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

Conflicts:
	assets
This commit is contained in:
Teejoon
2016-03-14 06:10:30 +01:00
77 changed files with 38298 additions and 10880 deletions
+17 -17
View File
@@ -146,14 +146,14 @@ bool RayVsTriangle(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix)
{
for (int i = 0; i < modelIndices.size();) {
glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
if (RayVsTriangle(ray, v0, v1, v2)) {
return true;
}
@@ -194,7 +194,7 @@ bool RayVsTriangle(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
float& outDistance,
@@ -204,9 +204,9 @@ bool RayVsModel(const Ray& ray,
outDistance = INFINITY;
bool hit = false;
for (int i = 0; i < modelIndices.size();) {
glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
float dist = outDistance;
float u;
float v;
@@ -221,7 +221,7 @@ bool RayVsModel(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& outHitPosition)
@@ -548,7 +548,7 @@ BoxTriRes AABBvsTriangle(const AABB& box,
}
Output AABBvsTriangles(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
@@ -565,9 +565,9 @@ Output AABBvsTriangles(const AABB& box,
glm::vec3 originalBoxVelocity(boxVelocity);
for (int i = 0; i < modelIndices.size(); ) {
std::array<glm::vec3, 3> triVertices = {
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix)
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix),
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix),
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix)
};
glm::vec3 outVec;
bool collideWithGround = isOnGround;
@@ -595,7 +595,7 @@ Output AABBvsTriangles(const AABB& box,
}
bool AABBvsTriangles(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
@@ -615,7 +615,7 @@ bool AABBvsTriangles(const AABB& box,
}
bool AABBvsTriangles(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix)
{
@@ -633,7 +633,7 @@ bool AABBvsTriangles(const AABB& box,
}
Output AABBvsTrianglesWContainment(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix)
{
@@ -741,7 +741,7 @@ boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<Enti
continue;
}
float u, v;
if (RayVsModel(ray, model->Vertices(), model->m_RawModel->m_Indices, TransformSystem::ModelMatrix(entityBox.Entity), outDistance, u, v)) {
if (RayVsModel(ray, model->m_Vertices, model->m_Indices, TransformSystem::ModelMatrix(entityBox.Entity), outDistance, u, v)) {
outIntersectPos = ray.Origin() + outDistance * ray.Direction();
return entityBox;
}
+6 -6
View File
@@ -41,15 +41,15 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
// Don't collide against invisible models.
continue;
}
RawModel* model;
Model* model;
std::string res = (std::string)boxB.Entity["Model"]["Resource"];
try {
model = ResourceManager::Load<RawModel, true>(res);
model = ResourceManager::Load<Model, true>(res);
} catch (const std::exception&) {
continue;
}
float u, v;
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, TransformSystem::ModelMatrix(boxB.Entity), dist, u, v);
hit = Collision::RayVsModel(ray, model->m_Vertices, model->m_Indices, TransformSystem::ModelMatrix(boxB.Entity), dist, u, v);
} else {
hit = Collision::RayVsAABB(ray, boxB, dist);
}
@@ -86,9 +86,9 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
// Don't collide against invisible models.
continue;
}
RawModel* model;
Model* model;
try {
model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
model = ResourceManager::Load<Model, true>(boxB.Entity["Model"]["Resource"]);
} catch (const std::exception&) {
continue;
}
@@ -98,7 +98,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
bool isOnGround = (bool)cPhysics["IsOnGround"];
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
(Field<glm::vec3>)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
+3 -3
View File
@@ -10,11 +10,11 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
return;
}
RawModel* triggerModel = nullptr;
Model* triggerModel = nullptr;
glm::mat4 triggerModelMat;
if (triggerEntity.HasComponent("Model")) {
try {
triggerModel = ResourceManager::Load<RawModel, true>(triggerEntity["Model"]["Resource"]);
triggerModel = ResourceManager::Load<Model, true>(triggerEntity["Model"]["Resource"]);
triggerModelMat = TransformSystem::ModelMatrix(triggerEntity);
} catch (const std::exception&) {
}
@@ -38,7 +38,7 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
? Collision::Output::OutContained
: Collision::AABBvsTrianglesWContainment(
colliderBox,
triggerModel->Vertices(),
triggerModel->m_Vertices,
triggerModel->m_Indices,
triggerModelMat);
+10
View File
@@ -176,6 +176,9 @@ void Client::parseMessageType(Packet& packet)
case MessageType::KD:
parseKDEvent(packet);
break;
case MessageType::Win:
parseWin(packet);
break;
default:
break;
}
@@ -376,6 +379,13 @@ void Client::parseKDEvent(Packet & packet)
m_EventBroker->Publish(e);
}
void Client::parseWin(Packet& packet)
{
Events::Win e;
e.TeamThatWon = packet.ReadPrimitive<int>();
m_EventBroker->Publish(e);
}
void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID)
{
for (auto field : componentInfo.FieldsInOrder) {
+3
View File
@@ -609,6 +609,9 @@ bool Server::OnWin(const Events::Win & e)
{
// Postpone the gameover reset
m_GameIsOver = true;
Packet winPacket = Packet(MessageType::Win);
winPacket.WritePrimitive(e.TeamThatWon);
reliableBroadcast(winPacket);
return true;
}
+5 -5
View File
@@ -37,7 +37,7 @@ void AnimationSystem::CreateBlendTrees()
continue;;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
continue;
}
@@ -79,7 +79,7 @@ void AnimationSystem::UpdateAnimations(double dt)
continue;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
continue;
}
@@ -177,7 +177,7 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
return false;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
LOG_ERROR("%s, RootNode skeleton invalid %s", e.NodeName, e.RootNode.Name().c_str());
return false;
@@ -300,7 +300,7 @@ bool AnimationSystem::OnEntityDeleted(Events::EntityDeleted& e)
return false;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
return false;
}
@@ -331,7 +331,7 @@ bool AnimationSystem::OnSetBlendWeight(Events::SetBlendWeight& e)
return false;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
return false;
}
+3 -3
View File
@@ -22,7 +22,7 @@ void AutoBlendQueue::Insert(AutoBlendJob autoBlendJob)
return;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
return;
}
@@ -130,7 +130,7 @@ bool AutoBlendQueue::HasActiveBlendJob()
return HasActiveBlendJob();
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
m_BlendQueue.pop_front();
return HasActiveBlendJob();
@@ -173,7 +173,7 @@ std::shared_ptr<BlendTree> AutoBlendQueue::GetBlendTree()
return nullptr;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
return nullptr;
}
@@ -26,7 +26,7 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
return;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if(skeleton == nullptr) {
return;
+3 -17
View File
@@ -332,14 +332,6 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
glClearStencil(0x00);
glClear(GL_STENCIL_BUFFER_BIT);
//Fill depth buffer
state->Enable(GL_STENCIL_TEST);
state->StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
state->StencilFunc(GL_ALWAYS, 1, 0xFF);
state->StencilMask(0xFF);
state->DepthMask(GL_FALSE);
//DrawToDepthStencilBuffer(scene.Jobs.ShieldObjects, scene);
state->DepthMask(GL_TRUE);
//Draw Opaque shielded objects
state->Disable(GL_STENCIL_TEST);
@@ -354,10 +346,10 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
GLERROR("OpaqueObjects");
//state->Disable(GL_STENCIL_TEST);
//Draw Transparen Shielded objects
//Draw Transparen objects
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DrawModelRenderQueuesWithShieldCheck(scene.Jobs.TransparentObjects, scene); //might need changing
GLERROR("Shielded Transparent objects");
GLERROR("Transparent objects");
//Generate blur texture.
delete state;
@@ -379,12 +371,6 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
} else {
stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
}
//Draw Transparen objects
//state->BlendFunc(GL_ONE, GL_ONE);
//state->StencilFunc(GL_EQUAL, 1, 0xFF);
//DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
GLERROR("TransparentObjects");
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
stateSprite->Enable(GL_DEPTH_TEST);
//stateSprite->AlphaFunc(GL_GEQUAL, 0.05f);
//stateSprite->Enable(GL_ALPHA_TEST);
@@ -638,7 +624,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
} else if (modelJob->Skeleton != nullptr) {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
+24 -12
View File
@@ -3,9 +3,9 @@
Model::Model(std::string fileName)
{
//Try loading the model asyncronously, if it throws any exceptions then let it propagate back to caller.
m_RawModel = ResourceManager::Load<RawModel, true>(fileName);
auto rawModel = ResourceManager::Load<RawModel, true>(fileName);
for (auto& materialProperty : m_RawModel->m_Materials) {
for (auto& materialProperty : rawModel->m_Materials) {
switch (materialProperty.type) {
case RawModel::MaterialType::SingleTextures:
{
@@ -46,11 +46,11 @@ Model::Model(std::string fileName)
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, m_RawModel->NumVertices() * m_RawModel->VertexSize(), m_RawModel->Vertices(), GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, rawModel->NumVertices() * rawModel->VertexSize(), rawModel->Vertices(), GL_STATIC_DRAW);
glGenBuffers(1, &ElementBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ElementBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_RawModel->m_Indices.size() * sizeof(unsigned int), &m_RawModel->m_Indices[0], GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, rawModel->Indices().size() * sizeof(unsigned int), rawModel->Indices().data(), GL_STATIC_DRAW);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
@@ -58,7 +58,7 @@ Model::Model(std::string fileName)
glBindBuffer(GL_ARRAY_BUFFER, buffer);
std::vector<int> structSizes;
if (m_RawModel->IsSkinned()) {
if (rawModel->IsSkinned()) {
structSizes = { 3, 3, 3, 3, 2, 4, 4 };
} else {
structSizes = { 3, 3, 3, 3, 2 };
@@ -77,7 +77,7 @@ Model::Model(std::string fileName)
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
if (m_RawModel->IsSkinned()) {
if (rawModel->IsSkinned()) {
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
}
@@ -89,7 +89,7 @@ Model::Model(std::string fileName)
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glEnableVertexAttribArray(4);
if (m_RawModel->IsSkinned()) {
if (rawModel->IsSkinned()) {
glEnableVertexAttribArray(5);
glEnableVertexAttribArray(6);
}
@@ -99,17 +99,29 @@ Model::Model(std::string fileName)
glm::vec3 mini(INFINITY);
glm::vec3 maxi(-INFINITY);
for (unsigned int i = 0; i < m_RawModel->NumVertices(); i++) {
const auto& v = m_RawModel->Vertices()[i];
for (unsigned int i = 0; i < rawModel->NumVertices(); i++) {
const auto& v = rawModel->Vertices()[i];
mini = glm::min(mini, v.Position);
maxi = glm::max(maxi, v.Position);
}
m_Box = AABB(mini, maxi);
m_Skeleton = rawModel->m_Skeleton;
m_Materials = rawModel->m_Materials;
m_Indices = rawModel->CollisionIndices();
m_IsSkinned = rawModel->IsSkinned();
// Copy vertex positions for collisions later
m_Vertices = rawModel->CollisionVertices();
ResourceManager::Release("RawModel", fileName);
}
Model::~Model()
{
if (m_Skeleton != nullptr) {
delete m_Skeleton;
}
for (auto material : m_Materials) {
delete material.material;
}
}
+1 -1
View File
@@ -115,7 +115,7 @@ void PickingPass::Draw(RenderScene& scene)
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
} else if (modelJob->Skeleton != nullptr) {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
+86 -9
View File
@@ -11,6 +11,7 @@ RawModelCustom::RawModelCustom(std::string fileName)
ReadMeshFile(fileName);
ReadMaterialFile(fileName);
ReadAnimationFile(fileName);
ReadCollisionFile(fileName);
}
void RawModelCustom::ReadMeshFile(std::string filePath)
@@ -71,11 +72,11 @@ void RawModelCustom::ReadVertices(std::size_t& offset, char* fileData, const uns
memcpy(&m_SkinedVertices[0], fileData + offset, m_SkinedVertices.size() * sizeof(SkinedVertex));
offset += m_SkinedVertices.size() * sizeof(SkinedVertex);
} else {
if (offset + m_Vertices.size() * sizeof(Vertex) > fileByteSize) {
if (offset + m_Vertices.size() * sizeof(RenderVertex) > fileByteSize) {
throw Resource::FailedLoadingException("Reading vertices failed");
}
memcpy(&m_Vertices[0], fileData + offset, m_Vertices.size() * sizeof(Vertex));
offset += m_Vertices.size() * sizeof(Vertex);
memcpy(&m_Vertices[0], fileData + offset, m_Vertices.size() * sizeof(RenderVertex));
offset += m_Vertices.size() * sizeof(RenderVertex);
}
#else
#endif
@@ -491,14 +492,90 @@ void RawModelCustom::ReadAnimationKeyFrame(std::size_t& offset, char* fileData,
}
void RawModelCustom::ReadCollisionFile(std::string filePath) {
char* fileData;
filePath += ".colli";
std::ifstream in(filePath.c_str(), std::ios_base::binary | std::ios_base::ate);
if (!in.is_open()) {
return;
}
unsigned int fileByteSize = static_cast<unsigned int>(in.tellg());
in.seekg(0, std::ios_base::beg);
fileData = new char[fileByteSize];
in.read(fileData, fileByteSize);
in.close();
std::size_t offset = 0;
if (fileByteSize > 0) {
ReadCollisionFileData(offset, fileData, fileByteSize);
}
hasCollisionMesh = true;
delete[] fileData;
}
const std::vector<glm::vec3>& RawModelCustom::CollisionVertices() {
if (hasCollisionMesh) {
return m_CollisionVertices;
}
else if (hasSkin) {
// We don't do collisions against skinned meshes now.
m_CollisionVertices = std::vector<glm::vec3>();
return m_CollisionVertices;
}
else {
return ConstructCollisionList();
}
};
void RawModelCustom::ReadCollisionFileData(std::size_t& offset, char* fileData, const unsigned int& fileByteSize){
m_CollisionVertices.resize(static_cast<std::size_t>(*(unsigned int*)(fileData + offset)));
offset += sizeof(unsigned int);
m_CollisionIndices.resize(static_cast<std::size_t>(*(unsigned int*)(fileData + offset)));
offset += sizeof(unsigned int);
if (offset + m_CollisionVertices.size() * sizeof(glm::vec3) > fileByteSize) {
throw Resource::FailedLoadingException("Reading collision vertices failed");
}
memcpy(&m_CollisionVertices[0], fileData + offset, m_CollisionVertices.size() * sizeof(glm::vec3));
offset += m_CollisionVertices.size() * sizeof(glm::vec3);
if (offset + m_CollisionIndices.size() * sizeof(unsigned int) > fileByteSize) {
throw Resource::FailedLoadingException("Reading collision indices failed");
}
memcpy(&m_CollisionIndices[0], fileData + offset, m_CollisionIndices.size() * sizeof(unsigned int));
offset += m_CollisionIndices.size() * sizeof(unsigned int);
}
const std::vector<glm::vec3>& RawModelCustom::ConstructCollisionList()
{
if (!hasCollisionMesh && m_CollisionVertices.size() == 0) {
if (hasSkin) {
m_CollisionVertices.reserve(m_SkinedVertices.size());
for (const auto& vertex : m_SkinedVertices) {
m_CollisionVertices.push_back(vertex.Position);
}
} else {
m_CollisionVertices.reserve(m_Vertices.size());
for (const auto& vertex : m_Vertices) {
m_CollisionVertices.push_back(vertex.Position);
}
}
}
return m_CollisionVertices;
}
RawModelCustom::~RawModelCustom()
{
if (m_Skeleton != nullptr) {
delete m_Skeleton;
}
for (auto material : m_Materials) {
delete material.material;
}
// Ownership of skeleton and materials get transferred to Model
// if (m_Skeleton != nullptr) {
// delete m_Skeleton;
// }
//for (auto material : m_Materials) {
// delete material.material;
//}
}
#endif
+5 -1
View File
@@ -75,7 +75,7 @@ void Renderer::InitializeWindow()
//glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
//glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
glfwWindowHint(GLFW_DECORATED, false);
glfwWindowHint(GLFW_AUTO_ICONIFY, false);
//glfwWindowHint(GLFW_AUTO_ICONIFY, false);
}
//glfwWindowHint(GLFW_SAMPLES, 8);
@@ -167,17 +167,21 @@ void Renderer::Draw(RenderFrame& frame)
{
GLERROR("PRE");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#ifdef DEBUG
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion\0Combined Scene Texture\0Full Blurred Texture");
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
#endif
if(m_CubeMapTexture == 0) {
m_CubeMapPass->LoadTextures("Nevada");
} else if (m_CubeMapTexture == 1) {
m_CubeMapPass->LoadTextures("Sky");
}
#ifdef DEBUG
ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
ImGui::SliderInt("MSAA Level", (int*)&m_MSAA_Level, 0, 16);
#endif
m_SSAOPass->ChangeQuality(m_SSAO_Quality);
m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
m_DrawFinalPass->setMSAA(m_MSAA_Level);
+3 -1
View File
@@ -25,11 +25,13 @@ ShadowPass::~ShadowPass()
void ShadowPass::DebugGUI()
{
#ifdef DEBUG
ImGui::Checkbox("EnableShadows", &m_EnableShadows);
ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
ImGui::DragFloat("ShadowClippingWeight", &m_SplitWeight, 0.001f, 0.f, 1.f);
ImGui::Checkbox("ShadowTransparentObjects", &m_TransparentObjects);
ImGui::Checkbox("ShadowOnTextureAlphas", &m_TexturedShadows);
#endif
}
void ShadowPass::InitializeCameras(RenderScene & scene)
@@ -259,7 +261,7 @@ void ShadowPass::Draw(RenderScene & scene)
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
} else if (modelJob->Skeleton != nullptr) {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
+13
View File
@@ -417,6 +417,14 @@ bool SoundManager::OnSetCamera(const Events::SetCamera& e)
alSourcei(m_CurrentBGMCombo->ALsource, AL_LOOPING, 1);
setGain(m_CurrentBGMCombo, 0);
playSound(m_CurrentBGMCombo);
} else if (m_World->HasComponent(e.CameraEntity.ID, "EndScreen")) {
float timeOffset = getTimeOffsetSeconds(m_CurrentBGM);
stopSound(m_CurrentBGM);
m_CurrentBGM = createSource("Audio/BGM/Layer3.wav");
m_CurrentBGM->Type = SoundType::BGM;
alSourcei(m_CurrentBGM->ALsource, AL_LOOPING, 1);
playSound(m_CurrentBGM);
setTimeOffsetSeconds(m_CurrentBGM, timeOffset);
}
}
@@ -477,6 +485,11 @@ float SoundManager::getTimeOffsetSeconds(Source* source)
return time;
}
void SoundManager::setTimeOffsetSeconds(Source * source, float timeOffset)
{
alSourcef(source->ALsource, AL_SEC_OFFSET, timeOffset);
}
void SoundManager::initOpenAL()
{
// Initialize OpenAL
+2 -2
View File
@@ -25,9 +25,9 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
//if player has the boost from a defender, subtract the damage taken by StrengthOfEffect amount
auto playerBoostDefenderEntity = e.Victim.FirstChildByName("BoostDefender");
if (playerBoostDefenderEntity.Valid()) {
e.Damage -= (double)playerBoostDefenderEntity["BoostDefender"]["StrengthOfEffect"];
e.Damage -= (const double&)playerBoostDefenderEntity["BoostDefender"]["StrengthOfEffect"];
}
if (health > 0) {
if (health > 0 && e.Damage > 0) {
health -= e.Damage;
if (health <= 0.0) {
Events::PlayerDeath ePlayerDeath;
+2
View File
@@ -135,6 +135,8 @@ bool MainMenuSystem::OnInputCommand(const Events::InputCommand& e)
OpenSubMenu(e);
} else if (e.Command == "Resolution" && e.Value == 1) {
OpenDropDown(e);
} else if (e.Command == "Quit" && e.Value == 1) {
exit(EXIT_FAILURE);
}
return true;
}
+22 -19
View File
@@ -10,8 +10,7 @@ PlayerDeathSystem::PlayerDeathSystem(SystemParams params)
}
void PlayerDeathSystem::Update(double dt)
{
}
{ }
bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e)
{
@@ -33,31 +32,35 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
EntityWrapper deathEffectEW = entityFile->MergeInto(m_World);
//components that we need from player
auto playerModel = player.FirstChildByName("PlayerModel");
if (!playerModel.HasComponent("Model") || !playerModel.HasComponent("Animation")) {
if (!playerModel.Valid()) {
if (player == LocalPlayer) {
setSpectatorCamera();
}
return;
}
auto playerEntityModel = playerModel["Model"];
auto playerEntityAnimation = playerModel["Animation"];
//copy the data from player to explosioneffectmodel
playerEntityModel.Copy(deathEffectEW["Model"]);
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
//copy the models position,orientation
deathEffectEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
deathEffectEW["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
//effect,camera is relative to playersPosition
//deathEffectEW["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 0, 0);
if (!playerModel.HasComponent("Model")) {
return;
}
EntityWrapper deathEffect = playerModel.Clone();
for (auto& cAnim : deathEffect.ChildrenWithComponent("Animation")) {
cAnim["Animation"]["Play"] = false;
}
deathEffect.AttachComponent("ExplosionEffect");
deathEffectEW["ExplosionEffect"].Copy(deathEffect["ExplosionEffect"]);
deathEffect.AttachComponent("Lifetime");
deathEffectEW["Lifetime"].Copy(deathEffect["Lifetime"]);
deathEffect["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
deathEffect["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
for (auto& cModel : deathEffect.ChildrenWithComponent("Model")) {
EntityWrapper e(m_World, cModel.ID);
e.AttachComponent("ExplosionEffect");
deathEffectEW["ExplosionEffect"].Copy(e["ExplosionEffect"]);
}
EntityWrapper cam = deathEffectEW.FirstChildByName("Camera").Clone(deathEffect);
//camera (with lifetime) behind the player
if (player == LocalPlayer) {
m_LocalPlayerDeathEffect = deathEffectEW;
auto cam = deathEffectEW.FirstChildByName("Camera");
m_LocalPlayerDeathEffect = deathEffect;
Events::SetCamera eSetCamera;
eSetCamera.CameraEntity = cam;
m_EventBroker->Publish(eSetCamera);
+12
View File
@@ -202,12 +202,18 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
if (addSpeed > 0) {
static float accel = 15.f;
#ifdef DEBUG
ImGui::InputFloat("accel", &accel);
#endif
static float airAccel = 0.5f;
#ifdef DEBUG
ImGui::InputFloat("airAccel", &airAccel);
#endif
float actualAccel = isOnGround ? accel : airAccel;
static float surfaceFriction = 5.f;
#ifdef DEBUG
ImGui::InputFloat("surfaceFriction", &surfaceFriction);
#endif
float accelerationSpeed = actualAccel * (float)dt * wishSpeed * surfaceFriction;
//if doubleTapped do Assault Dash - but only boost maximum 50.0f
float doubleTapDashBoost = controller->AssaultDashDoubleTapped() ? 40.0f : 1.0f;
@@ -220,7 +226,9 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
accelerationSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
}
velocity += accelerationSpeed * (glm::vec3)wishDirection;
#ifdef DEBUG
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x(), velocity.y(), velocity.z(), glm::length((glm::vec3)velocity));
#endif
}
if (isOnGround) {
@@ -336,10 +344,14 @@ void PlayerMovementSystem::updateVelocity(EntityWrapper player, double dt)
// Ground friction
float speed = glm::length((glm::vec3)velocity);
static float groundFriction = 7.f;
#ifdef DEBUG
ImGui::InputFloat("groundFriction", &groundFriction);
#endif
static float airFriction = 2.f;
#ifdef DEBUG
ImGui::InputFloat("airFriction", &airFriction);
#endif
float friction = isOnGround ? groundFriction : airFriction;
if (speed > 0) {
float drop = speed * friction * (float)dt;
+3
View File
@@ -87,6 +87,9 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
if (!e.Victim.Valid() || !e.Inflictor.Valid()) {
return false;
}
if (e.Victim.ID != LocalPlayer.ID) {
return false;
}
auto victimTeam = m_World->GetComponent(e.Victim.ID, "Team");
auto inflictorTeam = m_World->GetComponent(e.Inflictor.ID, "Team");
if ((int)victimTeam["Team"] == (int)inflictorTeam["Team"]) {
+3 -3
View File
@@ -112,15 +112,15 @@ bool SpawnerSystem::spawnedEntityIsColliding(EntityWrapper spawnedEntity, Entity
if (!spawnedBox.Entity.HasComponent("Model")) {
return true;
}
RawModel* model = nullptr;
Model* model = nullptr;
try {
model = ResourceManager::Load<RawModel, true>(otherEntity["Model"]["Resource"]);
model = ResourceManager::Load<Model, true>(otherEntity["Model"]["Resource"]);
} catch (const std::exception&) {
}
if (model != nullptr && Collision::AABBvsTriangles(
spawnedBox,
model->Vertices(),
model->m_Vertices,
model->m_Indices,
TransformSystem::ModelMatrix(otherEntity))) {
return true;
@@ -14,7 +14,19 @@ void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo&
// Start reloading automatically if at 0 mag ammo
Field<int> magAmmo = cWeapon["MagazineAmmo"];
if (m_ConfigAutoReload && magAmmo <= 0) {
OnReload(cWeapon, wi);
//OnReload(cWeapon, wi);
// Send an input command instead of reloading immediately so the server
// has a chance to catch up.
if (IsClient) {
Events::InputCommand e;
e.Player = wi.Player;
e.PlayerID = -1;
e.Command = "Reload";
e.Value = 1;
m_EventBroker->Publish(e);
e.Value = 0;
m_EventBroker->Publish(e);
}
}
// Only start reloading once we're done firing
@@ -235,7 +247,8 @@ void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
float distance = traceRayDistance(origin, direction);
EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner, tracerSpawner);
if (ray.Valid()) {
((Field<glm::vec3>)ray["Transform"]["Scale"]).z(distance);
((Field<glm::vec3>)ray["Transform"]["Scale"]).x(distance);
((Field<glm::vec3>)ray["Transform"]["Position"]).z(-distance/2.f);
}
}
//MuzzleFlash
@@ -395,9 +395,12 @@ void DefenderWeaponBehaviour::spawnTracers(ComponentWrapper cWeapon, WeaponInfo&
glm::vec3 muzzlePosition = TransformSystem::AbsolutePosition(muzzle);
glm::quat muzzleOrientation = TransformSystem::AbsoluteOrientation(muzzle);
rayOrigin = muzzlePosition;
glm::vec3 muzzleToHit = hitPosition - muzzlePosition;
rayOrigin = muzzlePosition + (muzzleToHit/2.f);
glm::vec3 lookVector = glm::normalize(-muzzleToHit);
float pitch = std::asin(-lookVector.y);
float yaw = std::atan2(lookVector.x, lookVector.z);
@@ -459,8 +462,8 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
}
// Temp hit decal
EntityWrapper hit = ResourceManager::Load<EntityFile>("Schema/Entities/HitTest.xml")->MergeInto(m_World);
(Field<glm::vec3>)hit["Transform"]["Position"] = pick.Position;
// EntityWrapper hit = ResourceManager::Load<EntityFile>("Schema/Entities/HitTest.xml")->MergeInto(m_World);
// (Field<glm::vec3>)hit["Transform"]["Position"] = pick.Position;
// Don't let us shoot ourselves in the foot somehow
if (victim == LocalPlayer) {
@@ -477,12 +480,17 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
// Check for friendly fire
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
// TODO: Ammo sharing
// Give boost
Events::PlayerDamage ePlayerDamage;
ePlayerDamage.Inflictor = wi.Player;
ePlayerDamage.Victim = victim;
ePlayerDamage.Damage = 0;
m_EventBroker->Publish(ePlayerDamage);
continue;
}
damageSum[victim] += pelletDamage;
((Field<glm::vec4>)hit["Model"]["Color"]).z(1.f);
// ((Field<glm::vec4>)hit["Model"]["Color"]).z(1.f);
}
// Deal damage!
@@ -493,7 +501,6 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
ePlayerDamage.Victim = kv.first;
ePlayerDamage.Damage = kv.second;
m_EventBroker->Publish(ePlayerDamage);
LOG_DEBUG("Dealt %f damage to #%i", kv.second, kv.first.ID);
}
}
@@ -223,15 +223,16 @@ void SidearmWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
return;
}
//Tracer
// Tracer
EntityWrapper tracerSpawner = weaponModelEntity.FirstChildByName("WeaponMuzzleRay");
if (tracerSpawner.Valid()) {
glm::vec3 origin = TransformSystem::AbsolutePosition(tracerSpawner);
glm::vec3 direction = TransformSystem::AbsoluteOrientation(tracerSpawner) * glm::vec3(0, 0, -1);
glm::vec3 direction = glm::quat(TransformSystem::AbsoluteOrientationEuler(tracerSpawner)) * glm::vec3(0, 0, -1);
float distance = traceRayDistance(origin, direction);
EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner, tracerSpawner);
if (ray.Valid()) {
((Field<glm::vec3>)ray["Transform"]["Scale"]).z(distance);
((Field<glm::vec3>)ray["Transform"]["Scale"]).x(distance);
((Field<glm::vec3>)ray["Transform"]["Position"]).z(-distance/2.f);
}
}