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

# Conflicts:
#	assets
#	include/Engine/Rendering/Model.h
#	src/Engine/Collision/Collision.cpp
This commit is contained in:
viktorljung
2016-02-10 14:13:08 +01:00
31 changed files with 1434 additions and 489 deletions
+38 -34
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@@ -1,4 +1,5 @@
#include <algorithm>
#include <bitset>
#include "Collision/Collision.h"
#include "Engine/GLM.h"
@@ -564,47 +565,50 @@ bool AABBvsTriangles(const AABB& box,
return hit;
}
bool AttachAABBComponentFromModel(EntityWrapper entity)
{
if (!entity.HasComponent("Model")) {
return false;
}
//Derive AABB from model
RawModel* model;
try {
model = ResourceManager::Load<RawModel, true>(entity["Model"]["Resource"]);
} catch (const std::exception&) {
return false;
}
glm::vec3 mini(INFINITY);
glm::vec3 maxi(-INFINITY);
for (unsigned int i = 0; i < model->NumVertices(); i++) {
const auto& v = model->Vertices()[i];
mini = glm::min(mini, v.Position);
maxi = glm::max(maxi, v.Position);
}
entity.AttachComponent("AABB");
entity["AABB"]["Origin"] = 0.5f * (maxi + mini);
entity["AABB"]["Size"] = maxi - mini;
return true;
}
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity)
{
if (!entity.HasComponent("AABB")) {
AABB modelSpaceBox;
if (entity.HasComponent("AABB")) {
ComponentWrapper& cAABB = entity["AABB"];
modelSpaceBox = EntityAABB::FromOriginSize((glm::vec3)cAABB["Origin"], (glm::vec3)cAABB["Size"]);
} else if (entity.HasComponent("Model")) {
Model* model;
std::string res = entity["Model"]["Resource"];
if (res.empty()) {
return boost::none;
}
try {
model = ResourceManager::Load<::Model, true>(res);
} catch (const Resource::StillLoadingException&) {
return boost::none;
} catch (const std::exception&) {
return boost::none;
}
modelSpaceBox = model->Box();
} else {
return boost::none;
}
ComponentWrapper& cAABB = entity["AABB"];
glm::vec3 absPosition = Transform::AbsolutePosition(entity.World, entity.ID);
glm::vec3 absScale = Transform::AbsoluteScale(entity.World, entity.ID);
glm::vec3 origin = absPosition + (glm::vec3)cAABB["Origin"];
glm::vec3 size = (glm::vec3)cAABB["Size"] * absScale;
glm::mat4 modelMat = Transform::AbsoluteTransformation(entity);
glm::vec3 mini(INFINITY);
glm::vec3 maxi(-INFINITY);
glm::vec3 maxCorner = modelSpaceBox.MaxCorner();
glm::vec3 minCorner = modelSpaceBox.MinCorner();
for (int i = 0; i < 8; ++i) {
std::bitset<3> bits(i);
glm::vec3 corner;
corner.x = bits.test(0) ? maxCorner.x : minCorner.x;
corner.y = bits.test(1) ? maxCorner.y : minCorner.y;
corner.z = bits.test(2) ? maxCorner.z : minCorner.z;
corner = Transform::TransformPoint(corner, modelMat);
mini = glm::min(mini, corner);
maxi = glm::max(maxi, corner);
}
EntityAABB aabb;
aabb = AABB(mini, maxi);
EntityAABB aabb = EntityAABB::FromOriginSize(origin, size);
aabb.Entity = entity;
return aabb;
}
@@ -0,0 +1,21 @@
#include "Collision/FillFrustumOctreeSystem.h"
void FillFrustumOctreeSystem::Update(double dt)
{
m_Octree->ClearDynamicObjects();
}
void FillFrustumOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
{
if (entity.HasComponent("ExplosionEffect")) {
//TODO: Fix hack, get real box by using shader equation.
EntityAABB aabb = AABB(glm::vec3(-300), glm::vec3(300));
aabb.Entity = entity;
m_Octree->AddDynamicObject(aabb);
} else {
boost::optional<EntityAABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
if (absoluteAABB) {
m_Octree->AddDynamicObject(*absoluteAABB);
}
}
}
@@ -7,12 +7,6 @@ void FillOctreeSystem::Update(double dt)
void FillOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
{
if (!entity.HasComponent("AABB")) {
//Derive AABB from model.
if (!Collision::AttachAABBComponentFromModel(entity)) {
return;
}
}
boost::optional<EntityAABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
if (absoluteAABB) {
m_Octree->AddDynamicObject(*absoluteAABB);
-5
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@@ -5,11 +5,6 @@
void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapper& cTrigger, double dt)
{
// The trigger *should* have a bounding box, or something, to test against so it can be triggered.
// If it doesn't, add one as big as the model for now, then size can be modified in editor if necessary.
if (!triggerEntity.HasComponent("AABB")) {
Collision::AttachAABBComponentFromModel(triggerEntity);
}
boost::optional<EntityAABB> triggerBox = Collision::EntityAbsoluteAABB(triggerEntity);
if (!triggerBox) {
return;
+11
View File
@@ -125,6 +125,17 @@ Model::Model(std::string fileName)
GLERROR("GLEW: BufferFail5");
//CreateBuffers();
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];
mini = glm::min(mini, v.Position);
maxi = glm::max(maxi, v.Position);
}
m_Box = AABB(maxi, mini);
}
Model::~Model()
+101 -80
View File
@@ -156,41 +156,72 @@ void PickingPass::Draw(RenderScene& scene)
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
if (modelJob->Model->isSkined()) {
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
PickingInfo pickInfo;
pickInfo.Entity = modelJob->Entity;
pickInfo.World = modelJob->World;
pickInfo.Camera = scene.Camera;
PickingInfo pickInfo;
pickInfo.Entity = modelJob->Entity;
pickInfo.World = modelJob->World;
pickInfo.Camera = scene.Camera;
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
if (color != m_EntityColors.end()) {
pickColor[0] = color->second[0];
pickColor[1] = color->second[1];
} else {
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
if (m_ColorCounter[0] > 255) {
m_ColorCounter[0] = 0;
m_ColorCounter[1] += 1;
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
if (color != m_EntityColors.end()) {
pickColor[0] = color->second[0];
pickColor[1] = color->second[1];
} else {
m_ColorCounter[0] += 1;
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
if (m_ColorCounter[0] > 255) {
m_ColorCounter[0] = 0;
m_ColorCounter[1] += 1;
} else {
m_ColorCounter[0] += 1;
}
}
}
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
PickingInfo pickInfo;
pickInfo.Entity = modelJob->Entity;
pickInfo.World = modelJob->World;
pickInfo.Camera = scene.Camera;
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
if (color != m_EntityColors.end()) {
pickColor[0] = color->second[0];
pickColor[1] = color->second[1];
} else {
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
if (m_ColorCounter[0] > 255) {
m_ColorCounter[0] = 0;
m_ColorCounter[1] += 1;
} else {
m_ColorCounter[0] += 1;
}
}
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
glBindVertexArray(modelJob->Model->VAO);
@@ -226,19 +257,28 @@ void PickingPass::Draw(RenderScene& scene)
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if(modelJob->Model->isSkined()) {
m_PickingSkinnedProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
m_PickingProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
@@ -251,30 +291,32 @@ void PickingPass::Draw(RenderScene& scene)
if (modelJob) {
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
PickingInfo pickInfo;
pickInfo.Entity = modelJob->Entity;
pickInfo.World = modelJob->World;
pickInfo.Camera = scene.Camera;
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
if (color != m_EntityColors.end()) {
pickColor[0] = color->second[0];
pickColor[1] = color->second[1];
} else {
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
if (m_ColorCounter[0] > 255) {
m_ColorCounter[0] = 0;
m_ColorCounter[1] += 1;
} else {
m_ColorCounter[0] += 1;
}
}
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
if (modelJob->Model->isSkined()) {
m_PickingSkinnedProgram->Bind();
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
PickingInfo pickInfo;
pickInfo.Entity = modelJob->Entity;
pickInfo.World = modelJob->World;
pickInfo.Camera = scene.Camera;
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
if (color != m_EntityColors.end()) {
pickColor[0] = color->second[0];
pickColor[1] = color->second[1];
} else {
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
if (m_ColorCounter[0] > 255) {
m_ColorCounter[0] = 0;
m_ColorCounter[1] += 1;
} else {
m_ColorCounter[0] += 1;
}
}
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
@@ -293,28 +335,7 @@ void PickingPass::Draw(RenderScene& scene)
}
} else {
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
PickingInfo pickInfo;
pickInfo.Entity = modelJob->Entity;
pickInfo.World = modelJob->World;
pickInfo.Camera = scene.Camera;
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
if (color != m_EntityColors.end()) {
pickColor[0] = color->second[0];
pickColor[1] = color->second[1];
} else {
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
if (m_ColorCounter[0] > 255) {
m_ColorCounter[0] = 0;
m_ColorCounter[1] += 1;
} else {
m_ColorCounter[0] += 1;
}
}
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
m_PickingProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
+10 -8
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@@ -1,10 +1,13 @@
#include "Rendering/RenderSystem.h"
#include "Collision/Collision.h"
#include "Core/Frustum.h"
RenderSystem::RenderSystem(World* world, EventBroker* eventBroker, const IRenderer* renderer, RenderFrame* renderFrame)
RenderSystem::RenderSystem(World* world, EventBroker* eventBroker, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree)
: System(world, eventBroker)
, m_Renderer(renderer)
, m_RenderFrame(renderFrame)
, m_World(world)
, m_Octree(frustumCullOctree)
{
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
@@ -42,12 +45,13 @@ bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity)
void RenderSystem::fillModels(RenderScene::Queues &Jobs)
{
auto models = m_World->GetComponents("Model");
if (models == nullptr) {
return;
}
Frustum frustum(m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix());
std::vector<EntityAABB> seenEntities;
m_Octree->ObjectsInFrustum(frustum, seenEntities);
for (auto& cModel : *models) {
for (auto& seenEntity : seenEntities) {
EntityWrapper entity = seenEntity.Entity;
ComponentWrapper cModel = entity["Model"];
bool visible = cModel["Visible"];
if (!visible) {
continue;
@@ -57,8 +61,6 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
continue;
}
EntityWrapper entity(m_World, cModel.EntityID);
// Only render children of a camera if that camera is currently active
// if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
// continue;
+374
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@@ -0,0 +1,374 @@
#include "Sound/SoundManager.h"
SoundManager::SoundManager(World* world, EventBroker* eventBroker)
{
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
m_EventBroker = eventBroker;
m_World = world;
m_BGMVolumeChannel = config->Get<float>("Sound.BGMVolume", 1.f);
m_SFXVolumeChannel = config->Get<float>("Sound.SFXVolume", 1.f);
initOpenAL();
alSpeedOfSound(340.29f);
alDistanceModel(AL_LINEAR_DISTANCE);
alDopplerFactor(1);
EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnEntity, &SoundManager::OnPlaySoundOnEntity);
EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnPosition, &SoundManager::OnPlaySoundOnPosition);
EVENT_SUBSCRIBE_MEMBER(m_EPlayBackgroundMusic, &SoundManager::OnPlayBackgroundMusic);
EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundManager::OnStopSound);
EVENT_SUBSCRIBE_MEMBER(m_EPauseSound, &SoundManager::OnPauseSound);
EVENT_SUBSCRIBE_MEMBER(m_EContinueSound, &SoundManager::OnContinueSound);
EVENT_SUBSCRIBE_MEMBER(m_ESetBGMGain, &SoundManager::OnSetBGMGain);
EVENT_SUBSCRIBE_MEMBER(m_ESetSFXGain, &SoundManager::OnSetSFXGain);
EVENT_SUBSCRIBE_MEMBER(m_EPause, &SoundManager::OnPause);
EVENT_SUBSCRIBE_MEMBER(m_EResume, &SoundManager::OnResume);
EVENT_SUBSCRIBE_MEMBER(m_EComponentAttached, &SoundManager::OnComponentAttached);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundManager::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_EPlayQueueOnEntity, &SoundManager::OnPlayQueueOnEntity);
}
SoundManager::~SoundManager()
{
stopEmitters(); // Stopps emitters
deleteInactiveEmitters(); // Deletes stopped emitters
// Delete entities
std::unordered_map<EntityID, Source*>::iterator it;
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
m_World->DeleteEntity((*it).first);
}
m_Sources.clear();
alcDestroyContext(m_ALCcontext);
alcCloseDevice(m_ALCdevice);
}
void SoundManager::stopEmitters()
{
std::unordered_map<EntityID, Source*>::iterator it;
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
if (getSourceState(it->second->ALsource) == AL_PLAYING) {
stopSound(it->second);
}
}
}
void SoundManager::Update(double dt)
{
m_EventBroker->Process<SoundManager>();
deleteInactiveEmitters(); // can be optimized with "EEntityDeleted"
updateEmitters(dt);
updateListener(dt);
// Editor debug info
ImGui::SliderFloat("BGM", &m_BGMVolumeChannel, 0.0f, 1.0f, "%.3f", 1.0f);
ImGui::SliderFloat("SFX", &m_SFXVolumeChannel, 0.0f, 1.0f, "%.3f", 1.0f);
}
void SoundManager::deleteInactiveEmitters()
{
std::unordered_map<EntityID, Source*>::iterator it;
for (it = m_Sources.begin(); it != m_Sources.end();) {
if (m_World->ValidEntity(it->first)
&& m_World->HasComponent(it->first, "SoundEmitter")) {
if (getSourceState(it->second->ALsource) != AL_STOPPED) {
// Nothing to see here, move along
it++;
continue;
} else {
// Sound has been stopped / finished playing.
alDeleteBuffers(1, &it->second->ALsource);
alDeleteSources(1, &it->second->ALsource);
m_World->DeleteEntity(it->first);
delete it->second;
it = m_Sources.erase(it);
}
} else {
// Entity / Component has been removed
stopSound(it->second);
alDeleteBuffers(1, &it->second->ALsource);
alDeleteSources(1, &it->second->ALsource);
delete it->second;
it = m_Sources.erase(it);
}
}
}
void SoundManager::updateEmitters(double dt)
{
std::unordered_map<EntityID, Source*>::iterator it;
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
// Get previous pos
if (!m_World->ValidEntity(it->first)) {
return;
}
if (!m_World->HasComponent(it->first, "SoundEmitter"))
return;
glm::vec3 previousPos;
alGetSource3f(it->second->ALsource, AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z);
// Get next pos
if (!m_World->HasComponent(it->first, "Transform"))
return;
if (!m_World->ValidEntity(m_World->GetParent(it->first))) {
return;
}
glm::vec3 nextPos = Transform::AbsolutePosition(m_World, it->first);
// Calculate velocity
glm::vec3 velocity = glm::vec3(nextPos - previousPos) / (float)dt;
setSourcePos(it->second->ALsource, nextPos);
setSourceVel(it->second->ALsource, velocity);
auto emitter = m_World->GetComponent(it->first, "SoundEmitter");
setSoundProperties(it->second, &emitter);
// Path changed
if (it->second->SoundResource->Path() != (std::string)emitter["FilePath"]) {
it->second->SoundResource = ResourceManager::Load<Sound>((std::string)emitter["FilePath"]);
if (it->second->SoundResource->Buffer() != 0) {
playSound(it->second);
}
}
}
}
void SoundManager::updateListener(double dt)
{
// Should only be one listener.
auto listenerComponents = m_World->GetComponents("Listener");
if (listenerComponents == nullptr || !m_LocalPlayer.Valid()) {
return;
}
for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
EntityWrapper listener(m_World, (*it).EntityID);
if (!listener.Valid()) {
break;
}
if (listener.IsChildOf(m_LocalPlayer) || listener == m_LocalPlayer) {
glm::vec3 previousPos;
alGetListener3f(AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z); // Get previous pos
glm::vec3 nextPos = Transform::AbsolutePosition(listener); // Get next (current) pos
glm::vec3 velocity = glm::vec3(nextPos - previousPos) / (float)dt; // Calculate velocity
setListenerPos(nextPos);
setListenerVel(velocity);
setListenerOri(glm::eulerAngles(Transform::AbsoluteOrientation(listener)));
break;
}
}
}
Source* SoundManager::createSource(std::string filePath)
{
ALuint alSource;
alGenSources((ALuint)1, &alSource);
alSourcef(alSource, AL_REFERENCE_DISTANCE, 1.0);
alSourcef(alSource, AL_MAX_DISTANCE, FLT_MAX);
Source* source = new Source();
source->ALsource = alSource;
source->SoundResource = ResourceManager::Load<Sound>(filePath);
return source;
}
void SoundManager::playSound(Source* source)
{
alSourcei(source->ALsource, AL_BUFFER, source->SoundResource->Buffer());
alSourcePlay(source->ALsource);
}
void SoundManager::playQueue(QueuedBuffers qb)
{
for (int i = 0; i < qb.second.size(); i++) {
alSourceQueueBuffers(qb.first, 1, &qb.second[i]);
}
alSourcePlay(qb.first);
}
void SoundManager::stopSound(Source* source)
{
alSourceStop(source->ALsource);
}
bool SoundManager::OnPlaySoundOnEntity(const Events::PlaySoundOnEntity & e)
{
Source* source = createSource(e.FilePath);
source->Type = SoundType::SFX;
EntityID child = m_World->CreateEntity(e.EmitterID);
m_World->AttachComponent(child, "Transform");
m_World->AttachComponent(child, "SoundEmitter");
m_Sources[child] = source;
playSound(source);
return false;
}
bool SoundManager::OnPlaySoundOnPosition(const Events::PlaySoundOnPosition & e)
{
Source* source = createSource(e.FilePath);
auto emitterID = m_World->CreateEntity();
auto transform = m_World->AttachComponent(emitterID, "Transform");
(glm::vec3&)transform["Position"] = e.Position;
auto emitter = m_World->AttachComponent(emitterID, "SoundEmitter");
(float&)(double)emitter["Gain"] = e.Gain;
(float&)(double)emitter["Pitch"] = e.Pitch;
(bool&)emitter["Loop"] = e.Loop;
(float&)(double)emitter["MaxDistance"] = e.MaxDistance;
(float&)(double)emitter["RollOffFactor"] = e.RollOffFactor;
(float&)(double)emitter["ReferenceDistance"] = e.ReferenceDistance;
source->Type = SoundType::SFX;
m_Sources[emitterID] = source;
playSound(source);
return true;
}
bool SoundManager::OnPauseSound(const Events::PauseSound & e)
{
alSourcePause(m_Sources[e.EmitterID]->ALsource);
return true;
}
bool SoundManager::OnStopSound(const Events::StopSound & e)
{
alSourceStop(m_Sources[e.EmitterID]->ALsource);
return true;
}
bool SoundManager::OnContinueSound(const Events::ContinueSound & e)
{
alSourcePlay(m_Sources[e.EmitterID]->ALsource);
return true;
}
bool SoundManager::OnPlayBackgroundMusic(const Events::PlayBackgroundMusic & e)
{
auto listenerComponents = m_World->GetComponents("Listener");
for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
if ((*it).EntityID != m_LocalPlayer.ID) {
break;
}
auto emitterChild = m_World->CreateEntity((*it).EntityID);
auto emitter = m_World->AttachComponent(emitterChild, "SoundEmitter");
(bool&)emitter["Loop"] = true;
(std::string&)emitter["FilePath"] = e.FilePath;
m_World->AttachComponent(emitterChild, "Transform");
Source* source = createSource(e.FilePath);
source->Type = SoundType::BGM;
setSoundProperties(source, &emitter);
m_Sources[emitterChild] = source;
playSound(source);
}
return true;
}
bool SoundManager::OnSetBGMGain(const Events::SetBGMGain & e)
{
m_BGMVolumeChannel = e.Gain;
return true;
}
bool SoundManager::OnSetSFXGain(const Events::SetSFXGain & e)
{
m_SFXVolumeChannel = e.Gain;
return true;
}
bool SoundManager::OnComponentAttached(const Events::ComponentAttached & e)
{
if (e.Component.Info.Name == "SoundEmitter") {
auto component = m_World->GetComponent(e.Entity.ID, "SoundEmitter");
Source* source = createSource(component["FilePath"]);
m_Sources[e.Entity.ID] = source;
}
return false;
}
bool SoundManager::OnPause(const Events::Pause & e)
{
for (auto it = m_Sources.begin(); it != m_Sources.end(); it++) {
alSourcePause(it->second->ALsource);
}
return false;
}
bool SoundManager::OnResume(const Events::Resume &e)
{
for (auto it = m_Sources.begin(); it != m_Sources.end(); it++) {
alSourcePlay(it->second->ALsource);
}
return false;
}
bool SoundManager::OnPlayerSpawned(const Events::PlayerSpawned &e)
{
if (e.PlayerID == -1) { // Local player
m_LocalPlayer = e.Player;
return true;
}
return false;
}
bool SoundManager::OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e)
{
Source* source = createSource(*e.FilePaths.begin());
std::vector<ALuint> buffers;
buffers.push_back(source->SoundResource->Buffer());
source->Type = SoundType::BGM;
std::vector<std::string>::const_iterator it;
for (it = e.FilePaths.begin() + 1; it != e.FilePaths.end(); it++) {
buffers.push_back(ResourceManager::Load<Sound>(*it)->Buffer());
}
playQueue(QueuedBuffers(source->ALsource, buffers));
return true;
}
ALenum SoundManager::getSourceState(ALuint source)
{
ALenum state;
alGetSourcei(source, AL_SOURCE_STATE, &state);
return state;
}
void SoundManager::setGain(Source * source, float gain)
{
alSourcef(source->ALsource, AL_GAIN, gain);
}
void SoundManager::setSoundProperties(Source* source, ComponentWrapper* soundComponent)
{
float gain = (source->Type == SoundType::SFX) ? m_SFXVolumeChannel : m_BGMVolumeChannel;
alSourcef(source->ALsource, AL_GAIN, (float)(double)(*soundComponent)["Gain"] * gain);
alSourcef(source->ALsource, AL_PITCH, (float)(double)(*soundComponent)["Pitch"]);
alSourcei(source->ALsource, AL_LOOPING, (int)(bool)(*soundComponent)["Loop"]); // YOLO
alSourcef(source->ALsource, AL_MAX_DISTANCE, (float)(double)(*soundComponent)["MaxDistance"]);
alSourcef(source->ALsource, AL_ROLLOFF_FACTOR, (float)(double)(*soundComponent)["RollOffFactor"]);
alSourcef(source->ALsource, AL_REFERENCE_DISTANCE, (float)(double)(*soundComponent)["ReferenceDistance"]);
}
void SoundManager::initOpenAL()
{
// Initialize OpenAL
m_ALCdevice = alcOpenDevice(nullptr);
if (m_ALCdevice != nullptr) {
m_ALCcontext = alcCreateContext(m_ALCdevice, nullptr);
alcMakeContextCurrent(m_ALCcontext);
} else {
LOG_ERROR("OpenAL failed to initialize.");
}
}
void SoundManager::setListenerOri(glm::vec3 ori)
{
// Calculate forward and up vector.
glm::vec3 forward = glm::vec3(0.0, 0.0, -1.0);
forward = glm::rotateX(forward, ori.x);
forward = glm::rotateY(forward, ori.y);
forward = glm::rotateZ(forward, ori.z);
glm::normalize(forward);
glm::vec3 up = glm::vec3(0.0, 1.0, 0.0);
up = glm::rotateX(up, ori.x);
up = glm::rotateY(up, ori.y);
up = glm::rotateZ(up, ori.z);
glm::normalize(up);
ALfloat lOri[6] = { forward.x, forward.y, forward.z, up.x, up.y, up.z };
alListenerfv(AL_ORIENTATION, lOri);
}
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@@ -1,308 +0,0 @@
#include "Sound/SoundSystem.h"
SoundSystem::SoundSystem(World* world, EventBroker* eventBroker, bool editorMode)
{
m_EventBroker = eventBroker;
m_World = world;
m_EditorEnabled = editorMode;
initOpenAL();
alSpeedOfSound(340.29f);
alDistanceModel(AL_LINEAR_DISTANCE);
alDopplerFactor(1);
EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnEntity, &SoundSystem::OnPlaySoundOnEntity);
EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnPosition, &SoundSystem::OnPlaySoundOnPosition);
EVENT_SUBSCRIBE_MEMBER(m_EPlayBackgroundMusic, &SoundSystem::OnPlayBackgroundMusic);
EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundSystem::OnStopSound);
EVENT_SUBSCRIBE_MEMBER(m_EPauseSound, &SoundSystem::OnPauseSound);
EVENT_SUBSCRIBE_MEMBER(m_EContinueSound, &SoundSystem::OnContinueSound);
EVENT_SUBSCRIBE_MEMBER(m_ESetBGMGain, &SoundSystem::OnSetBGMGain);
EVENT_SUBSCRIBE_MEMBER(m_ESetSFXGain, &SoundSystem::OnSetSFXGain);
}
SoundSystem::~SoundSystem()
{
stopEmitters(); // Stopps emitters
deleteInactiveEmitters(); // Deletes stopped emitters
// Delete entities
std::unordered_map<EntityID, Source*>::iterator it;
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
m_World->DeleteEntity((*it).first);
}
m_Sources.clear();
alcDestroyContext(m_ALCcontext);
alcCloseDevice(m_ALCdevice);
}
void SoundSystem::stopEmitters()
{
std::unordered_map<EntityID, Source*>::iterator it;
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
if (getSourceState(it->second->ALsource) == AL_PLAYING) {
stopSound(it->second);
}
}
}
void SoundSystem::Update(double dt)
{
m_EventBroker->Process<SoundSystem>();
addNewEmitters(dt); // can be optimized with "EEntityCreated"
deleteInactiveEmitters(); // can be optimized with "EEntityDeleted"
updateEmitters( dt);
updateListener( dt);
}
void SoundSystem::deleteInactiveEmitters()
{
std::unordered_map<EntityID, Source*>::iterator it;
for (it = m_Sources.begin(); it != m_Sources.end();) {
if (m_World->ValidEntity(it->first)
&& m_World->HasComponent(it->first, "SoundEmitter")) {
if (getSourceState(it->second->ALsource) != AL_STOPPED) {
// Nothing to see here, move along
it++;
continue;
} else {
// Sound has been stopped / finished playing.
alDeleteBuffers(1, &it->second->ALsource);
alDeleteSources(1, &it->second->ALsource);
m_World->DeleteEntity(it->first);
delete it->second;
it = m_Sources.erase(it);
}
} else {
// Entity / Component has been removed
stopSound((*it).second);
alDeleteBuffers(1, &it->second->ALsource);
alDeleteSources(1, &it->second->ALsource);
delete it->second;
it = m_Sources.erase(it);
}
}
}
void SoundSystem::addNewEmitters(double dt)
{
auto emitterComponents = m_World->GetComponents("SoundEmitter");
if (emitterComponents == nullptr) {
return;
}
for (auto it = emitterComponents->begin(); it != emitterComponents->end(); it++) {
EntityID emitter = (*it).EntityID;
std::unordered_map<EntityID, Source*>::iterator source;
source = m_Sources.find(emitter);
if (source == m_Sources.end()) { // Did not exist, add it
Source* source = createSource((std::string)(*it)["FilePath"]);
m_Sources[emitter] = source;
}
}
}
void SoundSystem::updateEmitters(double dt)
{
std::unordered_map<EntityID, Source*>::iterator it;
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
// Get previous pos
glm::vec3 previousPos;
alGetSource3f(it->second->ALsource, AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z);
// Get next pos
glm::vec3 nextPos = Transform::AbsolutePosition(m_World, it->first);
// Calculate velocity
glm::vec3 velocity = glm::vec3(nextPos - previousPos) / (float)dt;
setSourcePos(it->second->ALsource, nextPos);
setSourceVel(it->second->ALsource, velocity);
float gain;
if (it->second->Type == SoundType::SFX) {
gain = m_SFXVolumeChannel;
} else if (it->second->Type == SoundType::BGM) {
gain = m_BGMVolumeChannel;
}
auto emitter = m_World->GetComponent(it->first, "SoundEmitter");
setSoundProperties(it->second->ALsource, &emitter);
// To make an emitter play when spawned in editor mode
if (m_EditorEnabled) {
// Path changed
if (it->second->SoundResource->Path() != (std::string)emitter["FilePath"]) {
it->second->SoundResource = ResourceManager::Load<Sound>((std::string)emitter["FilePath"]);
if (it->second->SoundResource->Buffer() != 0) {
playSound(it->second);
}
}
}
}
}
void SoundSystem::updateListener(double dt)
{
// Should only be one listener.
auto listenerComponents = m_World->GetComponents("Listener");
if (listenerComponents == nullptr) {
return;
}
for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
EntityID listener = (*it).EntityID;
glm::vec3 previousPos;
alGetListener3f(AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z); // Get previous pos
glm::vec3 nextPos = Transform::AbsolutePosition(m_World, listener); // Get next (current) pos
glm::vec3 velocity = glm::vec3(nextPos - previousPos) / (float)dt; // Calculate velocity
setListenerPos(nextPos);
setListenerVel(velocity);
setListenerOri(glm::eulerAngles(Transform::AbsoluteOrientation(m_World, listener)));
}
}
Source* SoundSystem::createSource(std::string filePath)
{
ALuint alSource;
alGenSources((ALuint)1, &alSource);
alSourcef(alSource, AL_REFERENCE_DISTANCE, 1.0);
alSourcef(alSource, AL_MAX_DISTANCE, FLT_MAX);
Source* source = new Source();
source->ALsource = alSource;
source->SoundResource = ResourceManager::Load<Sound>(filePath);
return source;
}
void SoundSystem::playSound(Source* source)
{
alSourcei(source->ALsource, AL_BUFFER, source->SoundResource->Buffer());
alSourcePlay(source->ALsource);
}
void SoundSystem::stopSound(Source* source)
{
alSourceStop(source->ALsource);
}
bool SoundSystem::OnPlaySoundOnEntity(const Events::PlaySoundOnEntity & e)
{
Source* source = createSource(e.FilePath);
source->Type = SoundType::SFX;
m_Sources[e.EmitterID] = source;
playSound(source);
return false;
}
bool SoundSystem::OnPlaySoundOnPosition(const Events::PlaySoundOnPosition & e)
{
Source* source = createSource(e.FilePath);
auto emitterID = m_World->CreateEntity();
auto transform = m_World->AttachComponent(emitterID, "Transform");
(glm::vec3&)transform["Position"] = e.Position;
auto emitter = m_World->AttachComponent(emitterID, "SoundEmitter");
(float&)(double)emitter["Gain"] = e.Gain;
(float&)(double)emitter["Pitch"] = e.Pitch;
(bool&)emitter["Loop"] = e.Loop;
(float&)(double)emitter["MaxDistance"] = e.MaxDistance;
(float&)(double)emitter["RollOffFactor"] = e.RollOffFactor;
(float&)(double)emitter["ReferenceDistance"] = e.ReferenceDistance;
auto model = m_World->AttachComponent(emitterID, "Model");
(std::string&)model["Resource"] = "Models/Core/UnitCube.mesh"; // 360NoScope UnitCube
source->Type = SoundType::SFX;
m_Sources[emitterID] = source;
playSound(source);
return true;
}
bool SoundSystem::OnPauseSound(const Events::PauseSound & e)
{
alSourcePause(m_Sources[e.EmitterID]->ALsource);
return true;
}
bool SoundSystem::OnStopSound(const Events::StopSound & e)
{
alSourceStop(m_Sources[e.EmitterID]->ALsource);
return true;
}
bool SoundSystem::OnContinueSound(const Events::ContinueSound & e)
{
alSourcePlay(m_Sources[e.EmitterID]->ALsource);
return true;
}
bool SoundSystem::OnPlayBackgroundMusic(const Events::PlayBackgroundMusic & e)
{
auto listenerComponents = m_World->GetComponents("Listener");
for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
auto emitterChild = m_World->CreateEntity((*it).EntityID);
auto emitter = m_World->AttachComponent(emitterChild, "SoundEmitter");
(bool&)emitter["Loop"] = true;
(std::string&)emitter["FilePath"] = e.FilePath;
m_World->AttachComponent(emitterChild, "Transform");
Source* source = createSource(e.FilePath);
source->Type = SoundType::BGM;
m_Sources[emitterChild] = source;
playSound(source);
}
return true;
}
bool SoundSystem::OnSetBGMGain(const Events::SetBGMGain & e)
{
m_BGMVolumeChannel = e.Gain;
return true;
}
bool SoundSystem::OnSetSFXGain(const Events::SetSFXGain & e)
{
m_SFXVolumeChannel = e.Gain;
return true;
}
void SoundSystem::setListenerOri(glm::vec3 ori)
{
// Calculate forward and up vector.
glm::vec3 forward = glm::vec3(0.0, 0.0, -1.0);
forward = glm::rotateX(forward, ori.x);
forward = glm::rotateY(forward, ori.y);
forward = glm::rotateZ(forward, ori.z);
glm::normalize(forward);
glm::vec3 up = glm::vec3(0.0, 1.0, 0.0);
up = glm::rotateX(up, ori.x);
up = glm::rotateY(up, ori.y);
up = glm::rotateZ(up, ori.z);
glm::normalize(up);
ALfloat lOri[6] = { forward.x, forward.y, forward.z, up.x, up.y, up.z };
alListenerfv(AL_ORIENTATION, lOri);
}
ALenum SoundSystem::getSourceState(ALuint source)
{
ALenum state;
alGetSourcei(source, AL_SOURCE_STATE, &state);
return state;
}
void SoundSystem::setGain(Source * source, float gain)
{
alSourcef(source->ALsource, AL_GAIN, gain);
}
void SoundSystem::setSoundProperties(ALuint source, ComponentWrapper* soundComponent)
{
alSourcef(source, AL_GAIN, (float)(double)(*soundComponent)["Gain"]);
alSourcef(source, AL_PITCH, (float)(double)(*soundComponent)["Pitch"]);
alSourcei(source, AL_LOOPING, (int)(bool)(*soundComponent)["Loop"]); // YOLO
alSourcef(source, AL_MAX_DISTANCE, (float)(double)(*soundComponent)["MaxDistance"]);
alSourcef(source, AL_ROLLOFF_FACTOR, (float)(double)(*soundComponent)["RollOffFactor"]);
alSourcef(source, AL_REFERENCE_DISTANCE, (float)(double)(*soundComponent)["ReferenceDistance"]);
}
void SoundSystem::initOpenAL()
{
// Initialize OpenAL
m_ALCdevice = alcOpenDevice(nullptr);
if (m_ALCdevice != nullptr) {
m_ALCcontext = alcCreateContext(m_ALCdevice, nullptr);
alcMakeContextCurrent(m_ALCcontext);
} else {
LOG_ERROR("OpenAL failed to initialize.");
}
}