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

# Conflicts:
#	include/Engine/Collision/FillFrustumOctreeSystem.h
#	include/Engine/Core/Octree.h
#	include/Engine/Rendering/RenderSystem.h
#	include/Game/Game.h
#	resources/DefaultInput.ini
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/Player.xml
#	resources/Schema/Types/Entity.xsd
#	src/Engine/Rendering/RenderSystem.cpp
#	src/Game/Game.cpp
#	src/Game/Systems/PlayerMovementSystem.cpp
This commit is contained in:
2016-02-10 14:49:03 +01:00
174 changed files with 8445 additions and 1872 deletions
+19 -1
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@@ -28,6 +28,21 @@ bool RayVsAABB(const Ray& ray, const AABB& box);
//Return true if the ray hits the box, also outputs distance from ray origin to intersection point in [outDistance].
bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance);
//Return true if the ray hits the triangle.
bool RayVsTriangle(const Ray& ray,
const glm::vec3& v0,
const glm::vec3& v1,
const glm::vec3& v2,
bool trueOnNegativeDistance = false);
//Return true if the ray hits the triangle, and the distance is less than outDistance.
bool RayVsTriangle(const Ray& ray,
const glm::vec3& v0,
const glm::vec3& v1,
const glm::vec3& v2,
float& outDistance,
float& outUCoord,
float& outVCoord,
bool trueOnNegativeDistance = false);
//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
@@ -49,9 +64,12 @@ bool RayVsModel(const Ray& ray,
float& outVCoord);
bool AABBvsTriangles(const AABB& box,
const std::vector<RawModel::Vertex>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
float verticalStepHeight,
bool& isOnGround,
glm::vec3& outResolutionVector);
//Return true if the boxes are intersecting.
@@ -1,17 +1,17 @@
#ifndef CollidableOctreeSystem_h__
#define CollidableOctreeSystem_h__
#ifndef FillFrustumOctreeSystem_h__
#define FillFrustumOctreeSystem_h__
#include "../Core/System.h"
#include "../Core/Octree.h"
#include "Collision.h"
#include "EntityAABB.h"
class CollidableOctreeSystem : public ImpureSystem, public PureSystem
class FillFrustumOctreeSystem : public ImpureSystem, public PureSystem
{
public:
CollidableOctreeSystem(SystemParams params, Octree<EntityAABB>* octree, const std::string& componentType)
FillFrustumOctreeSystem(SystemParams params, Octree<EntityAABB>* octree)
: System(params)
, PureSystem(componentType)
, PureSystem("Model")
, m_Octree(octree)
{ }
@@ -0,0 +1,25 @@
#ifndef FillOctreeSystem_h__
#define FillOctreeSystem_h__
#include "../Core/System.h"
#include "../Core/Octree.h"
#include "Collision.h"
#include "EntityAABB.h"
class FillOctreeSystem : public ImpureSystem, public PureSystem
{
public:
FillOctreeSystem(SystemParams params, Octree<EntityAABB>* octree, const std::string& fillComponentType)
: System(params)
, PureSystem(fillComponentType)
, m_Octree(octree)
{ }
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
private:
Octree<EntityAABB>* m_Octree;
};
#endif
+5
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@@ -44,6 +44,11 @@ struct ComponentWrapper
// Specialization for string literals
template <std::size_t N>
void SetField(std::string name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); }
void Copy(ComponentWrapper& destination)
{
memcpy(destination.Data, this->Data, Info.Stride);
}
struct SubscriptProxy
{
+17
View File
@@ -0,0 +1,17 @@
#ifndef EPickupSpawned_h__
#define EPickupSpawned_h__
#include "Core/Event.h"
#include "Core/EntityWrapper.h"
namespace Events
{
struct PickupSpawned : Event
{
EntityWrapper Pickup;
};
}
#endif
+1
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@@ -9,6 +9,7 @@ namespace Events
struct PlayerDamage : Event
{
//NOTE: this struct is missing information on what the damageSource is
EntityWrapper Player;
double Damage;
};
+2 -3
View File
@@ -2,7 +2,7 @@
#define EPlayerDeath_h__
#include "EventBroker.h"
#include "../Core/Entity.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
@@ -10,8 +10,7 @@ namespace Events
struct PlayerDeath : Event
{
//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
EntityID KilledBy;
EntityID PlayerID;
EntityWrapper Player;
std::string KilledByWhat;
};
+6 -6
View File
@@ -2,16 +2,16 @@
#define EPlayerHealthPickup_h__
#include "EventBroker.h"
#include "../Core/Entity.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
struct PlayerHealthPickup : Event
{
double HealthAmount;
EntityID PlayerHealedID;
};
struct PlayerHealthPickup : Event
{
EntityWrapper Player;
double HealthAmount;
};
}
+1
View File
@@ -25,6 +25,7 @@ struct EntityWrapper
const std::string Name();
bool HasComponent(const std::string& componentType);
void AttachComponent(const char* componentName);
EntityWrapper Parent();
EntityWrapper FirstChildByName(const std::string& name);
EntityWrapper FirstParentWithComponent(const std::string& componentType);
+77
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@@ -0,0 +1,77 @@
#ifndef Frustum_h__
#define Frustum_h__
#include "../GLM.h"
#include "AABB.h"
#include <bitset>
//A frustum defined by 6 planes.
struct Frustum
{
//Contains points P in: dot(normal, P) + d = 0
struct Plane
{
glm::vec3 Normal;
float Distance;
};
enum class Output
{
Inside,
Outside,
Intersects
};
Plane Planes[6];
Frustum() = default;
Frustum(glm::mat4x4 viewProjMatrix)
{
//Order: Right, left, top, bottom, far, near.
int sign = 1;
for (int i = 0; i < 6; ++i) {
sign = -sign;
int index = i / 2;
Plane& plane = Planes[i];
plane.Normal.x = viewProjMatrix[0].w + sign * viewProjMatrix[0][index];
plane.Normal.y = viewProjMatrix[1].w + sign * viewProjMatrix[1][index];
plane.Normal.z = viewProjMatrix[2].w + sign * viewProjMatrix[2][index];
plane.Distance = viewProjMatrix[3].w + sign * viewProjMatrix[3][index];
float divByNormalLength = 1.0f / glm::length(plane.Normal);
plane.Normal *= divByNormalLength;
plane.Distance *= divByNormalLength;
}
}
Output VsAABB(const AABB& box) const
{
const glm::vec3& maxCorner = box.MaxCorner();
const glm::vec3& minCorner = box.MinCorner();
bool completelyInside = true;
for (const Plane& p : Planes) {
bool anyWasInside = false;
bool anyWasOutside = false;
//If points are on both sides of the plane, we can stop.
for (int i = 0; i < 8 && (!anyWasInside || !anyWasOutside); ++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;
if (glm::dot(p.Normal, corner) > -p.Distance) {
anyWasInside = true;
} else {
anyWasOutside = true;
}
}
if (!anyWasInside) {
return Output::Outside;
}
if (anyWasOutside) {
completelyInside = false;
}
}
return completelyInside ? Output::Inside : Output::Intersects;
}
};
#endif
+1 -1
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@@ -102,7 +102,7 @@ public:
m_ExtraMemory.push_back((char*)malloc(m_Stride));
//We should preferably not enter here to avoid performance issues. Set more numMaxElements in constructor instead.
if (!DisableMemoryPool::Value) {
LOG_WARNING("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
LOG_DEBUG("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
}
return m_ExtraMemory.back();
}
+55 -1
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@@ -5,6 +5,7 @@
#include "../Common.h"
#include "AABB.h"
#include "Frustum.h"
#include "Ray.h"
namespace OctSpace
@@ -38,6 +39,8 @@ public:
//The type Box must be AABB, or inherit from AABB.
template<typename Box>
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects);
//Get the objects that are inside the frustum, the objects are put in outObjects.
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects);
//Empty the tree of all objects, static and dynamic.
void ClearObjects();
//Empty the tree of all dynamic objects. Static objects remain in the tree.
@@ -95,6 +98,8 @@ struct Child
void AddStaticObject(const AABB& box);
template<typename T, typename Box>
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects) const;
template<typename T>
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const;
void ClearObjects();
void ClearDynamicObjects();
bool RayCollides(const Ray& ray, Output& data) const;
@@ -109,7 +114,7 @@ struct Child
std::vector<ContainedObject>& m_StaticObjectsRef;
std::vector<ContainedObject>& m_DynamicObjectsRef;
bool hasChildren() const;
inline bool hasChildren() const { return m_Children[0] != nullptr; }
int childIndexContainingPoint(const glm::vec3& point) const;
std::vector<int> childIndicesContainingBox(const AABB& box) const;
};
@@ -152,6 +157,13 @@ void Octree<T>::ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects)
m_Root->ObjectsInSameRegion(box, outObjects);
}
template<typename T>
void Octree<T>::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects)
{
falsifyObjectChecks();
m_Root->ObjectsInFrustum(frustum, outObjects, false);
}
template<typename T>
void Octree<T>::ClearObjects()
{
@@ -228,4 +240,46 @@ void OctSpace::Child::ObjectsInSameRegion(const Box& box, std::vector<T>& outObj
}
}
template<typename T>
void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const
{
if (hasChildren()) {
for (const Child* c : m_Children) {
Frustum::Output out = Frustum::Output::Inside;
if (!takeAllDontTest) {
out = frustum.VsAABB(c->m_Box);
if (out == Frustum::Output::Outside) {
continue;
}
}
c->ObjectsInFrustum(frustum, outObjects, out == Frustum::Output::Inside);
}
} else {
size_t startIndex = outObjects.size();
int numDuplicates = 0;
outObjects.resize(outObjects.size() + m_StaticObjIndices.size() + m_DynamicObjIndices.size());
for (size_t i = 0; i < m_StaticObjIndices.size(); ++i) {
ContainedObject& obj = m_StaticObjectsRef[m_StaticObjIndices[i]];
if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
++numDuplicates;
} else {
obj.Checked = true;
outObjects[startIndex + i - numDuplicates] = *static_cast<T*>(obj.Box.get());
}
}
for (size_t i = 0; i < m_DynamicObjIndices.size(); ++i) {
ContainedObject& obj = m_DynamicObjectsRef[m_DynamicObjIndices[i]];
if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
++numDuplicates;
} else {
obj.Checked = true;
outObjects[startIndex + i - numDuplicates] = *static_cast<T*>(obj.Box.get());
}
}
for (size_t i = 0; i < numDuplicates; ++i) {
outObjects.pop_back();
}
}
}
#endif
+4
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@@ -7,6 +7,10 @@
class Ray
{
public:
Ray()
: m_Origin(glm::vec3(0.f))
, m_Direction(glm::vec3(0, 0, 1))
{}
Ray(const glm::vec3& origin, const glm::vec3& dir)
: m_Origin(origin)
, m_Direction(glm::normalize(dir))
+1
View File
@@ -18,6 +18,7 @@ glm::vec3 AbsoluteScale(EntityWrapper entity);
glm::vec3 AbsoluteScale(World* world, EntityID entity);
glm::mat4 ModelMatrix(EntityWrapper entity);
glm::mat4 ModelMatrix(EntityID entity, World* world);
glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix);
}
@@ -4,6 +4,7 @@
#include "../GLM.h"
#include "../Core/InputController.h"
#include "../Core/ELockMouse.h"
#include "../Game/Events/EDashAbility.h"
#include "InputHandler.h"
template <typename EventContext>
@@ -230,6 +231,9 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
Events::DashAbility e;
m_EventBroker->Publish(e);
}
#endif
+4 -2
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@@ -9,6 +9,7 @@
#include "Rendering/Model.h"
#include "Rendering/EAnimationComplete.h"
#include "Rendering/Skeleton.h"
#include <imgui/imgui.h>
class AnimationSystem : public PureSystem
{
@@ -22,8 +23,9 @@ public:
~AnimationSystem() { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
private:
float angle = 0.f;
bool b_forward = false;
char bone[100];
};
#endif
@@ -0,0 +1,29 @@
#ifndef BoneAttachmentSystem_h__
#define BoneAttachmentSystem_h__
#include "GLM.h"
#include "Common.h"
#include "Core/System.h"
#include "Core/ResourceManager.h"
#include "Rendering/Model.h"
#include "Rendering/Skeleton.h"
//Needs to be a higher orderlevel than AnimationSystem
class BoneAttachmentSystem : public PureSystem
{
public:
BoneAttachmentSystem(SystemParams params)
: System(params)
, PureSystem("BoneAttachment")
{
}
~BoneAttachmentSystem() { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& BoneAttachmentComponent, double dt) override;
private:
};
#endif
@@ -17,7 +17,7 @@ public:
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure);
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure);
private:
const IRenderer* m_Renderer;
+30 -3
View File
@@ -22,21 +22,29 @@ public:
//Return the texture that is used in later stages to apply the bloom effect
GLuint BloomTexture() const { return m_BloomTexture; }
GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; }
//Return the texture with diffuse and lighting of the scene.
GLuint SceneTexture() const { return m_SceneTexture; }
GLuint SceneTextureLowRes() const { return m_SceneTextureLowRes; }
//Return the framebuffer used in the scene rendering stage.
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job, RenderScene& scene);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
void BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job);
void BindModelTextures(std::shared_ptr<ModelJob>& job);
void BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job);
void BindModelTextures(GLuint shaderHandle, std::shared_ptr<ModelJob>& job);
Texture* m_WhiteTexture;
Texture* m_BlackTexture;
@@ -44,15 +52,34 @@ private:
Texture* m_GreyTexture;
FrameBuffer m_FinalPassFrameBuffer;
FrameBuffer m_FinalPassFrameBufferLowRes;
GLuint m_BloomTexture;
GLuint m_SceneTexture;
GLuint m_BloomTextureLowRes;
GLuint m_SceneTextureLowRes;
GLuint m_DepthBuffer;
GLuint m_DepthBufferLowRes;
//maqke this component based i guess?
GLuint m_ShieldPixelRate = 16;
const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass;
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
ShaderProgram* m_ExplosionEffectSplatMapProgram;
ShaderProgram* m_ForwardPlusSplatMapProgram;
ShaderProgram* m_ShieldToStencilProgram;
ShaderProgram* m_FillDepthBufferProgram;
ShaderProgram* m_ForwardPlusSkinnedProgram;
ShaderProgram* m_ExplosionEffectSkinnedProgram;
ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
ShaderProgram* m_ShieldToStencilSkinnedProgram;
ShaderProgram* m_FillDepthBufferSkinnedProgram;
};
#endif
@@ -12,4 +12,11 @@ private:
};
class DrawStencilState : public RenderState
{
public:
DrawStencilState(GLuint frameBuffer);
~DrawStencilState();
};
#endif
@@ -15,7 +15,7 @@
struct ExplosionEffectJob : ModelJob
{
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
{
ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
+8 -4
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@@ -4,6 +4,7 @@
#include "Rendering/RawModelCustom.h"
//#include "Rendering/RawModelAssimp.h"
#include "../OpenGL.h"
#include "Core/AABB.h"
class Model : public ThreadUnsafeResource
{
@@ -14,16 +15,19 @@ private:
public:
~Model();
const std::vector<RawModel::MaterialGroup>& MaterialGroups() const { return m_RawModel->MaterialGroups; }
const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_RawModel->m_Materials; }
const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
const std::vector<RawModel::Vertex>& Vertices() const { return m_RawModel->m_Vertices; }
const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
unsigned int NumberOfVertices() const { return m_RawModel->NumVertices(); }
const AABB& Box() const { return m_Box; }
bool IsSkinned() const { return m_RawModel->IsSkinned(); }
GLuint VAO;
GLuint ElementBuffer;
RawModel* m_RawModel;
private:
AABB m_Box;
GLuint VertexBuffer;
GLuint NormalBuffer;
GLuint TangentNormalsBuffer;
+123 -37
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@@ -14,39 +14,98 @@
#include "../Core/World.h"
#include "../Core/Transform.h"
#include "Skeleton.h"
#include "ShaderProgram.h"
struct ModelJob : RenderJob
{
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
: RenderJob()
{
Model = model;
TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
if (modelComponent["DiffuseTexture"]) {
DiffuseTexture = matGroup.Texture.get();
} else {
DiffuseTexture = nullptr;
}
if (modelComponent["NormalMap"]) {
NormalTexture = matGroup.NormalMap.get();
} else {
NormalTexture = nullptr;
}
if (modelComponent["SpecularMap"]) {
SpecularTexture = matGroup.SpecularMap.get();
} else {
SpecularTexture = nullptr;
}
if (modelComponent["GlowMap"]) {
IncandescenceTexture = matGroup.IncandescenceMap.get();
} else {
IncandescenceTexture = nullptr;
}
DiffuseColor = matGroup.DiffuseColor;
SpecularColor = matGroup.SpecularColor;
IncandescenceColor = matGroup.IncandescenceColor;
StartIndex = matGroup.StartIndex;
EndIndex = matGroup.EndIndex;
ModelID = model->ResourceID;
Type = matProp.type;
::RawModel::MaterialBasic* matGroup = matProp.material;
switch(matProp.type){
case ::RawModel::MaterialType::Basic:
if (Model->IsSkinned()) {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
}
else {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
}
TextureID = 0;
break;
case ::RawModel::MaterialType::SingleTextures:
{
if (Model->IsSkinned()) {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
}
else {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
}
::RawModel::MaterialSingleTextures* singleTextures = static_cast<::RawModel::MaterialSingleTextures*>(matProp.material);
TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
if (modelComponent["DiffuseTexture"]) {
DiffuseTexture.push_back(&singleTextures->ColorMap);
}
if (modelComponent["NormalMap"]) {
NormalTexture.push_back(&singleTextures->NormalMap);
}
if (modelComponent["SpecularMap"]) {
SpecularTexture.push_back(&singleTextures->SpecularMap);
}
if (modelComponent["GlowMap"]) {
IncandescenceTexture.push_back(&singleTextures->IncandescenceMap);
}
}
break;
case ::RawModel::MaterialType::SplatMapping:
{
if (Model->IsSkinned()) {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
}
else {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
}
::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
SplatMap = &SplatTextures->SplatMap;
TextureID = (SplatTextures->ColorMaps[0].Texture) ? SplatTextures->ColorMaps[0].Texture->ResourceID : 0;
if (modelComponent["DiffuseTexture"]) {
for (auto& texture : SplatTextures->ColorMaps) {
DiffuseTexture.push_back(&texture);
}
}
if (modelComponent["NormalMap"]) {
for (auto& texture : SplatTextures->NormalMaps) {
NormalTexture.push_back(&texture);
}
}
if (modelComponent["SpecularMap"]) {
for (auto& texture : SplatTextures->SpecularMaps) {
SpecularTexture.push_back(&texture);
}
}
if (modelComponent["GlowMap"]) {
for (auto& texture : SplatTextures->IncandescenceMaps) {
IncandescenceTexture.push_back(&texture);
}
}
}
break;
}
DiffuseColor = matGroup->DiffuseColor;
SpecularColor = matGroup->SpecularColor;
IncandescenceColor = matGroup->IncandescenceColor;
StartIndex = matGroup->StartIndex;
EndIndex = matGroup->EndIndex;
Matrix = matrix;
Color = modelComponent["Color"];
Entity = modelComponent.EntityID;
@@ -57,29 +116,56 @@ struct ModelJob : RenderJob
FillColor = fillColor;
FillPercentage = fillPercentage;
Skeleton = Model->m_RawModel->m_Skeleton;
if (world->HasComponent(Entity, "Animation") && Skeleton != nullptr) {
auto animationComponent = world->GetComponent(Entity, "Animation");
Animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["Name"]);
AnimationTime = (double)animationComponent["Time"];
if (Skeleton != nullptr) {
if (world->HasComponent(Entity, "Animation")) {
auto animationComponent = world->GetComponent(Entity, "Animation");
for (int i = 1; i <= 3; i++) {
::Skeleton::AnimationData animationData;
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
if (animationData.animation == nullptr) {
continue;
}
animationData.time = (double)animationComponent["Time" + std::to_string(i)];
animationData.weight = (double)animationComponent["Weight" + std::to_string(i)];
Animations.push_back(animationData);
}
}
if (world->HasComponent(Entity, "AnimationOffset")) {
auto animationOffsetComponent = world->GetComponent(Entity, "AnimationOffset");
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationOffsetComponent["AnimationName"]);
AnimationOffset.time = (double)animationOffsetComponent["Time"];
} else {
AnimationOffset.animation = nullptr;
}
}
};
unsigned int TextureID;
unsigned int ShaderID;
unsigned int ModelID;
::RawModel::MaterialType Type;
EntityID Entity;
glm::mat4 Matrix;
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
const Texture* IncandescenceTexture;
const ::RawModel::TextureProperties* SplatMap;
std::vector<const ::RawModel::TextureProperties*> DiffuseTexture;
std::vector<const ::RawModel::TextureProperties*> NormalTexture;
std::vector<const ::RawModel::TextureProperties*> SpecularTexture;
std::vector<const ::RawModel::TextureProperties*> IncandescenceTexture;
float Shininess = 0.f;
glm::vec4 Color;
const ::Model* Model = nullptr;
::Skeleton* Skeleton = nullptr;
const ::Skeleton::Animation* Animation = nullptr;
// const ::Skeleton::Animation* Animation = nullptr;
std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
float AnimationTime = 0.f;
@@ -95,7 +181,7 @@ struct ModelJob : RenderJob
void CalculateHash() override
{
Hash = TextureID;
Hash = TextureID + ModelID << 10 + ShaderID << 20;
}
};
+1
View File
@@ -40,6 +40,7 @@ private:
const IRenderer* m_Renderer;
ShaderProgram* m_PickingProgram;
ShaderProgram* m_PickingSkinnedProgram;
Camera* m_Camera;
struct PickingInfo
+77 -20
View File
@@ -33,18 +33,27 @@ protected:
public:
~RawModelCustom();
struct Vertex
{
glm::vec3 Position;
glm::vec3 Normal;
glm::vec3 Tangent;
glm::vec3 BiNormal;
glm::vec2 TextureCoords;
struct Vertex
{
glm::vec3 Position;
glm::vec3 Normal;
glm::vec3 Tangent;
glm::vec3 BiNormal;
glm::vec2 TextureCoords;
};
struct SkinedVertex : public Vertex {
glm::vec4 BoneIndices;
glm::vec4 BoneWeights;
};
struct MaterialGroup
struct TextureProperties {
std::string TexturePath;
glm::vec2 UVRepeat;
std::shared_ptr<::Texture> Texture;
};
struct MaterialBasic
{
float SpecularExponent;
float ReflectionFactor;
@@ -54,25 +63,69 @@ public:
unsigned int StartIndex;
unsigned int EndIndex;
//float Transparency;
std::string TexturePath;
std::shared_ptr<::Texture> Texture;
std::string NormalMapPath;
std::shared_ptr<::Texture> NormalMap;
std::string SpecularMapPath;
std::shared_ptr<::Texture> SpecularMap;
std::string IncandescenceMapPath;
std::shared_ptr<::Texture> IncandescenceMap;
};
std::vector<MaterialGroup> MaterialGroups;
struct MaterialSplatMapping : public MaterialBasic
{
TextureProperties SplatMap;
std::vector<TextureProperties> ColorMaps;
std::vector<TextureProperties> NormalMaps;
std::vector<TextureProperties> SpecularMaps;
std::vector<TextureProperties> IncandescenceMaps;
};
struct MaterialSingleTextures : public MaterialBasic
{
TextureProperties ColorMap;
TextureProperties NormalMap;
TextureProperties SpecularMap;
TextureProperties IncandescenceMap;
};
enum class MaterialType { Basic = 1, SplatMapping, SingleTextures };
struct MaterialProperties {
MaterialType type;
MaterialBasic* material;
};
const Vertex* Vertices() const {
if (hasSkin) {
return m_SkinedVertices.data();
} else {
return m_Vertices.data();
}
};
unsigned int VertexSize() const {
if (hasSkin) {
return sizeof(SkinedVertex);
}
else {
return sizeof(Vertex);
}
};
unsigned int NumVertices() const {
if (hasSkin) {
return m_SkinedVertices.size();
} else {
return m_Vertices.size();
}
};
bool IsSkinned() const { return hasSkin; };
std::vector<MaterialProperties> m_Materials;
std::vector<Vertex> m_Vertices;
std::vector<unsigned int> m_Indices;
Skeleton* m_Skeleton = nullptr;
glm::mat4 m_Matrix;
private:
bool hasSkin;
std::vector<Vertex> m_Vertices;
std::vector<SkinedVertex> m_SkinedVertices;
void ReadMeshFile(std::string filePath);
void ReadMeshFileHeader(std::size_t& offset, char* fileData);
@@ -83,13 +136,17 @@ private:
void ReadMaterialFile(std::string filePath);
void ReadMaterials(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadMaterialSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadMaterialBasic(MaterialBasic* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadMaterialSingleTexture(MaterialSingleTextures* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadMaterialSplatMapping(MaterialSplatMapping* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadMaterialTextureProperties(TextureProperties& texture, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadAnimationFile(std::string filePath);
void ReadAnimationBindPoses(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadAnimationJoint(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadAnimationClips(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfClips);
void ReadAnimationClipSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int clipIndex);
void ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfJoints, Skeleton::Animation& animation);
void ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, std::vector<Skeleton::Animation::Keyframe>& animation);
//void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
};
+18 -10
View File
@@ -19,22 +19,30 @@
struct RenderScene
{
::Camera* Camera = nullptr;
std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
std::list<std::shared_ptr<RenderJob>> TransparentObjects;
std::list<std::shared_ptr<RenderJob>> PointLightJobs;
std::list<std::shared_ptr<RenderJob>> TextJobs;
std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
struct Queues {
std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
std::list<std::shared_ptr<RenderJob>> TransparentObjects;
std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
std::list<std::shared_ptr<RenderJob>> ShieldObjects;
std::list<std::shared_ptr<RenderJob>> PointLight;
std::list<std::shared_ptr<RenderJob>> Text;
std::list<std::shared_ptr<RenderJob>> DirectionalLight;
} Jobs;
Rectangle Viewport;
bool ClearDepth = false;
glm::vec4 AmbientColor;
void Clear()
{
OpaqueObjects.clear();
TransparentObjects.clear();
PointLightJobs.clear();
TextJobs.clear();
DirectionalLightJobs.clear();
Jobs.OpaqueObjects.clear();
Jobs.TransparentObjects.clear();
Jobs.OpaqueShieldedObjects.clear();
Jobs.TransparentShieldedObjects.clear();
Jobs.ShieldObjects.clear();
Jobs.Text.clear();
Jobs.DirectionalLight.clear();
}
};
+4
View File
@@ -2,6 +2,7 @@
#define RenderState_h__
#include <functional>
#include <boost/range/adaptor/reversed.hpp>
#include "../Common.h"
#include "../OpenGL.h"
#include "../GLM.h"
@@ -19,6 +20,9 @@ public:
bool BindFramebuffer(GLint framebuffer);
bool BlendEquation(GLenum mode);
bool BlendFunc(GLenum sfactor, GLenum dfactor);
bool StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);
bool StencilFunc(GLenum func, GLint ref, GLuint mask);
bool StencilMask(GLuint mask);
bool DepthMask(GLboolean flag);
private:
+5 -3
View File
@@ -16,11 +16,13 @@
#include "PointLightJob.h"
#include "../Core/Transform.h"
#include "../Core/EPlayerSpawned.h"
#include "../Core/Octree.h"
#include "../Collision/EntityAABB.h"
class RenderSystem : public ImpureSystem
{
public:
RenderSystem(SystemParams params, const IRenderer* renderer, RenderFrame* renderFrame);
RenderSystem(SystemParams params, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree);
~RenderSystem();
virtual void Update(double dt) override;
@@ -31,6 +33,7 @@ private:
Camera* m_Camera;
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
Octree<EntityAABB>* m_Octree;
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(Events::SetCamera &event);
@@ -39,14 +42,13 @@ private:
EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
void fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs);
void fillModels(RenderScene::Queues &jobs);
void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
bool isChildOfACamera(EntityWrapper entity);
bool isChildOfCurrentCamera(EntityWrapper entity);
};
#endif
+45 -17
View File
@@ -5,6 +5,7 @@
#include "Common.h"
#include "../GLM.h"
#include <glm/gtx/matrix_decompose.hpp>
#include <imgui/imgui.h>
//struct Bone
//{
@@ -53,22 +54,39 @@ public:
{
struct BoneProperty
{
int ID;
glm::vec3 Position;
glm::quat Rotation;
glm::vec3 Position;
glm::quat Rotation;
glm::vec3 Scale = glm::vec3(1);
};
int Index = 0;
double Time = 0.0;
std::map<int, Keyframe::BoneProperty> BoneProperties;
int Index = 0;
double Time = 0.0;
BoneProperty BoneProperties;
};
std::string Name;
double Duration;
std::vector<Keyframe> Keyframes;
std::string Name;
double Duration;
std::map<int, std::vector<Keyframe>> JointAnimations;
};
struct AnimationData
{
const Animation* animation;
float time;
float weight;
};
struct JointFrameTransform {
glm::vec3 PositionInterp = glm::vec3(0);
glm::quat RotationInterp = glm::quat();
glm::vec3 ScaleInterp = glm::vec3(0);
float Weight;
};
struct AnimationOffset {
const Animation* animation;
float time;
};
Skeleton() { }
~Skeleton();
@@ -82,17 +100,27 @@ public:
int GetBoneID(std::string name);
const Animation* GetAnimation(std::string name);
std::vector<glm::mat4> GetFrameBones(const Animation& animation, double time, bool noRootMotion = false);
void AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
void PrintSkeleton();
const Animation* GetAnimation(std::string name);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
//void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
void PrintSkeleton();
void PrintSkeleton(const Bone* parent, int depthCount);
std::map<std::string, Animation> Animations;
private:
std::map<std::string, Bone*> m_BonesByName;
glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
int GetKeyframe(const Animation& animation, double time);
int GetKeyframe(const Animation& animation, double time);
private:
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
std::map<std::string, Bone*> m_BonesByName;
float aim = 0.f;
};
#endif
+18
View File
@@ -0,0 +1,18 @@
#ifndef Events_PlayQueueOnEntity_h__
#define Events_PlayQueueOnEntity_h__
#include "../Core/Event.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
struct PlayQueueOnEntity : public Event
{
EntityWrapper Emitter;
std::vector<std::string> FilePaths;
};
}
#endif
+3
View File
@@ -1,6 +1,9 @@
#ifndef Sound_h__
#define Sound_h__
#include <OpenAL/al.h>
#include <OpenAL/alc.h>
#include "Core/ResourceManager.h"
class Sound : public Resource
@@ -1,17 +1,23 @@
#ifndef SoundSystem_h__
#define SoundSystem_h__
#ifndef SoundManager_h__
#define SoundManager_h__
#include <unordered_map>
#include <random>
#include "glm/common.hpp"
#include "glm/gtx/rotate_vector.hpp" // Calculate Up vector
#include "OpenAL/al.h"
#include "OpenAL/alc.h"
#include "imgui/imgui.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "../Engine/Core/ResourceManager.h"
#include "../Engine/Core/ConfigFile.h"
#include "Core/Transform.h" // Absolute transform
#include "Sound/Sound.h"
#include "../Engine/Sound/EPlayQueueOnEntity.h"
#include "Sound/EPlaySoundOnEntity.h"
#include "Sound/EPlaySoundOnPosition.h"
#include "Sound/EPlayBackgroundMusic.h"
@@ -20,6 +26,11 @@
#include "Sound/EStopSound.h"
#include "Sound/ESetBGMGain.h"
#include "Sound/ESetSFXGain.h"
#include "Core/EPause.h"
#include "Core/EComponentAttached.h"
#include "../Core/EPlayerSpawned.h"
typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
enum class SoundType {
SFX,
@@ -34,14 +45,15 @@ struct Source
SoundType Type;
};
class SoundSystem
class SoundManager
{
public:
SoundSystem() { }
SoundSystem(World* world, EventBroker* eventBroker, bool editorMode);
~SoundSystem();
SoundManager() { }
SoundManager(World* world, EventBroker* eventBroker);
~SoundManager();
// Update emitters / listener
void Update(double dt);
private:
// Help functions for working with OpenaAL
void setListenerPos(glm::vec3 pos) { alListener3f(AL_POSITION, pos.x, pos.y, pos.z); };
@@ -56,46 +68,62 @@ private:
// Logic
void initOpenAL();
void updateEmitters(double dt);
void updateListener(double dt);
void deleteInactiveEmitters();
void addNewEmitters(double dt);
Source* createSource(std::string filePath);
void playSound(Source* source);
void stopSound(Source* source);
void stopEmitters();
void updateListener(double dt);
ALenum getSourceState(ALuint source);
void setGain(Source* source, float gain);
void setSoundProperties(ALuint source, ComponentWrapper* soundComponent);
void setSoundProperties(Source* source, ComponentWrapper* soundComponent);
// Specific logic
void playSound(Source* source);
// Need to be the same format (sample rate etc)
void playQueue(QueuedBuffers qb);
void stopSound(Source* source);
Source* createSource(std::string filePath);
std::unordered_map<EntityID, Source*> m_Sources;
// Logic
World* m_World = nullptr;
EventBroker* m_EventBroker = nullptr;
// OpenAL system variables
ALCdevice* m_ALCdevice = nullptr;
ALCcontext* m_ALCcontext = nullptr;
// Logic
World* m_World = nullptr;
EventBroker* m_EventBroker = nullptr;
std::unordered_map<EntityID, Source*> m_Sources;
float m_BGMVolumeChannel = 1.0f;
float m_SFXVolumeChannel = 1.f;
bool m_EditorEnabled = false;
float m_SFXVolumeChannel = 1.0f;
EntityWrapper m_LocalPlayer = EntityWrapper();
// Events
EventRelay<SoundSystem, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
EventRelay<SoundManager, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
bool OnPlaySoundOnEntity(const Events::PlaySoundOnEntity &e);
EventRelay<SoundSystem, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
EventRelay<SoundManager, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
EventRelay<SoundSystem, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
EventRelay<SoundManager, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e);
EventRelay<SoundSystem, Events::PauseSound> m_EPauseSound;
EventRelay<SoundManager, Events::PauseSound> m_EPauseSound;
bool OnPauseSound(const Events::PauseSound &e);
EventRelay<SoundSystem, Events::StopSound> m_EStopSound;
EventRelay<SoundManager, Events::StopSound> m_EStopSound;
bool OnStopSound(const Events::StopSound &e);
EventRelay<SoundSystem, Events::ContinueSound> m_EContinueSound;
EventRelay<SoundManager, Events::ContinueSound> m_EContinueSound;
bool OnContinueSound(const Events::ContinueSound &e);
EventRelay<SoundSystem, Events::SetBGMGain> m_ESetBGMGain;
bool OnSetBGMGain(const Events::SetBGMGain &e); // Not tested
EventRelay<SoundSystem, Events::SetSFXGain> m_ESetSFXGain;
bool OnSetSFXGain(const Events::SetSFXGain &e); // Not tested
EventRelay<SoundManager, Events::SetBGMGain> m_ESetBGMGain;
bool OnSetBGMGain(const Events::SetBGMGain &e);
EventRelay<SoundManager, Events::SetSFXGain> m_ESetSFXGain;
bool OnSetSFXGain(const Events::SetSFXGain &e);
EventRelay<SoundManager, Events::ComponentAttached> m_EComponentAttached;
bool OnComponentAttached(const Events::ComponentAttached &e);
EventRelay<SoundManager, Events::Pause> m_EPause;
bool OnPause(const Events::Pause &e);
EventRelay<SoundManager, Events::Resume> m_EResume;
bool OnResume(const Events::Resume &e);
EventRelay<SoundManager, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
EventRelay<SoundManager, Events::PlayQueueOnEntity> m_EPlayQueueOnEntity;
bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
};
#endif
+13
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@@ -0,0 +1,13 @@
#ifndef Events_DashAbility_h__
#define Events_DashAbility_h__
#include "Core/Event.h"
namespace Events
{
struct DashAbility : public Event { };
}
#endif
+16
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@@ -0,0 +1,16 @@
#ifndef Events_DoubleJump_h__
#define Events_DoubleJump_h__
#include "Core/Event.h"
namespace Events
{
struct DoubleJump : public Event
{
};
}
#endif
+3 -2
View File
@@ -32,7 +32,8 @@
#include "Network/Client.h"
// Sound
#include "Sound/SoundSystem.h"
#include "Sound/SoundManager.h"
#include "Systems/SoundSystem.h"
class Game
{
@@ -61,7 +62,7 @@ private:
RenderFrame* m_RenderFrame;
Client* m_NetworkClient = nullptr;
Server* m_NetworkServer = nullptr;
SoundSystem* m_SoundSystem;
SoundManager* m_SoundManager;
double m_LastTime;
bool m_IsClient = false;
+2 -1
View File
@@ -12,6 +12,7 @@
#include <tuple>
#include <vector>
#include <algorithm>
class HealthSystem : public PureSystem
{
@@ -26,7 +27,7 @@ private:
EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e);
bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e);
//vector which will keep track of health changes
std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
+3 -1
View File
@@ -9,7 +9,9 @@ public:
LifetimeSystem(SystemParams params)
: System(params)
, PureSystem("Lifetime")
{ }
{
LOG_INFO("ASDASDASSA");
}
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cLifetime, double dt) override;
+33
View File
@@ -0,0 +1,33 @@
#ifndef PickupSpawnSystem_h__
#define PickupSpawnSystem_h__
#include "Core/System.h"
#include "Core/Transform.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFileParser.h"
#include "Core/EPickupSpawned.h"
#include "Core/EPlayerHealthPickup.h"
#include "Engine/Collision/ETrigger.h"
#include "Common.h"
#include <tuple>
class PickupSpawnSystem : public ImpureSystem
{
public:
PickupSpawnSystem(SystemParams params);
virtual void Update(double dt) override;
private:
EventRelay<PickupSpawnSystem, Events::TriggerTouch> m_ETriggerTouch;
bool OnTriggerTouch(Events::TriggerTouch& e);
struct NewHealthPickup {
glm::vec3 Pos;
double HealthGain;
double RespawnTimer;
double DecreaseThisRespawnTimer;
};
std::vector<NewHealthPickup> m_ETriggerTouchVector;
};
#endif
+29
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@@ -0,0 +1,29 @@
#ifndef PlayerDeathSystem_h__
#define PlayerDeathSystem_h__
#include "Core/System.h"
#include "Input/EInputCommand.h"
#include "GLM.h"
#include "Rendering/ESetCamera.h"
#include "Core/ConfigFile.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include "Core/EPlayerDeath.h"
class PlayerDeathSystem : public ImpureSystem
{
public:
PlayerDeathSystem(SystemParams params);
virtual void Update(double dt) override;
private:
EventRelay<PlayerDeathSystem, Events::PlayerDeath> m_OnPlayerDeath;
bool OnPlayerDeath(Events::PlayerDeath& e);
void createDeathEffect(EntityWrapper player);
};
#endif
@@ -4,6 +4,8 @@
#include "Core/EPlayerSpawned.h"
#include "Input/FirstPersonInputController.h"
#include <imgui/imgui.h>
#include "Events/EDoubleJump.h"
#include "../Engine/Sound/EPlaySoundOnEntity.h"
class PlayerMovementSystem : public ImpureSystem
{
@@ -17,6 +19,19 @@ private:
// State
std::unordered_map<EntityWrapper, FirstPersonInputController<PlayerMovementSystem>*> m_PlayerInputControllers;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
// Walking logic
// Keeps track of how far the player has walked within this "key press session".
float m_DistanceMoved = 0.0f;
// How far a step is (How often the step sound will be played).
const float m_PlayerStepLength = 1.75f;
// Determine what sound file to play.
bool m_LeftFoot = false;
// To get a difference when calculating the walking state.
glm::vec3 m_LastPosition = glm::vec3();
// The logic for making the sound play when player is moving
void playerStep(double dt);
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
+1
View File
@@ -3,6 +3,7 @@
#include "Systems/SpawnerSystem.h"
#include "Events/ESpawnerSpawn.h"
#include "Core/EPlayerSpawned.h"
#include "Core/EPlayerDeath.h"
#include "Rendering/ESetCamera.h"
#include "Core/ConfigFile.h"
+67
View File
@@ -0,0 +1,67 @@
#ifndef Systems_SoundSystem_h__
#define Systems_SoundSystem_h__
#include <random>
#include "../Engine/Core/System.h"
#include "../Engine/Core/ResourceManager.h"
#include "../Engine/Core/ConfigFile.h"
#include "../Engine/Sound/Sound.h"
#include "../Engine/Sound/EPlayQueueOnEntity.h"
#include "../Engine/Core/EPlayerSpawned.h"
#include "../Engine/Input/EInputCommand.h"
#include "../Engine/Core/EShoot.h"
#include "../Engine/Core/EPlayerSpawned.h"
#include "../Engine/Input/EInputCommand.h"
#include "../Engine/Core/ECaptured.h"
#include "../Engine/Core/EPlayerDamage.h"
#include "../Engine/Core/EPlayerDeath.h"
#include "../Engine/Core/EPlayerHealthPickup.h"
#include "../Engine/Collision/ETrigger.h"
#include "../Engine/Sound/EPlaySoundOnEntity.h"
#include "../Engine/Sound/EPlayBackgroundMusic.h"
#include "../Game/Events/EDoubleJump.h"
#include "../Game/Events/EDashAbility.h"
class SoundSystem : public PureSystem, ImpureSystem
{
public:
SoundSystem(SystemParams params);
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) override;
virtual void Update(double dt) override;
private:
std::string m_Announcer = "";
// Logic for playing a sound when a player jumps
void playerJumps();
// Temporary solution for play test.
bool m_DrumsIsPlaying = false;
double m_DrumTimer = 0.0;
bool drumTimer(double dt);
std::default_random_engine generator;
EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
EventRelay<SoundSystem, Events::InputCommand> m_InputCommand;
bool OnInputCommand(const Events::InputCommand &e);
EventRelay<SoundSystem, Events::DoubleJump> m_EDoubleJump;
bool OnDoubleJump(const Events::DoubleJump &e);
EventRelay<SoundSystem, Events::DashAbility> m_EDashAbility;
bool OnDashAbility(const Events::DashAbility &e);
EventRelay<SoundSystem, Events::TriggerTouch> m_ETriggerTouch;
bool OnTriggerTouch(const Events::TriggerTouch &e);
EventRelay<SoundSystem, Events::Shoot> m_EShoot;
bool OnShoot(const Events::Shoot &e);
EventRelay<SoundSystem, Events::Captured> m_ECaptured;
bool OnCaptured(const Events::Captured &e);
EventRelay<SoundSystem, Events::PlayerDamage> m_EPlayerDamage;
bool OnPlayerDamage(const Events::PlayerDamage &e);
EventRelay<SoundSystem, Events::PlayerDeath> m_EPlayerDeath;
bool OnPlayerDeath(const Events::PlayerDeath &e);
EventRelay<SoundSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
bool OnPlayerHealthPickup(const Events::PlayerHealthPickup &e);
};
#endif