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

# Conflicts:
#	resources/Shaders/Sprite.vert.glsl
This commit is contained in:
verysecrethero
2016-02-11 16:36:48 +01:00
219 changed files with 11210 additions and 2133 deletions
+3 -2
View File
@@ -64,7 +64,7 @@ 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,
@@ -79,7 +79,8 @@ bool AABBVsAABB(const AABB& a, const AABB& b);
bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
// Calculates an absolute AABB from an entity AABB component
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity);
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox = false);
boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity);
}
+2 -2
View File
@@ -13,8 +13,8 @@
class CollisionSystem : public PureSystem
{
public:
CollisionSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
: System(world, eventBroker)
CollisionSystem(SystemParams params, Octree<EntityAABB>* octree)
: System(params)
, PureSystem("Collidable")
, m_Octree(octree)
{ }
@@ -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(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree, const std::string& componentType)
: System(world, eventBroker)
, PureSystem(componentType)
FillFrustumOctreeSystem(SystemParams params, Octree<EntityAABB>* octree)
: System(params)
, 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
+2 -2
View File
@@ -15,8 +15,8 @@ class AABB;
class TriggerSystem : public PureSystem
{
public:
TriggerSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
: System(world, eventBroker)
TriggerSystem(SystemParams params, Octree<EntityAABB>* octree)
: System(params)
, PureSystem("Trigger")
, m_Octree(octree)
{
+1
View File
@@ -13,6 +13,7 @@ struct ComponentInfo
unsigned int Allocation = 0;
std::map<std::string, std::string> FieldAnnotations;
std::map<std::string, std::map<std::string, EnumType>> FieldEnumDefinitions;
bool NetworkReplicated = true;
};
struct Field_t
+13
View File
@@ -1,6 +1,7 @@
#ifndef ComponentWrapper_h__
#define ComponentWrapper_h__
#include <boost/shared_array.hpp>
#include "../Common.h"
#include "Entity.h"
#include "ComponentInfo.h"
@@ -81,6 +82,18 @@ struct ComponentWrapper
SubscriptProxy operator[](std::string propertyName) { return SubscriptProxy(this, propertyName); }
};
// A component wrapper that "owns" its data through a shared pointer
struct SharedComponentWrapper : ComponentWrapper
{
SharedComponentWrapper(const ComponentInfo& componentInfo, boost::shared_array<char> data)
: ComponentWrapper(componentInfo, data.get())
, m_DataReference(data)
{ }
private:
boost::shared_array<char> m_DataReference;
};
// TODO: Move this to Tests once entity importing is finished
class ComponentWrapperFactory
{
@@ -3,6 +3,8 @@
#include <xercesc/framework/psvi/XSElementDeclaration.hpp>
#include <xercesc/framework/psvi/XSComplexTypeDefinition.hpp>
#include <xercesc/framework/psvi/XSAttributeUse.hpp>
#include <xercesc/framework/psvi/XSAttributeDeclaration.hpp>
#include <xercesc/framework/psvi/XSParticle.hpp>
#include <xercesc/framework/psvi/XSModelGroup.hpp>
#include <xercesc/framework/psvi/XSModelGroupDefinition.hpp>
+2 -1
View File
@@ -25,11 +25,12 @@ 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);
bool IsChildOf(EntityWrapper potentialParent);
bool Valid();
bool Valid() const;
ComponentWrapper operator[](const char* componentName);
bool operator==(const EntityWrapper& e) const;
+2 -1
View File
@@ -5,6 +5,7 @@
#include <functional>
#include <list>
#include <tuple>
#include <set>
#include "../Common.h"
#include "Event.h"
@@ -107,7 +108,7 @@ private:
typedef std::unordered_map<ContextTypeName_t, EventRelays_t> ContextRelays_t;
ContextRelays_t m_ContextRelays;
std::vector<BaseEventRelay*> m_RelaysToSubscribe;
std::vector<std::tuple<EventID, ContextTypeName_t, EventTypeName_t>> m_RelaysToUnsubscribe;
std::unordered_map<BaseEventRelay*, std::tuple<EventID, ContextTypeName_t, EventTypeName_t>> m_RelaysToUnsubscribe;
typedef std::list<std::pair<EventTypeName_t, std::shared_ptr<Event>>> EventQueue_t;
std::shared_ptr<EventQueue_t> m_EventQueueRead;
+77
View File
@@ -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
+55 -3
View File
@@ -5,9 +5,8 @@
#include "../Common.h"
#include "AABB.h"
//Fwd declarations.
class Ray;
#include "Frustum.h"
#include "Ray.h"
namespace OctSpace
{
@@ -40,6 +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.
@@ -97,6 +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;
@@ -154,6 +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()
{
@@ -230,4 +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
+40 -6
View File
@@ -5,21 +5,55 @@
#include "World.h"
#include "EntityWrapper.h"
#include "ComponentWrapper.h"
#include "EPlayerSpawned.h"
struct SystemParams
{
SystemParams(::World* World, ::EventBroker* EventBroker, bool IsClient, bool IsServer)
: World(World)
, EventBroker(EventBroker)
, IsClient(IsClient)
, IsServer(IsServer)
{ }
::World* World;
::EventBroker* EventBroker;
bool IsClient = false;
bool IsServer = false;
};
class System
{
friend class SystemPipeline;
protected:
System(World* world, EventBroker) { }
System(World* world, EventBroker* eventBroker)
: m_World(world)
, m_EventBroker(eventBroker)
{ }
System(SystemParams params)
: m_World(params.World)
, m_EventBroker(params.EventBroker)
, IsClient(params.IsClient)
, IsServer(params.IsServer)
{
if (IsClient) {
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &System::setLocalPlayer);
}
}
virtual ~System() = default;
World* m_World;
EventBroker* m_EventBroker;
bool IsClient = false;
bool IsServer = false;
EntityWrapper LocalPlayer = EntityWrapper::Invalid;
private:
EventRelay<System, Events::PlayerSpawned> m_EPlayerSpawned;
virtual bool setLocalPlayer(Events::PlayerSpawned& e)
{
if (e.PlayerID == -1) {
LocalPlayer = e.Player;
}
return true;
}
};
class PureSystem : public virtual System
@@ -34,7 +68,7 @@ protected:
const std::string m_ComponentType;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) = 0;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) = 0;
};
class ImpureSystem : public virtual System
+9 -2
View File
@@ -10,9 +10,11 @@
class SystemPipeline
{
public:
SystemPipeline(World* world, EventBroker* eventBroker)
SystemPipeline(World* world, EventBroker* eventBroker, bool isClient, bool isServer)
: m_World(world)
, m_EventBroker(eventBroker)
, m_IsClient(isClient)
, m_IsServer(isServer)
{
EVENT_SUBSCRIBE_MEMBER(m_EPause, &SystemPipeline::OnPause);
EVENT_SUBSCRIBE_MEMBER(m_EResume, &SystemPipeline::OnResume);
@@ -35,7 +37,7 @@ public:
m_OrderedSystemGroups.resize(updateOrderLevel + 1);
}
UnorderedSystems& group = m_OrderedSystemGroups[updateOrderLevel];
System* system = new T(m_World, m_EventBroker, args...);
System* system = new T(SystemParams(m_World, m_EventBroker, m_IsClient, m_IsServer), args...);
group.Systems[typeid(T).name()] = system;
PureSystem* pureSystem = dynamic_cast<PureSystem*>(system);
@@ -59,6 +61,9 @@ public:
dt = 0.0;
}
// Process utility events for the System base class
m_EventBroker->Process<System>();
for (UnorderedSystems& group : m_OrderedSystemGroups) {
// Process events
for (auto& pair : group.Systems) {
@@ -88,6 +93,8 @@ public:
private:
World* m_World;
EventBroker* m_EventBroker;
bool m_IsClient = false;
bool m_IsServer = false;
bool m_Paused = false;
struct UnorderedSystems
+1 -1
View File
@@ -8,7 +8,7 @@
class UniformScaleSystem : public PureSystem
{
public:
UniformScaleSystem(World* world, EventBroker* eventBroker);
UniformScaleSystem(SystemParams params);
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cUniformScale, double dt) override;
+1 -1
View File
@@ -4,7 +4,7 @@
// }
// NOTE: condition statement is not executed at all in release mode.
#ifndef DEBUG_IF
#ifndef DEBUG
#ifdef DEBUG
#define DEBUG_IF(c) if(c)
#else
#define DEBUG_IF(c) if(false)
+1 -1
View File
@@ -10,7 +10,7 @@
class EditorRenderSystem : public ImpureSystem
{
public:
EditorRenderSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
EditorRenderSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame);
virtual void Update(double dt) override;
+1 -1
View File
@@ -17,7 +17,7 @@
class EditorSystem : public ImpureSystem
{
public:
EditorSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame);
~EditorSystem();
void Update(double dt);
+1 -1
View File
@@ -25,7 +25,7 @@ struct WidgetDelta : Event
class EditorWidgetSystem : public ImpureSystem, PureSystem
{
public:
EditorWidgetSystem(World* world, EventBroker* eventBroker, IRenderer* renderer);
EditorWidgetSystem(SystemParams params, IRenderer* renderer);
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cEditorWidget, double dt) override;
+3 -2
View File
@@ -3,6 +3,7 @@
#include "Frame.h"
#include "../Rendering/Texture.h"
#include "../Rendering/Util/CommonFunctions.h"
namespace GUI
{
@@ -55,10 +56,10 @@ public:
return;
}
m_Texture = ResourceManager::Load<Texture>(resourceName);
m_Texture = CommonFunctions::LoadTexture(resourceName, false);
m_TextureName = resourceName;
if (m_Texture == nullptr) {
m_Texture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
m_Texture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false);
}
SizeToTexture();
@@ -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>
@@ -54,6 +55,7 @@ protected:
//specialabilitys
bool m_MovementKeyDown = false;
bool m_SpecialAbilityKeyDown = false;
int m_NumberOfMovementKeysDown = 0;
EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
bool OnLockMouse(const Events::LockMouse& e);
@@ -131,6 +133,7 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
}
//if value = 0 then you have just released this key
if (e.Value != 0) {
m_NumberOfMovementKeysDown++;
m_MovementKeyDown = true;
//if you pressed the same key within m_AssaultDashDoubleTapSensitivityTimer then you have doubletapped it
if (m_AssaultDashDoubleTapDeltaTime < m_AssaultDashDoubleTapSensitivityTimer && m_AssaultDashTapDirection == m_CurrentDirectionVector) {
@@ -138,10 +141,14 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
}
} else {
//== 0
m_MovementKeyDown = false;
//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
m_AssaultDashTapDirection = m_CurrentDirectionVector;
m_AssaultDashDoubleTapDeltaTime = 0.f;
m_NumberOfMovementKeysDown--;
if (m_NumberOfMovementKeysDown == 0) {
m_MovementKeyDown = false;
}
//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
m_AssaultDashTapDirection = m_CurrentDirectionVector;
m_AssaultDashDoubleTapDeltaTime = 0.f;
}
}
@@ -201,12 +208,6 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
//moving to the side has priority
return;
}
//dashing with doubletap - check if doubletap to dash enabled
if (ResourceManager::Load<ConfigFile>("Input.ini")->Get<bool>("Keyboard.DoubleTapToDash", false)) {
return;
}
@@ -215,6 +216,11 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
m_AssaultDashDoubleTapped = false;
}
//dashing with doubletap - check if doubletap to dash enabled
if (!ResourceManager::Load<ConfigFile>("Input.ini")->Get<bool>("Keyboard.DoubleTapToDash", false)) {
return;
}
//check if we have received a valid doubletap
if (!m_ValidDoubleTap) {
return;
@@ -230,6 +236,9 @@ 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
+11 -6
View File
@@ -20,16 +20,22 @@
#include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h"
#include "Network/EInterpolate.h"
#include "Network/SnapshotFilter.h"
#include "Core/EPlayerSpawned.h"
class Client : public Network
{
public:
Client(ConfigFile* config);
Client(World* world, EventBroker* eventBroker);
Client(World* world, EventBroker* eventBroker, std::unique_ptr<SnapshotFilter> snapshotFilter);
~Client();
void Start(World* world, EventBroker* eventBroker) override;
void Connect(std::string address, int port);
void Update() override;
private:
std::unique_ptr<SnapshotFilter> m_SnapshotFilter = nullptr;
// Assio UDP logic
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
@@ -45,10 +51,8 @@ private:
PacketID m_SendPacketID = 0;
// Game logic
World* m_World;
std::string m_PlayerName;
PlayerID m_PlayerID = -1;
EntityID m_ServerEntityID = std::numeric_limits<EntityID>::max();
bool m_IsConnected = false;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
// Server Client Lookup map
@@ -74,7 +78,9 @@ private:
void connect();
void disconnect();
void parseMessageType(Packet& packet);
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType);
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID);
SharedComponentWrapper createSharedComponent(Packet& packet, EntityID entityID, const ComponentInfo& componentInfo);
void ignoreFields(Packet& packet, const ComponentInfo& componentInfo);
void parseConnect(Packet& packet);
void parsePlayerConnected(Packet& packet);
void parsePing();
@@ -99,7 +105,6 @@ private:
void deleteFromServerClientMaps(EntityID serverEntityID, EntityID clientEntityID);
// Events
EventBroker* m_EventBroker;
EventRelay<Client, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
EventRelay<Client, Events::PlayerDamage> m_EPlayerDamage;
+7 -2
View File
@@ -11,8 +11,13 @@ namespace Events
struct Interpolate : Event
{
EntityID Entity;
boost::shared_array<char> DataArray;
Interpolate(EntityWrapper Entity, SharedComponentWrapper Component)
: Entity(Entity)
, Component(Component)
{ }
EntityWrapper Entity;
SharedComponentWrapper Component;
};
}
+6 -2
View File
@@ -19,10 +19,15 @@ typedef unsigned int PacketID;
class Network
{
public:
Network(World* world, EventBroker* eventBroker);
virtual ~Network() { };
virtual void Start(World* m_world, EventBroker *eventBroker) = 0;
virtual void Update() = 0;
protected:
World* m_World;
EventBroker* m_EventBroker;
// For Debug
bool isReadingData = false;
NetworkData m_NetworkData;
@@ -32,7 +37,6 @@ protected:
double m_TimeoutMs;
void saveToFile();
void updateNetworkData();
void initialize();
};
#endif
+7 -7
View File
@@ -22,15 +22,17 @@
class Server : public Network
{
public:
Server();
Server(World* world, EventBroker* eventBroker, int port);
~Server();
void Start(World* m_world, EventBroker *eventBroker) override;
void Update() override;
private:
int m_Port = 27666;
// UDP logic
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
boost::asio::ip::udp::socket m_Socket;
std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
// Sending messages to client logic
std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers;
@@ -46,13 +48,10 @@ private:
float snapshotInterval;
int checkTimeOutInterval = 100;
int m_NextPlayerID = 0;
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
//Timers
std::clock_t m_StartPingTime;
// Game logic
World* m_World;
EventBroker* m_EventBroker;
// Packet loss logic
PacketID m_PacketID = 0;
@@ -66,6 +65,7 @@ private:
void broadcast(Packet& packet);
void sendSnapshot();
void addChildrenToPacket(Packet& packet, EntityID entityID);
void addInputCommandsToPacket(Packet& packet);
void sendPing();
void checkForTimeOuts();
void disconnect(PlayerID playerID);
+19
View File
@@ -0,0 +1,19 @@
#ifndef SnapshotFilter_h__
#define SnapshotFilter_h__
#include "../Core/EntityWrapper.h"
#include "../Core/ComponentWrapper.h"
class SnapshotFilter
{
public:
// Filters an incoming snapshot.
// Modify the component and return true if the component snapshot should be applied.
// Otherwise return false and it will be ignored.
virtual bool FilterComponent(EntityWrapper entity, SharedComponentWrapper& component)
{
return true;
}
};
#endif
+3 -3
View File
@@ -9,12 +9,13 @@
#include "Rendering/Model.h"
#include "Rendering/EAnimationComplete.h"
#include "Rendering/Skeleton.h"
#include <imgui/imgui.h>
class AnimationSystem : public PureSystem
{
public:
AnimationSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
AnimationSystem(SystemParams params)
: System(params)
, PureSystem("Animation")
{
@@ -23,7 +24,6 @@ public:
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
private:
};
#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;
+32 -3
View File
@@ -7,6 +7,7 @@
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "Util/UnorderedMapVec2.h"
#include "Util/CommonFunctions.h"
#include "Texture.h"
class DrawFinalPass
@@ -22,39 +23,67 @@ 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 DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, 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;
Texture* m_NeutralNormalTexture;
Texture* m_GreyTexture;
Texture* m_ErrorTexture;
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_SpriteProgram;
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"];
+3
View File
@@ -32,6 +32,8 @@ public:
virtual void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
bool VSYNC() const { return m_VSYNC; }
virtual void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
std::string WindowTitle() const { return m_WindowTitle; }
virtual void SetWindowTitle(const std::string& title) { glfwSetWindowTitle(m_Window, title.c_str()); m_WindowTitle = title; }
//Returns screen size excluding window border and header
Rectangle GetViewportSize() const { return m_ViewportSize; }
virtual void Initialize() = 0;
@@ -47,6 +49,7 @@ protected:
int m_GLVersion[2];
std::string m_GLVendor;
GLFWwindow* m_Window = nullptr;
std::string m_WindowTitle;
};
#endif // Renderer_h__
+9 -4
View File
@@ -2,8 +2,10 @@
#define Model_h__
#include "Rendering/RawModelCustom.h"
#include "Util/CommonFunctions.h"
//#include "Rendering/RawModelAssimp.h"
#include "../OpenGL.h"
#include "Core/AABB.h"
class Model : public ThreadUnsafeResource
{
@@ -14,16 +16,19 @@ 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;
+101 -39
View File
@@ -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;
@@ -57,31 +116,34 @@ 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 (model->IsSkinned()) {
Skeleton = Model->m_RawModel->m_Skeleton;
}
};
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;
float AnimationTime = 0.f;
glm::vec4 DiffuseColor;
glm::vec4 SpecularColor;
@@ -95,7 +157,7 @@ struct ModelJob : RenderJob
void CalculateHash() override
{
Hash = TextureID;
Hash = TextureID + ModelID << 10 + ShaderID << 20;
}
};
+2 -1
View File
@@ -6,9 +6,10 @@
#include <png.h>
#include "../Common.h"
#include "../Core/ResourceManager.h"
#include "Image.h"
class PNG : public Image
class PNG : public Image, public Resource
{
public:
PNG(std::string path);
+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;
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 -12
View File
@@ -20,12 +20,17 @@
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;
std::list<std::shared_ptr<RenderJob>> SpriteJobs;
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>> SpriteJob;
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;
@@ -33,12 +38,13 @@ struct RenderScene
void Clear()
{
OpaqueObjects.clear();
TransparentObjects.clear();
PointLightJobs.clear();
TextJobs.clear();
DirectionalLightJobs.clear();
SpriteJobs.clear();
Jobs.OpaqueObjects.clear();
Jobs.TransparentObjects.clear();
Jobs.OpaqueShieldedObjects.clear();
Jobs.TransparentShieldedObjects.clear();
Jobs.ShieldObjects.clear();
Jobs.SpriteJob.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 -4
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(World* world, EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
RenderSystem(SystemParams params, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree);
~RenderSystem();
virtual void Update(double dt) override;
@@ -29,9 +31,9 @@ private:
const IRenderer* m_Renderer;
RenderFrame* m_RenderFrame;
Camera* m_Camera;
World* m_World;
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);
@@ -40,7 +42,7 @@ 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);
@@ -48,7 +50,6 @@ private:
void fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
bool isChildOfACamera(EntityWrapper entity);
bool isChildOfCurrentCamera(EntityWrapper entity);
};
#endif
+1
View File
@@ -22,6 +22,7 @@
#include "../Core/Transform.h"
#include "imgui/imgui.h"
#include "TextPass.h"
#include "Util/CommonFunctions.h"
class Renderer : public IRenderer
{
+68 -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 +100,50 @@ 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();
void CalculateFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
void CalculateFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
const Animation* GetAnimation(std::string name);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, 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);
std::vector<glm::mat4> GetBones()
{
std::vector<glm::mat4> finalMatrices;
for (auto &kv : m_BoneLocalTransforms) {
finalMatrices.push_back(kv.second);
}
return finalMatrices;;
}
glm::mat4 GetBoneTransformSuper(int boneID)
{
if(m_BoneTransforms.find(boneID) != m_BoneTransforms.end()) {
return m_BoneTransforms.at(boneID);
} else {
return glm::mat4(1);
}
}
private:
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
std::map<std::string, Bone*> m_BonesByName;
float aim = 0.f;
std::map<int, glm::mat4> m_BoneLocalTransforms;
std::map<int, glm::mat4> m_BoneTransforms;
};
#endif
+16 -18
View File
@@ -17,31 +17,28 @@
struct SpriteJob : RenderJob
{
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage)
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted)
: RenderJob()
{
Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
::RawModel::MaterialGroup matGroup = Model->MaterialGroups().front();
TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
TextureID = 0;
if (cSprite["DiffuseTexture"]) {
DiffuseTexture = ResourceManager::Load<Texture>(cSprite["DiffuseTexture"]);
} else {
DiffuseTexture = nullptr;
}
if (cSprite["GlowMap"]) {
IncandescenceTexture = ResourceManager::Load<Texture>(cSprite["GlowMap"]);
} else {
IncandescenceTexture = nullptr;
}
StartIndex = matGroup.StartIndex;
EndIndex = matGroup.EndIndex;
DiffuseTexture = CommonFunctions::LoadTexture(cSprite["DiffuseTexture"], true);
IncandescenceTexture = CommonFunctions::LoadTexture(cSprite["GlowMap"], true);
StartIndex = matProp.material->StartIndex;
EndIndex = matProp.material->EndIndex;
Matrix = matrix;
Color = cSprite["Color"];
Entity = cSprite.EntityID;
glm::vec3 abspos = Transform::AbsolutePosition(world, cSprite.EntityID);
glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
Depth = viewpos.z;
Position = Transform::AbsolutePosition(world, cSprite.EntityID);
Depth = 0;
if (depthSorted) {
glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1));
Depth = viewpos.z;
}
World = world;
FillColor = fillColor;
@@ -58,6 +55,7 @@ struct SpriteJob : RenderJob
const Texture* IncandescenceTexture;
float Shininess = 0.f;
glm::vec4 Color;
glm::vec3 Position;
const ::Model* Model = nullptr;
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
@@ -4,14 +4,11 @@
#include "../../Common.h"
#include "../../OpenGL.h"
#include "../../GLM.h"
#include "../Texture.h"
class CommonFuntions
{
public:
CommonFuntions() = delete;
private:
namespace CommonFunctions
{
Texture* LoadTexture(std::string path, bool threaded);
};
#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