diff --git a/assets b/assets index 1e7adc74..10a61165 160000 --- a/assets +++ b/assets @@ -1 +1 @@ -Subproject commit 1e7adc749e02144615a20a82c847d3c8df46ee3d +Subproject commit 10a611659ddaadfea6a560e707d395834855a979 diff --git a/include/Engine/Collision/Collision.h b/include/Engine/Collision/Collision.h index 546d03f5..9e1a81db 100644 --- a/include/Engine/Collision/Collision.h +++ b/include/Engine/Collision/Collision.h @@ -78,13 +78,21 @@ bool AABBvsTriangles(const AABB& box, bool& isOnGround, glm::vec3& outResolutionVector); +//Detects collision, but does not resolve. +bool AABBvsTriangles(const AABB& box, + const RawModel::Vertex* modelVertices, + const std::vector& modelIndices, + const glm::mat4& modelMatrix); + //Return true if the boxes are intersecting. bool AABBVsAABB(const AABB& a, const AABB& b); //Return true if the boxes are intersecting. //Also outputs the minimum translation that box [a] would need in order to resolve collision. bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation); -// Calculates an absolute AABB from an entity AABB component +// Calculates an absolute AABB from an entity AABB component or Model component. +// if takeModelBox is true, the AABB component will be ignored and box is calculated from Model. +// if takeModelBox is false, the AABB component will be prefered, if it exists. boost::optional EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox = false); boost::optional AbsoluteAABBExplosionEffect(EntityWrapper& entity); //Returns the first entity hit by the input ray. entitiesPotentiallyHitSorted needs to be sorted diff --git a/include/Engine/Collision/CollisionSystem.h b/include/Engine/Collision/CollisionSystem.h index c963e6b8..19adea35 100644 --- a/include/Engine/Collision/CollisionSystem.h +++ b/include/Engine/Collision/CollisionSystem.h @@ -15,15 +15,16 @@ class CollisionSystem : public PureSystem public: CollisionSystem(SystemParams params, Octree* octree) : System(params) - , PureSystem("Collidable") + , PureSystem("Physics") , m_Octree(octree) { } - virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override; + virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPhysics, double dt) override; private: Octree* m_Octree; std::vector m_OctreeResult; + std::unordered_map m_PrevPositions; }; #endif \ No newline at end of file diff --git a/include/Engine/Core/ComponentInfo.h b/include/Engine/Core/ComponentInfo.h index d9799059..137a44d8 100644 --- a/include/Engine/Core/ComponentInfo.h +++ b/include/Engine/Core/ComponentInfo.h @@ -2,6 +2,7 @@ #define ComponentInfo_h__ #include "../Common.h" +#include struct ComponentInfo { @@ -27,8 +28,9 @@ struct ComponentInfo std::string Name; std::unordered_map Fields; std::vector FieldsInOrder; + std::vector StringFields; unsigned int Stride = 0; - std::shared_ptr Defaults = nullptr; + boost::shared_array Defaults = nullptr; std::shared_ptr Meta = nullptr; }; diff --git a/include/Engine/Core/ComponentPool.h b/include/Engine/Core/ComponentPool.h index 957b8756..aedfd06b 100644 --- a/include/Engine/Core/ComponentPool.h +++ b/include/Engine/Core/ComponentPool.h @@ -1,6 +1,7 @@ #ifndef ComponentPool_h__ #define ComponentPool_h__ +#include #include "MemoryPool.h" #include "ComponentInfo.h" #include "ComponentWrapper.h" @@ -45,7 +46,8 @@ public: : m_ComponentInfo(ci) , m_Pool(ci.Meta->Allocation, sizeof(EntityID) + ci.Stride) { } - ComponentPool(const ComponentPool& other) = delete; + ~ComponentPool(); + ComponentPool(const ComponentPool& other); ComponentPool(const ComponentPool&& other) = delete; const ::ComponentInfo& ComponentInfo() const { return m_ComponentInfo; } diff --git a/include/Engine/Core/ComponentWrapper.h b/include/Engine/Core/ComponentWrapper.h index 0b9f7357..7897e874 100644 --- a/include/Engine/Core/ComponentWrapper.h +++ b/include/Engine/Core/ComponentWrapper.h @@ -2,11 +2,29 @@ #define ComponentWrapper_h__ #include +#include #include "../Common.h" #include "Entity.h" #include "ComponentInfo.h" #include "Util/Any.h" +template +struct ComponentField { }; + +template +struct ComponentField::value>::type> +{ + static T& Get(const ComponentInfo::Field_t& info, char* data) { return *reinterpret_cast(data); } + static void Set(const ComponentInfo::Field_t& info, char* data, const T& value) { Get(data) = value; } +}; + +template <> +struct ComponentField +{ + static std::string& Get(const ComponentInfo::Field_t& info, char* data) { return **reinterpret_cast(data); } + static void Set(const ComponentInfo::Field_t& info, char* data, const std::string& value) { Get(info, data) = value; } +}; + struct ComponentWrapper { ComponentWrapper(const ComponentInfo& componentInfo, char* data) @@ -47,7 +65,31 @@ struct ComponentWrapper void Copy(ComponentWrapper& destination) { - memcpy(destination.Data, this->Data, Info.Stride); + // Copy trivial data + memcpy(destination.Data, Data, Info.Stride); + // Duplicate strings + SolidifyStrings(destination); + } + + // When component data has been copied, strings need to be reconstructed or they'll refer to the same data! + static void SolidifyStrings(ComponentWrapper& component) + { + for (auto& name : component.Info.StringFields) { + std::size_t offset = component.Info.Fields.at(name).Offset; + std::string value = *reinterpret_cast(component.Data + offset); + new (component.Data + offset) std::string(value); + } + } + + // This needs to be called to properly free component data, because strings. + static void Destroy(ComponentInfo info, char* data) + { + // Call std::string destructors + for (auto& name : info.StringFields) { + std::size_t offset = info.Fields.at(name).Offset; + auto field = reinterpret_cast(data + offset); + field->~basic_string(); + } } struct SubscriptProxy @@ -102,26 +144,38 @@ public: ComponentWrapperFactory(std::string componentTypeName, unsigned int allocation = 0) { m_ComponentInfo.Name = componentTypeName; + m_ComponentInfo.Meta = std::make_shared(); m_ComponentInfo.Meta->Allocation = allocation; } template void AddProperty(std::string fieldName, T defaultValue) { - m_DefaultValues.push_back(defaultValue); - m_ComponentInfo.Fields[fieldName].Type = typeid(T).name(); - m_ComponentInfo.Fields[fieldName].Offset = m_ComponentInfo.Stride; - m_ComponentInfo.Fields[fieldName].Stride = sizeof(T); + auto& field = m_ComponentInfo.Fields[fieldName]; + field.Name = fieldName; + field.Type = typeid(T).name(); + field.Offset = m_ComponentInfo.Stride; + field.Stride = sizeof(T); + m_ComponentInfo.FieldsInOrder.push_back(field.Name); + if (field.Type == typeid(std::string).name()) { + field.Type = "string"; + m_ComponentInfo.StringFields.push_back(field.Name); + } m_ComponentInfo.Stride += sizeof(T); + m_DefaultValues.push_back(std::make_pair(field, defaultValue)); } - + ComponentInfo& Finalize() { - m_ComponentInfo.Defaults = std::shared_ptr(new char[m_ComponentInfo.Stride]); + m_ComponentInfo.Defaults = boost::shared_array(new char[m_ComponentInfo.Stride]); std::size_t offset = 0; - for (auto& val : m_DefaultValues) { - memcpy(m_ComponentInfo.Defaults.get() + offset, val.Data.get(), val.Size); - offset += val.Size; + for (auto& pair : m_DefaultValues) { + if (pair.first.Type == "string") { + new (m_ComponentInfo.Defaults.get() + offset) std::string(*reinterpret_cast(pair.second.Data.get())); + } else { + memcpy(m_ComponentInfo.Defaults.get() + offset, pair.second.Data.get(), pair.second.Size); + } + offset += pair.second.Size; } return m_ComponentInfo; @@ -131,7 +185,7 @@ public: private: ComponentInfo m_ComponentInfo; - std::vector m_DefaultValues; + std::vector> m_DefaultValues; }; #endif diff --git a/include/Engine/Core/ECaptured.h b/include/Engine/Core/ECaptured.h index d891c7b0..48771cd7 100644 --- a/include/Engine/Core/ECaptured.h +++ b/include/Engine/Core/ECaptured.h @@ -12,7 +12,8 @@ namespace Events struct Captured : Event { int TeamNumberThatCapturedCapturePoint; - EntityID CapturePointID; + EntityID CapturePointTakenID; + EntityWrapper NextCapturePoint; }; } diff --git a/include/Engine/Core/EntityWrapper.h b/include/Engine/Core/EntityWrapper.h index b0e65d9e..8ece8e59 100644 --- a/include/Engine/Core/EntityWrapper.h +++ b/include/Engine/Core/EntityWrapper.h @@ -29,16 +29,22 @@ struct EntityWrapper EntityWrapper Parent(); EntityWrapper FirstChildByName(const std::string& name); EntityWrapper FirstParentWithComponent(const std::string& componentType); + EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid); + std::vector ChildrenWithComponent(const std::string& componentType); + void DeleteChildren(); bool IsChildOf(EntityWrapper potentialParent); bool Valid() const; ComponentWrapper operator[](const char* componentName); + ComponentWrapper operator[](const std::string& componentName); bool operator==(const EntityWrapper& e) const; bool operator!=(const EntityWrapper& e) const; explicit operator EntityID() const; private: EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent); + EntityWrapper cloneRecursive(EntityWrapper entity, EntityWrapper parent); + void childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector& childrenWithComponent); }; namespace std diff --git a/include/Engine/Core/MemoryPool.h b/include/Engine/Core/MemoryPool.h index f4073294..053e75aa 100644 --- a/include/Engine/Core/MemoryPool.h +++ b/include/Engine/Core/MemoryPool.h @@ -66,9 +66,25 @@ public: , m_LowestAllocatedSlot(m_NumSlots) { } - //We may get problems with memory being released - //prematurely, etc. if we allow copies. - MemoryPool(const MemoryPool& other) = delete; + MemoryPool(const MemoryPool& other) + : m_StartAddress(new char[other.m_NumSlots*other.m_Stride]) + , m_SlotIsAllocated(other.m_SlotIsAllocated) + , m_ExtraMemory() + , m_NumSlots(other.m_NumSlots) + , m_LowestAllocatedSlot(other.m_LowestAllocatedSlot) + , m_NumAllocatedSlots(other.m_NumAllocatedSlots) + , m_Stride(other.m_Stride) + , m_CurrentAllocSlot(other.m_CurrentAllocSlot) + { + // Copy statically allocated pool + memcpy(m_StartAddress, other.m_StartAddress, m_NumSlots*m_Stride); + // Copy dynamically allocated memory + for (char* otherAddr : other.m_ExtraMemory) { + char* addr = (char*)malloc(m_Stride); + memcpy(addr, otherAddr, m_Stride); + m_ExtraMemory.push_back(addr); + } + } MemoryPool(const MemoryPool&& other) = delete; //Free all memory that has been allocated. @@ -78,8 +94,9 @@ public: delete[] m_StartAddress; m_StartAddress = nullptr; } - for (char* addr : m_ExtraMemory) - free(addr); + for (char* addr : m_ExtraMemory) { + free(addr); + } m_ExtraMemory.clear(); } diff --git a/include/Engine/Core/PerformanceTimer.h b/include/Engine/Core/PerformanceTimer.h new file mode 100644 index 00000000..a3cdfa92 --- /dev/null +++ b/include/Engine/Core/PerformanceTimer.h @@ -0,0 +1,25 @@ +#ifndef PerformanceTimer_h__ +#define PerformanceTimer_h__ + +#include "../Common.h" +#include +using boost::timer::cpu_timer; + +class PerformanceTimer +{ +public: + static void StartTimer(std::string nameOfTimer); + static void StartTimerAndStopPrevious(std::string nameOfTimer); + static void StopTimer(std::string nameOfTimer); + static void SetFrameNumber(int frameNumber); + + static void ResetAllTimers(); + static void CreateExcelData(); + +private: + static std::map timers; + static cpu_timer m_Timer; + static std::string currentTimerRunning; +}; + +#endif diff --git a/include/Engine/Core/System.h b/include/Engine/Core/System.h index 1a387855..23d5f9a5 100644 --- a/include/Engine/Core/System.h +++ b/include/Engine/Core/System.h @@ -68,7 +68,7 @@ protected: const std::string m_ComponentType; - virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) = 0; + virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) = 0; }; class ImpureSystem : public virtual System diff --git a/include/Engine/Core/SystemPipeline.h b/include/Engine/Core/SystemPipeline.h index 5f7aee0b..c4801fde 100644 --- a/include/Engine/Core/SystemPipeline.h +++ b/include/Engine/Core/SystemPipeline.h @@ -6,6 +6,7 @@ #include "System.h" #include "World.h" #include "EPause.h" +#include "PerformanceTimer.h" class SystemPipeline { @@ -72,7 +73,10 @@ public: // Update for (auto& system : group.ImpureSystems) { + auto className = (std::string)typeid(*system).name(); + PerformanceTimer::StartTimer(className); system->Update(dt); + PerformanceTimer::StopTimer(className); } for (auto& pair : group.PureSystems) { const std::string& componentName = pair.first; @@ -83,7 +87,10 @@ public: } for (auto& component : *pool) { for (auto& system : systems) { + auto className = (std::string)typeid(*system).name(); + PerformanceTimer::StartTimer(className); system->UpdateComponent(EntityWrapper(m_World, component.EntityID), component, dt); + PerformanceTimer::StopTimer(className); } } } @@ -106,9 +113,9 @@ private: std::vector m_OrderedSystemGroups; EventRelay m_EPause; - bool OnPause(const Events::Pause& e) { - if (e.World == m_World) { - m_Paused = true; + bool OnPause(const Events::Pause& e) { + if (e.World == m_World) { + m_Paused = true; } return true; } diff --git a/include/Engine/Core/Util/Any.h b/include/Engine/Core/Util/Any.h index f0f90737..e7b93dfb 100644 --- a/include/Engine/Core/Util/Any.h +++ b/include/Engine/Core/Util/Any.h @@ -2,6 +2,7 @@ #define Util_Any_h__ #include +#include struct Any { @@ -10,7 +11,7 @@ struct Any template Any(const T& value) { - Data = std::shared_ptr(new char[sizeof(T)]); + Data = boost::shared_array(new char[sizeof(T)]); Size = sizeof(T); memcpy(Data.get(), &value, Size); } @@ -18,7 +19,7 @@ struct Any template Any(T&& value) { - Data = std::shared_ptr(new char[sizeof(T)]); + Data = boost::shared_array(new char[sizeof(T)]); Size = sizeof(T); memcpy(Data.get(), &value, Size); } @@ -35,7 +36,7 @@ struct Any return Any(value); } - std::shared_ptr Data = nullptr; + boost::shared_array Data = nullptr; std::size_t Size = 0; }; diff --git a/include/Engine/Core/World.h b/include/Engine/Core/World.h index 35394b9f..c9f738ce 100644 --- a/include/Engine/Core/World.h +++ b/include/Engine/Core/World.h @@ -15,6 +15,7 @@ public: : m_EventBroker(eventBroker) { } ~World(); + World(const World& other); // Create empty entity EntityID CreateEntity(EntityID parent = 0); @@ -39,7 +40,7 @@ public: // Change the parent of an entity void SetParent(EntityID entity, EntityID parent); // Get children of an entity - const std::pair::const_iterator, std::unordered_multimap::const_iterator> GetChildren(EntityID entity); + const std::pair::const_iterator, std::unordered_multimap::const_iterator> GetDirectChildren(EntityID entity); // Get all component pools const std::unordered_map& GetComponentPools() const { return m_ComponentPools; } // Get the entity children map diff --git a/include/Engine/Editor/EditorCameraInputController.h b/include/Engine/Editor/EditorCameraInputController.h index 4c139e01..6cb31d99 100644 --- a/include/Engine/Editor/EditorCameraInputController.h +++ b/include/Engine/Editor/EditorCameraInputController.h @@ -104,6 +104,11 @@ protected: if (!m_Enabled) { return false; } + + ImGuiIO& io = ImGui::GetIO(); + if (io.WantCaptureMouse || io.WantCaptureKeyboard) { + return false; + } m_SpeedMultiplier += e.DeltaY * (0.1 * m_SpeedMultiplier); m_Config->Set("Editor.CameraSpeed", m_SpeedMultiplier); diff --git a/include/Engine/Editor/EditorGUI.h b/include/Engine/Editor/EditorGUI.h index 7a0289c6..57574e66 100644 --- a/include/Engine/Editor/EditorGUI.h +++ b/include/Engine/Editor/EditorGUI.h @@ -73,6 +73,12 @@ public: // Called when the user means to rename an entity. typedef std::function OnEntityChangeName_t; void SetEntityChangeNameCallback(OnEntityChangeName_t f) { m_OnEntityChangeName = f; } + // Called when the user pastes an entity previously "copied" + // @param EntityWrapper The entity to copy + // @param EntityWrapper The entity to parent the new copy to + // @return The new copy of the entity + typedef std::function OnEntityPaste_t; + void SetEntityPasteCallback(OnEntityPaste_t f) { m_OnEntityPaste = f; } // Called when the user means to attach a new component to an entity. typedef std::function OnComponentAttach_t; void SetComponentAttachCallback(OnComponentAttach_t f) { m_OnComponentAttach = f; } @@ -111,6 +117,7 @@ private: std::string m_DroppedFile = ""; bool m_Paused = false; bool m_MouseLocked = false; + EntityWrapper m_CopyTarget = EntityWrapper::Invalid; // Callbacks OnEntitySelectedCallback_t m_OnEntitySelected = nullptr; @@ -124,6 +131,7 @@ private: OnComponentDelete_t m_OnComponentDelete = nullptr; OnWidgetMode_t m_OnWidgetMode = nullptr; OnWidgetSpace_t m_OnWidgetSpace = nullptr; + OnEntityPaste_t m_OnEntityPaste = nullptr; // Events EventRelay m_EKeyDown; diff --git a/include/Engine/Editor/EditorSystem.h b/include/Engine/Editor/EditorSystem.h index fcaa2e47..06ee53b6 100644 --- a/include/Engine/Editor/EditorSystem.h +++ b/include/Engine/Editor/EditorSystem.h @@ -56,6 +56,7 @@ private: void OnEntityDelete(EntityWrapper entity); void OnEntityChangeParent(EntityWrapper entity, EntityWrapper parent); void OnEntityChangeName(EntityWrapper entity, const std::string& name); + EntityWrapper OnEntityPaste(EntityWrapper entityToCopy, EntityWrapper parent); void OnComponentAttach(EntityWrapper entity, const std::string& componentType); void OnComponentDelete(EntityWrapper entity, const std::string& componentType); void OnWidgetSpace(EditorGUI::WidgetSpace widgetSpace); diff --git a/include/Engine/GUI/Button.h b/include/Engine/GUI/Button.h deleted file mode 100644 index 80845cb7..00000000 --- a/include/Engine/GUI/Button.h +++ /dev/null @@ -1,165 +0,0 @@ -#ifndef GUI_BUTTON_H__ -#define GUI_BUTTON_H__ - -#include "GUI/TextureFrame.h" -#include "GUI/EButtonEnter.h" -#include "GUI/EButtonLeave.h" -#include "GUI/EButtonPress.h" -#include "GUI/EButtonRelease.h" -#include "Core/EMouseMove.h" -#include "Core/EMousePress.h" -#include "Core/EMouseRelease.h" - -namespace dd -{ -namespace GUI -{ - -class Button : public TextureFrame -{ -public: - Button(Frame* parent, std::string name) - : TextureFrame(parent, name) - { - EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &Button::OnMouseMove); - EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &Button::OnMousePress); - EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &Button::OnMouseRelease); - } - - void SetTextureHover(std::string resourceName) - { - m_TextureHover = resourceName; - } - void SetTextureReleased(std::string resourceName) - { - m_TextureReleased = resourceName; - SetTexture(resourceName); - } - void SetTexturePressed(std::string resourceName) - { - m_TexturePressed = resourceName; - } - - void Draw(RenderScene& rq) override - { - if (m_Texture == nullptr && !m_TextureReleased.empty()) { - SetTexture(m_TextureReleased); - } - - TextureFrame::Draw(rq); - } - - virtual void OnEnter() { } - virtual void OnLeave() { } - virtual void OnPress() { } - virtual void OnRelease() { } - -protected: - bool m_MouseIsOver = false; - bool m_IsDown = false; - - virtual bool OnMouseMove(const Events::MouseMove& event) - { - if (Hidden()) { - return false; - } - - bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1)); - if (isOver && !m_MouseIsOver) { // Enter - if (!m_IsDown) { - if (!m_TextureHover.empty()) { - SetTexture(m_TextureHover); - } - } - OnEnter(); - Events::ButtonEnter e; - e.FrameName = m_Name; - EventBroker->Publish(e); - Events::PlaySound soundEvent; - soundEvent.FilePath = "Sounds/GUI/hover-n.wav"; - EventBroker->Publish(soundEvent); - - } else if (!isOver && m_MouseIsOver) { // Leave - if (!m_IsDown) { - if (!m_TextureReleased.empty()) { - SetTexture(m_TextureReleased); - } - } - OnLeave(); - Events::ButtonLeave e; - e.FrameName = m_Name; - EventBroker->Publish(e); - } - m_MouseIsOver = isOver; - - return true; - } - virtual bool OnMousePress(const Events::MousePress& event) - { - if (Hidden()) { - //LOG_DEBUG("Pressed hidden button"); - return false; - } - - if (!Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1))) { - return false; - } - - if (!m_TexturePressed.empty()) { - SetTexture(m_TexturePressed); - } - - m_IsDown = true; - OnPress(); - Events::ButtonPress e; - e.FrameName = m_Name; - e.Button = this; - EventBroker->Publish(e); - - return true; - } - virtual bool OnMouseRelease(const Events::MouseRelease& event) - { - if (Hidden()) { - //LOG_DEBUG("Released hidden button"); - return false; - } - - bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1)); - if (!isOver && !m_IsDown) { - return false; - } - - if (m_MouseIsOver) { - if (!m_TextureHover.empty()) { - SetTexture(m_TextureHover); - } - } else { - if (!m_TextureReleased.empty()) { - SetTexture(m_TextureReleased); - } - } - - m_IsDown = false; - OnRelease(); - Events::ButtonRelease e; - e.FrameName = m_Name; - e.Button = this; - EventBroker->Publish(e); - - return true; - } - -private: - EventRelay m_EMouseMove; - EventRelay m_EMousePress; - EventRelay m_EMouseRelease; - - std::string m_TextureHover; - std::string m_TexturePressed; - std::string m_TextureReleased; -}; - -} -} -#endif diff --git a/include/Engine/GUI/ButtonSystem.h b/include/Engine/GUI/ButtonSystem.h new file mode 100644 index 00000000..7dfe6b48 --- /dev/null +++ b/include/Engine/GUI/ButtonSystem.h @@ -0,0 +1,44 @@ +#ifndef ButtonSystem_h__ +#define ButtonSystem_h__ + +#include "../Rendering/IRenderer.h" +#include "../Core/ConfigFile.h" +#include "../Rendering/PickingPass.h" +#include "../Core/ResourceManager.h" +#include "../Core/System.h" +#include "../Core/Event.h" +#include "../Core/EMousePress.h" +#include "../Core/EMouseRelease.h" +#include "../Core/ELockMouse.h" + +#include "EButtonPressed.h" +#include "EButtonReleased.h" +#include "EButtonClicked.h" + + +class ButtonSystem : public PureSystem +{ +public: + ButtonSystem(SystemParams params, IRenderer* renderer); + virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override; +private: + IRenderer* m_Renderer; + bool m_MouseIsLocked = false; + + EntityWrapper m_PickEntity = EntityWrapper::Invalid; + PickData m_PickData; + + EventRelay m_EMouseLock; + bool OnMouseLock(const Events::LockMouse& e); + EventRelay m_EMouseUnlock; + bool OnMouseUnlock(const Events::UnlockMouse& e); + + EventRelay m_EMousePress; + bool OnMousePress(const Events::MousePress& e); + EventRelay m_EMouseRelease; + bool OnMouseRelease(const Events::MouseRelease& e); +}; + + + +#endif \ No newline at end of file diff --git a/include/Engine/GUI/EButtonClicked.h b/include/Engine/GUI/EButtonClicked.h new file mode 100644 index 00000000..e4fe7abe --- /dev/null +++ b/include/Engine/GUI/EButtonClicked.h @@ -0,0 +1,16 @@ +#ifndef Events_ButtonClicked_h__ +#define Events_ButtonClicked_h__ + +#include "Core/Event.h" + +namespace Events +{ + +struct ButtonClicked : public Event { + std::string EntityName; + EntityWrapper Entity; +}; + +} + +#endif \ No newline at end of file diff --git a/include/Engine/GUI/EButtonEnter.h b/include/Engine/GUI/EButtonEnter.h deleted file mode 100644 index 13a78383..00000000 --- a/include/Engine/GUI/EButtonEnter.h +++ /dev/null @@ -1,17 +0,0 @@ -#ifndef Events_ButtonEnter_h__ -#define Events_ButtonEnter_h__ - -#include "../Core/EventBroker.h" - -namespace Events -{ - -/** Thrown on GUI button hover. */ -struct ButtonEnter : Event -{ - std::string FrameName; -}; - -} - -#endif \ No newline at end of file diff --git a/include/Engine/GUI/EButtonLeave.h b/include/Engine/GUI/EButtonLeave.h deleted file mode 100644 index 789e5aec..00000000 --- a/include/Engine/GUI/EButtonLeave.h +++ /dev/null @@ -1,17 +0,0 @@ -#ifndef Events_ButtonLeave_h__ -#define Events_ButtonLeave_h__ - -#include "../Core/EventBroker.h" - -namespace Events -{ - -/** Thrown on GUI button hover. */ -struct ButtonLeave : Event -{ - std::string FrameName; -}; - -} - -#endif \ No newline at end of file diff --git a/include/Engine/GUI/EButtonPress.h b/include/Engine/GUI/EButtonPress.h deleted file mode 100644 index 6f925b2b..00000000 --- a/include/Engine/GUI/EButtonPress.h +++ /dev/null @@ -1,20 +0,0 @@ -#ifndef Events_ButtonPress_h__ -#define Events_ButtonPress_h__ - -#include "../Core/EventBroker.h" - -namespace GUI { class Button; } - -namespace Events -{ - -/** Thrown on GUI button press. */ -struct ButtonPress : Event -{ - std::string FrameName; - GUI::Button* Button; -}; - -} - -#endif \ No newline at end of file diff --git a/include/Engine/GUI/EButtonPressed.h b/include/Engine/GUI/EButtonPressed.h new file mode 100644 index 00000000..3615ac8a --- /dev/null +++ b/include/Engine/GUI/EButtonPressed.h @@ -0,0 +1,16 @@ +#ifndef Events_ButtonPressed_h__ +#define Events_ButtonPressed_h__ + +#include "Core/Event.h" + +namespace Events +{ + +struct ButtonPressed : public Event { + std::string EntityName; + EntityWrapper Entity; +}; + +} + +#endif \ No newline at end of file diff --git a/include/Engine/GUI/EButtonRelease.h b/include/Engine/GUI/EButtonRelease.h deleted file mode 100644 index d13a8ad6..00000000 --- a/include/Engine/GUI/EButtonRelease.h +++ /dev/null @@ -1,20 +0,0 @@ -#ifndef Events_ButtonRelease_h__ -#define Events_ButtonRelease_h__ - -#include "../Core/EventBroker.h" - -namespace GUI { class Button; } - -namespace Events -{ - -/** Thrown on GUI button release. */ -struct ButtonRelease : Event -{ - std::string FrameName; - GUI::Button* Button; -}; - -} - -#endif \ No newline at end of file diff --git a/include/Engine/GUI/EButtonReleased.h b/include/Engine/GUI/EButtonReleased.h new file mode 100644 index 00000000..ecd8dde2 --- /dev/null +++ b/include/Engine/GUI/EButtonReleased.h @@ -0,0 +1,16 @@ +#ifndef Events_ButtonReleased_h__ +#define Events_ButtonReleased_h__ + +#include "Core/Event.h" + +namespace Events +{ + +struct ButtonReleased : public Event { + std::string EntityName; + EntityWrapper Entity; +}; + +} + +#endif \ No newline at end of file diff --git a/include/Engine/GUI/Frame.h b/include/Engine/GUI/Frame.h deleted file mode 100644 index 4c5f2eb9..00000000 --- a/include/Engine/GUI/Frame.h +++ /dev/null @@ -1,261 +0,0 @@ -#ifndef GUI_Frame_h__ -#define GUI_Frame_h__ - -#include "../Common.h" -#include "../Core/Util/Rectangle.h" -#include "../Core/EventBroker.h" -#include "../Core/EKeyDown.h" -#include "../Core/EKeyUp.h" -#include "../Core/ResourceManager.h" -#include "../Rendering/RenderQueue.h" -#include "../Rendering/Texture.h" -#include "../Input/EInputCommand.h" - -namespace GUI -{ - -class Frame : public Rectangle -{ -public: - enum class Anchor - { - Left, - Right, - Top, - Bottom - }; - - static const int BaseWidth = 1280; - static const int BaseHeight = 720; - - // Set up a base frame with an event broker - Frame(EventBroker* eventBroker) - : m_EventBroker(eventBroker) - , BaseFrame(this) - , m_Name("UIParent") - , Rectangle() { } - - // Create a frame as a child - Frame(Frame* parent, std::string name) - : m_Name(name) - { - SetParent(parent); - Width = parent->Width; - Height = parent->Height; - EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Frame::OnKeyDown); - EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Frame::OnKeyUp); - EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Frame::OnCommand); - } - - ~Frame() - { - /*for (auto layer : m_Children) - { - for (auto child : layer.second) - { - delete child.second; - } - } - - if (m_Parent) - { - m_Parent->RemoveChild(this); - }*/ - } - - Frame* Parent() const { return m_Parent; } - - void SetParent(Frame* parent) - { - if (parent == nullptr) { - LOG_ERROR("Failed to parent frame \"%s\": Invalid parent", m_Name.c_str()); - return; - } - - m_Layer = parent->Layer() + 1; - parent->AddChild(this); - m_Parent = parent; - m_EventBroker = parent->m_EventBroker; - BaseFrame = parent->BaseFrame; - } - - void AddChild(Frame* child) - { - m_Children[child->m_Layer].insert(std::make_pair(child->Name(), child)); - if (m_Parent) { - m_Parent->AddChild(child); - } - } - - void RemoveChild(Frame* child) - { - auto it = m_Children.find(child->m_Layer); - if (it != m_Children.end()) { - m_Children.erase(it); - } - - if (m_Parent) { - m_Parent->RemoveChild(child); - } - } - - std::string Name() const { return m_Name; } - void SetName(std::string val) { m_Name = val; } - - int Layer() const { return m_Layer; } - - bool Hidden() const - { - if (m_Parent) - return m_Parent->Hidden() || m_Hidden; - else - return m_Hidden; - } - bool Visible() const - { - return !Hidden(); - } - - virtual void Hide() { m_Hidden = true; } - virtual void Show() { m_Hidden = false; } - - int Left() const override - { - if (m_Parent) - return m_Parent->Left() + X; - else - return X; - } - void SetLeft(int absLeft) override - { - if (m_Parent) { - X = absLeft - m_Parent->Left(); - } else { - X = absLeft; - } - } - int Right() const override - { - return Left() + Width; - } - void SetRight(int absRight) override - { - if (m_Parent) { - X = absRight - Width - m_Parent->Left(); - } else { - X = absRight - Width; - } - } - int Top() const override - { - if (m_Parent) - return m_Parent->Top() + Y; - else - return Y; - } - void SetTop(int absTop) override - { - if (m_Parent) { - Y = absTop - m_Parent->Top(); - } else { - Y = absTop; - } - } - int Bottom() const override - { - return Top() + Height; - } - void SetBottom(int absBottom) override - { - if (m_Parent) { - Y = absBottom - Height - m_Parent->Top(); - } else { - Y = absBottom - Height; - } - } - - glm::vec2 Scale() - { - if (m_Parent) - return m_Parent->Scale(); - else - return glm::vec2(Width, Height) / glm::vec2(BaseWidth, BaseHeight); - } - - Rectangle AbsoluteRectangle() - { - int left = Left(); - if (m_Parent) - left = std::max(left, m_Parent->Left()); - int top = Top(); - if (m_Parent) - top = std::max(top, m_Parent->Top()); - int width = Right() - left; - int height = Bottom() - top; - return Rectangle(left, top, width, height); - } - - void UpdateLayered(double dt) - { - // Update ourselves - this->Update(dt); - - // Update children - for (auto& pairLayer : m_Children) { - auto children = pairLayer.second; - for (auto& pairChild : children) { - auto child = pairChild.second; - child->Update(dt); - } - } - } - - virtual void Update(double dt) { } - - void DrawLayered(RenderScene& rq) - { - if (this->Hidden()) - return; - - // Draw ourselves - this->Draw(rq); - - // Draw children - for (auto& pairLayer : m_Children) { - auto children = pairLayer.second; - for (auto& pairChild : children) { - auto child = pairChild.second; - if (child->Hidden()) - continue; - child->Draw(rq); - } - } - } - - virtual void Draw(RenderScene& rq) { } - -protected: - ::EventBroker* m_EventBroker; - Frame* BaseFrame = nullptr; - - std::string m_Name = "Unnamed"; - int m_Layer = 0; - bool m_Hidden = false; - - Frame* m_Parent = nullptr; - typedef std::multimap Children_t; // name -> frame - std::map m_Children; // layer -> Children_t - - virtual bool OnKeyDown(const Events::KeyDown& event) { return false; } - virtual bool OnKeyUp(const Events::KeyUp& event) { return false; } - virtual bool OnCommand(const Events::InputCommand& event) { return false; } - -private: - EventRelay m_EKeyDown; - EventRelay m_EKeyUp; - EventRelay m_EInputCommand; -}; - -} - -#endif diff --git a/include/Engine/GUI/MainMenuSystem.h b/include/Engine/GUI/MainMenuSystem.h new file mode 100644 index 00000000..ba69ff0d --- /dev/null +++ b/include/Engine/GUI/MainMenuSystem.h @@ -0,0 +1,33 @@ +#ifndef MainMenuSystem_h__ +#define MainMenuSystem_h__ + +#include "../Core/System.h" +#include "../Rendering/IRenderer.h" +#include "../Core/ResourceManager.h" +#include "../Core/Event.h" + + +#include "EButtonClicked.h" +#include "EButtonPressed.h" +#include "EButtonReleased.h" + + +class MainMenuSystem : public ImpureSystem +{ +public: + MainMenuSystem(SystemParams params, IRenderer* renderer); + virtual void Update(double dt) override; + +private: + IRenderer* m_Renderer; + + EventRelay m_EClicked; + bool OnButtonClick(const Events::ButtonClicked& e); + EventRelay m_EReleased; + bool OnButtonRelease(const Events::ButtonReleased& e); + EventRelay m_EPressed; + bool OnButtonPress(const Events::ButtonPressed& e); + +}; + +#endif \ No newline at end of file diff --git a/include/Engine/GUI/TextureFrame.h b/include/Engine/GUI/TextureFrame.h deleted file mode 100644 index 77967b4d..00000000 --- a/include/Engine/GUI/TextureFrame.h +++ /dev/null @@ -1,112 +0,0 @@ -#ifndef GUI_TextureFrame_h__ -#define GUI_TextureFrame_h__ - -#include "Frame.h" -#include "../Rendering/Texture.h" -#include "../Rendering/Util/CommonFunctions.h" - -namespace GUI -{ - -class TextureFrame : public Frame -{ -public: - TextureFrame(Frame* parent, std::string name) - : Frame(parent, name) { } - - void EnableScissor() { m_ScissorEnabled = true; } - void DisableScissor() { m_ScissorEnabled = false; } - - void Draw(RenderScene& rq) override - { - if (m_Texture == nullptr) - return; - - // Texture while fading - if (m_FadeTexture && m_CurrentFade < 1) { - FrameJob job; - job.Scissor = (m_ScissorEnabled) ? m_Parent->AbsoluteRectangle() : Rectangle(); - job.Viewport = Rectangle(Left(), Top(), Width, Height); - job.TextureID = m_FadeTexture->ResourceID; - job.DiffuseTexture = m_FadeTexture; - job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a); - job.Name = Name(); - rq.GUI.Add(job); - } - - // Main texture - { - FrameJob job; - job.Scissor = (m_ScissorEnabled) ? m_Parent->AbsoluteRectangle() : Rectangle(); - job.Viewport = Rectangle(Left(), Top(), Width, Height); - job.TextureID = m_Texture->ResourceID; - job.DiffuseTexture = m_Texture; - job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a * m_CurrentFade); - job.Name = Name(); - rq.GUI.Add(job); - } - } - - std::string Texture() const { return m_TextureName; } - - void SetTexture(std::string resourceName) - { - if (resourceName.empty()) { - m_Texture = nullptr; - return; - } - - m_Texture = CommonFunctions::LoadTexture(resourceName, false); - m_TextureName = resourceName; - if (m_Texture == nullptr) { - m_Texture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false); - } - - SizeToTexture(); - } - - void SizeToTexture() - { - if (m_Texture != nullptr) { - this->Width = m_Texture->Width; - this->Height = m_Texture->Height; - } - } - - void FadeToTexture(std::string resourceName, double duration) - { - m_FadeTexture = m_Texture; - SetTexture(resourceName); - m_FadeDuration = duration; - m_CurrentFade = 0.f; - } - - void Update(double dt) override - { - if (m_CurrentFade < 1) { - m_CurrentFade += dt / m_FadeDuration; - if (m_CurrentFade > 1) { - m_FadeTexture = nullptr; - m_CurrentFade = 1; - m_FadeDuration = 0; - } - } - } - - glm::vec4 Color() const { return m_Color; } - void SetColor(glm::vec4 val) { m_Color = val; } - -protected: - bool m_ScissorEnabled = true; - Texture* m_Texture = nullptr; - std::string m_TextureName; - Texture* m_FadeTexture = nullptr; - glm::vec4 m_Color = glm::vec4(1.f, 1.f, 1.f, 1.f); - float m_FadeDuration = 0.f; - float m_CurrentFade = 1.f; - -}; - -} - -#endif diff --git a/include/Engine/Input/FirstPersonInputController.h b/include/Engine/Input/FirstPersonInputController.h index 7dc24a2c..d86af088 100644 --- a/include/Engine/Input/FirstPersonInputController.h +++ b/include/Engine/Input/FirstPersonInputController.h @@ -27,7 +27,7 @@ public: virtual bool OnCommand(const Events::InputCommand& e) override; virtual void Reset(); - void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer); + void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer); virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; } virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; } @@ -41,7 +41,6 @@ protected: bool m_Crouching = false; //assault dash membervariables - needed to calculate the doubletap- and dashlogic double m_AssaultDashDoubleTapDeltaTime = 0.0; - double m_AssaultDashCoolDownTimer = 0.0; //i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable), //and its very unlikely that someone wants to change that value const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f; @@ -191,21 +190,21 @@ bool FirstPersonInputController::OnLockMouse(const Events::LockMou } template -void FirstPersonInputController::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer) { +void FirstPersonInputController::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer) { m_AssaultDashDoubleTapDeltaTime += dt; - m_AssaultDashCoolDownTimer -= dt; + assaultDashCoolDownTimer -= dt; //cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work) - if (m_AssaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) { + if (assaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) { m_PlayerIsDashing = true; } else { m_PlayerIsDashing = false; } //dashing with shift - if (m_ShiftDashing && m_AssaultDashCoolDownTimer <= 0.0f) { + if (m_ShiftDashing && assaultDashCoolDownTimer <= 0.0f) { //player is dashing with shift //the wanted-direction is set in playermovement already so we dont need to check what direction we want to dash in! - m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer; + assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer; m_AssaultDashDoubleTapped = true; m_AssaultDashDoubleTapDeltaTime = 0.f; return; @@ -227,7 +226,7 @@ void FirstPersonInputController::AssaultDashCheck(double dt, bool } m_ValidDoubleTap = false; - if (!(m_AssaultDashCoolDownTimer <= 0.0f)) { + if (!(assaultDashCoolDownTimer <= 0.0f)) { //if we cant dash at the moment, then just reset the tap-sensitivity-timer m_AssaultDashDoubleTapDeltaTime = 0.f; return; @@ -235,7 +234,7 @@ void FirstPersonInputController::AssaultDashCheck(double dt, bool //ok, we have a valid tap, lets do it m_AssaultDashDoubleTapped = true; m_AssaultDashDoubleTapDeltaTime = 0.f; - m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer; + assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer; Events::DashAbility e; m_EventBroker->Publish(e); diff --git a/include/Engine/Network/Client.h b/include/Engine/Network/Client.h index 978c9b65..c407f7f8 100644 --- a/include/Engine/Network/Client.h +++ b/include/Engine/Network/Client.h @@ -19,11 +19,27 @@ #include "Core/World.h" #include "Core/EventBroker.h" #include "Core/ConfigFile.h" +#include "Core/EPlayerDeath.h" #include "Input/EInputCommand.h" #include "Core/EPlayerDamage.h" +#include "../Game/Events/EDoubleJump.h" #include "Network/EInterpolate.h" #include "Network/SnapshotFilter.h" #include "Core/EPlayerSpawned.h" +#include "Core/EAmmoPickup.h" +#include "Network/ESearchForServers.h" + +struct ServerInfo +{ + ServerInfo(std::string a, int b, std::string c, int d) + { + Address = a; Port = b; Name = c; PlayersConnected = d; + } + std::string Address = ""; + int Port = 0; + std::string Name = ""; + int PlayersConnected = 0; +}; class Client : public Network { @@ -34,7 +50,9 @@ public: void Connect(std::string address, int port); void Update() override; - +private: + UDPClient m_Unreliable; + TCPClient m_Reliable; std::vector m_PlayerSpawnEvents; void parseSpawnEvents(); // Save for children @@ -82,11 +100,15 @@ public: void parseTCPConnect(Packet& packet); void parsePlayerConnected(Packet& packet); void parsePing(); + void parseServerlist(Packet& packet); void parseKick(); void parsePlayersSpawned(Packet& packet); void parseEntityDeletion(Packet& packet); + void parsePlayerDamage(Packet& packet); void parseComponentDeletion(Packet& packet); - void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType); + void parseDoubleJump(Packet& packet); + void parseAmmoPickup(Packet& packet); + void InterpolateFields(Packet& packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType); void parseSnapshot(Packet& packet); void identifyPacketLoss(); void hasServerTimedOut(); @@ -94,6 +116,7 @@ public: void sendInputCommands(); void sendLocalPlayerTransform(); void becomePlayer(); + void displayServerlist(); // Mapping Logic // Returns if local EntityID exist in map bool clientServerMapsHasEntity(EntityID clientEntityID); @@ -109,10 +132,15 @@ public: bool OnPlayerDamage(const Events::PlayerDamage& e); EventRelay m_EPlayerSpawned; bool OnPlayerSpawned(const Events::PlayerSpawned& e); - void parsePlayerDamage(Packet& packet); -private: - UDPClient m_Unreliable; - TCPClient m_Reliable; + EventRelay< Client, Events::SearchForServers> m_ESearchForServers; + EventRelay m_EDoubleJump; + bool OnDoubleJump(Events::DoubleJump & e); + bool OnSearchForServers(const Events::SearchForServers& e); + UDPClient m_ServerlistRequest; + std::vector m_Serverlist; + bool m_SearchingForServers = false; + std::clock_t m_StartSearchTime; + double m_SearchingTime = 2000; // Config I guess }; #endif diff --git a/include/Engine/Network/ESearchForServers.h b/include/Engine/Network/ESearchForServers.h new file mode 100644 index 00000000..1b08a8f3 --- /dev/null +++ b/include/Engine/Network/ESearchForServers.h @@ -0,0 +1,12 @@ +#ifndef Events_SearchForServers_h__ +#define Events_SearchForServers_h__ + +#include "Core/Event.h" + +namespace Events +{ + +struct SearchForServers : public Event { }; + +} +#endif diff --git a/include/Engine/Network/HybridClient.h b/include/Engine/Network/HybridClient.h deleted file mode 100644 index 8d96bf6e..00000000 --- a/include/Engine/Network/HybridClient.h +++ /dev/null @@ -1,13 +0,0 @@ -#ifndef HybridClient_h__ -#define HybridClient_h__ - -class HybridClient -{ -public: - HybridClient(); - ~HybridClient(); -private: - -}; - -#endif \ No newline at end of file diff --git a/include/Engine/Network/HybridServer.h b/include/Engine/Network/HybridServer.h deleted file mode 100644 index 48d6fe63..00000000 --- a/include/Engine/Network/HybridServer.h +++ /dev/null @@ -1,12 +0,0 @@ -#ifndef HybridServer_h__ -#define HybridServer_h__ - -class HybridServer -{ -public: - HybridServer(); - ~HybridServer(); -private: -}; - -#endif \ No newline at end of file diff --git a/include/Engine/Network/MessageType.h b/include/Engine/Network/MessageType.h index a72f054e..bf773618 100644 --- a/include/Engine/Network/MessageType.h +++ b/include/Engine/Network/MessageType.h @@ -19,6 +19,9 @@ enum class MessageType EntityDeleted, ComponentDeleted, PlayerTransform, + OnDoubleJump, + ServerlistRequest, + AmmoPickup, Invalid }; diff --git a/include/Engine/Network/NetworkClient.h b/include/Engine/Network/NetworkClient.h index d0339d84..4adc68f5 100644 --- a/include/Engine/Network/NetworkClient.h +++ b/include/Engine/Network/NetworkClient.h @@ -9,13 +9,16 @@ typedef unsigned int PacketID; class NetworkClient { public: + NetworkClient(); + virtual ~NetworkClient(); virtual void Connect(std::string playerName, std::string address, int port) = 0; virtual void Disconnect() = 0; virtual void Receive(Packet& packet) = 0; virtual void Send(Packet & packet) = 0; virtual bool IsSocketAvailable() = 0; protected: - char m_ReadBuffer[BUFFERSIZE] = { 0 }; + char* m_ReadBuffer; + unsigned int m_BufferSize = BUFFERSIZE; }; #endif \ No newline at end of file diff --git a/include/Engine/Network/NetworkServer.h b/include/Engine/Network/NetworkServer.h index ccec82cc..296c8762 100644 --- a/include/Engine/Network/NetworkServer.h +++ b/include/Engine/Network/NetworkServer.h @@ -10,12 +10,15 @@ typedef unsigned int PacketID; class NetworkServer { public: + NetworkServer(); + virtual ~NetworkServer(); virtual void AcceptNewConnections(int& nextPlayerID, std::map& connectedPlayers) = 0; virtual void Receive(Packet & packet, PlayerDefinition & playerDefinition) = 0; virtual void Send(Packet & packet, PlayerDefinition & playerDefinition) = 0; virtual void Send(Packet & packet) = 0; protected: - char m_ReadBuffer[BUFFERSIZE] = { 0 }; + char* m_ReadBuffer; + unsigned int m_BufferSize = BUFFERSIZE; }; #endif \ No newline at end of file diff --git a/include/Engine/Network/Server.h b/include/Engine/Network/Server.h index b37bffab..3c956ed9 100644 --- a/include/Engine/Network/Server.h +++ b/include/Engine/Network/Server.h @@ -17,8 +17,10 @@ #include "Core/EPlayerDamage.h" #include "Network/EPlayerDisconnected.h" #include "Core/EPlayerSpawned.h" +#include "../Game/Events/EDoubleJump.h" #include "Core/EEntityDeleted.h" #include "Core/EComponentDeleted.h" +#include "Core/EAmmoPickup.h" class Server : public Network { @@ -32,6 +34,7 @@ private: // Network channels TCPServer m_Reliable; UDPServer m_Unreliable; + UDPServer m_ServerlistRequest; // dont forget to set these in the childrens receive logic boost::asio::ip::address m_Address; int m_Port = 27666; @@ -54,7 +57,7 @@ private: std::vector m_InputCommandsToBroadcast; //Timers std::clock_t m_StartPingTime; - + // Packet loss logic PacketID m_PacketID = 0; PacketID m_PreviousPacketID = 0; @@ -64,6 +67,7 @@ private: void reliableBroadcast(Packet& packet); void unreliableBroadcast(Packet& packet); void sendSnapshot(); + void addPlayersToPacket(Packet& packet, EntityID entityID); void addChildrenToPacket(Packet& packet, EntityID entityID); void addInputCommandsToPacket(Packet& packet); void sendPing(); @@ -77,13 +81,15 @@ private: void parsePlayerTransform(Packet& packet); void parseOnInputCommand(Packet& packet); void parseClientPing(); - void parsePing(); - void parseUDPConnect(Packet & packet); - void parseTCPConnect(Packet & packet); + void parsePing(); + bool parseDoubleJump(Packet& packet); + void parseUDPConnect(Packet& packet); + void parseTCPConnect(Packet& packet); void parseDisconnect(); + void parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint); bool shouldSendToClient(EntityWrapper childEntity); - // Debug event + // Events EventRelay m_EInputCommand; bool OnInputCommand(const Events::InputCommand& e); EventRelay m_EPlayerSpawned; @@ -94,6 +100,8 @@ private: bool OnComponentDeleted(const Events::ComponentDeleted& e); EventRelay m_EPlayerDamage; bool OnPlayerDamage(const Events::PlayerDamage& e); + EventRelay m_EAmmoPickup; + bool OnAmmoPickup(const Events::AmmoPickup& e); }; #endif diff --git a/include/Engine/Network/TCPClient.h b/include/Engine/Network/TCPClient.h index a666cbbe..2108fa3d 100644 --- a/include/Engine/Network/TCPClient.h +++ b/include/Engine/Network/TCPClient.h @@ -20,7 +20,7 @@ private: boost::asio::ip::tcp::endpoint m_Endpoint; boost::asio::io_service m_IOService; std::unique_ptr m_Socket; - size_t readBuffer(char* data); + size_t readBuffer(); PacketID m_SendPacketID = 0; bool m_IsConnected = false; }; diff --git a/include/Engine/Network/TCPServer.h b/include/Engine/Network/TCPServer.h index 9cc7646a..55631a22 100644 --- a/include/Engine/Network/TCPServer.h +++ b/include/Engine/Network/TCPServer.h @@ -16,16 +16,22 @@ public: void Send(Packet & packet, PlayerDefinition & playerDefinition); void Send(Packet & packet); void Disconnect(); + int Port() { return m_Port; } + std::string Address() { return m_Address; } + private: // TCP logic boost::asio::io_service m_IOService; std::unique_ptr acceptor; boost::shared_ptr lastReceivedSocket; - void handle_accept(boost::shared_ptr socket, - int& nextPlayerID, std::map& connectedPlayers, - const boost::system::error_code& error); - int readBuffer(char* data, PlayerDefinition& playerDefinition); + int readBuffer(PlayerDefinition& playerDefinition); + PlayerID getPlayerIDFromEndpoint(const std::map& connectedPlayers, + boost::asio::ip::address address, unsigned short port); + int GetPort(); + std::string GetAddress(); + int m_Port = 0; + std::string m_Address = ""; }; #endif \ No newline at end of file diff --git a/include/Engine/Network/UDPClient.h b/include/Engine/Network/UDPClient.h index 3a458d3e..42c27783 100644 --- a/include/Engine/Network/UDPClient.h +++ b/include/Engine/Network/UDPClient.h @@ -14,13 +14,14 @@ public: void Disconnect(); void Receive(Packet& packet); void Send(Packet & packet); + void Broadcast(Packet& packet, int port); bool IsSocketAvailable(); private: // Assio UDP logic boost::asio::io_service m_IOService; boost::asio::ip::udp::endpoint m_ReceiverEndpoint; boost::shared_ptr m_Socket; - int readBuffer(char* data); + int readBuffer(); PacketID m_SendPacketID = 0; }; diff --git a/include/Engine/Network/UDPServer.h b/include/Engine/Network/UDPServer.h index 246fb333..54f4e327 100644 --- a/include/Engine/Network/UDPServer.h +++ b/include/Engine/Network/UDPServer.h @@ -8,18 +8,21 @@ class UDPServer : public NetworkServer { public: UDPServer(); + UDPServer(int port); ~UDPServer(); void AcceptNewConnections(int& nextPlayerID, std::map& connectedPlayers); void Receive(Packet & packet, PlayerDefinition & playerDefinition); void Send(Packet & packet, PlayerDefinition & playerDefinition); - void Send(Packet & packet); + void Send(Packet & packet); + void Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint); + void Broadcast(Packet & packet, int port); bool IsSocketAvailable(); private: // UDP logic boost::asio::io_service m_IOService; boost::asio::ip::udp::endpoint m_ReceiverEndpoint; std::unique_ptr m_Socket; - int readBuffer(char* data); + int readBuffer(); }; #endif \ No newline at end of file diff --git a/include/Engine/Rendering/CubeMapPass.h b/include/Engine/Rendering/CubeMapPass.h new file mode 100644 index 00000000..3cda8cad --- /dev/null +++ b/include/Engine/Rendering/CubeMapPass.h @@ -0,0 +1,27 @@ +#ifndef CubeMapPass_h__ +#define CubeMapPass_h__ + +#include "IRenderer.h" +#include "ShaderProgram.h" + +class CubeMapPass +{ +public: + CubeMapPass(IRenderer* renderer); + ~CubeMapPass() { } + + void LoadTextures(std::string input); + void FillCubeMap(glm::vec3 originPosition); + void GenerateCubeMapTexture(); + + //GLuint CubeMapTexture() const { return m_CubeMapTexture; } + GLuint m_CubeMapTexture = -1; + +private: + IRenderer* m_Renderer; + std::string m_PreviusCubeMapTexture; + + std::vector m_CubeMapTextures; +}; + +#endif \ No newline at end of file diff --git a/include/Engine/Rendering/DrawBloomPass.h b/include/Engine/Rendering/DrawBloomPass.h index 539d6957..ee3a8489 100644 --- a/include/Engine/Rendering/DrawBloomPass.h +++ b/include/Engine/Rendering/DrawBloomPass.h @@ -12,7 +12,7 @@ class DrawBloomPass { public: - DrawBloomPass(IRenderer* renderer /* ,Texture or finalpass*/ ); + DrawBloomPass(IRenderer* renderer, ConfigFile* config); ~DrawBloomPass() { } void InitializeTextures(); void InitializeFrameBuffers(); @@ -23,24 +23,33 @@ public: void FillGaussianBuffer(FrameBuffer* fb); void Draw(GLuint texture); + void ChangeQuality(int quality); + + void OnWindowResize(); //Getters //Return the blurred result of the texture that was sent into draw - GLuint GaussianTexture() const { return m_GaussianTexture_vert; } + GLuint GaussianTexture() const { + if (m_Quality == 0) { + return m_BlackTexture->m_Texture; + } else { + return m_GaussianTexture_vert; + } + } private: - void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const; - - Texture* m_WhiteTexture; + Texture* m_BlackTexture; Model* m_ScreenQuad; const IRenderer* m_Renderer; + ConfigFile* m_Config; //const LightCullingPass* m_LightCullingPass - GLuint m_iterations = 9; + int m_Iterations; + int m_Quality = 0; - GLuint m_GaussianTexture_horiz; - GLuint m_GaussianTexture_vert; + GLuint m_GaussianTexture_horiz = 0; + GLuint m_GaussianTexture_vert = 0; FrameBuffer m_GaussianFrameBuffer_horiz; FrameBuffer m_GaussianFrameBuffer_vert; diff --git a/include/Engine/Rendering/DrawColorCorrectionPass.h b/include/Engine/Rendering/DrawColorCorrectionPass.h index 231e2d33..fcde73d7 100644 --- a/include/Engine/Rendering/DrawColorCorrectionPass.h +++ b/include/Engine/Rendering/DrawColorCorrectionPass.h @@ -17,7 +17,7 @@ public: void InitializeFrameBuffers(); void InitializeShaderPrograms(); - void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure); + void Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure); private: const IRenderer* m_Renderer; diff --git a/include/Engine/Rendering/DrawFinalPass.h b/include/Engine/Rendering/DrawFinalPass.h index bf8d4d76..cfddd5c6 100644 --- a/include/Engine/Rendering/DrawFinalPass.h +++ b/include/Engine/Rendering/DrawFinalPass.h @@ -4,6 +4,8 @@ #include "IRenderer.h" #include "DrawFinalPassState.h" #include "LightCullingPass.h" +#include "CubeMapPass.h" +#include "SSAOPass.h" #include "FrameBuffer.h" #include "ShaderProgram.h" #include "Util/UnorderedMapVec2.h" @@ -13,34 +15,28 @@ class DrawFinalPass { public: - DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass); + DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass); ~DrawFinalPass() { } void InitializeTextures(); void InitializeFrameBuffers(); void InitializeShaderPrograms(); void Draw(RenderScene& scene); void ClearBuffer(); + void OnWindowResize(); //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 DrawSprites(std::list>&jobs, RenderScene& scene); void DrawModelRenderQueues(std::list>& jobs, RenderScene& scene); - void DrawShieldToStencilBuffer(std::list>& jobs, RenderScene& scene); + void DrawModelRenderQueuesWithShieldCheck(std::list>& jobs, RenderScene& scene); void DrawShieldedModelRenderQueue(std::list>& jobs, RenderScene& scene); - void DrawToDepthBuffer(std::list>& jobs, RenderScene& scene); + void DrawToDepthStencilBuffer(std::list>& jobs, RenderScene& scene); void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr& job, RenderScene& scene); void BindModelUniforms(GLuint shaderHandle, std::shared_ptr& job, RenderScene& scene); @@ -55,35 +51,47 @@ private: Texture* m_ErrorTexture; FrameBuffer m_FinalPassFrameBuffer; - FrameBuffer m_FinalPassFrameBufferLowRes; + FrameBuffer m_ShieldDepthFrameBuffer; GLuint m_BloomTexture; GLuint m_SceneTexture; - GLuint m_BloomTextureLowRes; - GLuint m_SceneTextureLowRes; GLuint m_DepthBuffer; - GLuint m_DepthBufferLowRes; + GLuint m_ShieldBuffer; + GLuint m_CubeMapTexture; //maqke this component based i guess? GLuint m_ShieldPixelRate = 16; const IRenderer* m_Renderer; const LightCullingPass* m_LightCullingPass; + const CubeMapPass* m_CubeMapPass; + const SSAOPass* m_SSAOPass; ShaderProgram* m_ForwardPlusProgram; ShaderProgram* m_ExplosionEffectProgram; ShaderProgram* m_ExplosionEffectSplatMapProgram; ShaderProgram* m_SpriteProgram; ShaderProgram* m_ForwardPlusSplatMapProgram; - ShaderProgram* m_ShieldToStencilProgram; - ShaderProgram* m_FillDepthBufferProgram; + ShaderProgram* m_FillDepthStencilBufferProgram; + + ShaderProgram* m_ForwardPlusShieldCheckProgram; + ShaderProgram* m_ExplosionEffectShieldCheckProgram; + ShaderProgram* m_ExplosionEffectSplatMapShieldCheckProgram; + ShaderProgram* m_SpriteShieldCheckProgram; + ShaderProgram* m_ForwardPlusSplatMapShieldCheckProgram; + ShaderProgram* m_ForwardPlusSkinnedProgram; ShaderProgram* m_ExplosionEffectSkinnedProgram; ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram; ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram; - ShaderProgram* m_ShieldToStencilSkinnedProgram; - ShaderProgram* m_FillDepthBufferSkinnedProgram; + ShaderProgram* m_FillDepthStencilBufferSkinnedProgram; + + ShaderProgram* m_ForwardPlusSkinnedShieldCheckProgram; + ShaderProgram* m_ExplosionEffectSkinnedShieldCheckProgram; + ShaderProgram* m_ExplosionEffectSplatMapSkinnedShieldCheckProgram; + ShaderProgram* m_ForwardPlusSplatMapSkinnedShieldCheckProgram; + ShaderProgram* m_FillDepthBufferSkinnedShieldCheckProgram; }; #endif \ No newline at end of file diff --git a/include/Engine/Rendering/ExplosionEffectJob.h b/include/Engine/Rendering/ExplosionEffectJob.h index 8f339526..695a8dfe 100644 --- a/include/Engine/Rendering/ExplosionEffectJob.h +++ b/include/Engine/Rendering/ExplosionEffectJob.h @@ -15,8 +15,8 @@ struct ExplosionEffectJob : ModelJob { - 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) + ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded) + : ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded) { ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"]; TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"]; diff --git a/include/Engine/Rendering/IRenderer.h b/include/Engine/Rendering/IRenderer.h index 4441bb7d..2e6f3a97 100644 --- a/include/Engine/Rendering/IRenderer.h +++ b/include/Engine/Rendering/IRenderer.h @@ -5,11 +5,13 @@ #include "../OpenGL.h" #include "../GLM.h" #include "../Core/Util/Rectangle.h" +#include "../Core/ConfigFile.h" #include "Util/ScreenCoords.h" #include "Camera.h" #include "RenderQueue.h" #include "Model.h" #include "../Core/World.h" //So temp +#include "Util/CommonFunctions.h" struct PickData diff --git a/include/Engine/Rendering/LightCullingPass.h b/include/Engine/Rendering/LightCullingPass.h index d8852df0..914fb8bb 100644 --- a/include/Engine/Rendering/LightCullingPass.h +++ b/include/Engine/Rendering/LightCullingPass.h @@ -21,6 +21,7 @@ public: void SetSSBOSizes(); void CullLights(RenderScene& scene); void FillLightList(RenderScene& scene); + void OnWindowResize(); GLuint FrustumSSBO() const { return m_FrustumSSBO; } GLuint LightSSBO() const { return m_LightSSBO; } diff --git a/include/Engine/Rendering/ModelJob.h b/include/Engine/Rendering/ModelJob.h index ba801f60..58993ea1 100644 --- a/include/Engine/Rendering/ModelJob.h +++ b/include/Engine/Rendering/ModelJob.h @@ -18,7 +18,7 @@ struct ModelJob : RenderJob { - ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, 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, bool isShielded) : RenderJob() { Model = model; @@ -108,6 +108,7 @@ struct ModelJob : RenderJob EndIndex = matGroup->EndIndex; Matrix = matrix; Color = modelComponent["Color"]; + GlowIntensity = ((double)modelComponent["GlowIntensity"]); Entity = modelComponent.EntityID; glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID); glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1)); @@ -116,7 +117,7 @@ struct ModelJob : RenderJob FillColor = fillColor; FillPercentage = fillPercentage; - + IsShielded = isShielded; if (model->IsSkinned()) { Skeleton = Model->m_RawModel->m_Skeleton; @@ -170,7 +171,7 @@ struct ModelJob : RenderJob ::Skeleton::AnimationOffset AnimationOffset; - + float GlowIntensity = 8.0; glm::vec4 DiffuseColor; glm::vec4 SpecularColor; glm::vec4 IncandescenceColor; @@ -180,10 +181,10 @@ struct ModelJob : RenderJob glm::vec4 FillColor = glm::vec4(0); float FillPercentage = 0.0; - + bool IsShielded; void CalculateHash() override { - Hash = TextureID + ModelID << 10 + ShaderID << 20; + Hash = ShaderID << 20 + ModelID << 10 + TextureID; } }; diff --git a/include/Engine/Rendering/PickingPass.h b/include/Engine/Rendering/PickingPass.h index 2ce2e78d..df99a615 100644 --- a/include/Engine/Rendering/PickingPass.h +++ b/include/Engine/Rendering/PickingPass.h @@ -22,25 +22,25 @@ public: void Draw(RenderScene& scene); void ClearPicking(); + void OnWindowResize(); + //Getters const ShaderProgram& PickingProgram() const { return *m_PickingProgram; } //const std::unordered_map& PickingColorsToEntity() const { return m_PickingColorsToEntity; } GLuint PickingTexture() const { return m_PickingTexture; } - GLuint DepthBuffer() const { return m_DepthBuffer; } + GLuint* DepthBuffer() { return &m_DepthBuffer; } const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; } PickData Pick(glm::vec2 screenCoord); private: - void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const; - EventBroker* m_EventBroker; const IRenderer* m_Renderer; ShaderProgram* m_PickingProgram; - ShaderProgram* m_PickingSkinnedProgram; + ShaderProgram* m_PickingSkinnedProgram; Camera* m_Camera; struct PickingInfo diff --git a/include/Engine/Rendering/RenderQueue.h b/include/Engine/Rendering/RenderQueue.h index 647adab8..e3c46e85 100644 --- a/include/Engine/Rendering/RenderQueue.h +++ b/include/Engine/Rendering/RenderQueue.h @@ -24,7 +24,6 @@ struct RenderScene std::list> OpaqueObjects; std::list> TransparentObjects; std::list> OpaqueShieldedObjects; - std::list> TransparentShieldedObjects; std::list> ShieldObjects; std::list> SpriteJob; std::list> PointLight; @@ -41,7 +40,6 @@ struct RenderScene Jobs.OpaqueObjects.clear(); Jobs.TransparentObjects.clear(); Jobs.OpaqueShieldedObjects.clear(); - Jobs.TransparentShieldedObjects.clear(); Jobs.ShieldObjects.clear(); Jobs.SpriteJob.clear(); Jobs.DirectionalLight.clear(); diff --git a/include/Engine/Rendering/RenderState.h b/include/Engine/Rendering/RenderState.h index c1886247..24f908a9 100644 --- a/include/Engine/Rendering/RenderState.h +++ b/include/Engine/Rendering/RenderState.h @@ -24,6 +24,8 @@ public: bool StencilFunc(GLenum func, GLint ref, GLuint mask); bool StencilMask(GLuint mask); bool DepthMask(GLboolean flag); + bool DepthFunc(GLenum func); + bool AlphaFunc(GLenum func, GLclampf thresholder); private: std::vector> m_ResetFunctions; diff --git a/include/Engine/Rendering/Renderer.h b/include/Engine/Rendering/Renderer.h index 04754514..a64a4aa3 100644 --- a/include/Engine/Rendering/Renderer.h +++ b/include/Engine/Rendering/Renderer.h @@ -16,6 +16,8 @@ #include "DrawScreenQuadPass.h" #include "DrawBloomPass.h" #include "DrawColorCorrectionPass.h" +#include "SSAOPass.h" +#include "CubeMapPass.h" #include "../Core/EventBroker.h" #include "ImGuiRenderPass.h" #include "Camera.h" @@ -23,12 +25,16 @@ #include "imgui/imgui.h" #include "TextPass.h" #include "Util/CommonFunctions.h" +#include "Core/PerformanceTimer.h" class Renderer : public IRenderer { + static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height); + public: - Renderer(EventBroker* eventBroker) - : m_EventBroker(eventBroker) + Renderer(EventBroker* eventBroker, ConfigFile* config) + : m_EventBroker(eventBroker) + , m_Config(config) { } virtual void Initialize() override; @@ -37,8 +43,13 @@ public: virtual PickData Pick(glm::vec2 screenCoord) override; + private: //----------------------Variables----------------------// + + static std::unordered_map m_WindowToRenderer; + ConfigFile* m_Config; + EventBroker* m_EventBroker; TextPass* m_TextPass; @@ -50,6 +61,10 @@ private: Model* m_UnitSphere; int m_DebugTextureToDraw = 0; + int m_CubeMapTexture = 0; + bool m_ResizeWindow = false; + int m_SSAO_Quality = 0; + int m_GLOW_Quality = 2; PickingPass* m_PickingPass; LightCullingPass* m_LightCullingPass; @@ -58,6 +73,8 @@ private: DrawScreenQuadPass* m_DrawScreenQuadPass; DrawBloomPass* m_DrawBloomPass; DrawColorCorrectionPass* m_DrawColorCorrectionPass; + SSAOPass* m_SSAOPass; + CubeMapPass* m_CubeMapPass; //----------------------Functions----------------------// void InitializeWindow(); diff --git a/include/Engine/Rendering/SSAOPass.h b/include/Engine/Rendering/SSAOPass.h new file mode 100644 index 00000000..1cb28009 --- /dev/null +++ b/include/Engine/Rendering/SSAOPass.h @@ -0,0 +1,87 @@ +#ifndef SSAOPass_h__ +#define SSAOPass_h__ + +#include "IRenderer.h" +#include "SSAOPassState.h" +//#include "LightCullingPass.h" Finalpass om den skall skickas in +#include "FrameBuffer.h" +#include "ShaderProgram.h" +#include "DrawBloomPass.h" +//#include "Util/UnorderedMapVec2.h" +#include "Texture.h" + +class SSAOPass +{ +public: + SSAOPass(IRenderer* renderer, ConfigFile* config); + ~SSAOPass() { }; + + void ChangeQuality(int quality); + + void Draw(GLuint depthBuffer, Camera* camera); + void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality); + void ClearBuffer(); + void OnWindowResize(); + + //Return the SSAO of the texture sent to Draw + GLuint SSAOTexture() const { + if (m_Quality == 0) { + return m_WhiteTexture->m_Texture; + } else { + return m_Gaussian_vert; + } + } + + int TextureQuality() const { + if (m_Quality == 0) { + return 13; + } else { + return m_TextureQuality; + } + } + +private: + void InitializeTexture(); + void InitializeFrameBuffer(); + void InitializeShaderProgram(); + void InitializeBuffer(); + + //void blurHorizontal(GLuint depthBuffer); + //void blurVertical(GLuint depthBuffer); + + Model* m_ScreenQuad; + + const IRenderer* m_Renderer; + ConfigFile* m_Config; + + float m_Radius; + float m_Bias; + float m_Contrast; + float m_IntensityScale; + int m_NumOfSamples; + int m_NumOfTurns; + int m_Iterations; + int m_TextureQuality; + int m_Quality = 0; + + Texture* m_WhiteTexture; + + GLuint m_SSAOTexture = 0; + FrameBuffer m_SSAOFramBuffer; + + GLuint m_SSAOViewSpaceZTexture = 0; + FrameBuffer m_SSAOViewSpaceZFramBuffer; + + GLuint m_Gaussian_horiz = 0; + GLuint m_Gaussian_vert = 0; + + FrameBuffer m_GaussianFrameBuffer_horiz; + FrameBuffer m_GaussianFrameBuffer_vert; + + ShaderProgram* m_SSAOProgram; + ShaderProgram* m_SSAOViewSpaceZProgram; + ShaderProgram* m_GaussianProgram_horiz; + ShaderProgram* m_GaussianProgram_vert; +}; + +#endif \ No newline at end of file diff --git a/include/Engine/Rendering/SSAOPassState.h b/include/Engine/Rendering/SSAOPassState.h new file mode 100644 index 00000000..115fdcf7 --- /dev/null +++ b/include/Engine/Rendering/SSAOPassState.h @@ -0,0 +1,15 @@ +#ifndef SSAOPassState_h__ +#define SSAOPassState_h__ + +#include "Rendering/RenderState.h" + +class SSAOPassState : public RenderState +{ +public: + SSAOPassState(); + ~SSAOPassState(); +private: + +}; + +#endif \ No newline at end of file diff --git a/include/Engine/Rendering/SpriteJob.h b/include/Engine/Rendering/SpriteJob.h index 3bb43a1c..25c2d5cb 100644 --- a/include/Engine/Rendering/SpriteJob.h +++ b/include/Engine/Rendering/SpriteJob.h @@ -17,7 +17,7 @@ struct SpriteJob : RenderJob { - SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted) + SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator) : RenderJob() { Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh"); @@ -30,7 +30,7 @@ struct SpriteJob : RenderJob StartIndex = matProp.material->StartIndex; EndIndex = matProp.material->EndIndex; - Matrix = matrix; + Matrix = matrix; Color = cSprite["Color"]; Entity = cSprite.EntityID; Position = Transform::AbsolutePosition(world, cSprite.EntityID); @@ -40,6 +40,8 @@ struct SpriteJob : RenderJob Depth = viewpos.z; } World = world; + Pickable = world->HasComponent(cSprite.EntityID, "Button"); + IsIndicator = isIndicator; FillColor = fillColor; FillPercentage = fillPercentage; @@ -61,6 +63,9 @@ struct SpriteJob : RenderJob unsigned int EndIndex = 0; World* World; + bool Pickable; + bool IsIndicator = false; + glm::vec4 FillColor = glm::vec4(0); float FillPercentage = 0.0; diff --git a/include/Engine/Rendering/Texture.h b/include/Engine/Rendering/Texture.h index 0fe650b3..d159e636 100644 --- a/include/Engine/Rendering/Texture.h +++ b/include/Engine/Rendering/Texture.h @@ -18,6 +18,7 @@ public: void Bind(GLenum textureUnit = GL_TEXTURE0); GLuint m_Texture = 0; + unsigned char* Data = nullptr; }; diff --git a/include/Engine/Rendering/Util/CommonFunctions.h b/include/Engine/Rendering/Util/CommonFunctions.h index e178f52d..1ed3d82a 100644 --- a/include/Engine/Rendering/Util/CommonFunctions.h +++ b/include/Engine/Rendering/Util/CommonFunctions.h @@ -9,6 +9,10 @@ namespace CommonFunctions { Texture* LoadTexture(std::string path, bool threaded); +void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type); +void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat); +void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps); +void DeleteTexture(GLuint* texture); }; #endif \ No newline at end of file diff --git a/include/Game/Events/EDoubleJump.h b/include/Game/Events/EDoubleJump.h index 767d5b39..f5cad1fd 100644 --- a/include/Game/Events/EDoubleJump.h +++ b/include/Game/Events/EDoubleJump.h @@ -8,7 +8,7 @@ namespace Events struct DoubleJump : public Event { - + EntityID entityID; }; } diff --git a/include/Game/Game.h b/include/Game/Game.h index baf15656..06fd4703 100644 --- a/include/Game/Game.h +++ b/include/Game/Game.h @@ -8,7 +8,6 @@ #include "Core/EventBroker.h" #include "Rendering/Renderer.h" #include "Core/InputManager.h" -#include "GUI/Frame.h" #include "Core/World.h" #include "Input/InputProxy.h" #include "Input/KeyboardInputHandler.h" @@ -35,6 +34,9 @@ #include "Sound/SoundManager.h" #include "Systems/SoundSystem.h" +//Performance +#include "Core/PerformanceTimer.h" + class Game { public: @@ -53,7 +55,6 @@ private: IRenderer* m_Renderer; InputManager* m_InputManager; InputProxy* m_InputProxy; - GUI::Frame* m_FrameStack; World* m_World; Octree* m_OctreeCollision; Octree* m_OctreeTrigger; diff --git a/include/Game/Systems/AmmoPickupSystem.h b/include/Game/Systems/AmmoPickupSystem.h index a54b8495..e4a6df59 100644 --- a/include/Game/Systems/AmmoPickupSystem.h +++ b/include/Game/Systems/AmmoPickupSystem.h @@ -20,12 +20,15 @@ public: private: EventRelay m_ETriggerTouch; bool OnTriggerTouch(Events::TriggerTouch& e); + EventRelay m_EAmmoPickup; + bool OnAmmoPickup(Events::AmmoPickup& e); struct NewAmmoPickup { glm::vec3 Pos; double AmmoGain; double RespawnTimer; double DecreaseThisRespawnTimer; + EntityID parentID; }; std::vector m_ETriggerTouchVector; }; diff --git a/include/Game/Systems/CapturePointSystem.h b/include/Game/Systems/CapturePointSystem.h index 34a23e14..3cf72e15 100644 --- a/include/Game/Systems/CapturePointSystem.h +++ b/include/Game/Systems/CapturePointSystem.h @@ -42,9 +42,9 @@ private: int m_NumberOfCapturePoints = 0; std::map m_CapturePointNumberToEntityMap; - //std::vector - bool m_ResetTimers = false; + bool m_RecentlyCapturedNeedNextCapturePointNow = false; + Events::Captured m_CapturedEvent; //vectors which will keep track of enter/leave changes std::vector> m_ETriggerTouchVector; diff --git a/include/Game/Systems/DamageIndicatorSystem.h b/include/Game/Systems/DamageIndicatorSystem.h index 053b196b..ae9ba195 100644 --- a/include/Game/Systems/DamageIndicatorSystem.h +++ b/include/Game/Systems/DamageIndicatorSystem.h @@ -14,11 +14,13 @@ #include #include "Rendering/Util/CommonFunctions.h" +//#define INDICATOR_TEST -class DamageIndicatorSystem : public System +class DamageIndicatorSystem : public ImpureSystem { public: DamageIndicatorSystem(SystemParams params); + virtual void Update(double dt) override; private: EventRelay m_EPlayerDamage; @@ -28,6 +30,20 @@ private: bool OnSetCamera(const Events::SetCamera& e); EntityID m_CurrentCamera = -1; + struct DamageIndicatorStruct { + EntityWrapper spriteEntity; + glm::vec3 enemyPosition; + DamageIndicatorStruct(EntityWrapper sprite, glm::vec3 pos) + : spriteEntity(sprite) + , enemyPosition(pos) {} + }; + std::vector updateDamageIndicatorVector; + float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos); + //for tests +#ifdef INDICATOR_TEST + glm::vec3 DamageIndicatorTest(EntityWrapper player); + int m_TestVar = 0; +#endif }; #endif diff --git a/include/Game/Systems/HealthSystem.h b/include/Game/Systems/HealthSystem.h index 56f2f838..962e3737 100644 --- a/include/Game/Systems/HealthSystem.h +++ b/include/Game/Systems/HealthSystem.h @@ -27,17 +27,16 @@ public: private: bool m_NetworkEnabled; - //methods which will take care of specific events + // methods which will take care of specific events EventRelay m_EPlayerDamage; bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e); EventRelay m_EPlayerHealthPickup; bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e); EventRelay m_InputCommand; bool HealthSystem::OnInputCommand(Events::InputCommand& e); - + //vector which will keep track of health changes std::vector> m_DeltaHealthVector; - }; #endif \ No newline at end of file diff --git a/include/Game/Systems/PickupSpawnSystem.h b/include/Game/Systems/PickupSpawnSystem.h index f912e8ff..66c5f630 100644 --- a/include/Game/Systems/PickupSpawnSystem.h +++ b/include/Game/Systems/PickupSpawnSystem.h @@ -27,6 +27,7 @@ private: double HealthGain; double RespawnTimer; double DecreaseThisRespawnTimer; + EntityID parentID; }; std::vector m_ETriggerTouchVector; }; diff --git a/include/Game/Systems/PlayerMovementSystem.h b/include/Game/Systems/PlayerMovementSystem.h index 2bcae866..92aa1915 100644 --- a/include/Game/Systems/PlayerMovementSystem.h +++ b/include/Game/Systems/PlayerMovementSystem.h @@ -34,10 +34,14 @@ private: glm::vec3 m_LastPosition = glm::vec3(); // The logic for making the sound play when player is moving void playerStep(double dt); + // Spawn a hexagon at origin of an Entity + void spawnHexagon(EntityWrapper target); EventRelay m_EPlayerSpawned; bool OnPlayerSpawned(Events::PlayerSpawned& e); + EventRelay m_EDoubleJump; + bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e); void updateMovementControllers(double dt); - void updateVelocity(double dt); + void updateVelocity(EntityWrapper player, double dt); }; \ No newline at end of file diff --git a/include/Game/Systems/PlayerSpawnSystem.h b/include/Game/Systems/PlayerSpawnSystem.h index bf87bef8..70f94807 100644 --- a/include/Game/Systems/PlayerSpawnSystem.h +++ b/include/Game/Systems/PlayerSpawnSystem.h @@ -13,8 +13,6 @@ public: PlayerSpawnSystem(SystemParams params); virtual void Update(double dt) override; - - static void SetRespawnTime(float respawnTime) { m_RespawnTime = respawnTime; }; private: struct SpawnRequest @@ -31,8 +29,8 @@ private: //EntityWrapper ID -> Player ID. std::map m_PlayerIDs; - static float m_RespawnTime; - float m_Timer; + float m_ForcedRespawnTime; + bool m_DbgConfigForceRespawn; EventRelay m_OnInputCommand; bool OnInputCommand(Events::InputCommand& e); diff --git a/include/Game/Systems/SpawnerSystem.h b/include/Game/Systems/SpawnerSystem.h index 9cb4bd06..e4a44738 100644 --- a/include/Game/Systems/SpawnerSystem.h +++ b/include/Game/Systems/SpawnerSystem.h @@ -15,11 +15,16 @@ class SpawnerSystem : public System public: SpawnerSystem(SystemParams params); - static EntityWrapper Spawn(EntityWrapper spawner, EntityWrapper parent = EntityWrapper::Invalid); + // If dontCollideComponent is set, to e.g. "Player", then all the spawner + // will try to pick a spawn location so that the spawned entity doesn't + // collide with anything that has that component and is collidable. + static EntityWrapper Spawn(EntityWrapper spawner, EntityWrapper parent = EntityWrapper::Invalid, const std::string& dontCollideComponent = ""); private: EventRelay m_OnSpawnerSpawn; bool OnSpawnerSpawn(Events::SpawnerSpawn& e); + static void transformEntityToSpawnPoint(EntityWrapper spawnedEntity, EntityWrapper spawnPoint); + static bool spawnedEntityIsColliding(EntityWrapper spawnedEntity, EntityWrapper spawnPoint, const std::string& dontCollideComponent); }; #endif \ No newline at end of file diff --git a/include/Game/Systems/Weapon/AssaultWeaponBehaviour.h b/include/Game/Systems/Weapon/AssaultWeaponBehaviour.h index 7bd9c175..993dd060 100644 --- a/include/Game/Systems/Weapon/AssaultWeaponBehaviour.h +++ b/include/Game/Systems/Weapon/AssaultWeaponBehaviour.h @@ -1,37 +1,33 @@ +#ifndef AssaultWeaponBehaviour_h__ +#define AssaultWeaponBehaviour_h__ + #include "Sound/EPlaySoundOnEntity.h" #include "Collision/Collision.h" -#include "Rendering/AnimationSystem.h" #include "Core/ConfigFile.h" #include "WeaponBehaviour.h" #include "../SpawnerSystem.h" #include "Core/EPlayerDamage.h" #include "Core/EShoot.h" - -class AssaultWeaponBehaviour : public WeaponBehaviour +class AssaultWeaponBehaviour : public WeaponBehaviour { public: - AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree* collisionOctree, EntityWrapper weaponEntity); - - virtual void Fire() override; - virtual void CeaseFire() override; - virtual void Reload() override; + AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree* collisionOctree) + : WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree) + { } - virtual void Update(double dt) override; +protected: + virtual void OnPrimaryFire(WeaponInfo& wi) override; + virtual void OnCeasePrimaryFire(WeaponInfo& wi) override; + virtual void OnReload(WeaponInfo& wi) override; private: - EntityWrapper m_FirstPersonModel; - EntityWrapper m_ThirdPersonModel; // State bool m_Firing = false; bool m_Reloading = false; double m_ReloadTimer = 0.0; - EntityWrapper m_FirstPersonReloadImpersonator; - EntityWrapper m_ThirdPersonReloadImpersonator; double m_TimeSinceLastFire = 0.0; - - EventRelay m_EAnimationComplete; - bool OnAnimationComplete(Events::AnimationComplete& e); + EntityWrapper m_FirstPersonReloadImpostor; bool hasAmmo(); void fireRound(); @@ -47,3 +43,5 @@ private: bool shoot(double damage); void showHitMarker(); }; + +#endif \ No newline at end of file diff --git a/include/Game/Systems/Weapon/DefenderWeaponBehaviour.h b/include/Game/Systems/Weapon/DefenderWeaponBehaviour.h new file mode 100644 index 00000000..5ca13d3e --- /dev/null +++ b/include/Game/Systems/Weapon/DefenderWeaponBehaviour.h @@ -0,0 +1,38 @@ +#include "WeaponBehaviour.h" +#include "Collision/Collision.h" +#include "Core/EPlayerDamage.h" +#include "Rendering/ESetCamera.h" + +class DefenderWeaponBehaviour : public WeaponBehaviour +{ +public: + DefenderWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree* collisionOctree) + : System(systemParams) + , WeaponBehaviour(systemParams, "DefenderWeapon", renderer, collisionOctree) + , m_RandomEngine(m_RandomDevice()) + { + EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DefenderWeaponBehaviour::OnSetCamera); + } + + void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override; + void UpdateWeapon(WeaponInfo& wi, double dt) override; + void OnPrimaryFire(WeaponInfo& wi) override; + void OnCeasePrimaryFire(WeaponInfo& wi) override; + bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) override; + +private: + std::random_device m_RandomDevice; + std::mt19937 m_RandomEngine; + EntityWrapper m_CurrentCamera; + + EventRelay m_ESetCamera; + bool OnSetCamera(const Events::SetCamera& e); + + // Weapon functions + void fireShell(WeaponInfo& wi); + void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage); + + // Utility + float traceRayDistance(glm::vec3 origin, glm::vec3 direction); + Camera cameraFromEntity(EntityWrapper camera); +}; \ No newline at end of file diff --git a/include/Game/Systems/Weapon/WeaponBehaviour.h b/include/Game/Systems/Weapon/WeaponBehaviour.h index 7a0b4626..f23269df 100644 --- a/include/Game/Systems/Weapon/WeaponBehaviour.h +++ b/include/Game/Systems/Weapon/WeaponBehaviour.h @@ -5,30 +5,177 @@ #include "Rendering/IRenderer.h" #include "Core/Octree.h" #include "Collision/EntityAABB.h" +#include "Input/EInputCommand.h" +#include "Systems/SpawnerSystem.h" -class WeaponBehaviour : public System +template +class WeaponBehaviour : public PureSystem { + friend class WeaponSystem; + public: - WeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree* collisionOctree, EntityWrapper player) - : System(systemParams) + WeaponBehaviour(SystemParams params, std::string componentType, IRenderer* renderer, Octree* collisionOctree) + : System(params) + , PureSystem(componentType) , m_Renderer(renderer) , m_CollisionOctree(collisionOctree) - , m_Player(player) - { } + { + EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand) + } virtual ~WeaponBehaviour() = default; - WeaponBehaviour(const WeaponBehaviour&) = delete; - WeaponBehaviour& operator=(const WeaponBehaviour &) = delete; - - virtual void Fire() = 0; - virtual void CeaseFire() { } - virtual void Reload() { } - virtual void Update(double dt) { } + virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override + { + auto weapon = getActiveWeapon(entity); + if (!weapon) { + return; + } else { + UpdateWeapon(*weapon, dt); + } + } protected: + struct WeaponInfo + { + std::string WeaponComponent; + EntityWrapper Player; + EntityWrapper WeaponEntity; + EntityWrapper FirstPersonEntity; + EntityWrapper ThirdPersonEntity; + ComponentWrapper GetComponent() { return WeaponEntity[WeaponComponent]; } + }; + IRenderer* m_Renderer; Octree* m_CollisionOctree; - EntityWrapper m_Player; + std::unordered_map m_ActiveWeapons; + + virtual void UpdateWeapon(WeaponInfo& wi, double dt) { } + virtual void OnPrimaryFire(WeaponInfo& wi) { } + virtual void OnCeasePrimaryFire(WeaponInfo& wi) { } + virtual void OnReload(WeaponInfo& wi) { } + virtual bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) { return false; } + +private: + EventRelay m_EInputCommand; + bool _OnInputCommand(const Events::InputCommand& e) + { + EntityWrapper player = e.Player; + if (e.PlayerID == -1) { + player = LocalPlayer; + } + + // Make sure the player is alive + if (!player.Valid()) { + return false; + } + + // Make sure the player has this weapon + auto weapon = getWeaponComponent(player); + if (!weapon) { + return false; + } + + // Weapon selection + if (e.Command == "SelectWeapon") { + if (static_cast(e.Value) == static_cast((*weapon)["Slot"])) { + selectWeapon(player); + } + } + + // Only handle weapon actions if the weapon is active + auto activeWeapon = getActiveWeapon(player); + if (!activeWeapon) { + return false; + } + + // Fire + if (e.Command == "PrimaryFire") { + if (e.Value > 0) { + OnPrimaryFire(*activeWeapon); + } else { + OnCeasePrimaryFire(*activeWeapon); + } + } + + // Reload + if (e.Command == "Reload" && e.Value != 0) { + OnReload(*activeWeapon); + } + + return OnInputCommand(*activeWeapon, e); + } + + boost::optional getWeaponComponent(EntityWrapper player) + { + if (!player.HasComponent(m_ComponentType)) { + return boost::none; + } + + return player[m_ComponentType]; + } + + boost::optional getActiveWeapon(EntityWrapper player) + { + auto it = m_ActiveWeapons.find(player); + if (it == m_ActiveWeapons.end()) { + return boost::none; + } + WeaponInfo& activeWeapon = it->second; + + if (!activeWeapon.FirstPersonEntity.Valid() && !activeWeapon.ThirdPersonEntity.Valid()) { + return boost::none; + } + + return activeWeapon; + } + + void selectWeapon(EntityWrapper player) + { + // Find the weapon attachments matching the weapon type + std::vector weaponAttachments = player.ChildrenWithComponent("WeaponAttachment"); + EntityWrapper firstPersonAttachment; + EntityWrapper thirdPersonAttachment; + for (auto& attachment : weaponAttachments) { + ComponentWrapper cWeaponAttachment = attachment["WeaponAttachment"]; + if ((std::string&)cWeaponAttachment["Weapon"] == m_ComponentType) { + ComponentWrapper::SubscriptProxy person = cWeaponAttachment["Person"]; + if ((ComponentInfo::EnumType)person == person.Enum("FirstPerson")) { + firstPersonAttachment = attachment; + } else if ((ComponentInfo::EnumType)person == person.Enum("ThirdPerson")) { + thirdPersonAttachment = attachment; + } + } + } + + if (!firstPersonAttachment.Valid() && !thirdPersonAttachment.Valid()) { + LOG_WARNING("No weapon attachment found for %s of player #%i", m_ComponentType.c_str(), player.ID); + return; + } + + // Purge other weapon entities + for (auto& attachment : weaponAttachments) { + //if (attachment == firstPersonAttachment || attachment == thirdPersonAttachment) { + // continue; + //} + attachment.DeleteChildren(); + } + + // Spawn the weapon(s) + EntityWrapper firstPersonWeapon; + EntityWrapper thirdPersonWeapon; + if (firstPersonAttachment.Valid()) { + firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment); + } + if (thirdPersonAttachment.Valid()) { + thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment); + } + + m_ActiveWeapons[player].WeaponComponent = m_ComponentType; + m_ActiveWeapons[player].Player = player; + m_ActiveWeapons[player].WeaponEntity = player; + m_ActiveWeapons[player].FirstPersonEntity = firstPersonWeapon; + m_ActiveWeapons[player].ThirdPersonEntity = thirdPersonWeapon; + } }; #endif diff --git a/resources/DefaultConfig.ini b/resources/DefaultConfig.ini index 60ee4823..e99e3437 100644 --- a/resources/DefaultConfig.ini +++ b/resources/DefaultConfig.ini @@ -36,4 +36,49 @@ ResourceLoading=true [Sound] BGMVolume=1.0 SFXVolume=1.0 -Announcer=female \ No newline at end of file +Announcer=female + +[SSAO] +Quality=0 + +[SSAO1] +Radius=1.0 +Bias=0.02 +Contrast=1.5 +Intensity=1.0 +NumSamples=8 +NumTurns=3 +NumIterations=5 +TextureQuality=2 + +[SSAO2] +Radius=1.0 +Bias=0.02 +Contrast=1.5 +Intensity=1.0 +NumSamples=16 +NumTurns=13 +NumIterations=9 +TextureQuality=1 + +[SSAO3] +Radius=1.0 +Bias=0.02 +Contrast=1.5 +Intensity=1.0 +NumSamples=24 +NumTurns=17 +NumIterations=9 +TextureQuality=0 + +[GLOW] +Quality=3; + +[GLOW1] +NumIterations=5 + +[GLOW2] +NumIterations=9 + +[GLOW3] +NumIterations=13 \ No newline at end of file diff --git a/resources/DefaultInput.ini b/resources/DefaultInput.ini index d5489c3a..776cbecd 100644 --- a/resources/DefaultInput.ini +++ b/resources/DefaultInput.ini @@ -25,4 +25,6 @@ C=ConnectToServer N=SwitchToServer M=SwitchToClient P=SwitchToPlayer -K=TakeDamage,1500 \ No newline at end of file +K=TakeDamage,1500 +F2=PerformanceTimingResetAllTimers +F3=PerformanceTimingCreateExcelData \ No newline at end of file diff --git a/resources/Schema/Components.xsd b/resources/Schema/Components.xsd index c9d8a70e..97b835ee 100644 --- a/resources/Schema/Components.xsd +++ b/resources/Schema/Components.xsd @@ -46,5 +46,13 @@ + + + + + + + + \ No newline at end of file diff --git a/resources/Schema/Components/AssaultWeapon.xml b/resources/Schema/Components/AssaultWeapon.xml index 6c645624..c835217b 100755 --- a/resources/Schema/Components/AssaultWeapon.xml +++ b/resources/Schema/Components/AssaultWeapon.xml @@ -8,4 +8,5 @@ 120 0.01 2 + \ No newline at end of file diff --git a/resources/Schema/Components/AssaultWeapon.xsd b/resources/Schema/Components/AssaultWeapon.xsd index 95df64b7..7e9854a2 100755 --- a/resources/Schema/Components/AssaultWeapon.xsd +++ b/resources/Schema/Components/AssaultWeapon.xsd @@ -2,6 +2,7 @@ + @@ -28,6 +29,7 @@ Time it takes to reload the weapon in seconds + diff --git a/resources/Schema/Components/Button.xml b/resources/Schema/Components/Button.xml new file mode 100644 index 00000000..cbfd80d4 --- /dev/null +++ b/resources/Schema/Components/Button.xml @@ -0,0 +1,3 @@ + + \ No newline at end of file diff --git a/resources/Schema/Components/Button.xsd b/resources/Schema/Components/Button.xsd new file mode 100644 index 00000000..7d97fef1 --- /dev/null +++ b/resources/Schema/Components/Button.xsd @@ -0,0 +1,10 @@ + + + + + + + Makes sprites klickable. + + + \ No newline at end of file diff --git a/resources/Schema/Components/CapturePointGameMode.xml b/resources/Schema/Components/CapturePointGameMode.xml new file mode 100644 index 00000000..3104e71f --- /dev/null +++ b/resources/Schema/Components/CapturePointGameMode.xml @@ -0,0 +1,5 @@ + + + 0.0 + 8.0 + \ No newline at end of file diff --git a/resources/Schema/Components/CapturePointGameMode.xsd b/resources/Schema/Components/CapturePointGameMode.xsd new file mode 100644 index 00000000..8b81d67a --- /dev/null +++ b/resources/Schema/Components/CapturePointGameMode.xsd @@ -0,0 +1,18 @@ + + + + + + + + + + The time since the last respawn wave. Players will be spawned when this reaches MaxRespawnTime. + + + Players will be spawned when RespawnTime reaches this. + + + + + \ No newline at end of file diff --git a/resources/Schema/Components/DashAbility.xml b/resources/Schema/Components/DashAbility.xml index a313c447..a71e4e52 100644 --- a/resources/Schema/Components/DashAbility.xml +++ b/resources/Schema/Components/DashAbility.xml @@ -1,4 +1,5 @@ 2.0 + 0.0 \ No newline at end of file diff --git a/resources/Schema/Components/DashAbility.xsd b/resources/Schema/Components/DashAbility.xsd index 4273cc71..6fc59c77 100644 --- a/resources/Schema/Components/DashAbility.xsd +++ b/resources/Schema/Components/DashAbility.xsd @@ -10,7 +10,10 @@ - This is the cooldown on dash + This is the max cooldown on dash + + + This is the current cooldown on dash diff --git a/resources/Schema/Components/DefenderWeapon.xml b/resources/Schema/Components/DefenderWeapon.xml new file mode 100755 index 00000000..998f3bde --- /dev/null +++ b/resources/Schema/Components/DefenderWeapon.xml @@ -0,0 +1,16 @@ + + + 8 + 8 + 64 + 64 + 90 + 0.174533 + 10 + 120 + 0.01 + 0.5 + + false + 0 + \ No newline at end of file diff --git a/resources/Schema/Components/DefenderWeapon.xsd b/resources/Schema/Components/DefenderWeapon.xsd new file mode 100755 index 00000000..3fe5a64a --- /dev/null +++ b/resources/Schema/Components/DefenderWeapon.xsd @@ -0,0 +1,44 @@ + + + + + + + + + + + Ammo currently loaded into the magazine + + + Max number of rounds in a magazine + + + Current ammo carried + + + Maximum ammo able to be carried + + + Damage dealt if all shotgun pellets hit + + + Spread angle in radians + + + + Rate of fire in rounds per minute + + + View punch in radians for each shell fired + + + Time it takes to load ONE SHELL into the weapon in seconds + + + + + + + + diff --git a/resources/Schema/Components/DoubleJump.xml b/resources/Schema/Components/DoubleJump.xml new file mode 100644 index 00000000..bb0d3bc7 --- /dev/null +++ b/resources/Schema/Components/DoubleJump.xml @@ -0,0 +1,4 @@ + + + 4.0 + \ No newline at end of file diff --git a/resources/Schema/Components/DoubleJump.xsd b/resources/Schema/Components/DoubleJump.xsd new file mode 100644 index 00000000..65ff0419 --- /dev/null +++ b/resources/Schema/Components/DoubleJump.xsd @@ -0,0 +1,16 @@ + + + + + + + Enables a Player to double jump. + + + + Vertical velocity set on double jump. + + + + + \ No newline at end of file diff --git a/resources/Schema/Components/Menu.xml b/resources/Schema/Components/Menu.xml new file mode 100644 index 00000000..f17427b8 --- /dev/null +++ b/resources/Schema/Components/Menu.xml @@ -0,0 +1,3 @@ + + + \ No newline at end of file diff --git a/resources/Schema/Components/Menu.xsd b/resources/Schema/Components/Menu.xsd new file mode 100644 index 00000000..18ea8565 --- /dev/null +++ b/resources/Schema/Components/Menu.xsd @@ -0,0 +1,9 @@ + + + + + + Attach this to the center point of a menu that uses several pages. + + + \ No newline at end of file diff --git a/resources/Schema/Components/Model.xml b/resources/Schema/Components/Model.xml index 4b77dacb..f81c8210 100644 --- a/resources/Schema/Components/Model.xml +++ b/resources/Schema/Components/Model.xml @@ -8,4 +8,5 @@ true true true + 3.0 \ No newline at end of file diff --git a/resources/Schema/Components/Model.xsd b/resources/Schema/Components/Model.xsd index 9c0cd519..31203ff6 100644 --- a/resources/Schema/Components/Model.xsd +++ b/resources/Schema/Components/Model.xsd @@ -33,6 +33,9 @@ Whether the model should use the Glowmap or not + + Intensity of the glow map + diff --git a/resources/Schema/Components/Page.xml b/resources/Schema/Components/Page.xml new file mode 100644 index 00000000..db7b9cc2 --- /dev/null +++ b/resources/Schema/Components/Page.xml @@ -0,0 +1,4 @@ + + + 0 + \ No newline at end of file diff --git a/resources/Schema/Components/Page.xsd b/resources/Schema/Components/Page.xsd new file mode 100644 index 00000000..777124a2 --- /dev/null +++ b/resources/Schema/Components/Page.xsd @@ -0,0 +1,14 @@ + + + + + + Use this on a child to a Menu entity and make sure that ID is not the same as other pages. + + + + + + + + \ No newline at end of file diff --git a/resources/Schema/Components/Player.xml b/resources/Schema/Components/Player.xml index 00cff257..b50274ac 100644 --- a/resources/Schema/Components/Player.xml +++ b/resources/Schema/Components/Player.xml @@ -2,5 +2,7 @@ 3 1.5 + 4.0 + \ No newline at end of file diff --git a/resources/Schema/Components/Player.xsd b/resources/Schema/Components/Player.xsd index 1b33d222..006ae9d7 100644 --- a/resources/Schema/Components/Player.xsd +++ b/resources/Schema/Components/Player.xsd @@ -11,7 +11,11 @@ + + Vertical velocity set when jumping. + + diff --git a/resources/Schema/Components/SpriteIndicator.xml b/resources/Schema/Components/SpriteIndicator.xml new file mode 100644 index 00000000..cbed22f0 --- /dev/null +++ b/resources/Schema/Components/SpriteIndicator.xml @@ -0,0 +1,5 @@ + + + 10 + false + \ No newline at end of file diff --git a/resources/Schema/Components/SpriteIndicator.xsd b/resources/Schema/Components/SpriteIndicator.xsd new file mode 100644 index 00000000..bd8c1038 --- /dev/null +++ b/resources/Schema/Components/SpriteIndicator.xsd @@ -0,0 +1,19 @@ + + + + + + + + Billbord a Sprite around global Y axis + + + + + + Add a Team component to this Entity or Parent to make it visible only for that team + + + + + \ No newline at end of file diff --git a/resources/Schema/Components/Weapon.xml b/resources/Schema/Components/Weapon.xml deleted file mode 100644 index 38c6fce9..00000000 --- a/resources/Schema/Components/Weapon.xml +++ /dev/null @@ -1,3 +0,0 @@ - - - \ No newline at end of file diff --git a/resources/Schema/Components/Weapon.xsd b/resources/Schema/Components/Weapon.xsd deleted file mode 100644 index 8bddd8a9..00000000 --- a/resources/Schema/Components/Weapon.xsd +++ /dev/null @@ -1,17 +0,0 @@ - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/resources/Schema/Components/WeaponAttachment.xml b/resources/Schema/Components/WeaponAttachment.xml new file mode 100644 index 00000000..8867b2b7 --- /dev/null +++ b/resources/Schema/Components/WeaponAttachment.xml @@ -0,0 +1,5 @@ + + + + + \ No newline at end of file diff --git a/resources/Schema/Components/WeaponAttachment.xsd b/resources/Schema/Components/WeaponAttachment.xsd new file mode 100644 index 00000000..3b1291ae --- /dev/null +++ b/resources/Schema/Components/WeaponAttachment.xsd @@ -0,0 +1,28 @@ + + + + + + + + + + + + + + + + + + Combine with a spawner to define a weapon attachment point + + + + The weapon component type this attachment refers to + + + + + + \ No newline at end of file diff --git a/resources/Schema/Entities/AmmoPickup.xml b/resources/Schema/Entities/AmmoPickup.xml index 1d1435f7..bebde467 100644 --- a/resources/Schema/Entities/AmmoPickup.xml +++ b/resources/Schema/Entities/AmmoPickup.xml @@ -2,18 +2,18 @@ - Models/Props/PickUps/AmmoPickUp.mesh - 0.1 - + 8 + - - + + + diff --git a/resources/Schema/Entities/AssaultWeaponView.xml b/resources/Schema/Entities/AssaultWeaponView.xml new file mode 100755 index 00000000..4b985fbb --- /dev/null +++ b/resources/Schema/Entities/AssaultWeaponView.xml @@ -0,0 +1,99 @@ + + + + + + R_Arm_Weapon_Joint + + + Models/Weapons/Blue/AssaultWeaponBlue.mesh + + + + + + + + + + + + Schema/Entities/RayBlue.xml + + + + + + + + + + + Schema/Entities/ReloadEffectView.xml + + + + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + + + + + + + + + + + + + + + + + + 32 + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + 360 + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + diff --git a/resources/Schema/Entities/AssaultWeaponWorld.xml b/resources/Schema/Entities/AssaultWeaponWorld.xml new file mode 100755 index 00000000..6fcb97b3 --- /dev/null +++ b/resources/Schema/Entities/AssaultWeaponWorld.xml @@ -0,0 +1,40 @@ + + + + + + R_Arm_Weapon_Joint + + + Models/Weapons/Blue/AssaultWeaponBlue.mesh + + + + + + + + + + + + Schema/Entities/RayBlue.xml + + + + + + + + + + + Schema/Entities/ReloadEffectWorld.xml + + + + + + + + diff --git a/resources/Schema/Entities/Button.xml b/resources/Schema/Entities/Button.xml new file mode 100644 index 00000000..21f64334 --- /dev/null +++ b/resources/Schema/Entities/Button.xml @@ -0,0 +1,32 @@ + + + + + + + Textures/Core/White.png + + + + + + + + + + + + Play + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + diff --git a/resources/Schema/Entities/DefenderShield.xml b/resources/Schema/Entities/DefenderShield.xml new file mode 100755 index 00000000..da760e72 --- /dev/null +++ b/resources/Schema/Entities/DefenderShield.xml @@ -0,0 +1,40 @@ + + + + + + + + + + + + Models/Core/UnitPlane.mesh + + + + + + + + + + + + + + Models/Core/UnitHexagon.mesh + + true + + + + + + + + + + + + diff --git a/resources/Schema/Entities/DefenderWeaponView.xml b/resources/Schema/Entities/DefenderWeaponView.xml new file mode 100755 index 00000000..f6b6e89d --- /dev/null +++ b/resources/Schema/Entities/DefenderWeaponView.xml @@ -0,0 +1,99 @@ + + + + + + R_Arm_Weapon_Joint + + + + Models/Weapons/Blue/DefenderGunBlue.mesh + + + + + + + + + + + Schema/Entities/RayBlue.xml + + + + + + + + + + + Schema/Entities/ReloadEffectView.xml + + + + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + + + + + + + + + + + + + + + + + + 32 + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + 360 + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + diff --git a/resources/Schema/Entities/DefenderWeaponViewRed.xml b/resources/Schema/Entities/DefenderWeaponViewRed.xml new file mode 100755 index 00000000..b5b1c322 --- /dev/null +++ b/resources/Schema/Entities/DefenderWeaponViewRed.xml @@ -0,0 +1,99 @@ + + + + + + R_Arm_Weapon_Joint + + + + Models/Weapons/Red/DefenderGunRed.mesh + + + + + + + + + + + Schema/Entities/RayRed.xml + + + + + + + + + + + Schema/Entities/ReloadEffectView.xml + + + + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + + + + + + + + + + + + + + + + + + 32 + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + 360 + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + diff --git a/resources/Schema/Entities/DefenderWeaponWorld.xml b/resources/Schema/Entities/DefenderWeaponWorld.xml new file mode 100755 index 00000000..826301b4 --- /dev/null +++ b/resources/Schema/Entities/DefenderWeaponWorld.xml @@ -0,0 +1,41 @@ + + + + + + R_Arm_Weapon_Joint + + + + Models/Weapons/Blue/DefenderGunBlue.mesh + + + + + + + + + + + + Schema/Entities/RayBlue.xml + + + + + + + + + + + Schema/Entities/ReloadEffectWorld.xml + + + + + + + + diff --git a/resources/Schema/Entities/DefenderWeaponWorldRed.xml b/resources/Schema/Entities/DefenderWeaponWorldRed.xml new file mode 100755 index 00000000..7f697304 --- /dev/null +++ b/resources/Schema/Entities/DefenderWeaponWorldRed.xml @@ -0,0 +1,41 @@ + + + + + + R_Arm_Weapon_Joint + + + + Models/Weapons/Red/DefenderGunRed.mesh + + + + + + + + + + + + Schema/Entities/RayRed.xml + + + + + + + + + + + Schema/Entities/ReloadEffectWorld.xml + + + + + + + + diff --git a/resources/Schema/Entities/GameMap.xml b/resources/Schema/Entities/GameMap.xml index 84a1e363..c3a16361 100644 --- a/resources/Schema/Entities/GameMap.xml +++ b/resources/Schema/Entities/GameMap.xml @@ -144,7 +144,7 @@ - + @@ -206,14 +206,16 @@ - + - + + + diff --git a/resources/Schema/Entities/HealthPickup.xml b/resources/Schema/Entities/HealthPickup.xml index c6fbc4f4..b4b83392 100644 --- a/resources/Schema/Entities/HealthPickup.xml +++ b/resources/Schema/Entities/HealthPickup.xml @@ -2,18 +2,18 @@ - Models/Props/PickUps/HealthPickUp.mesh - 0.1 - + 8 + - - + + + diff --git a/resources/Schema/Entities/MovementTest.xml b/resources/Schema/Entities/MovementTest.xml index 84aaa03a..41474568 100644 --- a/resources/Schema/Entities/MovementTest.xml +++ b/resources/Schema/Entities/MovementTest.xml @@ -10,7 +10,7 @@ - Schema/Entities/Player.xml + Schema/Entities/PlayerRed.xml @@ -118,257 +118,6 @@ - - - - - - - - 600 - - - - - - - - - 5 - - - - - - - - - - - - - - - - - - - - - - - Fonts/DroidSans.ttf,100 - - - - - - - - - - - - - - Models/Widgets/Camera.mesh - false - - - - - - - - - - - - - - - - - - - 1 - - - - - Models/Core/UnitHexagon.mesh - - - - - - - - - - - - - - Textures/Weapons/Crosshair/SmallThickHoleDot.png - false - - - - - - - - - - - - - - Idle - 1.9569972344146196 - 1 - - - Models/Characters/Assault/FirstPerson.mesh - true - - - - - - - - R_Arm_Weapon_Joint - - - Models/Weapons/Blue/AssaultWeaponBlue.mesh - true - - - - - - - - - - - Schema/Entities/RayBlue.xml - - - - - - - - - - - - - Schema/Entities/WeaponReloadEffect.xml - - - - - - - - - - - - - - Models/Widgets/Camera.mesh - false - - - - - - - - - - - - Idle - 1.8055945618467364 - 1 - - - AimRifle - - - - - Models/Characters/Assault/AssaultAnimations.mesh - - - - - - - - - R_Arm_Weapon_Joint - - - Models/Weapons/Blue/AssaultWeaponBlue.mesh - false - - - - - - - - - - - Schema/Entities/RayBlue.xml - - - - - - - - - - - - - - - Models/Core/UnitCube.mesh - - false - - - - - - - - - - - - Models/Core/UnitCube.mesh - - false - - - - - - - - - diff --git a/resources/Schema/Entities/Player.xml b/resources/Schema/Entities/Player.xml index be6009ba..28ace561 100644 --- a/resources/Schema/Entities/Player.xml +++ b/resources/Schema/Entities/Player.xml @@ -7,29 +7,40 @@ - 600 + + + - + + 52.867678870419283 + + 5 + - + + + - + + 0.10000000149011612 + 300 + @@ -60,6 +71,7 @@ Textures/Weapons/Crosshair/SmallThickHoleDot.png false + @@ -110,6 +122,7 @@ Textures/HealthHUD3.png + @@ -135,6 +148,7 @@ Textures/Core/UnitHexagon.png + @@ -152,6 +166,7 @@ Textures/Core/UnitHexagon_Rotated.png + @@ -167,6 +182,7 @@ Textures/Core/UnitHexagon.png + @@ -185,6 +201,7 @@ Textures/Core/UnitHexagon_Rotated.png + @@ -200,6 +217,7 @@ Textures/Core/UnitHexagon.png + @@ -217,6 +235,7 @@ Textures/Core/UnitHexagon_Rotated.png + @@ -232,6 +251,7 @@ Textures/Core/UnitHexagon.png + @@ -249,6 +269,7 @@ Textures/Core/UnitHexagon_Rotated.png + @@ -264,6 +285,7 @@ Textures/Core/UnitHexagon.png + @@ -279,6 +301,7 @@ Textures/Core/UnitHexagon_Rotated.png + @@ -304,6 +327,7 @@ + Fonts/DroidSans.ttf,64 @@ -316,6 +340,7 @@ + Fonts/DroidSans.ttf,64 @@ -330,6 +355,7 @@ + Fonts/DroidSans.ttf,64 @@ -349,111 +375,41 @@ Idle - 1.6050530664521858 + 1.9408570429715581 1 + + Models/Characters/Assault/FirstPerson.mesh - true - + - - R_Arm_Weapon_Joint - - - Models/Weapons/Blue/AssaultWeaponBlue.mesh - true - - - - - + + DefenderWeapon + + + Schema/Entities/DefenderWeaponView.xml + + - - - - - Schema/Entities/RayBlue.xml - - - - - - - - - - - Schema/Entities/ReloadEffectView.xml - - - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - - - - - - - 32 - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - 360 - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - + + + + + + AssaultWeapon + + + Schema/Entities/AssaultWeaponView.xml + + + + @@ -461,7 +417,10 @@ - + + 0.10000000149011612 + 300 + Models/Widgets/Camera.mesh false @@ -477,13 +436,16 @@ Idle - 1.620305457513453 + 1.5631122524686134 1 + + AimRifle + Models/Characters/Assault/AssaultAnimations.mesh @@ -492,41 +454,35 @@ - + - - R_Arm_Weapon_Joint - - - Models/Weapons/Blue/AssaultWeaponBlue.mesh - - - - - + + DefenderWeapon + + + + + + Schema/Entities/DefenderWeaponWorld.xml + + - - - - - Schema/Entities/RayBlue.xml - - - - - - - - - - - Schema/Entities/ReloadEffectWorld.xml - - - - - - + + + + + + AssaultWeapon + + + + + + Schema/Entities/AssaultWeaponWorld.xml + + + + @@ -572,6 +528,37 @@ + + + + Textures/Icons/Arrow.png + false + + + + + + 50 + true + + + + + + + + + + + + Schema/Entities/DefenderShield.xml + + + + + + + diff --git a/resources/Schema/Entities/PlayerRed.xml b/resources/Schema/Entities/PlayerRed.xml index d9839e9f..c46b9d79 100644 --- a/resources/Schema/Entities/PlayerRed.xml +++ b/resources/Schema/Entities/PlayerRed.xml @@ -7,29 +7,40 @@ - 600 + + + - + + 22.22055262342397 + + 5 + - + + + - + + 0.10000000149011612 + 300 + @@ -60,6 +71,7 @@ Textures/Weapons/Crosshair/SmallThickHoleDot.png false + @@ -110,6 +122,7 @@ Textures/HealthHUD3.png + @@ -135,6 +148,7 @@ Textures/Core/UnitHexagon.png + @@ -152,6 +166,7 @@ Textures/Core/UnitHexagon_Rotated.png + @@ -167,6 +182,7 @@ Textures/Core/UnitHexagon.png + @@ -185,6 +201,7 @@ Textures/Core/UnitHexagon_Rotated.png + @@ -200,6 +217,7 @@ Textures/Core/UnitHexagon.png + @@ -217,6 +235,7 @@ Textures/Core/UnitHexagon_Rotated.png + @@ -232,6 +251,7 @@ Textures/Core/UnitHexagon.png + @@ -249,6 +269,7 @@ Textures/Core/UnitHexagon_Rotated.png + @@ -264,6 +285,7 @@ Textures/Core/UnitHexagon.png + @@ -279,6 +301,7 @@ Textures/Core/UnitHexagon_Rotated.png + @@ -304,6 +327,7 @@ + Fonts/DroidSans.ttf,64 @@ -316,6 +340,7 @@ + Fonts/DroidSans.ttf,64 @@ -330,6 +355,7 @@ + Fonts/DroidSans.ttf,64 @@ -349,111 +375,41 @@ Idle - 1.6050530664521858 + 1.1978087298230946 1 + + Models/Characters/Assault/FirstPerson.mesh - true - + - - R_Arm_Weapon_Joint - - - Models/Weapons/Red/AssaultWeaponRed.mesh - true - - - - - + + DefenderWeapon + + + Schema/Entities/DefenderWeaponViewRed.xml + + - - - - - Schema/Entities/RayRed.xml - - - - - - - - - - - Schema/Entities/ReloadEffectViewRed.xml - - - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - - - - - - - - - - - - - - - - - - 32 - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - 360 - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - + + + + + + AssaultWeapon + + + Schema/Entities/AssaultWeaponView.xml + + + + @@ -461,7 +417,10 @@ - + + 0.10000000149011612 + 300 + Models/Widgets/Camera.mesh false @@ -477,13 +436,16 @@ Idle - 1.620305457513453 + 0.69274608502888668 1 + + AimRifle + Models/Characters/Assault/AssaultAnimations.mesh @@ -492,41 +454,35 @@ - + - - R_Arm_Weapon_Joint - - - Models/Weapons/Red/AssaultWeaponRed.mesh - - - - - + + DefenderWeapon + + + + + + Schema/Entities/DefenderWeaponWorldRed.xml + + - - - - - Schema/Entities/RayRed.xml - - - - - - - - - - - Schema/Entities/ReloadEffectWorldRed.xml - - - - - - + + + + + + AssaultWeapon + + + + + + Schema/Entities/AssaultWeaponWorld.xml + + + + @@ -565,13 +521,44 @@ - + + + + + Textures/Icons/Arrow.png + false + + + + + + 50 + true + + + + + + + + + + + + Schema/Entities/DefenderShield.xml + + + + + + + diff --git a/resources/Schema/Entities/QualityAssurance.xml b/resources/Schema/Entities/QualityAssurance.xml index 40951468..0aa2fbe7 100644 --- a/resources/Schema/Entities/QualityAssurance.xml +++ b/resources/Schema/Entities/QualityAssurance.xml @@ -40,7 +40,7 @@ - + @@ -77,18 +77,6 @@ - - - - Sound Test - Fonts/DroidSans.ttf,64 - - - - - - - @@ -105,7 +93,7 @@ - + @@ -180,7 +168,7 @@ - + @@ -225,7 +213,7 @@ - + @@ -289,7 +277,7 @@ - + @@ -321,7 +309,7 @@ - + @@ -671,7 +659,7 @@ - + @@ -718,7 +706,7 @@ - + @@ -778,7 +766,7 @@ - + @@ -825,7 +813,7 @@ - + @@ -871,7 +859,7 @@ - + @@ -918,7 +906,7 @@ - + @@ -965,7 +953,7 @@ - + @@ -1027,7 +1015,7 @@ Models/Core/UnitCube.mesh - + true @@ -1077,7 +1065,7 @@ Models/Core/UnitCube.mesh - + true @@ -1167,7 +1155,7 @@ Models/Core/UnitCube.mesh - + true @@ -1217,7 +1205,7 @@ Models/Core/UnitCube.mesh - + true @@ -1379,7 +1367,7 @@ - + @@ -1388,7 +1376,7 @@ true - 0.75205058136495551 + 0.8256214817261025 3.7999999523162842 true @@ -1435,7 +1423,7 @@ - + @@ -1444,7 +1432,7 @@ - 1.2019563319790627 + 1.8641349174045843 Models/Characters/Assault/AssaultTPose.mesh @@ -1487,7 +1475,7 @@ - + @@ -1498,7 +1486,7 @@ true - 0.68540211563899389 + 1.8641349174045843 true @@ -1543,7 +1531,7 @@ - + @@ -1553,7 +1541,7 @@ true - 0.95150063648635763 + 1.2301962937648341 10 3 @@ -1601,7 +1589,7 @@ - + @@ -1611,7 +1599,7 @@ true - 1.3515288978624223 + 3.4214855659573402 true 5 true @@ -1678,10 +1666,10 @@ + Models/Core/UnitCube.mesh - @@ -1792,7 +1780,7 @@ true - 1.3682019578975679 + 0.8256214817261025 3.7999999523162842 true @@ -1836,12 +1824,12 @@ + Models/AssaultAnimated.mesh - @@ -2095,7 +2083,7 @@ Textures/Core/UnitHexagon.png - + @@ -2107,7 +2095,7 @@ 1 - + Textures/Core/UnitHexagon_Rotated.png @@ -2145,6 +2133,355 @@ + + + + + + + + + + + + Models/Widgets/Camera.mesh + false + + + + + + + + + + + + + + + + + + + + + Textures/Core/ErrorTexture.png + + + + + + + + + + + Textures/Core/White.png + + + + + + + + + + + Play + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Core/White.png + + + + + + + + + + + Host + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Core/White.png + + + + + + + + + + + Connect + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Core/White.png + + + + + + + + + + + Settings + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Core/White.png + + + + + + + + + + + Quit + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + + + + 1 + + + + + + + + + + Textures/Core/ErrorTexture.png + + + + + + + + + + + Textures/Core/White.png + + + + + + + + + + + 1920x1080 + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Core/White.png + + + + + + + + + + + 1280x720 + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Core/White.png + + + + + + + + + + + 854x480 + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Core/White.png + + + + + + + + + + + FullScreen + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + + + + + + Menu test area + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + Sound Test + Fonts/DroidSans.ttf,64 + + + + + + + diff --git a/resources/Schema/Entities/TestMenu.xml b/resources/Schema/Entities/TestMenu.xml new file mode 100644 index 00000000..73678601 --- /dev/null +++ b/resources/Schema/Entities/TestMenu.xml @@ -0,0 +1,299 @@ + + + + + + + + + + + + + + + Models/Widgets/Camera.mesh + + + + + + + + + + + + + + + + + + + + + Textures/Core/ErrorTexture.png + + + + + + + + + + + Textures/Core/White.png + + + + + + + + + + + Play + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Core/White.png + + + + + + + + + + + Host + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Core/White.png + + + + + + + + + + + Connect + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Core/White.png + + + + + + + + + + + Settings + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Core/White.png + + + + + + + + + + + Quit + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + + + + 1 + + + + + + + + + + Textures/Core/ErrorTexture.png + + + + + + + + + + + Textures/Core/White.png + + + + + + + + + + + Resolution + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Core/White.png + + + + + + + + + + + Option2 + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Core/White.png + + + + + + + + + + + Butts + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + + + + + diff --git a/resources/Schema/Types/Entity.xsd b/resources/Schema/Types/Entity.xsd index 9ea264d1..0965ef89 100644 --- a/resources/Schema/Types/Entity.xsd +++ b/resources/Schema/Types/Entity.xsd @@ -47,6 +47,11 @@ + + + + + diff --git a/resources/Schema/Types/WeaponSlotEnum.xsd b/resources/Schema/Types/WeaponSlotEnum.xsd new file mode 100644 index 00000000..6713ca9d --- /dev/null +++ b/resources/Schema/Types/WeaponSlotEnum.xsd @@ -0,0 +1,16 @@ + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/resources/Shaders/DrawColorCorrection.frag.glsl b/resources/Shaders/DrawColorCorrection.frag.glsl index 76db3e82..d8273547 100644 --- a/resources/Shaders/DrawColorCorrection.frag.glsl +++ b/resources/Shaders/DrawColorCorrection.frag.glsl @@ -2,8 +2,6 @@ layout (binding = 0) uniform sampler2D SceneTexture; layout (binding = 1) uniform sampler2D BloomTexture; -layout (binding = 2) uniform sampler2D SceneTextureLowRes; -layout (binding = 3) uniform sampler2D BloomTextureLowRes; uniform float Exposure; uniform float Gamma; @@ -17,23 +15,15 @@ void main() { vec4 hdrColor = texture(SceneTexture, Input.TextureCoordinate); vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate); - vec4 hdrColorLowRes = texture(SceneTextureLowRes, Input.TextureCoordinate); - vec4 bloomColorLowRes = texture(BloomTextureLowRes, Input.TextureCoordinate); - hdrColor += bloomColor; - hdrColorLowRes; - float hdrColorsum = hdrColorLowRes.r + hdrColorLowRes.g + hdrColorLowRes.b; + //hdrColor = hdrColor * SSAO; + hdrColor += bloomColor; + //Toon mapping thingy - vec3 result; - if(hdrColorsum > 0.0) { - result = vec3(1.0) - exp(-hdrColorLowRes.rgb * Exposure); - } else { - result = vec3(1.0) - exp(-hdrColor.rgb * Exposure); - } + vec3 result = vec3(1.0) - exp(-hdrColor.rgb * Exposure); //gamme correction result = pow(result, vec3(1.0 / Gamma)); - fragmentColor = vec4(result, 1.0); //fragmentColor = hdrColor; //fragmentColor = bloomColor; diff --git a/resources/Shaders/ForwardPlus.frag.glsl b/resources/Shaders/ForwardPlus.frag.glsl index 471ee20b..aa45d118 100644 --- a/resources/Shaders/ForwardPlus.frag.glsl +++ b/resources/Shaders/ForwardPlus.frag.glsl @@ -1,5 +1,7 @@ #version 430 +#define MIN_AMBIENT_LIGHT 0.3 + uniform mat4 M; uniform mat4 V; uniform mat4 P; @@ -9,15 +11,20 @@ uniform vec2 ScreenDimensions; uniform vec4 FillColor; uniform vec4 AmbientColor; uniform float FillPercentage; +uniform float GlowIntensity = 10; +uniform vec3 CameraPosition; +uniform int SSAOQuality; uniform vec2 DiffuseUVRepeat; uniform vec2 NormalUVRepeat; uniform vec2 SpecularUVRepeat; uniform vec2 GlowUVRepeat; -layout (binding = 0) uniform sampler2D DiffuseTexture; -layout (binding = 1) uniform sampler2D NormalMapTexture; -layout (binding = 2) uniform sampler2D SpecularMapTexture; -layout (binding = 3) uniform sampler2D GlowMapTexture; +layout (binding = 0) uniform sampler2D AOTexture; +layout (binding = 1) uniform sampler2D DiffuseTexture; +layout (binding = 2) uniform sampler2D NormalMapTexture; +layout (binding = 3) uniform sampler2D SpecularMapTexture; +layout (binding = 4) uniform sampler2D GlowMapTexture; +layout (binding = 5) uniform samplerCube CubeMap; #define TILE_SIZE 16 @@ -72,7 +79,7 @@ struct LightResult { }; float CalcAttenuation(float radius, float dist, float falloff) { - return 1.0 - smoothstep(radius * 0.3, radius, dist); + return 1.0 - smoothstep(radius * falloff, radius, dist); } vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) { @@ -119,6 +126,8 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu void main() { + float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r; + ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT); vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat); vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat); vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat); @@ -126,14 +135,18 @@ void main() vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture); normal = normalize(normal); //vec4 normal = normalize(V * vec4(Input.Normal, 0.0)); - vec4 viewVec = normalize(-position); + vec4 viewVec = normalize(-position); + vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition); + vec3 R = reflect(-I, Input.Normal); + //R = vec3(P * vec4(R, 1.0)); + vec4 reflectionColor = texture(CubeMap, R); vec2 tilePos; tilePos.x = int(gl_FragCoord.x/TILE_SIZE); tilePos.y = int(gl_FragCoord.y/TILE_SIZE); LightResult totalLighting; - totalLighting.Diffuse = vec4(AmbientColor.rgb, 1.0); + totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0); int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE))); int start = int(LightGrids.Data[currentTile].Start); @@ -151,12 +164,15 @@ void main() } else if (light.Type == 2) { //Directional light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal); } - totalLighting.Diffuse += light_result.Diffuse; - totalLighting.Specular += light_result.Specular; + totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a); + totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a); } vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed); color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)); + float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0; + vec4 reflectionTotal = reflectionColor * (1-specularTexel.a) * color_result.a; + color_result = color_result * clamp(1/specularTexel.a, 0, 1) + reflectionTotal; //vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color; @@ -166,9 +182,10 @@ void main() color_result += FillColor; } sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1)); - color_result += glowTexel*3; + //sceneColor = vec4(reflectionColor.xyz, 1); + color_result.xyz += glowTexel.xyz*GlowIntensity; - bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0); + bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1)); //Tiled Debug Code /* diff --git a/resources/Shaders/ForwardPlus.vert.glsl b/resources/Shaders/ForwardPlus.vert.glsl index d475d825..26686222 100644 --- a/resources/Shaders/ForwardPlus.vert.glsl +++ b/resources/Shaders/ForwardPlus.vert.glsl @@ -23,12 +23,12 @@ out VertexData{ void main() { gl_Position = P*V*M * vec4(Position, 1.0); - + mat4 TIM = transpose(inverse(M)); Output.Position = Position; Output.TextureCoordinate = TextureCoords; - Output.Normal = vec3(M * vec4(Normal, 0.0)); - Output.Tangent = vec3(M * vec4(Tangent, 0.0)); - Output.BiTangent = vec3(M * vec4(BiTangent, 0.0)); + Output.Normal = vec3(TIM * vec4(Normal, 0.0)); + Output.Tangent = vec3(TIM * vec4(Tangent, 0.0)); + Output.BiTangent = vec3(TIM * vec4(BiTangent, 0.0)); Output.ExplosionColor = vec4(1.0); Output.ExplosionPercentageElapsed = 0.0; } \ No newline at end of file diff --git a/resources/Shaders/ForwardPlusShieldCheck.frag.glsl b/resources/Shaders/ForwardPlusShieldCheck.frag.glsl new file mode 100644 index 00000000..35db495b --- /dev/null +++ b/resources/Shaders/ForwardPlusShieldCheck.frag.glsl @@ -0,0 +1,207 @@ +#version 430 + +#define MIN_AMBIENT_LIGHT 0.3 + +uniform mat4 M; +uniform mat4 V; +uniform mat4 P; +uniform vec4 Color; +uniform vec4 DiffuseColor; +uniform vec2 ScreenDimensions; +uniform vec4 FillColor; +uniform vec4 AmbientColor; +uniform float FillPercentage; +uniform float GlowIntensity = 10; +uniform vec3 CameraPosition; +uniform int SSAOQuality; + +uniform vec2 DiffuseUVRepeat; +uniform vec2 NormalUVRepeat; +uniform vec2 SpecularUVRepeat; +uniform vec2 GlowUVRepeat; +layout (binding = 0) uniform sampler2D AOTexture; +layout (binding = 1) uniform sampler2D DiffuseTexture; +layout (binding = 2) uniform sampler2D NormalMapTexture; +layout (binding = 3) uniform sampler2D SpecularMapTexture; +layout (binding = 4) uniform sampler2D GlowMapTexture; +layout (binding = 5) uniform samplerCube CubeMap; +layout (binding = 31) uniform sampler2D ShieldBuffer; + +#define TILE_SIZE 16 + +struct LightSource { + vec4 Position; + vec4 Direction; + vec4 Color; + float Radius; + float Intensity; + float Falloff; + int Type; +}; + +layout (std430, binding = 1) buffer LightBuffer +{ + LightSource List[]; +} LightSources; + +struct LightGrid { + float Start; + float Amount; + vec2 Padding; +}; + +layout (std430, binding = 2) buffer LightGridBuffer +{ + LightGrid Data[]; +} LightGrids; + +layout (std430, binding = 4) buffer LightIndexBuffer +{ + float LightIndex[]; +}; + + +in VertexData{ + vec3 Position; + vec3 Normal; + vec3 Tangent; + vec3 BiTangent; + vec2 TextureCoordinate; + vec4 ExplosionColor; + float ExplosionPercentageElapsed; +}Input; + +out vec4 sceneColor; +out vec4 bloomColor; + +struct LightResult { + vec4 Diffuse; + vec4 Specular; +}; + +float CalcAttenuation(float radius, float dist, float falloff) { + return 1.0 - smoothstep(radius * falloff, radius, dist); +} + +vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) { + vec4 R = normalize( reflect(-lightVec, normal)); + float RdotV = max( dot(R, viewVec), 0.0); + return lightColor * pow(RdotV, 90.0); +} + +vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) { + float power = max( dot(normal, lightVec), 0.0); + return lightColor * power; +} + +LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff) +{ + vec4 L = lightPos - position; + float dist = length(L); + L = normalize(L); + + float attenuation = CalcAttenuation(lightRadius, dist, falloff); + + LightResult result; + result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity; + result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity; + return result; +} + +LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal) +{ + vec4 L = normalize( -vec4(direction.xyz, 0) ); + + LightResult result; + result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity; + result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity; + return result; +} + +vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap) +{ + mat3 TBN = mat3(tangent, bitangent, normal); + vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0); + return vec4(TBN * normalize(NormalMap), 0.0); +} + +void main() +{ + float shieldDepthValue = texelFetch(ShieldBuffer, ivec2(gl_FragCoord.xy), 0).r; + + if(shieldDepthValue < gl_FragCoord.z){ + discard; + } + + float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r; + ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT); + vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat); + vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat); + vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat); + vec4 position = V * M * vec4(Input.Position, 1.0); + vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture); + normal = normalize(normal); + //vec4 normal = normalize(V * vec4(Input.Normal, 0.0)); + vec4 viewVec = normalize(-position); + vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition); + vec3 R = reflect(-I, Input.Normal); + //R = vec3(P * vec4(R, 1.0)); + vec4 reflectionColor = texture(CubeMap, R); + + vec2 tilePos; + tilePos.x = int(gl_FragCoord.x/TILE_SIZE); + tilePos.y = int(gl_FragCoord.y/TILE_SIZE); + + LightResult totalLighting; + totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0); + int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE))); + + int start = int(LightGrids.Data[currentTile].Start); + int amount = int(LightGrids.Data[currentTile].Amount); + + for(int i = start; i < start + amount; i++) { + + int l = int(LightIndex[i]); + LightSource light = LightSources.List[l]; + + LightResult light_result; + //These if statements should be removed. + if(light.Type == 1) { // point + light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff); + } else if (light.Type == 2) { //Directional + light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal); + } + totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a); + totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a); + } + + vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed); + color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)); + float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0; + vec4 reflectionTotal = reflectionColor * (1-specularTexel.a) * color_result.a; + color_result = color_result * clamp(1/specularTexel.a, 0, 1) + reflectionTotal; + //vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color; + + + float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0; + + if(pos <= FillPercentage) { + color_result += FillColor; + } + sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1)); + //sceneColor = vec4(reflectionColor.xyz, 1); + color_result.xyz += glowTexel.xyz*GlowIntensity; + + bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1)); + + //Tiled Debug Code + /* + if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) { + sceneColor += vec4(0.5, 0, 0, 0); + } else { + sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1); + } + */ +} + + diff --git a/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl b/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl index e862d926..c67a9c99 100644 --- a/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl +++ b/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl @@ -1,5 +1,7 @@ #version 430 +#define MIN_AMBIENT_LIGHT 0.3 + uniform mat4 M; uniform mat4 V; uniform mat4 P; @@ -9,6 +11,7 @@ uniform vec4 DiffuseColor; uniform vec4 FillColor; uniform vec4 Color; uniform vec4 AmbientColor; +uniform int SSAOQuality; //Get bineded at the same time as the textures uniform vec2 DiffuseUVRepeat1; @@ -23,19 +26,20 @@ uniform vec2 SpecularUVRepeat3; uniform vec2 GlowUVRepeat1; uniform vec2 GlowUVRepeat2; uniform vec2 GlowUVRepeat3; -layout (binding = 0) uniform sampler2D SplatMapTexture; -layout (binding = 1) uniform sampler2D DiffuseTexture1; -layout (binding = 2) uniform sampler2D DiffuseTexture2; -layout (binding = 3) uniform sampler2D DiffuseTexture3; -layout (binding = 4) uniform sampler2D NormalMapTexture1; -layout (binding = 5) uniform sampler2D NormalMapTexture2; -layout (binding = 6) uniform sampler2D NormalMapTexture3; -layout (binding = 7) uniform sampler2D SpecularMapTexture1; -layout (binding = 8) uniform sampler2D SpecularMapTexture2; -layout (binding = 9) uniform sampler2D SpecularMapTexture3; -layout (binding = 10) uniform sampler2D GlowMapTexture1; -layout (binding = 11) uniform sampler2D GlowMapTexture2; -layout (binding = 12) uniform sampler2D GlowMapTexture3; +layout (binding = 0) uniform sampler2D AOTexture; +layout (binding = 1) uniform sampler2D SplatMapTexture; +layout (binding = 2) uniform sampler2D DiffuseTexture1; +layout (binding = 3) uniform sampler2D DiffuseTexture2; +layout (binding = 4) uniform sampler2D DiffuseTexture3; +layout (binding = 5) uniform sampler2D NormalMapTexture1; +layout (binding = 6) uniform sampler2D NormalMapTexture2; +layout (binding = 7) uniform sampler2D NormalMapTexture3; +layout (binding = 8) uniform sampler2D SpecularMapTexture1; +layout (binding = 9) uniform sampler2D SpecularMapTexture2; +layout (binding = 10) uniform sampler2D SpecularMapTexture3; +layout (binding = 11) uniform sampler2D GlowMapTexture1; +layout (binding = 12) uniform sampler2D GlowMapTexture2; +layout (binding = 13) uniform sampler2D GlowMapTexture3; #define TILE_SIZE 16 @@ -174,6 +178,9 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, void main() { + float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r; + ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT); + vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate); vec4 diffuseTexel = CalcBlendedTexel(splatTexel, DiffuseTexture1, DiffuseTexture2, DiffuseTexture3, @@ -195,7 +202,7 @@ void main() tilePos.y = int(gl_FragCoord.y/TILE_SIZE); LightResult totalLighting; - totalLighting.Diffuse = vec4(AmbientColor.rgb, 1.0); + totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0); int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE))); int start = int(LightGrids.Data[currentTile].Start); @@ -213,8 +220,8 @@ void main() } else if (light.Type == 2) { //Directional light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal); } - totalLighting.Diffuse += light_result.Diffuse; - totalLighting.Specular += light_result.Specular; + totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a); + totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a); } vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed); diff --git a/resources/Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl b/resources/Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl new file mode 100644 index 00000000..fa3af6ac --- /dev/null +++ b/resources/Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl @@ -0,0 +1,254 @@ +#version 430 + +#define MIN_AMBIENT_LIGHT 0.3 + +uniform mat4 M; +uniform mat4 V; +uniform mat4 P; +uniform vec2 ScreenDimensions; +uniform float FillPercentage; +uniform vec4 DiffuseColor; +uniform vec4 FillColor; +uniform vec4 Color; +uniform vec4 AmbientColor; +uniform int SSAOQuality; + +//Get bineded at the same time as the textures +uniform vec2 DiffuseUVRepeat1; +uniform vec2 DiffuseUVRepeat2; +uniform vec2 DiffuseUVRepeat3; +uniform vec2 NormalUVRepeat1; +uniform vec2 NormalUVRepeat2; +uniform vec2 NormalUVRepeat3; +uniform vec2 SpecularUVRepeat1; +uniform vec2 SpecularUVRepeat2; +uniform vec2 SpecularUVRepeat3; +uniform vec2 GlowUVRepeat1; +uniform vec2 GlowUVRepeat2; +uniform vec2 GlowUVRepeat3; +layout (binding = 0) uniform sampler2D AOTexture; +layout (binding = 1) uniform sampler2D SplatMapTexture; +layout (binding = 2) uniform sampler2D DiffuseTexture1; +layout (binding = 3) uniform sampler2D DiffuseTexture2; +layout (binding = 4) uniform sampler2D DiffuseTexture3; +layout (binding = 5) uniform sampler2D NormalMapTexture1; +layout (binding = 6) uniform sampler2D NormalMapTexture2; +layout (binding = 7) uniform sampler2D NormalMapTexture3; +layout (binding = 8) uniform sampler2D SpecularMapTexture1; +layout (binding = 9) uniform sampler2D SpecularMapTexture2; +layout (binding = 10) uniform sampler2D SpecularMapTexture3; +layout (binding = 11) uniform sampler2D GlowMapTexture1; +layout (binding = 12) uniform sampler2D GlowMapTexture2; +layout (binding = 13) uniform sampler2D GlowMapTexture3; +layout (binding = 13) uniform sampler2D GlowMapTexture3; +layout (binding = 31) uniform samplerCube ShieldBuffer; + +#define TILE_SIZE 16 + +struct LightSource { + vec4 Position; + vec4 Direction; + vec4 Color; + float Radius; + float Intensity; + float Falloff; + int Type; +}; + +layout (std430, binding = 1) buffer LightBuffer +{ + LightSource List[]; +} LightSources; + +struct LightGrid { + float Start; + float Amount; + vec2 Padding; +}; + +layout (std430, binding = 2) buffer LightGridBuffer +{ + LightGrid Data[]; +} LightGrids; + +layout (std430, binding = 4) buffer LightIndexBuffer +{ + float LightIndex[]; +}; + + +in VertexData{ + vec3 Position; + vec3 Normal; + vec3 Tangent; + vec3 BiTangent; + vec2 TextureCoordinate; + vec4 ExplosionColor; + float ExplosionPercentageElapsed; +}Input; + +out vec4 sceneColor; +out vec4 bloomColor; + +struct LightResult { + vec4 Diffuse; + vec4 Specular; +}; + +float CalcAttenuation(float radius, float dist, float falloff) { + return 1.0 - smoothstep(radius * 0.3, radius, dist); +} + +vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) { + vec4 R = normalize( reflect(-lightVec, normal)); + float RdotV = max( dot(R, viewVec), 0.0); + return lightColor * pow(RdotV, 90.0); +} + +vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) { + float power = max( dot(normal, lightVec), 0.0); + return lightColor * power; +} + +LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff) +{ + vec4 L = lightPos - position; + float dist = length(L); + L = normalize(L); + + float attenuation = CalcAttenuation(lightRadius, dist, falloff); + + LightResult result; + result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity; + result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity; + return result; +} + +LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal) +{ + vec4 L = normalize( -vec4(direction.xyz, 0) ); + + LightResult result; + result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity; + result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity; + return result; +} + +vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap) +{ + mat3 TBN = mat3(tangent, bitangent, normal); + vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0); + return vec4(TBN * normalize(NormalMap), 0.0); +} + +vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, + vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues){ + vec4 R_Channel = texture2D(R, Input.TextureCoordinate * R_TileValues); + vec4 G_Channel = texture2D(G, Input.TextureCoordinate * G_TileValues); + vec4 B_Channel = texture2D(B, Input.TextureCoordinate * B_TileValues); + + float total = blendValue.r + blendValue.g + blendValue.b; + float totalDiv = 1.0f / total; + blendValue.r = blendValue.r * totalDiv; + blendValue.g = blendValue.g * totalDiv; + blendValue.b = blendValue.b * totalDiv; + + return blendValue.r * R_Channel + + blendValue.g * G_Channel + + blendValue.b * B_Channel; +} + +vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, + vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues){ + mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal); + vec3 R_Channel = texture(R, Input.TextureCoordinate * R_TileValues).xyz * 2.0 - vec3(1.0); + vec3 G_Channel = texture(G, Input.TextureCoordinate * G_TileValues).xyz * 2.0 - vec3(1.0); + vec3 B_Channel = texture(B, Input.TextureCoordinate * B_TileValues).xyz * 2.0 - vec3(1.0); + + float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a; + float totalDiv = 1 / total; + blendValue.r = blendValue.r * totalDiv; + blendValue.g = blendValue.g * totalDiv; + blendValue.b = blendValue.b * totalDiv; + + vec3 Normal_result = blendValue.r * R_Channel + + blendValue.g * G_Channel + + blendValue.b * B_Channel; + + return vec4(TBN * normalize(Normal_result), 0.0); +} + +void main() +{ + float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r; + ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT); + + vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate); + + vec4 diffuseTexel = CalcBlendedTexel(splatTexel, DiffuseTexture1, DiffuseTexture2, DiffuseTexture3, + DiffuseUVRepeat1, DiffuseUVRepeat2, DiffuseUVRepeat3); + vec4 glowTexel = CalcBlendedTexel(splatTexel, GlowMapTexture1, GlowMapTexture2, GlowMapTexture3, + GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3); + vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3, + SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3); + vec4 position = V * M * vec4(Input.Position, 1.0); + //vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture); + vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3, + NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3); + normal = normalize(normal); + //vec4 normal = normalize(V * vec4(Input.Normal, 0.0)); + vec4 viewVec = normalize(-position); + + vec2 tilePos; + tilePos.x = int(gl_FragCoord.x/TILE_SIZE); + tilePos.y = int(gl_FragCoord.y/TILE_SIZE); + + LightResult totalLighting; + totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0); + int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE))); + + int start = int(LightGrids.Data[currentTile].Start); + int amount = int(LightGrids.Data[currentTile].Amount); + + for(int i = start; i < start + amount; i++) { + + int l = int(LightIndex[i]); + LightSource light = LightSources.List[l]; + + LightResult light_result; + //These if statements should be removed. + if(light.Type == 1) { // point + light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff); + } else if (light.Type == 2) { //Directional + light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal); + } + totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a); + totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a); + } + + vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed); + color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)); + //vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color; + + + float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0; + + if(pos <= FillPercentage) { + color_result += FillColor; + } + sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1)); + color_result += glowTexel*3; + + bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0); + + //Tiled Debug Code + /* + if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) { + sceneColor += vec4(0.5, 0, 0, 0); + } else { + sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1); + } + */ +} + + diff --git a/resources/Shaders/SSAO.frag.glsl b/resources/Shaders/SSAO.frag.glsl new file mode 100644 index 00000000..749881c4 --- /dev/null +++ b/resources/Shaders/SSAO.frag.glsl @@ -0,0 +1,109 @@ +#version 430 + +//Number of samples per pixel +uniform int uNumOfSamples; +//#define uNumOfSamples (11) + +//Number of turns around the cirle +uniform int uNumOfTurns; +//#define uNumOfTurns (7) + +layout (binding = 0) uniform sampler2D ViewSpaceZ; + +uniform vec4 uProjInfo; + +uniform float uProjScale; +//#define ProjScale 500 + +uniform float uRadius; +//#define uRadius 1.0f + +uniform float uBias; +//#define uBias 0.05f + +uniform float uContrast; +//#define uContrast 1.5f + +uniform float uIntensityScale; +//#define uIntensityScale 1.0f + +out float AO; + +vec3 getVSPosition(ivec2 ScreenSpaceCoord) { + float z = texelFetch(ViewSpaceZ, ScreenSpaceCoord, 0).r; + //Get the xy view space coordinates and add the z value from ViewSpaceZ buffer. + return vec3((uProjInfo[0] + (ScreenSpaceCoord.x * uProjInfo[1])) * z, (uProjInfo[2] + (ScreenSpaceCoord.y * uProjInfo[3])) * z, z); +} + +vec3 getVSFaceNormal(vec3 ViewSpacePosition) { + // Get tangets vector for the plane and ViewSpacePositin... don't ask how this functions works. It's pure magic. + // They do this and it just works... I would guess that they approximate the function of a plane from pixels close to the pixel were on now. + return normalize(cross(dFdx(ViewSpacePosition), dFdy(ViewSpacePosition))); +} + + +vec3 getSampleViewSpacePos(ivec2 ScreenSpaceCoord, int SampleIndex, float RotationAngle, float ScreenSpaceSampleRadius){ + // Pure Magic... + float alpha = float(SampleIndex) * (1.0 / uNumOfSamples); + + // Angle to where to sample + float angle = alpha * (uNumOfTurns * 6.28) + RotationAngle; + + //Lenght to were to sample + ScreenSpaceSampleRadius = ScreenSpaceSampleRadius * alpha; + + vec2 screenSpaceSampleOffsetVecor = vec2(cos(angle), sin(angle)); + + // Get texel coordinate on where to sample by going screenSpaceSampleOffsetVecor direction in ScreenSpaceSampleRadius units from ScreenSpaceCoord (the point being shaded); + ivec2 screenSpaceSampleTexel = ivec2(ScreenSpaceSampleRadius * screenSpaceSampleOffsetVecor) + ScreenSpaceCoord; + + return getVSPosition(screenSpaceSampleTexel); +} + + + +float sampleAO(ivec2 ScreenSpaceCoord, vec3 Origin, vec3 OriginNormal, float ScreenSpaceSampleRadius, int SampleIndex, float RotationAngle, float Radius) { + float radius2 = Radius * Radius; + vec3 sampleViewSpacePosition = getSampleViewSpacePos(ScreenSpaceCoord, SampleIndex, RotationAngle, ScreenSpaceSampleRadius); + + vec3 sampleVector = Origin - sampleViewSpacePosition; + + // vv = sampleVectorLenght ^ 2 + float vv = dot(sampleVector, sampleVector); + // vn = angle between sampleVector and Normal + float vn = dot(sampleVector, OriginNormal); + + const float epsilon = 0.0001f; + + // vv < radius2 if the vector is shorter then the radius; + // vn - bias, offset the angle to reduse self occlusion. + // epsilon is here to make divison by 0 impossible. + return float(vv < radius2) * max((vn - uBias) / (epsilon + vv), 0.0); + //float f = max(radius2 - vv, 0.0); + //return f * f * f * max((vn - uBias) / (epsilon + vv), 0.0); +} + + +void main() { + ivec2 originScreenCoord = ivec2(gl_FragCoord.xy); + + vec3 origin = getVSPosition(originScreenCoord); + + float radius = min(origin.z, uRadius); + + vec3 originNormal = getVSFaceNormal(origin); + + float screenSpaceSampleRadius = -uProjScale * radius / origin.z; + + float rotationAngleOffset = 30 * originScreenCoord.x ^ originScreenCoord.y + 10 * originScreenCoord.x * originScreenCoord.y; + + float sum = 0.0; + for (int i = 0; i < uNumOfSamples; i++) { + sum += sampleAO(originScreenCoord, origin, originNormal, screenSpaceSampleRadius, i, rotationAngleOffset, radius); + } + + //float A = max(0.0, 1.0 - sum * (2.0f / uNumOfSamples)); + float A = 1.0 - sum * (2.0f * uIntensityScale / float(uNumOfSamples)); + AO = clamp(pow(A, uContrast), 0.0f, 1.0f); + //AO = vec4(originNormal, 1.0f); +} diff --git a/resources/Shaders/SSAO.vert.glsl b/resources/Shaders/SSAO.vert.glsl new file mode 100644 index 00000000..346bc141 --- /dev/null +++ b/resources/Shaders/SSAO.vert.glsl @@ -0,0 +1,13 @@ +#version 430 + +layout (location = 0) in vec3 Position; + +out VertexData{ + vec2 TextureCoordinate; +}Output; + +void main() +{ + gl_Position = vec4(Position, 1.0); + Output.TextureCoordinate = (vec2(Position) + 1) / 2; +} \ No newline at end of file diff --git a/resources/Shaders/SSAOViewSpaceZ.frag.glsl b/resources/Shaders/SSAOViewSpaceZ.frag.glsl new file mode 100644 index 00000000..d1bf6f17 --- /dev/null +++ b/resources/Shaders/SSAOViewSpaceZ.frag.glsl @@ -0,0 +1,18 @@ +#version 430 + +layout (binding = 0) uniform sampler2D DepthBuffer; +uniform vec3 ClipInfo; + +in VertexData{ + vec2 TextureCoordinate; +}Input; + +out float depthLinear; +//Just for Debug, should be depthLinear +//out vec4 fragmentColor; +void main() { + float depthSample = texture2D(DepthBuffer, Input.TextureCoordinate).r; + depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]); + //float depthLinear = (NearClip) / ( -depthSample + 1.0f); + //fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f); +} \ No newline at end of file diff --git a/resources/Shaders/Sprite.frag.glsl b/resources/Shaders/Sprite.frag.glsl index 9ce2bbdf..754be6ac 100644 --- a/resources/Shaders/Sprite.frag.glsl +++ b/resources/Shaders/Sprite.frag.glsl @@ -7,8 +7,8 @@ uniform mat4 M; uniform mat4 V; uniform mat4 P; -layout (binding = 0) uniform sampler2D DiffuseTexture; -layout (binding = 1) uniform sampler2D GlowMapTexture; +layout (binding = 1) uniform sampler2D DiffuseTexture; +layout (binding = 2) uniform sampler2D GlowMapTexture; in VertexData{ diff --git a/resources/Shaders/SpriteShieldCheck.frag.glsl b/resources/Shaders/SpriteShieldCheck.frag.glsl new file mode 100644 index 00000000..754be6ac --- /dev/null +++ b/resources/Shaders/SpriteShieldCheck.frag.glsl @@ -0,0 +1,41 @@ +#version 430 + +uniform vec4 Color; +uniform vec4 FillColor; +uniform float FillPercentage; +uniform mat4 M; +uniform mat4 V; +uniform mat4 P; + +layout (binding = 1) uniform sampler2D DiffuseTexture; +layout (binding = 2) uniform sampler2D GlowMapTexture; + + +in VertexData{ + vec3 Position; + vec3 Normal; + vec2 TextureCoordinate; +}Input; + + +out vec4 sceneColor; +out vec4 bloomColor; + +void main() +{ + vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate); + vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate); + + vec4 color_result = Color * diffuseTexel; + + float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0; + if(pos <= FillPercentage) { + color_result = FillColor*diffuseTexel.a; + } + sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1)); + + //bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0); + bloomColor = vec4(1.0, 1.0, 1.0, 0.0); +} + + diff --git a/src/Engine/CMakeLists.txt b/src/Engine/CMakeLists.txt index 19763310..e74214cf 100644 --- a/src/Engine/CMakeLists.txt +++ b/src/Engine/CMakeLists.txt @@ -3,7 +3,7 @@ project(TacticalZ-Engine) find_package(OpenGL REQUIRED) find_package(GLEW REQUIRED) find_package(GLFW REQUIRED) -find_package(Boost REQUIRED COMPONENTS system filesystem thread chrono program_options) +find_package(Boost REQUIRED COMPONENTS system filesystem thread chrono timer program_options) find_package(assimp REQUIRED) find_package(ZLIB REQUIRED) find_package(PNG REQUIRED) diff --git a/src/Engine/Collision/Collision.cpp b/src/Engine/Collision/Collision.cpp index ab2098b7..68d99d92 100644 --- a/src/Engine/Collision/Collision.cpp +++ b/src/Engine/Collision/Collision.cpp @@ -207,7 +207,7 @@ bool RayVsModel(const Ray& ray, glm::vec3 v0 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix); glm::vec3 v1 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix); glm::vec3 v2 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix); - float dist = INFINITY; + float dist = outDistance; float u; float v; if (RayVsTriangle(ray, v0, v1, v2, dist, u, v)) { @@ -366,7 +366,8 @@ bool AABBvsTriangle(const AABB& box, float verticalStepHeight, bool& isOnGround, glm::vec3& boxVelocity, - glm::vec3& outResolution) + glm::vec3& outResolution, + bool resolveCollision) { //Check so we don't have a zero area triangle when calculating the normal. //Also, don't check a triangle facing away from the player. @@ -426,7 +427,7 @@ bool AABBvsTriangle(const AABB& box, //if projections don't overlap, return false. if (!rectangleVsTriangle(boxMin, boxMax, t2D, resolutionVector, resolutionDist, pushedFromTriangleLine)) { return false; - } else { + } else if (resolveCollision) { //Overwrite the smallest resolution if this is smaller. if (resolutionDist < resolveShortest.DistanceSq) { resolveShortest.Vector = glm::vec3(0.f); @@ -463,6 +464,11 @@ bool AABBvsTriangle(const AABB& box, if (glm::abs(t) > 1) { return false; } + + if (!resolveCollision) { + return true; + } + glm::vec3 cornerResolution = (1+t) * diagonal; //Overwrite the smallest resolution if cornerResolution is smaller. float lenSq = glm::length2(cornerResolution); @@ -537,7 +543,8 @@ bool AABBvsTriangles(const AABB& box, glm::vec3& boxVelocity, float verticalStepHeight, bool& isOnGround, - glm::vec3& outResolutionVector) + glm::vec3& outResolutionVector, + bool resolveCollision) { bool hit = false; @@ -553,7 +560,7 @@ bool AABBvsTriangles(const AABB& box, }; glm::vec3 outVec; bool collideWithGround = isOnGround; - if (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec)) { + if (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec, resolveCollision)) { hit = true; outResolutionVector += outVec; newBox = AABB::FromOriginSize(newBox.Origin() + outVec, newBox.Size()); @@ -569,6 +576,44 @@ bool AABBvsTriangles(const AABB& box, return hit; } +bool AABBvsTriangles(const AABB& box, + const RawModel::Vertex* modelVertices, + const std::vector& modelIndices, + const glm::mat4& modelMatrix, + glm::vec3& boxVelocity, + float verticalStepHeight, + bool& isOnGround, + glm::vec3& outResolutionVector) +{ + return AABBvsTriangles(box, + modelVertices, + modelIndices, + modelMatrix, + boxVelocity, + verticalStepHeight, + isOnGround, + outResolutionVector, + true); +} + +bool AABBvsTriangles(const AABB& box, + const RawModel::Vertex* modelVertices, + const std::vector& modelIndices, + const glm::mat4& modelMatrix) +{ + glm::vec3 vel, outres; + bool g; + return AABBvsTriangles(box, + modelVertices, + modelIndices, + modelMatrix, + vel, + 0.f, + g, + outres, + false); +} + boost::optional EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox) { AABB modelSpaceBox; @@ -648,8 +693,9 @@ boost::optional EntityFirstHitByRay(const Ray& ray, std::vector boundingBox = Collision::EntityAbsoluteAABB(entity); if (!boundingBox) { return; } + ComponentWrapper& cTransform = entity["Transform"]; EntityAABB& boxA = *boundingBox; + bool everHitTheGround = false; + + auto prevPosIt = m_PrevPositions.find(entity); + if (prevPosIt != m_PrevPositions.end()) { + glm::vec3 size = boxA.Size(); + float diameter = std::min(size.x, size.z); + glm::vec3 prevOrigin = prevPosIt->second; + glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin; + float rayLength = glm::length(toCurrentPos) + 0.5f*diameter; + //If the entity has moved farther than the size of its box, we need to handle it specially. + if (rayLength > diameter) { + Ray ray(prevOrigin, toCurrentPos); + m_OctreeResult.clear(); + m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult); + for (auto& boxB : m_OctreeResult) { + if (boxA.Entity == boxB.Entity) { + continue; + } + bool hit; + float dist; + if (boxB.Entity.HasComponent("Model")) { + RawModel* model; + std::string res = (std::string)boxB.Entity["Model"]["Resource"]; + try { + model = ResourceManager::Load(res); + } catch (const std::exception&) { + continue; + } + float u, v; + hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v); + } else { + hit = Collision::RayVsAABB(ray, boxB, dist); + } + if (hit && dist < rayLength) { + //Set the entity to where it was colliding, minus the maximum box size. + //TODO: Perhaps this should be done slightly more properly. + glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction(); + glm::vec3 resolve = newOriginPos - boxA.Origin(); + (glm::vec3&)cTransform["Position"] += resolve; + boxA = *Collision::EntityAbsoluteAABB(entity); + if (resolve.y > 0) { + everHitTheGround = true; + (bool)cPhysics["IsOnGround"] = true; + ((glm::vec3&)cPhysics["Velocity"]).y = 0.f; + } + break; + } + } + } + } // Collide against octree items m_OctreeResult.clear(); m_Octree->ObjectsInSameRegion(*boundingBox, m_OctreeResult); - bool everHitTheGround = false; for (auto& boxB : m_OctreeResult) { glm::vec3 resolutionVector; if (boxA.Entity == boxB.Entity) { @@ -39,10 +87,13 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity); glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"]; + bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end(); bool isOnGround = (bool)cPhysics["IsOnGround"]; float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"]; if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) { - (glm::vec3&)cTransform["Position"] += resolutionVector; + //Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector. + (glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector; + boxA = *Collision::EntityAbsoluteAABB(entity); cPhysics["Velocity"] = inOutVelocity; if (isOnGround) { everHitTheGround = true; @@ -52,6 +103,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c } else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) { //Enter here if boxB has no Model. (glm::vec3&)cTransform["Position"] += resolutionVector; + boxA = *Collision::EntityAbsoluteAABB(entity); if (resolutionVector.y > 0) { everHitTheGround = true; (bool)cPhysics["IsOnGround"] = true; @@ -64,4 +116,6 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c if (!everHitTheGround) { (bool)cPhysics["IsOnGround"] = false; } + + m_PrevPositions[entity] = boxA.Origin(); } diff --git a/src/Engine/Core/ComponentPool.cpp b/src/Engine/Core/ComponentPool.cpp index 7b465fbc..059b2e38 100644 --- a/src/Engine/Core/ComponentPool.cpp +++ b/src/Engine/Core/ComponentPool.cpp @@ -1,7 +1,5 @@ #include "Core/ComponentPool.h" - - ComponentWrapper ComponentPoolForwardIterator::operator*() const { char* data = &(*m_MemoryPoolIterator); @@ -32,6 +30,34 @@ ComponentPoolForwardIterator& ComponentPoolForwardIterator::operator++() return *this; } +ComponentPool::ComponentPool(const ComponentPool& other) + : m_ComponentInfo(other.m_ComponentInfo) + , m_Pool(other.m_Pool) + , m_EntityToComponent() +{ + // Update EntityToComponent pointers + for (char& ptr : m_Pool) { + EntityID entity = *reinterpret_cast(&ptr); + m_EntityToComponent[entity] = &ptr; + } + + // Duplicate strings + for (auto& name : m_ComponentInfo.StringFields) { + for (auto& c : *this) { + std::string& val = c[name]; + ComponentWrapper::SolidifyStrings(c); + } + } +} + +ComponentPool::~ComponentPool() +{ + // Destroy component data + for (auto& c : *this) { + ComponentWrapper::Destroy(c.Info, c.Data); + } +} + //const ::ComponentInfo& ComponentPool::ComponentInfo() const //{ // return m_ComponentInfo; @@ -39,10 +65,19 @@ ComponentPoolForwardIterator& ComponentPoolForwardIterator::operator++() ComponentWrapper ComponentPool::Allocate(EntityID entity) { + // Allocate pool data char* data = m_Pool.Allocate(); + // Copy EntityID memcpy(data, &entity, sizeof(EntityID)); + m_EntityToComponent[entity] = data; - return ComponentWrapper(m_ComponentInfo, data); + ComponentWrapper component(m_ComponentInfo, data); + + // Copy defaults + memcpy(component.Data, m_ComponentInfo.Defaults.get(), m_ComponentInfo.Stride); + ComponentWrapper::SolidifyStrings(component); + + return component; } ComponentWrapper ComponentPool::GetByEntity(EntityID ent) @@ -57,6 +92,7 @@ bool ComponentPool::KnowsEntity(EntityID ent) void ComponentPool::Delete(ComponentWrapper& wrapper) { + ComponentWrapper::Destroy(wrapper.Info, wrapper.Data); m_EntityToComponent.erase(wrapper.EntityID); m_Pool.Free(wrapper.Data - sizeof(EntityID)); } diff --git a/src/Engine/Core/EntityFilePreprocessor.cpp b/src/Engine/Core/EntityFilePreprocessor.cpp index a1370dd2..592daedb 100644 --- a/src/Engine/Core/EntityFilePreprocessor.cpp +++ b/src/Engine/Core/EntityFilePreprocessor.cpp @@ -185,6 +185,9 @@ void EntityFilePreprocessor::parseComponentInfo() field.Offset = fieldOffset; field.Stride = stride; compInfo.FieldsInOrder.push_back(name); + if (field.Type == "string") { + compInfo.StringFields.push_back(name); + } fieldOffset += stride; } @@ -201,7 +204,7 @@ void EntityFilePreprocessor::parseDefaults() for (auto& ci : m_ComponentInfo) { // Allocate memory for default values - ci.second.Defaults = std::shared_ptr(new char[ci.second.Stride]); + ci.second.Defaults = boost::shared_array(new char[ci.second.Stride], std::bind(&ComponentWrapper::Destroy, ci.second, std::placeholders::_1)); memset(ci.second.Defaults.get(), 0, ci.second.Stride); std::string componentName = ci.first; diff --git a/src/Engine/Core/EntityWrapper.cpp b/src/Engine/Core/EntityWrapper.cpp index 4b45b8d0..b3bef55a 100644 --- a/src/Engine/Core/EntityWrapper.cpp +++ b/src/Engine/Core/EntityWrapper.cpp @@ -51,6 +51,40 @@ EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& compone return EntityWrapper::Invalid; } +EntityWrapper EntityWrapper::Clone(EntityWrapper parent /*= Invalid*/) +{ + if (!Valid()) { + return EntityWrapper::Invalid; + } + + EntityWrapper clone = cloneRecursive(*this, EntityWrapper::Invalid); + this->World->SetParent(clone.ID, parent.ID); + return clone; +} + +std::vector EntityWrapper::ChildrenWithComponent(const std::string& componentType) +{ + std::vector childrenWithComponent; + childrenWithComponentRecursive(componentType, *this, childrenWithComponent); + return childrenWithComponent; +} + +void EntityWrapper::DeleteChildren() +{ + auto itPair = this->World->GetDirectChildren(this->ID); + if (itPair.first == itPair.second) { + return; + } + + std::vector entitiesToDelete; + for (auto it = itPair.first; it != itPair.second; it++) { + entitiesToDelete.push_back(it->second); + } + for (auto& e : entitiesToDelete) { + this->World->DeleteEntity(e); + } +} + bool EntityWrapper::IsChildOf(EntityWrapper potentialParent) { EntityWrapper entity = *this; @@ -90,6 +124,11 @@ ComponentWrapper EntityWrapper::operator[](const char* componentName) } } +ComponentWrapper EntityWrapper::operator[](const std::string& componentName) +{ + return this->operator[](componentName.c_str()); +} + bool EntityWrapper::operator==(const EntityWrapper& e) const { return (this->ID == e.ID) && (this->World == e.World); @@ -111,7 +150,7 @@ EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name, return EntityWrapper::Invalid; } - auto itPair = this->World->GetChildren(parent); + auto itPair = this->World->GetDirectChildren(parent); if (itPair.first == itPair.second) { return EntityWrapper::Invalid; } @@ -131,3 +170,42 @@ EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name, return EntityWrapper::Invalid; } +EntityWrapper EntityWrapper::cloneRecursive(EntityWrapper entity, EntityWrapper parent) +{ + EntityWrapper clone = EntityWrapper(entity.World, entity.World->CreateEntity(parent.ID)); + entity.World->SetName(clone.ID, entity.Name()); + + // Clone components + for (auto& kv : entity.World->GetComponentPools()) { + if (kv.second->KnowsEntity(entity.ID)) { + ComponentWrapper c1 = kv.second->GetByEntity(entity.ID); + ComponentWrapper c2 = entity.World->AttachComponent(clone.ID, kv.first); + c1.Copy(c2); + } + } + + // Clone children + auto children = entity.World->GetDirectChildren(entity.ID); + for (auto it = children.first; it != children.second; ++it) { + EntityWrapper child(entity.World, it->second); + cloneRecursive(child, clone); + } + + return clone; +} + +void EntityWrapper::childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector& childrenWithComponent) +{ + auto itPair = this->World->GetDirectChildren(entity.ID); + if (itPair.first == itPair.second) { + return; + } + + for (auto it = itPair.first; it != itPair.second; ++it) { + EntityWrapper child = EntityWrapper(entity.World, it->second); + if (child.HasComponent(componentType)) { + childrenWithComponent.push_back(child); + } + childrenWithComponentRecursive(componentType, child, childrenWithComponent); + } +} diff --git a/src/Engine/Core/PerformanceTimer.cpp b/src/Engine/Core/PerformanceTimer.cpp new file mode 100644 index 00000000..50983e79 --- /dev/null +++ b/src/Engine/Core/PerformanceTimer.cpp @@ -0,0 +1,76 @@ +#include "Core/PerformanceTimer.h" +#include +#include + +cpu_timer PerformanceTimer::m_Timer; +std::map PerformanceTimer::timers; +std::string PerformanceTimer::currentTimerRunning = ""; + +void PerformanceTimer::StartTimer(std::string nameOfTimer) +{ + timers[nameOfTimer].stop(); + timers[nameOfTimer].start(); + currentTimerRunning = nameOfTimer; +} + +void PerformanceTimer::StartTimerAndStopPrevious(std::string nameOfTimer) +{ + //stop the current timer and start some other - useful to not have to stop timers all the time + if (currentTimerRunning != "") { + timers[currentTimerRunning].stop(); + } + timers[nameOfTimer].stop(); + timers[nameOfTimer].start(); + currentTimerRunning = nameOfTimer; +} + +void PerformanceTimer::StopTimer(std::string nameOfTimer) +{ + timers[nameOfTimer].stop(); + currentTimerRunning = nameOfTimer; +} + +void PerformanceTimer::SetFrameNumber(int frameNumber) +{ +} + +void PerformanceTimer::ResetAllTimers() +{ + //stop all timers + for (auto aTimer : timers) + { + aTimer.second.stop(); + } + currentTimerRunning = ""; + timers.clear(); +} + +void PerformanceTimer::CreateExcelData() +{ + //get time + std::time_t t = std::time(NULL); + char tStr[16]; + std::strftime(tStr, 32, " %a %H-%M-%S", std::localtime(&t)); + std::string time(tStr); + std::string path("TacticalZ"); + path += time + ".csv"; + std::ofstream someFileStream; + someFileStream.open(path, std::ofstream::out); + someFileStream << "classname" << ',' << "walltime" << ',' << "userTime" << ',' << "systemTime" << '\n'; + + //write all timers to file + for (auto aTimer : timers) + { + //remove the "class" name in front of the string + auto className = aTimer.first; + if (className.find("class ") != std::string::npos) { + className.replace(0, 6, ""); + } + auto wallTime = (double)aTimer.second.elapsed().wall*1e-3; + auto userTime = (double)aTimer.second.elapsed().user*1e-3; + auto systemTime = (double)aTimer.second.elapsed().system*1e-3; + + someFileStream << className << "," << wallTime << ',' << userTime << ',' << systemTime << '\n'; + } + someFileStream.close(); +} diff --git a/src/Engine/Core/Util/Logging.cpp b/src/Engine/Core/Util/Logging.cpp index 63a6f380..c7612fd8 100644 --- a/src/Engine/Core/Util/Logging.cpp +++ b/src/Engine/Core/Util/Logging.cpp @@ -33,8 +33,8 @@ void _LOG(_LOG_LEVEL logLevel, const char* file, const char* func, unsigned int va_end(args); if (logLevel == LOG_LEVEL_ERROR) { - std::cerr << file << ":" << line << " " << func << std::endl; - std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl; + //std::cerr << file << ":" << line << " " << func << std::endl; + //std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl; } else { std::cout << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl; } diff --git a/src/Engine/Core/World.cpp b/src/Engine/Core/World.cpp index 69c25f61..9b323ff4 100644 --- a/src/Engine/Core/World.cpp +++ b/src/Engine/Core/World.cpp @@ -9,7 +9,20 @@ World::~World() } } -EntityID World::CreateEntity(EntityID parent /*= 0*/) +World::World(const World& other) + : m_EventBroker(other.m_EventBroker) + , m_CurrentEntityID(other.m_CurrentEntityID) + , m_EntityParents(other.m_EntityParents) + , m_EntityChildren(other.m_EntityChildren) + , m_EntityNames(other.m_EntityNames) +{ + // Deep copy component pools + for (auto& kv : other.m_ComponentPools) { + m_ComponentPools[kv.first] = new ComponentPool(*kv.second); + } +} + +EntityID World::CreateEntity(EntityID parent /*= EntityID_Invalid*/) { EntityID newEntity = generateEntityID(); if (newEntity == parent) { @@ -44,10 +57,8 @@ ComponentWrapper World::AttachComponent(EntityID entity, const std::string& comp ComponentPool* pool = m_ComponentPools.at(componentType); const ComponentInfo& ci = pool->ComponentInfo(); - // Allocate space for the component + // Allocate component with default values ComponentWrapper c = pool->Allocate(entity); - // Write default values - memcpy(c.Data, ci.Defaults.get(), ci.Stride); return c; } @@ -116,7 +127,7 @@ void World::SetParent(EntityID entity, EntityID parent) m_EntityChildren.insert(std::make_pair(parent, entity)); } -const std::pair::const_iterator, std::unordered_multimap::const_iterator> World::GetChildren(EntityID entity) +const std::pair::const_iterator, std::unordered_multimap::const_iterator> World::GetDirectChildren(EntityID entity) { return m_EntityChildren.equal_range(entity); } diff --git a/src/Engine/Editor/EditorGUI.cpp b/src/Engine/Editor/EditorGUI.cpp index 70775a2b..8ce15d0a 100644 --- a/src/Engine/Editor/EditorGUI.cpp +++ b/src/Engine/Editor/EditorGUI.cpp @@ -580,6 +580,11 @@ void EditorGUI::createWidgetToolButton(WidgetMode mode) bool EditorGUI::OnKeyDown(const Events::KeyDown& e) { + ImGuiIO& io = ImGui::GetIO(); + if (io.WantCaptureKeyboard) { + return false; + } + if (e.ModCtrl && e.KeyCode == GLFW_KEY_S) { if (m_CurrentSelection.Valid()) { EntityWrapper baseParent = m_CurrentSelection; @@ -598,6 +603,19 @@ bool EditorGUI::OnKeyDown(const Events::KeyDown& e) entityImport(m_World); } + if (e.ModCtrl && e.KeyCode == GLFW_KEY_C) { + m_CopyTarget = m_CurrentSelection; + } + + if (e.ModCtrl && e.KeyCode == GLFW_KEY_V) { + if (m_OnEntityPaste != nullptr) { + EntityWrapper copy = m_OnEntityPaste(m_CopyTarget, m_CurrentSelection); + if (copy != EntityWrapper::Invalid) { + SelectEntity(copy); + } + } + } + if (e.KeyCode == GLFW_KEY_DELETE) { if (m_CurrentSelection.Valid()) { entityDelete(m_CurrentSelection); diff --git a/src/Engine/Editor/EditorRenderSystem.cpp b/src/Engine/Editor/EditorRenderSystem.cpp index 9a385e7d..f5fcc1a1 100644 --- a/src/Engine/Editor/EditorRenderSystem.cpp +++ b/src/Engine/Editor/EditorRenderSystem.cpp @@ -54,7 +54,7 @@ void EditorRenderSystem::Update(double dt) EntityWrapper entity(m_World, cModel.EntityID); glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World); for (auto matGroup : model->MaterialGroups()) { - std::shared_ptr modelJob = std::make_shared(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f); + std::shared_ptr modelJob = std::make_shared(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false); if (cModel["Transparent"]) { scene.Jobs.TransparentObjects.push_back(modelJob); } else { diff --git a/src/Engine/Editor/EditorSystem.cpp b/src/Engine/Editor/EditorSystem.cpp index 921df4dc..4bee1427 100644 --- a/src/Engine/Editor/EditorSystem.cpp +++ b/src/Engine/Editor/EditorSystem.cpp @@ -28,6 +28,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame m_EditorGUI->SetEntityDeleteCallback(std::bind(&EditorSystem::OnEntityDelete, this, std::placeholders::_1)); m_EditorGUI->SetEntityChangeParentCallback(std::bind(&EditorSystem::OnEntityChangeParent, this, std::placeholders::_1, std::placeholders::_2)); m_EditorGUI->SetEntityChangeNameCallback(std::bind(&EditorSystem::OnEntityChangeName, this, std::placeholders::_1, std::placeholders::_2)); + m_EditorGUI->SetEntityPasteCallback(std::bind(&EditorSystem::OnEntityPaste, this, std::placeholders::_1, std::placeholders::_2)); m_EditorGUI->SetComponentAttachCallback(std::bind(&EditorSystem::OnComponentAttach, this, std::placeholders::_1, std::placeholders::_2)); m_EditorGUI->SetComponentDeleteCallback(std::bind(&EditorSystem::OnComponentDelete, this, std::placeholders::_1, std::placeholders::_2)); m_EditorGUI->SetWidgetModeCallback(std::bind(&EditorSystem::setWidgetMode, this, std::placeholders::_1)); @@ -160,6 +161,11 @@ void EditorSystem::OnEntityChangeName(EntityWrapper entity, const std::string& n } } +EntityWrapper EditorSystem::OnEntityPaste(EntityWrapper entityToCopy, EntityWrapper parent) +{ + return entityToCopy.Clone(parent); +} + void EditorSystem::OnComponentAttach(EntityWrapper entity, const std::string& componentType) { if (entity.Valid()) { @@ -225,6 +231,12 @@ bool EditorSystem::OnInputCommand(const Events::InputCommand& e) Enable(); } } + if (e.Command == "PerformanceTimingResetAllTimers" && e.Value > 0) { + PerformanceTimer::ResetAllTimers(); + } + if (e.Command == "PerformanceTimingCreateExcelData" && e.Value > 0) { + PerformanceTimer::CreateExcelData(); + } return true; } diff --git a/src/Engine/GUI/ButtonSystem.cpp b/src/Engine/GUI/ButtonSystem.cpp new file mode 100644 index 00000000..93ae1811 --- /dev/null +++ b/src/Engine/GUI/ButtonSystem.cpp @@ -0,0 +1,84 @@ +#include "GUI/ButtonSystem.h" + +ButtonSystem::ButtonSystem(SystemParams params, IRenderer* renderer) + : System(params) + , PureSystem("Button") + , m_Renderer(renderer) +{ + EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &ButtonSystem::OnMousePress); + EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &ButtonSystem::OnMouseRelease); + EVENT_SUBSCRIBE_MEMBER(m_EMouseLock, &ButtonSystem::OnMouseLock); + EVENT_SUBSCRIBE_MEMBER(m_EMouseUnlock, &ButtonSystem::OnMouseUnlock); +} + + +bool ButtonSystem::OnMouseLock(const Events::LockMouse& e) +{ + m_MouseIsLocked = true; + return true; +} + + +bool ButtonSystem::OnMouseUnlock(const Events::UnlockMouse& e) +{ + m_MouseIsLocked = false; + return true; +} + + +bool ButtonSystem::OnMousePress(const Events::MousePress& e) +{ + if (e.Button == GLFW_MOUSE_BUTTON_1 && !m_MouseIsLocked) { + m_PickData = m_Renderer->Pick(glm::vec2(e.X, e.Y)); + if (m_PickData.Entity != EntityID_Invalid && m_PickData.World == m_World) { + if(m_World->HasComponent(m_PickData.Entity, "Button")) { + //Entity is a button, save it and send pressed event. + + m_PickEntity = EntityWrapper(m_World, m_PickData.Entity); + + //You have clicked on a button entity, send pressed event. + Events::ButtonPressed ePressed; + ePressed.Entity = m_PickEntity; + ePressed.EntityName = m_PickEntity.Name(); + m_EventBroker->Publish(ePressed); + } + } + } + return true; +} + +bool ButtonSystem::OnMouseRelease(const Events::MouseRelease& e) +{ + if(!m_MouseIsLocked) { + //Mouse is not locked, send release event. + m_PickData = m_Renderer->Pick(glm::vec2(e.X, e.Y)); + if(m_PickData.Entity != EntityID_Invalid && m_PickData.World == m_World) { + EntityWrapper ent = EntityWrapper(m_World, m_PickData.Entity); + + Events::ButtonReleased eReleased; + eReleased.EntityName = m_PickEntity.Name(); + eReleased.Entity = m_PickEntity; + m_EventBroker->Publish(eReleased); + + if(m_World->HasComponent(m_PickData.Entity, "Button")) { + if (ent == m_PickEntity) { + //The entity you released the mouse button on is the same as you pressed it on. "Clicked" + Events::ButtonClicked eClicked; + eClicked.Entity = m_PickEntity; + eClicked.EntityName = m_PickEntity.Name(); + m_EventBroker->Publish(eClicked); + } + } + } + } + return true; +} + +void ButtonSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cHealth, double dt) +{ + +} + + + + \ No newline at end of file diff --git a/src/Engine/GUI/MainMenuSystem.cpp b/src/Engine/GUI/MainMenuSystem.cpp new file mode 100644 index 00000000..f8bf032b --- /dev/null +++ b/src/Engine/GUI/MainMenuSystem.cpp @@ -0,0 +1,57 @@ +#include "GUI/MainMenuSystem.h" + +MainMenuSystem::MainMenuSystem(SystemParams params, IRenderer* renderer) + : System(params) + , ImpureSystem() + , m_Renderer(renderer) +{ + EVENT_SUBSCRIBE_MEMBER(m_EPressed, &MainMenuSystem::OnButtonPress); + EVENT_SUBSCRIBE_MEMBER(m_EReleased, &MainMenuSystem::OnButtonRelease); + EVENT_SUBSCRIBE_MEMBER(m_EClicked, &MainMenuSystem::OnButtonClick); +} + +void MainMenuSystem::Update(double dt) +{ + +} + +bool MainMenuSystem::OnButtonClick(const Events::ButtonClicked& e) +{ + if(e.EntityName == "Play") { + //Run play code + } else if(e.EntityName == "Connect") { + //Run connect code + } else if(e.EntityName == "Host") { + //Run host code + } else if(e.EntityName == "Quit") { + printf("No, you stay"); + } else if (e.EntityName == "Res1080") { + glfwSetWindowSize(m_Renderer->Window(), 1920, 1080); + printf("\n1080"); + } else if (e.EntityName == "Res720") { + glfwSetWindowSize(m_Renderer->Window(), 1280, 720); + glViewport(0, 0, 1280, 720); + printf("\n720"); + } else if (e.EntityName == "Res480") { + glfwSetWindowSize(m_Renderer->Window(), 854, 480); + glViewport(0, 0, 854, 480); + printf("\n480"); + } else if (e.EntityName == "FullScreen") { + printf("No fullscreen for now"); + } + + return true; +} + +bool MainMenuSystem::OnButtonRelease(const Events::ButtonReleased& e) +{ + + return true; +} + +bool MainMenuSystem::OnButtonPress(const Events::ButtonPressed& e) +{ + + return true; +} + diff --git a/src/Engine/Network/Client.cpp b/src/Engine/Network/Client.cpp index 3406535a..aa87f6ff 100644 --- a/src/Engine/Network/Client.cpp +++ b/src/Engine/Network/Client.cpp @@ -1,7 +1,7 @@ #include "Network/Client.h" using namespace boost::asio::ip; -Client::Client(World* world, EventBroker* eventBroker) +Client::Client(World* world, EventBroker* eventBroker) : Network(world, eventBroker) { // Asumes root node is EntityID_Invalid @@ -13,6 +13,8 @@ Client::Client(World* world, EventBroker* eventBroker) m_PlayerName = config->Get("Networking.Name", "Raptorcopter"); m_SendInputIntervalMs = config->Get("Networking.SendInputIntervalMs", 33); LOG_INFO("Client initialized"); + + m_ServerlistRequest.Connect(m_PlayerName, "192.168.1.255", 32554); } Client::Client(World* world, EventBroker* eventBroker, std::unique_ptr snapshotFilter) @@ -30,6 +32,8 @@ void Client::Connect(std::string address, int port) EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Client::OnInputCommand); EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Client::OnPlayerDamage); EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Client::OnPlayerSpawned); + EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &Client::OnDoubleJump); + EVENT_SUBSCRIBE_MEMBER(m_ESearchForServers, &Client::OnSearchForServers); auto config = ResourceManager::Load("Config.ini"); m_Address = address; if (address.empty()) { @@ -66,6 +70,21 @@ void Client::Update() } + while (m_ServerlistRequest.IsSocketAvailable()) { + Packet packet(MessageType::Invalid); + m_ServerlistRequest.Receive(packet); + if (packet.GetMessageType() == MessageType::ServerlistRequest) { + parseServerlist(packet); + } + } + + if (m_SearchingForServers) { + if (m_SearchingTime < (1000* (std::clock() - m_StartSearchTime) / (double)CLOCKS_PER_SEC)) { + m_SearchingForServers = false; + displayServerlist(); + } + } + if (m_IsConnected) { // Don't send 1 input in 1 packet, bunch em up. if (m_SendInputIntervalMs < (1000 * (std::clock() - m_TimeSinceSentInputs) / (double)CLOCKS_PER_SEC)) { @@ -82,8 +101,7 @@ void Client::Update() void Client::parseMessageType(Packet& packet) { - // Pop packetSize which is used by TCP Client to - // create a packet of the correct size + // Pop packetSize packet.ReadPrimitive(); int messageType = packet.ReadPrimitive(); if (messageType == -1) @@ -122,6 +140,12 @@ void Client::parseMessageType(Packet& packet) case MessageType::OnPlayerDamage: parsePlayerDamage(packet); break; + case MessageType::OnDoubleJump: + parseDoubleJump(packet); + break; + case MessageType::AmmoPickup: + parseAmmoPickup(packet); + break; default: break; } @@ -173,6 +197,22 @@ void Client::parsePing() m_Reliable.Send(packet); } + +void Client::parseServerlist(Packet& packet) +{ + // Pop size, message type, and ID + packet.ReadPrimitive(); + packet.ReadPrimitive(); + packet.ReadPrimitive(); + std::string address = packet.ReadString(); + int port = packet.ReadPrimitive(); + std::string serverName = packet.ReadString(); + int playersConnected = packet.ReadPrimitive(); + //TODO: This should not happen when a client is connected to a server + + m_Serverlist.push_back({ address, port, serverName, playersConnected }); +} + void Client::parseKick() { LOG_WARNING("You have been kicked from the server."); @@ -190,12 +230,11 @@ void Client::parseSpawnEvents() } e.Player = EntityWrapper(m_World, m_ServerIDToClientID.at(m_PlayerSpawnEvents.at(i).Player.ID)); //e.Spawner = EntityWrapper(m_World, m_ServerIDToClientID.at(m_PlayerSpawnEvents.at(i).Spawner.ID)); - e.PlayerID = -1; + e.PlayerID = -1; e.PlayerName = m_PlayerSpawnEvents.at(i).PlayerName; m_EventBroker->Publish(e); } m_PlayerSpawnEvents = tempSpawn; - // m_PlayerSpawnEvents.clear(); } void Client::parsePlayersSpawned(Packet& packet) @@ -223,8 +262,14 @@ void Client::parseEntityDeletion(Packet & packet) if (m_ServerIDToClientID.find(entityToDelete) != m_ServerIDToClientID.end()) { EntityID localEntity = m_ServerIDToClientID.at(entityToDelete); if (m_World->ValidEntity(localEntity)) { - m_World->DeleteEntity(localEntity); - deleteFromServerClientMaps(entityToDelete, localEntity); + if (m_World->HasComponent(localEntity,"Player")) { + Events::PlayerDeath e; + e.Player = EntityWrapper(m_World, localEntity); + m_EventBroker->Publish(e); + } else { + m_World->DeleteEntity(localEntity); + deleteFromServerClientMaps(entityToDelete, localEntity); + } } } } @@ -238,6 +283,28 @@ void Client::parseComponentDeletion(Packet & packet) } } +void Client::parseDoubleJump(Packet & packet) +{ + EntityID serverID = packet.ReadPrimitive(); + if (!serverClientMapsHasEntity(serverID)) { + return; + } + Events::DoubleJump e; + e.entityID = m_ServerIDToClientID.at(serverID); + // If player is local player do not publish to prevent infinite feedback loop + if (e.entityID != m_LocalPlayer.ID) { + m_EventBroker->Publish(e); + } +} + +void Client::parseAmmoPickup(Packet & packet) +{ + Events::AmmoPickup e; + e.AmmoGain = packet.ReadPrimitive(); + e.Player = m_LocalPlayer; + m_EventBroker->Publish(e); +} + void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID) { for (auto field : componentInfo.FieldsInOrder) { @@ -312,19 +379,20 @@ void Client::parseSnapshot(Packet& packet) if (serverClientMapsHasEntity(serverEntityID)) { EntityID localEntityID = m_ServerIDToClientID.at(serverEntityID); EntityWrapper localEntity(m_World, localEntityID); - // Update entity if (m_World->HasComponent(localEntityID, componentType)) { + // TODO Fix memory leak here SharedComponentWrapper newComponent = createSharedComponent(packet, localEntityID, componentInfo); bool shouldApply = true; // Apply potential filter function if (m_SnapshotFilter != nullptr) { shouldApply = m_SnapshotFilter->FilterComponent(localEntity, newComponent); } - if (shouldApply) { + if (shouldApply) { ComponentWrapper currentComponent = m_World->GetComponent(localEntityID, componentType); memcpy(currentComponent.Data, newComponent.Data, componentInfo.Stride); } + //if (localEntity != m_LocalPlayer && !localEntity.IsChildOf(m_LocalPlayer)) { // updateFields(packet, componentInfo, localEntityID); //} else { @@ -341,7 +409,11 @@ void Client::parseSnapshot(Packet& packet) if (serverParentID == EntityID_Invalid) { newLocalEntityID = m_World->CreateEntity(EntityID_Invalid); } else { - newLocalEntityID = m_World->CreateEntity(m_ServerIDToClientID.at(serverParentID)); + if (serverClientMapsHasEntity(serverParentID)) { + newLocalEntityID = m_World->CreateEntity(m_ServerIDToClientID.at(serverParentID)); + } else { + newLocalEntityID = m_World->CreateEntity(EntityID_Invalid); + } } m_World->SetName(newLocalEntityID, serverEntityName); insertIntoServerClientMaps(serverEntityID, newLocalEntityID); @@ -351,9 +423,11 @@ void Client::parseSnapshot(Packet& packet) } // Parent logic // This should be enough beacause we know that the entities arives in pre-order (there will always be a parent) - if (serverParentID != EntityID_Invalid) { + if (serverParentID != EntityID_Invalid && serverClientMapsHasEntity(serverParentID)) { EntityID localEntityID = m_ServerIDToClientID.at(serverEntityID); - m_World->SetParent(localEntityID, m_ServerIDToClientID.at(serverParentID)); + if (m_World->GetParent(localEntityID) != m_ServerIDToClientID.at(serverParentID)) { + m_World->SetParent(localEntityID, m_ServerIDToClientID.at(serverParentID)); + } } } parseSpawnEvents(); @@ -371,6 +445,12 @@ void Client::disconnect() bool Client::OnInputCommand(const Events::InputCommand & e) { + // TEMP + if (e.Command == "SearchForServers" && e.Value > 0) { + Events::SearchForServers e; + m_EventBroker->Publish(e); + } + if (e.PlayerID != -1) { return false; } @@ -415,6 +495,11 @@ bool Client::OnPlayerDamage(const Events::PlayerDamage & e) if (e.Inflictor != m_LocalPlayer) { return false; } + // Could this happen? + //if (!clientServerMapsHasEntity(e.Inflictor.ID) + // || !clientServerMapsHasEntity(e.Victim.ID)) { + // return; + //} Packet packet(MessageType::OnPlayerDamage, m_SendPacketID); packet.WritePrimitive(m_ClientIDToServerID.at(e.Inflictor.ID)); @@ -433,15 +518,27 @@ bool Client::OnPlayerSpawned(const Events::PlayerSpawned& e) return true; } +bool Client::OnSearchForServers(const Events::SearchForServers& e) +{ + m_SearchingForServers = true; + m_StartSearchTime = std::clock(); + m_Serverlist.clear(); + LOG_INFO("Searching for LAN servers...\n"); + Packet packet(MessageType::ServerlistRequest); + m_ServerlistRequest.Broadcast(packet, 13); // TODO: Config + return true; +} + void Client::parsePlayerDamage(Packet& packet) { Events::PlayerDamage e; PlayerID victimID = packet.ReadPrimitive(); - if(serverClientMapsHasEntity(victimID)){ + PlayerID inflictorID = packet.ReadPrimitive(); + if (!serverClientMapsHasEntity(victimID) || !serverClientMapsHasEntity(inflictorID)) { return; } e.Inflictor = EntityWrapper(m_World, m_ServerIDToClientID.at(victimID)); - e.Victim = EntityWrapper(m_World, m_ServerIDToClientID.at(packet.ReadPrimitive())); + e.Victim = EntityWrapper(m_World, m_ServerIDToClientID.at(inflictorID)); e.Damage = packet.ReadPrimitive(); // Don't rebroadcast our own player damage events or we'll have an infinite loop! if (e.Inflictor != m_LocalPlayer) { @@ -449,6 +546,17 @@ void Client::parsePlayerDamage(Packet& packet) } } +bool Client::OnDoubleJump(Events::DoubleJump & e) +{ + if (!clientServerMapsHasEntity(e.entityID) || e.entityID != m_LocalPlayer.ID) { + return false; + } + Packet packet(MessageType::OnDoubleJump); + packet.WritePrimitive(m_ClientIDToServerID.at(e.entityID)); + m_Reliable.Send(packet); + return true; +} + void Client::sendLocalPlayerTransform() { if (!m_LocalPlayer.Valid()) { @@ -466,7 +574,7 @@ void Client::sendLocalPlayerTransform() packet.WritePrimitive(orientation.x); packet.WritePrimitive(orientation.y); packet.WritePrimitive(orientation.z); - + bool hasAssaultWeapon = m_LocalPlayer.HasComponent("AssaultWeapon"); packet.WritePrimitive(hasAssaultWeapon); if (hasAssaultWeapon) { @@ -474,7 +582,7 @@ void Client::sendLocalPlayerTransform() packet.WritePrimitive((int)cAssaultWeapon["MagazineAmmo"]); packet.WritePrimitive((int)cAssaultWeapon["Ammo"]); } - + m_Unreliable.Send(packet); } @@ -527,6 +635,16 @@ void Client::becomePlayer() m_Reliable.Send(packet); } + +void Client::displayServerlist() +{ + LOG_INFO("This is a serverlist:\n"); + for (int i = 0; i < m_Serverlist.size(); i++) { + ServerInfo si = m_Serverlist[i]; + LOG_INFO("%s:%i\t%s\t%i\n", si.Address.c_str(), si.Port, si.Name.c_str(), si.PlayersConnected); + } +} + bool Client::clientServerMapsHasEntity(EntityID clientEntityID) { if (m_ClientIDToServerID.find(clientEntityID) != m_ClientIDToServerID.end()) { diff --git a/src/Engine/Network/HybridClient.cpp b/src/Engine/Network/HybridClient.cpp deleted file mode 100644 index 4200e8e3..00000000 --- a/src/Engine/Network/HybridClient.cpp +++ /dev/null @@ -1,10 +0,0 @@ -#include "Network/HybridClient.h" - - -HybridClient::HybridClient() -{ -} - -HybridClient::~HybridClient() -{ -} \ No newline at end of file diff --git a/src/Engine/Network/HybridServer.cpp b/src/Engine/Network/HybridServer.cpp deleted file mode 100644 index bfcdaee0..00000000 --- a/src/Engine/Network/HybridServer.cpp +++ /dev/null @@ -1,9 +0,0 @@ -#include "Network/HybridServer.h" - -HybridServer::HybridServer() -{ -} - -HybridServer::~HybridServer() -{ -} \ No newline at end of file diff --git a/src/Engine/Network/NetworkClient.cpp b/src/Engine/Network/NetworkClient.cpp index e69de29b..7a61d5f3 100644 --- a/src/Engine/Network/NetworkClient.cpp +++ b/src/Engine/Network/NetworkClient.cpp @@ -0,0 +1,11 @@ +#include "Network/NetworkClient.h" + +NetworkClient::NetworkClient() +{ + m_ReadBuffer = new char[m_BufferSize]; +} + +NetworkClient::~NetworkClient() +{ + delete[] m_ReadBuffer; +} diff --git a/src/Engine/Network/NetworkServer.cpp b/src/Engine/Network/NetworkServer.cpp new file mode 100644 index 00000000..1412621d --- /dev/null +++ b/src/Engine/Network/NetworkServer.cpp @@ -0,0 +1,11 @@ +#include "Network/NetworkServer.h" + +NetworkServer::NetworkServer() +{ + m_ReadBuffer = new char[m_BufferSize]; +} + +NetworkServer::~NetworkServer() +{ + delete[] m_ReadBuffer; +} diff --git a/src/Engine/Network/Server.cpp b/src/Engine/Network/Server.cpp index 082849c7..08b72304 100644 --- a/src/Engine/Network/Server.cpp +++ b/src/Engine/Network/Server.cpp @@ -1,7 +1,8 @@ #include "Network/Server.h" -Server::Server(World* world, EventBroker* eventBroker, int port) +Server::Server(World* world, EventBroker* eventBroker, int port) : Network(world, eventBroker) + , m_ServerlistRequest(13) { ConfigFile* config = ResourceManager::Load("Config.ini"); snapshotInterval = 1000 * config->Get("Networking.SnapshotInterval", 0.05f); @@ -12,8 +13,8 @@ Server::Server(World* world, EventBroker* eventBroker, int port) EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &Server::OnEntityDeleted); EVENT_SUBSCRIBE_MEMBER(m_EComponentDeleted, &Server::OnComponentDeleted); EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Server::OnPlayerDamage); - - // Bind + EVENT_SUBSCRIBE_MEMBER(m_EAmmoPickup, &Server::OnAmmoPickup); + // BindWW if (port == 0) { port = config->Get("Networking.Port", 27666); } @@ -28,9 +29,8 @@ Server::~Server() void Server::Update() { - PlayerDefinition pd; - m_Reliable.AcceptNewConnections(m_NextPlayerID, m_ConnectedPlayers); + for (auto& kv : m_ConnectedPlayers) { while (kv.second.TCPSocket->available()) { // Packet will get real data in receive @@ -46,6 +46,7 @@ void Server::Update() } } + PlayerDefinition pd; while (m_Unreliable.IsSocketAvailable()) { // Packet will get real data in receive Packet packet(MessageType::Invalid); @@ -58,6 +59,22 @@ void Server::Update() parseMessageType(packet); } } + + while (m_ServerlistRequest.IsSocketAvailable()) { + Packet packet(MessageType::Invalid); + PlayerDefinition localArea; + localArea.Endpoint = boost::asio::ip::udp::endpoint(); + m_ServerlistRequest.Receive(packet, localArea); + if (packet.GetMessageType() == MessageType::ServerlistRequest) { + packet.ReadPrimitive(); // Pop size + packet.ReadPrimitive(); // Pop MsgType + packet.ReadPrimitive(); // Pop packet ID + int port = packet.ReadPrimitive(); + std::string address = localArea.Endpoint.address().to_string(); + parseServerlistRequest(boost::asio::ip::udp::endpoint(boost::asio::ip::address().from_string(address), port)); + } + } + // Check if players have disconnected for (int i = 0; i < m_PlayersToDisconnect.size(); i++) { disconnect(m_PlayersToDisconnect.at(i)); @@ -75,6 +92,7 @@ void Server::Update() sendPing(); previousePingMessage = currentTime; } + // Time out logic if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) { checkForTimeOuts(); @@ -84,7 +102,6 @@ void Server::Update() if (isReadingData) { Network::Update(); } - } void Server::parseMessageType(Packet& packet) @@ -121,6 +138,9 @@ void Server::parseMessageType(Packet& packet) case MessageType::PlayerTransform: parsePlayerTransform(packet); break; + case MessageType::OnDoubleJump: + parseDoubleJump(packet); + break; default: break; } @@ -147,7 +167,7 @@ void Server::sendSnapshot() { Packet packet(MessageType::Snapshot); addInputCommandsToPacket(packet); - addChildrenToPacket(packet, EntityID_Invalid); + addPlayersToPacket(packet, EntityID_Invalid); unreliableBroadcast(packet); } @@ -164,19 +184,61 @@ void Server::addInputCommandsToPacket(Packet& packet) m_InputCommandsToBroadcast.clear(); } -void Server::addChildrenToPacket(Packet & packet, EntityID entityID) +void Server::addPlayersToPacket(Packet & packet, EntityID entityID) { - auto itPair = m_World->GetChildren(entityID); + auto itPair = m_World->GetDirectChildren(entityID); std::unordered_map worldComponentPools = m_World->GetComponentPools(); // Loop through every child for (auto it = itPair.first; it != itPair.second; it++) { EntityID childEntityID = it->second; // HACK: Only sync players for now, since the map turned out to be TOO LARGE to send in one snapshot and Simon's computer shits itself + // HACK: Also checked CapturePointHUD for now. (this would get out of sync); EntityWrapper childEntity(m_World, childEntityID); - if (!shouldSendToClient(childEntity)) { - continue; + if (shouldSendToClient(childEntity)) { + // Write EntityID and parentsID and Entity name + packet.WritePrimitive(childEntityID); + packet.WritePrimitive(entityID); + packet.WriteString(m_World->GetName(childEntityID)); + // Write components to child + int numberOfComponents = 0; + for (auto& i : worldComponentPools) { + if (i.second->KnowsEntity(childEntityID)) { + numberOfComponents++; + } + } + // Write how many components should be read + packet.WritePrimitive(numberOfComponents); + for (auto& i : worldComponentPools) { + // If the entity exist in the pool + if (i.second->KnowsEntity(childEntityID)) { + ComponentWrapper componentWrapper = i.second->GetByEntity(childEntityID); + // ComponentType + packet.WriteString(componentWrapper.Info.Name); + // Loop through fields + for (auto& componentField : componentWrapper.Info.FieldsInOrder) { + ComponentInfo::Field_t fieldInfo = componentWrapper.Info.Fields.at(componentField); + if (fieldInfo.Type == "string") { + std::string& value = componentWrapper[componentField]; + packet.WriteString(value); + } else { + packet.WriteData(componentWrapper.Data + fieldInfo.Offset, fieldInfo.Stride); + } + } + } + } } + // Go to to your children + addPlayersToPacket(packet, childEntityID); + } +} +void Server::addChildrenToPacket(Packet & packet, EntityID entityID) +{ + auto itPair = m_World->GetDirectChildren(entityID); + std::unordered_map worldComponentPools = m_World->GetComponentPools(); + // Loop through every child + for (auto it = itPair.first; it != itPair.second; it++) { + EntityID childEntityID = it->second; // Write EntityID and parentsID and Entity name packet.WritePrimitive(childEntityID); packet.WritePrimitive(entityID); @@ -231,6 +293,8 @@ void Server::sendPing() reliableBroadcast(packet); } + + void Server::checkForTimeOuts() { double startPing = 1000 * m_StartPingTime @@ -280,7 +344,7 @@ void Server::parseTCPConnect(Packet & packet) // Read packet ID m_PreviousPacketID = m_PacketID; // Set previous packet id m_PacketID = packet.ReadPrimitive(); //Read new packet id - + LOG_INFO("Parsing connections"); // Check if player is already connected // Ska vara till lagd i TCPServer receive @@ -305,6 +369,11 @@ void Server::parseTCPConnect(Packet & packet) connnectPacket.WritePrimitive(playerID); m_Reliable.Send(connnectPacket); + Packet firstSnapshot(MessageType::Snapshot); + addInputCommandsToPacket(firstSnapshot); + addChildrenToPacket(firstSnapshot, EntityID_Invalid); + m_Reliable.Send(firstSnapshot); + // Send notification that a player has connected //Packet notificationPacket(MessageType::PlayerConnected); //broadcast(notificationPacket); @@ -323,6 +392,17 @@ void Server::parseDisconnect() } } + +void Server::parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint) +{ + Packet packet(MessageType::ServerlistRequest); + packet.WriteString(m_Reliable.Address()); + packet.WritePrimitive(m_Reliable.Port()); + packet.WriteString("SERVERNAME"); + packet.WritePrimitive(m_ConnectedPlayers.size()); + m_ServerlistRequest.Send(packet); +} + void Server::disconnect(PlayerID playerID) { //broadcast("A player disconnected"); @@ -347,6 +427,7 @@ void Server::parseOnPlayerDamage(Packet & packet) e.Victim = EntityWrapper(m_World, packet.ReadPrimitive()); e.Damage = packet.ReadPrimitive(); m_EventBroker->Publish(e); + //LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str()); } @@ -375,8 +456,7 @@ bool Server::OnInputCommand(const Events::InputCommand & e) } isReadingData = !isReadingData; m_SaveDataTimer = std::clock(); - } - if (e.Command == "KickPlayer" && e.Value > 0) { + } else if (e.Command == "KickPlayer" && e.Value > 0) { kick(0); } @@ -427,7 +507,20 @@ bool Server::OnPlayerDamage(const Events::PlayerDamage& e) packet.WritePrimitive(e.Damage); reliableBroadcast(packet); - return false; + return true; +} + +bool Server::OnAmmoPickup(const Events::AmmoPickup & e) +{ + for (auto& kv : m_ConnectedPlayers) { + if (e.Player.ID == kv.second.EntityID) { + Packet packet(MessageType::AmmoPickup); + // We dont send playerID as it will be set at client to local + packet.WritePrimitive(e.AmmoGain); + m_Reliable.Send(packet, kv.second); + } + } + return true; } void Server::parseClientPing() @@ -447,13 +540,21 @@ void Server::parsePing() { for (auto& kv : m_ConnectedPlayers) { if (kv.second.TCPAddress == m_Address && - kv.second.TCPPort == m_Port) { + kv.second.TCPPort == m_Port + || (kv.second.Endpoint.address() == m_Address + && kv.second.Endpoint.port() == m_Port)) { kv.second.StopTime = std::clock(); break; } } } +bool Server::parseDoubleJump(Packet & packet) +{ + reliableBroadcast(packet); + return true; +} + void Server::parseOnInputCommand(Packet& packet) { PlayerID player = -1; @@ -513,7 +614,17 @@ void Server::parsePlayerTransform(Packet& packet) bool Server::shouldSendToClient(EntityWrapper childEntity) { - return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid(); + auto children = m_World->GetDirectChildren(childEntity.ID); + for (auto it = children.first; it != children.second; it++) { + EntityWrapper child(m_World, it->second); + if (child.HasComponent("CapturePoint") || child.HasComponent("HealthPickup") + || child.HasComponent("AmmoPickup")) { + return true; + } + } + return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid() + || childEntity.HasComponent("CapturePoint") || childEntity.HasComponent("HealthPickup") + || childEntity.HasComponent("AmmoPickup"); } PlayerID Server::GetPlayerIDFromEndpoint() diff --git a/src/Engine/Network/TCPClient.cpp b/src/Engine/Network/TCPClient.cpp index df4f3826..f3394d3d 100644 --- a/src/Engine/Network/TCPClient.cpp +++ b/src/Engine/Network/TCPClient.cpp @@ -56,32 +56,42 @@ void TCPClient::Disconnect() void TCPClient::Receive(Packet& packet) { - size_t bytesRead = readBuffer(m_ReadBuffer); + size_t bytesRead = readBuffer(); if (bytesRead > 0) { packet.ReconstructFromData(m_ReadBuffer, bytesRead); } } -size_t TCPClient::readBuffer(char* data) +size_t TCPClient::readBuffer() { if (!m_Socket) { return 0; } boost::system::error_code error; // Read size of packet - size_t bytesReceived = m_Socket->read_some(boost - ::asio::buffer((void*)data, sizeof(int)), - error); - int sizeOfPacket = 0; - memcpy(&sizeOfPacket, data, sizeof(int)); + m_Socket->receive(boost + ::asio::buffer((void*)m_ReadBuffer, sizeof(int)), + boost::asio::ip::tcp::socket::message_peek, error); + unsigned int sizeOfPacket = 0; + memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int)); + // if the buffer is to small increase the size of it + // TODO if message is huge 1 time the buffer will not decrease. + if (sizeOfPacket > m_BufferSize) { + delete[] m_ReadBuffer; + m_ReadBuffer = new char[sizeOfPacket]; + m_BufferSize = sizeOfPacket; + } // Read the rest of the message - bytesReceived += m_Socket->read_some(boost - ::asio::buffer((void*)(data + bytesReceived), sizeOfPacket - bytesReceived), + size_t bytesReceived = m_Socket->read_some(boost + ::asio::buffer((void*)(m_ReadBuffer), sizeOfPacket), error); if (error) { //LOG_ERROR("receive: %s", error.message().c_str()); } + if (sizeOfPacket > 1000000) + LOG_WARNING("The packets received are bigger than 1MB"); + return bytesReceived; } diff --git a/src/Engine/Network/TCPServer.cpp b/src/Engine/Network/TCPServer.cpp index a449e684..acd3d6d0 100644 --- a/src/Engine/Network/TCPServer.cpp +++ b/src/Engine/Network/TCPServer.cpp @@ -1,25 +1,38 @@ #include "Network/TCPServer.h" using namespace boost::asio::ip; -TCPServer::TCPServer() +TCPServer::TCPServer() { acceptor = std::unique_ptr(new tcp::acceptor(m_IOService, tcp::endpoint(tcp::v4(), 27666))); + // Make the acceptor non-blocking so we wont get stuck in AcceptNewConnections(). + acceptor->non_blocking(true); + m_Port = GetPort(); + m_Address = GetAddress(); } TCPServer::~TCPServer() -{ -} +{ } void TCPServer::AcceptNewConnections(int& nextPlayerID, std::map& connectedPlayers) { + boost::system::error_code error; boost::shared_ptr newSocket = boost::shared_ptr(new tcp::socket(m_IOService)); - m_IOService.poll(); - acceptor->async_accept(*newSocket, - boost::bind(&TCPServer::handle_accept, this, newSocket, boost::ref(nextPlayerID), boost::ref(connectedPlayers), - boost::asio::placeholders::error)); + acceptor->accept(*newSocket, error); + // If no error occured add new tcp connection + if (!error) { + // Add tcp socket to connections + boost::asio::ip::tcp::no_delay option(true); + newSocket->set_option(option); + PlayerDefinition pd; + pd.StopTime = std::clock(); + pd.TCPSocket = newSocket; + pd.TCPAddress = newSocket.get()->remote_endpoint().address(); + pd.TCPPort = newSocket.get()->remote_endpoint().port(); + connectedPlayers[nextPlayerID++] = pd; + } } -PlayerID GetPlayerIDFromEndpoint(const std::map& connectedPlayers, +PlayerID TCPServer::getPlayerIDFromEndpoint(const std::map& connectedPlayers, boost::asio::ip::address address, unsigned short port) { for (auto& kv : connectedPlayers) { @@ -31,28 +44,10 @@ PlayerID GetPlayerIDFromEndpoint(const std::map& con return -1; } -void TCPServer::handle_accept(boost::shared_ptr socket, - int& nextPlayerID, std::map& connectedPlayers, - const boost::system::error_code& error) -{ - if (!error && GetPlayerIDFromEndpoint(connectedPlayers, socket->remote_endpoint().address(), - socket->remote_endpoint().port()) == -1) { - // Add tcp socket to connections - boost::asio::ip::tcp::no_delay option(true); - socket->set_option(option); - PlayerDefinition pd; - pd.StopTime = std::clock(); - pd.TCPSocket = socket; - pd.TCPAddress = socket.get()->remote_endpoint().address(); - pd.TCPPort = socket.get()->remote_endpoint().port(); - connectedPlayers[nextPlayerID++] = pd; - } -} - void TCPServer::Send(Packet & packet, PlayerDefinition & playerDefinition) { + packet.UpdateSize(); try { - packet.UpdateSize(); int bytesSent = playerDefinition.TCPSocket->send( boost::asio::buffer(packet.Data(), packet.Size()), 0); @@ -73,38 +68,60 @@ void TCPServer::Send(Packet & packet) } void TCPServer::Disconnect() -{ +{ +} +int TCPServer::GetPort() +{ + return acceptor->local_endpoint().port(); +} + +std::string TCPServer::GetAddress() +{ + boost::asio::ip::tcp::resolver resolver(m_IOService); + boost::asio::ip::tcp::resolver::query query(boost::asio::ip::tcp::v4(), boost::asio::ip::host_name(), ""); + boost::asio::ip::tcp::resolver::iterator it = resolver.resolve(query); + boost::asio::ip::tcp::endpoint endpoint = *it; + return endpoint.address().to_string().c_str(); } void TCPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition) { - int bytesRead = readBuffer(m_ReadBuffer, playerDefinition); + int bytesRead = readBuffer(playerDefinition); if (bytesRead > 0) { packet.ReconstructFromData(m_ReadBuffer, bytesRead); } lastReceivedSocket = playerDefinition.TCPSocket; } -int TCPServer::readBuffer(char* data, PlayerDefinition & playerDefinition) +int TCPServer::readBuffer(PlayerDefinition & playerDefinition) { if (!playerDefinition.TCPSocket) { return 0; } boost::system::error_code error; // Read size of packet - size_t bytesReceived = playerDefinition.TCPSocket->read_some(boost - ::asio::buffer((void*)data, sizeof(int)), - error); - int sizeOfPacket = 0; - memcpy(&sizeOfPacket, data, sizeof(int)); + playerDefinition.TCPSocket->receive(boost + ::asio::buffer((void*)m_ReadBuffer, sizeof(int)), + boost::asio::ip::tcp::socket::message_peek, error); + unsigned int sizeOfPacket = 0; + memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int)); + // if the buffer is to small increase the size of it + if (sizeOfPacket > m_BufferSize) { + delete[] m_ReadBuffer; + m_ReadBuffer = new char[sizeOfPacket]; + m_BufferSize = sizeOfPacket; + } // Read the rest of the message - bytesReceived += playerDefinition.TCPSocket->read_some(boost - ::asio::buffer((void*)(data + bytesReceived), sizeOfPacket - bytesReceived), + size_t bytesReceived = playerDefinition.TCPSocket->read_some(boost + ::asio::buffer((void*)(m_ReadBuffer), sizeOfPacket), error); if (error) { //LOG_ERROR("receive: %s", error.message().c_str()); } + if (sizeOfPacket > 1000000) + LOG_WARNING("The packets received are bigger than 1MB"); + return bytesReceived; } \ No newline at end of file diff --git a/src/Engine/Network/UDPClient.cpp b/src/Engine/Network/UDPClient.cpp index c76de084..51c29920 100644 --- a/src/Engine/Network/UDPClient.cpp +++ b/src/Engine/Network/UDPClient.cpp @@ -15,9 +15,9 @@ void UDPClient::Connect(std::string playerName, std::string address, int port) if (m_Socket) { return; } - m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string(address), port); + m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address().from_string(address), port); m_Socket = boost::shared_ptr(new boost::asio::ip::udp::socket(m_IOService)); - m_Socket->connect(m_ReceiverEndpoint); + m_Socket->open(boost::asio::ip::udp::v4()); } void UDPClient::Disconnect() @@ -27,34 +27,66 @@ void UDPClient::Disconnect() void UDPClient::Receive(Packet& packet) { - int bytesRead = readBuffer(m_ReadBuffer); + int bytesRead = readBuffer(); if (bytesRead > 0) { packet.ReconstructFromData(m_ReadBuffer, bytesRead); } } -int UDPClient::readBuffer(char* data) +int UDPClient::readBuffer() { if (!m_Socket) { return 0; } boost::system::error_code error; - int bytesReceived = m_Socket->receive_from(boost - ::asio::buffer((void*)data, BUFFERSIZE), - m_ReceiverEndpoint, - 0, error); + // Read size of packet + m_Socket->receive(boost + ::asio::buffer((void*)m_ReadBuffer, sizeof(int)), + boost::asio::ip::udp::socket::message_peek, error); + int sizeOfPacket = 0; + memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int)); + + // if the buffer is to small increase the size of it + if (sizeOfPacket > m_BufferSize) { + delete[] m_ReadBuffer; + m_ReadBuffer = new char[sizeOfPacket]; + m_BufferSize = sizeOfPacket; + } + + size_t availableData = m_Socket->available(); + // Read the rest of the message + size_t bytesReceived = m_Socket->receive_from(boost + ::asio::buffer((void*)(m_ReadBuffer), + sizeOfPacket), + m_ReceiverEndpoint, 0, error); if (error) { //LOG_ERROR("receive: %s", error.message().c_str()); } + if (sizeOfPacket > 1000000) + LOG_WARNING("The packets received are bigger than 1MB"); + return bytesReceived; } void UDPClient::Send(Packet& packet) { + packet.UpdateSize(); m_Socket->send_to(boost::asio::buffer( packet.Data(), packet.Size()), m_ReceiverEndpoint, 0); +} + +void UDPClient::Broadcast(Packet& packet, int port) +{ + packet.UpdateSize(); + m_Socket->set_option(boost::asio::socket_base::broadcast(true)); + m_Socket->send_to(boost::asio::buffer( + packet.Data(), + packet.Size()), + udp::endpoint(boost::asio::ip::address_v4().broadcast(), port) + , 0); + m_Socket->set_option(boost::asio::socket_base::broadcast(false)); } bool UDPClient::IsSocketAvailable() diff --git a/src/Engine/Network/UDPServer.cpp b/src/Engine/Network/UDPServer.cpp index 4b0a08ba..635ebd4d 100644 --- a/src/Engine/Network/UDPServer.cpp +++ b/src/Engine/Network/UDPServer.cpp @@ -5,11 +5,17 @@ UDPServer::UDPServer() m_Socket = std::unique_ptr(new boost::asio::ip::udp::socket(m_IOService, boost::asio::ip::udp::endpoint(boost::asio::ip::udp::v4(), 27666))); } +UDPServer::UDPServer(int port) +{ + m_Socket = std::unique_ptr(new boost::asio::ip::udp::socket(m_IOService, boost::asio::ip::udp::endpoint(boost::asio::ip::udp::v4(), port))); +} + UDPServer::~UDPServer() { } void UDPServer::Send(Packet& packet, PlayerDefinition & playerDefinition) { + packet.UpdateSize(); try { int bytesSent = m_Socket->send_to( boost::asio::buffer(packet.Data(), packet.Size()), @@ -23,6 +29,7 @@ void UDPServer::Send(Packet& packet, PlayerDefinition & playerDefinition) // Send back to endpoint of received packet void UDPServer::Send(Packet & packet) { + packet.UpdateSize(); m_Socket->send_to( boost::asio::buffer( packet.Data(), @@ -31,9 +38,35 @@ void UDPServer::Send(Packet & packet) 0); } +// Broadcasting respond specific logic +void UDPServer::Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint) +{ + packet.UpdateSize(); + m_Socket->send_to( + boost::asio::buffer( + packet.Data(), + packet.Size()), + endpoint, + 0); +} + +// Broadcasting +void UDPServer::Broadcast(Packet & packet, int port) +{ + packet.UpdateSize(); + m_Socket->set_option(boost::asio::socket_base::broadcast(true)); + m_Socket->send_to( + boost::asio::buffer( + packet.Data(), + packet.Size()), + boost::asio::ip::udp::endpoint(boost::asio::ip::address_v4().broadcast(),port), + 0); + m_Socket->set_option(boost::asio::socket_base::broadcast(false)); +} + void UDPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition) { - int bytesRead = readBuffer(m_ReadBuffer); + int bytesRead = readBuffer(); if (bytesRead > 0) { packet.ReconstructFromData(m_ReadBuffer, bytesRead); } @@ -45,17 +78,39 @@ bool UDPServer::IsSocketAvailable() return m_Socket->available(); } -int UDPServer::readBuffer(char* data) +int UDPServer::readBuffer() { - boost::system::error_code error = boost::asio::error::host_not_found; - unsigned int length = m_Socket->receive_from( - boost::asio::buffer((void*)data - , BUFFERSIZE) - , m_ReceiverEndpoint, 0, error); - if (error) { - LOG_WARNING(error.message().c_str()); + if (!m_Socket) { + return 0; } - return length; + int addasdasd = m_Socket->available(); + boost::system::error_code error; + // Read size of packet + m_Socket->receive_from(boost + ::asio::buffer((void*)m_ReadBuffer, sizeof(int)), + m_ReceiverEndpoint, boost::asio::ip::udp::socket::message_peek, error); + unsigned int sizeOfPacket = 0; + memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int)); + + // if the buffer is to small increase the size of it + if (sizeOfPacket > m_BufferSize) { + delete[] m_ReadBuffer; + m_ReadBuffer = new char[sizeOfPacket]; + m_BufferSize = sizeOfPacket; + } + + // Read the rest of the message + size_t bytesReceived = m_Socket->receive_from(boost + ::asio::buffer((void*)(m_ReadBuffer), + sizeOfPacket), + m_ReceiverEndpoint, 0, error); + if (error) { + //LOG_ERROR("receive: %s", error.message().c_str()); + } + if (sizeOfPacket > 1000000) + LOG_WARNING("The packets received are bigger than 1MB"); + + return bytesReceived; } void UDPServer::AcceptNewConnections(int& nextPlayerID, std::map& connectedPlayers) diff --git a/src/Engine/Rendering/CubeMapPass.cpp b/src/Engine/Rendering/CubeMapPass.cpp new file mode 100644 index 00000000..e2a55b74 --- /dev/null +++ b/src/Engine/Rendering/CubeMapPass.cpp @@ -0,0 +1,41 @@ +#include "Rendering/CubeMapPass.h" + +CubeMapPass::CubeMapPass(IRenderer* renderer) + :m_Renderer(renderer) +{ + LoadTextures("Nevada"); +} + +void CubeMapPass::LoadTextures(std::string input) +{ + if (m_PreviusCubeMapTexture != input) { + m_CubeMapTextures.clear(); + for (int i = 0; i < 6; i++) { + std::string str; + str = "Textures/Test/CubeMap/" + input + "/CubeMapTest0" + std::to_string(i) + ".png"; + Texture* img = ResourceManager::Load(str); + m_CubeMapTextures.push_back(img); + } + GenerateCubeMapTexture(); + m_PreviusCubeMapTexture = input; + } +} + +void CubeMapPass::GenerateCubeMapTexture() +{ + if (m_CubeMapTexture == -1) { + glGenTextures(1, &m_CubeMapTexture); + } + glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapTexture); + + for (int i = 0; i < 6; i++) { + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA32F, m_CubeMapTextures[0]->Width, m_CubeMapTextures[0]->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_CubeMapTextures[i]->Data); + } + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + GLERROR("Generate Cubemap"); +} + diff --git a/src/Engine/Rendering/DrawBloomPass.cpp b/src/Engine/Rendering/DrawBloomPass.cpp index 46612d5e..12777941 100644 --- a/src/Engine/Rendering/DrawBloomPass.cpp +++ b/src/Engine/Rendering/DrawBloomPass.cpp @@ -1,65 +1,101 @@ #include "Rendering/DrawBloomPass.h" -DrawBloomPass::DrawBloomPass(IRenderer* renderer) +DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config) + : m_Renderer(renderer) + , m_Config(config) { - m_Renderer = renderer; + InitializeTextures(); - m_ScreenQuad = ResourceManager::Load("Models/Core/ScreenQuad.mesh"); - - InitializeTextures(); - InitializeBuffers(); - InitializeShaderPrograms(); + ChangeQuality(m_Config->Get("GLOW.Quality", 2)); } void DrawBloomPass::InitializeTextures() { - m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false); + m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false); +} + +void DrawBloomPass::ChangeQuality(int quality) +{ + if (m_Quality == quality) { + return; + } + m_Quality = quality; + + m_ScreenQuad = ResourceManager::Load("Models/Core/ScreenQuad.mesh"); + + if (m_Quality == 0) { + CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz); + CommonFunctions::DeleteTexture(&m_GaussianTexture_vert); + m_GaussianTexture_horiz = 0; + m_GaussianTexture_vert = 0; + return; + } + InitializeTextures(); + + InitializeBuffers(); + InitializeShaderPrograms(); + std::string qStr = std::to_string(m_Quality); + m_Iterations = m_Config->Get("GLOW" + qStr + ".NumIterations", 0); } void DrawBloomPass::InitializeShaderPrograms() { m_GaussianProgram_horiz = ResourceManager::Load("##GaussianProgramHoriz"); - m_GaussianProgram_horiz->AddShader(std::shared_ptr(new VertexShader("Shaders/Gaussian_horiz.vert.glsl"))); - m_GaussianProgram_horiz->AddShader(std::shared_ptr(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl"))); - m_GaussianProgram_horiz->Compile(); - m_GaussianProgram_horiz->Link(); + if (m_GaussianProgram_horiz->GetHandle() == 0) { + m_GaussianProgram_horiz->AddShader(std::shared_ptr(new VertexShader("Shaders/Gaussian_horiz.vert.glsl"))); + m_GaussianProgram_horiz->AddShader(std::shared_ptr(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl"))); + m_GaussianProgram_horiz->Compile(); + m_GaussianProgram_horiz->Link(); + } - m_GaussianProgram_vert = ResourceManager::Load("##GaussianProgramVert"); - m_GaussianProgram_vert->AddShader(std::shared_ptr(new VertexShader("Shaders/Gaussian_vert.vert.glsl"))); - m_GaussianProgram_vert->AddShader(std::shared_ptr(new FragmentShader("Shaders/Gaussian_vert.frag.glsl"))); - m_GaussianProgram_vert->Compile(); - m_GaussianProgram_vert->Link(); + m_GaussianProgram_vert = ResourceManager::Load("##GaussianProgramVert"); + if (m_GaussianProgram_vert->GetHandle() == 0) { + m_GaussianProgram_vert->AddShader(std::shared_ptr(new VertexShader("Shaders/Gaussian_vert.vert.glsl"))); + m_GaussianProgram_vert->AddShader(std::shared_ptr(new FragmentShader("Shaders/Gaussian_vert.frag.glsl"))); + m_GaussianProgram_vert->Compile(); + m_GaussianProgram_vert->Link(); + } } - void DrawBloomPass::InitializeBuffers() { - GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); + CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); - m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0))); - m_GaussianFrameBuffer_horiz.Generate(); + if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) { + m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0))); + } + m_GaussianFrameBuffer_horiz.Generate(); - GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); - - m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0))); - m_GaussianFrameBuffer_vert.Generate(); + CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); + if (m_GaussianFrameBuffer_vert.GetHandle() == 0) { + m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0))); + } + m_GaussianFrameBuffer_vert.Generate(); } void DrawBloomPass::ClearBuffer() { + if (m_Quality == 0) { + return; + } + GLERROR("PRE"); m_GaussianFrameBuffer_horiz.Bind(); glClearColor(0.f, 0.f, 0.f, 0.f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT); m_GaussianFrameBuffer_horiz.Unbind(); m_GaussianFrameBuffer_vert.Bind(); glClearColor(0.f, 0.f, 0.f, 0.f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT); m_GaussianFrameBuffer_vert.Unbind(); + GLERROR("END"); } void DrawBloomPass::Draw(GLuint texture) { + if (m_Quality == 0) { + return; + } GLERROR("DrawBloomPass::Draw: Pre"); DrawBloomPassState state; @@ -71,39 +107,39 @@ void DrawBloomPass::Draw(GLuint texture) //Horizontal pass, first use the given texture then save it to the horizontal framebuffer. m_GaussianFrameBuffer_horiz.Bind(); m_GaussianProgram_horiz->Bind(); - glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); - glBindVertexArray(m_ScreenQuad->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); - //Iterate some times to make it more gaussian. - for (int i = 1; i < m_iterations; i++) { + for (int i = 1; i < m_Iterations; i++) { //Vertical pass m_GaussianFrameBuffer_vert.Bind(); m_GaussianProgram_vert->Bind(); + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz); glBindVertexArray(m_ScreenQuad->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); - //horizontal pass + m_GaussianFrameBuffer_vert.Unbind(); m_GaussianFrameBuffer_horiz.Bind(); m_GaussianProgram_horiz->Bind(); + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert); glBindVertexArray(m_ScreenQuad->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); + m_GaussianFrameBuffer_horiz.Unbind(); } //final vertical gaussian after the iterations are done @@ -111,8 +147,8 @@ void DrawBloomPass::Draw(GLuint texture) m_GaussianFrameBuffer_vert.Bind(); m_GaussianProgram_vert->Bind(); + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz); - glBindVertexArray(m_ScreenQuad->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 @@ -121,14 +157,14 @@ void DrawBloomPass::Draw(GLuint texture) GLERROR("DrawBloomPass::Draw: END"); } -void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const + +void DrawBloomPass::OnWindowResize() { - glGenTextures(1, texture); - glBindTexture(GL_TEXTURE_2D, *texture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering); - glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution - GLERROR("Texture initialization failed"); + if (m_Quality == 0) { + return; + } + CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); + m_GaussianFrameBuffer_vert.Generate(); + CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); + m_GaussianFrameBuffer_horiz.Generate(); } diff --git a/src/Engine/Rendering/DrawColorCorrectionPass.cpp b/src/Engine/Rendering/DrawColorCorrectionPass.cpp index c82d614f..70d3a053 100644 --- a/src/Engine/Rendering/DrawColorCorrectionPass.cpp +++ b/src/Engine/Rendering/DrawColorCorrectionPass.cpp @@ -18,7 +18,7 @@ void DrawColorCorrectionPass::InitializeShaderPrograms() m_ColorCorrectionProgram->Link(); } -void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure) +void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure) { //glBindFramebuffer(GL_FRAMEBUFFER, 0); GLERROR("DrawScreenQuadPass::Draw: Pre"); @@ -33,10 +33,6 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLu glBindTexture(GL_TEXTURE_2D, sceneTexture); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, bloomTexture); - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, sceneTextureLowRes); - glActiveTexture(GL_TEXTURE3); - glBindTexture(GL_TEXTURE_2D, bloomTextureLowRes); glBindVertexArray(m_ScreenQuad->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp index 11db71f0..6cdf42d1 100644 --- a/src/Engine/Rendering/DrawFinalPass.cpp +++ b/src/Engine/Rendering/DrawFinalPass.cpp @@ -1,10 +1,11 @@ #include "Rendering/DrawFinalPass.h" - -DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass) +DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass) + : m_Renderer(renderer) + , m_LightCullingPass(lightCullingPass) + , m_CubeMapPass(cubeMapPass) + , m_SSAOPass(ssaoPass) { //TODO: Make sure that uniforms are not sent into shader if not needed. - m_Renderer = renderer; - m_LightCullingPass = lightCullingPass; m_ShieldPixelRate = 8; InitializeTextures(); InitializeShaderPrograms(); @@ -22,41 +23,26 @@ void DrawFinalPass::InitializeTextures() void DrawFinalPass::InitializeFrameBuffers() { - glGenRenderbuffers(1, &m_DepthBuffer); - glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); - GLERROR("RenderBuffer generation"); - - GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); + CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); //GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); - GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); + CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); //GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4); //GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT); - m_FinalPassFrameBuffer.AddResource(std::shared_ptr(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT))); + CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST, + glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8); + + m_FinalPassFrameBuffer.AddResource(std::shared_ptr(new Texture2D(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT))); //m_FinalPassFrameBuffer.AddResource(std::shared_ptr(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT))); m_FinalPassFrameBuffer.AddResource(std::shared_ptr(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0))); m_FinalPassFrameBuffer.AddResource(std::shared_ptr(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1))); m_FinalPassFrameBuffer.Generate(); GLERROR("FBO generation"); - glGenRenderbuffers(1, &m_DepthBufferLowRes); - glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBufferLowRes); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)); - GLERROR("RenderBufferLowRes generation"); - - GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT); - //GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); - GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT); - //GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4); - //GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT); - - m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr(new RenderBuffer(&m_DepthBufferLowRes, GL_DEPTH_STENCIL_ATTACHMENT))); - //m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT))); - m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr(new Texture2D(&m_SceneTextureLowRes, GL_COLOR_ATTACHMENT0))); - m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr(new Texture2D(&m_BloomTextureLowRes, GL_COLOR_ATTACHMENT1))); - m_FinalPassFrameBufferLowRes.Generate(); - GLERROR("FBO2 generation"); + CommonFunctions::GenerateTexture(&m_ShieldBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST, + glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT); + m_ShieldDepthFrameBuffer.AddResource(std::shared_ptr(new Texture2D(&m_ShieldBuffer, GL_DEPTH_ATTACHMENT))); + m_ShieldDepthFrameBuffer.Generate(); } void DrawFinalPass::InitializeShaderPrograms() @@ -88,6 +74,7 @@ void DrawFinalPass::InitializeShaderPrograms() m_SpriteProgram->BindFragDataLocation(1, "bloomColor"); m_SpriteProgram->Link(); GLERROR("Creating sprite program"); + m_ForwardPlusSplatMapProgram = ResourceManager::Load("#ForwardPlusSplatMapProgram"); m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ForwardPlus.vert.glsl"))); m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl"))); @@ -143,247 +130,291 @@ void DrawFinalPass::InitializeShaderPrograms() m_ForwardPlusSplatMapSkinnedProgram->BindFragDataLocation(1, "bloomColor"); m_ForwardPlusSplatMapSkinnedProgram->Link(); GLERROR("Creating Forward SplatMap Skinned program"); + + m_FillDepthStencilBufferProgram = ResourceManager::Load("#FillDepthBufferProgram"); + m_FillDepthStencilBufferProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/FillDepthBuffer.vert.glsl"))); + m_FillDepthStencilBufferProgram->Compile(); + m_FillDepthStencilBufferProgram->Link(); + GLERROR("Creating DepthFill program"); + + m_FillDepthStencilBufferSkinnedProgram = ResourceManager::Load("#FillDepthBufferProgramSkinned"); + m_FillDepthStencilBufferSkinnedProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl"))); + m_FillDepthStencilBufferSkinnedProgram->Compile(); + m_FillDepthStencilBufferSkinnedProgram->Link(); + GLERROR("Creating DepthFill program"); + + + + + + m_ForwardPlusShieldCheckProgram = ResourceManager::Load("#ForwardPlusShieldCheckProgram"); + m_ForwardPlusShieldCheckProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ForwardPlus.vert.glsl"))); + m_ForwardPlusShieldCheckProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlusShieldCheck.frag.glsl"))); + m_ForwardPlusShieldCheckProgram->Compile(); + m_ForwardPlusShieldCheckProgram->BindFragDataLocation(0, "sceneColor"); + m_ForwardPlusShieldCheckProgram->BindFragDataLocation(1, "bloomColor"); + m_ForwardPlusShieldCheckProgram->Link(); + GLERROR("Creating forward+ program"); + + m_ExplosionEffectShieldCheckProgram = ResourceManager::Load("#ExplosionEffectShieldCheckProgram"); + m_ExplosionEffectShieldCheckProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ForwardPlus.vert.glsl"))); + m_ExplosionEffectShieldCheckProgram->AddShader(std::shared_ptr(new GeometryShader("Shaders/ExplosionEffect.geom.glsl"))); + m_ExplosionEffectShieldCheckProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlusShieldCheck.frag.glsl"))); + m_ExplosionEffectShieldCheckProgram->Compile(); + m_ExplosionEffectShieldCheckProgram->BindFragDataLocation(0, "sceneColor"); + m_ExplosionEffectShieldCheckProgram->BindFragDataLocation(1, "bloomColor"); + m_ExplosionEffectShieldCheckProgram->Link(); + GLERROR("Creating explosion program"); + + m_SpriteShieldCheckProgram = ResourceManager::Load("#SpriteShieldCheckProgram"); + m_SpriteShieldCheckProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/Sprite.vert.glsl"))); + m_SpriteShieldCheckProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/SpriteShieldCheck.frag.glsl"))); + m_SpriteShieldCheckProgram->Compile(); + m_SpriteShieldCheckProgram->BindFragDataLocation(0, "sceneColor"); + m_SpriteShieldCheckProgram->BindFragDataLocation(1, "bloomColor"); + m_SpriteShieldCheckProgram->Link(); + GLERROR("Creating sprite program"); + + m_ForwardPlusSplatMapShieldCheckProgram = ResourceManager::Load("#ForwardPlusSplatMapShieldCheckProgram"); + m_ForwardPlusSplatMapShieldCheckProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ForwardPlus.vert.glsl"))); + m_ForwardPlusSplatMapShieldCheckProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl"))); + m_ForwardPlusSplatMapShieldCheckProgram->Compile(); + m_ForwardPlusSplatMapShieldCheckProgram->BindFragDataLocation(0, "sceneColor"); + m_ForwardPlusSplatMapShieldCheckProgram->BindFragDataLocation(1, "bloomColor"); + m_ForwardPlusSplatMapShieldCheckProgram->Link(); + GLERROR("Creating Forward SplatMap program"); + + m_ExplosionEffectSplatMapShieldCheckProgram = ResourceManager::Load("#ExplosionEffectSplatMapShieldCheckProgram"); + m_ExplosionEffectSplatMapShieldCheckProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ForwardPlus.vert.glsl"))); + m_ExplosionEffectSplatMapShieldCheckProgram->AddShader(std::shared_ptr(new GeometryShader("Shaders/ExplosionEffect.geom.glsl"))); + m_ExplosionEffectSplatMapShieldCheckProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl"))); + m_ExplosionEffectSplatMapShieldCheckProgram->Compile(); + m_ExplosionEffectSplatMapShieldCheckProgram->BindFragDataLocation(0, "sceneColor"); + m_ExplosionEffectSplatMapShieldCheckProgram->BindFragDataLocation(1, "bloomColor"); + m_ExplosionEffectSplatMapShieldCheckProgram->Link(); + GLERROR("Creating explosion SplatMap program"); + + m_ForwardPlusSkinnedShieldCheckProgram = ResourceManager::Load("#ForwardPlusSkinnedShieldCheckProgram"); + m_ForwardPlusSkinnedShieldCheckProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl"))); + m_ForwardPlusSkinnedShieldCheckProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlusShieldCheck.frag.glsl"))); + m_ForwardPlusSkinnedShieldCheckProgram->Compile(); + m_ForwardPlusSkinnedShieldCheckProgram->BindFragDataLocation(0, "sceneColor"); + m_ForwardPlusSkinnedShieldCheckProgram->BindFragDataLocation(1, "bloomColor"); + m_ForwardPlusSkinnedShieldCheckProgram->Link(); + GLERROR("Creating forward+ Skinned program"); + + m_ExplosionEffectSkinnedShieldCheckProgram = ResourceManager::Load("#ExplosionEffectSkinnedShieldCheckProgram"); + m_ExplosionEffectSkinnedShieldCheckProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl"))); + m_ExplosionEffectSkinnedShieldCheckProgram->AddShader(std::shared_ptr(new GeometryShader("Shaders/ExplosionEffect.geom.glsl"))); + m_ExplosionEffectSkinnedShieldCheckProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlusShieldCheck.frag.glsl"))); + m_ExplosionEffectSkinnedShieldCheckProgram->Compile(); + m_ExplosionEffectSkinnedShieldCheckProgram->BindFragDataLocation(0, "sceneColor"); + m_ExplosionEffectSkinnedShieldCheckProgram->BindFragDataLocation(1, "bloomColor"); + m_ExplosionEffectSkinnedShieldCheckProgram->Link(); + GLERROR("Creating explosion Skinned program"); + + m_ExplosionEffectSplatMapSkinnedShieldCheckProgram = ResourceManager::Load("#ExplosionEffectSplatMapSkinnedShieldCheckProgram"); + m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl"))); + m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl"))); + m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Compile(); + m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->BindFragDataLocation(0, "sceneColor"); + m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->BindFragDataLocation(1, "bloomColor"); + m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Link(); + GLERROR("Creating Forward SplatMap Skinned program"); + + m_ForwardPlusSplatMapSkinnedShieldCheckProgram = ResourceManager::Load("#ForwardPlusSplatMapSkinnedShieldCheckProgram"); + m_ForwardPlusSplatMapSkinnedShieldCheckProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl"))); + m_ForwardPlusSplatMapSkinnedShieldCheckProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl"))); + m_ForwardPlusSplatMapSkinnedShieldCheckProgram->Compile(); + m_ForwardPlusSplatMapSkinnedShieldCheckProgram->BindFragDataLocation(0, "sceneColor"); + m_ForwardPlusSplatMapSkinnedShieldCheckProgram->BindFragDataLocation(1, "bloomColor"); + m_ForwardPlusSplatMapSkinnedShieldCheckProgram->Link(); + GLERROR("Creating Forward SplatMap Skinned program"); - m_ShieldToStencilProgram = ResourceManager::Load("#ShieldToStencilProgram"); - m_ShieldToStencilProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ShieldStencil.vert.glsl"))); - m_ShieldToStencilProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ShieldStencil.frag.glsl"))); - m_ShieldToStencilProgram->Compile(); - m_ShieldToStencilProgram->Link(); - GLERROR("Creating Shield program"); - - m_ShieldToStencilSkinnedProgram = ResourceManager::Load("#ShieldToStencilProgramSkinned"); - m_ShieldToStencilSkinnedProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ShieldStencilSkinned.vert.glsl"))); - m_ShieldToStencilSkinnedProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ShieldStencil.frag.glsl"))); - m_ShieldToStencilSkinnedProgram->Compile(); - m_ShieldToStencilSkinnedProgram->Link(); - GLERROR("Creating Shield Skinned program"); - - m_FillDepthBufferProgram = ResourceManager::Load("#FillDepthBufferProgram"); - m_FillDepthBufferProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/FillDepthBuffer.vert.glsl"))); - m_FillDepthBufferProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl"))); - m_FillDepthBufferProgram->Compile(); - m_FillDepthBufferProgram->Link(); - GLERROR("Creating DepthFill program"); - - m_FillDepthBufferSkinnedProgram = ResourceManager::Load("#FillDepthBufferProgramSkinned"); - m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl"))); - m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl"))); - m_FillDepthBufferSkinnedProgram->Compile(); - m_FillDepthBufferSkinnedProgram->Link(); - GLERROR("Creating DepthFill program"); } void DrawFinalPass::Draw(RenderScene& scene) { GLERROR("Pre"); + DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle()); + //Draw shields to stencil + DrawToDepthStencilBuffer(scene.Jobs.ShieldObjects, scene); + GLERROR("StencilPass"); + delete stateDethp; - DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle()); + + DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle()); if (scene.ClearDepth) { - glClear(GL_DEPTH_BUFFER_BIT); + //glClear(GL_DEPTH_BUFFER_BIT); + state->Disable(GL_DEPTH_TEST); + state->DepthMask(GL_FALSE); } //TODO: Do we need check for this or will it be per scene always? glClearStencil(0x00); glClear(GL_STENCIL_BUFFER_BIT); //Fill depth buffer - - - state->StencilMask(0x00); - DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene); - GLERROR("OpaqueObjects"); - DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene); - GLERROR("TransparentObjects"); - DrawSprites(scene.Jobs.SpriteJob, scene); - GLERROR("SpriteJobs"); - - //DrawStencilState* stencilState = new DrawStencilState(m_FinalPassFrameBuffer.GetHandle()); - //Draw shields to stencil pass - state->StencilFunc(GL_ALWAYS, 1, 0xFF); - state->StencilMask(0xFF); - DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene); - GLERROR("StencilPass"); + state->Enable(GL_STENCIL_TEST); + state->StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + state->StencilFunc(GL_ALWAYS, 1, 0xFF); + state->StencilMask(0xFF); + state->DepthMask(GL_FALSE); + //DrawToDepthStencilBuffer(scene.Jobs.ShieldObjects, scene); + state->DepthMask(GL_TRUE); //Draw Opaque shielded objects + state->Disable(GL_STENCIL_TEST); state->StencilFunc(GL_NOTEQUAL, 1, 0xFF); state->StencilMask(0x00); - DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing + DrawModelRenderQueuesWithShieldCheck(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing GLERROR("Shielded Opaque object"); + //Draw Opaque objects + //state->StencilMask(0x00); + DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene); + GLERROR("OpaqueObjects"); + + //state->Disable(GL_STENCIL_TEST); //Draw Transparen Shielded objects - DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing + state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + DrawModelRenderQueuesWithShieldCheck(scene.Jobs.TransparentObjects, scene); //might need changing GLERROR("Shielded Transparent objects"); + //Draw Transparen objects + //state->BlendFunc(GL_ONE, GL_ONE); + //state->StencilFunc(GL_EQUAL, 1, 0xFF); + //DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene); + GLERROR("TransparentObjects"); + //state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + DrawSprites(scene.Jobs.SpriteJob, scene); + GLERROR("SpriteJobs"); + + delete state; GLERROR("END"); - delete state; - - - DrawFinalPassState* stateLowRes = new DrawFinalPassState(m_FinalPassFrameBufferLowRes.GetHandle()); - //Draw the lowres texture that will be shown behind the shield. - stateLowRes->Enable(GL_SCISSOR_TEST); - stateLowRes->Enable(GL_DEPTH_TEST); - //TODO: Viewports and scissor should be in state - glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate); - glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); - - glClearStencil(0x00); - glClear(GL_STENCIL_BUFFER_BIT); - - //TODO: This should not be here... - stateLowRes->StencilFunc(GL_ALWAYS, 1, 0xFF); - stateLowRes->StencilMask(0x00); - DrawToDepthBuffer(scene.Jobs.OpaqueObjects, scene); - DrawToDepthBuffer(scene.Jobs.TransparentObjects, scene); - - //Draw shields to stencil pass - stateLowRes->StencilFunc(GL_ALWAYS, 1, 0xFF); - stateLowRes->StencilMask(0xFF); - stateLowRes->Enable(GL_DEPTH_TEST); - DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene); - GLERROR("StencilPass"); - - glClear(GL_DEPTH_BUFFER_BIT); - - stateLowRes->Enable(GL_DEPTH_TEST); - stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF); - stateLowRes->StencilMask(0x00); - DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene); - GLERROR("OpaqueObjects"); - DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene); - GLERROR("TransparentObjects"); - glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); - glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); - delete stateLowRes; + } void DrawFinalPass::ClearBuffer() { - m_FinalPassFrameBufferLowRes.Bind(); - glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate); - glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); - glClearColor(0.f, 0.f, 0.f, 0.f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glDisable(GL_SCISSOR_TEST); - m_FinalPassFrameBufferLowRes.Unbind(); - + GLERROR("PRE"); + m_ShieldDepthFrameBuffer.Bind(); + glClear(GL_DEPTH_BUFFER_BIT); + m_ShieldDepthFrameBuffer.Unbind(); m_FinalPassFrameBuffer.Bind(); + GLERROR("Bind HighRes"); glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + GLERROR("ViewPort,Scissor LowRes"); glClearColor(0.f, 0.f, 0.f, 0.f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_FinalPassFrameBuffer.Unbind(); + GLERROR("END"); } -void DrawFinalPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const -{ - glGenTextures(1, texture); - glBindTexture(GL_TEXTURE_2D, *texture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering); - glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution - GLERROR("Texture initialization failed"); -} -void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const +void DrawFinalPass::OnWindowResize() { - glGenTextures(1, texture); - glBindTexture(GL_TEXTURE_2D, *texture); - glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y); - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture); - glGenerateMipmap(GL_TEXTURE_2D); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - GLERROR("MipMap Texture initialization failed"); + //InitializeFrameBuffers(); + CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST, + glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8); + CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); + CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); + m_FinalPassFrameBuffer.Generate(); + + GLERROR("Error changing texture resolutions"); } void DrawFinalPass::DrawModelRenderQueues(std::list>& jobs, RenderScene& scene) { GLuint forwardHandle = m_ForwardPlusProgram->GetHandle(); - GLERROR("forwardHandle"); GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle(); - GLERROR("explosionHandle"); GLuint explosionSplatMapHandle = m_ExplosionEffectSplatMapProgram->GetHandle(); - GLERROR("explosionSplatMapHandle"); - GLuint forwardSplatHandle = m_ForwardPlusSplatMapProgram->GetHandle(); - GLERROR("forwardSplatHandle"); + GLuint forwardSplatMapHandle = m_ForwardPlusSplatMapProgram->GetHandle(); GLuint forwardSkinnedHandle = m_ForwardPlusSkinnedProgram->GetHandle(); - GLERROR("forwardSkinnedHandle"); GLuint explosionSkinnedHandle = m_ExplosionEffectSkinnedProgram->GetHandle(); - GLERROR("explosionSkinnedHandle"); GLuint explosionSplatMapSkinnedHandle = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle(); - GLERROR("explosionSplatMapSkinnedHandle"); GLuint forwardSplatMapSkinnedHandle = m_ForwardPlusSplatMapSkinnedProgram->GetHandle(); - GLERROR("forwardSplatSkinnedHandle"); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO()); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO()); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO()); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture()); + for (auto &job : jobs) { auto explosionEffectJob = std::dynamic_pointer_cast(job); if (explosionEffectJob) { switch (explosionEffectJob->Type) { case RawModel::MaterialType::Basic: - case RawModel::MaterialType::SingleTextures: - { - if (explosionEffectJob->Model->IsSkinned()) { - m_ExplosionEffectSkinnedProgram->Bind(); - GLERROR("Bind ExplosionEffectSkinned program"); - //bind uniforms - BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene); - //bind textures - BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob); - std::vector frameBones; - if (explosionEffectJob->AnimationOffset.animation != nullptr) { - frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset); - } else { - frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations); - } - glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); - } else { - m_ExplosionEffectProgram->Bind(); - GLERROR("Bind ExplosionEffect program"); - //bind uniforms - BindExplosionUniforms(explosionHandle, explosionEffectJob, scene); - //bind textures - BindExplosionTextures(explosionHandle, explosionEffectJob); - } - break; - } - case RawModel::MaterialType::SplatMapping: - { - if (explosionEffectJob->Model->IsSkinned()) { - m_ExplosionEffectSplatMapSkinnedProgram->Bind(); - GLERROR("Bind ExplosionEffectSplatMapSkinned program"); - //bind uniforms - BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene); - //bind textures - BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob); - GLERROR("asdasd"); - std::vector frameBones; - if (explosionEffectJob->AnimationOffset.animation != nullptr) { - frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset); - } else { - frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations); - } - glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + case RawModel::MaterialType::SingleTextures: + { + if (explosionEffectJob->Model->IsSkinned()) { - } else { - m_ExplosionEffectSplatMapProgram->Bind(); - GLERROR("Bind ExplosionEffectSplatMap program"); - //bind uniforms - //bind uniforms - BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene); - //bind textures - BindExplosionTextures(explosionSplatMapHandle, explosionEffectJob); - GLERROR("asdasd"); - } - break; - } + m_ExplosionEffectSkinnedProgram->Bind(); + GLERROR("Bind ExplosionEffectSkinned program"); + //bind uniforms + BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene); + //bind textures + BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob); + glActiveTexture(GL_TEXTURE5); + glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture); + glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); + + std::vector frameBones; + if (explosionEffectJob->AnimationOffset.animation != nullptr) { + frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset); + } + else { + frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations); + } + glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + } + else { + m_ExplosionEffectProgram->Bind(); + GLERROR("Bind ExplosionEffect program"); + //bind uniforms + BindExplosionUniforms(explosionHandle, explosionEffectJob, scene); + //bind textures + BindExplosionTextures(explosionHandle, explosionEffectJob); + glActiveTexture(GL_TEXTURE5); + glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture); + glUniform3fv(glGetUniformLocation(explosionHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); + } + break; + } + case RawModel::MaterialType::SplatMapping: + { + if (explosionEffectJob->Model->IsSkinned()) { + m_ExplosionEffectSplatMapSkinnedProgram->Bind(); + GLERROR("Bind ExplosionEffectSplatMapSkinned program"); + //bind uniforms + BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene); + //bind textures + BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob); + GLERROR("asdasd"); + std::vector frameBones; + if (explosionEffectJob->AnimationOffset.animation != nullptr) { + frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset); + } + else { + frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations); + } + glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + } + else { + m_ExplosionEffectSplatMapProgram->Bind(); + GLERROR("Bind ExplosionEffectSplatMap program"); + //bind uniforms + //bind uniforms + BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene); + //bind textures + BindExplosionTextures(explosionSplatMapHandle, explosionEffectJob); + GLERROR("asdasd"); + } + break; + } } glDisable(GL_CULL_FACE); @@ -393,125 +424,439 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int))); glEnable(GL_CULL_FACE); GLERROR("explosion effect end"); - } else { - auto modelJob = std::dynamic_pointer_cast(job); - if (modelJob) { - //bind forward program - //TODO: JOHAN/TOBIAS: Bind shader based on ModelJob->ShaderID; - switch (modelJob->Type) { - case RawModel::MaterialType::Basic: - case RawModel::MaterialType::SingleTextures: - { - if (modelJob->Model->IsSkinned()) { - m_ForwardPlusSkinnedProgram->Bind(); - GLERROR("Bind ForwardPlusSkinnedProgram"); - //bind uniforms - BindModelUniforms(forwardSkinnedHandle, modelJob, scene); - //bind textures - BindModelTextures(forwardSkinnedHandle, modelJob); - std::vector frameBones; - if (modelJob->AnimationOffset.animation != nullptr) { - frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset); - } else { - frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations); - } - glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + } else { + auto modelJob = std::dynamic_pointer_cast(job); + if (modelJob) { + //bind forward program + //TODO: JOHAN/TOBIAS: Bind shader based on ModelJob->ShaderID; + switch (modelJob->Type) { + case RawModel::MaterialType::Basic: + case RawModel::MaterialType::SingleTextures: + { + if (modelJob->Model->IsSkinned()) { + m_ForwardPlusSkinnedProgram->Bind(); + GLERROR("Bind ForwardPlusSkinnedProgram"); + //bind uniforms + BindModelUniforms(forwardSkinnedHandle, modelJob, scene); + //bind textures + BindModelTextures(forwardSkinnedHandle, modelJob); + glActiveTexture(GL_TEXTURE5); + glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture); + glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); - } else { - m_ForwardPlusProgram->Bind(); - GLERROR("Bind ForwardPlusProgram"); - //bind uniforms - BindModelUniforms(forwardHandle, modelJob, scene); - //bind textures - BindModelTextures(forwardHandle, modelJob); - } - break; - } - case RawModel::MaterialType::SplatMapping: - { - if (modelJob->Model->IsSkinned()) { - m_ForwardPlusSplatMapSkinnedProgram->Bind(); - GLERROR("Bind SplatMap program"); - //bind uniforms - BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene); - //bind textures - BindModelTextures(forwardSplatMapSkinnedHandle, modelJob); - GLERROR("asdasd"); - std::vector frameBones; - if (modelJob->AnimationOffset.animation != nullptr) { - frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset); - } else { - frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations); - } - glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + std::vector frameBones; + if (modelJob->AnimationOffset.animation != nullptr) { + frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset); + } + else { + frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations); + } + glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); - } else { - m_ForwardPlusSplatMapProgram->Bind(); - GLERROR("Bind SplatMap program"); - //bind uniforms - BindModelUniforms(forwardSplatHandle, modelJob, scene); - //bind textures - BindModelTextures(forwardSplatHandle, modelJob); - GLERROR("asdasd"); - } - break; - } - } - //draw - glBindVertexArray(modelJob->Model->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); - glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int))); - if (GLERROR("models end")) { - continue; - } + } + else { + m_ForwardPlusProgram->Bind(); + GLERROR("Bind ForwardPlusProgram"); + //bind uniforms + BindModelUniforms(forwardHandle, modelJob, scene); + //bind textures + BindModelTextures(forwardHandle, modelJob); + glActiveTexture(GL_TEXTURE5); + glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture); + glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); + } + break; + } + case RawModel::MaterialType::SplatMapping: + { + if (modelJob->Model->IsSkinned()) { + m_ForwardPlusSplatMapSkinnedProgram->Bind(); + GLERROR("Bind SplatMap program"); + //bind uniforms + BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene); + //bind textures + BindModelTextures(forwardSplatMapSkinnedHandle, modelJob); + GLERROR("asdasd"); + std::vector frameBones; + if (modelJob->AnimationOffset.animation != nullptr) { + frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset); + } + else { + frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations); + } + glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + + } + else { + m_ForwardPlusSplatMapProgram->Bind(); + GLERROR("Bind SplatMap program"); + //bind uniforms + BindModelUniforms(forwardSplatMapHandle, modelJob, scene); + //bind textures + BindModelTextures(forwardSplatMapHandle, modelJob); + GLERROR("asdasd"); + } + break; + } } - } - } -} - - -void DrawFinalPass::DrawShieldToStencilBuffer(std::list>& jobs, RenderScene& scene) -{ - - - for (auto &job : jobs) { - auto modelJob = std::dynamic_pointer_cast(job); - if (modelJob) { - - if(modelJob->Model->IsSkinned()) { - m_ShieldToStencilSkinnedProgram->Bind(); - GLuint shaderHandle = m_ShieldToStencilSkinnedProgram->GetHandle(); - - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); - std::vector frameBones; - if (modelJob->AnimationOffset.animation != nullptr) { - frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset); - } else { - frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations); + //draw + glBindVertexArray(modelJob->Model->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); + glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int))); + if (GLERROR("models end")) { + continue; } - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); - } else { - m_ShieldToStencilProgram->Bind(); - GLuint shaderHandle = m_ShieldToStencilProgram->GetHandle(); - - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); - - } - - glBindVertexArray(modelJob->Model->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); - glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int))); - if (GLERROR("models end")) { - continue; } } } } +void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list>& jobs, RenderScene& scene) +{ + GLuint forwardHandle = m_ForwardPlusProgram->GetHandle(); + GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle(); + GLuint explosionSplatMapHandle = m_ExplosionEffectSplatMapProgram->GetHandle(); + GLuint forwardSplatMapHandle = m_ForwardPlusSplatMapProgram->GetHandle(); + GLuint forwardSkinnedHandle = m_ForwardPlusSkinnedProgram->GetHandle(); + GLuint explosionSkinnedHandle = m_ExplosionEffectSkinnedProgram->GetHandle(); + GLuint explosionSplatMapSkinnedHandle = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle(); + GLuint forwardSplatMapSkinnedHandle = m_ForwardPlusSplatMapSkinnedProgram->GetHandle(); + + GLuint forwardShieldCheckHandle = m_ForwardPlusShieldCheckProgram->GetHandle(); + GLuint explosionShieldCheckHandle = m_ExplosionEffectShieldCheckProgram->GetHandle(); + GLuint explosionSplatMapShieldCheckHandle = m_ExplosionEffectSplatMapShieldCheckProgram->GetHandle(); + GLuint forwardSplatShieldCheckHandle = m_ForwardPlusSplatMapShieldCheckProgram->GetHandle(); + GLuint forwardSkinnedShieldCheckHandle = m_ForwardPlusSkinnedShieldCheckProgram->GetHandle(); + GLuint explosionSkinnedShieldCheckHandle = m_ExplosionEffectSkinnedShieldCheckProgram->GetHandle(); + GLuint explosionSplatMapSkinnedShieldCheckHandle = m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->GetHandle(); + GLuint forwardSplatMapSkinnedShieldCheckHandle = m_ForwardPlusSplatMapSkinnedShieldCheckProgram->GetHandle(); + + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO()); + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO()); + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO()); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture()); + + glActiveTexture(GL_TEXTURE31); + glBindTexture(GL_TEXTURE_2D, m_ShieldBuffer); + + for (auto &job : jobs) { + auto explosionEffectJob = std::dynamic_pointer_cast(job); + if (explosionEffectJob) { + if (explosionEffectJob->IsShielded) { + switch (explosionEffectJob->Type) { + case RawModel::MaterialType::Basic: + case RawModel::MaterialType::SingleTextures: + { + if (explosionEffectJob->Model->IsSkinned()) { + + m_ExplosionEffectSkinnedShieldCheckProgram->Bind(); + GLERROR("Bind ExplosionEffectSkinned program"); + //bind uniforms + BindExplosionUniforms(explosionSkinnedShieldCheckHandle, explosionEffectJob, scene); + //bind textures + BindExplosionTextures(explosionSkinnedShieldCheckHandle, explosionEffectJob); + glActiveTexture(GL_TEXTURE5); + glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture); + glUniform3fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); + + std::vector frameBones; + if (explosionEffectJob->AnimationOffset.animation != nullptr) { + frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset); + } + else { + frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations); + } + glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + } + else { + m_ExplosionEffectShieldCheckProgram->Bind(); + GLERROR("Bind ExplosionEffect program"); + //bind uniforms + BindExplosionUniforms(explosionShieldCheckHandle, explosionEffectJob, scene); + //bind textures + BindExplosionTextures(explosionShieldCheckHandle, explosionEffectJob); + glActiveTexture(GL_TEXTURE5); + glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture); + glUniform3fv(glGetUniformLocation(explosionShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); + + } + break; + } + case RawModel::MaterialType::SplatMapping: + { + if (explosionEffectJob->Model->IsSkinned()) { + m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Bind(); + GLERROR("Bind ExplosionEffectSplatMapSkinned program"); + //bind uniforms + BindExplosionUniforms(explosionSplatMapSkinnedShieldCheckHandle, explosionEffectJob, scene); + //bind textures + BindExplosionTextures(explosionSplatMapSkinnedShieldCheckHandle, explosionEffectJob); + GLERROR("asdasd"); + std::vector frameBones; + if (explosionEffectJob->AnimationOffset.animation != nullptr) { + frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset); + } + else { + frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations); + } + glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + + } + else { + m_ExplosionEffectSplatMapShieldCheckProgram->Bind(); + GLERROR("Bind ExplosionEffectSplatMap program"); + //bind uniforms + //bind uniforms + BindExplosionUniforms(explosionSplatMapShieldCheckHandle, explosionEffectJob, scene); + //bind textures + BindExplosionTextures(explosionSplatMapShieldCheckHandle, explosionEffectJob); + GLERROR("asdasd"); + } + break; + } + } + } else { + switch (explosionEffectJob->Type) { + case RawModel::MaterialType::Basic: + case RawModel::MaterialType::SingleTextures: + { + if (explosionEffectJob->Model->IsSkinned()) { + + m_ExplosionEffectSkinnedProgram->Bind(); + GLERROR("Bind ExplosionEffectSkinned program"); + //bind uniforms + BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene); + //bind textures + BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob); + glActiveTexture(GL_TEXTURE5); + glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture); + glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); + + std::vector frameBones; + if (explosionEffectJob->AnimationOffset.animation != nullptr) { + frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset); + } + else { + frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations); + } + glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + } + else { + m_ExplosionEffectProgram->Bind(); + GLERROR("Bind ExplosionEffect program"); + //bind uniforms + BindExplosionUniforms(explosionHandle, explosionEffectJob, scene); + //bind textures + BindExplosionTextures(explosionHandle, explosionEffectJob); + glActiveTexture(GL_TEXTURE5); + glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture); + glUniform3fv(glGetUniformLocation(explosionHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); + } + break; + } + case RawModel::MaterialType::SplatMapping: + { + if (explosionEffectJob->Model->IsSkinned()) { + m_ExplosionEffectSplatMapSkinnedProgram->Bind(); + GLERROR("Bind ExplosionEffectSplatMapSkinned program"); + //bind uniforms + BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene); + //bind textures + BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob); + GLERROR("asdasd"); + std::vector frameBones; + if (explosionEffectJob->AnimationOffset.animation != nullptr) { + frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset); + } + else { + frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations); + } + glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + } + else { + m_ExplosionEffectSplatMapProgram->Bind(); + GLERROR("Bind ExplosionEffectSplatMap program"); + //bind uniforms + //bind uniforms + BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene); + //bind textures + BindExplosionTextures(explosionSplatMapHandle, explosionEffectJob); + GLERROR("asdasd"); + } + break; + } + } + } + glDisable(GL_CULL_FACE); + + //draw + glBindVertexArray(explosionEffectJob->Model->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer); + glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int))); + glEnable(GL_CULL_FACE); + GLERROR("explosion effect end"); + } else { + auto modelJob = std::dynamic_pointer_cast(job); + if (modelJob) { + //bind forward program + //TODO: JOHAN/TOBIAS: Bind shader based on ModelJob->ShaderID; + if (modelJob->IsShielded) { + switch (modelJob->Type) { + case RawModel::MaterialType::Basic: + case RawModel::MaterialType::SingleTextures: + { + if (modelJob->Model->IsSkinned()) { + m_ForwardPlusSkinnedShieldCheckProgram->Bind(); + GLERROR("Bind ForwardPlusSkinnedProgram"); + //bind uniforms + BindModelUniforms(forwardSkinnedShieldCheckHandle, modelJob, scene); + //bind textures + BindModelTextures(forwardSkinnedShieldCheckHandle, modelJob); + glActiveTexture(GL_TEXTURE5); + glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture); + glUniform3fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); + + std::vector frameBones; + if (modelJob->AnimationOffset.animation != nullptr) { + frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset); + } + else { + frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations); + } + glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + + } + else { + m_ForwardPlusShieldCheckProgram->Bind(); + GLERROR("Bind ForwardPlusProgram"); + //bind uniforms + BindModelUniforms(forwardShieldCheckHandle, modelJob, scene); + //bind textures + BindModelTextures(forwardShieldCheckHandle, modelJob); + glActiveTexture(GL_TEXTURE5); + glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture); + glUniform3fv(glGetUniformLocation(forwardShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); + } + break; + } + case RawModel::MaterialType::SplatMapping: + { + if (modelJob->Model->IsSkinned()) { + m_ForwardPlusSplatMapSkinnedShieldCheckProgram->Bind(); + GLERROR("Bind SplatMap program"); + //bind uniforms + BindModelUniforms(forwardSplatMapSkinnedShieldCheckHandle, modelJob, scene); + //bind textures + BindModelTextures(forwardSplatMapSkinnedShieldCheckHandle, modelJob); + GLERROR("asdasd"); + std::vector frameBones; + if (modelJob->AnimationOffset.animation != nullptr) { + frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset); + } + else { + frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations); + } + glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + + } + else { + m_ForwardPlusSplatMapShieldCheckProgram->Bind(); + GLERROR("Bind SplatMap program"); + //bind uniforms + BindModelUniforms(forwardSplatShieldCheckHandle, modelJob, scene); + //bind textures + BindModelTextures(forwardSplatShieldCheckHandle, modelJob); + GLERROR("asdasd"); + } + break; + } + } + } else { + switch (modelJob->Type) { + case RawModel::MaterialType::Basic: + case RawModel::MaterialType::SingleTextures: + { + if (modelJob->Model->IsSkinned()) { + m_ForwardPlusSkinnedProgram->Bind(); + GLERROR("Bind ForwardPlusSkinnedProgram"); + //bind uniforms + BindModelUniforms(forwardSkinnedHandle, modelJob, scene); + //bind textures + BindModelTextures(forwardSkinnedHandle, modelJob); + glActiveTexture(GL_TEXTURE5); + glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture); + glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); + + std::vector frameBones; + if (modelJob->AnimationOffset.animation != nullptr) { + frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset); + } + else { + frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations); + } + glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + + } + else { + m_ForwardPlusProgram->Bind(); + GLERROR("Bind ForwardPlusProgram"); + //bind uniforms + BindModelUniforms(forwardHandle, modelJob, scene); + //bind textures + BindModelTextures(forwardHandle, modelJob); + glActiveTexture(GL_TEXTURE5); + glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture); + glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); + } + break; + } + case RawModel::MaterialType::SplatMapping: + { + if (modelJob->Model->IsSkinned()) { + m_ForwardPlusSplatMapSkinnedProgram->Bind(); + GLERROR("Bind SplatMap program"); + //bind uniforms + BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene); + //bind textures + BindModelTextures(forwardSplatMapSkinnedHandle, modelJob); + GLERROR("asdasd"); + std::vector frameBones; + if (modelJob->AnimationOffset.animation != nullptr) { + frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset); + } + else { + frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations); + } + glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + + } + else { + m_ForwardPlusSplatMapProgram->Bind(); + GLERROR("Bind SplatMap program"); + //bind uniforms + BindModelUniforms(forwardSplatMapHandle, modelJob, scene); + //bind textures + BindModelTextures(forwardSplatMapHandle, modelJob); + GLERROR("asdasd"); + } + break; + } + } + } + //draw + glBindVertexArray(modelJob->Model->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); + glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int))); + if (GLERROR("models end")) { + continue; + } + } + } + } +} + void DrawFinalPass::DrawShieldedModelRenderQueue(std::list>& jobs, RenderScene& scene) { GLuint forwardHandle = m_ForwardPlusProgram->GetHandle(); @@ -604,7 +949,7 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list>& jobs, RenderScene& scene) +void DrawFinalPass::DrawToDepthStencilBuffer(std::list>& jobs, RenderScene& scene) { @@ -612,8 +957,8 @@ void DrawFinalPass::DrawToDepthBuffer(std::list>& job auto modelJob = std::dynamic_pointer_cast(job); if(modelJob->Model->IsSkinned()) { - m_FillDepthBufferSkinnedProgram->Bind(); - GLuint shaderHandle = m_FillDepthBufferSkinnedProgram->GetHandle(); + m_FillDepthStencilBufferSkinnedProgram->Bind(); + GLuint shaderHandle = m_FillDepthStencilBufferSkinnedProgram->GetHandle(); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); @@ -627,8 +972,8 @@ void DrawFinalPass::DrawToDepthBuffer(std::list>& job glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); } else { - m_FillDepthBufferProgram->Bind(); - GLuint shaderHandle = m_FillDepthBufferProgram->GetHandle(); + m_FillDepthStencilBufferProgram->Bind(); + GLuint shaderHandle = m_FillDepthStencilBufferProgram->GetHandle(); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); @@ -669,14 +1014,14 @@ void DrawFinalPass::DrawSprites(std::list>&jobs, Rend glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor)); glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage); - glActiveTexture(GL_TEXTURE0); + glActiveTexture(GL_TEXTURE1); if (spriteJob->DiffuseTexture != nullptr) { glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture); } else { glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture); } - glActiveTexture(GL_TEXTURE1); + glActiveTexture(GL_TEXTURE2); if (spriteJob->IncandescenceTexture != nullptr) { glBindTexture(GL_TEXTURE_2D, spriteJob->IncandescenceTexture->m_Texture); } else { @@ -689,14 +1034,12 @@ void DrawFinalPass::DrawSprites(std::list>&jobs, Rend glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int))); } } - - - // m_SpriteProgram->Unbind(); } void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr& job, RenderScene& scene) { + glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); GLERROR("Bind 1 uniform"); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix)); GLERROR("Bind 2 uniform"); @@ -705,7 +1048,7 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptrProjectionMatrix())); GLERROR("Bind 4 uniform"); - glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height); + glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); GLERROR("Bind 5 uniform"); glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin)); @@ -738,11 +1081,14 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptrFillPercentage); GLERROR("Bind 19 uniform"); glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + GLERROR("Bind 20 uniform"); + glUniform1f(glGetUniformLocation(shaderHandle, "GlowIntensity"), job->GlowIntensity); GLERROR("END"); } void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr& job, RenderScene& scene) { + glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); GLERROR("Bind 1 uniform"); GLint Location_M = glGetUniformLocation(shaderHandle, "M"); glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix)); @@ -755,7 +1101,7 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptrResolution().Width, m_Renderer->Resolution().Height); + glUniform2f(Location_ScreenDimensions, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); GLERROR("Bind 5 uniform"); GLint Location_FillPercentage = glGetUniformLocation(shaderHandle, "FillPercentage"); @@ -773,16 +1119,23 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptrGlowIntensity); + GLERROR("END"); } void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr& job) { + + switch (job->Type) { case RawModel::MaterialType::SingleTextures: case RawModel::MaterialType::Basic: { - glActiveTexture(GL_TEXTURE0); + glActiveTexture(GL_TEXTURE1); if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) { glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture); glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat)); @@ -792,7 +1145,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptrNormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) { glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture); glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat)); @@ -802,7 +1155,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptrSpecularTexture.size() > 0 && job->SpecularTexture[0]->Texture != nullptr) { glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture); glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(job->SpecularTexture[0]->UVRepeat)); @@ -812,7 +1165,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptrIncandescenceTexture.size() > 0 && job->IncandescenceTexture[0]->Texture != nullptr) { glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture); glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(job->IncandescenceTexture[0]->UVRepeat)); @@ -825,7 +1178,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptrSplatMap->Texture->m_Texture); int texturePosition = GL_TEXTURE1; @@ -900,7 +1253,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptrDiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) { glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture); glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat)); @@ -910,7 +1263,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptrNormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) { glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture); glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat)); @@ -920,7 +1273,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptrSpecularTexture.size() > 0 && job->SpecularTexture[0]->Texture != nullptr) { glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture); glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(job->SpecularTexture[0]->UVRepeat)); @@ -930,7 +1283,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptrIncandescenceTexture.size() > 0 && job->IncandescenceTexture[0]->Texture != nullptr) { glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture); glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(job->IncandescenceTexture[0]->UVRepeat)); @@ -943,10 +1296,10 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptrSplatMap->Texture->m_Texture); - int texturePosition = GL_TEXTURE1; + int texturePosition = GL_TEXTURE2; //Bind 5 diffuse textures std::string UniformName = "DiffuseUVRepeat"; diff --git a/src/Engine/Rendering/DrawFinalPassState.cpp b/src/Engine/Rendering/DrawFinalPassState.cpp index 8b5ddc8b..5c238985 100644 --- a/src/Engine/Rendering/DrawFinalPassState.cpp +++ b/src/Engine/Rendering/DrawFinalPassState.cpp @@ -8,11 +8,12 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer) Enable(GL_BLEND); BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); Enable(GL_DEPTH_TEST); + DepthMask(GL_TRUE); Enable(GL_CULL_FACE); - Enable(GL_STENCIL_TEST); - StencilFunc(GL_NOTEQUAL, 1, 0xFF); - StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); - StencilMask(0xFF); + // Enable(GL_STENCIL_TEST); + // StencilFunc(GL_NOTEQUAL, 1, 0xFF); + // StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + // StencilMask(0xFF); ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f)); } @@ -24,11 +25,9 @@ DrawFinalPassState::~DrawFinalPassState() DrawStencilState::DrawStencilState(GLuint frameBuffer) { BindFramebuffer(frameBuffer); - Enable(GL_STENCIL_TEST); - StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); - StencilFunc(GL_ALWAYS, 1, 0xFF); - StencilMask(0xFF); Enable(GL_DEPTH_TEST); + DepthMask(GL_TRUE); + Enable(GL_CULL_FACE); ClearColor(glm::vec4(0.f)); } diff --git a/src/Engine/Rendering/FrameBuffer.cpp b/src/Engine/Rendering/FrameBuffer.cpp index c0be4cb1..9ba0d2d8 100644 --- a/src/Engine/Rendering/FrameBuffer.cpp +++ b/src/Engine/Rendering/FrameBuffer.cpp @@ -42,38 +42,38 @@ void FrameBuffer::Generate() GLERROR("PRE"); std::vector attachments; - - glGenFramebuffers(1, &m_BufferHandle); + if (m_BufferHandle == 0) { + glGenFramebuffers(1, &m_BufferHandle); + } glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle); GLERROR("1"); - for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) { - switch ((*it)->m_ResourceType) { - case GL_TEXTURE_2D: - glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0); - GLERROR("FrameBuffer generate: glFramebufferTexture2D"); + for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) { + switch ((*it)->m_ResourceType) { + case GL_TEXTURE_2D: + glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0); + GLERROR("FrameBuffer generate: glFramebufferTexture2D"); - break; - case GL_RENDERBUFFER: - glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle); - GLERROR("FrameBuffer generate: glFramebufferRenderbuffer"); - break; - } - GLERROR("2"); + break; + case GL_RENDERBUFFER: + glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle); + GLERROR("FrameBuffer generate: glFramebufferRenderbuffer"); + break; + } + GLERROR("2"); - if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) { - attachments.push_back((*it)->m_Attachment); - } - GLERROR("Attachment"); - - } - GLERROR("3"); + if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) { + attachments.push_back((*it)->m_Attachment); + } + GLERROR("Attachment"); + } + GLERROR("3"); GLenum* bufferTextures = &attachments[0]; glDrawBuffers(attachments.size(), bufferTextures); - if(GLERROR("4")) { - printf("hello"); + if (GLERROR("GLBufferAttachement error")) { + printf(": AttachmentSize %i", attachments.size()); } if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { diff --git a/src/Engine/Rendering/LightCullingPass.cpp b/src/Engine/Rendering/LightCullingPass.cpp index 0ae359db..1ce1f88c 100644 --- a/src/Engine/Rendering/LightCullingPass.cpp +++ b/src/Engine/Rendering/LightCullingPass.cpp @@ -110,6 +110,34 @@ void LightCullingPass::FillLightList(RenderScene& scene) } } + +void LightCullingPass::OnWindowResize() +{ + SetSSBOSizes(); + + glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO); + glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(Frustum)*m_NumberOfTiles, nullptr, GL_DYNAMIC_COPY); + GLERROR("m_FrustumSSBO"); + + glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO); + glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightSource) * 200, nullptr, GL_DYNAMIC_COPY); + GLERROR("m_LightSSBO"); + + glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO); + glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightGrid)*m_NumberOfTiles, nullptr, GL_DYNAMIC_COPY); + GLERROR("m_LightGridSSBO"); + + glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO); + glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY); + GLERROR("m_LightOffsetSSBO"); + + glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightIndexSSBO); + glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float)*m_NumberOfTiles*MAX_LIGHTS_PER_TILE, m_LightIndex, GL_DYNAMIC_COPY); + GLERROR("m_LightIndexSSBO"); + + glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); +} + void LightCullingPass::InitializeSSBOs() { glGenBuffers(1, &m_FrustumSSBO); diff --git a/src/Engine/Rendering/PickingPass.cpp b/src/Engine/Rendering/PickingPass.cpp index ecd0a4b8..7b9e2498 100644 --- a/src/Engine/Rendering/PickingPass.cpp +++ b/src/Engine/Rendering/PickingPass.cpp @@ -15,19 +15,21 @@ PickingPass::~PickingPass() } + + void PickingPass::InitializeTextures() { - GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, + CommonFunctions::GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE); + + CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST, + glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT); } void PickingPass::InitializeFrameBuffers() { - glGenRenderbuffers(1, &m_DepthBuffer); - glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); - m_PickingBuffer.AddResource(std::shared_ptr(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT))); + m_PickingBuffer.AddResource(std::shared_ptr(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT))); m_PickingBuffer.AddResource(std::shared_ptr(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0))); m_PickingBuffer.Generate(); } @@ -53,6 +55,7 @@ void PickingPass::InitializeShaderPrograms() void PickingPass::Draw(RenderScene& scene) { + GLERROR("PRE"); PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle()); //TODO: Render: Add code for more jobs than modeljobs. @@ -61,7 +64,9 @@ void PickingPass::Draw(RenderScene& scene) m_PickingProgram->Bind(); if (scene.ClearDepth) { - glClear(GL_DEPTH_BUFFER_BIT); + //glClear(GL_DEPTH_BUFFER_BIT); + state->Disable(GL_DEPTH_TEST); + state->DepthMask(GL_FALSE); } m_Camera = scene.Camera; @@ -234,6 +239,52 @@ void PickingPass::Draw(RenderScene& scene) } } + for (auto& job : scene.Jobs.SpriteJob) { + auto spriteJob = std::dynamic_pointer_cast(job); + if (!spriteJob->Pickable) { + continue; + } + RenderState jobState; + + if (spriteJob) { + if (spriteJob->Depth == 0) { + jobState.Disable(GL_DEPTH_TEST); + } + int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] }; + + PickingInfo pickInfo; + pickInfo.Entity = spriteJob->Entity; + pickInfo.World = spriteJob->World; + pickInfo.Camera = scene.Camera; + + auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)); + if (color != m_EntityColors.end()) { + pickColor[0] = color->second[0]; + pickColor[1] = color->second[1]; + } else { + m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]); + if (m_ColorCounter[0] > 255) { + m_ColorCounter[0] = 0; + m_ColorCounter[1] += 1; + } else { + m_ColorCounter[0] += 1; + } + } + + m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo; + + m_PickingProgram->Bind(); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix)); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); + + glBindVertexArray(spriteJob->Model->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer); + glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex * sizeof(unsigned int))); + } + } + /* for (auto &job : scene.Jobs.TransparentShieldedObjects) { auto modelJob = std::dynamic_pointer_cast(job); @@ -306,10 +357,9 @@ void PickingPass::Draw(RenderScene& scene) delete state; } - - void PickingPass::ClearPicking() { + GLERROR("PRE"); m_PickingColorsToEntity.clear(); m_EntityColors.clear(); m_ColorCounter[0] = 0; @@ -317,8 +367,16 @@ void PickingPass::ClearPicking() m_PickingBuffer.Bind(); glClearColor(0.f, 0.f, 0.f, 0.f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); m_PickingBuffer.Unbind(); + GLERROR("END"); +} + + +void PickingPass::OnWindowResize() +{ + InitializeTextures(); + m_PickingBuffer.Generate(); } PickData PickingPass::Pick(glm::vec2 screenCoord) @@ -350,16 +408,3 @@ PickData PickingPass::Pick(glm::vec2 screenCoord) pickData.World = pickInfo.World; return pickData; } - -void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const -{ - //TODO: Renderer: Make this in a sparate class - glGenTextures(1, texture); - glBindTexture(GL_TEXTURE_2D, *texture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering); - glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution - GLERROR("Texture initialization failed"); -} diff --git a/src/Engine/Rendering/PickingPassState.cpp b/src/Engine/Rendering/PickingPassState.cpp index 0c4f4aca..767b9577 100644 --- a/src/Engine/Rendering/PickingPassState.cpp +++ b/src/Engine/Rendering/PickingPassState.cpp @@ -3,16 +3,17 @@ PickingPassState::PickingPassState(GLuint frameBuffer) { - GLERROR("---2"); + GLERROR("PRE"); BindFramebuffer(frameBuffer); - GLERROR("---3"); + GLERROR("Bind Framebuffer"); Enable(GL_DEPTH_TEST); Enable(GL_CULL_FACE); Disable(GL_BLEND); - glm::vec4 clearColor = glm::vec4(0.f); //ClearColor(clearColor); //Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + GLERROR("END"); + } PickingPassState::~PickingPassState() diff --git a/src/Engine/Rendering/RenderState.cpp b/src/Engine/Rendering/RenderState.cpp index 26ba18a1..56812f9a 100644 --- a/src/Engine/Rendering/RenderState.cpp +++ b/src/Engine/Rendering/RenderState.cpp @@ -135,6 +135,26 @@ bool RenderState::DepthMask(GLboolean flag) return !GLERROR("DepthMask"); } +bool RenderState::DepthFunc(GLenum func) +{ + GLint original; + glGetIntegerv(GL_DEPTH_FUNC, &original); + m_ResetFunctions.push_back(std::bind(glDepthFunc, original)); + glDepthFunc(func); + return !GLERROR("DepthFunc"); +} + +bool RenderState::AlphaFunc(GLenum func, GLclampf thresholder) +{ + GLint originalFunc; + glGetIntegerv(GL_ALPHA_TEST_FUNC, &originalFunc); + GLint originalRef; + glGetIntegerv(GL_ALPHA_TEST_REF, &originalRef); + m_ResetFunctions.push_back(std::bind(glAlphaFunc, originalFunc, originalRef)); + glAlphaFunc(func, thresholder); + return !GLERROR("AlphaFunc"); +} + RenderState::~RenderState() { for (auto& f : boost::adaptors::reverse(m_ResetFunctions)) { diff --git a/src/Engine/Rendering/RenderSystem.cpp b/src/Engine/Rendering/RenderSystem.cpp index 665c4027..a1f00c88 100644 --- a/src/Engine/Rendering/RenderSystem.cpp +++ b/src/Engine/Rendering/RenderSystem.cpp @@ -52,6 +52,101 @@ void RenderSystem::fillSprites(std::list>& jobs, Worl continue; } + glm::mat4 modelMatrix; + + // See a sprite is an SpriteIndicator + bool isIndicator = false; + if (world->HasComponent(entity.ID, "SpriteIndicator")) + { + auto indicator = entity["SpriteIndicator"]; + + float minScale = (float)(double)indicator["MinScale"]; + bool hasTeam = indicator["VisibleForSingleTeamOnly"]; + isIndicator = true; + glm::vec3 pos = Transform::AbsolutePosition(entity); + + + EntityWrapper entityTeam; + if (hasTeam && (entity.HasComponent("Team") || entity.FirstParentWithComponent("Team").Valid()) && m_LocalPlayer.World != nullptr) { + if (!entity.HasComponent("Team")) { + entityTeam = entity.FirstParentWithComponent("Team"); + } + else { + entityTeam = entity; + } + + ComponentWrapper& entityTeamComponent = entityTeam["Team"]; + ComponentWrapper& localComponent = m_LocalPlayer["Team"]; + int entityTeamInt = entityTeamComponent["Team"]; + int localComponentInt = localComponent["Team"]; + int SpectatorInt = localComponent["Team"].Enum("Spectator"); + if (entityTeamInt != localComponentInt && localComponentInt != SpectatorInt) { + continue; + } + } + + // Code for check if sprite is inside or outside of screen + //glm::vec4 projectedPos = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix() * glm::vec4(pos, 1.0f); + //projectedPos /= projectedPos.w; + //// Check if inside of outside of screen. + //if (projectedPos.x < -1.0f || projectedPos.x > 1.0f || projectedPos.y < -1.0f || projectedPos.y > 1.0f) { + // // is outside of screen + //} else { + // // is inside of screen + //} + + + glm::vec3 zAxis = glm::vec3(0.0f, 1.0f, 0.0f); + glm::vec3 normal = pos - m_Camera->Position(); + + //float distance = glm::length(normal); + //if (distance < minDistance) { + // pos = pos - glm::normalize(normal) * (distance - minDistance); + //} else if (distance > maxDistance) { + // pos = pos - glm::normalize(normal) * (distance - maxDistance); + //} + normal.y = 0; + normal = glm::normalize(normal); + glm::vec3 right = glm::cross(normal, zAxis); + glm::vec3 up = glm::cross(right, normal); + + modelMatrix[0][0] = right.x; + modelMatrix[0][1] = right.y; + modelMatrix[0][2] = right.z; + modelMatrix[0][3] = 0.0f; + + modelMatrix[1][0] = zAxis.x; + modelMatrix[1][1] = zAxis.y; + modelMatrix[1][2] = zAxis.z; + modelMatrix[1][3] = 0.0f; + + modelMatrix[2][0] = normal.x; + modelMatrix[2][1] = normal.y; + modelMatrix[2][2] = normal.z; + modelMatrix[2][3] = 0.0f; + + modelMatrix[3][0] = pos.x; + modelMatrix[3][1] = pos.y; + modelMatrix[3][2] = pos.z; + modelMatrix[3][3] = 1.0f; + + glm::mat4 tranformationMatrix = modelMatrix * glm::scale(Transform::AbsoluteScale(entity)); + glm::vec4 tmp = tranformationMatrix * glm::vec4(glm::vec3(0.5, 0.5, 0), 1.0f); + glm::vec2 projectedTopRight = m_Camera->WorldToScreen(glm::vec3(tmp), m_Renderer->GetViewportSize()); + tmp = tranformationMatrix * glm::vec4(glm::vec3(-0.5, -0.5, 0), 1.0f); + glm::vec2 projectedBottomLeft = m_Camera->WorldToScreen(glm::vec3(tmp), m_Renderer->GetViewportSize()); + + float diag = glm::length(projectedBottomLeft - projectedTopRight); + if (diag < minScale) { + tranformationMatrix = tranformationMatrix * glm::scale(glm::vec3(minScale / diag, minScale / diag, minScale / diag)); + } + modelMatrix = tranformationMatrix; + } + else { + modelMatrix = Transform::ModelMatrix(entity.ID, world); + } + + std::string diffuseResource = cSprite["DiffuseTexture"]; std::string glowResource = cSprite["GlowMap"]; bool depthSorted = cSprite["DepthSort"]; @@ -67,11 +162,7 @@ void RenderSystem::fillSprites(std::list>& jobs, Worl fillColor = (glm::vec4)fillComponent["Color"]; } - glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, world); - //modelMatrix *= m_Camera->BillboardMatrix(); - - - std::shared_ptr spriteJob = std::shared_ptr(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage, depthSorted)); + std::shared_ptr spriteJob = std::shared_ptr(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage, depthSorted, isIndicator)); jobs.push_back(spriteJob); } @@ -93,7 +184,6 @@ bool RenderSystem::isEntityVisible(EntityWrapper& entity) ) { return false; } - return true; } @@ -150,6 +240,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs) fillColor = (glm::vec4)fillComponent["Color"]; } + bool isShielded = m_World->HasComponent(cModel.EntityID, "Shielded") || m_World->HasComponent(cModel.EntityID, "Player"); + glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World); //Loop through all materialgroups of a model for (auto matGroup : model->MaterialGroups()) { @@ -165,20 +257,19 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs) cModel, m_World, fillColor, - fillPercentage + fillPercentage, + isShielded )); if (m_World->HasComponent(cModel.EntityID, "Shield")){ explosionEffectJob->CalculateHash(); Jobs.ShieldObjects.push_back(explosionEffectJob); - } else if (m_World->HasComponent(cModel.EntityID, "Shielded") - || m_World->HasComponent(cModel.EntityID, "Player")) { - + } else if (isShielded) { if (explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) { cModel["Transparent"] = true; } if (cModel["Transparent"]) { - Jobs.TransparentShieldedObjects.push_back(explosionEffectJob); + Jobs.TransparentObjects.push_back(explosionEffectJob); } else { explosionEffectJob->CalculateHash(); Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob); @@ -204,20 +295,20 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs) cModel, m_World, fillColor, - fillPercentage + fillPercentage, + isShielded )); if (m_World->HasComponent(cModel.EntityID, "Shield")) { modelJob->CalculateHash(); Jobs.ShieldObjects.push_back(modelJob); - } else if (m_World->HasComponent(cModel.EntityID, "Shielded") - || m_World->HasComponent(cModel.EntityID, "Player")) { + } else if (isShielded) { if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) { cModel["Transparent"] = true; } if (cModel["Transparent"]) { - Jobs.TransparentShieldedObjects.push_back(modelJob); + Jobs.TransparentObjects.push_back(modelJob); } else { modelJob->CalculateHash(); Jobs.OpaqueShieldedObjects.push_back(modelJob); diff --git a/src/Engine/Rendering/Renderer.cpp b/src/Engine/Rendering/Renderer.cpp index be84160c..3ce985b6 100644 --- a/src/Engine/Rendering/Renderer.cpp +++ b/src/Engine/Rendering/Renderer.cpp @@ -1,7 +1,11 @@ #include "Rendering/Renderer.h" +std::unordered_map Renderer::m_WindowToRenderer; + void Renderer::Initialize() { + m_SSAO_Quality = m_Config->Get("SSAO.Quality", 0); + m_GLOW_Quality = m_Config->Get("GLOW.Quality", 0); InitializeWindow(); InitializeRenderPasses(); @@ -12,7 +16,6 @@ void Renderer::Initialize() m_TextPass = new TextPass(); m_TextPass->Initialize(); - /* m_ScreenQuad = ResourceManager::Load("Models/Core/ScreenQuad.obj"); m_UnitQuad = ResourceManager::Load("Models/Core/UnitQuad.obj"); m_UnitSphere = ResourceManager::Load("Models/Core/UnitSphere.obj");*/ @@ -20,6 +23,18 @@ void Renderer::Initialize() m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker); } +void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height) +{ + glViewport(0, 0, width, height); + Renderer* currentRenderer = m_WindowToRenderer[window]; + currentRenderer->m_ViewportSize = Rectangle(width, height); + currentRenderer->m_PickingPass->OnWindowResize(); + currentRenderer->m_DrawFinalPass->OnWindowResize(); + currentRenderer->m_LightCullingPass->OnWindowResize(); + currentRenderer->m_DrawBloomPass->OnWindowResize(); + currentRenderer->m_SSAOPass->OnWindowResize(); +} + void Renderer::InitializeWindow() { // Initialize GLFW @@ -39,6 +54,7 @@ void Renderer::InitializeWindow() LOG_ERROR("GLFW: Failed to create window"); exit(EXIT_FAILURE); } + glfwSetFramebufferSizeCallback(m_Window, &glfwFrameBufferCallback); glfwMakeContextCurrent(m_Window); // GL version info @@ -59,8 +75,10 @@ void Renderer::InitializeWindow() exit(EXIT_FAILURE); } + m_WindowToRenderer[m_Window] = this; + int windowSize[2]; - glfwGetWindowSize(m_Window, &windowSize[0], &windowSize[1]); + glfwGetFramebufferSize(m_Window, &windowSize[0], &windowSize[1]); m_ViewportSize = Rectangle(windowSize[0], windowSize[1]); } @@ -73,9 +91,6 @@ void Renderer::InitializeShaders() //m_ExplosionEffectProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ExplosionEffect.frag.glsl"))); //m_ExplosionEffectProgram->Compile(); //m_ExplosionEffectProgram->Link(); - - - } void Renderer::InputUpdate(double dt) @@ -93,40 +108,77 @@ void Renderer::Update(double dt) void Renderer::Draw(RenderFrame& frame) { - ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking"); + GLERROR("PRE"); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion"); + ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)"); + if(m_CubeMapTexture == 0) { + m_CubeMapPass->LoadTextures("Nevada"); + } else if (m_CubeMapTexture == 1) { + m_CubeMapPass->LoadTextures("Sky"); + } + + ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3); + ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3); + m_SSAOPass->ChangeQuality(m_SSAO_Quality); + m_DrawBloomPass->ChangeQuality(m_GLOW_Quality); + GLERROR("SSAO Settings"); //clear buffer 0 glClearColor(0.f, 0.f, 0.f, 0.f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - //Clear other buffers + //Clear other buffers + PerformanceTimer::StartTimer("Renderer-ClearBuffers"); m_PickingPass->ClearPicking(); m_DrawFinalPass->ClearBuffer(); m_DrawBloomPass->ClearBuffer(); - + m_SSAOPass->ClearBuffer(); + PerformanceTimer::StopTimer("Renderer-ClearBuffers"); + GLERROR("ClearBuffers"); + for (auto scene : frame.RenderScenes) { + PerformanceTimer::StartTimer("Renderer-PickingPass"); + m_PickingPass->Draw(*scene); + GLERROR("Drawing pickingpass"); + PerformanceTimer::StopTimer("Renderer-PickingPass"); + } + PerformanceTimer::StartTimer("Renderer-AO generation"); + m_SSAOPass->Draw(*m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera); + PerformanceTimer::StopTimer("Renderer-AO generation"); for (auto scene : frame.RenderScenes){ - + PerformanceTimer::StartTimer("Renderer-Depth"); SortRenderJobsByDepth(*scene); GLERROR("SortByDepth"); - m_PickingPass->Draw(*scene); - GLERROR("Drawing pickingpass"); + PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums"); m_LightCullingPass->GenerateNewFrustum(*scene); GLERROR("Generate frustums"); + PerformanceTimer::StartTimerAndStopPrevious("Renderer-Filling Light List"); m_LightCullingPass->FillLightList(*scene); GLERROR("Filling light list"); + PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling"); m_LightCullingPass->CullLights(*scene); GLERROR("LightCulling"); - m_DrawFinalPass->Draw(*scene); + PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light"); + m_DrawFinalPass->Draw(*scene); GLERROR("Draw Geometry+Light"); //m_DrawScenePass->Draw(*scene); + PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Text"); m_TextPass->Draw(*scene, *m_DrawFinalPass->FinalPassFrameBuffer()); GLERROR("Draw Text"); + PerformanceTimer::StopTimer("Renderer-Draw Text"); + } - } + PerformanceTimer::StartTimer("Renderer-Draw Bloom"); m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture()); + PerformanceTimer::StopTimer("Renderer-Draw Bloom"); + if (m_DebugTextureToDraw == 0) { - m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure); + PerformanceTimer::StartTimer("Renderer-Color Correction Pass"); + m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure); + PerformanceTimer::StopTimer("Renderer-Color Correction Pass"); } + + PerformanceTimer::StartTimer("Renderer-Misc Debug Draws"); if (m_DebugTextureToDraw == 1) { m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture()); } @@ -134,21 +186,24 @@ void Renderer::Draw(RenderFrame& frame) m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture()); } if (m_DebugTextureToDraw == 3) { - m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTextureLowRes()); - } - if (m_DebugTextureToDraw == 4) { - m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTextureLowRes()); - } - if (m_DebugTextureToDraw == 5) { m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture()); } - if (m_DebugTextureToDraw == 6) { + if (m_DebugTextureToDraw == 4) { m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture()); } + if (m_DebugTextureToDraw == 5) { + m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture()); + } + PerformanceTimer::StopTimer("Renderer-Misc Debug Draws"); + PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass"); m_ImGuiRenderPass->Draw(); GLERROR("Imgui draw"); + PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass"); + + PerformanceTimer::StartTimer("Renderer-SwapBuffer"); glfwSwapBuffers(m_Window); + PerformanceTimer::StopTimer("Renderer-SwapBuffer"); } PickData Renderer::Pick(glm::vec2 screenCoord) @@ -187,8 +242,11 @@ void Renderer::InitializeRenderPasses() { m_PickingPass = new PickingPass(this, m_EventBroker); m_LightCullingPass = new LightCullingPass(this); - m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass); + m_CubeMapPass = new CubeMapPass(this); + m_SSAOPass = new SSAOPass(this, m_Config); + m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass); m_DrawScreenQuadPass = new DrawScreenQuadPass(this); - m_DrawBloomPass = new DrawBloomPass(this); + m_DrawBloomPass = new DrawBloomPass(this, m_Config); m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this); -} + +} \ No newline at end of file diff --git a/src/Engine/Rendering/SSAOPass.cpp b/src/Engine/Rendering/SSAOPass.cpp new file mode 100644 index 00000000..9992db70 --- /dev/null +++ b/src/Engine/Rendering/SSAOPass.cpp @@ -0,0 +1,288 @@ +#include "Rendering/SSAOPass.h" + +SSAOPass::SSAOPass(IRenderer* renderer, ConfigFile* config) + : m_Renderer(renderer) + , m_Config(config) +{ + m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false); + + ChangeQuality(m_Config->Get("SSAO.Quality", 0)); + +} + +void SSAOPass::ChangeQuality(int quality) +{ + if (m_Quality == quality) { + return; + } + + m_Quality = quality; + + if (m_Quality == 0) { + CommonFunctions::DeleteTexture(&m_SSAOTexture); + CommonFunctions::DeleteTexture(&m_SSAOViewSpaceZTexture); + CommonFunctions::DeleteTexture(&m_Gaussian_horiz); + CommonFunctions::DeleteTexture(&m_Gaussian_vert); + return; + } + + std::string qStr = std::to_string(m_Quality); + Setting( + m_Config->Get("SSAO" + qStr + ".Radius", 0.01), + m_Config->Get("SSAO" + qStr + ".Bias", 0.012), + m_Config->Get("SSAO" + qStr + ".Contrast", 1.0), + m_Config->Get("SSAO" + qStr + ".Intensity", 1.0), + m_Config->Get("SSAO" + qStr + ".NumSamples", 0), + m_Config->Get("SSAO" + qStr + ".NumTurns", 0), + m_Config->Get("SSAO" + qStr + ".NumIterations", 0), + m_Config->Get("SSAO" + qStr + ".TextureQuality", 4) + ); + + + + m_ScreenQuad = ResourceManager::Load("Models/Core/ScreenQuad.mesh"); + + InitializeTexture(); + InitializeBuffer(); + InitializeShaderProgram(); + + +} + +void SSAOPass::InitializeShaderProgram() +{ + m_SSAOProgram = ResourceManager::Load("##SSAOProgram"); + if (m_SSAOProgram->GetHandle() == 0) { + m_SSAOProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/SSAO.vert.glsl"))); + m_SSAOProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/SSAO.frag.glsl"))); + m_SSAOProgram->Compile(); + m_SSAOProgram->Link(); + } + + m_SSAOViewSpaceZProgram = ResourceManager::Load("##SSAOViewSpaceZProgram"); + if (m_SSAOViewSpaceZProgram->GetHandle() == 0) { + m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/SSAO.vert.glsl"))); + m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl"))); + m_SSAOViewSpaceZProgram->Compile(); + m_SSAOViewSpaceZProgram->Link(); + } + + m_GaussianProgram_horiz = ResourceManager::Load("##GaussianProgramHoriz"); + if (m_GaussianProgram_horiz->GetHandle() == 0) { + m_GaussianProgram_horiz->AddShader(std::shared_ptr(new VertexShader("Shaders/Gaussian_horiz.vert.glsl"))); + m_GaussianProgram_horiz->AddShader(std::shared_ptr(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl"))); + m_GaussianProgram_horiz->Compile(); + m_GaussianProgram_horiz->Link(); + } + + m_GaussianProgram_vert = ResourceManager::Load("##GaussianProgramVert"); + if (m_GaussianProgram_vert->GetHandle() == 0) { + m_GaussianProgram_vert->AddShader(std::shared_ptr(new VertexShader("Shaders/Gaussian_vert.vert.glsl"))); + m_GaussianProgram_vert->AddShader(std::shared_ptr(new FragmentShader("Shaders/Gaussian_vert.frag.glsl"))); + m_GaussianProgram_vert->Compile(); + m_GaussianProgram_vert->Link(); + } +} + +void SSAOPass::InitializeTexture() { + CommonFunctions::GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT); + CommonFunctions::GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R32F, GL_RED, GL_FLOAT); + + CommonFunctions::GenerateTexture(&m_Gaussian_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT); + CommonFunctions::GenerateTexture(&m_Gaussian_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT); +} + +void SSAOPass::InitializeBuffer() +{ + if (m_SSAOFramBuffer.GetHandle() == 0) { + m_SSAOFramBuffer.AddResource(std::shared_ptr(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0))); + } + m_SSAOFramBuffer.Generate(); + + + if (m_SSAOViewSpaceZFramBuffer.GetHandle() == 0) { + m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0))); + } + m_SSAOViewSpaceZFramBuffer.Generate(); + + + + if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) { + m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr(new Texture2D(&m_Gaussian_horiz, GL_COLOR_ATTACHMENT0))); + } + m_GaussianFrameBuffer_horiz.Generate(); + + + if (m_GaussianFrameBuffer_vert.GetHandle() == 0) { + m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr(new Texture2D(&m_Gaussian_vert, GL_COLOR_ATTACHMENT0))); + } + m_GaussianFrameBuffer_vert.Generate(); + +} + +void SSAOPass::ClearBuffer() +{ + if (m_Quality == 0) { + return; + } + m_SSAOFramBuffer.Bind(); + glClearColor(1.f, 1.f, 1.f, 1.f); + glClear(GL_COLOR_BUFFER_BIT); + m_SSAOFramBuffer.Unbind(); + + m_SSAOViewSpaceZFramBuffer.Bind(); + glClearColor(1.f, 1.f, 1.f, 1.f); + glClear(GL_COLOR_BUFFER_BIT); + m_SSAOViewSpaceZFramBuffer.Unbind(); + + m_GaussianFrameBuffer_horiz.Bind(); + glClearColor(1.f, 1.f, 1.f, 1.f); + glClear(GL_COLOR_BUFFER_BIT); + m_GaussianFrameBuffer_horiz.Unbind(); + + m_GaussianFrameBuffer_vert.Bind(); + glClearColor(1.f, 1.f, 1.f, 1.f); + glClear(GL_COLOR_BUFFER_BIT); + m_GaussianFrameBuffer_vert.Unbind(); +} + +void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality) { + m_Radius = radius; + m_Bias = bias; + m_Contrast = contrast; + m_IntensityScale = intensityScale; + m_NumOfSamples = numOfSamples; + m_NumOfTurns = numOfTurns; + m_Iterations = iterations; + m_TextureQuality = quality; +} + +void SSAOPass::Draw(GLuint depthBuffer, Camera* camera) +{ + if (m_Quality == 0) { + return; + } + + SSAOPassState state; + GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle(); + GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle(); + + m_SSAOViewSpaceZFramBuffer.Bind(); + m_SSAOViewSpaceZProgram->Bind(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, depthBuffer); + glm::vec3 clipInfo = glm::vec3( + (camera->NearClip() * camera->FarClip()), + (camera->NearClip() - camera->FarClip()), + (camera->FarClip()) + ); + /*glm::vec3 clipInfo = glm::vec3( + (camera->NearClip()), + (-1.0f), + (+1.0f) + );*/ + glViewport(0, 0, (m_Renderer->GetViewportSize().Width >> m_TextureQuality), (m_Renderer->GetViewportSize().Height >> m_TextureQuality)); //JOHAN TODO: Get this into state + glUniform3fv(glGetUniformLocation(viewSpaceZPShaderHandle, "ClipInfo"), 1, glm::value_ptr(clipInfo)); + + glBindVertexArray(m_ScreenQuad->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); + glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1 + , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); + + glm::vec4 projInfo = glm::vec4( + ((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]), + (-2.0 / ((m_Renderer->GetViewportSize().Width >> m_TextureQuality) * camera->ProjectionMatrix()[0][0])), + ((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]), + (-2.0 / ((m_Renderer->GetViewportSize().Height >> m_TextureQuality) * camera->ProjectionMatrix()[1][1])) + ); + + + m_SSAOFramBuffer.Bind(); + m_SSAOProgram->Bind(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture); + + // How many pixel there are in a 1m long object 1m away from the camera + glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), (m_Renderer->GetViewportSize().Height >> m_TextureQuality) / (-2.0f * glm::tan(camera->FOV() * 0.5f))); + + glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius); + glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias); + glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uContrast"), m_Contrast); + glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uIntensityScale"), m_IntensityScale); + glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfSamples"), m_NumOfSamples); + glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns); + + glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "uProjInfo"), 1, glm::value_ptr(projInfo)); + glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1 + , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); + + DrawBloomPassState BloomState; + GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle(); + GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle(); + + m_GaussianFrameBuffer_horiz.Bind(); + m_GaussianProgram_horiz->Bind(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, m_SSAOTexture); + + glBindVertexArray(m_ScreenQuad->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); + glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1 + , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); + //Iterate some times to make it more gaussian. + for (int i = 1; i < m_Iterations; i++) { + //Vertical pass + m_GaussianFrameBuffer_vert.Bind(); + m_GaussianProgram_vert->Bind(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz); + + glBindVertexArray(m_ScreenQuad->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); + glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1 + , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); + //horizontal pass + m_GaussianFrameBuffer_vert.Unbind(); + + m_GaussianFrameBuffer_horiz.Bind(); + m_GaussianProgram_horiz->Bind(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, m_Gaussian_vert); + + glBindVertexArray(m_ScreenQuad->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); + glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1 + , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); + m_GaussianFrameBuffer_horiz.Unbind(); + } + + //final vertical gaussian after the iterations are done + + m_GaussianFrameBuffer_vert.Bind(); + m_GaussianProgram_vert->Bind(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz); + glBindVertexArray(m_ScreenQuad->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); + glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1 + , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); + + m_GaussianFrameBuffer_vert.Unbind(); + + glViewport(0, 0, (m_Renderer->GetViewportSize().Width), (m_Renderer->GetViewportSize().Height)); +} + +void SSAOPass::OnWindowResize() { + if (m_Quality == 0) { + return; + } + + InitializeTexture(); + InitializeBuffer(); +} \ No newline at end of file diff --git a/src/Engine/Rendering/SSAOPassState.cpp b/src/Engine/Rendering/SSAOPassState.cpp new file mode 100644 index 00000000..7dd49841 --- /dev/null +++ b/src/Engine/Rendering/SSAOPassState.cpp @@ -0,0 +1,16 @@ +#include "Rendering/SSAOPassState.h" + + +SSAOPassState::SSAOPassState() +{ + //BindFramebuffer(0); + Disable(GL_BLEND); + Disable(GL_DEPTH_TEST); + Disable(GL_CULL_FACE); +} + +SSAOPassState::~SSAOPassState() +{ + +} + diff --git a/src/Engine/Rendering/ShaderProgram.cpp b/src/Engine/Rendering/ShaderProgram.cpp index 9c26c15c..ae536bc0 100644 --- a/src/Engine/Rendering/ShaderProgram.cpp +++ b/src/Engine/Rendering/ShaderProgram.cpp @@ -98,8 +98,7 @@ void ShaderProgram::AddShader(std::shared_ptr shader) void ShaderProgram::Compile() { - if (m_ShaderProgramHandle == 0) - { + if (m_ShaderProgramHandle == 0) { m_ShaderProgramHandle = glCreateProgram(); } diff --git a/src/Engine/Rendering/Texture.cpp b/src/Engine/Rendering/Texture.cpp index 256246a9..03347044 100644 --- a/src/Engine/Rendering/Texture.cpp +++ b/src/Engine/Rendering/Texture.cpp @@ -18,6 +18,7 @@ Texture::Texture(std::string path) this->Width = img->Width; this->Height = img->Height; + this->Data = img->Data; GLint format; switch (img->Format) { @@ -28,6 +29,7 @@ Texture::Texture(std::string path) format = GL_RGBA; break; } + // Construct the OpenGL texture glGenTextures(1, &m_Texture); diff --git a/src/Engine/Rendering/Util/CommonFunctions.cpp b/src/Engine/Rendering/Util/CommonFunctions.cpp index 382cb790..913e005e 100644 --- a/src/Engine/Rendering/Util/CommonFunctions.cpp +++ b/src/Engine/Rendering/Util/CommonFunctions.cpp @@ -17,3 +17,46 @@ Texture* CommonFunctions::LoadTexture(std::string path, bool threaded) return img; } + +void CommonFunctions::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) +{ + glDeleteTextures(1, texture); + glGenTextures(1, texture); + glBindTexture(GL_TEXTURE_2D, *texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering); + glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr); + GLERROR("Texture initialization failed"); +} + +void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat) +{ + glDeleteTextures(1, texture); + glGenTextures(1, texture); + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, *texture); + glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, false); + GLERROR("Texture initialization failed"); +} + + +void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) +{ + glGenTextures(1, texture); + glBindTexture(GL_TEXTURE_2D, *texture); + glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture); + glGenerateMipmap(GL_TEXTURE_2D); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + GLERROR("MipMap Texture initialization failed"); +} + +void CommonFunctions::DeleteTexture(GLuint* texture) +{ + glDeleteTextures(1, texture); + *texture = 0; +} \ No newline at end of file diff --git a/src/Engine/Rendering/Util/ScreenCoords.cpp b/src/Engine/Rendering/Util/ScreenCoords.cpp index 36f1295e..8b7768c8 100644 --- a/src/Engine/Rendering/Util/ScreenCoords.cpp +++ b/src/Engine/Rendering/Util/ScreenCoords.cpp @@ -31,22 +31,27 @@ glm::vec3 ScreenCoords::ToWorldPos(glm::vec2 screenCoord, float depth, float scr ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer) { + GLERROR("Pre"); PickDataBuffer->Bind(); unsigned char pdata[3]; glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata); + GLERROR("glReadPixels(pdata) Error"); PickDataBuffer->Unbind(); - glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer); + glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer); + GLERROR("glBindFramebuffer(DepthBuffer) Error"); float depthData; glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData); + GLERROR("glReadPixels(depthData) Error"); glBindFramebuffer(GL_FRAMEBUFFER, 0); + GLERROR("glBindFramebuffer(0) Error"); PixelData p; p.Color[0] = (int)pdata[0]; p.Color[1] = (int)pdata[1]; p.Depth = depthData; - GLERROR("ScreenCoords::ToPixelData Error"); + GLERROR("End"); return p; } diff --git a/src/Game/Game.cpp b/src/Game/Game.cpp index 2cc5d715..88f683b5 100644 --- a/src/Game/Game.cpp +++ b/src/Game/Game.cpp @@ -16,7 +16,7 @@ #include "Game/Systems/PickupSpawnSystem.h" #include "Game/Systems/AmmoPickupSystem.h" #include "Game/Systems/DamageIndicatorSystem.h" -#include "Game/Systems/Weapon/WeaponSystem.h" +#include "Game/Systems/Weapon/DefenderWeaponBehaviour.h" #include "Rendering/AnimationSystem.h" #include "Game/Systems/HealthHUDSystem.h" #include "Rendering/BoneAttachmentSystem.h" @@ -27,6 +27,8 @@ #include "Game/Systems/AmmunitionHUDSystem.h" #include "Game/Systems/KillFeedSystem.h" #include "Game/Systems/BoostSystem.h" +#include "GUI/ButtonSystem.h" +#include "GUI/MainMenuSystem.h" Game::Game(int argc, char* argv[]) @@ -47,13 +49,12 @@ Game::Game(int argc, char* argv[]) ResourceManager::UseThreading = m_Config->Get("Multithreading.ResourceLoading", true); DisableMemoryPool::Value = m_Config->Get("Debug.DisableMemoryPool", false); LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get("Debug.LogLevel", 1)); - PlayerSpawnSystem::SetRespawnTime(m_Config->Get("Debug.RespawnTime", 15.0f)); // Create the core event broker m_EventBroker = new EventBroker(); // Create the renderer - m_Renderer = new Renderer(m_EventBroker); + m_Renderer = new Renderer(m_EventBroker, m_Config); m_Renderer->SetFullscreen(m_Config->Get("Video.Fullscreen", false)); m_Renderer->SetVSYNC(m_Config->Get("Video.VSYNC", false)); m_Renderer->SetResolution(Rectangle::Rectangle( @@ -73,11 +74,6 @@ Game::Game(int argc, char* argv[]) m_InputProxy->AddHandler(); m_InputProxy->LoadBindings("Input.ini"); - // Create the root level GUI frame - m_FrameStack = new GUI::Frame(m_EventBroker); - m_FrameStack->Width = m_Renderer->Resolution().Width; - m_FrameStack->Height = m_Renderer->Resolution().Height; - // Create a world m_World = new World(m_EventBroker); std::string mapToLoad = m_Config->Get("Debug.LoadMap", ""); @@ -102,6 +98,10 @@ Game::Game(int argc, char* argv[]) m_NetworkClient->Connect(m_NetworkAddress, m_NetworkPort); m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " CLIENT"); } + } else { + // If network is disabled, pretend we're a server + m_IsClient = true; + m_IsServer = true; } // Create Octrees @@ -124,7 +124,15 @@ Game::Game(int argc, char* argv[]) m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); - m_SystemPipeline->AddSystem(updateOrderLevel, m_Renderer, m_OctreeCollision); + m_SystemPipeline->AddSystem(updateOrderLevel, m_Renderer, m_OctreeCollision); + m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); @@ -134,11 +142,12 @@ Game::Game(int argc, char* argv[]) m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel, m_Renderer); + m_SystemPipeline->AddSystem(updateOrderLevel, m_Renderer); // Populate Octree with collidables ++updateOrderLevel; m_SystemPipeline->AddSystem(updateOrderLevel, m_OctreeCollision, "Collidable"); m_SystemPipeline->AddSystem(updateOrderLevel, m_OctreeTrigger, "Player"); - m_SystemPipeline->AddSystem(updateOrderLevel, m_OctreeFrustrumCulling); m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); @@ -148,6 +157,9 @@ Game::Game(int argc, char* argv[]) m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel, m_OctreeCollision); m_SystemPipeline->AddSystem(updateOrderLevel, m_OctreeTrigger); + // Octree for frustum culling must be updated after collisions, otherwise players frustum may be moved after tree is filled, and wrong things are culled. + ++updateOrderLevel; + m_SystemPipeline->AddSystem(updateOrderLevel, m_OctreeFrustrumCulling); ++updateOrderLevel; m_SystemPipeline->AddSystem(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling); ++updateOrderLevel; @@ -170,7 +182,6 @@ Game::~Game() delete m_NetworkServer; } delete m_World; - delete m_FrameStack; delete m_InputProxy; delete m_InputManager; delete m_RenderFrame; @@ -189,16 +200,20 @@ void Game::Tick() // Handle input in a weird looking but responsive way m_EventBroker->Process(); m_EventBroker->Swap(); + PerformanceTimer::StartTimer("InputManager"); m_InputManager->Update(dt); m_EventBroker->Swap(); + PerformanceTimer::StartTimerAndStopPrevious("InputProxy"); m_InputProxy->Update(dt); m_EventBroker->Swap(); m_InputProxy->Process(); m_EventBroker->Swap(); + PerformanceTimer::StartTimerAndStopPrevious("SoundManager"); m_SoundManager->Update(dt); // Update network + PerformanceTimer::StartTimerAndStopPrevious("Network"); m_EventBroker->Process(); if (m_NetworkClient != nullptr) { m_NetworkClient->Update(); @@ -209,10 +224,14 @@ void Game::Tick() //m_SoundManager->Update(dt); // Iterate through systems and update world! + PerformanceTimer::StartTimerAndStopPrevious("SystemPipeline"); m_EventBroker->Process(); m_SystemPipeline->Update(dt); + PerformanceTimer::StartTimerAndStopPrevious("RendererUpdate"); m_Renderer->Update(dt); + PerformanceTimer::StartTimerAndStopPrevious("RendererDraw"); m_Renderer->Draw(*m_RenderFrame); + PerformanceTimer::StopTimer("RendererDraw"); m_RenderFrame->Clear(); m_EventBroker->Swap(); m_EventBroker->Clear(); diff --git a/src/Game/Network/MultiplayerSnapshotFilter.cpp b/src/Game/Network/MultiplayerSnapshotFilter.cpp index 69b7f282..295cdd7a 100644 --- a/src/Game/Network/MultiplayerSnapshotFilter.cpp +++ b/src/Game/Network/MultiplayerSnapshotFilter.cpp @@ -13,6 +13,7 @@ bool MultiplayerSnapshotFilter::FilterComponent(EntityWrapper entity, SharedComp component.Info.Name == "Transform" || component.Info.Name == "Physics" || component.Info.Name == "AssaultWeapon" + || component.Info.Name == "DefenderWeapon" || component.Info.Name == "Animation" || component.Info.Name == "AnimationOffset" || entity.Name() == "PlayerName" diff --git a/src/Game/Systems/AmmoPickupSystem.cpp b/src/Game/Systems/AmmoPickupSystem.cpp index f6778fe4..5927c495 100644 --- a/src/Game/Systems/AmmoPickupSystem.cpp +++ b/src/Game/Systems/AmmoPickupSystem.cpp @@ -3,36 +3,43 @@ AmmoPickupSystem::AmmoPickupSystem(SystemParams params) : System(params) { - EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch); + if (IsServer) { + EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch); + } + if (IsClient) { + EVENT_SUBSCRIBE_MEMBER(m_EAmmoPickup, &AmmoPickupSystem::OnAmmoPickup); + } } void AmmoPickupSystem::Update(double dt) { - for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it) - { - auto& ammoPickupPosition = *it; - //set the double timer value (value 3) - ammoPickupPosition.DecreaseThisRespawnTimer -= dt; - if (ammoPickupPosition.DecreaseThisRespawnTimer < 0.0) { - //spawn and delete the vector item - auto entityFile = ResourceManager::Load("Schema/Entities/AmmoPickup.xml"); - EntityFileParser parser(entityFile); - EntityID ammoPickupID = parser.MergeEntities(m_World); + if (IsServer) { + for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it) { + auto& ammoPickupPosition = *it; + //set the double timer value (value 3) + ammoPickupPosition.DecreaseThisRespawnTimer -= dt; + if (ammoPickupPosition.DecreaseThisRespawnTimer < 0.0) { + //spawn and delete the vector item + auto entityFile = ResourceManager::Load("Schema/Entities/AmmoPickup.xml"); + EntityFileParser parser(entityFile); + EntityID ammoPickupID = parser.MergeEntities(m_World); - //let the world know a pickup has spawned (graphics effects, etc) - Events::PickupSpawned ePickupSpawned; - ePickupSpawned.Pickup = EntityWrapper(m_World, ammoPickupID); - m_EventBroker->Publish(ePickupSpawned); + //let the world know a pickup has spawned (graphics effects, etc) + Events::PickupSpawned ePickupSpawned; + ePickupSpawned.Pickup = EntityWrapper(m_World, ammoPickupID); + m_EventBroker->Publish(ePickupSpawned); - //set values from the old entity to the new entity - auto& newAmmoPickupEntity = EntityWrapper(m_World, ammoPickupID); - newAmmoPickupEntity["Transform"]["Position"] = ammoPickupPosition.Pos; - newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = ammoPickupPosition.AmmoGain; - newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = ammoPickupPosition.RespawnTimer; + //set values from the old entity to the new entity + auto& newAmmoPickupEntity = EntityWrapper(m_World, ammoPickupID); + newAmmoPickupEntity["Transform"]["Position"] = ammoPickupPosition.Pos; + newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = ammoPickupPosition.AmmoGain; + newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = ammoPickupPosition.RespawnTimer; + m_World->SetParent(newAmmoPickupEntity.ID, ammoPickupPosition.parentID); - //erase the current element (AmmoPickupPosition) - m_ETriggerTouchVector.erase(it); - break; + //erase the current element (AmmoPickupPosition) + m_ETriggerTouchVector.erase(it); + break; + } } } } @@ -40,7 +47,11 @@ void AmmoPickupSystem::Update(double dt) bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e) { - if (e.Entity != LocalPlayer) { + /*if (e.Entity != LocalPlayer) { + return false; + }*/ + + if (!e.Entity.Valid()) { return false; } //TODO: add other weapontypes @@ -65,14 +76,34 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e) ePlayerAmmoPickup.Player = e.Entity; m_EventBroker->Publish(ePlayerAmmoPickup); //immediately give the player the ammo - currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo); + //currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo); //copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object) //we need to copy all values since each value can be different for each ammoPickup - m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["AmmoPickup"]["AmmoGain"], - e.Trigger["AmmoPickup"]["RespawnTimer"],e.Trigger["AmmoPickup"]["RespawnTimer"] }); + m_ETriggerTouchVector.push_back({ e.Trigger["Transform"]["Position"], e.Trigger["AmmoPickup"]["AmmoGain"], + e.Trigger["AmmoPickup"]["RespawnTimer"], e.Trigger["AmmoPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) }); //delete the ammopickup m_World->DeleteEntity(e.Trigger.ID); return true; } + +bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e) +{ + if (!e.Player.Valid()) { + return false; + } + //TODO: add other weapontypes + if (!e.Player.HasComponent("AssaultWeapon")) { + return false; + } + int maxWeaponAmmo = (int)e.Player["AssaultWeapon"]["MaxAmmo"]; + int& currentAmmo = (int)e.Player["AssaultWeapon"]["Ammo"]; + //cant pick up ammopacks if you are already at MaxAmmo + if (currentAmmo >= maxWeaponAmmo) { + return false; + } + + currentAmmo = std::min(currentAmmo + e.AmmoGain, maxWeaponAmmo); + return false; +} diff --git a/src/Game/Systems/CapturePointSystem.cpp b/src/Game/Systems/CapturePointSystem.cpp index 5fdd74cd..f748ff09 100644 --- a/src/Game/Systems/CapturePointSystem.cpp +++ b/src/Game/Systems/CapturePointSystem.cpp @@ -1,32 +1,39 @@ #include "Systems/CapturePointSystem.h" #include -CapturePointSystem::CapturePointSystem(SystemParams params) +CapturePointSystem::CapturePointSystem(SystemParams params) : System(params) , PureSystem("CapturePoint") { //subscribe/listenTo playerdamage,healthpickup events (using the eventBroker) - if (IsClient) { + if (IsServer) { EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch); EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave); EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured); } + } //here all capturepoints will update their component //NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt) { - if (!IsClient) { + if (!IsServer) { return; } - if (m_WinnerWasFound) { return; } const int capturePointNumber = cCapturePoint["CapturePointNumber"]; const bool hasTeamComponent = capturePointEntity.HasComponent("Team"); + if (m_NumberOfCapturePoints != 0) { + if (!m_CapturePointNumberToEntityMap[0].HasComponent("CapturePoint")) { + //if map has changed, the capturepoints has changed, now have to redo them + m_NumberOfCapturePoints = 0; + m_CapturePointNumberToEntityMap.clear(); + } + } //if point doesnt have a teamComponent yet, add one. since: //what if capture point has no team -> we cant get/use the team enum from it... if (!hasTeamComponent) { @@ -71,8 +78,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp std::map nextPossibleCapturePoint; nextPossibleCapturePoint["Red"] = -1; nextPossibleCapturePoint["Blue"] = -1; - for (int i = 0; i < m_NumberOfCapturePoints; i++) - { + for (int i = 0; i < m_NumberOfCapturePoints; i++) { if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) { continue; } @@ -84,8 +90,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp nextPossibleCapturePoint["Blue"] = i + 1; } } - for (int i = m_NumberOfCapturePoints - 1; i >= 0; i--) - { + for (int i = m_NumberOfCapturePoints - 1; i >= 0; i--) { if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) { continue; } @@ -97,11 +102,17 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp nextPossibleCapturePoint["Blue"] = i - 1; } } + if (m_RecentlyCapturedNeedNextCapturePointNow) { + m_CapturedEvent.NextCapturePoint = m_CapturedEvent.TeamNumberThatCapturedCapturePoint == blueTeam ? + m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Blue"]] : + m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Red"]]; + m_EventBroker->Publish(m_CapturedEvent); + m_RecentlyCapturedNeedNextCapturePointNow = false; + } //reset timers and reset the bool that triggers this if (m_ResetTimers) { - for (int i = 0; i < m_NumberOfCapturePoints; i++) - { + for (int i = 0; i < m_NumberOfCapturePoints; i++) { ComponentWrapper& capturePoint = m_CapturePointNumberToEntityMap[i]["CapturePoint"]; if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] && (int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Blue"]) { @@ -116,8 +127,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp } //check how many players are standing inside and are healthy - for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--) - { + for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--) { auto triggerTouched = m_ETriggerTouchVector[i - 1]; if (std::get<1>(triggerTouched) == capturePointEntity) { //some player has touched this - lets figure out: what team, health @@ -176,8 +186,8 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange; } //if capturePoint is owned by the team, and the other team has been trying to take it, then increase/decrease the timer towards 0.0 - if ((ownedBy == currentTeam && currentTeam == redTeam && (double)cCapturePoint["CaptureTimer"] < 0.0) || - (ownedBy == currentTeam && currentTeam == blueTeam && (double)cCapturePoint["CaptureTimer"] > 0.0)) { + if ((ownedBy == currentTeam && currentTeam == redTeam && (double)cCapturePoint["CaptureTimer"] < captureTimeToTakeOver) || + (ownedBy == currentTeam && currentTeam == blueTeam && (double)cCapturePoint["CaptureTimer"] > -captureTimeToTakeOver)) { cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange; } //check if captureTimer > captureTimeToTakeOver and if so change owner and publish the eCaptured event @@ -185,27 +195,23 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp teamComponent["Team"] = currentTeam; cCapturePoint["CaptureTimer"] = glm::sign((double)cCapturePoint["CaptureTimer"])*captureTimeToTakeOver; //publish Captured event - Events::Captured e; - e.CapturePointID = cCapturePoint.EntityID; - e.TeamNumberThatCapturedCapturePoint = currentTeam; - m_EventBroker->Publish(e); + m_RecentlyCapturedNeedNextCapturePointNow = true; + m_CapturedEvent.CapturePointTakenID = cCapturePoint.EntityID; + m_CapturedEvent.TeamNumberThatCapturedCapturePoint = currentTeam; //NextPossibleCapturePoint will be calculated in the next update... } } //check for possible winCondition = check if the homebase is owned by the other team bool checkForWinner = false; - if (capturePointNumber == m_RedTeamHomeCapturePoint && ownedBy != redTeam) - { + if (capturePointNumber == m_RedTeamHomeCapturePoint && ownedBy != redTeam) { checkForWinner = true; } - if (capturePointNumber == m_BlueTeamHomeCapturePoint && ownedBy != blueTeam) - { + if (capturePointNumber == m_BlueTeamHomeCapturePoint && ownedBy != blueTeam) { checkForWinner = true; } - if (checkForWinner && !m_WinnerWasFound) - { + if (checkForWinner && !m_WinnerWasFound) { //publish Win event Events::Win e; e.TeamThatWon = ownedBy; @@ -224,8 +230,7 @@ bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e) bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e) { - for (size_t i = 0; i < m_ETriggerTouchVector.size(); i++) - { + for (size_t i = 0; i < m_ETriggerTouchVector.size(); i++) { auto triggerTouched = m_ETriggerTouchVector[i]; if (std::get<0>(triggerTouched) == e.Entity && std::get<1>(triggerTouched) == e.Trigger) { m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i); diff --git a/src/Game/Systems/DamageIndicatorSystem.cpp b/src/Game/Systems/DamageIndicatorSystem.cpp index 235eced0..ca26052d 100644 --- a/src/Game/Systems/DamageIndicatorSystem.cpp +++ b/src/Game/Systems/DamageIndicatorSystem.cpp @@ -12,51 +12,41 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params) auto entityFile = ResourceManager::Load("Schema/Entities/DamageIndicator.xml"); } +void DamageIndicatorSystem::Update(double dt) { + if (!IsServer && LocalPlayer.Valid()) { + for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) { + if (!iter->spriteEntity.Valid()) { + updateDamageIndicatorVector.erase(iter); + break; + } + auto angleBetweenVectors = CalculateAngle(LocalPlayer, iter->enemyPosition); + //simply set the rotation z-wise to the angleBetweenVectors + iter->spriteEntity["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors); + } + } +} + bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e) { if (m_CurrentCamera == EntityID_Invalid) { return false; } - //if (e.Victim != LocalPlayer) { - // return false; - //} if (e.Victim.Valid() && e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) { return false; } if (!e.Inflictor.Valid() || !e.Victim.Valid()) { - return false; + return false; } - //grab players direction - auto playerOrientation = glm::quat((glm::vec3)e.Victim["Transform"]["Orientation"]); + glm::vec3 inflictorPos = e.Inflictor["Transform"]["Position"]; + //if testing +#ifdef INDICATOR_TEST + inflictorPos = DamageIndicatorTest(e.Victim); +#endif - //get the position vectors, but ignore the y-height - auto enemyPosition = (glm::vec3)e.Inflictor["Transform"]["Position"]; - auto playerPosition = (glm::vec3)e.Victim["Transform"]["Position"]; - enemyPosition.y = 0.0f; - playerPosition.y = 0.0f; - - //calculate the enemy to player vector - auto enemyPlayerVector = glm::normalize(playerPosition - enemyPosition); - - //get angle from players current rotation, this angle is how much you rotate around the y-axis - auto playerAngle = glm::angle(playerOrientation); - auto playerRotationVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle)); - - //dot product of players direction-vector and enemys-to-playervector will give the cos of the angle between the vectors - auto playerRotationDot = glm::dot(playerRotationVector, enemyPlayerVector); - //to get the angle between the vectors just do cos-inverse - auto angleBetweenVectors = glm::acos(playerRotationDot); - - //rotate the direction-vector 90 degrees to get the players side-vector - auto playerSideVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle + 1.57f)); - //dot of sidevector positive = enemy is on the right side, dot sidevector negative = left side - auto playerSideVectorDot = glm::dot(playerSideVector, enemyPlayerVector); - if (playerSideVectorDot < 0) { - angleBetweenVectors = -angleBetweenVectors; - } + float angleBetweenVectors = CalculateAngle(e.Victim, inflictorPos); //load & set the "2d" sprite auto entityFile = ResourceManager::Load("Schema/Entities/DamageIndicator.xml"); @@ -67,6 +57,10 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e) //simply set the rotation z-wise to the angleBetweenVectors spriteWrapper["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors); + if (!IsServer) { + updateDamageIndicatorVector.emplace_back(spriteWrapper, inflictorPos); + } + return true; } @@ -74,3 +68,82 @@ bool DamageIndicatorSystem::OnSetCamera(const Events::SetCamera& e) { m_CurrentCamera = e.CameraEntity.ID; return true; } + +float DamageIndicatorSystem::CalculateAngle(EntityWrapper player, glm::vec3 enemyPos) { + //grab players direction + auto playerOrientation = glm::quat((glm::vec3)player["Transform"]["Orientation"]); + + //get the position vectors, but ignore the y-height + auto enemyPosition = enemyPos; + auto playerPosition = (glm::vec3)player["Transform"]["Position"]; + enemyPosition.y = 0.0f; + playerPosition.y = 0.0f; + + //calculate the enemy to player vector + auto enemyPlayerVector = glm::normalize(playerPosition - enemyPosition); + + //get the rotationvector relative to the z-axis + auto rotationVectorVec3 = glm::vec3(glm::toMat4(Transform::AbsoluteOrientation(player))*glm::vec4(0, 0, 1, 0)); + //rotate the direction-vector 90 degrees to get the players side-vector + auto playerSideVector = glm::vec3(glm::rotateY(rotationVectorVec3, 1.57f)); + + //dot product of players direction-vector and enemys-to-playervector will give the cos of the angle between the vectors + auto playerRotationDot = glm::dot(rotationVectorVec3, enemyPlayerVector); + //to get the angle between the vectors just do cos-inverse + auto angleBetweenVectors = glm::acos(playerRotationDot); + + //dot of sidevector positive = enemy is on the right side, dot sidevector negative = left side + auto playerSideVectorDot = glm::dot(playerSideVector, enemyPlayerVector); + if (playerSideVectorDot < 0) { + angleBetweenVectors = -angleBetweenVectors; + } + + return angleBetweenVectors; +} +#ifdef INDICATOR_TEST +glm::vec3 DamageIndicatorSystem::DamageIndicatorTest(EntityWrapper player) { + auto currentPos = (glm::vec3)player["Transform"]["Position"]; + + auto testVar = 1; + auto testVar2 = 1; + if (m_TestVar % 4 == 0) { + testVar = -1; + testVar2 = 1; + } + if (m_TestVar % 4 == 1) { + testVar = 1; + testVar2 = 1; + } + if (m_TestVar % 4 == 2) { + testVar *= -1; + testVar2 = -1; + } + if (m_TestVar % 4 == 3) { + testVar = 1; + testVar2 = -1; + } + m_TestVar++; + + auto inflictorPos = glm::vec3(currentPos.x + testVar*6.0f, currentPos.y, currentPos.z + testVar2*6.0f); + + //load the explosioneffect XML + auto deathEffect = ResourceManager::Load("Schema/Entities/PlayerDeathExplosionWithCamera.xml"); + EntityFileParser parser(deathEffect); + EntityID deathEffectID = parser.MergeEntities(m_World); + EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID); + + //components that we need from player + auto playerModel = player.FirstChildByName("PlayerModel"); + auto playerEntityModel = playerModel["Model"]; + auto playerEntityAnimation = playerModel["Animation"]; + + //copy the data from player to explosioneffectmodel + playerEntityModel.Copy(deathEffectEW["Model"]); + playerEntityAnimation.Copy(deathEffectEW["Animation"]); + + //copy the models position,orientation + deathEffectEW["Transform"]["Position"] = inflictorPos; + deathEffectEW["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"]; + return inflictorPos; +} +#endif \ No newline at end of file diff --git a/src/Game/Systems/HealthSystem.cpp b/src/Game/Systems/HealthSystem.cpp index 6e1e276f..b4ace6b9 100644 --- a/src/Game/Systems/HealthSystem.cpp +++ b/src/Game/Systems/HealthSystem.cpp @@ -24,7 +24,7 @@ void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cHea bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e) { - if (!IsServer && m_NetworkEnabled) { + if (!IsServer && m_NetworkEnabled || !e.Victim.Valid()) { return false; } diff --git a/src/Game/Systems/PickupSpawnSystem.cpp b/src/Game/Systems/PickupSpawnSystem.cpp index 159f716b..94fee4c6 100644 --- a/src/Game/Systems/PickupSpawnSystem.cpp +++ b/src/Game/Systems/PickupSpawnSystem.cpp @@ -3,36 +3,40 @@ PickupSpawnSystem::PickupSpawnSystem(SystemParams params) : System(params) { - EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &PickupSpawnSystem::OnTriggerTouch); + if (IsServer) { + EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &PickupSpawnSystem::OnTriggerTouch); + } } void PickupSpawnSystem::Update(double dt) { - for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it) - { - auto& healthPickupPosition = *it; - //set the double timer value (value 3) - healthPickupPosition.DecreaseThisRespawnTimer -= dt; - if (healthPickupPosition.DecreaseThisRespawnTimer < 0) { - //spawn and delete the vector item - auto entityFile = ResourceManager::Load("Schema/Entities/HealthPickup.xml"); - EntityFileParser parser(entityFile); - EntityID healthPickupID = parser.MergeEntities(m_World); + if (IsServer) { + for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it) { + auto& healthPickupPosition = *it; + //set the double timer value (value 3) + healthPickupPosition.DecreaseThisRespawnTimer -= dt; + if (healthPickupPosition.DecreaseThisRespawnTimer < 0) { + //spawn and delete the vector item + auto entityFile = ResourceManager::Load("Schema/Entities/HealthPickup.xml"); + EntityFileParser parser(entityFile); + EntityID healthPickupID = parser.MergeEntities(m_World); - //let the world know a pickup has spawned (graphics effects, etc) - Events::PickupSpawned ePickupSpawned; - ePickupSpawned.Pickup = EntityWrapper(m_World, healthPickupID); - m_EventBroker->Publish(ePickupSpawned); + //let the world know a pickup has spawned (graphics effects, etc) + Events::PickupSpawned ePickupSpawned; + ePickupSpawned.Pickup = EntityWrapper(m_World, healthPickupID); + m_EventBroker->Publish(ePickupSpawned); - //set values from the old entity to the new entity - auto& newHealthPickupEntity = EntityWrapper(m_World, healthPickupID); - newHealthPickupEntity["Transform"]["Position"] = healthPickupPosition.Pos; - newHealthPickupEntity["HealthPickup"]["HealthGain"] = healthPickupPosition.HealthGain; - newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = healthPickupPosition.RespawnTimer; + //set values from the old entity to the new entity + auto& newHealthPickupEntity = EntityWrapper(m_World, healthPickupID); + newHealthPickupEntity["Transform"]["Position"] = healthPickupPosition.Pos; + newHealthPickupEntity["HealthPickup"]["HealthGain"] = healthPickupPosition.HealthGain; + newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = healthPickupPosition.RespawnTimer; + m_World->SetParent(newHealthPickupEntity.ID, healthPickupPosition.parentID); - //erase the current element (healthPickupPosition) - m_ETriggerTouchVector.erase(it); - break; + //erase the current element (healthPickupPosition) + m_ETriggerTouchVector.erase(it); + break; + } } } } @@ -57,8 +61,8 @@ bool PickupSpawnSystem::OnTriggerTouch(Events::TriggerTouch& e) //copy position, healthgain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object) //we need to copy all values since each value can be different for each healthPickup - m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["HealthPickup"]["HealthGain"], - e.Trigger["HealthPickup"]["RespawnTimer"],e.Trigger["HealthPickup"]["RespawnTimer"] }); + m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"], e.Trigger["HealthPickup"]["HealthGain"], + e.Trigger["HealthPickup"]["RespawnTimer"], e.Trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) }); //delete the healthpickup m_World->DeleteEntity(e.Trigger.ID); diff --git a/src/Game/Systems/PlayerDeathSystem.cpp b/src/Game/Systems/PlayerDeathSystem.cpp index 40a98278..844d2ed1 100644 --- a/src/Game/Systems/PlayerDeathSystem.cpp +++ b/src/Game/Systems/PlayerDeathSystem.cpp @@ -33,9 +33,8 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player) EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID); //components that we need from player - auto playerCamera = player.FirstChildByName("Camera"); auto playerModel = player.FirstChildByName("PlayerModel"); - if (!playerCamera.Valid() || !playerModel.Valid()) { + if (!playerModel.Valid()) { return; } if (!playerModel.HasComponent("Model") || !playerModel.HasComponent("Animation")) { @@ -44,7 +43,7 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player) auto playerEntityModel = playerModel["Model"]; auto playerEntityAnimation = playerModel["Animation"]; - //copy the data from player to explisioneffectmodel + //copy the data from player to explosioneffectmodel playerEntityModel.Copy(deathEffectEW["Model"]); playerEntityAnimation.Copy(deathEffectEW["Animation"]); //freeze the animation diff --git a/src/Game/Systems/PlayerMovementSystem.cpp b/src/Game/Systems/PlayerMovementSystem.cpp index cb28c7e6..f2090890 100644 --- a/src/Game/Systems/PlayerMovementSystem.cpp +++ b/src/Game/Systems/PlayerMovementSystem.cpp @@ -4,6 +4,7 @@ PlayerMovementSystem::PlayerMovementSystem(SystemParams params) : System(params) { EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned); + EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &PlayerMovementSystem::OnDoubleJump); } PlayerMovementSystem::~PlayerMovementSystem() @@ -16,7 +17,15 @@ PlayerMovementSystem::~PlayerMovementSystem() void PlayerMovementSystem::Update(double dt) { updateMovementControllers(dt); - updateVelocity(dt); + if (IsServer) { + for (auto& kv : m_PlayerInputControllers) { + updateVelocity(kv.first, dt); + } + } else { + if (LocalPlayer.Valid()) { + updateVelocity(LocalPlayer, dt); + } + } } void PlayerMovementSystem::updateMovementControllers(double dt) @@ -28,7 +37,6 @@ void PlayerMovementSystem::updateMovementControllers(double dt) if (!player.Valid()) { continue; } - // Aim pitch EntityWrapper cameraEntity = player.FirstChildByName("Camera"); if (cameraEntity.Valid()) { @@ -40,7 +48,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt) EntityWrapper playerModel = player.FirstChildByName("PlayerModel"); if (playerModel.Valid()) { ComponentWrapper cAnimationOffset = playerModel["AnimationOffset"]; - float pitch = cameraOrientation.x + 0.2; + float pitch = cameraOrientation.x + 0.2f; double time = (pitch + glm::half_pi()) / glm::pi(); cAnimationOffset["Time"] = time; } @@ -64,7 +72,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt) ComponentWrapper cPhysics = player["Physics"]; //Assault Dash Check if (player.HasComponent("DashAbility")) { - controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"]); + controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"], player["DashAbility"]["CoolDownTimer"]); } wishDirection = controller->Movement() * glm::inverse(glm::quat(ori)); //this makes sure you can only dash in the 4 directions: forw,backw,left,right @@ -118,25 +126,29 @@ void PlayerMovementSystem::updateMovementControllers(double dt) ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity)); } - //you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air - if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (isOnGround || !controller->DoubleJumping())) { - (bool)cPhysics["IsOnGround"] = false; + if (isOnGround) { + controller->SetDoubleJumping(false); + } + //If player presses Jump and is not crouching. + if (controller->Jumping() && !controller->Crouching()) { if (isOnGround) { - controller->SetDoubleJumping(false); - } else { + (bool)cPhysics["IsOnGround"] = false; + velocity.y = player["Player"]["JumpSpeed"]; + } else if (player.HasComponent("DoubleJump") && !controller->DoubleJumping()) { + //Enter here if player can double jump and is doing so. + (bool)cPhysics["IsOnGround"] = false; + velocity.y = player["DoubleJump"]["DoubleJumpSpeed"]; + // If IsServer and network is off this will not work if (IsClient) { //put a hexagon at the players feet - auto hexagonEffect = ResourceManager::Load("Schema/Entities/DoubleJumpHexagon.xml"); - EntityFileParser parser(hexagonEffect); - EntityID hexagonEffectID = parser.MergeEntities(m_World); - EntityWrapper hexagonEW = EntityWrapper(m_World, hexagonEffectID); - hexagonEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"]; + spawnHexagon(player); controller->SetDoubleJumping(true); + // Publish event for client to listen to Events::DoubleJump e; + e.entityID = player.ID; m_EventBroker->Publish(e); } } - velocity.y = 4.f; } if (player.HasComponent("AABB")) { @@ -231,15 +243,11 @@ void PlayerMovementSystem::updateMovementControllers(double dt) } -void PlayerMovementSystem::updateVelocity(double dt) +void PlayerMovementSystem::updateVelocity(EntityWrapper player, double dt) { // Only apply velocity to local player - if (!LocalPlayer.Valid()) { - return; - } - - ComponentWrapper& cTransform = LocalPlayer["Transform"]; - ComponentWrapper& cPhysics = LocalPlayer["Physics"]; + ComponentWrapper& cTransform = player["Transform"]; + ComponentWrapper& cPhysics = player["Physics"]; glm::vec3& velocity = cPhysics["Velocity"]; bool isOnGround = (bool)cPhysics["IsOnGround"]; @@ -301,3 +309,27 @@ bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e) } return true; } + +bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e) +{ + // If entity does not exist, exit + if (!EntityWrapper(m_World, e.entityID).Valid()) { + return false; + } + // If entity IsLocalPlayer, exit + if (e.entityID == m_LocalPlayer.ID) { + return false; + } + spawnHexagon(EntityWrapper(m_World, e.entityID)); + return true; +} + +void PlayerMovementSystem::spawnHexagon(EntityWrapper target) +{ + //put a hexagon at the entitys... feet? + auto hexagonEffect = ResourceManager::Load("Schema/Entities/DoubleJumpHexagon.xml"); + EntityFileParser parser(hexagonEffect); + EntityID hexagonEffectID = parser.MergeEntities(m_World); + EntityWrapper hexagonEW = EntityWrapper(m_World, hexagonEffectID); + hexagonEW["Transform"]["Position"] = (glm::vec3)target["Transform"]["Position"]; +} \ No newline at end of file diff --git a/src/Game/Systems/PlayerSpawnSystem.cpp b/src/Game/Systems/PlayerSpawnSystem.cpp index 5f53a1fc..e03a1778 100644 --- a/src/Game/Systems/PlayerSpawnSystem.cpp +++ b/src/Game/Systems/PlayerSpawnSystem.cpp @@ -1,29 +1,40 @@ #include "Systems/PlayerSpawnSystem.h" -//This should be set by the config anyway. -float PlayerSpawnSystem::m_RespawnTime = 15.0f; - -PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params) +PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params) : System(params) - , m_Timer(0.f) + , m_DbgConfigForceRespawn(false) { EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand); EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned); EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerSpawnSystem::OnPlayerDeath); - m_NetworkEnabled = ResourceManager::Load("Config.ini")->Get("Networking.StartNetwork", false); + ConfigFile* config = ResourceManager::Load("Config.ini"); + m_NetworkEnabled = config->Get("Networking.StartNetwork", false); + m_ForcedRespawnTime = config->Get("Debug.RespawnTime", -1.0f); + m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0; } void PlayerSpawnSystem::Update(double dt) { - //Increase timer. - m_Timer += dt; - if (m_Timer < m_RespawnTime) { - return; + // If there are no CapturePointGameMode components we will just spawn immediately. + // Should be able to support older maps with this. + // TODO: In the future we might want to return instead, to avoid spawning in the menu for instance. + auto pool = m_World->GetComponents("CapturePointGameMode"); + if (pool != nullptr && pool->size() > 0) + { + // Take the first CapturePointGameMode component found. + ComponentWrapper& modeComponent = *pool->begin(); + // Increase timer. + double& timer = (double&)modeComponent["RespawnTime"]; + timer += dt; + double maxRespawnTime = m_DbgConfigForceRespawn ? m_ForcedRespawnTime : (double)modeComponent["MaxRespawnTime"]; + if (timer < maxRespawnTime) { + return; + } + // If respawn time has passed, we spawn all players that have requested to be spawned. + timer = 0; } - //If respawn time has passed, we spawn all players that have requested to be spawned. - m_Timer = 0.f; - //If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty. + // If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty. if (m_SpawnRequests.size() == 0) { return; } @@ -49,7 +60,7 @@ void PlayerSpawnSystem::Update(double dt) } // Spawn the player! - EntityWrapper player = SpawnerSystem::Spawn(spawner); + EntityWrapper player = SpawnerSystem::Spawn(spawner, EntityWrapper::Invalid, "Player"); // Set the player team affiliation player["Team"]["Team"] = req.Team; diff --git a/src/Game/Systems/SoundSystem.cpp b/src/Game/Systems/SoundSystem.cpp index 7101311d..be9c8aaf 100644 --- a/src/Game/Systems/SoundSystem.cpp +++ b/src/Game/Systems/SoundSystem.cpp @@ -14,6 +14,7 @@ SoundSystem::SoundSystem(SystemParams params) EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &SoundSystem::OnPlayerDamage); EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &SoundSystem::OnCaptured); EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &SoundSystem::OnTriggerTouch); + EVENT_SUBSCRIBE_MEMBER(m_EPlayerDeath, &SoundSystem::OnPlayerDeath); } } @@ -90,7 +91,10 @@ bool SoundSystem::drumTimer(double dt) bool SoundSystem::OnCaptured(const Events::Captured & e) { - int homeTeam = (int)m_World->GetComponent(e.CapturePointID, "Team")["Team"]; + if (!LocalPlayer.Valid()) { + return false; + } + int homeTeam = (int)m_World->GetComponent(e.CapturePointTakenID, "Team")["Team"]; int team = (int)m_World->GetComponent(LocalPlayer.ID, "Team")["Team"]; Events::PlaySoundOnEntity ev; if (team == homeTeam) { @@ -108,7 +112,12 @@ bool SoundSystem::OnCaptured(const Events::Captured & e) // Testing purposes atm... bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e) { - // Should check for only local players here... + if (!IsClient) { // Only play for clients + return false; + } + if (LocalPlayer.ID = e.Victim.ID) { // You're local player was the one who took dmg + return false; + } std::uniform_int_distribution dist(1, 12); int rand = dist(generator); std::vector paths; @@ -128,8 +137,16 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e) bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e) { - Events::PlaySoundOnEntity ev; - ev.EmitterID = LocalPlayer.ID; + if (e.Player.ID != LocalPlayer.ID) { + return false; + } + if (!IsClient) { + return false; + } + // The local player is dead. The local player might be invalid? + // Play the sound from the listener. + // TODO: We might want to hear other players die. + Events::PlayBackgroundMusic ev; ev.FilePath = "Audio/die/die2.wav"; m_EventBroker->Publish(ev); return false; diff --git a/src/Game/Systems/SpawnerSystem.cpp b/src/Game/Systems/SpawnerSystem.cpp index b3c556f1..6500460f 100644 --- a/src/Game/Systems/SpawnerSystem.cpp +++ b/src/Game/Systems/SpawnerSystem.cpp @@ -1,12 +1,13 @@ #include "Systems/SpawnerSystem.h" +#include "Collision/Collision.h" -SpawnerSystem::SpawnerSystem(SystemParams params) +SpawnerSystem::SpawnerSystem(SystemParams params) : System(params) { EVENT_SUBSCRIBE_MEMBER(m_OnSpawnerSpawn, &SpawnerSystem::OnSpawnerSpawn); } -EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /*= EntityWrapper::Invalid*/) +EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /*= EntityWrapper::Invalid*/, const std::string& dontCollideComponent) { // Spawn the entity in the parent's world if it exists, otherwise in the spawner's world World* world = parent.World; @@ -14,17 +15,41 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent / world = spawner.World; } + // Load the entity file and parse it + const std::string& entityFilePath = spawner["Spawner"]["EntityFile"]; + auto entityFile = ResourceManager::Load(entityFilePath); + if (entityFile == nullptr) { + return EntityWrapper::Invalid; + } + EntityFileParser parser(entityFile); + EntityWrapper spawnedEntity(world, parser.MergeEntities(world, parent.ID)); + + //If the spawned entity is collideable, then we must not spawn it where it collides with something that + //has a dontCollideComponent attached. + bool spawnOnCollidable = dontCollideComponent.empty() || !spawnedEntity.HasComponent("Collidable"); + if (!spawnOnCollidable) { + boost::optional optBox = Collision::EntityAbsoluteAABB(spawnedEntity); + //If we can't calculate the box for some reason, then just spawn somewhere anyway. + if (!optBox) { + spawnOnCollidable = true; + } + } + // Find any SpawnPoints existing as children of spawner - auto children = spawner.World->GetChildren(spawner.ID); + auto children = spawner.World->GetDirectChildren(spawner.ID); std::vector spawnPoints; for (auto kv = children.first; kv != children.second; ++kv) { const EntityID& child = kv->second; if (spawner.World->HasComponent(child, "SpawnPoint")) { - spawnPoints.push_back(EntityWrapper(spawner.World, child)); + EntityWrapper spawnPoint = EntityWrapper(spawner.World, child); + if (spawnOnCollidable || !spawnedEntityIsColliding(spawnedEntity, spawnPoint, dontCollideComponent)) { + spawnPoints.push_back(spawnPoint); + } } } // Choose a random SpawnPoint + // If there are no children, or if they are all blocked, then the entity will be spawned at the spawner itself. EntityWrapper spawnPoint = spawner; if (!spawnPoints.empty()) { if (spawnPoints.size() > 1) { @@ -39,25 +64,61 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent / } } - // Load the entity file and parse it - const std::string& entityFilePath = spawner["Spawner"]["EntityFile"]; - auto entityFile = ResourceManager::Load(entityFilePath); - if (entityFile == nullptr) { - return EntityWrapper::Invalid; - } - EntityFileParser parser(entityFile); - EntityWrapper spawnedEntity(world, parser.MergeEntities(world, parent.ID)); - if (spawnPoint != parent) { - // Set its position and orientation to that of the SpawnPoint - spawnedEntity["Transform"]["Position"] = Transform::AbsolutePosition(spawnPoint.World, spawnPoint.ID); - // TODO: Quaternions, bitch - spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint)); + transformEntityToSpawnPoint(spawnedEntity, spawnPoint); } return spawnedEntity; } +void SpawnerSystem::transformEntityToSpawnPoint(EntityWrapper spawnedEntity, EntityWrapper spawnPoint) +{ + // Set its position and orientation to that of the SpawnPoint + spawnedEntity["Transform"]["Position"] = Transform::AbsolutePosition(spawnPoint.World, spawnPoint.ID); + // TODO: Quaternions, bitch + spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint)); +} + +bool SpawnerSystem::spawnedEntityIsColliding(EntityWrapper spawnedEntity, EntityWrapper spawnPoint, const std::string& dontCollideComponent) +{ + transformEntityToSpawnPoint(spawnedEntity, spawnPoint); + //Check if the spawned entity collides with anything, and if so, continue to the next spawnpoint. + EntityAABB spawnedBox = *Collision::EntityAbsoluteAABB(spawnedEntity); + const ComponentPool* otherSpawnedEntities = spawnPoint.World->GetComponents(dontCollideComponent); + for (const auto& obj : *otherSpawnedEntities) { + if (spawnedEntity.ID == obj.EntityID) { + continue; + } + EntityWrapper otherEntity = EntityWrapper(spawnPoint.World, obj.EntityID); + if (!otherEntity.HasComponent("Collidable")) { + continue; + } + auto otherBox = Collision::EntityAbsoluteAABB(otherEntity); + if (!otherBox) { + continue; + } + if (Collision::AABBVsAABB(spawnedBox, *otherBox)) { + if (!spawnedBox.Entity.HasComponent("Model")) { + return true; + } + RawModel* model = nullptr; + try { + model = ResourceManager::Load(otherEntity["Model"]["Resource"]); + } catch (const std::exception&) { + } + + if (model != nullptr && Collision::AABBvsTriangles( + spawnedBox, + model->Vertices(), + model->m_Indices, + Transform::ModelMatrix(otherEntity))) { + return true; + } + } + } + return false; +} + bool SpawnerSystem::OnSpawnerSpawn(Events::SpawnerSpawn& e) { EntityWrapper spawnedEntity = Spawn(e.Spawner, e.Parent); diff --git a/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp b/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp_ similarity index 87% rename from src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp rename to src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp_ index 7ea6f4f1..547ed36a 100644 --- a/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp +++ b/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp_ @@ -1,13 +1,5 @@ #include "Systems/Weapon/AssaultWeaponBehaviour.h" -AssaultWeaponBehaviour::AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree* collisionOctree, EntityWrapper player) - : WeaponBehaviour(systemParams, renderer, collisionOctree, player) -{ - m_FirstPersonModel = m_Player.FirstChildByName("Hands"); - m_ThirdPersonModel = m_Player.FirstChildByName("PlayerModel"); - EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &AssaultWeaponBehaviour::OnAnimationComplete); -} - void AssaultWeaponBehaviour::Fire() { m_TimeSinceLastFire = 0.0; @@ -36,7 +28,7 @@ void AssaultWeaponBehaviour::Reload() return; } - // Don't reload if we're completly out of ammo + // Don't reload if we're completely out of ammo if (ammo == 0) { playEmptySound(); m_TimeSinceLastFire = -0.0f; // HACK: To make empty sound play with interval @@ -56,14 +48,14 @@ void AssaultWeaponBehaviour::Update(double dt) { if (m_Reloading) { m_ReloadTimer -= dt; - // Re-enable glow on reload impersonator half-way through the animation + // Re-enable glow on reload impostor half-way through the animation if (IsClient) { if (m_ReloadTimer <= (double)m_Player["AssaultWeapon"]["ReloadTime"] / 2.0) { - if (m_FirstPersonReloadImpersonator.Valid()) { - m_FirstPersonReloadImpersonator["Model"]["GlowMap"] = true; + if (m_FirstPersonReloadImpostor.Valid()) { + m_FirstPersonReloadImpostor["Model"]["GlowMap"] = true; } - if (m_ThirdPersonReloadImpersonator.Valid()) { - m_ThirdPersonReloadImpersonator["Model"]["GlowMap"] = true; + if (m_ThirdPersonReloadImpostor.Valid()) { + m_ThirdPersonReloadImpostor["Model"]["GlowMap"] = true; } } } @@ -96,21 +88,6 @@ void AssaultWeaponBehaviour::Update(double dt) } } -bool AssaultWeaponBehaviour::OnAnimationComplete(Events::AnimationComplete& e) -{ - if (e.Entity != m_FirstPersonModel) { - return false; - } - - //if (e.Name == "ShootRifle") { - // if (!m_Firing) { - // playIdleAnimation(); - // } - //} - - return true; -} - bool AssaultWeaponBehaviour::hasAmmo() { ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"]; @@ -177,7 +154,6 @@ void AssaultWeaponBehaviour::spawnTracer() float AssaultWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction) { - // TODO: Cast a ray and size tracer appropriately float distance; glm::vec3 pos; auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos); @@ -215,6 +191,12 @@ void AssaultWeaponBehaviour::playEmptySound() void AssaultWeaponBehaviour::viewPunch() { + // Since we send absolute client orientations to server, running this server side would + // cause aim desync. + if (!IsClient) { + return; + } + EntityWrapper playerCamera = m_Player.FirstChildByName("Camera"); if (!playerCamera.Valid()) { return; @@ -323,8 +305,8 @@ void AssaultWeaponBehaviour::playReloadAnimation() EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel"); EntityWrapper reloadSpawner = m_Player.FirstChildByName("FirstPersonReloadSpawner"); if (IsClient) { - m_FirstPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner); - firstPersonWeaponModel["Model"].Copy(m_FirstPersonReloadImpersonator["Model"]); + m_FirstPersonReloadImpostor = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner); + firstPersonWeaponModel["Model"].Copy(m_FirstPersonReloadImpostor["Model"]); } firstPersonWeaponModel["Model"]["Visible"] = false; } @@ -332,8 +314,8 @@ void AssaultWeaponBehaviour::playReloadAnimation() EntityWrapper thirdPersonWeaponModel = m_Player.FirstChildByName("ThirdPersonWeaponModel"); EntityWrapper reloadSpawner = m_Player.FirstChildByName("ThirdPersonReloadSpawner"); if (IsClient) { - m_ThirdPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner); - thirdPersonWeaponModel["Model"].Copy(m_ThirdPersonReloadImpersonator["Model"]); + m_ThirdPersonReloadImpostor = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner); + thirdPersonWeaponModel["Model"].Copy(m_ThirdPersonReloadImpostor["Model"]); } thirdPersonWeaponModel["Model"]["Visible"] = false; } @@ -371,7 +353,7 @@ bool AssaultWeaponBehaviour::shoot(double damage) return false; } - // Don't let us shoot ourselves in the foot + // Don't let us shoot ourselves in the foot somehow if (victim == LocalPlayer) { return false; } diff --git a/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp b/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp new file mode 100644 index 00000000..028bd10c --- /dev/null +++ b/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp @@ -0,0 +1,188 @@ +#include "Systems/Weapon/DefenderWeaponBehaviour.h" + +void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) +{ + (double&)cWeapon["TimeSinceLastFire"] += dt; + WeaponBehaviour::UpdateComponent(entity, cWeapon, dt); +} + +void DefenderWeaponBehaviour::UpdateWeapon(WeaponInfo& wi, double dt) +{ + ComponentWrapper cWeapon = wi.GetComponent(); + + bool isFiring = cWeapon["IsFiring"]; + bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]); + bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0; + if (isFiring && cooldownPassed && isNotShielding) { + fireShell(wi); + } +} + +void DefenderWeaponBehaviour::OnPrimaryFire(WeaponInfo& wi) +{ + ComponentWrapper cWeapon = wi.GetComponent(); + cWeapon["IsFiring"] = true; + bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]); + bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0; + if (cooldownPassed && isNotShielding) { + fireShell(wi); + } +} + +void DefenderWeaponBehaviour::OnCeasePrimaryFire(WeaponInfo& wi) +{ + ComponentWrapper cWeapon = wi.GetComponent(); + cWeapon["IsFiring"] = false; +} + +bool DefenderWeaponBehaviour::OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) +{ + if (e.Command == "SpecialAbility" && IsServer) { + EntityWrapper attachment = wi.Player.FirstChildByName("ShieldAttachment"); + if (attachment.Valid()) { + if (e.Value > 0) { + SpawnerSystem::Spawn(attachment, attachment); + } else { + attachment.DeleteChildren(); + } + } + } + + return false; +} + +bool DefenderWeaponBehaviour::OnSetCamera(const Events::SetCamera& e) +{ + m_CurrentCamera = e.CameraEntity; + return true; +} + +void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi) +{ + ComponentWrapper cWeapon = wi.GetComponent(); + + cWeapon["TimeSinceLastFire"] = 0.0; + int numPellets = cWeapon["NumPellets"]; + float spreadAngle = cWeapon["SpreadAngle"]; + std::uniform_real_distribution randomSpreadAngle(-spreadAngle, spreadAngle); + + // Calculate pellet angles + // HACK: Random for now? + // TODO: Make distribution even for each quadrant + std::vector pelletAngles; + for (int i = 0; i < numPellets; i++) { + pelletAngles.push_back(glm::vec2(randomSpreadAngle(m_RandomEngine), randomSpreadAngle(m_RandomEngine))); + LOG_DEBUG("%f %f", pelletAngles[i].x, pelletAngles[i].y); + } + + double pelletDamage = (double)cWeapon["BaseDamage"] / numPellets; + + // Tracers + EntityWrapper weaponModelEntity; + if (wi.Player == LocalPlayer) { + weaponModelEntity = wi.FirstPersonEntity; + } else { + weaponModelEntity = wi.ThirdPersonEntity; + } + if (weaponModelEntity.Valid()) { + EntityWrapper spawner = weaponModelEntity.FirstChildByName("WeaponMuzzle"); + for (auto& angles : pelletAngles) { + glm::vec3 direction = Transform::AbsoluteOrientation(spawner) * glm::quat(glm::vec3(angles, 0.f)) * glm::vec3(0, 0, -1); + float distance = traceRayDistance(Transform::AbsolutePosition(spawner), direction); + EntityWrapper ray = SpawnerSystem::Spawn(spawner); + ((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f); + glm::vec3& orientation = ray["Transform"]["Orientation"]; + orientation.x += angles.x; + orientation.y += angles.y; + glm::vec3 trajectory = direction * distance; + dealDamage(wi, direction, pelletDamage); + } + } + +} + +void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage) +{ + // Only deal damage client side + if (!IsClient) { + return; + } + + // Only handle shooting for the local player + if (wi.Player != LocalPlayer) { + return; + } + + // Make sure the player isn't shooting from the grave + if (!wi.Player.Valid()) { + return; + } + + glm::vec3 maxRange = direction * 2.f; + EntityWrapper camera = wi.Player.FirstChildByName("Camera"); + glm::vec3 cameraPosition = Transform::AbsolutePosition(camera); + if (!camera.Valid()) { + return; + } + Rectangle screenResolution = m_Renderer->GetViewportSize(); + glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2); + glm::vec2 screenCoords = cameraFromEntity(m_CurrentCamera).WorldToScreen(cameraPosition + maxRange, m_Renderer->GetViewportSize()); + PickData pickData = m_Renderer->Pick(centerScreen + screenCoords); + EntityWrapper victim(m_World, pickData.Entity); + if (!victim.Valid()) { + return; + } + + // Don't let us shoot ourselves in the foot somehow + if (victim == LocalPlayer) { + return; + } + + // Only care about players being hit + if (!victim.HasComponent("Player")) { + victim = victim.FirstParentWithComponent("Player"); + } + if (!victim.Valid()) { + return; + } + + // Check for friendly fire + if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) { + return; + } + + // Deal damage! + Events::PlayerDamage ePlayerDamage; + ePlayerDamage.Inflictor = wi.Player; + ePlayerDamage.Victim = victim; + ePlayerDamage.Damage = damage; + m_EventBroker->Publish(ePlayerDamage); + LOG_DEBUG("Damage: %f", damage); +} + +float DefenderWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction) +{ + float distance; + glm::vec3 pos; + auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos); + if (entity) { + return distance; + } else { + return 100.f; + } +} + +Camera DefenderWeaponBehaviour::cameraFromEntity(EntityWrapper camera) +{ + ComponentWrapper cTransform = camera["Transform"]; + ComponentWrapper cCamera = camera["Camera"]; + Camera cam( + (float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, + (double)cCamera["FOV"], + (double)cCamera["NearClip"], + (double)cCamera["FarClip"] + ); + cam.SetPosition(cTransform["Position"]); + cam.SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"])); + return cam; +} diff --git a/src/Game/Systems/Weapon/WeaponSystem.cpp b/src/Game/Systems/Weapon/WeaponSystem.cpp_ similarity index 56% rename from src/Game/Systems/Weapon/WeaponSystem.cpp rename to src/Game/Systems/Weapon/WeaponSystem.cpp_ index 3a49ae90..d33c5098 100644 --- a/src/Game/Systems/Weapon/WeaponSystem.cpp +++ b/src/Game/Systems/Weapon/WeaponSystem.cpp_ @@ -13,7 +13,7 @@ WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree weaponAttachments = player.ChildrenWithComponent("WeaponAttachment"); + + // Find the weapon attachments matching the slot selected + EntityWrapper firstPersonAttachment; + EntityWrapper thirdPersonAttachment; + for (auto& attachment : weaponAttachments) { + ComponentWrapper cWeaponAttachment = attachment["WeaponAttachment"]; + if ((ComponentInfo::EnumType)cWeaponAttachment["Slot"] == slot) { + ComponentWrapper::SubscriptProxy person = cWeaponAttachment["Person"]; + if (person == person.Enum("FirstPerson")) { + firstPersonAttachment = attachment; + } else if (person == person.Enum("ThirdPerson")) { + thirdPersonAttachment = attachment; + } + } + } + + if (firstPersonAttachment.Valid() && thirdPersonAttachment.Valid()) { + LOG_WARNING("No weapon attachment found for slot %i of player #%i", slot, player.ID); + return; + } + + // TODO: Delete old weapons + + // Spawn the weapon(s) + EntityWrapper firstPersonWeapon; + EntityWrapper thirdPersonWeapon; + if (firstPersonAttachment.Valid()) { + firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment); + } + if (thirdPersonAttachment.Valid()) { + firstPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment); + } + + // Create the correct behaviour + if (firstPersonWeapon.Valid()) { + if (firstPersonWeapon.HasComponent("AssaultWeapon") { + + } + } + // Primary if (slot == 1) { // TODO: if class... - if (m_ActiveWeapons.count(player) == 0) { - m_ActiveWeapons.insert(std::make_pair(player, std::make_shared(m_SystemParams, m_Renderer, m_CollisionOctree, player))); - } else { - //m_ActiveWeapons.erase(player); - } + nextBehaviour = std::make_shared(m_SystemParams, m_Renderer, m_CollisionOctree, player); } // Secondary if (slot == 2) { //m_ActiveWeapons[player] = std::make_shared(); } + + if (nextBehaviour != nullptr) { + // TODO: Destroy previous behaviour and make new + if (m_ActiveWeapons.count(player) == 0) { + m_ActiveWeapons[player] = nextBehaviour; + } + } } bool WeaponSystem::OnPlayerSpawned(Events::PlayerSpawned& e) diff --git a/src/Game/main.cpp b/src/Game/main.cpp index dd2a5a84..3c9b6d38 100644 --- a/src/Game/main.cpp +++ b/src/Game/main.cpp @@ -9,7 +9,9 @@ int main(int argc, char* argv[]) Game game(argc, argv); while (game.Running()) { + PerformanceTimer::StartTimer("Game-Tick"); game.Tick(); + PerformanceTimer::StopTimer("Game-Tick"); } return 0; diff --git a/src/Tests/CapturePointTest.cpp b/src/Tests/CapturePointTest.cpp index 2c7bf430..8a9baf40 100644 --- a/src/Tests/CapturePointTest.cpp +++ b/src/Tests/CapturePointTest.cpp @@ -94,7 +94,7 @@ CapturePointTest::CapturePointTest(int runTestNumber) m_World = new World(); // Create system pipeline - m_SystemPipeline = new SystemPipeline(m_World,m_EventBroker); + m_SystemPipeline = new SystemPipeline(m_World,m_EventBroker, true, false); m_SystemPipeline->AddSystem(0); m_SystemPipeline->AddSystem(1); diff --git a/src/Tests/CollisionTest.cpp b/src/Tests/CollisionTest.cpp index 6cb6c88b..b5ba8245 100644 --- a/src/Tests/CollisionTest.cpp +++ b/src/Tests/CollisionTest.cpp @@ -33,10 +33,10 @@ void RayTest(std::string fileName) { ResourceManager::RegisterType("RawModel"); auto unitBox = ResourceManager::Load(fileName); BOOST_REQUIRE(unitBox != nullptr); - bool hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices); + bool hit = Collision::RayVsModel(ray, unitBox->Vertices(), unitBox->m_Indices, glm::mat4(1)); BOOST_CHECK(hit); ray.SetDirection(glm::vec3(-1, 0, 0)); - hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices); + hit = Collision::RayVsModel(ray, unitBox->Vertices(), unitBox->m_Indices, glm::mat4(1)); BOOST_CHECK(!hit); } @@ -146,12 +146,12 @@ BOOST_AUTO_TEST_CASE(rayVsModelTest2) z = Collision::RayVsAABB(ray, someAABB); if (z) { //hit - bool hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices); + bool hit = Collision::RayVsModel(ray, unitBox->Vertices(), unitBox->m_Indices,glm::mat4(1)); if (!hit) { //if rayvsaabb hit but rayvvmodel didnt hit, we get to here - glm::vec3 outtttttttt; - hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices, outtttttttt); - hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices); + glm::mat4 outtttttttt; + hit = Collision::RayVsModel(ray, unitBox->Vertices(), unitBox->m_Indices, glm::mat4(1)); + hit = Collision::RayVsModel(ray, unitBox->Vertices(), unitBox->m_Indices, glm::mat4(1)); } else { hit = hit; @@ -163,7 +163,7 @@ BOOST_AUTO_TEST_CASE(rayVsModelTest2) // z = z; //} // - bool hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices); + bool hit = Collision::RayVsModel(ray, unitBox->Vertices(), unitBox->m_Indices, glm::mat4(1)); ////breakpoint test //if (!hit) { // hit = hit; @@ -175,8 +175,8 @@ BOOST_AUTO_TEST_CASE(rayVsModelTest2) //if rayvsmodel hit but rayvsaabb didnt hit then we get to here z = Collision::RayVsAABB(ray, someAABB); glm::vec3 outtttttttt; - hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices, outtttttttt); - hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices); + hit = Collision::RayVsModel(ray, unitBox->Vertices(), unitBox->m_Indices, glm::mat4(1)); + hit = Collision::RayVsModel(ray, unitBox->Vertices(), unitBox->m_Indices, glm::mat4(1)); } else { z = z; diff --git a/src/Tests/HealthSystemTest.cpp b/src/Tests/HealthSystemTest.cpp index 8bf16024..bf2650a3 100644 --- a/src/Tests/HealthSystemTest.cpp +++ b/src/Tests/HealthSystemTest.cpp @@ -48,26 +48,21 @@ GameHealthSystemTest::GameHealthSystemTest() fp.MergeEntities(m_World); // Create system pipeline - m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker); + m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker, false, false); m_SystemPipeline->AddSystem(0); //The Test //create entity which has transform,player,model,health in it. i.e. is a player EntityID playerID = m_World->CreateEntity(); ComponentWrapper player = m_World->AttachComponent(playerID, "Player"); - ComponentWrapper health = m_World->AttachComponent(playerID, "Health"); - healthsID = playerID; + ComponentWrapper& health = m_World->AttachComponent(playerID, "Health"); + health["Health"] = 100.0; + m_PlayersID = playerID; EntityID playerID2 = m_World->CreateEntity(); ComponentWrapper player2 = m_World->AttachComponent(playerID2, "Player"); ComponentWrapper health2 = m_World->AttachComponent(playerID2, "Health"); - //heal player with 40 - Events::PlayerHealthPickup e3; - e3.HealthAmount = 40.0f; - e3.Player = EntityWrapper(m_World, player.EntityID); - m_EventBroker->Publish(e3); - //damage player with 50 Events::PlayerDamage e; e.Damage = 50.0f; @@ -103,9 +98,18 @@ void GameHealthSystemTest::Tick() m_EventBroker->Swap(); m_EventBroker->Clear(); - - //if health reaches 90 then we know the test has succeeded (start with 100hp, remove 50hp, add 40hp) - double currentHealth = (double)m_World->GetComponent(healthsID, "Health")["Health"]; - if (currentHealth == 90) + + double currentHealth = (double)m_World->GetComponent(m_PlayersID, "Health")["Health"]; + //if players health reach 50 means he got damaged by 50 + if (currentHealth == 50.0) { + m_TestStage1Success = true; + //heal player with 40 + Events::PlayerHealthPickup e3; + e3.HealthAmount = 40.0f; + e3.Player = EntityWrapper(m_World, m_PlayersID); + m_EventBroker->Publish(e3); + } + if (m_TestStage1Success && currentHealth == 90.0f) { TestSucceeded = true; + } } diff --git a/src/Tests/HealthSystemTest.h b/src/Tests/HealthSystemTest.h index 62c5f55b..275558d2 100644 --- a/src/Tests/HealthSystemTest.h +++ b/src/Tests/HealthSystemTest.h @@ -6,7 +6,6 @@ #include "Core/EventBroker.h" #include "Rendering/Renderer.h" #include "Core/InputManager.h" -#include "GUI/Frame.h" #include "Core/World.h" #include "Input/InputProxy.h" #include "Input/KeyboardInputHandler.h" @@ -31,7 +30,9 @@ private: EventBroker* m_EventBroker; World* m_World; SystemPipeline* m_SystemPipeline; - int healthsID; + int m_PlayersID; + bool m_TestStage1Success = false; + }; #endif diff --git a/src/Tests/PickupSpawnTest.cpp b/src/Tests/PickupSpawnTest.cpp new file mode 100644 index 00000000..4acd897e --- /dev/null +++ b/src/Tests/PickupSpawnTest.cpp @@ -0,0 +1,214 @@ +#include +using boost::unit_test_framework::test_suite; +using boost::unit_test_framework::test_case; + +#include "PickupSpawnTest.h" + +BOOST_AUTO_TEST_SUITE(PickupSpawnTestSuite) + +//dont use the same name as the classname in test cases... +BOOST_AUTO_TEST_CASE(PickupSpawnTest_HealthPickupRespawns_PlayerHealthPickupEventTriggers) +{ + PickupSpawnTest game(1); + bool success = game.Game_Loop_OneHundredTimes(); + BOOST_TEST(success); +} +BOOST_AUTO_TEST_CASE(PickupSpawnTest_APlayerAtMaxHealth_CantTakeHealthPickup) +{ + PickupSpawnTest game(2); + bool success = game.Game_Loop_OneHundredTimes(); + BOOST_TEST(success); +} +BOOST_AUTO_TEST_CASE(PickupSpawnTest_APickupCanRespawnSlowly) +{ + PickupSpawnTest game(3); + bool success = game.Game_Loop_OneHundredTimes(); + BOOST_TEST(success); +} +BOOST_AUTO_TEST_SUITE_END() + +PickupSpawnTest::PickupSpawnTest(int runTestNumber) +{ + ResourceManager::RegisterType("ConfigFile"); + ResourceManager::RegisterType("EntityFile"); + + m_Config = ResourceManager::Load("Config.ini"); + LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get("Debug.LogLevel", 1)); + + m_EventBroker = new EventBroker(); + m_World = new World(); + + // Create system pipeline + m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker, false, false); + m_SystemPipeline->AddSystem(0); + m_SystemPipeline->AddSystem(1); + + //must register components (Components.xsd), else you cant create entities. Easiest done by loading a test xsd file + auto file = ResourceManager::Load("Schema/Entities/HealthPickup.xml"); + EntityFilePreprocessor fpp(file); + fpp.RegisterComponents(m_World); + EntityFileParser fp(file); + //connect the healthpickup to the world + m_HealthPickupID = fp.MergeEntities(m_World); + + //create a player + m_PlayerID = m_World->CreateEntity(); + auto& player = m_World->AttachComponent(m_PlayerID, "Player"); + + m_RunTestNumber = runTestNumber; + + //further testsetups + TestSetup(m_RunTestNumber); + + //init glfw so dt works + glfwInit(); + + //listen to the 2 events that are related to PickupSpawn + EVENT_SUBSCRIBE_MEMBER(m_HP, &PickupSpawnTest::OnHealthPickup); + EVENT_SUBSCRIBE_MEMBER(m_PS, &PickupSpawnTest::OnPickupSpawned); +} + +bool PickupSpawnTest::OnHealthPickup(Events::PlayerHealthPickup& e) { + switch (m_RunTestNumber) + { + case 1: + //verify that the event has the correct healthgain number and playerid + if (e.HealthAmount == 22.0 && e.Player.ID == m_PlayerID) { + m_TestStage1Success = true; + } + break; + case 2: + m_TestStage1Success = false; + break; + case 3: + //verify that the event has the correct healthgain number and playerid + if (e.HealthAmount == 50.0 && e.Player.ID == m_PlayerID) { + m_TestStage1Success = true; + } + break; + } + return true; +} +bool PickupSpawnTest::OnPickupSpawned(Events::PickupSpawned& e) { + switch (m_RunTestNumber) + { + case 1: + //verify that the newly spawned pickup has the same variable values as the original one + if ((double)e.Pickup["HealthPickup"]["HealthGain"] == 22.0 && (double)e.Pickup["HealthPickup"]["RespawnTimer"] == 2.0) { + m_TestStage2Success = true; + } + break; + case 2: + m_TestStage2Success = false; + break; + case 3: + m_TestStage2Success = false; + break; + } + return true; +} + +void PickupSpawnTest::TestSetup(int testNumber) +{ + switch (m_RunTestNumber) + { + case 1: + { + //PickupSpawnTest_HealthPickupRespawns_PlayerHealthPickupEventTriggers + auto& healthPickupEW = EntityWrapper(m_World, m_HealthPickupID); + healthPickupEW["HealthPickup"]["RespawnTimer"] = 2.0; + healthPickupEW["HealthPickup"]["HealthGain"] = 22.0; + + //create a player + auto& health = m_World->AttachComponent(m_PlayerID, "Health"); + health["Health"] = 20.0; + health["MaxHealth"] = 100.0; + } + break; + case 2: + { + //PickupSpawnTest_APlayerAtMaxHealth_CantTakeHealthPickup + auto& healthPickupEW = EntityWrapper(m_World, m_HealthPickupID); + healthPickupEW["HealthPickup"]["RespawnTimer"] = 1.0; + healthPickupEW["HealthPickup"]["HealthGain"] = 50.0; + + //create a player at max health + auto& health = m_World->AttachComponent(m_PlayerID, "Health"); + health["Health"] = 100.0; + health["MaxHealth"] = 100.0; + } + break; + case 3: + { + //PickupSpawnTest_APickupCanRespawnSlowly + auto& healthPickupEW = EntityWrapper(m_World, m_HealthPickupID); + healthPickupEW["HealthPickup"]["RespawnTimer"] = 100.0; + healthPickupEW["HealthPickup"]["HealthGain"] = 50.0; + + //create a player + auto& health = m_World->AttachComponent(m_PlayerID, "Health"); + health["Health"] = 1.0; + health["MaxHealth"] = 100.0; + } + break; + default: + break; + } + //do the triggerTouch event to get the pickupSpawnTest started + Events::TriggerTouch eTriggerTouch; + DoTouchEvent(m_PlayerID, m_HealthPickupID); +} + +//generic stuff +void PickupSpawnTest::Tick() +{ + glfwPollEvents(); + + //just set dt to 1.0 since we want fast testing + double dt = 1.0; + + // Iterate through systems and update world! + m_SystemPipeline->Update(dt); + + m_EventBroker->Swap(); + m_EventBroker->Clear(); + + //verify that healthgain event has been published and pickup has respawned + if (m_RunTestNumber == 1 && m_TestStage1Success && m_TestStage2Success) { + m_TestSucceeded = true; + } + //verify that no healthgain event has been published and that no pickup has respawned + if (m_NumLoops > 90 && m_RunTestNumber == 2 && !m_TestStage1Success && !m_TestStage2Success) { + m_TestSucceeded = true; + } + //3: verify that the pickup hasnt spawned + if (m_NumLoops > 90 && m_RunTestNumber == 3 && m_TestStage1Success && !m_TestStage2Success) { + m_TestSucceeded = true; + } +} +bool PickupSpawnTest::Game_Loop_OneHundredTimes() { + //100 loops will be more than enough to do the test + int loops = 100; + bool success = false; + while (loops > 0) { + Tick(); + m_NumLoops++; + if (m_TestSucceeded) { + success = true; + break; + } + loops--; + } + return success; +} +PickupSpawnTest::~PickupSpawnTest() +{ + delete m_SystemPipeline; + delete m_World; +} +void PickupSpawnTest::DoTouchEvent(EntityID whoDidSomething, EntityID onWhatObject) { + Events::TriggerTouch touchEvent; + touchEvent.Entity = EntityWrapper(m_World, whoDidSomething); + touchEvent.Trigger = EntityWrapper(m_World, onWhatObject); + m_EventBroker->Publish(touchEvent); +} diff --git a/src/Tests/PickupSpawnTest.h b/src/Tests/PickupSpawnTest.h new file mode 100644 index 00000000..b9d5483a --- /dev/null +++ b/src/Tests/PickupSpawnTest.h @@ -0,0 +1,72 @@ +#ifndef PickupSpawnTest_h__ +#define PickupSpawnTest_h__ + +#include "Core/ResourceManager.h" +#include "Core/ConfigFile.h" +#include "Core/EventBroker.h" +#include "Core/World.h" +#include "Input/InputProxy.h" +#include "Input/KeyboardInputHandler.h" +#include "Input/MouseInputHandler.h" +#include "Core/EKeyDown.h" +#include "Core/EntityFile.h" +#include "Core/SystemPipeline.h" + +#include "Core/EntityFilePreprocessor.h" +#include "Core/EntityFileParser.h" +#include "Core/EntityFileWriter.h" + +#include "Engine/Collision/ETrigger.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 +#include "Collision/TriggerSystem.h" +#include "Collision/CollisionSystem.h" +#include "Core/EntityFileWriter.h" +#include "Game/Systems/HealthSystem.h" +#include "Game/Systems/PickupSpawnSystem.h" + +#include "Core/ResourceManager.h" + +class PickupSpawnTest +{ +public: + PickupSpawnTest(int runTestNumber); + ~PickupSpawnTest(); + + void Tick(); + + bool Game_Loop_OneHundredTimes(); + void TestSetup(int testNumber); + void DoTouchEvent(EntityID whoDidSomething, EntityID onWhatObject); + +private: + double m_LastTime; + ConfigFile* m_Config = nullptr; + EventBroker* m_EventBroker; + World* m_World; + SystemPipeline* m_SystemPipeline; + EntityID m_PlayerID, m_HealthPickupID; + int m_RunTestNumber; + + EventRelay m_HP; + bool OnHealthPickup(Events::PlayerHealthPickup& e); + EventRelay m_PS; + bool OnPickupSpawned(Events::PickupSpawned& e); + + bool m_TestStage1Success = false; + bool m_TestStage2Success = false; + + bool m_TestSucceeded = false; + int m_NumLoops = 0; + +}; + +#endif diff --git a/src/Tests/WorldTest.cpp b/src/Tests/WorldTest.cpp index 03008562..633e617a 100644 --- a/src/Tests/WorldTest.cpp +++ b/src/Tests/WorldTest.cpp @@ -69,3 +69,47 @@ BOOST_AUTO_TEST_CASE(WorldTestMultipleAllocations, * utf::tolerance(0.00001)) i++; } } + +BOOST_AUTO_TEST_CASE(WorldCopy, *utf::tolerance(0.00001)) +{ + World w1; + + // Create a test component + auto testComponent = ComponentWrapperFactory("Test", 2); + testComponent.AddProperty("TestInteger", 1337); + testComponent.AddProperty("TestDouble", 13.37); + testComponent.AddProperty("TestString", std::string("DefaultString")); + testComponent.AddProperty("TestVec3", glm::vec3(1.f, 2.f, 3.f)); + w1.RegisterComponent(testComponent); + + // Create a test entity + EntityID w1_e1 = w1.CreateEntity(); + auto w1_c1 = w1.AttachComponent(w1_e1, "Test"); + + // Create a child + EntityID w1_e2 = w1.CreateEntity(w1_e1); + auto w1_c2 = w1.AttachComponent(w1_e2, "Test"); + w1_c2["TestString"] = "NonDefaultString"; + + // Copy the world! + World w2 = w1; + + // Fetch the components + auto w2_c1 = w2.GetComponent(w1_e1, "Test"); + auto w2_c2 = w2.GetComponent(w1_e2, "Test"); + + // Check that built-in types are copied but don't reside in the same memory + BOOST_CHECK((int)w1_c1["TestInteger"] == (int)w2_c1["TestInteger"]); + BOOST_CHECK(&(int&)w1_c1["TestInteger"] != &(int&)w2_c1["TestInteger"]); + BOOST_CHECK((double)w1_c1["TestDouble"] == (double)w2_c1["TestDouble"]); + BOOST_CHECK(&(int&)w1_c1["TestDouble"] != &(int&)w2_c1["TestDouble"]); + BOOST_CHECK((int)w1_c2["TestInteger"] == (int)w2_c2["TestInteger"]); + BOOST_CHECK(&(int&)w1_c2["TestInteger"] != &(int&)w2_c2["TestInteger"]); + BOOST_CHECK((double)w1_c2["TestDouble"] == (double)w2_c2["TestDouble"]); + BOOST_CHECK(&(int&)w1_c2["TestDouble"] != &(int&)w2_c2["TestDouble"]); + // Check that specially handled strings are fine + BOOST_CHECK((std::string)w1_c1["TestString"] == (std::string)w2_c1["TestString"]); + BOOST_CHECK(&(std::string&)w1_c1["TestString"] != &(std::string&)w2_c1["TestString"]); + BOOST_CHECK((std::string)w1_c2["TestString"] == (std::string)w2_c2["TestString"]); + BOOST_CHECK(&(std::string&)w1_c2["TestString"] != &(std::string&)w2_c2["TestString"]); +}