Merge remote-tracking branch 'origin/master' into Networking
# Conflicts: # include/Game/Game.h # resources/DefaultConfig.ini # src/Game/Game.cpp
This commit is contained in:
@@ -73,7 +73,7 @@ source_group(GUI FILES ${SOURCE_FILES_GUI})
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set(SOURCE_FILES
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${SOURCE_FILES_Core}
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${SOURCE_FILES_Core_Util}
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#${SOURCE_FILES_Input}
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${SOURCE_FILES_Input}
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${SOURCE_FILES_Network}
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${SOURCE_FILES_GUI}
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${SOURCE_FILES_Rendering}
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@@ -24,8 +24,11 @@ ConfigFile::ConfigFile(std::string path)
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if (boost::filesystem::exists(m_Path)) {
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try {
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boost::property_tree::ini_parser::read_ini(m_Path.string(), m_PTreeOverrides);
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for (auto& node : m_PTreeOverrides) {
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m_PTreeMerged.put_child(node.first, node.second);
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for (auto& topLevelNode : m_PTreeOverrides) {
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auto& mergedTopLevelNode = m_PTreeMerged.find(topLevelNode.first);
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for (auto& childOverrideNode : topLevelNode.second) {
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mergedTopLevelNode->second.put_child(childOverrideNode.first, childOverrideNode.second);
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}
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}
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} catch (boost::property_tree::ptree_error& e) {
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LOG_ERROR("Failed to parse \"%s\":\n%s", m_Path.filename().string().c_str(), e.what());
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@@ -0,0 +1,112 @@
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#include "Input/InputProxy.h"
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#include "Input/InputHandler.h"
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InputProxy::InputProxy(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EBindOrigin, &InputProxy::OnBindOrigin);
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}
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InputProxy::~InputProxy()
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{
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for (auto& handler : m_Handlers) {
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delete handler;
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}
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}
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void InputProxy::LoadBindings(std::string file)
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{
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auto config = ResourceManager::Load<ConfigFile>(file);
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for (auto& origin : config->GetAll<std::string>("Bindings")) {
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Events::BindOrigin e;
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e.Origin = origin.first;
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e.Command = origin.second;
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e.Value = 1.f;
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if (!e.Command.empty()) {
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char prefix = e.Command.at(0);
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if (prefix == '+' || prefix == '-') {
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e.Command = e.Command.substr(1);
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if (prefix == '-') {
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e.Value *= -1.f;
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}
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}
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OnBindOrigin(e);
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}
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}
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}
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void InputProxy::Update(double dt)
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{
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m_EventBroker->Process<InputProxy>();
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m_EventBroker->Process<InputHandler>();
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for (auto& handler : m_Handlers) {
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handler->Update(dt);
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}
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}
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void InputProxy::Process()
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{
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for (auto& pair : m_CommandHandlers) {
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const std::string& command = pair.first;
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auto handlers = pair.second;
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m_CurrentCommandValues[command] = 0.f;
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for (auto& handler : handlers) {
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m_CurrentCommandValues[command] += handler->GetCommandValue(command);
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}
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auto last = m_LastCommandValues.find(command);
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float currentValue = m_CurrentCommandValues[command];
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if (last == m_LastCommandValues.end() || last->second != currentValue) {
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Events::InputCommand e;
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e.PlayerID = -1;
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e.Command = command;
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e.Value = currentValue;
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m_EventBroker->Publish(e);
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//LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
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m_LastCommandValues[command] = currentValue;
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}
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}
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// Accumulate the input values of all unique commands published by input handlers
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for (auto& pair : m_CommandQueue) {
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Events::InputCommand e;
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e.PlayerID = pair.first.first;
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e.Command = pair.first.second;
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e.Value = 0;
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for (auto& value : pair.second) {
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e.Value += value;
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}
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//e.Value = std::max(-1.f, std::min(e.Value, 1.f));
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m_EventBroker->Publish(e);
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//LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
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}
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m_CommandQueue.clear();
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}
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void InputProxy::Publish(const Events::InputCommand& e)
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{
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auto key = std::make_pair(e.PlayerID, e.Command);
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m_CommandQueue[key].push_back(e.Value);
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}
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bool InputProxy::OnBindOrigin(const Events::BindOrigin& e)
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{
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bool originBound = false;
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for (auto& handler : m_Handlers) {
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bool result = handler->BindOrigin(e.Origin, e.Command, e.Value);
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if (result) {
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m_CommandHandlers[e.Command].insert(handler);
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m_LastCommandValues[e.Command] = 0.f;
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if (originBound) {
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LOG_WARNING("Multiple handlers responded to binding input origin \"%s\"!", e.Origin.c_str());
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}
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originBound = true;
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}
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}
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if (!originBound) {
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LOG_ERROR("No input handler responded to binding input origin \"%s\"!", e.Origin.c_str());
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}
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return originBound;
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}
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@@ -1,221 +0,0 @@
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#include "PrecompiledHeader.h"
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#include "Input/InputSystem.h"
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#include "Core/World.h"
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void Systems::InputSystem::RegisterComponents(ComponentFactory* cf)
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{
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}
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void Systems::InputSystem::Initialize()
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{
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// Subscribe to events
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EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Systems::InputSystem::OnKeyDown);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Systems::InputSystem::OnKeyUp);
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EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &Systems::InputSystem::OnMousePress);
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EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &Systems::InputSystem::OnMouseRelease);
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EVENT_SUBSCRIBE_MEMBER(m_EGamepadAxis, &Systems::InputSystem::OnGamepadAxis);
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EVENT_SUBSCRIBE_MEMBER(m_EGamepadButtonDown, &Systems::InputSystem::OnGamepadButtonDown);
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EVENT_SUBSCRIBE_MEMBER(m_EGamepadButtonUp, &Systems::InputSystem::OnGamepadButtonUp);
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EVENT_SUBSCRIBE_MEMBER(m_EBindKey, &Systems::InputSystem::OnBindKey);
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EVENT_SUBSCRIBE_MEMBER(m_EBindMouseButton, &Systems::InputSystem::OnBindMouseButton);
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EVENT_SUBSCRIBE_MEMBER(m_EBindGamepadAxis, &Systems::InputSystem::OnBindGamepadAxis);
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EVENT_SUBSCRIBE_MEMBER(m_EBindGamepadButton, &Systems::InputSystem::OnBindGamepadButton);
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}
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void Systems::InputSystem::Update(double dt)
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{
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}
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bool Systems::InputSystem::OnKeyDown(const Events::KeyDown &event)
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{
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auto range = m_KeyBindings.equal_range(event.KeyCode);
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for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
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std::string command;
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float value;
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std::tie(command, value) = bindingIt->second;
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m_CommandKeyboardValues[command][event.KeyCode] = value;
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PublishCommand(1, command, GetCommandTotalValue(command));
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}
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return true;
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}
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bool Systems::InputSystem::OnKeyUp(const Events::KeyUp &event)
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{
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auto range = m_KeyBindings.equal_range(event.KeyCode);
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for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
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std::string command;
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float value;
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std::tie(command, value) = bindingIt->second;
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m_CommandKeyboardValues[command][event.KeyCode] = 0;
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PublishCommand(1, command, GetCommandTotalValue(command));;
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}
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return true;
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}
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bool Systems::InputSystem::OnMousePress(const Events::MousePress &event)
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{
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auto range = m_MouseButtonBindings.equal_range(event.Button);
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for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
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std::string command;
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float value;
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std::tie(command, value) = bindingIt->second;
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m_CommandMouseButtonValues[command][event.Button] = value;
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PublishCommand(1, command, GetCommandTotalValue(command));
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}
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return true;
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}
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bool Systems::InputSystem::OnMouseRelease(const Events::MouseRelease &event)
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{
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auto range = m_MouseButtonBindings.equal_range(event.Button);
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for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
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std::string command;
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float value;
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std::tie(command, value) = bindingIt->second;
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m_CommandMouseButtonValues[command][event.Button] = 0;
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PublishCommand(1, command, GetCommandTotalValue(command));
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}
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return true;
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}
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bool Systems::InputSystem::OnGamepadAxis(const Events::GamepadAxis &event)
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{
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auto range = m_GamepadAxisBindings.equal_range(event.Axis);
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for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
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std::string command;
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float value;
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std::tie(command, value) = bindingIt->second;
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m_CommandGamepadAxisValues[command][event.Axis] = event.Value * value;
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PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
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}
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return true;
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}
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bool Systems::InputSystem::OnGamepadButtonDown(const Events::GamepadButtonDown &event)
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{
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auto range = m_GamepadButtonBindings.equal_range(event.Button);
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for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
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std::string command;
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float value;
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std::tie(command, value) = bindingIt->second;
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m_CommandGamepadButtonValues[command][event.Button] = value;
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PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
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}
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return true;
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}
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bool Systems::InputSystem::OnGamepadButtonUp(const Events::GamepadButtonUp &event)
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{
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auto range = m_GamepadButtonBindings.equal_range(event.Button);
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for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
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std::string command;
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float value;
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std::tie(command, value) = bindingIt->second;
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m_CommandGamepadButtonValues[command][event.Button] = 0;
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PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
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}
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return true;
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}
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bool Systems::InputSystem::OnBindKey(const Events::BindKey &event)
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{
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if (event.Command.empty()) {
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return false;
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}
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m_KeyBindings.insert(std::make_pair(event.KeyCode, std::make_tuple(event.Command, event.Value)));
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LOG_DEBUG("Input: Bound key %i to %s", event.KeyCode, event.Command.c_str());
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return true;
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}
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bool Systems::InputSystem::OnBindMouseButton(const Events::BindMouseButton &event)
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{
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if (event.Command.empty()) {
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return false;
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}
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m_MouseButtonBindings.insert(std::make_pair(event.Button, std::make_tuple(event.Command, event.Value)));
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LOG_DEBUG("Input: Bound mouse button %i to %s", event.Button, event.Command.c_str());
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||||
return true;
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||||
}
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bool Systems::InputSystem::OnBindGamepadAxis(const Events::BindGamepadAxis &event)
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||||
{
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if (event.Command.empty()) {
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return false;
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||||
}
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||||
|
||||
m_GamepadAxisBindings.insert(std::make_pair(event.Axis, std::make_tuple(event.Command, event.Value)));
|
||||
LOG_DEBUG("Input: Bound gamepad axis %i to %s", event.Axis, event.Command.c_str());
|
||||
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||||
return true;
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||||
}
|
||||
|
||||
bool Systems::InputSystem::OnBindGamepadButton(const Events::BindGamepadButton &event)
|
||||
{
|
||||
if (event.Command.empty()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
m_GamepadButtonBindings.insert(std::make_pair(event.Button, std::make_tuple(event.Command, event.Value)));
|
||||
LOG_DEBUG("Input: Bound gamepad axis %i to %s", event.Button, event.Command.c_str());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
float Systems::InputSystem::GetCommandTotalValue(std::string command)
|
||||
{
|
||||
float value = 0.f;
|
||||
|
||||
auto keyboardIt = m_CommandKeyboardValues.find(command);
|
||||
if (keyboardIt != m_CommandKeyboardValues.end()) {
|
||||
for (auto &key : keyboardIt->second) {
|
||||
value += key.second;
|
||||
}
|
||||
}
|
||||
|
||||
auto mouseButtonIt = m_CommandMouseButtonValues.find(command);
|
||||
if (mouseButtonIt != m_CommandMouseButtonValues.end()) {
|
||||
for (auto &button : mouseButtonIt->second) {
|
||||
value += button.second;
|
||||
}
|
||||
}
|
||||
|
||||
auto gamepadAxisIt = m_CommandGamepadAxisValues.find(command);
|
||||
if (gamepadAxisIt != m_CommandGamepadAxisValues.end()) {
|
||||
for (auto &axis : gamepadAxisIt->second) {
|
||||
value += axis.second;
|
||||
}
|
||||
}
|
||||
|
||||
auto gamepadButtonIt = m_CommandGamepadButtonValues.find(command);
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||||
if (gamepadButtonIt != m_CommandGamepadButtonValues.end()) {
|
||||
for (auto &button : gamepadButtonIt->second) {
|
||||
value += button.second;
|
||||
}
|
||||
}
|
||||
|
||||
return std::max(-1.f, std::min(value, 1.f));
|
||||
}
|
||||
|
||||
void Systems::InputSystem::PublishCommand(int playerID, std::string command, float value)
|
||||
{
|
||||
Events::InputCommand e;
|
||||
e.PlayerID = playerID;
|
||||
e.Command = command;
|
||||
e.Value = value;
|
||||
EventBroker->Publish(e);
|
||||
|
||||
LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, playerID);
|
||||
}
|
||||
@@ -0,0 +1,181 @@
|
||||
#include "Input/KeyboardInputHandler.h"
|
||||
|
||||
KeyboardInputHandler::KeyboardInputHandler(EventBroker* eventBroker, InputProxy* inputProxy) : InputHandler(eventBroker, inputProxy)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &KeyboardInputHandler::OnKeyDown);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &KeyboardInputHandler::OnKeyUp);
|
||||
|
||||
m_OriginKeyCodes["Space"] = GLFW_KEY_SPACE;
|
||||
m_OriginKeyCodes["Apostrophe"] = GLFW_KEY_APOSTROPHE;
|
||||
m_OriginKeyCodes["Comma"] = GLFW_KEY_COMMA;
|
||||
m_OriginKeyCodes["Minus"] = GLFW_KEY_MINUS;
|
||||
m_OriginKeyCodes["Period"] = GLFW_KEY_PERIOD;
|
||||
m_OriginKeyCodes["Slash"] = GLFW_KEY_SLASH;
|
||||
m_OriginKeyCodes["0"] = GLFW_KEY_0;
|
||||
m_OriginKeyCodes["1"] = GLFW_KEY_1;
|
||||
m_OriginKeyCodes["2"] = GLFW_KEY_2;
|
||||
m_OriginKeyCodes["3"] = GLFW_KEY_3;
|
||||
m_OriginKeyCodes["4"] = GLFW_KEY_4;
|
||||
m_OriginKeyCodes["5"] = GLFW_KEY_5;
|
||||
m_OriginKeyCodes["6"] = GLFW_KEY_6;
|
||||
m_OriginKeyCodes["7"] = GLFW_KEY_7;
|
||||
m_OriginKeyCodes["8"] = GLFW_KEY_8;
|
||||
m_OriginKeyCodes["9"] = GLFW_KEY_9;
|
||||
m_OriginKeyCodes["Semicolon"] = GLFW_KEY_SEMICOLON;
|
||||
m_OriginKeyCodes["Equal"] = GLFW_KEY_EQUAL;
|
||||
m_OriginKeyCodes["A"] = GLFW_KEY_A;
|
||||
m_OriginKeyCodes["B"] = GLFW_KEY_B;
|
||||
m_OriginKeyCodes["C"] = GLFW_KEY_C;
|
||||
m_OriginKeyCodes["D"] = GLFW_KEY_D;
|
||||
m_OriginKeyCodes["E"] = GLFW_KEY_E;
|
||||
m_OriginKeyCodes["F"] = GLFW_KEY_F;
|
||||
m_OriginKeyCodes["G"] = GLFW_KEY_G;
|
||||
m_OriginKeyCodes["H"] = GLFW_KEY_H;
|
||||
m_OriginKeyCodes["I"] = GLFW_KEY_I;
|
||||
m_OriginKeyCodes["J"] = GLFW_KEY_J;
|
||||
m_OriginKeyCodes["K"] = GLFW_KEY_K;
|
||||
m_OriginKeyCodes["L"] = GLFW_KEY_L;
|
||||
m_OriginKeyCodes["M"] = GLFW_KEY_M;
|
||||
m_OriginKeyCodes["N"] = GLFW_KEY_N;
|
||||
m_OriginKeyCodes["O"] = GLFW_KEY_O;
|
||||
m_OriginKeyCodes["P"] = GLFW_KEY_P;
|
||||
m_OriginKeyCodes["Q"] = GLFW_KEY_Q;
|
||||
m_OriginKeyCodes["R"] = GLFW_KEY_R;
|
||||
m_OriginKeyCodes["S"] = GLFW_KEY_S;
|
||||
m_OriginKeyCodes["T"] = GLFW_KEY_T;
|
||||
m_OriginKeyCodes["U"] = GLFW_KEY_U;
|
||||
m_OriginKeyCodes["V"] = GLFW_KEY_V;
|
||||
m_OriginKeyCodes["W"] = GLFW_KEY_W;
|
||||
m_OriginKeyCodes["X"] = GLFW_KEY_X;
|
||||
m_OriginKeyCodes["Y"] = GLFW_KEY_Y;
|
||||
m_OriginKeyCodes["Z"] = GLFW_KEY_Z;
|
||||
m_OriginKeyCodes["LeftBracket"] = GLFW_KEY_LEFT_BRACKET;
|
||||
m_OriginKeyCodes["Backslash"] = GLFW_KEY_BACKSLASH;
|
||||
m_OriginKeyCodes["RightBracket"] = GLFW_KEY_RIGHT_BRACKET;
|
||||
m_OriginKeyCodes["Accent"] = GLFW_KEY_GRAVE_ACCENT;
|
||||
m_OriginKeyCodes["W1"] = GLFW_KEY_WORLD_1;
|
||||
m_OriginKeyCodes["W2"] = GLFW_KEY_WORLD_2;
|
||||
m_OriginKeyCodes["Escape"] = GLFW_KEY_ESCAPE;
|
||||
m_OriginKeyCodes["Enter"] = GLFW_KEY_ENTER;
|
||||
m_OriginKeyCodes["Tab"] = GLFW_KEY_TAB;
|
||||
m_OriginKeyCodes["Backspace"] = GLFW_KEY_BACKSPACE;
|
||||
m_OriginKeyCodes["Insert"] = GLFW_KEY_INSERT;
|
||||
m_OriginKeyCodes["Delete"] = GLFW_KEY_DELETE;
|
||||
m_OriginKeyCodes["Right"] = GLFW_KEY_RIGHT;
|
||||
m_OriginKeyCodes["Left"] = GLFW_KEY_LEFT;
|
||||
m_OriginKeyCodes["Down"] = GLFW_KEY_DOWN;
|
||||
m_OriginKeyCodes["Up"] = GLFW_KEY_UP;
|
||||
m_OriginKeyCodes["PgUp"] = GLFW_KEY_PAGE_UP;
|
||||
m_OriginKeyCodes["PgDn"] = GLFW_KEY_PAGE_DOWN;
|
||||
m_OriginKeyCodes["Home"] = GLFW_KEY_HOME;
|
||||
m_OriginKeyCodes["End"] = GLFW_KEY_END;
|
||||
m_OriginKeyCodes["CapsLock"] = GLFW_KEY_CAPS_LOCK;
|
||||
m_OriginKeyCodes["ScrollLock"] = GLFW_KEY_SCROLL_LOCK;
|
||||
m_OriginKeyCodes["NumLock"] = GLFW_KEY_NUM_LOCK;
|
||||
m_OriginKeyCodes["PrintScreen"] = GLFW_KEY_PRINT_SCREEN;
|
||||
m_OriginKeyCodes["Pause"] = GLFW_KEY_PAUSE;
|
||||
m_OriginKeyCodes["F1"] = GLFW_KEY_F1;
|
||||
m_OriginKeyCodes["F2"] = GLFW_KEY_F2;
|
||||
m_OriginKeyCodes["F3"] = GLFW_KEY_F3;
|
||||
m_OriginKeyCodes["F4"] = GLFW_KEY_F4;
|
||||
m_OriginKeyCodes["F5"] = GLFW_KEY_F5;
|
||||
m_OriginKeyCodes["F6"] = GLFW_KEY_F6;
|
||||
m_OriginKeyCodes["F7"] = GLFW_KEY_F7;
|
||||
m_OriginKeyCodes["F8"] = GLFW_KEY_F8;
|
||||
m_OriginKeyCodes["F9"] = GLFW_KEY_F9;
|
||||
m_OriginKeyCodes["F10"] = GLFW_KEY_F10;
|
||||
m_OriginKeyCodes["F11"] = GLFW_KEY_F11;
|
||||
m_OriginKeyCodes["F12"] = GLFW_KEY_F12;
|
||||
m_OriginKeyCodes["F13"] = GLFW_KEY_F13;
|
||||
m_OriginKeyCodes["F14"] = GLFW_KEY_F14;
|
||||
m_OriginKeyCodes["F15"] = GLFW_KEY_F15;
|
||||
m_OriginKeyCodes["F16"] = GLFW_KEY_F16;
|
||||
m_OriginKeyCodes["F17"] = GLFW_KEY_F17;
|
||||
m_OriginKeyCodes["F18"] = GLFW_KEY_F18;
|
||||
m_OriginKeyCodes["F19"] = GLFW_KEY_F19;
|
||||
m_OriginKeyCodes["F20"] = GLFW_KEY_F20;
|
||||
m_OriginKeyCodes["F21"] = GLFW_KEY_F21;
|
||||
m_OriginKeyCodes["F22"] = GLFW_KEY_F22;
|
||||
m_OriginKeyCodes["F23"] = GLFW_KEY_F23;
|
||||
m_OriginKeyCodes["F24"] = GLFW_KEY_F24;
|
||||
m_OriginKeyCodes["F25"] = GLFW_KEY_F25;
|
||||
m_OriginKeyCodes["KP0"] = GLFW_KEY_KP_0;
|
||||
m_OriginKeyCodes["KP1"] = GLFW_KEY_KP_1;
|
||||
m_OriginKeyCodes["KP2"] = GLFW_KEY_KP_2;
|
||||
m_OriginKeyCodes["KP3"] = GLFW_KEY_KP_3;
|
||||
m_OriginKeyCodes["KP4"] = GLFW_KEY_KP_4;
|
||||
m_OriginKeyCodes["KP5"] = GLFW_KEY_KP_5;
|
||||
m_OriginKeyCodes["KP6"] = GLFW_KEY_KP_6;
|
||||
m_OriginKeyCodes["KP7"] = GLFW_KEY_KP_7;
|
||||
m_OriginKeyCodes["KP8"] = GLFW_KEY_KP_8;
|
||||
m_OriginKeyCodes["KP9"] = GLFW_KEY_KP_9;
|
||||
m_OriginKeyCodes["KPDecimal"] = GLFW_KEY_KP_DECIMAL;
|
||||
m_OriginKeyCodes["KPDivide"] = GLFW_KEY_KP_DIVIDE;
|
||||
m_OriginKeyCodes["KPMultiply"] = GLFW_KEY_KP_MULTIPLY;
|
||||
m_OriginKeyCodes["KPSubtract"] = GLFW_KEY_KP_SUBTRACT;
|
||||
m_OriginKeyCodes["KPAdd"] = GLFW_KEY_KP_ADD;
|
||||
m_OriginKeyCodes["KPEnter"] = GLFW_KEY_KP_ENTER;
|
||||
m_OriginKeyCodes["KPEqual"] = GLFW_KEY_KP_EQUAL;
|
||||
m_OriginKeyCodes["LeftShift"] = GLFW_KEY_LEFT_SHIFT;
|
||||
m_OriginKeyCodes["LeftControl"] = GLFW_KEY_LEFT_CONTROL;
|
||||
m_OriginKeyCodes["LeftAlt"] = GLFW_KEY_LEFT_ALT;
|
||||
m_OriginKeyCodes["LeftSuper"] = GLFW_KEY_LEFT_SUPER;
|
||||
m_OriginKeyCodes["RightShift"] = GLFW_KEY_RIGHT_SHIFT;
|
||||
m_OriginKeyCodes["RightControl"] = GLFW_KEY_RIGHT_CONTROL;
|
||||
m_OriginKeyCodes["RightAlt"] = GLFW_KEY_RIGHT_ALT;
|
||||
m_OriginKeyCodes["RightSuper"] = GLFW_KEY_RIGHT_SUPER;
|
||||
m_OriginKeyCodes["Menu"] = GLFW_KEY_MENU;
|
||||
}
|
||||
|
||||
bool KeyboardInputHandler::BindOrigin(std::string origin, std::string command, float value)
|
||||
{
|
||||
auto originIt = m_OriginKeyCodes.find(origin);
|
||||
if (originIt == m_OriginKeyCodes.end()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
int keyCode = originIt->second;
|
||||
m_KeyBindings[keyCode] = std::make_tuple(command, value);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool KeyboardInputHandler::OnKeyDown(const Events::KeyDown& e)
|
||||
{
|
||||
auto it = m_KeyBindings.find(e.KeyCode);
|
||||
if (it == m_KeyBindings.end()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = it->second;
|
||||
m_CommandValues[command] += value;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool KeyboardInputHandler::OnKeyUp(const Events::KeyUp& e)
|
||||
{
|
||||
auto it = m_KeyBindings.find(e.KeyCode);
|
||||
if (it == m_KeyBindings.end()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = it->second;
|
||||
m_CommandValues[command] -= value;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
float KeyboardInputHandler::GetCommandValue(std::string command)
|
||||
{
|
||||
auto it = m_CommandValues.find(command);
|
||||
if (it != m_CommandValues.end()) {
|
||||
return m_CommandValues[command];
|
||||
} else {
|
||||
return 0.f;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,129 @@
|
||||
#include "Input/MouseInputHandler.h"
|
||||
|
||||
MouseInputHandler::MouseInputHandler(EventBroker* eventBroker, InputProxy* inputProxy)
|
||||
: InputHandler(eventBroker, inputProxy)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &MouseInputHandler::OnMousePress);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &MouseInputHandler::OnMouseRelease);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &MouseInputHandler::OnMouseMove);
|
||||
|
||||
m_OriginCodes["Mouse1"] = GLFW_MOUSE_BUTTON_1;
|
||||
m_OriginCodes["MouseLeft"] = GLFW_MOUSE_BUTTON_LEFT;
|
||||
m_OriginCodes["Mouse2"] = GLFW_MOUSE_BUTTON_2;
|
||||
m_OriginCodes["MouseRight"] = GLFW_MOUSE_BUTTON_RIGHT;
|
||||
m_OriginCodes["Mouse3"] = GLFW_MOUSE_BUTTON_3;
|
||||
m_OriginCodes["MouseMiddle"] = GLFW_MOUSE_BUTTON_MIDDLE;
|
||||
m_OriginCodes["Mouse4"] = GLFW_MOUSE_BUTTON_4;
|
||||
m_OriginCodes["Mouse5"] = GLFW_MOUSE_BUTTON_5;
|
||||
m_OriginCodes["Mouse6"] = GLFW_MOUSE_BUTTON_6;
|
||||
m_OriginCodes["Mouse7"] = GLFW_MOUSE_BUTTON_7;
|
||||
m_OriginCodes["Mouse8"] = GLFW_MOUSE_BUTTON_8;
|
||||
|
||||
m_OriginAxes["MouseX"] = 'X';
|
||||
m_OriginAxes["MouseY"] = 'Y';
|
||||
}
|
||||
|
||||
bool MouseInputHandler::BindOrigin(std::string origin, std::string command, float value)
|
||||
{
|
||||
auto originCode = m_OriginCodes.find(origin);
|
||||
if (originCode != m_OriginCodes.end()) {
|
||||
int code = originCode->second;
|
||||
m_Bindings[code] = std::make_tuple(command, value);
|
||||
return true;
|
||||
}
|
||||
|
||||
auto originAxis = m_OriginAxes.find(origin);
|
||||
if (originAxis != m_OriginAxes.end()) {
|
||||
char axis = originAxis->second;
|
||||
float multiplier = 1.f;
|
||||
// Sensitivity
|
||||
multiplier *= ResourceManager::Load<ConfigFile>("Input.ini")->Get<float>("Mouse.Sensitivity", 1.f);
|
||||
if (axis == 'Y') {
|
||||
if (ResourceManager::Load<ConfigFile>("Input.ini")->Get<bool>("Mouse.InvertPitch", false)) {
|
||||
multiplier *= -1.f;
|
||||
}
|
||||
}
|
||||
m_Axes[axis] = std::make_tuple(command, value * multiplier);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
float MouseInputHandler::GetCommandValue(std::string command)
|
||||
{
|
||||
auto it = m_CommandValues.find(command);
|
||||
if (it != m_CommandValues.end()) {
|
||||
return m_CommandValues[command];
|
||||
} else {
|
||||
return 0.f;
|
||||
}
|
||||
}
|
||||
|
||||
bool MouseInputHandler::OnMousePress(const Events::MousePress& e)
|
||||
{
|
||||
auto it = m_Bindings.find(e.Button);
|
||||
if (it == m_Bindings.end()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = it->second;
|
||||
m_CommandValues[command] += value;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MouseInputHandler::OnMouseRelease(const Events::MouseRelease& e)
|
||||
{
|
||||
auto it = m_Bindings.find(e.Button);
|
||||
if (it == m_Bindings.end()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = it->second;
|
||||
m_CommandValues[command] -= value;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MouseInputHandler::OnMouseMove(const Events::MouseMove& e)
|
||||
{
|
||||
if (std::abs(e.DeltaX) > 0) {
|
||||
auto it = m_Axes.find('X');
|
||||
if (it != m_Axes.end()) {
|
||||
Events::InputCommand ic;
|
||||
ic.PlayerID = -1;
|
||||
std::tie(ic.Command, ic.Value) = it->second;
|
||||
ic.Value *= e.DeltaX;
|
||||
m_InputProxy->Publish(ic);
|
||||
}
|
||||
}
|
||||
|
||||
if (std::abs(e.DeltaY) > 0) {
|
||||
auto it = m_Axes.find('Y');
|
||||
if (it != m_Axes.end()) {
|
||||
Events::InputCommand ic;
|
||||
ic.PlayerID = -1;
|
||||
std::tie(ic.Command, ic.Value) = it->second;
|
||||
ic.Value *= e.DeltaY;
|
||||
m_InputProxy->Publish(ic);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MouseInputHandler::hasOrigin(std::string origin)
|
||||
{
|
||||
if (m_OriginCodes.find(origin) == m_OriginCodes.end()) {
|
||||
return false;
|
||||
}
|
||||
if (m_OriginAxes.find(origin) == m_OriginAxes.end()) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,66 @@
|
||||
#include "Rendering/DrawScenePass.h"
|
||||
|
||||
DrawScenePass::DrawScenePass(IRenderer* renderer)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
InitializeTextures();
|
||||
InitializeShaderPrograms();
|
||||
}
|
||||
|
||||
void DrawScenePass::InitializeTextures()
|
||||
{
|
||||
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
|
||||
}
|
||||
|
||||
void DrawScenePass::InitializeShaderPrograms()
|
||||
{
|
||||
//Gör så att shaders är en resource, tex som texture classen. Konstruktorn måste vara privat.
|
||||
m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#BasicForwardProgram");
|
||||
|
||||
m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
|
||||
m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
|
||||
m_BasicForwardProgram->Compile();
|
||||
m_BasicForwardProgram->Link();
|
||||
|
||||
|
||||
}
|
||||
|
||||
void DrawScenePass::Draw(RenderQueueCollection& rq)
|
||||
{
|
||||
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
GLERROR("Renderer::Draw PickingPass");
|
||||
|
||||
DrawScenePassState state;
|
||||
|
||||
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
for (auto &job : rq.Forward) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
GLuint ShaderHandle = m_BasicForwardProgram->GetHandle();
|
||||
|
||||
m_BasicForwardProgram->Bind();
|
||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
|
||||
glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
||||
|
||||
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
|
||||
if (modelJob->DiffuseTexture != nullptr) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
GLERROR("DrawScene Error");
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
#include "Rendering/DrawScenePassState.h"
|
||||
|
||||
|
||||
DrawScenePassState::DrawScenePassState()
|
||||
{
|
||||
GLERROR("---");
|
||||
BindBuffer(0);
|
||||
GLERROR("---");
|
||||
Enable(GL_DEPTH_TEST);
|
||||
Enable(GL_CULL_FACE);
|
||||
ClearColor(glm::vec4(255.f / 255, 163.f / 255, 176.f / 255, 0.f));
|
||||
Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
DrawScenePassState::~DrawScenePassState()
|
||||
{
|
||||
|
||||
}
|
||||
@@ -48,13 +48,21 @@ void FrameBuffer::Generate()
|
||||
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");
|
||||
if ( (*it)->m_Attachment != GL_COLOR_ATTACHMENT0 ||
|
||||
(*it)->m_Attachment != GL_DEPTH_ATTACHMENT ||
|
||||
(*it)->m_Attachment != GL_STENCIL_ATTACHMENT)
|
||||
{
|
||||
LOG_ERROR("RenderBuffer Attachment not valid.");
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
GLERROR("FrameBuffer generate");
|
||||
|
||||
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT) {
|
||||
attachments.push_back((*it)->m_Attachment);
|
||||
|
||||
@@ -0,0 +1,118 @@
|
||||
#include "Rendering/PickingPass.h"
|
||||
|
||||
PickingPass::PickingPass(IRenderer* renderer, EventBroker* eb)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
m_EventBroker = eb;
|
||||
|
||||
InitializeTextures();
|
||||
InitializeFrameBuffers();
|
||||
InitializeShaderPrograms();
|
||||
}
|
||||
|
||||
PickingPass::~PickingPass()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void PickingPass::InitializeTextures()
|
||||
{
|
||||
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
|
||||
glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
||||
}
|
||||
|
||||
void PickingPass::InitializeFrameBuffers()
|
||||
{
|
||||
glGenRenderbuffers(1, &m_DepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_PickingBuffer.Generate();
|
||||
}
|
||||
|
||||
void PickingPass::InitializeShaderPrograms()
|
||||
{
|
||||
m_PickingProgram = ResourceManager::Load<ShaderProgram>("#PickingProgram");
|
||||
|
||||
m_PickingProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Picking.vert.glsl")));
|
||||
m_PickingProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
|
||||
m_PickingProgram->Compile();
|
||||
m_PickingProgram->BindFragDataLocation(0, "TextureFragment");
|
||||
m_PickingProgram->Link();
|
||||
}
|
||||
|
||||
void PickingPass::Draw(RenderQueueCollection& rq)
|
||||
{
|
||||
m_PickingColorsToEntity.clear();
|
||||
PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
|
||||
|
||||
int r = 1;
|
||||
int g = 0;
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
|
||||
GLuint ShaderHandle = m_PickingProgram->GetHandle();
|
||||
m_PickingProgram->Bind();
|
||||
|
||||
for (auto &job : rq.Forward) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
|
||||
if (modelJob) {
|
||||
//---------------
|
||||
//TODO: Renderer: IMPORTANT: Fixa detta så det inte loopar igenom listan varje frame.
|
||||
//---------------
|
||||
int pickColor[2] = { r, g };
|
||||
for (auto i : m_PickingColorsToEntity) {
|
||||
if (modelJob->Entity == i.second) {
|
||||
pickColor[0] = i.first.x;
|
||||
pickColor[1] = i.first.y;
|
||||
r -= 1;
|
||||
}
|
||||
}
|
||||
m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity;
|
||||
|
||||
//Render picking stuff
|
||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, nullptr, modelJob->StartIndex);
|
||||
r += 1;
|
||||
if (r > 255) {
|
||||
r = 0;
|
||||
g += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
m_PickingBuffer.Unbind();
|
||||
GLERROR("PickingPass Error");
|
||||
|
||||
//Publish pick event every frame with the pick data that can be picked by the event
|
||||
Events::Picking pickEvent = Events::Picking(
|
||||
&m_PickingBuffer,
|
||||
&m_DepthBuffer,
|
||||
m_Renderer->Camera()->ProjectionMatrix(),
|
||||
m_Renderer->Camera()->ViewMatrix(),
|
||||
m_Renderer->Resolution(),
|
||||
&m_PickingColorsToEntity);
|
||||
|
||||
m_EventBroker->Publish(pickEvent);
|
||||
}
|
||||
|
||||
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");
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
#include "Rendering/PickingPassState.h"
|
||||
|
||||
|
||||
PickingPassState::PickingPassState(GLuint frameBuffer)
|
||||
{
|
||||
GLERROR("---2");
|
||||
BindBuffer(frameBuffer);
|
||||
GLERROR("---3");
|
||||
Enable(GL_DEPTH_TEST);
|
||||
Enable(GL_CULL_FACE);
|
||||
|
||||
glm::vec4 clearColor = glm::vec4(0.f);
|
||||
ClearColor(clearColor);
|
||||
Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
PickingPassState::~PickingPassState()
|
||||
{
|
||||
|
||||
}
|
||||
@@ -30,7 +30,7 @@ glm::vec3 RenderQueueFactory::AbsolutePosition(World* world, EntityID entity)
|
||||
|
||||
do {
|
||||
ComponentWrapper transform = world->GetComponent(entity, "Transform");
|
||||
position += AbsoluteOrientation(world, entity) * (glm::vec3)transform["Position"];
|
||||
position += (glm::vec3)transform["Position"];
|
||||
entity = world->GetParent(entity);
|
||||
} while (entity != 0);
|
||||
|
||||
|
||||
@@ -0,0 +1,111 @@
|
||||
#include "Rendering/RenderState.h"
|
||||
|
||||
RenderState::RenderState()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool RenderState::Enable(GLenum GLEnable)
|
||||
{
|
||||
if(glIsEnabled(GLEnable))
|
||||
{
|
||||
//LOG_WARNING("Trying to enable somthing that is already enabled.");
|
||||
return false;
|
||||
}
|
||||
m_Enables.push_back(GLEnable);
|
||||
glEnable(GLEnable);
|
||||
if (GLERROR("RenderState::Enable"))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RenderState::CullFace(GLenum GLCullFace)
|
||||
{
|
||||
if(!glIsEnabled(GL_CULL_FACE))
|
||||
{
|
||||
LOG_ERROR("Setting GL_CULL_FACE without enabling it.");
|
||||
return false;
|
||||
}
|
||||
|
||||
GLint a;
|
||||
glGetIntegerv(GL_CULL_FACE_MODE, &a);
|
||||
if(a != GL_BACK)
|
||||
{
|
||||
//LOG_INFO("Setting Cullface to back, unessesary since this is already default.");
|
||||
glCullFace(GLCullFace);
|
||||
}
|
||||
if (GLERROR("RenderState::CullFace"))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RenderState::ClearColor(glm::vec4 color)
|
||||
{
|
||||
glGetFloatv(GL_COLOR_CLEAR_VALUE, &m_preClearColor[0]);
|
||||
glClearColor(color.r, color.g, color.b, color.a);
|
||||
if (GLERROR("RenderState::ClearColor")) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RenderState::Clear(GLbitfield mask)
|
||||
{
|
||||
glClear(mask);
|
||||
if (GLERROR("RenderState::Clear")) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RenderState::BindBuffer(GLint buffer)
|
||||
{
|
||||
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_preBuffer);
|
||||
if (buffer == m_preBuffer)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, buffer);
|
||||
if (GLERROR("RenderState::BindBuffer"))
|
||||
{
|
||||
printf("BufferID: %i\npreBufferID: %i\n", buffer, m_preBuffer);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
RenderState::~RenderState()
|
||||
{
|
||||
GLERROR("RenderState::~RenderState Pre");
|
||||
GLint n_buffer = -1;
|
||||
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &n_buffer);
|
||||
|
||||
//Set cullface to default
|
||||
if (glIsEnabled(GL_CULL_FACE)) {
|
||||
glCullFace(GL_BACK);
|
||||
}
|
||||
GLERROR("RenderState::~RenderState glCullFace");
|
||||
|
||||
//Set color to default
|
||||
glClearColor(m_preClearColor[0], m_preClearColor[1], m_preClearColor[2], m_preClearColor[3]);
|
||||
GLERROR("RenderState::~RenderState glClearColor");
|
||||
|
||||
//Disable Enables
|
||||
for (auto i : m_Enables)
|
||||
{
|
||||
glDisable(i);
|
||||
}
|
||||
GLERROR("RenderState::~RenderState glDisable");
|
||||
|
||||
if(m_preBuffer != 0)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
m_Enables.clear();
|
||||
GLERROR("RenderState::~RenderState glBindFramebuffer");
|
||||
}
|
||||
|
||||
+120
-184
@@ -1,4 +1,5 @@
|
||||
#include "Rendering/Renderer.h"
|
||||
#include "Rendering/DebugCameraInputController.h"
|
||||
|
||||
void Renderer::Initialize()
|
||||
{
|
||||
@@ -9,12 +10,14 @@ void Renderer::Initialize()
|
||||
if (m_Camera == nullptr) {
|
||||
m_Camera = m_DefaultCamera;
|
||||
}
|
||||
TEMPCreateLights();
|
||||
InitializeRenderPasses();
|
||||
|
||||
glfwSwapInterval(m_VSYNC);
|
||||
InitializeShaders();
|
||||
InitializeTextures();
|
||||
InitializeFrameBuffers();
|
||||
|
||||
InitializeSSBOs();
|
||||
//CalculateFrustum();
|
||||
|
||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
|
||||
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
|
||||
@@ -63,26 +66,29 @@ void Renderer::InitializeWindow()
|
||||
|
||||
void Renderer::InitializeShaders()
|
||||
{
|
||||
m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
|
||||
m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
|
||||
m_BasicForwardProgram.Compile();
|
||||
m_BasicForwardProgram.Link();
|
||||
m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#m_BasicForwardProgram");
|
||||
|
||||
m_PickingProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Picking.vert.glsl")));
|
||||
m_PickingProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
|
||||
m_PickingProgram.Compile();
|
||||
m_PickingProgram.BindFragDataLocation(0, "TextureFragment");
|
||||
m_PickingProgram.Link();
|
||||
m_DrawScreenQuadProgram = ResourceManager::Load<ShaderProgram>("#DrawScreenQuadProgram");
|
||||
m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
|
||||
m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
|
||||
m_DrawScreenQuadProgram->Compile();
|
||||
m_DrawScreenQuadProgram->Link();
|
||||
|
||||
m_DrawScreenQuadProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
|
||||
m_DrawScreenQuadProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
|
||||
m_DrawScreenQuadProgram.Compile();
|
||||
m_DrawScreenQuadProgram.Link();
|
||||
//m_CalculateFrustumProgram = ResourceManager::Load<ShaderProgram>("#CalculateFrustumProgram");
|
||||
//m_CalculateFrustumProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
|
||||
//m_CalculateFrustumProgram.Compile();
|
||||
//m_CalculateFrustumProgram.Link();
|
||||
|
||||
//m_LightCullProgram = ResourceManager::Load<ShaderProgram>("#LightCullProgram");
|
||||
//m_LightCullProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/cullLights.comp.glsl")));
|
||||
//m_LightCullProgram.Compile();
|
||||
//m_LightCullProgram.Link();
|
||||
}
|
||||
|
||||
void Renderer::InputUpdate(double dt)
|
||||
{
|
||||
static DebugCameraInputController<Renderer> firstPersonInputController(m_EventBroker, -1);
|
||||
|
||||
glm::vec3 m_Position = m_Camera->Position();
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_O) == GLFW_PRESS)
|
||||
{
|
||||
@@ -112,164 +118,28 @@ void Renderer::InputUpdate(double dt)
|
||||
m_CameraMoveSpeed = 0.5f;
|
||||
}
|
||||
|
||||
|
||||
static double mousePosX, mousePosY;
|
||||
glfwGetCursorPos(m_Window, &mousePosX, &mousePosY);
|
||||
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_SPACE) == GLFW_PRESS) {
|
||||
|
||||
|
||||
double deltaX, deltaY;
|
||||
deltaX = mousePosX - (float)Resolution().Width / 2;
|
||||
deltaY = mousePosY - (float)Resolution().Height / 2;
|
||||
|
||||
float rotationY = -deltaY / 300.f;
|
||||
float rotationX = -deltaX / 300.f;
|
||||
glm::quat orientation = m_Camera->Orientation();
|
||||
|
||||
|
||||
orientation = orientation * glm::angleAxis<float>(rotationY, glm::vec3(1, 0, 0));
|
||||
orientation = glm::angleAxis<float>(rotationX, glm::vec3(0, 1, 0)) * orientation;
|
||||
|
||||
m_Camera->SetOrientation(orientation);
|
||||
|
||||
glfwSetCursorPos(m_Window, Resolution().Width / 2, Resolution().Height / 2);
|
||||
}
|
||||
m_Camera->SetPosition(m_Position);
|
||||
firstPersonInputController.Update(dt);
|
||||
m_Camera->SetOrientation(firstPersonInputController.Orientation());
|
||||
m_Camera->SetPosition(firstPersonInputController.Position());
|
||||
}
|
||||
|
||||
void Renderer::Update(double dt)
|
||||
{
|
||||
m_EventBroker->Process<Renderer>();
|
||||
InputUpdate(dt);
|
||||
|
||||
}
|
||||
|
||||
void Renderer::Draw(RenderQueueCollection& rq)
|
||||
{
|
||||
//TODO: Renderer: Kanske borde vara längst upp i update.
|
||||
PickingPass(rq);
|
||||
DrawScreenQuad(m_PickingTexture);
|
||||
m_PickingPass->Draw(rq);
|
||||
//DrawScreenQuad(m_PickingPass->PickingTexture());
|
||||
//CullLights();
|
||||
|
||||
DrawScene(rq);
|
||||
m_DrawScenePass->Draw(rq);
|
||||
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
|
||||
glfwSwapBuffers(m_Window);
|
||||
}
|
||||
|
||||
void Renderer::DrawScene(RenderQueueCollection& rq)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
//TODO: Render: Clean up draw code
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
for (auto &job : rq.Forward) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
GLuint ShaderHandle = m_BasicForwardProgram.GetHandle();
|
||||
|
||||
m_BasicForwardProgram.Bind();
|
||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
|
||||
glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
||||
|
||||
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
|
||||
if (modelJob->DiffuseTexture != nullptr) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
GLERROR("DrawScene Error");
|
||||
}
|
||||
|
||||
void Renderer::PickingPass(RenderQueueCollection& rq)
|
||||
{
|
||||
m_PickingColorsToEntity.clear();
|
||||
m_PickingBuffer.Bind();
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
glClearColor(0.f, 0.f, 0.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
int r = 1;
|
||||
int g = 0;
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
|
||||
|
||||
GLuint ShaderHandle = m_PickingProgram.GetHandle();
|
||||
m_PickingProgram.Bind();
|
||||
|
||||
for (auto &job : rq.Forward) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
|
||||
if (modelJob) {
|
||||
//---------------
|
||||
//TODO: Renderer: IMPORTANT: Fixa detta så det inte loopar igenom listan varje frame.
|
||||
//---------------
|
||||
int pickColor[2] = { r, g };
|
||||
for (auto i : m_PickingColorsToEntity) {
|
||||
if(modelJob->Entity == i.second) {
|
||||
pickColor[0] = i.first.x;
|
||||
pickColor[1] = i.first.y;
|
||||
r -= 1;
|
||||
}
|
||||
}
|
||||
m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity;
|
||||
|
||||
|
||||
//Render picking stuff
|
||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
|
||||
r += 1;
|
||||
if(r > 255) {
|
||||
r = 0;
|
||||
g += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
m_PickingBuffer.Unbind();
|
||||
GLERROR("PickingPass Error");
|
||||
|
||||
//Publish pick event every frame with the pick data that can be picked by the event
|
||||
Events::Picking pickEvent = Events::Picking(
|
||||
&m_PickingBuffer,
|
||||
&m_DepthBuffer,
|
||||
m_Camera->ProjectionMatrix(),
|
||||
m_Camera->ViewMatrix(),
|
||||
m_Resolution,
|
||||
&m_PickingColorsToEntity);
|
||||
|
||||
m_EventBroker->Publish(pickEvent);
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Renderer::DrawScreenQuad(GLuint textureToDraw)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
@@ -281,7 +151,7 @@ void Renderer::DrawScreenQuad(GLuint textureToDraw)
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
|
||||
m_DrawScreenQuadProgram.Bind();
|
||||
m_DrawScreenQuadProgram->Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, textureToDraw);
|
||||
|
||||
@@ -291,24 +161,10 @@ void Renderer::DrawScreenQuad(GLuint textureToDraw)
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups[0].StartIndex);
|
||||
}
|
||||
|
||||
|
||||
void Renderer::InitializeTextures()
|
||||
{
|
||||
m_ErrorTexture=ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
|
||||
m_WhiteTexture=ResourceManager::Load<Texture>("Textures/Core/Blank.png");
|
||||
/*
|
||||
glGenTextures(1, &m_PickingTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_PickingTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, m_Resolution.Width, m_Resolution.Height, 0, GL_RG, GL_FLOAT, NULL);//TODO: Renderer: Fix the precision and Resolution
|
||||
GLERROR("m_PickingTexture initialization failed");
|
||||
*/
|
||||
|
||||
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
|
||||
glm::vec2(m_Resolution.Width, m_Resolution.Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
||||
}
|
||||
|
||||
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
|
||||
@@ -323,15 +179,95 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
|
||||
GLERROR("Texture initialization failed");
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Renderer::InitializeFrameBuffers()//TODO: Renderer: Get this to a better location, as its really big
|
||||
void Renderer::InitializeSSBOs()
|
||||
{
|
||||
glGenRenderbuffers(1, &m_DepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
|
||||
printf("Size: %i\n", sizeof(m_Frustums));
|
||||
glGenBuffers(1, &m_FrustumSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_Frustums), &m_Frustums, GL_DYNAMIC_COPY);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
|
||||
GLERROR("m_FrustumSSBO");
|
||||
|
||||
glGenBuffers(1, &m_LightSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_PointLights), &m_PointLights, GL_DYNAMIC_COPY);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
|
||||
GLERROR("m_LightSSBO");
|
||||
|
||||
|
||||
glGenBuffers(1, &m_LightGridSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightGrid), &m_LightGrid, GL_DYNAMIC_COPY);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
|
||||
GLERROR("m_LightGridSSBO");
|
||||
|
||||
|
||||
glGenBuffers(1, &m_LightOffsetSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
|
||||
GLERROR("m_LightOffsetSSBO");
|
||||
|
||||
|
||||
glGenBuffers(1, &m_LightIndexSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightIndexSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightIndex), &m_LightIndex, GL_DYNAMIC_COPY);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
|
||||
GLERROR("m_LightIndexSSBO");
|
||||
|
||||
}
|
||||
|
||||
void Renderer::InitializeRenderPasses()
|
||||
{
|
||||
m_DrawScenePass = new DrawScenePass(this);
|
||||
m_PickingPass = new PickingPass(this, m_EventBroker);
|
||||
}
|
||||
|
||||
void Renderer::CalculateFrustum()
|
||||
{
|
||||
GLERROR("CalculateFrustum Error-1");
|
||||
m_CalculateFrustumProgram->Bind();
|
||||
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_PickingBuffer.Generate();
|
||||
}
|
||||
GLERROR("CalculateFrustum Error1");
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
|
||||
GLERROR("CalculateFrustum Error2");
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(m_Camera->ProjectionMatrix()));
|
||||
GLERROR("CalculateFrustum Error3");
|
||||
glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Resolution.Width, m_Resolution.Height);
|
||||
GLERROR("CalculateFrustum Error4");
|
||||
glDispatchCompute(5, 3, 1);
|
||||
GLERROR("CalculateFrustum Error5");
|
||||
|
||||
}
|
||||
|
||||
void Renderer::TEMPCreateLights()
|
||||
{
|
||||
for (int i = 0; i < NUM_LIGHTS; i++) {
|
||||
m_PointLights[i].Position = glm::vec4(i, 0.f, 0.f, 0.f);
|
||||
m_PointLights[i].Color = glm::vec4(1.f, 0.5f, 0.f + i*0.1f, 1.f);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::CullLights()
|
||||
{
|
||||
m_LightCullProgram->Bind();
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
|
||||
glDispatchCompute(m_Resolution.Width / TILE_SIZE, m_Resolution.Height / TILE_SIZE, 1);
|
||||
GLERROR("CullLights Error");
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user