Merge remote-tracking branch 'origin/master' into Rendering
# Conflicts: # include/Engine/Editor/EditorSystem.h # include/Engine/Rendering/EPicking.h # include/Engine/Rendering/Renderer.h # include/Game/Game.h # resources/Schema/Components.xsd # resources/Schema/Entities/Test.xml # src/Engine/Editor/EditorSystem.cpp # src/Engine/Rendering/RawModel.cpp # src/Engine/Rendering/RenderQueueFactory.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp
This commit is contained in:
+64
-31
@@ -1,12 +1,16 @@
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#include "Game.h"
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#include "Collision/TriggerSystem.h"
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#include "Collision/CollisionSystem.h"
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#include "Game/HealthSystem.h"
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#include "Core/EntityFileWriter.h"
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Game::Game(int argc, char* argv[])
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{
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ResourceManager::RegisterType<ConfigFile>("ConfigFile");
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ResourceManager::RegisterType<Model>("Model");
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ResourceManager::RegisterType<Texture>("Texture");
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ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
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ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
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ResourceManager::RegisterType<EntityFile>("EntityFile");
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m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
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LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
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@@ -19,7 +23,7 @@ Game::Game(int argc, char* argv[])
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m_Renderer = new Renderer(m_EventBroker, m_World);
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m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
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m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
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m_Renderer->SetResolution(Rectangle(
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m_Renderer->SetResolution(Rectangle::Rectangle(
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0,
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0,
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m_Config->Get<int>("Video.Width", 1280),
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@@ -44,26 +48,51 @@ Game::Game(int argc, char* argv[])
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m_World = new World();
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std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
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if (!mapToLoad.empty()) {
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ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
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auto file = ResourceManager::Load<EntityFile>(mapToLoad);
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EntityFilePreprocessor fpp(file);
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fpp.RegisterComponents(m_World);
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EntityFileParser fp(file);
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fp.MergeEntities(m_World);
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}
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m_RenderFrame = new RenderFrame();
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_EventBroker);
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m_SystemPipeline->AddSystem<RaptorCopterSystem>();
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m_SystemPipeline->AddSystem<PlayerSystem>();
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m_SystemPipeline->AddSystem<EditorSystem>(m_Renderer);
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m_SystemPipeline->AddSystem<RenderSystem>(m_Renderer, m_RenderFrame);
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//All systems with orderlevel 0 will be updated first.
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unsigned int updateOrderLevel = 0;
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m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
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//Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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// Invoke network
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if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
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//boost::thread workerThread(&Game::networkFunction, this);
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networkFunction();
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}
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m_LastTime = glfwGetTime();
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debugInitialize();
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}
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Game::~Game()
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{
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delete m_SystemPipeline;
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delete m_World;
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delete m_FrameStack;
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delete m_InputProxy;
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delete m_InputManager;
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delete m_RenderFrame;
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delete m_Renderer;
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delete m_EventBroker;
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}
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@@ -85,10 +114,15 @@ void Game::Tick()
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m_InputProxy->Process();
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m_EventBroker->Swap();
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// Update network
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if (m_IsClientOrServer) {
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m_ClientOrServer->Update();
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}
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// Iterate through systems and update world!
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m_SystemPipeline->Update(m_World, dt);
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debugTick(dt);
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m_Renderer->Update(dt);
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m_EventBroker->Process<Client>();
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GLERROR("Game::Tick m_RenderQueueFactory->Update");
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m_Renderer->Draw(*m_RenderFrame);
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@@ -97,28 +131,27 @@ void Game::Tick()
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m_EventBroker->Clear();
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}
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bool Game::debugOnInputCommand(const Events::InputCommand& e)
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{
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if (e.Command == "DebugReload" && e.Value == 1) {
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std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
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if (!mapToLoad.empty()) {
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delete m_World;
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m_World = new World();
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ResourceManager::Release("EntityXMLFile", mapToLoad);
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ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
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}
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}
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return false;
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}
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void Game::debugInitialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Game::debugOnInputCommand);
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}
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void Game::debugTick(double dt)
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{
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m_EventBroker->Process<Game>();
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}
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void Game::networkFunction()
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{
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bool isServer = m_Config->Get<bool>("Networking.IsServer", false);
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if (!isServer) {
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m_IsClientOrServer = true;
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m_ClientOrServer = new Client(m_Config);
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}
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if (isServer) {
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m_IsClientOrServer = true;
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m_ClientOrServer = new Server();
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}
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m_ClientOrServer->Start(m_World, m_EventBroker);
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// I don't think we are reaching this part of the code right now.
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// ~Game() is not called if the game is exited by closing console windows
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// When server or client is done set it to false.
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//m_IsClientOrServer = false;
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// Destroy it
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//delete m_ClientOrServer;
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}
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