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

Conflicts:
	include/Core/Engine.h
	src/game/CMakeLists.txt
This commit is contained in:
Stiffly
2015-09-14 14:54:41 +02:00
244 changed files with 53871 additions and 87 deletions
Regular → Executable
+11 -3
View File
@@ -77,12 +77,20 @@ void dd::Camera::SetOrientation(glm::quat val)
void dd::Camera::UpdateProjectionMatrix()
{
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()
Regular → Executable
+33 -8
View File
@@ -98,21 +98,20 @@ void dd::Renderer::LoadShaders()
/*
Forward rendering
*/
m_spForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
m_spForward->Link();
/*
Screen draw
*/
m_spScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
m_spScreen->Link();
}
void dd::Renderer::CreateBuffers()
{
m_UnitQuad = CreateQuad();
m_ScreenQuad = CreateQuad();
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
glGenRenderbuffers(1, &m_rbDepthBuffer);
@@ -222,7 +221,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
m_spScreen->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer);
glBindVertexArray(m_UnitQuad);
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
glfwSwapBuffers(m_Window);
@@ -266,12 +265,12 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
m_spDeferred3->Bind();
glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.3f)));
glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_tLighting);
glBindVertexArray(m_UnitQuad);
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
@@ -308,6 +307,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
glUniform1f(glGetUniformLocation(shaderProgramHandle, "MaterialShininess"), modelJob->Shininess);
//TODO: Make sure that a normal/specular is loaded in.
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
if (modelJob->NormalTexture != 0) {
@@ -322,6 +322,31 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
glBindVertexArray(modelJob->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
continue;
}
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if (spriteJob)
{
glm::mat4 modelMatrix = spriteJob->ModelMatrix;
MVP = PV * 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(viewMatrix));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, spriteJob->NormalTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, spriteJob->SpecularTexture);
glBindVertexArray(m_UnitQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_UnitQuad->m_Indices.size(), GL_UNSIGNED_INT, 0, 0);
continue;
}
}
}
@@ -396,9 +421,9 @@ GLuint dd::Renderer::CreateQuad()
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(4);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
+1 -1
View File
@@ -65,7 +65,7 @@ void main()
+ BoneWeights2[3] * Bones[int(BoneIndices2[3])];
}
gl_Position = MVP * boneTransform * vec4(Position, 1.0);
gl_Position = MVP * vec4(Position, 1.0);
Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
Output.Normal = (inverse(transpose(V * M)) * boneTransform * vec4(Normal, 0.0)).xyz;
+3 -1
View File
@@ -37,6 +37,8 @@ void main()
vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
//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(La, 0.0) + LightingTexel);
frag_Diffuse = DiffuseTexel * (vec4(1.f, 1.f, 1.f, 0.0) + LightingTexel);
//frag_Diffuse = DiffuseTexel;
//frag_Diffuse = vec4(LightingTexel.r, LightingTexel.g, LightingTexel.b, 1.0);
}
+2 -2
View File
@@ -84,6 +84,6 @@ void main()
vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
//FragmentColor = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
FragmentColor = diffuseTexel;
FragmentColor = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
//FragmentColor = diffuseTexel;
}
+3 -1
View File
@@ -65,8 +65,10 @@ void main()
+ BoneWeights2[3] * Bones[int(BoneIndices2[3])];
}
gl_Position = MVP * boneTransform * vec4(Position, 1.0);
//gl_Position = MVP * boneTransform * vec4(Position, 1.0);
gl_Position = MVP * vec4(Position, 1.0);
//TODO: Make sure that boneTransform works here.
Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
Output.Normal = (inverse(transpose(V * M)) * boneTransform * vec4(Normal, 0.0)).xyz;
Output.Tangent = Tangent;
+1 -1
View File
@@ -24,7 +24,7 @@ dd::Texture::Texture(std::string path)
std::unique_ptr<Image> image = std::make_unique<PNG>(path);
if (image->Width == 0 && image->Height == 0 || image->Format == Image::ImageFormat::Unknown) {
image = std::make_unique<PNG>("Textures/ErrorTexture.png");
image = std::make_unique<PNG>("Textures/Core/ErrorTexture.png");
if (image->Width == 0 && image->Height == 0 || image->Format == Image::ImageFormat::Unknown) {
LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
return;