleInterpolation(double timeProgress, std::vector<float> spectrum, glm::vec3 &scale);
void VectorInterpolation(double timeProgress, std::vector<glm::vec3> spectrum, glm::vec3 &velocity);
//void ColorInterpolation(double timeProgress, std::vector<Color> spectrum, Color &color);
void ScalarInterpolation(double timeProgress, std::vector<float> spectrum, float &alpha);
void Billboard();
std::map<EntityID, std::list<ParticleData>> m_ParticleEmitter;
std::map<EntityID, double> m_TimeSinceLastSpawn;
std::map<EntityID, double> m_ExplosionEmitters;
//std::map<EntityID, std::list<ParticleData>> m_ParticleEmitter;
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
bool tempSpawnedExplosions;
EventRelay<ParticleSystem, Events::KeyUp> m_EKeyUp;
bool OnKeyUp(const Events::KeyUp &e);
// EventRelay<ParticleSystem, Events::KeyUp> m_EKeyUp;
// bool OnKeyUp(const Events::KeyUp &e);
EventRelay<ParticleSystem, Events::CreateExplosion> m_EExplosion;
bool CreateExplosion(const Events::CreateExplosion &e);
std::map<EntityID, double> m_ExplosionEmitters;
std::map<EntityID, EntityID> m_ParticlesToEmitter;
};
}
+1
View File
@@ -15,6 +15,7 @@ void Systems::RenderSystem::RegisterComponents(ComponentFactory* cf)
cf->Register<Components::PointLight>([]() { return new Components::PointLight(); });
cf->Register<Components::DirectionalLight>([]() { return new Components::DirectionalLight(); });
cf->Register<Components::Viewport>([]() { return new Components::Viewport(); });
cf->Register<Components::BlendMap>([]() { return new Components::BlendMap(); });
}
void Systems::RenderSystem::OnEntityCommit(EntityID entity)
+1
View File
@@ -20,6 +20,7 @@
#include "Renderer.h"
#include "RenderQueue.h"
#include "Events/SetViewportCamera.h"
#include "Components/BlendMap.h"
namespace Systems
{
+36 -1
View File
@@ -103,7 +103,7 @@ void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
Events::ApplyPointImpulse ePointImpulse ;
ePointImpulse.Entity = entity;
ePointImpulse.Position = absoluteTransform.Position;
ePointImpulse.Impulse = glm::normalize(absoluteTransform.Orientation * glm::vec3(0, 0, 1)) * clonePhysicsComponent->Mass * 1670.f;
ePointImpulse.Impulse = glm::normalize(absoluteTransform.Orientation * glm::vec3(0, 0, 1)) * clonePhysicsComponent->Mass * 6.f * 1670.f;
EventBroker->Publish(ePointImpulse);
}
@@ -142,6 +142,41 @@ bool Systems::TankSteeringSystem::OnCollision(const Events::Collision &e)
auto physicsComponents = m_World->GetComponentsOfType<Components::Physics>();
auto shellTransform = m_World->GetComponent<Components::Transform>(shellEntity);
//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);
}
for (auto &physComponent : *physicsComponents)
{
EntityID physicsEntity = std::dynamic_pointer_cast<Components::Physics>(physComponent)->Entity;
+1
View File
@@ -5,6 +5,7 @@
#include "Events/SetVelocity.h"
#include "Events/ApplyForce.h"
#include "Events/ApplyPointImpulse.h"
#include "Events/CreateExplosion.h"
#include "Events/Collision.h"
#include "Components/Transform.h"
#include "Components/TankSteering.h"
+6
View File
@@ -133,6 +133,7 @@
<ClInclude Include="..\..\src\Color.h" />
<ClInclude Include="..\..\src\Component.h" />
<ClInclude Include="..\..\src\Components\BarrelSteering.h" />
<ClInclude Include="..\..\src\Components\BlendMap.h" />
<ClInclude Include="..\..\src\Components\BoxShape.h" />
<ClInclude Include="..\..\src\Components\Camera.h" />
<ClInclude Include="..\..\src\Components\DirectionalLight.h" />
@@ -184,6 +185,7 @@
<ClInclude Include="..\..\src\Events\BindKey.h" />
<ClInclude Include="..\..\src\Events\BindMouseButton.h" />
<ClInclude Include="..\..\src\Events\Collision.h" />
<ClInclude Include="..\..\src\Events\CreateExplosion.h" />
<ClInclude Include="..\..\src\Events\ComponentCreated.h" />
<ClInclude Include="..\..\src\Events\Damage.h" />
<ClInclude Include="..\..\src\Events\DisableCollisions.h" />
@@ -257,6 +259,10 @@
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\Shaders\AABB.frag.glsl" />
<None Include="..\..\src\Shaders\BlendMap.frag.glsl" />
<None Include="..\..\src\Shaders\BlendMap.vert.glsl" />
<None Include="..\..\src\Shaders\FinalForwardPass.frag.glsl" />
<None Include="..\..\src\Shaders\FinalForwardPass.vert.glsl" />
<None Include="..\..\src\Shaders\FinalPass.frag.glsl" />
<None Include="..\..\src\Shaders\FinalPass.vert.glsl" />
<None Include="..\..\src\Shaders\ForwardRendering.frag.glsl" />
@@ -182,6 +182,9 @@
<Filter Include="Game\Components">
<UniqueIdentifier>{cb06b441-90b8-46ed-b347-4190dac7185b}</UniqueIdentifier>
</Filter>
<Filter Include="Particle System\Events">
<UniqueIdentifier>{ddd3c442-7c2f-4690-9308-fcef62deee0b}</UniqueIdentifier>
</Filter>
<Filter Include="Game\Systems">
<UniqueIdentifier>{3c2ea0e5-41a1-4b11-a891-1d59ead7223c}</UniqueIdentifier>
</Filter>
@@ -427,6 +430,9 @@
<ClInclude Include="..\..\src\Components\Player.h">
<Filter>Game\Components</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Events\CreateExplosion.h">
<Filter>Particle System\Events</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Events\Collision.h">
<Filter>Physics\Events</Filter>
</ClInclude>
@@ -510,6 +516,10 @@
</ClInclude>
<ClInclude Include="..\..\src\Events\Move.h">
<Filter>Base\Events</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Components\BlendMap.h">
<Filter>Rendering\Components</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Events\LeaveTrigger.h">
<Filter>Physics\Events</Filter>
@@ -612,5 +622,17 @@
<None Include="..\..\src\Shaders\SunPass.vert.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="..\..\src\Shaders\BlendMap.frag.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="..\..\src\Shaders\BlendMap.vert.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="..\..\src\Shaders\FinalForwardPass.frag.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="..\..\src\Shaders\FinalForwardPass.vert.glsl">
<Filter>Shaders</Filter>
</None>
</ItemGroup>
</Project>