Merge remote-tracking branch 'origin/master' into LevelSystemAndSuch

This commit is contained in:
PlatinumSkink
2015-09-16 16:29:57 +02:00
26 changed files with 18430 additions and 66 deletions
+11 -11
View File
@@ -77,20 +77,20 @@ void dd::Camera::SetOrientation(glm::quat val)
void dd::Camera::UpdateProjectionMatrix()
{
m_ProjectionMatrix = glm::ortho(
-16.f,
16.f,
-9.f,
9.f,
m_NearClip,
m_FarClip
);
// m_ProjectionMatrix = glm::perspective(
// m_FOV,
// m_AspectRatio,
// m_ProjectionMatrix = glm::ortho(
// -16.f,
// 16.f,
// -9.f,
// 9.f,
// m_NearClip,
// m_FarClip
// );
m_ProjectionMatrix = glm::perspective(
m_FOV,
m_AspectRatio,
m_NearClip,
m_FarClip
);
}
void dd::Camera::UpdateViewMatrix()
+16 -5
View File
@@ -113,6 +113,8 @@ void dd::Renderer::CreateBuffers()
m_ScreenQuad = CreateQuad();
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
m_StandardNormal = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png");
glGenRenderbuffers(1, &m_rbDepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer);
@@ -208,7 +210,7 @@ void dd::Renderer::CreateBuffers()
void dd::Renderer::Draw(RenderQueueCollection& rq)
{
//DrawDeferred(rq.Deferred, rq.Lights);
DrawDeferred(rq.Deferred, rq.Lights);
rq.Forward.Jobs.sort(dd::Renderer::DepthSort);
DrawForward(rq.Forward, rq.Lights);
@@ -289,8 +291,8 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
glClearColor(1, 0.9, 0.8f, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// glClearColor(1, 0.9, 0.8f, 1);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_spForward->Bind();
DrawScene(objects, *m_spForward);
@@ -321,14 +323,23 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
if (modelJob->NormalTexture != 0) {
if (modelJob->NormalTexture != 0 && false) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture);
} else {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, *m_StandardNormal);
}
if (modelJob->SpecularTexture != 0) {
if (modelJob->SpecularTexture != 0 && false) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture);
}
else {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, *m_StandardSpecular);
}
glBindVertexArray(modelJob->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->ElementBuffer);
@@ -39,6 +39,7 @@ void main()
//frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) * (vec4(LightingTexel.rgb, 0.0) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0)));
//frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) + LightingTexel);
//frag_Diffuse = DiffuseTexel * (vec4(1.f, 1.f, 1.f, 0.0) + LightingTexel);
frag_Diffuse = DiffuseTexel;
frag_Diffuse = DiffuseTexel + LightingTexel;
//frag_Diffuse = DiffuseTexel;
//frag_Diffuse = vec4(LightingTexel.r, LightingTexel.g, LightingTexel.b, 1.0);
}
Regular → Executable
+5 -3
View File
@@ -93,17 +93,19 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
{
auto brick = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(brick);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(brick);
//std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(brick);
auto model = m_World->AddComponent<Components::Model>(brick);
std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(brick);
std::shared_ptr<Components::RectangleShape> cRec = m_World->AddComponent<Components::RectangleShape>(brick);
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(brick);
std::string fileName = "Textures/Bricks/";
fileName.append(std::to_string(num));
fileName.append(".png");
sprite->SpriteFile = fileName;
//sprite->SpriteFile = fileName;
model->ModelFile = "Models/Test/Brick/Brick.obj";
float x = spaceToEdge + line * spacesBetweenBricks.x;
float y = spaceToEdge + row * spacesBetweenBricks.y;
transform->Scale = glm::vec3(1.6, 0.4, 0.);
transform->Scale = glm::vec3(1.6, 0.35, 0.5);
transform->Position = glm::vec3(x - 7, y + 1, -10.f);
cBrick->Score = 10 * num;
m_World->CommitEntity(brick);
Regular → Executable
+4 -2
View File
@@ -7,6 +7,7 @@
#include "Core/World.h"
#include <iostream>
#include <Game/CPad.h>
#include <Rendering/CPointLight.h>
void dd::Systems::PadSystem::Initialize()
@@ -182,8 +183,9 @@ bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(transformBall->Position.x, transformBall->Position.y + 0.01f, -10.f);
transform->Scale = glm::vec3(1.f, 1.f, 1.f);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
sprite->SpriteFile = "Textures/Ball.png";
auto model = m_World->AddComponent<Components::Model>(ent);
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);