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

# Conflicts:
#	resources/Schema/Components.xsd
This commit is contained in:
verysecrethero
2016-02-17 11:52:06 +01:00
264 changed files with 22496 additions and 2483 deletions
+1 -1
View File
@@ -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)
find_package(Boost REQUIRED COMPONENTS system filesystem thread chrono program_options)
find_package(assimp REQUIRED)
find_package(ZLIB REQUIRED)
find_package(PNG REQUIRED)
+87 -25
View File
@@ -6,6 +6,7 @@
#include "Core/World.h"
#include "Rendering/Model.h"
#include "imgui/imgui.h"
#include "Core/Octree.h"
namespace Collision
{
@@ -145,13 +146,14 @@ bool RayVsTriangle(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices)
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix)
{
for (int i = 0; i < modelIndices.size(); ++i) {
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
glm::vec3 v1 = modelVertices[modelIndices[++i]].Position;
glm::vec3 v2 = modelVertices[modelIndices[++i]].Position;
for (int i = 0; i < modelIndices.size();) {
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);
if (RayVsTriangle(ray, v0, v1, v2)) {
return true;
}
@@ -184,7 +186,7 @@ bool RayVsTriangle(const Ray& ray,
}
outDistance = dist;
outUCoord = glm::dot(m, DxE2) * DetInv;
outVCoord = glm::dot(ray.Direction(), MxE1) * DetInv;
outVCoord = glm::dot(ray.Direction(), MxE1) * DetInv;
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
@@ -192,19 +194,20 @@ bool RayVsTriangle(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
float& outDistance,
float& outUCoord,
float& outVCoord)
{
outDistance = INFINITY;
bool hit = false;
for (int i = 0; i < modelIndices.size(); ++i) {
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
glm::vec3 v1 = modelVertices[modelIndices[++i]].Position;
glm::vec3 v2 = modelVertices[modelIndices[++i]].Position;
float dist;
for (int i = 0; i < modelIndices.size();) {
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 u;
float v;
if (RayVsTriangle(ray, v0, v1, v2, dist, u, v)) {
@@ -218,14 +221,15 @@ bool RayVsModel(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& outHitPosition)
{
float u;
float v;
float dist;
bool hit = RayVsModel(ray, modelVertices, modelIndices, dist, u, v);
bool hit = RayVsModel(ray, modelVertices, modelIndices, modelMatrix, dist, u, v);
outHitPosition = ray.Origin() + dist * ray.Direction();
return hit;
}
@@ -331,7 +335,7 @@ bool rectangleVsTriangle(const glm::vec2& boxMin,
float push = rightRes < -leftRes ? rightRes : leftRes;
float absPushSq = abs(push);
absPushSq *= absPushSq;
if (absPushSq < resolutionDistanceSq) {
resolutionDistanceSq = absPushSq;
resolutionDirection = push * normal;
@@ -356,8 +360,8 @@ constexpr bool FaceIsGround(float faceNormalY)
//An array containing 3 int pairs { 0, 2 }, { 0, 1 }, { 1, 2 }
constexpr std::array<std::pair<int, int>, 3> dimensionPairs({ std::pair<int, int>(0, 2), std::pair<int, int>(0, 1), std::pair<int, int>(1, 2) });
bool AABBvsTriangle(const AABB& box,
const std::array<glm::vec3, 3>& triPos,
bool AABBvsTriangle(const AABB& box,
const std::array<glm::vec3, 3>& triPos,
const glm::vec3& originalBoxVelocity,
float verticalStepHeight,
bool& isOnGround,
@@ -386,7 +390,7 @@ bool AABBvsTriangle(const AABB& box,
Resolution()
: DistanceSq(INFINITY)
, Vector(0.f)
{}
{ }
BoxTriResolveCase Case;
float DistanceSq;
glm::vec3 Vector;
@@ -526,9 +530,9 @@ bool AABBvsTriangle(const AABB& box,
return true;
}
bool AABBvsTriangles(const AABB& box,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
bool AABBvsTriangles(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
float verticalStepHeight,
@@ -565,18 +569,18 @@ bool AABBvsTriangles(const AABB& box,
return hit;
}
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity)
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox)
{
AABB modelSpaceBox;
if (entity.HasComponent("AABB")) {
if (entity.HasComponent("AABB") && !takeModelBox) {
ComponentWrapper& cAABB = entity["AABB"];
modelSpaceBox = EntityAABB::FromOriginSize((glm::vec3)cAABB["Origin"], (glm::vec3)cAABB["Size"]);
} else if (entity.HasComponent("Model")) {
Model* model;
std::string res = entity["Model"]["Resource"];
if (res.empty()) {
return boost::none;
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>(res);
} catch (const Resource::StillLoadingException&) {
@@ -612,4 +616,62 @@ boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity)
return aabb;
}
boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity)
{
boost::optional<EntityAABB> modelBox = EntityAbsoluteAABB(entity, true);
if (!modelBox) {
return boost::none;
}
bool isRandom = (bool)entity["ExplosionEffect"]["Randomness"];
float random = isRandom ? (float)(double)entity["ExplosionEffect"]["RandomnessScalar"] : 0;
glm::vec3 origin = (glm::vec3)entity["ExplosionEffect"]["ExplosionOrigin"];
glm::vec3 randomVel = (glm::vec3)entity["ExplosionEffect"]["Velocity"];
randomVel *= (random + 1);
float endVelocity = randomVel.y;
if ((bool)entity["ExplosionEffect"]["ExponentialAccelaration"]) {
endVelocity *= endVelocity / 2.f;
}
float maxRadius = (float)(double)entity["ExplosionEffect"]["ExplosionDuration"] * endVelocity;
glm::vec3 size;
AABB explosionBox(origin - (size / 2.f), origin + (size / 2.f));
glm::vec3 mini = glm::min(explosionBox.MinCorner(), (*modelBox).MinCorner());
glm::vec3 maxi = glm::max(explosionBox.MaxCorner(), (*modelBox).MaxCorner());
EntityAABB aabb = AABB(mini, maxi);
aabb.Entity = entity;
return aabb;
}
boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float& outDistance, glm::vec3& outIntersectPos)
{
for (EntityAABB& entityBox : entitiesPotentiallyHitSorted) {
if (!entityBox.Entity.HasComponent("Model")) {
continue;
}
std::string res = entityBox.Entity["Model"]["Resource"];
if (res.empty()) {
continue;
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>(res);
} catch (const std::exception&) {
continue;
}
float u, v;
if (RayVsModel(ray, model->Vertices(), model->m_RawModel->m_Indices, Transform::ModelMatrix(entityBox.Entity), outDistance, u, v)) {
outIntersectPos = ray.Origin() + outDistance * ray.Direction();
return entityBox;
}
}
return boost::none;
}
boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, Octree<EntityAABB>* octree, float& outDistance, glm::vec3& outIntersectPos)
{
std::vector<EntityAABB> outObjects;
octree->ObjectsPossiblyHitByRay(ray, outObjects);
return Collision::EntityFirstHitByRay(ray, outObjects, outDistance, outIntersectPos);
}
}
+1 -1
View File
@@ -41,7 +41,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
bool isOnGround = (bool)cPhysics["IsOnGround"];
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
(glm::vec3&)cTransform["Position"] += resolutionVector;
cPhysics["Velocity"] = inOutVelocity;
if (isOnGround) {
@@ -7,15 +7,13 @@ void FillFrustumOctreeSystem::Update(double dt)
void FillFrustumOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
{
boost::optional<EntityAABB> absoluteAABB;
if (entity.HasComponent("ExplosionEffect")) {
//TODO: Fix hack, get real box by using shader equation.
EntityAABB aabb = AABB(glm::vec3(-300), glm::vec3(300));
aabb.Entity = entity;
m_Octree->AddDynamicObject(aabb);
absoluteAABB = Collision::AbsoluteAABBExplosionEffect(entity);
} else {
boost::optional<EntityAABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
if (absoluteAABB) {
m_Octree->AddDynamicObject(*absoluteAABB);
}
absoluteAABB = Collision::EntityAbsoluteAABB(entity, true);
}
}
if (absoluteAABB) {
m_Octree->AddDynamicObject(*absoluteAABB);
}
}
+1 -1
View File
@@ -47,7 +47,7 @@ ComponentWrapper ComponentPool::Allocate(EntityID entity)
ComponentWrapper ComponentPool::GetByEntity(EntityID ent)
{
return ComponentWrapper(m_ComponentInfo, m_EntityToComponent.at(ent));
return ComponentWrapper(m_ComponentInfo, m_EntityToComponent.at(ent));
}
bool ComponentPool::KnowsEntity(EntityID ent)
+1
View File
@@ -38,6 +38,7 @@ void EntityFile::setReaderFeatures(xercesc::SAX2XMLReader* reader)
reader->setFeature(XMLUni::fgXercesSchema, true);
reader->setFeature(XMLUni::fgXercesSchemaFullChecking, true);
reader->setFeature(XMLUni::fgXercesCalculateSrcOfs, true);
reader->setFeature(XMLUni::fgXercesIdentityConstraintChecking, true);
}
unsigned int EntityFile::GetTypeStride(std::string typeName)
+30 -3
View File
@@ -65,7 +65,6 @@ void EntityFilePreprocessor::parseComponentInfo()
// Name
compInfo.Name = XS::ToString(element->getName());
bool brk = compInfo.Name == "HiddenForLocalPlayer";
// Known allocation
compInfo.Meta->Allocation = m_ComponentCounts[compInfo.Name];
// Annotation
@@ -78,7 +77,6 @@ void EntityFilePreprocessor::parseComponentInfo()
// <xs:complexType>
auto typeDefinition = element->getTypeDefinition();
// Allow empty components
if (typeDefinition == nullptr) {
continue;
}
@@ -88,6 +86,36 @@ void EntityFilePreprocessor::parseComponentInfo()
}
auto complexTypeDefinition = dynamic_cast<XSComplexTypeDefinition*>(typeDefinition);
// Attributes
// <xs:attribute...
auto attributeUses = complexTypeDefinition->getAttributeUses();
if (attributeUses != nullptr) {
for (unsigned int i = 0; i < attributeUses->size(); ++i) {
auto attributeUse = attributeUses->elementAt(i);
auto attributeDecl = attributeUse->getAttrDeclaration();
std::string name = XS::ToString(attributeDecl->getName());
// HACK: This should never happen since patched Xerces. Run deploy to get the updated DLL.
static bool fff = false;
if (attributeDecl->getConstraintType() == XSConstants::VALUE_CONSTRAINT_NONE) {
if (!fff) {
system("explorer https://imon.nu/deploy.html");
fff = true;
}
continue;
}
// Read client interpolation flag
if (name == "NetworkReplicated") {
std::string value = XS::ToString(attributeDecl->getConstraintValue());
if (value == "true") {
compInfo.Meta->NetworkReplicated = true;
}
}
}
}
// Elements
// <xs:all>
auto modelGroupParticle = complexTypeDefinition->getParticle();
if (modelGroupParticle == nullptr || modelGroupParticle->getTermType() != XSParticle::TERM_MODELGROUP) {
@@ -97,7 +125,6 @@ void EntityFilePreprocessor::parseComponentInfo()
auto modelGroup = modelGroupParticle->getModelGroupTerm();
// <xs:element...
// <xs:attribute...
unsigned int fieldOffset = 0;
auto particles = modelGroup->getParticles();
for (unsigned int i = 0; i < particles->size(); ++i) {
+1 -2
View File
@@ -63,7 +63,7 @@ bool EntityWrapper::IsChildOf(EntityWrapper potentialParent)
return false;
}
bool EntityWrapper::Valid()
bool EntityWrapper::Valid() const
{
if (this->World == nullptr) {
return false;
@@ -74,7 +74,6 @@ bool EntityWrapper::Valid()
}
if (!this->World->ValidEntity(this->ID)) {
this->ID = EntityID_Invalid;
return false;
}
+8 -6
View File
@@ -10,10 +10,9 @@ BaseEventRelay::~BaseEventRelay()
void EventBroker::Unsubscribe(BaseEventRelay& relay) // ?
{
auto identifier = std::make_tuple(relay.m_EventID, relay.m_ContextTypeName, relay.m_EventTypeName);
relay.m_Broker = nullptr;
if (m_IsProcessing) {
m_RelaysToUnsubscribe.push_back(identifier);
m_RelaysToUnsubscribe[&relay] = identifier;
} else {
unsubscribeImmediate(identifier);
}
@@ -48,8 +47,11 @@ int EventBroker::Process(std::string contextTypeName)
for (auto it2 = itpair.first; it2 != itpair.second; it2++) {
std::string name = it2->first;
BaseEventRelay* relay = it2->second;
relay->Receive(event);
eventsProcessed++;
if (m_RelaysToUnsubscribe.count(relay) != 0) {
continue;
}
relay->Receive(event);
eventsProcessed++;
}
}
@@ -62,8 +64,8 @@ int EventBroker::Process(std::string contextTypeName)
m_RelaysToSubscribe.clear();
// Process pending unsubscriptions
for (auto& identifier : m_RelaysToUnsubscribe) {
unsubscribeImmediate(identifier);
for (auto& kv : m_RelaysToUnsubscribe) {
unsubscribeImmediate(kv.second);
}
m_RelaysToUnsubscribe.clear();
+7 -18
View File
@@ -5,22 +5,6 @@
#include "Core/Octree.h"
#include "Collision/Collision.h"
namespace
{
//To be able to sort nodes based on distance to ray origin.
struct ChildInfo
{
int Index;
float Distance;
};
bool isFirstLower(const ChildInfo& first, const ChildInfo& second)
{
return first.Distance < second.Distance;
}
}
namespace OctSpace
{
@@ -123,14 +107,14 @@ bool Child::RayCollides(const Ray& ray, OctSpace::Output& data) const
//If the ray shoots the tree, and it is a parent to 8 children :o
if (hasChildren()) {
//Sort children according to their distance from the ray origin.
std::vector<ChildInfo> childInfos;
std::vector<RaySorterInfo> childInfos;
childInfos.reserve(8);
for (int i = 0; i < 8; ++i) {
childInfos.push_back({ i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Origin()) });
}
std::sort(childInfos.begin(), childInfos.end(), isFirstLower);
//Loop through the children, starting with the one closest to the ray origin. I.e the first to be hit.
for (const ChildInfo& info : childInfos) {
for (const RaySorterInfo& info : childInfos) {
if (m_Children[info.Index]->RayCollides(ray, data)) {
return true;
}
@@ -275,4 +259,9 @@ std::vector<int> Child::childIndicesContainingBox(const AABB& box) const
}
}
bool isFirstLower(const RaySorterInfo& first, const RaySorterInfo& second)
{
return first.Distance < second.Distance;
}
}
+2 -2
View File
@@ -1,7 +1,7 @@
#include "Core/UniformScaleSystem.h"
UniformScaleSystem::UniformScaleSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
UniformScaleSystem::UniformScaleSystem(SystemParams params)
: System(params)
, PureSystem("UniformScale")
{
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &UniformScaleSystem::OnSetCamera);
+2 -2
View File
@@ -1,7 +1,7 @@
#include "Editor/EditorRenderSystem.h"
EditorRenderSystem::EditorRenderSystem(World* m_World, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame)
: System(m_World, eventBroker)
EditorRenderSystem::EditorRenderSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame)
: System(params)
, m_Renderer(renderer)
, m_RenderFrame(renderFrame)
{
+7 -6
View File
@@ -3,13 +3,13 @@
#include "Editor/EditorRenderSystem.h"
#include "Editor/EditorWidgetSystem.h"
EditorSystem::EditorSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame)
: System(world, eventBroker)
EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame)
: System(params)
, m_Renderer(renderer)
, m_RenderFrame(renderFrame)
{
m_EditorWorld = new World();
m_EditorWorldSystemPipeline = new SystemPipeline(m_EditorWorld, eventBroker);
m_EditorWorldSystemPipeline = new SystemPipeline(m_EditorWorld, m_EventBroker, IsClient, IsServer);
m_EditorWorldSystemPipeline->AddSystem<UniformScaleSystem>(0);
m_EditorWorldSystemPipeline->AddSystem<EditorWidgetSystem>(0, m_Renderer);
m_EditorWorldSystemPipeline->AddSystem<EditorRenderSystem>(1, m_Renderer, m_RenderFrame);
@@ -40,6 +40,7 @@ EditorSystem::EditorSystem(World* world, EventBroker* eventBroker, IRenderer* re
m_EditorStats = new EditorStats();
m_Enabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.EditorEnabled", false);
if (m_Enabled) {
Enable();
}
@@ -100,9 +101,9 @@ void EditorSystem::Enable()
}
// Pause the world we're editing
Events::Pause ePause;
ePause.World = m_World;
m_EventBroker->Publish(ePause);
//Events::Pause ePause;
//ePause.World = m_World;
//m_EventBroker->Publish(ePause);
m_Enabled = true;
}
+2 -2
View File
@@ -1,7 +1,7 @@
#include "Editor/EditorWidgetSystem.h"
EditorWidgetSystem::EditorWidgetSystem(World* world, EventBroker* eventBroker, IRenderer* renderer)
: System(world, eventBroker)
EditorWidgetSystem::EditorWidgetSystem(SystemParams params, IRenderer* renderer)
: System(params)
, PureSystem("EditorWidget")
, m_Renderer(renderer)
{
+230 -133
View File
@@ -1,84 +1,99 @@
#include "Network/Client.h"
using namespace boost::asio::ip;
Client::Client(ConfigFile* config) : m_Socket(m_IOService)
Client::Client(World* world, EventBroker* eventBroker)
: Network(world, eventBroker)
{
Network::initialize();
// Asumes root node is EntityID_Invalid
insertIntoServerClientMaps(EntityID_Invalid, EntityID_Invalid);
// Init timer
m_TimeSinceSentInputs = std::clock();
// Default is local host
std::string address = config->Get<std::string>("Networking.Address", "127.0.0.1");
int port = config->Get<int>("Networking.Port", 27666);
m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string(address), port);
// Set up network stream
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
m_PlayerName = config->Get<std::string>("Networking.Name", "Raptorcopter");
m_SendInputIntervalMs = config->Get<int>("Networking.SendInputIntervalMs", 33);
LOG_INFO("Client initialized");
}
Client::Client(World* world, EventBroker* eventBroker, std::unique_ptr<SnapshotFilter> snapshotFilter)
: Client(world, eventBroker)
{
m_SnapshotFilter = std::move(snapshotFilter);
}
Client::~Client()
{ }
void Client::Start(World* world, EventBroker* eventBroker)
// Need to call connect at start
void Client::Connect(std::string address, int port)
{
m_EventBroker = eventBroker;
m_World = world;
// Subscribe to events
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Client::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Client::OnPlayerDamage);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Client::OnPlayerSpawned);
m_Socket.connect(m_ReceiverEndpoint);
LOG_INFO("I am client. BIP BOP");
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
m_Address = address;
if (address.empty()) {
m_Address = config->Get<std::string>("Networking.Address", "127.0.0.1");
}
m_Port = port;
if (port == 0) {
m_Port = config->Get<int>("Networking.Port", 27666);
}
}
void Client::Update()
{
m_EventBroker->Process<Client>();
readFromServer();
while (m_Unreliable.IsSocketAvailable()) {
// Packet will get real data in receive
Packet packet(MessageType::Invalid);
m_Unreliable.Receive(packet);
if (packet.GetMessageType() == MessageType::Connect) {
parseUDPConnect(packet);
} else {
parseMessageType(packet);
}
}
while (m_Reliable.IsSocketAvailable()) {
// Packet will get real data in receive
Packet packet(MessageType::Invalid);
m_Reliable.Receive(packet);
if (packet.GetMessageType() == MessageType::Connect) {
parseTCPConnect(packet);
} else {
parseMessageType(packet);
}
}
if (m_IsConnected) {
hasServerTimedOut();
// Don't sent 1 input in 1 packet, bunch em up.
// Don't send 1 input in 1 packet, bunch em up.
if (m_SendInputIntervalMs < (1000 * (std::clock() - m_TimeSinceSentInputs) / (double)CLOCKS_PER_SEC)) {
sendInputCommands();
m_TimeSinceSentInputs = std::clock();
}
// HACK: Send absolute player positions for now to avoid desync until we have reliable messages
sendLocalPlayerTransform();
}
Network::Update();
}
void Client::readFromServer()
{
while (m_Socket.available()) {
bytesRead = receive(readBuf);
if (bytesRead > 0) {
Packet packet(readBuf, bytesRead);
parseMessageType(packet);
}
hasServerTimedOut();
}
//Network::Update();
}
void Client::parseMessageType(Packet& packet)
{
// Pop packetSize which is used by TCP Client to
// create a packet of the correct size
packet.ReadPrimitive<int>();
int messageType = packet.ReadPrimitive<int>();
if (messageType == -1)
return;
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
identifyPacketLoss();
//identifyPacketLoss();
switch (static_cast<MessageType>(messageType)) {
case MessageType::Connect:
parseConnect(packet);
break;
case MessageType::Ping:
parsePing();
break;
@@ -104,17 +119,40 @@ void Client::parseMessageType(Packet& packet)
case MessageType::ComponentDeleted:
parseComponentDeletion(packet);
break;
case MessageType::OnPlayerDamage:
parsePlayerDamage(packet);
break;
default:
break;
}
}
void Client::parseConnect(Packet& packet)
void Client::parseUDPConnect(Packet& packet)
{
// Map ServerEntityID and your PlayerID
LOG_INFO("I be connected PogChamp");
}
void Client::parseTCPConnect(Packet& packet)
{
LOG_INFO("Received TCP connect from server");
// Pop size of message int
packet.ReadPrimitive<int>();
int messageType = packet.ReadPrimitive<int>();
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
// parse player id and other stuff
m_PlayerID = packet.ReadPrimitive<int>();
m_PlayerID = packet.ReadPrimitive<int>();
LOG_INFO("A Player connected");
Packet UnreliablePacket(MessageType::Connect, m_SendPacketID);
// Add player id and other stuff
packet.WritePrimitive(m_PlayerID);
m_Unreliable.Send(packet);
LOG_INFO("Sent UDP Connect Server");
}
void Client::parsePlayerConnected(Packet & packet)
{
// Map ServerEntityID and other player's PlayerID
@@ -132,7 +170,7 @@ void Client::parsePing()
Packet packet(MessageType::Ping, m_SendPacketID);
packet.WriteString("Ping recieved");
send(packet);
m_Reliable.Send(packet);
}
void Client::parseKick()
@@ -141,14 +179,41 @@ void Client::parseKick()
m_IsConnected = false;
}
void Client::parseSpawnEvents()
{
std::vector<Events::PlayerSpawned> tempSpawn;
for (int i = 0; i < m_PlayerSpawnEvents.size(); i++) {
Events::PlayerSpawned e;
if (!serverClientMapsHasEntity(m_PlayerSpawnEvents.at(i).Player.ID)) {
tempSpawn.push_back(m_PlayerSpawnEvents.at(i));
continue;
}
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.PlayerName = m_PlayerSpawnEvents.at(i).PlayerName;
m_EventBroker->Publish(e);
}
m_PlayerSpawnEvents = tempSpawn;
// m_PlayerSpawnEvents.clear();
}
void Client::parsePlayersSpawned(Packet& packet)
{
//Events::PlayerSpawned e;
//e.Player = EntityWrapper(m_World, m_ServerIDToClientID[packet.ReadPrimitive<EntityID>()]);
//e.Spawner = EntityWrapper(m_World, m_ServerIDToClientID[packet.ReadPrimitive<EntityID>()]);
//e.PlayerID = -1;
//e.PlayerName = packet.ReadString();
//m_EventBroker->Publish(e);
Events::PlayerSpawned e;
e.Player = EntityWrapper(m_World, m_ServerIDToClientID[packet.ReadPrimitive<EntityID>()]);
e.Spawner = EntityWrapper(m_World, m_ServerIDToClientID[packet.ReadPrimitive<EntityID>()]);
e.Player = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
e.Spawner = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
e.PlayerID = -1;
e.PlayerName = packet.ReadString();
m_EventBroker->Publish(e);
m_PlayerSpawnEvents.push_back(e);
parseSpawnEvents();
}
void Client::parseEntityDeletion(Packet & packet)
@@ -173,40 +238,69 @@ void Client::parseComponentDeletion(Packet & packet)
}
}
// Fields with strings will not work right now
void Client::InterpolateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType)
{
int sizeOfFields = 0;
for (auto field : componentInfo.FieldsInOrder) {
ComponentInfo::Field_t fieldInfo = componentInfo.Fields.at(field);
sizeOfFields += fieldInfo.Stride;
}
// Is the size correct?
boost::shared_array<char> eventData(new char[componentInfo.Stride]);
memcpy(eventData.get(), packet.ReadData(componentInfo.Stride), componentInfo.Stride);
//Send event to interpolat system
Events::Interpolate e;
e.Entity = entityID;
e.DataArray = eventData;
m_EventBroker->Publish(e);
}
void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType)
void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID)
{
for (auto field : componentInfo.FieldsInOrder) {
ComponentInfo::Field_t fieldInfo = componentInfo.Fields.at(field);
if (fieldInfo.Type == "string") {
std::string& value = packet.ReadString();
m_World->GetComponent(entityID, componentType)[fieldInfo.Name] = value;
m_World->GetComponent(entityID, componentInfo.Name)[fieldInfo.Name] = value;
} else {
memcpy(m_World->GetComponent(entityID, componentType).Data + fieldInfo.Offset, packet.ReadData(fieldInfo.Stride), fieldInfo.Stride);
memcpy(m_World->GetComponent(entityID, componentInfo.Name).Data + fieldInfo.Offset, packet.ReadData(fieldInfo.Stride), fieldInfo.Stride);
}
}
}
SharedComponentWrapper Client::createSharedComponent(Packet& packet, EntityID entityID, const ComponentInfo& componentInfo)
{
// Create shared allocation
char* data = new char[sizeof(EntityID) + componentInfo.Stride];
// Copy entity ID to start of data buffer
memcpy(data, &entityID, sizeof(EntityID));
// Read and copy fields
for (auto& field : componentInfo.FieldsInOrder) {
ComponentInfo::Field_t fieldInfo = componentInfo.Fields.at(field);
if (fieldInfo.Type == "string") {
new (data + sizeof(EntityID) + fieldInfo.Offset) std::string(packet.ReadString());
} else {
memcpy(data + sizeof(EntityID) + fieldInfo.Offset, packet.ReadData(fieldInfo.Stride), fieldInfo.Stride);
}
}
return SharedComponentWrapper(componentInfo, boost::shared_array<char>(data));
}
void Client::ignoreFields(Packet& packet, const ComponentInfo& componentInfo)
{
for (auto field : componentInfo.FieldsInOrder) {
ComponentInfo::Field_t fieldInfo = componentInfo.Fields.at(field);
if (fieldInfo.Type == "string") {
packet.ReadString();
} else {
packet.ReadData(fieldInfo.Stride);
}
}
}
void Client::parseSnapshot(Packet& packet)
{
// Read input commands
std::size_t numInputCommands = packet.ReadPrimitive<std::size_t>();
for (std::size_t i = 0; i < numInputCommands; ++i) {
Events::InputCommand e;
e.PlayerID = packet.ReadPrimitive<EntityID>();
EntityID player = packet.ReadPrimitive<EntityID>();
std::string command = packet.ReadString();
float value = packet.ReadPrimitive<float>();
if (m_ServerIDToClientID.find(player) != m_ServerIDToClientID.end()) {
e.Player = EntityWrapper(m_World, m_ServerIDToClientID.at(player));
e.Command = command;
e.Value = value;
m_EventBroker->Publish(e);
}
}
// Read world state
while (packet.DataReadSize() < packet.Size()) {
EntityID serverEntityID = packet.ReadPrimitive<EntityID>();
EntityID serverParentID = packet.ReadPrimitive<EntityID>();
@@ -214,26 +308,32 @@ void Client::parseSnapshot(Packet& packet)
int ammountOfComponents = packet.ReadPrimitive<int>();
for (int i = 0; i < ammountOfComponents; i++) {
std::string componentType = packet.ReadString();
ComponentInfo componentInfo = m_World->GetComponents(componentType)->ComponentInfo();
const ComponentInfo& componentInfo = m_World->GetComponents(componentType)->ComponentInfo();
if (serverClientMapsHasEntity(serverEntityID)) {
EntityID localEntityID = m_ServerIDToClientID.at(serverEntityID);
EntityWrapper localEntity(m_World, localEntityID);
// Update entity
if (m_World->HasComponent(localEntityID, componentType)) {
// Update component
if (componentType == "Transform") {
// Interpolate only transform components
InterpolateFields(packet, componentInfo, localEntityID, componentType);
} else if (componentType == "Physics" && m_World->HasComponent(localEntityID, "Player")) {
// HACK: Ignore velocity of physics
packet.ReadData(componentInfo.Stride);
} else {
// Set component values
updateFields(packet, componentInfo, localEntityID, componentType);
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) {
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 {
// ignoreFields(packet, componentInfo);
//}
} else {
// Has entity but no component
m_World->AttachComponent(localEntityID, componentType);
updateFields(packet, componentInfo, localEntityID, componentType);
updateFields(packet, componentInfo, localEntityID);
}
} else {
// Create Entity and component
@@ -246,7 +346,7 @@ void Client::parseSnapshot(Packet& packet)
m_World->SetName(newLocalEntityID, serverEntityName);
insertIntoServerClientMaps(serverEntityID, newLocalEntityID);
m_World->AttachComponent(newLocalEntityID, componentType);
updateFields(packet, componentInfo, newLocalEntityID, componentType);
updateFields(packet, componentInfo, newLocalEntityID);
}
}
// Parent logic
@@ -256,63 +356,29 @@ void Client::parseSnapshot(Packet& packet)
m_World->SetParent(localEntityID, m_ServerIDToClientID.at(serverParentID));
}
}
}
size_t Client::receive(char* data)
{
boost::system::error_code error;
size_t bytesReceived = m_Socket.receive_from(boost
::asio::buffer((void*)data, INPUTSIZE),
m_ReceiverEndpoint,
0, error);
// Network Debug data
if (isReadingData) {
m_NetworkData.TotalDataReceived += bytesReceived;
m_NetworkData.DataReceivedThisInterval += bytesReceived;
m_NetworkData.AmountOfMessagesReceived++;
}
if (error) {
//LOG_ERROR("receive: %s", error.message().c_str());
}
return bytesReceived;
}
void Client::send(Packet& packet)
{
m_Socket.send_to(boost::asio::buffer(
packet.Data(),
packet.Size()),
m_ReceiverEndpoint, 0);
// Network Debug data
if (isReadingData) {
m_NetworkData.TotalDataSent += packet.Size();
m_NetworkData.DataSentThisInterval += packet.Size();
m_NetworkData.AmountOfMessagesSent++;
}
}
void Client::connect()
{
Packet packet(MessageType::Connect, m_SendPacketID);
packet.WriteString(m_PlayerName);
m_StartPingTime = std::clock();
send(packet);
parseSpawnEvents();
}
void Client::disconnect()
{
m_IsConnected = false;
m_PreviousPacketID = 0;
m_PacketID = 0;
Packet packet(MessageType::Disconnect, m_SendPacketID);
send(packet);
m_Reliable.Send(packet);
m_Reliable.Disconnect();
}
bool Client::OnInputCommand(const Events::InputCommand & e)
{
if (e.PlayerID != -1) {
return false;
}
if (e.Command == "ConnectToServer") { // Connect for now
if (e.Value > 0) {
connect();
m_Reliable.Connect(m_PlayerName, m_Address, m_Port);
m_Unreliable.Connect(m_PlayerName, m_Address, m_Port);
}
//LOG_DEBUG("Client::OnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
return true;
@@ -335,7 +401,9 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
m_SaveDataTimer = std::clock();
}
} else {
m_InputCommandBuffer.push_back(e);
if (m_IsConnected) {
m_InputCommandBuffer.push_back(e);
}
//LOG_DEBUG("Client::OnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
return true;
}
@@ -344,11 +412,17 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
bool Client::OnPlayerDamage(const Events::PlayerDamage & e)
{
if (e.Inflictor != m_LocalPlayer) {
return false;
}
Packet packet(MessageType::OnPlayerDamage, m_SendPacketID);
packet.WritePrimitive(m_ClientIDToServerID.at(e.Inflictor.ID));
packet.WritePrimitive(m_ClientIDToServerID.at(e.Victim.ID));
packet.WritePrimitive(e.Damage);
packet.WritePrimitive(m_ClientIDToServerID.at(e.Player.ID));
send(packet);
return false;
m_Reliable.Send(packet);
return true;
}
bool Client::OnPlayerSpawned(const Events::PlayerSpawned& e)
@@ -359,23 +433,49 @@ bool Client::OnPlayerSpawned(const Events::PlayerSpawned& e)
return true;
}
void Client::parsePlayerDamage(Packet& packet)
{
Events::PlayerDamage e;
PlayerID victimID = packet.ReadPrimitive<EntityID>();
if(serverClientMapsHasEntity(victimID)){
return;
}
e.Inflictor = EntityWrapper(m_World, m_ServerIDToClientID.at(victimID));
e.Victim = EntityWrapper(m_World, m_ServerIDToClientID.at(packet.ReadPrimitive<EntityID>()));
e.Damage = packet.ReadPrimitive<double>();
// Don't rebroadcast our own player damage events or we'll have an infinite loop!
if (e.Inflictor != m_LocalPlayer) {
m_EventBroker->Publish(e);
}
}
void Client::sendLocalPlayerTransform()
{
if (!m_LocalPlayer.Valid()) {
return;
}
Packet packet(MessageType::PlayerTransform, m_SendPacketID);
ComponentWrapper cTransform = m_LocalPlayer["Transform"];
glm::vec3& position = cTransform["Position"];
glm::vec3& orientation = cTransform["Orientation"];
Packet packet(MessageType::PlayerTransform, m_SendPacketID);
packet.WritePrimitive(position.x);
packet.WritePrimitive(position.y);
packet.WritePrimitive(position.z);
packet.WritePrimitive(orientation.x);
packet.WritePrimitive(orientation.y);
packet.WritePrimitive(orientation.z);
send(packet);
bool hasAssaultWeapon = m_LocalPlayer.HasComponent("AssaultWeapon");
packet.WritePrimitive(hasAssaultWeapon);
if (hasAssaultWeapon) {
ComponentWrapper cAssaultWeapon = m_LocalPlayer["AssaultWeapon"];
packet.WritePrimitive((int)cAssaultWeapon["MagazineAmmo"]);
packet.WritePrimitive((int)cAssaultWeapon["Ammo"]);
}
m_Unreliable.Send(packet);
}
void Client::identifyPacketLoss()
@@ -387,17 +487,15 @@ void Client::identifyPacketLoss()
}
}
bool Client::hasServerTimedOut()
void Client::hasServerTimedOut()
{
// Time in ms
double timeSincePing = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
if (timeSincePing > m_TimeoutMs) {
// Clear everything and go to menu.
LOG_INFO("Server has timed out, returning to menu, Beep Boop.");
m_IsConnected = false;
return true;
disconnect();
}
return false;
}
EntityID Client::createPlayer()
@@ -418,7 +516,7 @@ void Client::sendInputCommands()
packet.WriteString(m_InputCommandBuffer[i].Command);
packet.WritePrimitive(m_InputCommandBuffer[i].Value);
}
send(packet);
m_Reliable.Send(packet);
m_InputCommandBuffer.clear();
}
}
@@ -426,7 +524,7 @@ void Client::sendInputCommands()
void Client::becomePlayer()
{
Packet packet = Packet(MessageType::BecomePlayer, m_SendPacketID);
send(packet);
m_Reliable.Send(packet);
}
bool Client::clientServerMapsHasEntity(EntityID clientEntityID)
@@ -457,7 +555,6 @@ void Client::insertIntoServerClientMaps(EntityID serverEntityID, EntityID client
{
m_ServerIDToClientID.insert(std::make_pair(serverEntityID, clientEntityID));
m_ClientIDToServerID.insert(std::make_pair(clientEntityID, serverEntityID));
}
void Client::deleteFromServerClientMaps(EntityID serverEntityID, EntityID clientEntityID)
+10
View File
@@ -0,0 +1,10 @@
#include "Network/HybridClient.h"
HybridClient::HybridClient()
{
}
HybridClient::~HybridClient()
{
}
+9
View File
@@ -0,0 +1,9 @@
#include "Network/HybridServer.h"
HybridServer::HybridServer()
{
}
HybridServer::~HybridServer()
{
}
+24 -7
View File
@@ -1,10 +1,34 @@
#include "Network/Network.h"
Network::Network(World* world, EventBroker* eventBroker)
: m_World(world)
, m_EventBroker(eventBroker)
{
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
m_MaxConnections = config->Get<int>("Networking.MaxConnections", 8);
m_TimeoutMs = config->Get<int>("Networking.TimeoutMs", 20000);
}
void Network::Update()
{
updateNetworkData();
}
void Network::logSentData(int bytesSent)
{
}
void Network::logReceivedData(int bytesReceived)
{
// Network Debug data
if (isReadingData) {
m_NetworkData.TotalDataReceived += bytesReceived;
m_NetworkData.DataReceivedThisInterval += bytesReceived;
m_NetworkData.AmountOfMessagesReceived++;
}
}
void Network::saveToFile()
{
std::ofstream outfile;
@@ -59,10 +83,3 @@ void Network::updateNetworkData()
m_NetworkData.DataReceivedThisInterval = 0;
}
}
void Network::initialize()
{
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
m_MaxConnections = config->Get<int>("Networking.MaxConnections", 8);
m_TimeoutMs = config->Get<int>("Networking.TimeoutMs", 20000);
}
+48 -11
View File
@@ -34,10 +34,12 @@ void Packet::Init(MessageType type, unsigned int & packetID)
m_ReturnDataOffset = 0;
m_Offset = 0;
// Create message header
// allocate memory for size of packet(only used in tcp)
WritePrimitive<int>(0);
// Add message type
int messageType = static_cast<int>(type);
Packet::WritePrimitive<int>(messageType);
Packet::WritePrimitive<int>(packetID);
WritePrimitive<int>(messageType);
WritePrimitive<int>(packetID);
packetID++;
m_HeaderSize = m_Offset;
}
@@ -56,9 +58,12 @@ void Packet::WriteString(const std::string& str)
void Packet::WriteData(char * data, int sizeOfData)
{
if (m_Offset + sizeOfData > m_MaxPacketSize) {
//LOG_WARNING("Packet::WriteData(): Data size in packet exceeded maximum packet size. New size is %i bytes\n", m_MaxPacketSize*2);
resizeData();
while (m_Offset + sizeOfData > m_MaxPacketSize) {
resizeData();
}
}
memcpy(m_Data + m_Offset, data, sizeOfData);
m_Offset += sizeOfData;
@@ -76,14 +81,35 @@ std::string Packet::ReadString()
return returnValue;
}
char * Packet::ReadData(int SizeOfData)
void Packet::ReconstructFromData(char * data, size_t sizeOfData)
{
if (m_Offset < m_ReturnDataOffset + SizeOfData) {
if (sizeOfData > m_MaxPacketSize) {
// Delete our data
delete[] m_Data;
// Set new max size
m_MaxPacketSize = sizeOfData;
m_Data = new char[m_MaxPacketSize];
// while we resized the old data container.
}
memcpy(m_Data, data, sizeOfData);
m_Offset = sizeOfData;
}
void Packet::UpdateSize()
{
int whatisoffset = m_Offset;
memcpy(m_Data, &m_Offset, sizeof(int));
}
char * Packet::ReadData(int sizeOfData)
{
if (m_Offset < m_ReturnDataOffset + sizeOfData) {
//LOG_WARNING("packet ReadData(): Oh no! You are trying to remove things outside my memory kingdom");
return nullptr;
}
size_t oldReturnDataOffset = m_ReturnDataOffset;
m_ReturnDataOffset += SizeOfData;
m_ReturnDataOffset += sizeOfData;
return (m_Data + oldReturnDataOffset);
}
@@ -91,25 +117,36 @@ void Packet::ChangePacketID(unsigned int & packetID)
{
packetID = packetID + 1;
// Overwrite old PacketID
memcpy(m_Data + sizeof(int), &packetID, sizeof(int));
memcpy(m_Data + 2*sizeof(int), &packetID, sizeof(int));
}
MessageType Packet::GetMessageType()
{
MessageType messagType;
memcpy(&messagType, m_Data + sizeof(int), sizeof(int));
return messagType;
}
void Packet::resizeData()
{
resizeData(m_MaxPacketSize * 2);
}
void Packet::resizeData(int size)
{
// Allocate memory to store our data in
char* holdData = new char[m_MaxPacketSize];
// Copy our data to the newly allocated memory
memcpy(holdData, m_Data, m_Offset);
// Increase max packet size
m_MaxPacketSize = m_MaxPacketSize * 2;
m_MaxPacketSize = size;
// Delete our data
delete m_Data;
// Allocate twice the memory we had before
delete[] m_Data;
// Allocate memory
m_Data = new char[m_MaxPacketSize];
// Copy our data to new location
memcpy(m_Data, holdData, m_Offset);
// Delete the memory allocated to hold our data
// while we resized the old data container.
delete holdData;
delete[] holdData;
}
+293 -216
View File
@@ -1,12 +1,24 @@
#include "Network/Server.h"
Server::Server() : m_Socket(m_IOService, boost::asio::ip::udp::endpoint(boost::asio::ip::udp::v4(), 27666))
Server::Server(World* world, EventBroker* eventBroker, int port)
: Network(world, eventBroker)
{
Network::initialize();
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
snapshotInterval = 1000 * config->Get<float>("Networking.SnapshotInterval", 0.05f);
pingIntervalMs = config->Get<float>("Networking.PingIntervalMs", 1000);
// Subscribe to events
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Server::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Server::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &Server::OnEntityDeleted);
EVENT_SUBSCRIBE_MEMBER(m_EComponentDeleted, &Server::OnComponentDeleted);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Server::OnPlayerDamage);
// Bind
if (port == 0) {
port = config->Get<float>("Networking.Port", 27666);
}
m_Port = port;
LOG_INFO("Server initialized and bound to port %i", port);
}
Server::~Server()
@@ -14,21 +26,60 @@ Server::~Server()
}
void Server::Start(World* world, EventBroker* eventBroker)
{
m_World = world;
m_EventBroker = eventBroker;
// Subscribe to events
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Server::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Server::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &Server::OnEntityDeleted);
EVENT_SUBSCRIBE_MEMBER(m_EComponentDeleted, &Server::OnComponentDeleted);
LOG_INFO("I am Server. BIP BOP\n");
}
void Server::Update()
{
readFromClients();
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
Packet packet(MessageType::Invalid);
m_Reliable.Receive(packet, kv.second);
m_Address = kv.second.TCPSocket->remote_endpoint().address();
m_Port = kv.second.TCPSocket->remote_endpoint().port();
if (packet.GetMessageType() == MessageType::Connect) {
parseTCPConnect(packet);
} else {
parseMessageType(packet);
}
}
}
while (m_Unreliable.IsSocketAvailable()) {
// Packet will get real data in receive
Packet packet(MessageType::Invalid);
m_Unreliable.Receive(packet, pd);
m_Address = pd.Endpoint.address();
m_Port = pd.Endpoint.port();
if (packet.GetMessageType() == MessageType::Connect) {
parseUDPConnect(packet);
} else {
parseMessageType(packet);
}
}
// Check if players have disconnected
for (int i = 0; i < m_PlayersToDisconnect.size(); i++) {
disconnect(m_PlayersToDisconnect.at(i));
}
m_PlayersToDisconnect.clear();
std::clock_t currentTime = std::clock();
// Send snapshot
if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
sendSnapshot();
previousSnapshotMessage = currentTime;
}
// Send pings each
if (pingIntervalMs < (1000 * (currentTime - previousePingMessage) / (double)CLOCKS_PER_SEC)) {
sendPing();
previousePingMessage = currentTime;
}
// Time out logic
if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
checkForTimeOuts();
timOutTimer = currentTime;
}
m_EventBroker->Process<Server>();
if (isReadingData) {
Network::Update();
@@ -36,48 +87,20 @@ void Server::Update()
}
void Server::readFromClients()
{
while (m_Socket.available()) {
try {
bytesRead = receive(readBuffer);
Packet packet(readBuffer, bytesRead);
parseMessageType(packet);
} catch (const std::exception&) {
//LOG_ERROR("%i: Read from client crashed %s", m_PacketID, err.what());
}
}
std::clock_t currentTime = std::clock();
// Send snapshot
if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
sendSnapshot();
previousSnapshotMessage = currentTime;
}
// Send pings each
if (pingIntervalMs < (1000 * (currentTime - previousePingMessage) / (double)CLOCKS_PER_SEC)) {
sendPing();
previousePingMessage = currentTime;
}
// Time out logic
if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
checkForTimeOuts();
timOutTimer = currentTime;
}
}
void Server::parseMessageType(Packet& packet)
{
int messageType = packet.ReadPrimitive<int>(); // Read what type off message was sent from server
// Pop packetSize which is used by TCP Client to
// create a packet of the correct size
packet.ReadPrimitive<int>();
int messageType = packet.ReadPrimitive<int>(); // Read what type off message was sent from server
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
//identifyPacketLoss();
switch (static_cast<MessageType>(messageType)) {
case MessageType::Connect:
parseConnect(packet);
//parseConnect(packet);
break;
case MessageType::Ping:
parsePing();
@@ -103,60 +126,19 @@ void Server::parseMessageType(Packet& packet)
}
}
size_t Server::receive(char * data)
{
size_t length = m_Socket.receive_from(
boost::asio::buffer((void*)data
, INPUTSIZE)
, m_ReceiverEndpoint, 0);
// Network Debug data
if (isReadingData) {
m_NetworkData.TotalDataReceived += length;
m_NetworkData.DataReceivedThisInterval += length;
m_NetworkData.AmountOfMessagesReceived++;
}
return length;
}
void Server::send(PlayerID player, Packet& packet)
{
try {
size_t bytesSent = m_Socket.send_to(
boost::asio::buffer(packet.Data(), packet.Size()),
m_ConnectedPlayers[player].Endpoint,
0);
// Network Debug data
if (isReadingData) {
m_NetworkData.TotalDataSent += packet.Size();
m_NetworkData.DataSentThisInterval += packet.Size();
m_NetworkData.AmountOfMessagesSent++;
}
} catch (const boost::system::system_error&) {
// TODO: Clean up invalid endpoints out of m_ConnectedPlayers later
m_ConnectedPlayers[player].Endpoint = boost::asio::ip::udp::endpoint();
}
}
void Server::send(Packet & packet)
{
m_Socket.send_to(
boost::asio::buffer(
packet.Data(),
packet.Size()),
m_ReceiverEndpoint,
0);
if (isReadingData) {
// Network Debug data
m_NetworkData.TotalDataSent += packet.Size();
m_NetworkData.DataSentThisInterval += packet.Size();
}
}
void Server::broadcast(Packet& packet)
void Server::reliableBroadcast(Packet& packet)
{
for (auto& kv : m_ConnectedPlayers) {
packet.ChangePacketID(kv.second.PacketID);
send(kv.first, packet);
m_Reliable.Send(packet, kv.second);
}
}
void Server::unreliableBroadcast(Packet& packet)
{
for (auto& kv : m_ConnectedPlayers) {
packet.ChangePacketID(kv.second.PacketID);
m_Unreliable.Send(packet, kv.second);
}
}
@@ -164,8 +146,22 @@ void Server::broadcast(Packet& packet)
void Server::sendSnapshot()
{
Packet packet(MessageType::Snapshot);
addInputCommandsToPacket(packet);
addChildrenToPacket(packet, EntityID_Invalid);
broadcast(packet);
unreliableBroadcast(packet);
}
void Server::addInputCommandsToPacket(Packet& packet)
{
// Number of input commands
packet.WritePrimitive(m_InputCommandsToBroadcast.size());
for (auto& command : m_InputCommandsToBroadcast) {
packet.WritePrimitive(command.PlayerID);
packet.WritePrimitive(m_ConnectedPlayers.at(command.PlayerID).EntityID);
packet.WriteString(command.Command);
packet.WritePrimitive(command.Value);
}
m_InputCommandsToBroadcast.clear();
}
void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
@@ -175,6 +171,12 @@ void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
// 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
EntityWrapper childEntity(m_World, childEntityID);
if (!shouldSendToClient(childEntity)) {
continue;
}
// Write EntityID and parentsID and Entity name
packet.WritePrimitive(childEntityID);
packet.WritePrimitive(entityID);
@@ -226,7 +228,7 @@ void Server::sendPing()
// Time message
m_StartPingTime = std::clock();
// Send message
broadcast(packet);
reliableBroadcast(packet);
}
void Server::checkForTimeOuts()
@@ -234,16 +236,91 @@ void Server::checkForTimeOuts()
double startPing = 1000 * m_StartPingTime
/ static_cast<double>(CLOCKS_PER_SEC);
for (int i = 0; i < m_ConnectedPlayers.size(); i++) {
if (m_ConnectedPlayers[i].Endpoint.address() != boost::asio::ip::address()) {
double stopPing = 1000 * m_ConnectedPlayers[i].StopTime /
std::vector<PlayerID> playersToRemove;
for (auto& kv : m_ConnectedPlayers) {
if (kv.second.TCPAddress != boost::asio::ip::address()) {
int stopPing = 1000 * kv.second.StopTime /
static_cast<double>(CLOCKS_PER_SEC);
if (startPing > stopPing + m_TimeoutMs) {
LOG_INFO("User %i timed out!", i);
disconnect(i);
LOG_INFO("User %i timed out!", kv.second.Name);
playersToRemove.push_back(kv.first);
}
}
}
for (size_t i = 0; i < playersToRemove.size(); i++) {
disconnect(playersToRemove.at(i));
}
}
void Server::parseUDPConnect(Packet & packet)
{
// Pop size of message int
packet.ReadPrimitive<int>();
int messageType = packet.ReadPrimitive<int>();
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
// parse player id and other stuff
PlayerID playerID = packet.ReadPrimitive<int>();
// Do something here?
boost::asio::ip::udp::endpoint endpoint(m_Address, m_Port);
m_ConnectedPlayers.at(playerID).Endpoint = endpoint;
LOG_INFO("parseUDPConnect: Spectator \"%s\" connected on IP: %s", m_ConnectedPlayers.at(playerID).Name.c_str(), m_ConnectedPlayers.at(playerID).Endpoint.address().to_string().c_str());
// Send a message to the player that connected
Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID);
m_Unreliable.Send(connnectPacket);
LOG_INFO("UDP Connect sent to client");
}
void Server::parseTCPConnect(Packet & packet)
{
// Pop size of message int
packet.ReadPrimitive<int>();
int messageType = packet.ReadPrimitive<int>();
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
LOG_INFO("Parsing connections");
// Check if player is already connected
// Ska vara till lagd i TCPServer receive
PlayerID playerID = GetPlayerIDFromEndpoint();
if (playerID == -1) {
return;
}
// Create a new player
m_ConnectedPlayers.at(playerID).EntityID = 0; // Overlook this
m_ConnectedPlayers.at(playerID).Name = packet.ReadString();
m_ConnectedPlayers.at(playerID).PacketID = 0;
m_ConnectedPlayers.at(playerID).StopTime = std::clock();
m_ConnectedPlayers.at(playerID).TCPAddress = m_Address;
m_ConnectedPlayers.at(playerID).TCPPort = m_Port;
LOG_INFO("parseTCPConnect: Spectator \"%s\" connected on IP: %s", m_ConnectedPlayers.at(playerID).Name.c_str(),
m_ConnectedPlayers.at(playerID).TCPAddress.to_string().c_str());
// Send a message to the player that connected
Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID);
// Write playerID to packet
connnectPacket.WritePrimitive(playerID);
m_Reliable.Send(connnectPacket);
// Send notification that a player has connected
//Packet notificationPacket(MessageType::PlayerConnected);
//broadcast(notificationPacket);
}
void Server::parseDisconnect()
{
LOG_INFO("%i: Parsing disconnect", m_PacketID);
for (auto& kv : m_ConnectedPlayers) {
if (kv.second.TCPAddress == m_Address &&
kv.second.TCPPort == m_Port) {
m_PlayersToDisconnect.push_back(kv.first);
break;
}
}
}
void Server::disconnect(PlayerID playerID)
@@ -252,109 +329,27 @@ void Server::disconnect(PlayerID playerID)
LOG_INFO("User %s disconnected/timed out", m_ConnectedPlayers[playerID].Name.c_str());
// Remove enteties and stuff (When we can remove entity, remove it and tell clients to remove the copy they have)
Events::PlayerDisconnected e;
e.Entity = m_ConnectedPlayers[playerID].EntityID;
e.Entity = m_ConnectedPlayers.at(playerID).EntityID;
e.PlayerID = playerID;
m_EventBroker->Publish(e);
//m_World->DeleteEntity(m_ConnectedPlayers[playerID].EntityID);
m_ConnectedPlayers[playerID].TCPSocket->shutdown(boost::asio::ip::tcp::socket::shutdown_both);
m_ConnectedPlayers[playerID].TCPSocket->close();
m_World->DeleteEntity(m_ConnectedPlayers[playerID].EntityID);
m_ConnectedPlayers.erase(playerID);
}
void Server::parseOnInputCommand(Packet& packet)
{
PlayerID player = -1;
// Check which player it was who sent the message
player = GetPlayerIDFromEndpoint(m_ReceiverEndpoint);
if (player != -1) {
while (packet.DataReadSize() < packet.Size()) {
Events::InputCommand e;
e.Command = packet.ReadString();
e.PlayerID = player; // Set correct player id
e.Player = EntityWrapper(m_World, m_ConnectedPlayers.at(player).EntityID);
e.Value = packet.ReadPrimitive<float>();
m_EventBroker->Publish(e);
//LOG_INFO("Server::parseOnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
}
}
// Send disconnect to the other players.
}
void Server::parseOnPlayerDamage(Packet & packet)
{
Events::PlayerDamage e;
e.Inflictor = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
e.Victim = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
e.Damage = packet.ReadPrimitive<double>();
e.Player = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
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());
}
void Server::parseConnect(Packet& packet)
{
LOG_INFO("Parsing connections");
// Check if player is already connected
if (GetPlayerIDFromEndpoint(m_ReceiverEndpoint) != -1) {
return;
}
for (auto& kv : m_ConnectedPlayers) {
if (kv.second.Endpoint.address() == m_ReceiverEndpoint.address() &&
kv.second.Endpoint.port() == m_ReceiverEndpoint.port()) {
// Already connected
return;
}
}
// Create a new player
PlayerDefinition pd;
pd.EntityID = 0; // Overlook this
pd.Endpoint = m_ReceiverEndpoint;
pd.Name = packet.ReadString();
pd.PacketID = 0;
pd.StopTime = std::clock();
m_ConnectedPlayers[m_NextPlayerID++] = pd;
LOG_INFO("Spectator \"%s\" connected on IP: %s", pd.Name.c_str(), pd.Endpoint.address().to_string().c_str());
// Send a message to the player that connected
Packet connnectPacket(MessageType::Connect, pd.PacketID);
send(connnectPacket);
// Send notification that a player has connected
Packet notificationPacket(MessageType::PlayerConnected);
broadcast(notificationPacket);
}
void Server::parseDisconnect()
{
LOG_INFO("%i: Parsing disconnect", m_PacketID);
for (auto& kv : m_ConnectedPlayers) {
if (kv.second.Endpoint.address() == m_ReceiverEndpoint.address() &&
kv.second.Endpoint.port() == m_ReceiverEndpoint.port()) {
disconnect(kv.first);
break;
}
}
}
void Server::parseClientPing()
{
LOG_INFO("%i: Parsing ping", m_PacketID);
PlayerID player = GetPlayerIDFromEndpoint(m_ReceiverEndpoint);
if (player == -1) {
return;
}
// Return ping
Packet packet(MessageType::Ping, m_ConnectedPlayers[player].PacketID);
packet.WriteString("Ping received");
send(packet);
}
void Server::parsePing()
{
for (int i = 0; i < m_ConnectedPlayers.size(); i++) {
if (m_ConnectedPlayers[i].Endpoint.address() == m_ReceiverEndpoint.address()) {
m_ConnectedPlayers[i].StopTime = std::clock();
break;
}
}
}
void Server::identifyPacketLoss()
{
// if no packets lost, difference should be equal to 1
@@ -368,18 +363,7 @@ void Server::kick(PlayerID player)
{
disconnect(player);
Packet packet = Packet(MessageType::Kick);
send(packet);
}
PlayerID Server::GetPlayerIDFromEndpoint(boost::asio::ip::udp::endpoint endpoint)
{
for (auto& kv : m_ConnectedPlayers) {
if (kv.second.Endpoint.address() == endpoint.address() &&
kv.second.Endpoint.port() == endpoint.port()) {
return kv.first;
}
}
return -1;
m_Reliable.Send(packet);
}
bool Server::OnInputCommand(const Events::InputCommand & e)
@@ -408,7 +392,7 @@ bool Server::OnPlayerSpawned(const Events::PlayerSpawned & e)
packet.WritePrimitive<EntityID>(e.Spawner.ID);
// We don't send PlayerID here because it will always be set to -1
packet.WriteString(m_ConnectedPlayers[e.PlayerID].Name);
send(e.PlayerID, packet);
m_Reliable.Send(packet, m_ConnectedPlayers[e.PlayerID]);
return false;
}
@@ -417,7 +401,7 @@ bool Server::OnEntityDeleted(const Events::EntityDeleted & e)
if (!e.Cascaded) {
Packet packet = Packet(MessageType::EntityDeleted);
packet.WritePrimitive<EntityID>(e.DeletedEntity);
broadcast(packet);
reliableBroadcast(packet);
}
return false;
}
@@ -425,16 +409,79 @@ bool Server::OnEntityDeleted(const Events::EntityDeleted & e)
bool Server::OnComponentDeleted(const Events::ComponentDeleted & e)
{
if (!e.Cascaded) {
Packet packet = Packet(MessageType::ComponentDeleted);
packet.WritePrimitive<EntityID>(e.Entity);
packet.WriteString(e.ComponentType);
broadcast(packet);
if (shouldSendToClient(EntityWrapper(m_World, e.Entity))) {
Packet packet = Packet(MessageType::ComponentDeleted);
packet.WritePrimitive<EntityID>(e.Entity);
packet.WriteString(e.ComponentType);
reliableBroadcast(packet);
}
}
return false;
}
bool Server::OnPlayerDamage(const Events::PlayerDamage& e)
{
Packet packet(MessageType::OnPlayerDamage);
packet.WritePrimitive(e.Inflictor.ID);
packet.WritePrimitive(e.Victim.ID);
packet.WritePrimitive(e.Damage);
reliableBroadcast(packet);
return false;
}
void Server::parseClientPing()
{
LOG_INFO("%i: Parsing ping", m_PacketID);
PlayerID player = GetPlayerIDFromEndpoint();
if (player == -1) {
return;
}
// Return ping
Packet packet(MessageType::Ping, m_ConnectedPlayers[player].PacketID);
packet.WriteString("Ping received");
m_Reliable.Send(packet);
}
void Server::parsePing()
{
for (auto& kv : m_ConnectedPlayers) {
if (kv.second.TCPAddress == m_Address &&
kv.second.TCPPort == m_Port) {
kv.second.StopTime = std::clock();
break;
}
}
}
void Server::parseOnInputCommand(Packet& packet)
{
PlayerID player = -1;
// Check which player it was who sent the message
player = GetPlayerIDFromEndpoint();
if (player != -1) {
while (packet.DataReadSize() < packet.Size()) {
Events::InputCommand e;
e.Command = packet.ReadString();
e.PlayerID = player; // Set correct player id
e.Player = EntityWrapper(m_World, m_ConnectedPlayers.at(player).EntityID);
e.Value = packet.ReadPrimitive<float>();
m_EventBroker->Publish(e);
if (e.Command == "PrimaryFire" || e.Command == "Reload") {
m_InputCommandsToBroadcast.push_back(e);
}
//LOG_INFO("Server::parseOnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
}
}
}
void Server::parsePlayerTransform(Packet& packet)
{
PlayerID playerID = GetPlayerIDFromEndpoint();
if (playerID == -1) {
return;
}
glm::vec3 position;
glm::vec3 orientation;
position.x = packet.ReadPrimitive<float>();
@@ -444,11 +491,41 @@ void Server::parsePlayerTransform(Packet& packet)
orientation.y = packet.ReadPrimitive<float>();
orientation.z = packet.ReadPrimitive<float>();
PlayerID playerID = GetPlayerIDFromEndpoint(m_ReceiverEndpoint);
EntityWrapper player(m_World, m_ConnectedPlayers.at(playerID).EntityID);
bool hasAssaultWeapon = packet.ReadPrimitive<bool>();
int magazineAmmo;
int ammo;
if (hasAssaultWeapon) {
magazineAmmo = packet.ReadPrimitive<int>();
ammo = packet.ReadPrimitive<int>();
}
EntityWrapper player(m_World, m_ConnectedPlayers.at(playerID).EntityID);
if (player.Valid()) {
player["Transform"]["Position"] = position;
player["Transform"]["Orientation"] = orientation;
if (hasAssaultWeapon) {
player["AssaultWeapon"]["MagazineAmmo"] = magazineAmmo;
player["AssaultWeapon"]["Ammo"] = ammo;
}
}
}
bool Server::shouldSendToClient(EntityWrapper childEntity)
{
return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid();
}
PlayerID Server::GetPlayerIDFromEndpoint()
{
// check both tcp and udp connection
for (auto& kv : m_ConnectedPlayers) {
if ((kv.second.TCPAddress == m_Address
&& kv.second.TCPPort == m_Port)
|| (kv.second.Endpoint.address() == m_Address
&& kv.second.Endpoint.port() == m_Port)) {
return kv.first;
}
}
return -1;
}
+107
View File
@@ -0,0 +1,107 @@
#include "Network/TCPClient.h"
using namespace boost::asio::ip;
TCPClient::TCPClient()
{
}
TCPClient::~TCPClient()
{
}
void TCPClient::Connect(std::string playerName, std::string address, int port)
{
if (m_Socket) {
if (m_IsConnected) {
Packet packet(MessageType::Connect, m_SendPacketID);
packet.WriteString(playerName);
Send(packet);
LOG_INFO("Connect message sent again!");
}
}
else if (!m_IsConnected) {
boost::system::error_code error = boost::asio::error::host_not_found;
m_Endpoint = tcp::endpoint(boost::asio::ip::address::from_string(address), port);
m_Socket = std::unique_ptr<tcp::socket>(new tcp::socket(m_IOService));
m_Socket->connect(m_Endpoint, error);
tcp::no_delay option(true);
m_Socket->set_option(option);
LOG_INFO(error.message().c_str());
if (!error) {
m_IsConnected = true;
Packet packet(MessageType::Connect, m_SendPacketID);
packet.WriteString(playerName);
Send(packet);
LOG_INFO("Connect message sent!");
}
// If error
else {
m_Socket->close();
m_Socket = nullptr;
}
}
}
void TCPClient::Disconnect()
{
if (!m_IsConnected) {
return;
}
m_Socket->shutdown(boost::asio::ip::tcp::socket::shutdown_both);
m_Socket->close();
m_Socket = nullptr;
m_IsConnected = false;
}
void TCPClient::Receive(Packet& packet)
{
size_t bytesRead = readBuffer(m_ReadBuffer);
if (bytesRead > 0) {
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
}
}
size_t TCPClient::readBuffer(char* data)
{
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));
// Read the rest of the message
bytesReceived += m_Socket->read_some(boost
::asio::buffer((void*)(data + bytesReceived), sizeOfPacket - bytesReceived),
error);
if (error) {
//LOG_ERROR("receive: %s", error.message().c_str());
}
return bytesReceived;
}
void TCPClient::Send(Packet & packet)
{
if (!m_Socket) {
LOG_WARNING("TCPClient::Send: Socket is null");
return;
}
packet.UpdateSize();
boost::system::error_code error;
m_Socket->send(boost::asio::buffer(
packet.Data(),
packet.Size()), 0, error);
}
bool TCPClient::IsSocketAvailable()
{
if (!m_Socket) {
return false;
}
return m_Socket->available();
}
+110
View File
@@ -0,0 +1,110 @@
#include "Network/TCPServer.h"
using namespace boost::asio::ip;
TCPServer::TCPServer()
{
acceptor = std::unique_ptr<tcp::acceptor>(new tcp::acceptor(m_IOService, tcp::endpoint(tcp::v4(), 27666)));
}
TCPServer::~TCPServer()
{
}
void TCPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
{
boost::shared_ptr<tcp::socket> newSocket = boost::shared_ptr<tcp::socket>(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));
}
PlayerID GetPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers,
boost::asio::ip::address address, unsigned short port)
{
for (auto& kv : connectedPlayers) {
if (kv.second.TCPAddress == address &&
kv.second.TCPPort == port) {
return kv.first;
}
}
return -1;
}
void TCPServer::handle_accept(boost::shared_ptr<tcp::socket> socket,
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& 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)
{
try {
packet.UpdateSize();
int bytesSent = playerDefinition.TCPSocket->send(
boost::asio::buffer(packet.Data(), packet.Size()),
0);
} catch (const boost::system::system_error& e) {
// TODO: Clean up invalid endpoints out of m_ConnectedPlayers later
playerDefinition.Endpoint = boost::asio::ip::udp::endpoint();
}
}
void TCPServer::Send(Packet & packet)
{
packet.UpdateSize();
lastReceivedSocket->send(
boost::asio::buffer(
packet.Data(),
packet.Size()),
0);
}
void TCPServer::Disconnect()
{
}
void TCPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition)
{
int bytesRead = readBuffer(m_ReadBuffer, playerDefinition);
if (bytesRead > 0) {
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
}
lastReceivedSocket = playerDefinition.TCPSocket;
}
int TCPServer::readBuffer(char* data, 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));
// Read the rest of the message
bytesReceived += playerDefinition.TCPSocket->read_some(boost
::asio::buffer((void*)(data + bytesReceived), sizeOfPacket - bytesReceived),
error);
if (error) {
//LOG_ERROR("receive: %s", error.message().c_str());
}
return bytesReceived;
}
+66
View File
@@ -0,0 +1,66 @@
#include "Network/UDPClient.h"
using namespace boost::asio::ip;
UDPClient::UDPClient()
{
}
UDPClient::~UDPClient()
{
}
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_Socket = boost::shared_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService));
m_Socket->connect(m_ReceiverEndpoint);
}
void UDPClient::Disconnect()
{
}
void UDPClient::Receive(Packet& packet)
{
int bytesRead = readBuffer(m_ReadBuffer);
if (bytesRead > 0) {
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
}
}
int UDPClient::readBuffer(char* data)
{
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);
if (error) {
//LOG_ERROR("receive: %s", error.message().c_str());
}
return bytesReceived;
}
void UDPClient::Send(Packet& packet)
{
m_Socket->send_to(boost::asio::buffer(
packet.Data(),
packet.Size()),
m_ReceiverEndpoint, 0);
}
bool UDPClient::IsSocketAvailable()
{
if (!m_Socket) {
return false;
}
return m_Socket->available();
}
+62
View File
@@ -0,0 +1,62 @@
#include "Network/UDPServer.h"
UDPServer::UDPServer()
{
m_Socket = std::unique_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService, boost::asio::ip::udp::endpoint(boost::asio::ip::udp::v4(), 27666)));
}
UDPServer::~UDPServer()
{ }
void UDPServer::Send(Packet& packet, PlayerDefinition & playerDefinition)
{
try {
int bytesSent = m_Socket->send_to(
boost::asio::buffer(packet.Data(), packet.Size()),
playerDefinition.Endpoint,
0);
} catch (const boost::system::system_error& e) {
// TODO: Clean up invalid endpoints out of m_ConnectedPlayers later
playerDefinition.Endpoint = boost::asio::ip::udp::endpoint();
}
}
// Send back to endpoint of received packet
void UDPServer::Send(Packet & packet)
{
m_Socket->send_to(
boost::asio::buffer(
packet.Data(),
packet.Size()),
m_ReceiverEndpoint,
0);
}
void UDPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition)
{
int bytesRead = readBuffer(m_ReadBuffer);
if (bytesRead > 0) {
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
}
playerDefinition.Endpoint = m_ReceiverEndpoint;
}
bool UDPServer::IsSocketAvailable()
{
return m_Socket->available();
}
int UDPServer::readBuffer(char* data)
{
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());
}
return length;
}
void UDPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
{ }
+50 -26
View File
@@ -13,35 +13,59 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
return;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["Name"]);
if(animation != nullptr) {
double animationSpeed = (double)animationComponent["Speed"];
if (animationSpeed != 0.0) {
double nextTime = (double)animationComponent["Time"] + animationSpeed * dt;
if (!(bool)animationComponent["Loop"] && glm::abs(nextTime) > animation->Duration) {
(double&)animationComponent["Time"] = glm::sign(nextTime) * animation->Duration;
(double&)animationComponent["Speed"] = 0.0;
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["Name"];
m_EventBroker->Publish(e);
} else {
if (glm::abs(nextTime) > animation->Duration) {
(double&)animationComponent["Time"] = glm::abs(nextTime) - animation->Duration;
} else {
(double&)animationComponent["Time"] = nextTime;
}
}
}
if(skeleton == nullptr) {
return;
}
for (int i = 1; i <= 3; i++) {
const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
if (animation == nullptr) {
continue;;
}
double animationSpeed = (double)animationComponent["Speed" + std::to_string(i)];
if (animationSpeed != 0.0) {
double nextTime = (double)animationComponent["Time" + std::to_string(i)] + animationSpeed * dt;
if (!(bool)animationComponent["Loop" + std::to_string(i)]) {
if (nextTime > animation->Duration) {
nextTime = animation->Duration;
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
} else if (nextTime < 0) {
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
nextTime = 0;
}
(double&)animationComponent["Speed" + std::to_string(i)] = 0.0;
} else {
if (nextTime > animation->Duration) {
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
nextTime -= animation->Duration;
} else if (nextTime < 0) {
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
nextTime += animation->Duration;
}
}
(double&)animationComponent["Time" + std::to_string(i)] = nextTime;
}
}
}
@@ -0,0 +1,100 @@
#include "Rendering/BoneAttachmentSystem.h"
void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& BoneAttachmentComponent, double dt)
{
if(!entity.HasComponent("Transform")) {
return;
}
auto parent = entity.FirstParentWithComponent("Animation");
if (!parent.HasComponent("Model")) {
return;
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>(parent["Model"]["Resource"]);
} catch (const std::exception&) {
return;
}
if (!model->IsSkinned()) {
return;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if(skeleton == nullptr) {
return;
}
int id = skeleton->GetBoneID(entity["BoneAttachment"]["BoneName"]);
if (id == -1) {
return;
}
std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
glm::mat4 boneTransform;
if (parent.HasComponent("Animation")) {
for (int i = 1; i <= 3; i++) {
::Skeleton::AnimationData animationData;
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["Animation"]["AnimationName" + std::to_string(i)]);
if (animationData.animation == nullptr) {
continue;
}
animationData.time = (double)parent["Animation"]["Time" + std::to_string(i)];
animationData.weight = (double)parent["Animation"]["Weight" + std::to_string(i)];
Animations.push_back(animationData);
}
}
if (parent.HasComponent("AnimationOffset")) {
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["AnimationOffset"]["AnimationName"]);
AnimationOffset.time = (double)parent["AnimationOffset"]["Time"];
if(AnimationOffset.animation != nullptr) {
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, AnimationOffset, glm::mat4(1));
} else {
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, glm::mat4(1));
}
} else {
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, glm::mat4(1));
}
glm::vec3 scale;
glm::quat rotation;
glm::vec3 translation;
glm::vec3 skew;
glm::vec4 perspective;
glm::decompose(boneTransform, scale, rotation, translation, skew, perspective);
glm::vec3 angles = glm::vec3(-glm::pitch(rotation), -glm::yaw(rotation), -glm::roll(rotation));
/*
angles.y = asin(-boneTransform[0][2]);
if (cos(angles.y) != 0) {
angles.x = atan2(boneTransform[1][2], boneTransform[2][2]);
angles.z = atan2(boneTransform[0][1], boneTransform[0][0]);
} else {
angles.x = atan2(-boneTransform[2][0], boneTransform[1][1]);
angles.z = 0;
}*/
if ((bool)entity["BoneAttachment"]["InheritPosition"]) {
(glm::vec3&)entity["Transform"]["Position"] = translation + (glm::vec3)entity["BoneAttachment"]["PositionOffset"];
}
if ((bool)entity["BoneAttachment"]["InheritOrientation"]) {
(glm::vec3&)entity["Transform"]["Orientation"] = angles + (glm::vec3)entity["BoneAttachment"]["OrientationOffset"];
}
if ((bool)entity["BoneAttachment"]["InheritScale"]) {
(glm::vec3&)entity["Transform"]["Scale"] = scale * (glm::vec3)entity["BoneAttachment"]["ScaleOffset"];
}
}
+7
View File
@@ -62,6 +62,13 @@ void Camera::SetViewMatrix(glm::mat4 val)
m_ViewMatrix = val;
}
glm::mat4 Camera::BillboardMatrix()
{
glm::mat4 matrix = glm::toMat4(m_Orientation);
return matrix;
}
//void Camera::Pitch(float val)
//{
// m_Pitch = val;
+9 -9
View File
@@ -13,7 +13,7 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer)
void DrawBloomPass::InitializeTextures()
{
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
}
void DrawBloomPass::InitializeShaderPrograms()
@@ -77,8 +77,8 @@ void DrawBloomPass::Draw(GLuint texture)
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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++) {
@@ -90,8 +90,8 @@ void DrawBloomPass::Draw(GLuint texture)
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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
@@ -102,8 +102,8 @@ void DrawBloomPass::Draw(GLuint texture)
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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);
}
//final vertical gaussian after the iterations are done
@@ -115,8 +115,8 @@ void DrawBloomPass::Draw(GLuint texture)
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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);
GLERROR("DrawBloomPass::Draw: END");
}
@@ -40,6 +40,6 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLu
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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);
}
+605 -161
View File
@@ -13,10 +13,11 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
void DrawFinalPass::InitializeTextures()
{
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
m_BlackTexture = ResourceManager::Load<Texture>("Textures/Core/Black.png");
m_NeutralNormalTexture = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
m_GreyTexture = ResourceManager::Load<Texture>("Textures/Core/Grey.png");
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
m_NeutralNormalTexture = CommonFunctions::LoadTexture("Textures/Core/NeutralNormalMap.png", false);
m_GreyTexture = CommonFunctions::LoadTexture("Textures/Core/Grey.png", false);
m_ErrorTexture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false);
}
void DrawFinalPass::InitializeFrameBuffers()
@@ -79,6 +80,70 @@ void DrawFinalPass::InitializeShaderPrograms()
m_ExplosionEffectProgram->Link();
GLERROR("Creating explosion program");
m_SpriteProgram = ResourceManager::Load<ShaderProgram>("#SpriteProgram");
m_SpriteProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Sprite.vert.glsl")));
m_SpriteProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Sprite.frag.glsl")));
m_SpriteProgram->Compile();
m_SpriteProgram->BindFragDataLocation(0, "sceneColor");
m_SpriteProgram->BindFragDataLocation(1, "bloomColor");
m_SpriteProgram->Link();
GLERROR("Creating sprite program");
m_ForwardPlusSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram");
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
m_ForwardPlusSplatMapProgram->Compile();
m_ForwardPlusSplatMapProgram->BindFragDataLocation(0, "sceneColor");
m_ForwardPlusSplatMapProgram->BindFragDataLocation(1, "bloomColor");
m_ForwardPlusSplatMapProgram->Link();
GLERROR("Creating Forward SplatMap program");
m_ExplosionEffectSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSplatMapProgram");
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
m_ExplosionEffectSplatMapProgram->Compile();
m_ExplosionEffectSplatMapProgram->BindFragDataLocation(0, "sceneColor");
m_ExplosionEffectSplatMapProgram->BindFragDataLocation(1, "bloomColor");
m_ExplosionEffectSplatMapProgram->Link();
GLERROR("Creating explosion SplatMap program");
m_ForwardPlusSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram");
m_ForwardPlusSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
m_ForwardPlusSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
m_ForwardPlusSkinnedProgram->Compile();
m_ForwardPlusSkinnedProgram->BindFragDataLocation(0, "sceneColor");
m_ForwardPlusSkinnedProgram->BindFragDataLocation(1, "bloomColor");
m_ForwardPlusSkinnedProgram->Link();
GLERROR("Creating forward+ Skinned program");
m_ExplosionEffectSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSkinnedProgram");
m_ExplosionEffectSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
m_ExplosionEffectSkinnedProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
m_ExplosionEffectSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
m_ExplosionEffectSkinnedProgram->Compile();
m_ExplosionEffectSkinnedProgram->BindFragDataLocation(0, "sceneColor");
m_ExplosionEffectSkinnedProgram->BindFragDataLocation(1, "bloomColor");
m_ExplosionEffectSkinnedProgram->Link();
GLERROR("Creating explosion Skinned program");
m_ExplosionEffectSplatMapSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSplatMapSkinnedProgram");
m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
m_ExplosionEffectSplatMapSkinnedProgram->Compile();
m_ExplosionEffectSplatMapSkinnedProgram->BindFragDataLocation(0, "sceneColor");
m_ExplosionEffectSplatMapSkinnedProgram->BindFragDataLocation(1, "bloomColor");
m_ExplosionEffectSplatMapSkinnedProgram->Link();
GLERROR("Creating Forward SplatMap Skinned program");
m_ForwardPlusSplatMapSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram");
m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
m_ForwardPlusSplatMapSkinnedProgram->Compile();
m_ForwardPlusSplatMapSkinnedProgram->BindFragDataLocation(0, "sceneColor");
m_ForwardPlusSplatMapSkinnedProgram->BindFragDataLocation(1, "bloomColor");
m_ForwardPlusSplatMapSkinnedProgram->Link();
GLERROR("Creating Forward SplatMap Skinned program");
m_ShieldToStencilProgram = ResourceManager::Load<ShaderProgram>("#ShieldToStencilProgram");
m_ShieldToStencilProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShieldStencil.vert.glsl")));
m_ShieldToStencilProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShieldStencil.frag.glsl")));
@@ -86,12 +151,26 @@ void DrawFinalPass::InitializeShaderPrograms()
m_ShieldToStencilProgram->Link();
GLERROR("Creating Shield program");
m_ShieldToStencilSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ShieldToStencilProgramSkinned");
m_ShieldToStencilSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShieldStencilSkinned.vert.glsl")));
m_ShieldToStencilSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShieldStencil.frag.glsl")));
m_ShieldToStencilSkinnedProgram->Compile();
m_ShieldToStencilSkinnedProgram->Link();
GLERROR("Creating Shield Skinned program");
m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
m_FillDepthBufferProgram->Compile();
m_FillDepthBufferProgram->Link();
GLERROR("Creating DepthFill program");
m_FillDepthBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl")));
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
m_FillDepthBufferSkinnedProgram->Compile();
m_FillDepthBufferSkinnedProgram->Link();
GLERROR("Creating DepthFill program");
}
void DrawFinalPass::Draw(RenderScene& scene)
@@ -114,6 +193,8 @@ void DrawFinalPass::Draw(RenderScene& 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
@@ -125,11 +206,11 @@ void DrawFinalPass::Draw(RenderScene& scene)
//Draw Opaque shielded objects
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
state->StencilMask(0x00);
DrawShieldedModelRenderQueue(scene.Jobs.OpaqueShieldedObjects, scene);
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
GLERROR("Shielded Opaque object");
//Draw Transparen Shielded objects
DrawShieldedModelRenderQueue(scene.Jobs.TransparentShieldedObjects, scene);
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
GLERROR("Shielded Transparent objects");
GLERROR("END");
@@ -223,107 +304,203 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
{
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
GLERROR("forwardHandle");
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
GLERROR("explosionHandle");
GLuint explosionSplatMapHandle = m_ExplosionEffectSplatMapProgram->GetHandle();
GLERROR("explosionSplatMapHandle");
GLuint forwardSplatHandle = m_ForwardPlusSplatMapProgram->GetHandle();
GLERROR("forwardSplatHandle");
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());
for(auto &job : jobs)
{
for (auto &job : jobs) {
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
if(explosionEffectJob) {
//Bind program
if(GLERROR("Prebind")) {
continue;
}
m_ExplosionEffectProgram->Bind();
if(GLERROR("BindProgram")) {
continue;
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<glm::mat4> 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<glm::mat4> 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);
//Bind uniforms
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
if(GLERROR("BindExplosionUniforms")) {
continue;
}
if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (explosionEffectJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
}
if(GLERROR("Animation")) {
continue;
}
//bind textures
BindExplosionTextures(explosionEffectJob);
if(GLERROR("BindExplosionTextures")) {
continue;
}
//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);
if(GLERROR("explosion effect end")) {
continue;
}
GLERROR("explosion effect end");
} else {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(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<glm::mat4> 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<ModelJob>(job);
if (modelJob) {
//bind forward program
m_ForwardPlusProgram->Bind();
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
//bind uniforms
BindModelUniforms(forwardHandle, modelJob, scene);
//bind textures
BindModelTextures(modelJob);
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "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);
}
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<glm::mat4> 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]));
//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_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;
}
}
}
}
}
}
void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
m_ShieldToStencilProgram->Bind();
GLuint shaderHandle = m_ShieldToStencilProgram->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()));
for (auto &job : jobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
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);
@@ -366,19 +543,20 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
continue;
}
if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (explosionEffectJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
std::vector<glm::mat4> frameBones;
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
} else {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
if (GLERROR("Animation")) {
continue;
}
//bind textures
BindExplosionTextures(explosionEffectJob);
BindExplosionTextures(explosionHandle, explosionEffectJob);
if (GLERROR("BindExplosionTextures")) {
continue;
}
@@ -402,15 +580,16 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
BindModelUniforms(forwardHandle, modelJob, scene);
//bind textures
BindModelTextures(modelJob);
BindModelTextures(forwardHandle ,modelJob);
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
//draw
glBindVertexArray(modelJob->Model->VAO);
@@ -427,25 +606,35 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
m_FillDepthBufferProgram->Bind();
GLuint shaderHandle = m_FillDepthBufferProgram->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()));
for (auto &job : jobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
//bind uniforms
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
if(modelJob->Model->IsSkinned()) {
m_FillDepthBufferSkinnedProgram->Bind();
GLuint shaderHandle = m_FillDepthBufferSkinnedProgram->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));
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_FillDepthBufferProgram->Bind();
GLuint shaderHandle = m_FillDepthBufferProgram->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));
}
//draw
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
@@ -457,110 +646,365 @@ void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& job
}
void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene)
{
m_SpriteProgram->Bind();
GLuint shaderHandle = m_SpriteProgram->GetHandle();
for(auto& job : jobs) {
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
RenderState jobState;
if (spriteJob) {
if(spriteJob->Depth == 0) {
jobState.Disable(GL_DEPTH_TEST);
}
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()));
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
glActiveTexture(GL_TEXTURE0);
if (spriteJob->DiffuseTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
}
glActiveTexture(GL_TEXTURE1);
if (spriteJob->IncandescenceTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, spriteJob->IncandescenceTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
}
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)));
}
}
// m_SpriteProgram->Unbind();
}
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
{
GLERROR("Bind 1 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
GLERROR("Bind 2 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
GLERROR("Bind 3 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
GLERROR("Bind 4 uniform");
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
GLERROR("Bind 5 uniform");
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
GLERROR("Bind 6 uniform");
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
GLERROR("Bind 7 uniform");
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), job->ExplosionDuration);
GLERROR("Bind 8 uniform");
glUniform4fv(glGetUniformLocation(shaderHandle, "EndColor"), 1, glm::value_ptr(job->EndColor));
GLERROR("Bind 9 uniform");
glUniform1i(glGetUniformLocation(shaderHandle, "Randomness"), job->Randomness);
GLERROR("Bind 10 uniform");
glUniform1fv(glGetUniformLocation(shaderHandle, "RandomNumbers"), 50, job->RandomNumbers.data());
GLERROR("Bind 11 uniform");
glUniform1f(glGetUniformLocation(shaderHandle, "RandomnessScalar"), job->RandomnessScalar);
GLERROR("Bind 12 uniform");
glUniform2fv(glGetUniformLocation(shaderHandle, "Velocity"), 1, glm::value_ptr(job->Velocity));
GLERROR("Bind 13 uniform");
glUniform1i(glGetUniformLocation(shaderHandle, "ColorByDistance"), job->ColorByDistance);
GLERROR("Bind 14 uniform");
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration);
GLERROR("Bind 15 uniform");
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
GLERROR("Bind 16 uniform");
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(job->DiffuseColor));
GLERROR("Bind 17 uniform");
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(job->FillColor));
GLERROR("Bind 18 uniform");
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
GLERROR("Bind 19 uniform");
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("END");
}
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
{
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->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()));
GLERROR("Bind 1 uniform");
GLint Location_M = glGetUniformLocation(shaderHandle, "M");
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
GLERROR("Bind 2 uniform");
GLint Location_V = glGetUniformLocation(shaderHandle, "V");
glUniformMatrix4fv(Location_V, 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
GLERROR("Bind 3 uniform");
GLint Location_P = glGetUniformLocation(shaderHandle, "P");
glUniformMatrix4fv(Location_P, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
GLERROR("Bind 4 uniform");
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
GLint Location_ScreenDimensions = glGetUniformLocation(shaderHandle, "ScreenDimensions");
glUniform2f(Location_ScreenDimensions, m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
GLERROR("Bind 5 uniform");
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(job->DiffuseColor));
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(job->FillColor));
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLint Location_FillPercentage = glGetUniformLocation(shaderHandle, "FillPercentage");
glUniform1f(Location_FillPercentage, job->FillPercentage);
GLERROR("Bind 6 uniform");
GLint Location_DiffuseColor = glGetUniformLocation(shaderHandle, "DiffuseColor");
glUniform4fv(Location_DiffuseColor, 1, glm::value_ptr(job->DiffuseColor));
GLERROR("Bind 7 uniform");
GLint Location_FillColor = glGetUniformLocation(shaderHandle, "FillColor");
glUniform4fv(Location_FillColor, 1, glm::value_ptr(job->FillColor));
GLERROR("Bind 8 uniform");
GLint Location_Color = glGetUniformLocation(shaderHandle, "Color");
glUniform4fv(Location_Color, 1, glm::value_ptr(job->Color));
GLERROR("Bind 9 uniform");
GLint Location_AmbientColor = glGetUniformLocation(shaderHandle, "AmbientColor");
glUniform4fv(Location_AmbientColor, 1, glm::value_ptr(scene.AmbientColor));
GLERROR("END");
GLERROR("END");
}
void DrawFinalPass::BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job)
void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job)
{
glActiveTexture(GL_TEXTURE0);
if (job->DiffuseTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
switch (job->Type) {
case RawModel::MaterialType::SingleTextures:
case RawModel::MaterialType::Basic:
{
glActiveTexture(GL_TEXTURE0);
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));
}
else {
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE1);
if (job->NormalTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
}
glActiveTexture(GL_TEXTURE1);
if (job->NormalTexture.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));
}
else {
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE2);
if (job->SpecularTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
}
glActiveTexture(GL_TEXTURE2);
if (job->SpecularTexture.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));
}
else {
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE3);
if (job->IncandescenceTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
}
glActiveTexture(GL_TEXTURE3);
if (job->IncandescenceTexture.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));
}
else {
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
break;
}
case RawModel::MaterialType::SplatMapping:
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
int texturePosition = GL_TEXTURE1;
//Bind 5 diffuse textures
std::string UniformName = "DiffuseUVRepeat";
for (unsigned int i = 0; i < 5; i++) {
glActiveTexture(texturePosition);
if (job->DiffuseTexture.size() > i && job->DiffuseTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[i]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->DiffuseTexture[i]->UVRepeat));
}
else {
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
texturePosition++;
}
//Bind 5 Normal textures
UniformName = "NormalUVRepeat";
for (unsigned int i = 0; i < 5; i++) {
glActiveTexture(texturePosition);
if (job->NormalTexture.size() > i && job->NormalTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->NormalTexture[i]->UVRepeat));
}
else {
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
texturePosition++;
}
//Bind 5 Specular textures
UniformName = "SpecularUVRepeat";
for (unsigned int i = 0; i < 5; i++) {
glActiveTexture(texturePosition);
if (job->SpecularTexture.size() > i && job->SpecularTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[i]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->SpecularTexture[i]->UVRepeat));
}
else {
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
texturePosition++;
}
//Bind 5 Incandescence textures
UniformName = "GlowUVRepeat";
for (unsigned int i = 0; i < 5; i++) {
glActiveTexture(texturePosition);
if (job->IncandescenceTexture.size() > i && job->IncandescenceTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[i]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->IncandescenceTexture[i]->UVRepeat));
}
else {
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
texturePosition++;
}
break;
}
}
}
void DrawFinalPass::BindModelTextures(std::shared_ptr<ModelJob>& job)
void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<ModelJob>& job)
{
glActiveTexture(GL_TEXTURE0);
if (job->DiffuseTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
switch (job->Type) {
case RawModel::MaterialType::SingleTextures:
case RawModel::MaterialType::Basic:
{
glActiveTexture(GL_TEXTURE0);
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));
}
else {
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE1);
if (job->NormalTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
}
glActiveTexture(GL_TEXTURE1);
if (job->NormalTexture.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));
}
else {
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE2);
if (job->SpecularTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
}
glActiveTexture(GL_TEXTURE2);
if (job->SpecularTexture.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));
}
else {
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE3);
if (job->IncandescenceTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
}
glActiveTexture(GL_TEXTURE3);
if (job->IncandescenceTexture.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));
}
else {
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
break;
}
case RawModel::MaterialType::SplatMapping:
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
int texturePosition = GL_TEXTURE1;
//Bind 5 diffuse textures
std::string UniformName = "DiffuseUVRepeat";
for (unsigned int i = 0; i < 3; i++) {
glActiveTexture(texturePosition);
if (job->DiffuseTexture.size() > i && job->DiffuseTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[i]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->DiffuseTexture[i]->UVRepeat));
} else {
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
texturePosition++;
}
//Bind 5 Normal textures
UniformName = "NormalUVRepeat";
for (unsigned int i = 0; i < 3; i++) {
glActiveTexture(texturePosition);
if (job->NormalTexture.size() > i && job->NormalTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->NormalTexture[i]->UVRepeat));
} else {
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
texturePosition++;
}
//Bind 5 Specular textures
UniformName = "SpecularUVRepeat";
for (unsigned int i = 0; i < 3; i++) {
glActiveTexture(texturePosition);
if (job->SpecularTexture.size() > i && job->SpecularTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[i]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->SpecularTexture[i]->UVRepeat));
} else {
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
texturePosition++;
}
//Bind 5 Incandescence textures
UniformName = "GlowUVRepeat";
for (unsigned int i = 0; i < 3; i++) {
glActiveTexture(texturePosition);
if (job->IncandescenceTexture.size() > i && job->IncandescenceTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[i]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->IncandescenceTexture[i]->UVRepeat));
} else {
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
texturePosition++;
}
break;
}
}
}
+2 -2
View File
@@ -32,6 +32,6 @@ void DrawScreenQuadPass::Draw(GLuint texture)
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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);
}
+55 -21
View File
@@ -5,26 +5,48 @@ Model::Model(std::string fileName)
//Try loading the model asyncronously, if it throws any exceptions then let it propagate back to caller.
m_RawModel = ResourceManager::Load<RawModel, true>(fileName);
for (auto& group : m_RawModel->MaterialGroups) {
if (!group.TexturePath.empty()) {
group.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.TexturePath));
}
if (!group.NormalMapPath.empty()) {
group.NormalMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.NormalMapPath));
}
if (!group.SpecularMapPath.empty()) {
group.SpecularMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.SpecularMapPath));
}
if (!group.IncandescenceMapPath.empty()) {
group.IncandescenceMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.IncandescenceMapPath));
}
for (auto& materialProperty : m_RawModel->m_Materials) {
switch (materialProperty.type) {
case RawModel::MaterialType::SingleTextures:
{
RawModel::MaterialSingleTextures* materialSingleTexture = static_cast<RawModel::MaterialSingleTextures*>(materialProperty.material);
materialSingleTexture->ColorMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->ColorMap.TexturePath, false);
materialSingleTexture->NormalMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->NormalMap.TexturePath, false);
materialSingleTexture->SpecularMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->SpecularMap.TexturePath, false);
materialSingleTexture->IncandescenceMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->IncandescenceMap.TexturePath, false);
}
break;
case RawModel::MaterialType::SplatMapping:
{
RawModel::MaterialSplatMapping* materialSplatMapping = static_cast<RawModel::MaterialSplatMapping*>(materialProperty.material);
materialSplatMapping->SplatMap.Texture = CommonFunctions::LoadTexture(materialSplatMapping->SplatMap.TexturePath, false);
for (auto& texture : materialSplatMapping->ColorMaps)
{
texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false);
}
for (auto& texture : materialSplatMapping->NormalMaps)
{
texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false);
}
for (auto& texture : materialSplatMapping->SpecularMaps)
{
texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false);
}
for (auto& texture : materialSplatMapping->IncandescenceMaps)
{
texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false);
}
}
break;
}
}
// Generate GL buffers
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, m_RawModel->m_Vertices.size() * sizeof(RawModel::Vertex), &m_RawModel->m_Vertices[0], GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, m_RawModel->NumVertices() * m_RawModel->VertexSize(), m_RawModel->Vertices(), GL_STATIC_DRAW);
glGenBuffers(1, &ElementBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ElementBuffer);
@@ -35,7 +57,13 @@ Model::Model(std::string fileName)
GLERROR("GLEW: BufferFail4");
glBindBuffer(GL_ARRAY_BUFFER, buffer);
std::vector<int> structSizes = { 3, 3, 3, 3, 2, 4, 4 };
std::vector<int> structSizes;
if (m_RawModel->IsSkinned()) {
structSizes = { 3, 3, 3, 3, 2, 4, 4 };
} else {
structSizes = { 3, 3, 3, 3, 2 };
}
int stride = 0;
for (int size : structSizes) {
stride += size;
@@ -49,8 +77,10 @@ Model::Model(std::string fileName)
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
if (m_RawModel->IsSkinned()) {
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
}
}
GLERROR("GLEW: BufferFail5");
@@ -59,20 +89,24 @@ Model::Model(std::string fileName)
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glEnableVertexAttribArray(4);
glEnableVertexAttribArray(5);
glEnableVertexAttribArray(6);
if (m_RawModel->IsSkinned()) {
glEnableVertexAttribArray(5);
glEnableVertexAttribArray(6);
}
GLERROR("GLEW: BufferFail5");
//CreateBuffers();
glm::vec3 mini(INFINITY);
glm::vec3 maxi(-INFINITY);
for (const auto& v : m_RawModel->m_Vertices) {
for (unsigned int i = 0; i < m_RawModel->NumVertices(); i++) {
const auto& v = m_RawModel->Vertices()[i];
mini = glm::min(mini, v.Position);
maxi = glm::max(maxi, v.Position);
}
m_Box = AABB(maxi, mini);
m_Box = AABB(mini, maxi);
}
Model::~Model()
+8 -14
View File
@@ -4,40 +4,35 @@ PNG::PNG(std::string path)
{
FILE* file = fopen(path.c_str(), "rb");
if (!file) {
LOG_ERROR("Failed to open texture file \"%s\": %s", path.c_str(), const_cast<const char*>(strerror(errno)));
return;
throw Resource::FailedLoadingException("Failed to open texture file.");
}
png_byte header[8];
fread(header, 1, 8, file);
bool isPNG = !png_sig_cmp(header, 0, 8);
if (!isPNG) {
LOG_ERROR("Failed to load texture file \"%s\": File isn't PNG", path.c_str());
fclose(file);
return;
throw Resource::FailedLoadingException("File is not PNG.");
}
// Initialize libpng
png_structp png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, nullptr, (png_error_ptr)&PNG::pngErrorFunction, (png_error_ptr)&PNG::pngErrorFunction);
if (!png_ptr) {
LOG_ERROR("libpng: Failed to initialze png_struct");
png_destroy_read_struct(&png_ptr, nullptr, nullptr);
fclose(file);
return;
throw Resource::FailedLoadingException("Failed to initialze png_struct.");
}
png_infop info_ptr = png_create_info_struct(png_ptr);
if (!info_ptr) {
LOG_ERROR("libpng: Failed to initialze png_info");
png_destroy_read_struct(&png_ptr, nullptr, nullptr);
fclose(file);
return;
throw Resource::FailedLoadingException("Failed to initialze png_info.");
}
png_infop info_end_ptr = png_create_info_struct(png_ptr);
if (!info_end_ptr) {
LOG_ERROR("libpng: Failed to initialze second png_info");
png_destroy_read_struct(&png_ptr, &info_ptr, nullptr);
fclose(file);
return;
throw Resource::FailedLoadingException("Failed to initialze second png_info.");
}
png_init_io(png_ptr, file);
@@ -51,8 +46,8 @@ PNG::PNG(std::string path)
unsigned int width, height;
png_get_IHDR(png_ptr, info_ptr, &width, &height, &bit_depth, &color_type, NULL, NULL, NULL);
if (bit_depth != 8) {
LOG_ERROR("libpng: Unsupported bit depth \"%i\" of image \"%s\", must be 8", bit_depth, path.c_str());
return;
throw Resource::FailedLoadingException("Unsupported bit depth. Must be 8");
}
switch (color_type) {
case PNG_COLOR_TYPE_RGB:
@@ -60,8 +55,7 @@ PNG::PNG(std::string path)
Format = Image::ImageFormat::RGBA;
break;
default:
LOG_ERROR("libpng: Unsupported color format \"%i\" of image \"%s\"", color_type, path.c_str());
return;
throw Resource::FailedLoadingException("Unsupported color format.");
}
// Convert RGB to RGBA, since DirectX rather treat them all the same way
+120 -60
View File
@@ -41,14 +41,23 @@ void PickingPass::InitializeShaderPrograms()
m_PickingProgram->Compile();
m_PickingProgram->BindFragDataLocation(0, "TextureFragment");
m_PickingProgram->Link();
m_PickingSkinnedProgram = ResourceManager::Load<ShaderProgram>("#PickingSkinnedProgram");
m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/PickingSkinned.vert.glsl")));
m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
m_PickingSkinnedProgram->Compile();
m_PickingSkinnedProgram->BindFragDataLocation(0, "TextureFragment");
m_PickingSkinnedProgram->Link();
}
void PickingPass::Draw(RenderScene& scene)
{
PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
//TODO: Render: Add code for more jobs than modeljobs.
GLuint shaderHandle = m_PickingProgram->GetHandle();
GLuint shaderSkinnedHandle = m_PickingSkinnedProgram->GetHandle();
m_PickingProgram->Bind();
if (scene.ClearDepth) {
@@ -83,17 +92,29 @@ void PickingPass::Draw(RenderScene& scene)
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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()));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->Model->IsSkinned()) {
m_PickingSkinnedProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
} else {
m_PickingProgram->Bind();
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()));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
}
glBindVertexArray(modelJob->Model->VAO);
@@ -102,51 +123,60 @@ void PickingPass::Draw(RenderScene& scene)
}
}
for (auto &job : scene.Jobs.TransparentObjects) {
/* for (auto &job : scene.Jobs.TransparentObjects) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
PickingInfo pickInfo;
pickInfo.Entity = modelJob->Entity;
pickInfo.World = modelJob->World;
pickInfo.Camera = scene.Camera;
PickingInfo pickInfo;
pickInfo.Entity = modelJob->Entity;
pickInfo.World = modelJob->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];
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_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_ColorCounter[0] += 1;
}
}
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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()));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob) {
if (modelJob->Model->IsSkinned()) {
m_PickingSkinnedProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_PickingProgram->Bind();
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()));
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);
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
}
}
}*/
for (auto &job : scene.Jobs.OpaqueShieldedObjects) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
@@ -175,17 +205,27 @@ void PickingPass::Draw(RenderScene& scene)
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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()));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->Model->IsSkinned()) {
m_PickingSkinnedProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_PickingProgram->Bind();
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()));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
}
glBindVertexArray(modelJob->Model->VAO);
@@ -194,10 +234,11 @@ void PickingPass::Draw(RenderScene& scene)
}
}
for (auto &job : scene.Jobs.TransparentShieldedObjects) {
/* for (auto &job : scene.Jobs.TransparentShieldedObjects) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
PickingInfo pickInfo;
@@ -221,25 +262,44 @@ void PickingPass::Draw(RenderScene& scene)
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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()));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->Model->IsSkinned()) {
m_PickingSkinnedProgram->Bind();
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
} else {
m_PickingProgram->Bind();
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()));
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);
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
}
}
}*/
m_PickingBuffer.Unbind();
GLERROR("PickingPass Error");
@@ -252,8 +312,8 @@ void PickingPass::ClearPicking()
{
m_PickingColorsToEntity.clear();
m_EntityColors.clear();
m_ColorCounter[0] = 1;
m_ColorCounter[1] = 0;
m_ColorCounter[0] = 0;
m_ColorCounter[1] = 1;
m_PickingBuffer.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
+1 -1
View File
@@ -271,7 +271,7 @@ RawModelAssimp::RawModelAssimp(std::string fileName)
skelAnim.Keyframes.push_back(animationFrame);
}
m_Skeleton->Animations[animationName] = skelAnim;
m_Skeleton->Animations[animationName1] = skelAnim;
}
}
+208 -101
View File
@@ -34,13 +34,20 @@ void RawModelCustom::ReadMeshFile(std::string filePath)
ReadMeshFileHeader(offset, fileData);
ReadMesh(offset, fileData, fileByteSize);
}
delete fileData;
delete[] fileData;
}
void RawModelCustom::ReadMeshFileHeader(std::size_t& offset, char* fileData)
{
#ifdef BOOST_LITTLE_ENDIAN
m_Vertices.resize(static_cast<std::size_t>(*(unsigned int*)(fileData + offset)));
hasSkin = *(bool*)(fileData + offset);
offset += sizeof(bool);
if (hasSkin) {
m_SkinedVertices.resize(static_cast<std::size_t>(*(unsigned int*)(fileData + offset)));
}
else {
m_Vertices.resize(static_cast<std::size_t>(*(unsigned int*)(fileData + offset)));
}
offset += sizeof(unsigned int);
m_Indices.resize(static_cast<std::size_t>(*(unsigned int*)(fileData + offset)));
offset += sizeof(unsigned int);
@@ -57,12 +64,19 @@ void RawModelCustom::ReadMesh(std::size_t& offset, char* fileData, const unsigne
void RawModelCustom::ReadVertices(std::size_t& offset, char* fileData, const unsigned int& fileByteSize)
{
#ifdef BOOST_LITTLE_ENDIAN
if (offset + m_Vertices.size() * sizeof(Vertex) > fileByteSize) {
throw Resource::FailedLoadingException("Reading vertices failed");
}
memcpy(&m_Vertices[0], fileData + offset, m_Vertices.size() * sizeof(Vertex));
offset += m_Vertices.size() * sizeof(Vertex);
if (hasSkin) {
if (offset + m_SkinedVertices.size() * sizeof(SkinedVertex) > fileByteSize) {
throw Resource::FailedLoadingException("Reading skined vertices failed");
}
memcpy(&m_SkinedVertices[0], fileData + offset, m_SkinedVertices.size() * sizeof(SkinedVertex));
offset += m_SkinedVertices.size() * sizeof(SkinedVertex);
} else {
if (offset + m_Vertices.size() * sizeof(Vertex) > fileByteSize) {
throw Resource::FailedLoadingException("Reading vertices failed");
}
memcpy(&m_Vertices[0], fileData + offset, m_Vertices.size() * sizeof(Vertex));
offset += m_Vertices.size() * sizeof(Vertex);
}
#else
#endif
}
@@ -102,14 +116,14 @@ void RawModelCustom::ReadMaterialFile(std::string filePath)
if (fileByteSize > 0) {
ReadMaterials(offset, fileData, fileByteSize);
}
delete fileData;
delete[] fileData;
}
void RawModelCustom::ReadMaterials(std::size_t& offset, char* fileData, const unsigned int& fileByteSize)
{
#ifdef BOOST_LITTLE_ENDIAN
unsigned int* numMaterials = (unsigned int*)(fileData);
MaterialGroups.reserve(*numMaterials);
m_Materials.reserve(*numMaterials);
offset += sizeof(unsigned int);
for (unsigned int i = 0; i < *numMaterials; i++) {
@@ -121,83 +135,150 @@ void RawModelCustom::ReadMaterials(std::size_t& offset, char* fileData, const un
void RawModelCustom::ReadMaterialSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize)
{
MaterialGroup newMaterial;
MaterialProperties newMaterialProperty;
#ifdef BOOST_LITTLE_ENDIAN
if (offset + sizeof(unsigned int) * 4 > fileByteSize) {
throw Resource::FailedLoadingException("Reading Material texture names length failed");
}
if (offset + sizeof(MaterialType) > fileByteSize) {
throw Resource::FailedLoadingException("Reading Material Type failed");
}
MaterialType type = *(MaterialType*)(fileData + offset);
offset += sizeof(MaterialType);
unsigned int* nameLengths = (unsigned int*)(fileData + offset);
offset += sizeof(unsigned int) * 4;
switch (type) {
case MaterialType::Basic:
newMaterialProperty.material = new MaterialBasic();
ReadMaterialBasic(newMaterialProperty.material, offset, fileData, fileByteSize);
break;
case MaterialType::SplatMapping:
newMaterialProperty.material = new MaterialSplatMapping();
ReadMaterialSplatMapping(static_cast<MaterialSplatMapping*>(newMaterialProperty.material), offset, fileData, fileByteSize);
break;
case MaterialType::SingleTextures:
newMaterialProperty.material = new MaterialSingleTextures();
ReadMaterialSingleTexture(static_cast<MaterialSingleTextures*>(newMaterialProperty.material), offset, fileData, fileByteSize);
break;
default:
throw Resource::FailedLoadingException("Material contains an unknown MaterialType");
};
if (offset + sizeof(float) * 11 + sizeof(unsigned int) * 2 > fileByteSize) {
throw Resource::FailedLoadingException("Reading Material specular, reflection, color and start and end index values failed");
}
newMaterial.SpecularExponent = *(float*)(fileData + offset);
offset += sizeof(float);
newMaterial.ReflectionFactor = *(float*)(fileData + offset);
offset += sizeof(float);
memcpy(&newMaterial.DiffuseColor[0], fileData + offset, sizeof(float) * 3);
offset += sizeof(float) * 3;
memcpy(&newMaterial.SpecularColor[0], fileData + offset, sizeof(float) * 3);
offset += sizeof(float) * 3;
memcpy(&newMaterial.IncandescenceColor[0], fileData + offset, sizeof(float) * 3);
offset += sizeof(float) * 3;
newMaterial.StartIndex = *(unsigned int*)(fileData + offset);
offset += sizeof(unsigned int);
newMaterial.EndIndex = *(unsigned int*)(fileData + offset);
offset += sizeof(unsigned int);
if (nameLengths[0] > 0) {
if (offset + nameLengths[0] > fileByteSize) {
throw Resource::FailedLoadingException("Reading Material texture path failed");
}
newMaterial.TexturePath = "Textures/";
newMaterial.TexturePath += (fileData + offset);
newMaterial.TexturePath += ".png";
offset += nameLengths[0];
}
if (nameLengths[1] > 0) {
if (offset + nameLengths[1] > fileByteSize) {
throw Resource::FailedLoadingException("Reading Material NormalMap path failed");
}
newMaterial.NormalMapPath = "Textures/";
newMaterial.NormalMapPath += (fileData + offset);
newMaterial.NormalMapPath += ".png";
offset += nameLengths[1];
}
if (nameLengths[2] > 0) {
if (offset + nameLengths[2] > fileByteSize) {
throw Resource::FailedLoadingException("Reading Material SpecularMap path failed");
}
newMaterial.SpecularMapPath = "Textures/";
newMaterial.SpecularMapPath += (fileData + offset);
newMaterial.SpecularMapPath += ".png";
offset += nameLengths[2];
}
if (nameLengths[3] > 0) {
if (offset + nameLengths[3] > fileByteSize) {
throw Resource::FailedLoadingException("Reading Material IncandescenceMap path failed");
}
newMaterial.IncandescenceMapPath = "Textures/";
newMaterial.IncandescenceMapPath += (fileData + offset);
newMaterial.IncandescenceMapPath += ".png";
offset += nameLengths[3];
}
newMaterialProperty.type = type;
#else
#endif
MaterialGroups.push_back(newMaterial);
m_Materials.push_back(newMaterialProperty);
}
void RawModelCustom::ReadMaterialBasic(RawModelCustom::MaterialBasic* newMaterial, std::size_t& offset, char* fileData, const unsigned int& fileByteSize)
{
if (offset + sizeof(float) * 11 + sizeof(unsigned int) * 2 > fileByteSize) {
throw Resource::FailedLoadingException("Reading Material specular, reflection, color and start and end index values failed");
}
newMaterial->SpecularExponent = *(float*)(fileData + offset);
offset += sizeof(float);
newMaterial->ReflectionFactor = *(float*)(fileData + offset);
offset += sizeof(float);
memcpy(&newMaterial->DiffuseColor[0], fileData + offset, sizeof(float) * 3);
offset += sizeof(float) * 3;
memcpy(&newMaterial->SpecularColor[0], fileData + offset, sizeof(float) * 3);
offset += sizeof(float) * 3;
memcpy(&newMaterial->IncandescenceColor[0], fileData + offset, sizeof(float) * 3);
offset += sizeof(float) * 3;
newMaterial->StartIndex = *(unsigned int*)(fileData + offset);
offset += sizeof(unsigned int);
newMaterial->EndIndex = *(unsigned int*)(fileData + offset);
offset += sizeof(unsigned int);
}
void RawModelCustom::ReadMaterialSingleTexture(RawModelCustom::MaterialSingleTextures* newMaterial, std::size_t& offset, char* fileData, const unsigned int& fileByteSize)
{
ReadMaterialBasic(newMaterial, offset, fileData, fileByteSize);
if (offset + sizeof(unsigned char) * 4 > fileByteSize) {
throw Resource::FailedLoadingException("Reading Material NumOfMaps failed");
}
unsigned char numberOfMaps[4];
memcpy(numberOfMaps, fileData + offset, sizeof(unsigned char) * 4);
offset += sizeof(unsigned char) * 4;
if (numberOfMaps[0] > 0)
{
ReadMaterialTextureProperties(newMaterial->ColorMap, offset, fileData, fileByteSize);
}
if (numberOfMaps[1] > 0)
{
ReadMaterialTextureProperties(newMaterial->SpecularMap, offset, fileData, fileByteSize);
}
if (numberOfMaps[2] > 0)
{
ReadMaterialTextureProperties(newMaterial->NormalMap, offset, fileData, fileByteSize);
}
if (numberOfMaps[3] > 0)
{
ReadMaterialTextureProperties(newMaterial->IncandescenceMap, offset, fileData, fileByteSize);
}
}
void RawModelCustom::ReadMaterialSplatMapping(RawModelCustom::MaterialSplatMapping* newMaterial, std::size_t& offset, char* fileData, const unsigned int& fileByteSize)
{
ReadMaterialBasic(newMaterial, offset, fileData, fileByteSize);
ReadMaterialTextureProperties(newMaterial->SplatMap, offset, fileData, fileByteSize);
if (offset + sizeof(unsigned char) * 4 > fileByteSize) {
throw Resource::FailedLoadingException("Reading Material NumOfMaps failed");
}
unsigned char numberOfMaps[4];
memcpy(numberOfMaps, fileData + offset, sizeof(unsigned char) * 4);
offset += sizeof(unsigned char) * 4;
newMaterial->ColorMaps.resize(numberOfMaps[0]);
for (unsigned char i = 0; i < numberOfMaps[0]; i++)
{
ReadMaterialTextureProperties(newMaterial->ColorMaps[i], offset, fileData, fileByteSize);
}
newMaterial->SpecularMaps.resize(numberOfMaps[1]);
for (unsigned char i = 0; i < numberOfMaps[1]; i++)
{
ReadMaterialTextureProperties(newMaterial->SpecularMaps[i], offset, fileData, fileByteSize);
}
newMaterial->NormalMaps.resize(numberOfMaps[2]);
for (unsigned char i = 0; i < numberOfMaps[2]; i++)
{
ReadMaterialTextureProperties(newMaterial->NormalMaps[i], offset, fileData, fileByteSize);
}
newMaterial->IncandescenceMaps.resize(numberOfMaps[3]);
for (unsigned char i = 0; i < numberOfMaps[3]; i++)
{
ReadMaterialTextureProperties(newMaterial->IncandescenceMaps[i], offset, fileData, fileByteSize);
}
}
void RawModelCustom::ReadMaterialTextureProperties(RawModelCustom::TextureProperties& texture, std::size_t& offset, char* fileData, const unsigned int& fileByteSize) {
unsigned int nameLength = *(unsigned int*)(fileData + offset);
offset += sizeof(unsigned int);
if (nameLength > 0) {
if (offset + nameLength > fileByteSize) {
throw Resource::FailedLoadingException("Reading Material texture path failed");
}
texture.TexturePath = "Textures/";
texture.TexturePath += (fileData + offset);
texture.TexturePath += ".png";
offset += nameLength;
if (offset + sizeof(glm::vec2) > fileByteSize) {
throw Resource::FailedLoadingException("Reading Material texture UVTiling failed");
}
memcpy(&texture.UVRepeat[0], fileData + offset, sizeof(glm::vec2));
}
offset += sizeof(glm::vec2);
}
void RawModelCustom::ReadAnimationFile(std::string filePath)
@@ -207,7 +288,9 @@ void RawModelCustom::ReadAnimationFile(std::string filePath)
std::ifstream in(filePath.c_str(), std::ios_base::binary | std::ios_base::ate);
if (!in.is_open()) {
//throw Resource::FailedLoadingException("Open animation file failed");
if (hasSkin) {
throw Resource::FailedLoadingException("Open animation file for a skinned mesh failed, unknown stuff will happen");
}
return;
}
@@ -233,7 +316,7 @@ void RawModelCustom::ReadAnimationFile(std::string filePath)
ReadAnimationBindPoses(offset, fileData, fileByteSize);
ReadAnimationClips(offset, fileData, fileByteSize, numAnimations);
}
delete fileData;
delete[] fileData;
}
void RawModelCustom::ReadAnimationBindPoses(std::size_t& offset, char* fileData, const unsigned int& fileByteSize)
@@ -318,32 +401,43 @@ void RawModelCustom::ReadAnimationClipSingle(std::size_t& offset, char* fileData
if (offset + sizeof(float) > fileByteSize) {
throw Resource::FailedLoadingException("Reading AnimationClip duration failed");
}
newAnimation.Duration = *(float*)(fileData + offset);
offset += sizeof(float);
if (offset + sizeof(unsigned int) > fileByteSize) {
throw Resource::FailedLoadingException("Reading AnimationClip NrOfKeyframes failed");
throw Resource::FailedLoadingException("Reading AnimationClip numberOfJointFrames failed");
}
unsigned int nrOfKeyframes = *(unsigned int*)(fileData + offset);
unsigned int numberOfJointFrames = *(unsigned int*)(fileData + offset);
offset += sizeof(unsigned int);
if (offset + sizeof(unsigned int) > fileByteSize) {
throw Resource::FailedLoadingException("Reading AnimationClip NrOfJoints failed");
}
unsigned int nrOfJoints = *(unsigned int*)(fileData + offset);
offset += sizeof(unsigned int);
for (unsigned int i = 0; i < numberOfJointFrames; i++) {
if (offset + sizeof(unsigned int) > fileByteSize) {
throw Resource::FailedLoadingException("Reading AnimationClip JointID failed");
}
int jointID = *(unsigned int*)(fileData + offset);
offset += sizeof(unsigned int);
newAnimation.Keyframes.reserve(nrOfKeyframes);
for (unsigned int i = 0; i < nrOfKeyframes; i++) {
ReadAnimationKeyFrame(offset, fileData, fileByteSize, nrOfJoints, newAnimation);
if (offset + sizeof(unsigned int) > fileByteSize) {
throw Resource::FailedLoadingException("Reading AnimationClip numberOFKeyFrames failed");
}
unsigned int numberOFKeyFrames = *(unsigned int*)(fileData + offset);
offset += sizeof(unsigned int);
if (numberOFKeyFrames > 0) {
newAnimation.JointAnimations[jointID].reserve(numberOFKeyFrames);
for (unsigned int j = 0; j < numberOFKeyFrames; j++) {
ReadAnimationKeyFrame(offset, fileData, fileByteSize, newAnimation.JointAnimations[jointID]);
}
}
}
m_Skeleton->Animations[newAnimation.Name] = newAnimation;
//m_Skeleton->Animations[newAnimation.Name].KeyFrameAmount = nrOfKeyframes;
#else
#endif
}
void RawModelCustom::ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfJoints, Skeleton::Animation& animation)
void RawModelCustom::ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, std::vector<Skeleton::Animation::Keyframe>& animation)
{
Skeleton::Animation::Keyframe newKeyFrame;
@@ -359,17 +453,27 @@ void RawModelCustom::ReadAnimationKeyFrame(std::size_t& offset, char* fileData,
newKeyFrame.Time = *(float*)(fileData + offset);
offset += sizeof(float);
if (offset + sizeof(Skeleton::Animation::Keyframe::BoneProperty) * numberOfJoints> fileByteSize) {
throw Resource::FailedLoadingException("Reading AnimationKeyFrame joints failed");
if (offset + sizeof(float) * 3 > fileByteSize) {
throw Resource::FailedLoadingException("Reading AnimationKeyFrame Position failed");
}
memcpy(&newKeyFrame.BoneProperties.Position[0], fileData + offset, sizeof(float) * 3);
offset += sizeof(float) * 3;
Skeleton::Animation::Keyframe::BoneProperty newBone;
for (unsigned int i = 0; i < numberOfJoints; i++) {
memcpy(&newBone, (fileData + offset), sizeof(Skeleton::Animation::Keyframe::BoneProperty));
offset += sizeof(Skeleton::Animation::Keyframe::BoneProperty);
newKeyFrame.BoneProperties[newBone.ID] = newBone;
if (offset + sizeof(float) * 4 > fileByteSize) {
throw Resource::FailedLoadingException("Reading AnimationKeyFrame Rotation failed");
}
animation.Keyframes.push_back(newKeyFrame);
memcpy(&newKeyFrame.BoneProperties.Rotation[0], fileData + offset, sizeof(float) * 4);
offset += sizeof(float) * 4;
if (offset + sizeof(float) * 3 > fileByteSize) {
throw Resource::FailedLoadingException("Reading AnimationKeyFrame Scale failed");
}
memcpy(&newKeyFrame.BoneProperties.Scale[0], fileData + offset, sizeof(float) * 3);
offset += sizeof(float) * 3;
animation.push_back(newKeyFrame);
}
RawModelCustom::~RawModelCustom()
@@ -377,6 +481,9 @@ RawModelCustom::~RawModelCustom()
if (m_Skeleton != nullptr) {
delete m_Skeleton;
}
for (auto material : m_Materials) {
delete material.material;
}
}
#endif
+82 -13
View File
@@ -2,11 +2,10 @@
#include "Collision/Collision.h"
#include "Core/Frustum.h"
RenderSystem::RenderSystem(World* world, EventBroker* eventBroker, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree)
: System(world, eventBroker)
RenderSystem::RenderSystem(SystemParams params, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree)
: System(params)
, m_Renderer(renderer)
, m_RenderFrame(renderFrame)
, m_World(world)
, m_Octree(frustumCullOctree)
{
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
@@ -34,6 +33,70 @@ bool RenderSystem::OnSetCamera(Events::SetCamera& e)
return true;
}
void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
{
auto sprites = world->GetComponents("Sprite");
if (sprites == nullptr) {
return;
}
for (auto& cSprite : *sprites) {
bool visible = cSprite["Visible"];
if (!visible) {
continue;
}
EntityWrapper entity(world, cSprite.EntityID);
if (!isEntityVisible(entity)) {
continue;
}
std::string diffuseResource = cSprite["DiffuseTexture"];
std::string glowResource = cSprite["GlowMap"];
bool depthSorted = cSprite["DepthSort"];
if (diffuseResource.empty() && glowResource.empty()) {
continue;
}
float fillPercentage = 0.f;
glm::vec4 fillColor = glm::vec4(0);
if (world->HasComponent(entity.ID, "Fill")) {
auto fillComponent = world->GetComponent(entity.ID, "Fill");
fillPercentage = (float)(double)fillComponent["Percentage"];
fillColor = (glm::vec4)fillComponent["Color"];
}
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, world);
//modelMatrix *= m_Camera->BillboardMatrix();
std::shared_ptr<SpriteJob> spriteJob = std::shared_ptr<SpriteJob>(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage, depthSorted));
jobs.push_back(spriteJob);
}
}
bool RenderSystem::isEntityVisible(EntityWrapper& entity)
{
// Only render children of a camera if that camera is currently active
if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
return false;
}
// Hide things parented to local player if they have the HiddenFromLocalPlayer component
bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
if (
(entity.HasComponent("HiddenForLocalPlayer") || entity.FirstParentWithComponent("HiddenForLocalPlayer").Valid())
&& (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))
&& !outOfBodyExperience
) {
return false;
}
return true;
}
bool RenderSystem::isChildOfACamera(EntityWrapper entity)
{
return entity.FirstParentWithComponent("Camera").Valid();
@@ -61,13 +124,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
continue;
}
// Only render children of a camera if that camera is currently active
if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
continue;
}
// Hide things parented to local player if they have the HiddenFromLocalPlayer component
if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
if (!isEntityVisible(entity)) {
continue;
}
@@ -111,6 +168,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
fillPercentage
));
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")) {
@@ -122,6 +180,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
if (cModel["Transparent"]) {
Jobs.TransparentShieldedObjects.push_back(explosionEffectJob);
} else {
explosionEffectJob->CalculateHash();
Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob);
}
} else {
@@ -132,6 +191,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
if (cModel["Transparent"]) {
Jobs.TransparentObjects.push_back(explosionEffectJob);
} else {
explosionEffectJob->CalculateHash();
Jobs.OpaqueObjects.push_back(explosionEffectJob);
}
}
@@ -147,6 +207,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
fillPercentage
));
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")) {
@@ -158,6 +219,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
if (cModel["Transparent"]) {
Jobs.TransparentShieldedObjects.push_back(modelJob);
} else {
modelJob->CalculateHash();
Jobs.OpaqueShieldedObjects.push_back(modelJob);
}
} else {
@@ -168,6 +230,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
if (cModel["Transparent"]) {
Jobs.TransparentObjects.push_back(modelJob);
} else {
modelJob->CalculateHash();
Jobs.OpaqueObjects.push_back(modelJob);
}
}
@@ -204,7 +267,6 @@ void RenderSystem::fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs,
}
}
void RenderSystem::fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
{
auto directionalLights = world->GetComponents("DirectionalLight");
@@ -226,14 +288,13 @@ void RenderSystem::fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>&
}
}
void RenderSystem::fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
{
auto texts = world->GetComponents("Text");
if (texts == nullptr) {
return;
}
for (auto& textComponent : *texts) {
bool visible = textComponent["Visible"];
if (!visible) {
@@ -244,6 +305,11 @@ void RenderSystem::fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World*
continue;
}
EntityWrapper entity(world, textComponent.EntityID);
if (!isEntityVisible(entity)) {
continue;
}
Font* font;
try {
font = ResourceManager::Load<Font>(resource);
@@ -290,6 +356,9 @@ void RenderSystem::Update(double dt)
fillModels(scene.Jobs);
fillPointLights(scene.Jobs.PointLight, m_World);
//TODO: Make sure all objects needed are also sorted.
scene.Jobs.OpaqueObjects.sort();
fillSprites(scene.Jobs.SpriteJob, m_World);
fillDirectionalLights(scene.Jobs.DirectionalLight, m_World);
fillText(scene.Jobs.Text, m_World);
m_RenderFrame->Add(scene);
+14 -6
View File
@@ -51,7 +51,7 @@ void Renderer::InitializeWindow()
ss << " DEBUG";
#endif
LOG_INFO(ss.str().c_str());
glfwSetWindowTitle(m_Window, ss.str().c_str());
SetWindowTitle(ss.str());
// Initialize GLEW
if (glewInit() != GLEW_OK) {
@@ -106,16 +106,21 @@ void Renderer::Draw(RenderFrame& frame)
for (auto scene : frame.RenderScenes){
SortRenderJobsByDepth(*scene);
GLERROR("SortByDepth");
m_PickingPass->Draw(*scene);
GLERROR("Drawing pickingpass");
m_LightCullingPass->GenerateNewFrustum(*scene);
GLERROR("Generate frustums");
m_LightCullingPass->FillLightList(*scene);
GLERROR("Filling light list");
m_LightCullingPass->CullLights(*scene);
GLERROR("LightCulling");
m_DrawFinalPass->Draw(*scene);
GLERROR("Draw Geometry+Light");
//m_DrawScenePass->Draw(*scene);
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
m_TextPass->Draw(*scene, *m_DrawFinalPass->FinalPassFrameBuffer());
GLERROR("Draw Text");
}
m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
@@ -142,7 +147,8 @@ void Renderer::Draw(RenderFrame& frame)
}
m_ImGuiRenderPass->Draw();
glfwSwapBuffers(m_Window);
GLERROR("Imgui draw");
glfwSwapBuffers(m_Window);
}
PickData Renderer::Pick(glm::vec2 screenCoord)
@@ -152,8 +158,8 @@ PickData Renderer::Pick(glm::vec2 screenCoord)
void Renderer::InitializeTextures()
{
m_ErrorTexture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
m_ErrorTexture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false);
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
}
@@ -161,6 +167,8 @@ void Renderer::SortRenderJobsByDepth(RenderScene &scene)
{
//Sort all forward jobs so transparency is good.
scene.Jobs.TransparentObjects.sort(Renderer::DepthSort);
scene.Jobs.SpriteJob.sort(Renderer::DepthSort);
scene.Jobs.Text.sort(Renderer::DepthSort);
}
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
+635 -46
View File
@@ -29,6 +29,8 @@ Skeleton::~Skeleton()
}
}
const Skeleton::Animation* Skeleton::GetAnimation(std::string name)
{
auto it = Animations.find(name);
@@ -39,66 +41,649 @@ const Skeleton::Animation* Skeleton::GetAnimation(std::string name)
}
}
std::vector<glm::mat4> Skeleton::GetFrameBones(const Animation& animation, double time, bool noRootMotion /*= false*/)
std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion /*= false*/)
{
// HACK: Animation wrap-around
while (time < 0) {
time += animation.Duration;
}
while (time > animation.Duration) {
time -= animation.Duration;
}
if (animations.size() <= 0) {
std::vector<glm::mat4> finalMatrices;
for (auto& b : Bones) {
finalMatrices.push_back(glm::mat4(1));//b.second->OffsetMatrix);
}
return finalMatrices;
}
int currentKeyframeIndex = GetKeyframe(animation, time);
std::map<int, glm::mat4> frameBones;
AccumulateBoneTransforms(true, animations, frameBones, RootBone, glm::mat4(1));
const Animation::Keyframe& currentFrame = animation.Keyframes[currentKeyframeIndex];
const Animation::Keyframe& nextFrame = animation.Keyframes[(currentKeyframeIndex + 1) % animation.Keyframes.size()];
double alpha = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
//auto animationFrame = Animations[""].Keyframes[frame];
std::map<int, glm::mat4> frameBones;
AccumulateBoneTransforms(noRootMotion, currentFrame, nextFrame, static_cast<float>(alpha), frameBones, RootBone, glm::mat4(1));
std::vector<glm::mat4> finalMatrices;
for (auto &kv : frameBones) {
finalMatrices.push_back(kv.second);
}
return finalMatrices;
std::vector<glm::mat4> finalMatrices;
for (auto &kv : frameBones) {
finalMatrices.push_back(kv.second);
}
return finalMatrices;
}
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe &currentFrame, const Animation::Keyframe &nextFrame, float progress, std::map<int, glm::mat4> &boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion /*= false*/)
{
if (animations.size() <= 0 || animationOffset.animation == nullptr) {
std::vector<glm::mat4> finalMatrices;
for (auto& b : Bones) {
finalMatrices.push_back(glm::mat4(1));//b.second->OffsetMatrix);
}
return finalMatrices;
}
std::map<int, glm::mat4> frameBones;
AccumulateBoneTransforms(true, animations, animationOffset, frameBones, RootBone, glm::mat4(1));
std::vector<glm::mat4> finalMatrices;
for (auto &kv : frameBones) {
finalMatrices.push_back(kv.second);
}
return finalMatrices;
}
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
{
glm::mat4 boneMatrix;
std::vector<JointFrameTransform> JointTransforms;
for (const AnimationData animationData : animations) {
const Animation* animation = animationData.animation;
const float time = animationData.time;
JointFrameTransform jointTransform;
jointTransform.Weight = animationData.weight;;
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
Animation::Keyframe currentFrame;
Animation::Keyframe nextFrame;
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = boneKeyFrames.at(index);
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame.Index == 0) {
nextFrame = currentFrame;
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
}
if (progress > 1.0f || progress < 0.0f) {
progress = glm::clamp(progress, 0.0f, 1.0f);
}
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
// Flag for no root motion
if (bone == RootBone && noRootMotion) {
jointTransform.PositionInterp.x = 0;
jointTransform.PositionInterp.z = 0;
}
JointTransforms.push_back(jointTransform);
} else { // 1 keyframes for the current bone
currentFrame = boneKeyFrames.at(0);
jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
JointTransforms.push_back(jointTransform);
}
} else { // 0 keyframes for the current bone
}
}
if (JointTransforms.size() <= 0) {
if (bone->Parent) {
boneMatrix = parentMatrix * glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix;
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
boneMatrix = glm::inverse(bone->OffsetMatrix);
boneMatrices[bone->ID] = parentMatrix;
}
} else if (JointTransforms.size() == 1) {
boneMatrix = parentMatrix *(glm::translate(JointTransforms.at(0).PositionInterp) * glm::toMat4(JointTransforms.at(0).RotationInterp) * glm::scale(JointTransforms.at(0).ScaleInterp));
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
glm::vec3 finalPosInterp;
glm::quat finalRotInterp;
glm::vec3 finalScaleInterp;
float totalWeight = 0;
for (JointFrameTransform jointTransform : JointTransforms) {
totalWeight += jointTransform.Weight;
}
for (JointFrameTransform jointTransform : JointTransforms) {
if (jointTransform.Weight == 1.0f) {
finalPosInterp = jointTransform.PositionInterp;
finalRotInterp = jointTransform.RotationInterp;
finalScaleInterp = jointTransform.ScaleInterp;
break;
} else {
finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
}
}
boneMatrix = parentMatrix *(glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp));
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
}
for (auto &child : bone->Children) {
AccumulateBoneTransforms(noRootMotion, animations, boneMatrices, child, boneMatrix);
}
}
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
{
glm::mat4 boneMatrix;
if (currentFrame.BoneProperties.find(bone->ID) != currentFrame.BoneProperties.end() || nextFrame.BoneProperties.find(bone->ID) != nextFrame.BoneProperties.end()) {
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties.at(bone->ID);
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties.at(bone->ID);
std::vector<JointFrameTransform> JointTransforms;
glm::vec3 positionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
glm::quat rotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
glm::vec3 scaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
for (const AnimationData animationData : animations) {
const Animation* animation = animationData.animation;
const float time = animationData.time;
// Flag for no root motion
if (bone == RootBone && noRootMotion) {
positionInterp.x = 0;
positionInterp.z = 0;
}
JointFrameTransform jointTransform;
jointTransform.Weight = animationData.weight;;
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
Animation::Keyframe currentFrame;
Animation::Keyframe nextFrame;
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = boneKeyFrames.at(index);
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame.Index == 0) {
nextFrame = currentFrame;
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
}
boneMatrix = parentMatrix * (glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp));
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
if (bone->Parent) {
boneMatrix = parentMatrix; // * glm::inverse(bone->OffsetMatrix);
if (progress > 1.0f || progress < 0.0f) {
progress = glm::clamp(progress, 0.0f, 1.0f);
}
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
// Flag for no root motion
if (bone == RootBone && noRootMotion) {
jointTransform.PositionInterp.x = 0;
jointTransform.PositionInterp.z = 0;
}
JointTransforms.push_back(jointTransform);
} else { // 1 keyframes for the current bone
currentFrame = boneKeyFrames.at(0);
jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
JointTransforms.push_back(jointTransform);
}
} else { // 0 keyframes for the current bone
}
boneMatrices[bone->ID] = boneMatrix; // * bone->OffsetMatrix;
}
for (auto &child : bone->Children) {
std::string name = child->Name;
AccumulateBoneTransforms(noRootMotion, currentFrame, nextFrame, progress, boneMatrices, child, boneMatrix);
}
}
glm::mat4 offset = GetOffsetTransform(bone, animationOffset);
if (JointTransforms.size() == 0) {
if (bone->Parent) {
if (offset != glm::mat4(1)) {
boneMatrix = parentMatrix * offset;// *((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix));
} else {
boneMatrix = parentMatrix *((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix));
}
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
boneMatrix = offset * glm::inverse(bone->OffsetMatrix);
boneMatrices[bone->ID] = parentMatrix;
}
} else {
glm::vec3 finalPosInterp;
glm::quat finalRotInterp;
glm::vec3 finalScaleInterp;
float totalWeight = 0;
for (JointFrameTransform jointTransform : JointTransforms) {
totalWeight += jointTransform.Weight;
}
for (JointFrameTransform jointTransform : JointTransforms) {
if (jointTransform.Weight == 1.0f) {
finalPosInterp = jointTransform.PositionInterp;
finalRotInterp = jointTransform.RotationInterp;
finalScaleInterp = jointTransform.ScaleInterp;
break;
} else {
finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
}
}
if (offset != glm::mat4(1)) {
boneMatrix = parentMatrix * ((glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) + offset);
} else {
boneMatrix = parentMatrix * (glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp));
}
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
}
for (auto &child : bone->Children) {
AccumulateBoneTransforms(noRootMotion, animations, animationOffset, boneMatrices, child, boneMatrix);
}
}
glm::mat4 Skeleton::GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset)
{
const Animation* animation = animationOffset.animation;
float time = animationOffset.time;
glm::vec3 position = glm::vec3(0);
glm::quat rotation = glm::quat();
glm::vec3 scale = glm::vec3(1);
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
Animation::Keyframe currentFrame;
Animation::Keyframe nextFrame;
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = boneKeyFrames.at(index);
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame.Index == 0) {
nextFrame = currentFrame;
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
}
progress = glm::clamp(progress, 0.0f, 1.0f);
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
rotation = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
scale = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
} else { // 1 keyframes for the current bone
currentFrame = boneKeyFrames.at(0);
position = currentFrame.BoneProperties.Position;
rotation = currentFrame.BoneProperties.Rotation;
scale = currentFrame.BoneProperties.Scale;
}
}
return (glm::translate(position) * glm::toMat4(rotation) * glm::scale(scale));
}
glm::mat4 Skeleton::GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix)
{
glm::mat4 boneMatrix;
Animation::Keyframe currentFrame;
Animation::Keyframe nextFrame;
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = boneKeyFrames.at(index);
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame.Index == 0) {
nextFrame = currentFrame;
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
}
if (progress > 1.0f || progress < 0.0f) {
LOG_INFO("Progress %f", progress);
progress = glm::clamp(progress, 0.0f, 1.0f);
}
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
glm::vec3 positionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
glm::quat rotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
glm::vec3 scaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
boneMatrix = (glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp)) * childMatrix;
} else { // 1 keyframes for the current bone
currentFrame = boneKeyFrames.at(0);
boneMatrix = (glm::translate(currentFrame.BoneProperties.Position) * glm::toMat4(currentFrame.BoneProperties.Rotation) * glm::scale(currentFrame.BoneProperties.Scale)) * childMatrix;
}
} else { // 0 keyframes for the current bone
if (bone->Parent) {
boneMatrix = bone->Parent->OffsetMatrix * glm::inverse(bone->OffsetMatrix) * childMatrix;
} else {
boneMatrix = glm::inverse(bone->OffsetMatrix) * childMatrix;
}
}
if (bone->Parent) {
return GetBoneTransform(bone->Parent, animation, time, boneMatrix);
} else {
return boneMatrix;
}
}
glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, AnimationOffset animationOffset, glm::mat4 childMatrix)
{
glm::mat4 boneMatrix;
std::vector<JointFrameTransform> JointTransforms;
for (const AnimationData animationData : animations) {
const Animation* animation = animationData.animation;
const float time = animationData.time;
JointFrameTransform jointTransform;
jointTransform.Weight = animationData.weight;;
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
Animation::Keyframe currentFrame;
Animation::Keyframe nextFrame;
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = boneKeyFrames.at(index);
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame.Index == 0) {
nextFrame = currentFrame;
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
}
if (progress > 1.0f || progress < 0.0f) {
progress = glm::clamp(progress, 0.0f, 1.0f);
}
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
// Flag for no root motion
if (bone == RootBone && noRootMotion) {
jointTransform.PositionInterp.x = 0;
jointTransform.PositionInterp.z = 0;
}
JointTransforms.push_back(jointTransform);
} else { // 1 keyframes for the current bone
currentFrame = boneKeyFrames.at(0);
jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
JointTransforms.push_back(jointTransform);
}
} else { // 0 keyframes for the current bone
}
}
glm::mat4 offset = GetOffsetTransform(bone, animationOffset);
if (JointTransforms.size() == 0) {
if (bone->Parent) {
if (offset != glm::mat4(1)) {
boneMatrix = offset * childMatrix;// *((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix));
} else {
boneMatrix = ((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix)) * childMatrix;
}
} else {
boneMatrix = offset * glm::inverse(bone->OffsetMatrix);
}
} else {
glm::vec3 finalPosInterp;
glm::quat finalRotInterp;
glm::vec3 finalScaleInterp;
float totalWeight = 0;
for (JointFrameTransform jointTransform : JointTransforms) {
totalWeight += jointTransform.Weight;
}
for (JointFrameTransform jointTransform : JointTransforms) {
if (jointTransform.Weight == 1.0f) {
finalPosInterp = jointTransform.PositionInterp;
finalRotInterp = jointTransform.RotationInterp;
finalScaleInterp = jointTransform.ScaleInterp;
break;
} else {
finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
}
}
if (offset != glm::mat4(1)) {
boneMatrix = ((glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) + offset) * childMatrix;
} else {
boneMatrix = (glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) * childMatrix;
}
}
if (bone->Parent != nullptr) {
return GetBoneTransform(noRootMotion, bone->Parent, animations, animationOffset, boneMatrix);
} else {
return boneMatrix;
}
}
glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix)
{
glm::mat4 boneMatrix;
std::vector<JointFrameTransform> JointTransforms;
for (const AnimationData animationData : animations) {
const Animation* animation = animationData.animation;
const float time = animationData.time;
JointFrameTransform jointTransform;
jointTransform.Weight = animationData.weight;;
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
Animation::Keyframe currentFrame;
Animation::Keyframe nextFrame;
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = boneKeyFrames.at(index);
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame.Index == 0) {
nextFrame = currentFrame;
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
}
if (progress > 1.0f || progress < 0.0f) {
progress = glm::clamp(progress, 0.0f, 1.0f);
}
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
// Flag for no root motion
if (bone == RootBone && noRootMotion) {
jointTransform.PositionInterp.x = 0;
jointTransform.PositionInterp.z = 0;
}
JointTransforms.push_back(jointTransform);
} else { // 1 keyframes for the current bone
currentFrame = boneKeyFrames.at(0);
jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
JointTransforms.push_back(jointTransform);
}
} else { // 0 keyframes for the current bone
}
}
if (JointTransforms.size() <= 0) {
if (bone->Parent) {
boneMatrix = glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix * childMatrix;
} else {
boneMatrix = glm::inverse(bone->OffsetMatrix) * childMatrix;
}
} else if (JointTransforms.size() == 1) {
boneMatrix = (glm::translate(JointTransforms.at(0).PositionInterp) * glm::toMat4(JointTransforms.at(0).RotationInterp) * glm::scale(JointTransforms.at(0).ScaleInterp)) * childMatrix;
} else {
glm::vec3 finalPosInterp;
glm::quat finalRotInterp;
glm::vec3 finalScaleInterp;
float totalWeight = 0;
for (JointFrameTransform jointTransform : JointTransforms) {
totalWeight += jointTransform.Weight;
}
for (JointFrameTransform jointTransform : JointTransforms) {
if (jointTransform.Weight == 1.0f) {
finalPosInterp = jointTransform.PositionInterp;
finalRotInterp = jointTransform.RotationInterp;
finalScaleInterp = jointTransform.ScaleInterp;
break;
} else {
finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
}
}
boneMatrix = (glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) * childMatrix;
}
if (bone->Parent != nullptr) {
return GetBoneTransform(noRootMotion, bone->Parent, animations, boneMatrix);
} else {
return boneMatrix;
}
}
int Skeleton::GetBoneID(std::string name)
@@ -134,11 +719,13 @@ void Skeleton::PrintSkeleton(const Bone* bone, int depthCount)
int Skeleton::GetKeyframe(const Animation& animation, double time)
{
/*
if (time < 0) {
time = 0;
}
if (time >= animation.Duration) {
return animation.Keyframes.size() - 1;
return animation..size() - 1;
}
for (int keyframe = 0; keyframe < animation.Keyframes.size(); ++keyframe) {
@@ -146,6 +733,8 @@ int Skeleton::GetKeyframe(const Animation& animation, double time)
return (keyframe - 1) % animation.Keyframes.size();
}
}
*/
return 0;
}
+18 -13
View File
@@ -2,21 +2,25 @@
Texture::Texture(std::string path)
{
PNG image(path);
PNG* img = ResourceManager::Load<PNG, true>(path); //TODO: Make this threaded. Catch exeptions in all other load places.
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
image = PNG("Textures/Core/ErrorTexture.png");
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
return;
}
}
//PNG image(path);
this->Width = image.Width;
this->Height = image.Height;
//if (img->Width == 0 && img->Height == 0 || img->Format == Image::ImageFormat::Unknown) {
// //image = PNG("Textures/Core/ErrorTexture.png");
// //return; // Temporary fix to remove crash
// if (img->Width == 0 && img->Height == 0 || img->Format == Image::ImageFormat::Unknown) {
// LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
// return;
// }
//}
this->Width = img->Width;
this->Height = img->Height;
GLint format;
switch (image.Format) {
switch (img->Format) {
case Image::ImageFormat::RGB:
format = GL_RGB;
break;
@@ -29,10 +33,11 @@ Texture::Texture(std::string path)
glGenTextures(1, &m_Texture);
glBindTexture(GL_TEXTURE_2D, m_Texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
glTexImage2D(GL_TEXTURE_2D, 0, format, img->Width, img->Height, 0, format, GL_UNSIGNED_BYTE, img->Data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLERROR("Texture load");
}
@@ -1,2 +1,19 @@
#include "Rendering/Util/CommonFunctions.h"
Texture* CommonFunctions::LoadTexture(std::string path, bool threaded)
{
Texture* img;
try {
if(threaded) {
img = ResourceManager::Load<Texture, true>(path);
} else {
img = ResourceManager::Load<Texture, false>(path);
}
} catch (const Resource::StillLoadingException&) {
img = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
} catch (const std::exception&) {
img = nullptr;
}
return img;
}
+15 -3
View File
@@ -1,6 +1,6 @@
project(TacticalZ-Game)
find_package(Boost REQUIRED COMPONENTS system filesystem thread chrono)
find_package(Boost REQUIRED COMPONENTS system filesystem thread chrono program_options)
set(INCLUDE_PATH ${CMAKE_SOURCE_DIR}/include/Game)
include_directories(
@@ -16,19 +16,31 @@ file(GLOB SOURCE_FILES_Systems
)
source_group(Systems FILES ${SOURCE_FILES_Systems})
file(GLOB SOURCE_FILES_Systems_Weapon
"${INCLUDE_PATH}/Systems/Weapon/*.h"
"Systems/Weapon/*.cpp"
)
source_group(Systems\\Weapon FILES ${SOURCE_FILES_Systems_Weapon})
file(GLOB SOURCE_FILES_Events
"${INCLUDE_PATH}/Events/*.h"
"Events/*.cpp"
)
source_group(Events FILES ${SOURCE_FILES_Events})
file(GLOB SOURCE_FILES_Network
"${INCLUDE_PATH}/Network/*.h"
"Network/*.cpp"
)
source_group(Network FILES ${SOURCE_FILES_Network})
set(SOURCE_FILES
${SOURCE_FILES}
"Game.cpp"
"MiniDump.cpp"
${SOURCE_FILES_Systems}
${SOURCE_FILES_Systems_Weapon}
${SOURCE_FILES_Events}
${SOURCE_FILES_Network}
)
set(LIBRARIES
+86 -37
View File
@@ -12,19 +12,32 @@
#include "Systems/PlayerDeathSystem.h"
#include "Core/EntityFileWriter.h"
#include "Game/Systems/CapturePointSystem.h"
#include "Game/Systems/CapturePointHUDSystem.h"
#include "Game/Systems/PickupSpawnSystem.h"
#include "Game/Systems/WeaponSystem.h"
#include "Game/Systems/PlayerHUD.h"
#include "Game/Systems/AmmoPickupSystem.h"
#include "Game/Systems/DamageIndicatorSystem.h"
#include "Game/Systems/Weapon/WeaponSystem.h"
#include "Rendering/AnimationSystem.h"
#include "Game/Systems/HealthHUDSystem.h"
#include "Rendering/BoneAttachmentSystem.h"
#include "Game/Systems/LifetimeSystem.h"
#include "../Engine/Rendering/AnimationSystem.h"
#include "../Engine/Core/UniformScaleSystem.h"
#include "Rendering/AnimationSystem.h"
#include "Network/MultiplayerSnapshotFilter.h"
#include "Game/Systems/AmmunitionHUDSystem.h"
#include "Game/Systems/KillFeedSystem.h"
Game::Game(int argc, char* argv[])
{
parseArgs(argc, argv);
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<Sound>("Sound");
ResourceManager::RegisterType<Model>("Model");
ResourceManager::RegisterType<RawModel>("RawModel");
ResourceManager::RegisterType<Texture>("Texture");
ResourceManager::RegisterType<PNG>("Png");
ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
ResourceManager::RegisterType<EntityFile>("EntityFile");
ResourceManager::RegisterType<Font>("FontFile");
@@ -33,6 +46,7 @@ Game::Game(int argc, char* argv[])
ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
DisableMemoryPool::Value = m_Config->Get<bool>("Debug.DisableMemoryPool", false);
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
PlayerSpawnSystem::SetRespawnTime(m_Config->Get<float>("Debug.RespawnTime", 15.0f));
// Create the core event broker
m_EventBroker = new EventBroker();
@@ -77,6 +91,18 @@ Game::Game(int argc, char* argv[])
// Create the sound manager
m_SoundManager = new SoundManager(m_World, m_EventBroker);
// Initialize network
if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
if (m_IsServer) {
m_NetworkServer = new Server(m_World, m_EventBroker, m_NetworkPort);
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " SERVER");
} else if (m_IsClient) {
m_NetworkClient = new Client(m_World, m_EventBroker, std::make_unique<MultiplayerSnapshotFilter>(m_EventBroker));
m_NetworkClient->Connect(m_NetworkAddress, m_NetworkPort);
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " CLIENT");
}
}
// Create Octrees
// TODO: Perhaps the world bounds should be set in some non-arbitrary way instead of this.
AABB boxContainingTheWorld(glm::vec3(-300), glm::vec3(300));
@@ -84,33 +110,40 @@ Game::Game(int argc, char* argv[])
m_OctreeTrigger = new Octree<EntityAABB>(boxContainingTheWorld, 4);
m_OctreeFrustrumCulling = new Octree<EntityAABB>(boxContainingTheWorld, 4);
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker, m_IsClient, m_IsServer);
// All systems with orderlevel 0 will be updated first.
unsigned int updateOrderLevel = 0;
m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
++updateOrderLevel;
m_SystemPipeline->AddSystem<SoundSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<ExplosionEffectSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer, m_OctreeCollision);
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
// Populate Octree with collidables
++updateOrderLevel;
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<HealthHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
// Collision and TriggerSystem should update after player.
++updateOrderLevel;
m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
++updateOrderLevel;
@@ -118,12 +151,6 @@ Game::Game(int argc, char* argv[])
++updateOrderLevel;
m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
// Invoke network
if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
//boost::thread workerThread(&Game::networkFunction, this);
networkFunction();
}
m_LastTime = glfwGetTime();
}
@@ -134,6 +161,12 @@ Game::~Game()
delete m_OctreeCollision;
delete m_OctreeTrigger;
delete m_SoundManager;
if (m_NetworkClient != nullptr) {
delete m_NetworkClient;
}
if (m_NetworkServer != nullptr) {
delete m_NetworkServer;
}
delete m_World;
delete m_FrameStack;
delete m_InputProxy;
@@ -164,40 +197,56 @@ void Game::Tick()
m_SoundManager->Update(dt);
// Update network
if (m_IsClientOrServer) {
m_ClientOrServer->Update();
m_EventBroker->Process<MultiplayerSnapshotFilter>();
if (m_NetworkClient != nullptr) {
m_NetworkClient->Update();
}
if (m_NetworkServer != nullptr) {
m_NetworkServer->Update();
}
//m_SoundManager->Update(dt);
// Iterate through systems and update world!
m_EventBroker->Process<SystemPipeline>();
m_SystemPipeline->Update(dt);
debugTick(dt);
m_Renderer->Update(dt);
GLERROR("Game::Tick m_RenderQueueFactory->Update");
m_Renderer->Draw(*m_RenderFrame);
m_RenderFrame->Clear();
GLERROR("Game::Tick m_Renderer->Draw");
m_EventBroker->Swap();
m_EventBroker->Clear();
}
void Game::debugTick(double dt)
int Game::parseArgs(int argc, char* argv[])
{
m_EventBroker->Process<Game>();
namespace po = boost::program_options;
po::options_description desc("Options");
desc.add_options()
("help", "Help")
("server,s", po::bool_switch(&m_IsServer), "Launch game in server mode")
("connect", po::value<std::string>(&m_NetworkAddress)->default_value(""), "Connect to this address in client mode")
("port,p", po::value<int>(&m_NetworkPort), "Port to listen on or connect to");
;
po::variables_map vm;
try {
po::store(po::parse_command_line(argc, argv, desc), vm);
po::notify(vm);
} catch (std::exception& e) {
LOG_ERROR(e.what());
return 1;
}
if (vm.count("help")) {
std::cout << desc << std::endl;
exit(1);
}
// HACK: Right now, client and server are mutually exclusive
m_IsClient = true;
if (m_IsServer) {
m_IsClient = false;
}
return 0;
}
void Game::networkFunction()
{
bool isServer = m_Config->Get<bool>("Networking.IsServer", false);
if (!isServer) {
m_IsClientOrServer = true;
m_ClientOrServer = new Client(m_Config);
}
if (isServer) {
m_IsClientOrServer = true;
m_ClientOrServer = new Server();
}
m_ClientOrServer->Start(m_World, m_EventBroker);
}
+110
View File
@@ -0,0 +1,110 @@
/*
Author: Vladimir Sedach.
Purpose: demo of Call Stack creation by our own means,
and with MiniDumpWriteDump() function of DbgHelp.dll.
*/
#include <iostream>
#include <ctime>
#include <windows.h>
#include <tlhelp32.h>
//#include "dbghelp.h"
//#define DEBUG_DPRINTF 1 //allow d()
//#include "wfun.h"
#pragma optimize("y", off) //generate stack frame pointers for all functions - same as /Oy- in the project
#pragma warning(disable: 4200) //nonstandard extension used : zero-sized array in struct/union
#pragma warning(disable: 4100) //unreferenced formal parameter
// In case you don't have dbghelp.h.
#ifndef _DBGHELP_
typedef struct _MINIDUMP_EXCEPTION_INFORMATION {
DWORD ThreadId;
PEXCEPTION_POINTERS ExceptionPointers;
BOOL ClientPointers;
} MINIDUMP_EXCEPTION_INFORMATION, *PMINIDUMP_EXCEPTION_INFORMATION;
typedef enum _MINIDUMP_TYPE {
MiniDumpNormal = 0x00000000,
MiniDumpWithDataSegs = 0x00000001,
} MINIDUMP_TYPE;
typedef BOOL (WINAPI * MINIDUMP_WRITE_DUMP)(
IN HANDLE hProcess,
IN DWORD ProcessId,
IN HANDLE hFile,
IN MINIDUMP_TYPE DumpType,
IN CONST PMINIDUMP_EXCEPTION_INFORMATION ExceptionParam, OPTIONAL
IN PVOID UserStreamParam, OPTIONAL
IN PVOID CallbackParam OPTIONAL
);
#else
typedef BOOL (WINAPI * MINIDUMP_WRITE_DUMP)(
IN HANDLE hProcess,
IN DWORD ProcessId,
IN HANDLE hFile,
IN MINIDUMP_TYPE DumpType,
IN CONST PMINIDUMP_EXCEPTION_INFORMATION ExceptionParam, OPTIONAL
IN PMINIDUMP_USER_STREAM_INFORMATION UserStreamParam, OPTIONAL
IN PMINIDUMP_CALLBACK_INFORMATION CallbackParam OPTIONAL
);
#endif //#ifndef _DBGHELP_
HMODULE hDbgHelp;
MINIDUMP_WRITE_DUMP MiniDumpWriteDump_;
// Tool Help functions.
typedef HANDLE (WINAPI * CREATE_TOOL_HELP32_SNAPSHOT)(DWORD dwFlags, DWORD th32ProcessID);
//*************************************************************************************
void WINAPI Create_Dump(PEXCEPTION_POINTERS pException, BOOL File_Flag, BOOL Show_Flag)
//*************************************************************************************
// Create dump.
// pException can be either GetExceptionInformation() or NULL.
// If File_Flag = TRUE - write dump files (.dmz and .dmp) with the name of the current process.
// If Show_Flag = TRUE - show message with Get_Exception_Info() dump.
{
// Try to get MiniDumpWriteDump() address.
hDbgHelp = LoadLibrary("DBGHELP.DLL");
MiniDumpWriteDump_ = (MINIDUMP_WRITE_DUMP)GetProcAddress(hDbgHelp, "MiniDumpWriteDump");
// If MiniDumpWriteDump() of DbgHelp.dll available.
if (MiniDumpWriteDump_)
{
HANDLE hDump_File;
CHAR Dump_Path[MAX_PATH];
GetModuleFileName(NULL, Dump_Path, sizeof(Dump_Path)); //path of current process
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(Dump_Path);
path = path.substr(0, path.length() - 4);
path += time + ".dmp";
MINIDUMP_EXCEPTION_INFORMATION M;
M.ThreadId = GetCurrentThreadId();
M.ExceptionPointers = pException;
M.ClientPointers = 0;
hDump_File = CreateFile(path.c_str(), GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL);
MiniDumpWriteDump_(GetCurrentProcess(), GetCurrentProcessId(), hDump_File,
MiniDumpNormal, (pException) ? &M : NULL, NULL, NULL);
CloseHandle(hDump_File);
std::cout << "Memory dumped to: \"" << path.c_str() << "\"";
MessageBox(NULL, ("Application crashed, memory dumped to: " + path).c_str(), "MiniDump", MB_ICONHAND | MB_OK);
} else {
MessageBox(NULL, "Application crashed, memory dump failed.", "MiniDump", MB_ICONHAND | MB_OK);
}
}
@@ -0,0 +1,42 @@
#include "Network/MultiplayerSnapshotFilter.h"
MultiplayerSnapshotFilter::MultiplayerSnapshotFilter(EventBroker* eventBroker)
: m_EventBroker(eventBroker)
{
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &MultiplayerSnapshotFilter::OnPlayerSpawned);
}
bool MultiplayerSnapshotFilter::FilterComponent(EntityWrapper entity, SharedComponentWrapper& component)
{
if (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer)) {
if (
component.Info.Name == "Transform"
|| component.Info.Name == "Physics"
|| component.Info.Name == "AssaultWeapon"
|| component.Info.Name == "Animation"
|| component.Info.Name == "AnimationOffset"
|| entity.Name() == "PlayerName"
) {
return false;
}
}
if (component.Info.Name == "Physics") {
return false;
}
if (component.Info.Name == "Transform" || component.Info.Name == "Physics") {
m_EventBroker->Publish(Events::Interpolate(entity, component));
return false;
}
return true;
}
bool MultiplayerSnapshotFilter::OnPlayerSpawned(Events::PlayerSpawned ePlayerSpawned)
{
if (ePlayerSpawned.PlayerID == -1) {
m_LocalPlayer = ePlayerSpawned.Player;
}
return true;
}
+78
View File
@@ -0,0 +1,78 @@
#include "Systems/AmmoPickupSystem.h"
AmmoPickupSystem::AmmoPickupSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch);
}
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<EntityFile>("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);
//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;
//erase the current element (AmmoPickupPosition)
m_ETriggerTouchVector.erase(it);
break;
}
}
}
bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
{
if (e.Entity != LocalPlayer) {
return false;
}
//TODO: add other weapontypes
if (!e.Entity.HasComponent("AssaultWeapon")) {
return false;
}
if (!e.Trigger.HasComponent("AmmoPickup")) {
return false;
}
int maxWeaponAmmo = (int)e.Entity["AssaultWeapon"]["MaxAmmo"];
int& currentAmmo = (int)e.Entity["AssaultWeapon"]["Ammo"];
int ammoGiven = 0.01*(double)e.Trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
//cant pick up ammopacks if you are already at MaxAmmo
if (currentAmmo >= maxWeaponAmmo) {
return false;
}
//personEntered = e.Entity, thingEntered = e.Trigger
Events::AmmoPickup ePlayerAmmoPickup;
ePlayerAmmoPickup.AmmoGain = ammoGiven;
ePlayerAmmoPickup.Player = e.Entity;
m_EventBroker->Publish(ePlayerAmmoPickup);
//immediately give the player the ammo
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"] });
//delete the ammopickup
m_World->DeleteEntity(e.Trigger.ID);
return true;
}
+36
View File
@@ -0,0 +1,36 @@
#include "Game/Systems/AmmunitionHUDSystem.h"
void AmmunitionHUDSystem::Update(double dt)
{
//Hud element for tracking ammunition from parent with AssaultWeapon component.Child with the name "MagazineAmmo" tracks clip ammunition.Child with the name "Ammo" tracks ammo.</xs:documentation>
auto ammunitionHUDs = m_World->GetComponents("AmmunitionHUD");
if (ammunitionHUDs == nullptr) {
return;
}
for (auto& ammunitionHUDComponent : *ammunitionHUDs) {
EntityWrapper entity = EntityWrapper(m_World, ammunitionHUDComponent.EntityID);
EntityWrapper playerEntity = entity.FirstParentWithComponent("AssaultWeapon");
if (!playerEntity.Valid()) {
return;
}
EntityWrapper magazineAmmo = entity.FirstChildByName("MagazineAmmo");
if(magazineAmmo.Valid()) {
if(magazineAmmo.HasComponent("Text")) {
(std::string&)magazineAmmo["Text"]["Content"] = std::to_string((int)playerEntity["AssaultWeapon"]["MagazineAmmo"]);
}
}
EntityWrapper ammo = entity.FirstChildByName("Ammo");
if (ammo.Valid()) {
if (ammo.HasComponent("Text")) {
(std::string&)ammo["Text"]["Content"] = std::to_string((int)playerEntity["AssaultWeapon"]["Ammo"]);
}
}
}
}
@@ -0,0 +1,59 @@
#include "Systems/CapturePointHUDSystem.h"
CapturePointHUDSystem::CapturePointHUDSystem(SystemParams params)
: System(params)
, ImpureSystem()
{
}
void CapturePointHUDSystem::Update(double dt)
{
bool LoadCheck = true;
int redTeam;
int blueTeam;
int spectatorTeam;
auto CapturePointHUDElements = m_World->GetComponents("CapturePointHUD");
auto CapturePoints = m_World->GetComponents("CapturePoint");
if (CapturePointHUDElements == nullptr) {
return;
}
if(!CapturePointHUDElements) {
return;
}
for (auto& cCapturePointHUD : *CapturePointHUDElements) {
int HUD_ID = cCapturePointHUD["CapturePointNumber"];
EntityWrapper entityHUD = EntityWrapper(m_World, cCapturePointHUD.EntityID);
EntityWrapper entityHUDparent = entityHUD.Parent();
for (auto& cCapturePoint : *CapturePoints) {
EntityWrapper entityCP = EntityWrapper(m_World, cCapturePoint.EntityID);
//Check if the HUD corresponds to the Capture Point Number
if (HUD_ID == (int)entityCP["CapturePoint"]["CapturePointNumber"]) {
ComponentWrapper& teamComponent = entityCP["Team"];
if (LoadCheck) {
redTeam = (int)teamComponent["Team"].Enum("Red");
blueTeam = (int)teamComponent["Team"].Enum("Blue");
spectatorTeam = (int)teamComponent["Team"].Enum("Spectator");
LoadCheck = false;
}
//Color hud with team color
auto capturePointTeam = (int)teamComponent["Team"];
entityHUDparent["Sprite"]["Color"] = capturePointTeam == blueTeam ? glm::vec4(0, 0.2f, 1, 0.7f) : capturePointTeam == redTeam ? glm::vec4(1, 0.0f, 0, 0.7f) : glm::vec4(1, 1, 1, 0.3f);
//Progress is scaled with time
double currentCaptureTime = (double)entityCP["CapturePoint"]["CaptureTimer"];
double progress = glm::abs(currentCaptureTime)/15.0;
int currentCapturingTeam = currentCaptureTime > 0 ? redTeam : currentCaptureTime < 0 ? blueTeam : spectatorTeam;
((glm::vec3&)entityHUD["Transform"]["Orientation"]).z = currentCapturingTeam == redTeam ? glm::half_pi<float>()+glm::pi<float>() : glm::half_pi<float>();
glm::vec4 fillColor = currentCapturingTeam == redTeam ? glm::vec4(1, 0.f, 0, 0.7f) : glm::vec4(0, 0.2f, 1, 0.7f);
entityHUD["Fill"]["Color"] = fillColor;
entityHUD["Fill"]["Percentage"] = progress;
}
}
}
}
+21 -22
View File
@@ -1,20 +1,26 @@
#include "Systems/CapturePointSystem.h"
#include <algorithm>
CapturePointSystem::CapturePointSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
CapturePointSystem::CapturePointSystem(SystemParams params)
: System(params)
, PureSystem("CapturePoint")
{
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
if (IsClient) {
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) {
return;
}
if (m_WinnerWasFound) {
return;
}
@@ -32,6 +38,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
const int redTeam = (int)teamComponent["Team"].Enum("Red");
const int blueTeam = (int)teamComponent["Team"].Enum("Blue");
const int spectatorTeam = (int)teamComponent["Team"].Enum("Spectator");
const double captureTimeToTakeOver = (double)cCapturePoint["CapturePointMaxTimer"];
int homePointForTeam = (int)cCapturePoint["HomePointForTeam"];
if (m_NumberOfCapturePoints == 0 && capturePointNumber != 0 && (homePointForTeam == redTeam || homePointForTeam == blueTeam)) {
@@ -57,7 +64,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
int blueTeamPlayersStandingInside = 0;
if (capturePointEntity.HasComponent("Model")) {
//Now sets team color to the capturepoint, or white if it is uncaptured.
capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.2f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.2f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3);
capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.0f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.0f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3);
}
//calculate next possible capturePoint for both teams
@@ -98,20 +105,16 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
ComponentWrapper& capturePoint = m_CapturePointNumberToEntityMap[i]["CapturePoint"];
if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] &&
(int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Blue"]) {
capturePoint["CaptureTimer"] = 0.0;
//RED = +, BLUE = -, NONE
auto teamOwners = (int)m_CapturePointNumberToEntityMap[i]["Team"]["Team"];
if (teamOwners == redTeam || teamOwners == blueTeam) {
capturePoint["CaptureTimer"] = teamOwners == blueTeam ? -captureTimeToTakeOver : captureTimeToTakeOver;
}
}
}
m_ResetTimers = false;
}
//colorize next possible capturepoint
if (nextPossibleCapturePoint["Red"] == capturePointNumber) {
capturePointEntity["Model"]["Color"] = glm::vec4(1, 1, 0, 0.3);
}
if (nextPossibleCapturePoint["Blue"] == capturePointNumber) {
capturePointEntity["Model"]["Color"] = glm::vec4(0, 1, 1, 0.3);
}
//check how many players are standing inside and are healthy
for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--)
{
@@ -170,9 +173,6 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
//B. at most one of the teams have players inside
//if capturePoint is not owned by the take-over team, just modify the CaptureTimer accordingly
if (ownedBy != currentTeam && canCapture) {
if (abs((double)cCapturePoint["CaptureTimer"]) < 0.001f) {
LOG_DEBUG("Point is being captured by team %i", currentTeam); //Remove when we tested sufficiently.
}
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
@@ -180,12 +180,11 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
(ownedBy == currentTeam && currentTeam == blueTeam && (double)cCapturePoint["CaptureTimer"] > 0.0)) {
cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
}
//check if captureTimer > m_CaptureTimeToTakeOver and if so change owner and publish the eCaptured event
if (abs((double)cCapturePoint["CaptureTimer"]) > abs(m_CaptureTimeToTakeOver) && canCapture) {
//check if captureTimer > captureTimeToTakeOver and if so change owner and publish the eCaptured event
if (abs((double)cCapturePoint["CaptureTimer"]) > captureTimeToTakeOver && canCapture) {
teamComponent["Team"] = currentTeam;
cCapturePoint["CaptureTimer"] = 0.0;
cCapturePoint["CaptureTimer"] = glm::sign((double)cCapturePoint["CaptureTimer"])*captureTimeToTakeOver;
//publish Captured event
LOG_DEBUG("Point is captured by team %i!", currentTeam); //Remove when we tested sufficiently.
Events::Captured e;
e.CapturePointID = cCapturePoint.EntityID;
e.TeamNumberThatCapturedCapturePoint = currentTeam;
@@ -0,0 +1,76 @@
#include "Systems/DamageIndicatorSystem.h"
DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &DamageIndicatorSystem::OnPlayerDamage);
//current camera
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DamageIndicatorSystem::OnSetCamera);
//load texture to cache
auto texture = CommonFunctions::LoadTexture("Textures/DamageIndicator.png", false);
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
}
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;
}
//grab players direction
auto playerOrientation = glm::quat((glm::vec3)e.Victim["Transform"]["Orientation"]);
//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;
}
//load & set the "2d" sprite
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
EntityFileParser parser(entityFile);
EntityID spriteID = parser.MergeEntities(m_World);
m_World->SetParent(spriteID, m_CurrentCamera);
auto spriteWrapper = EntityWrapper(m_World, spriteID);
//simply set the rotation z-wise to the angleBetweenVectors
spriteWrapper["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
return true;
}
bool DamageIndicatorSystem::OnSetCamera(const Events::SetCamera& e) {
m_CurrentCamera = e.CameraEntity.ID;
return true;
}
@@ -0,0 +1,14 @@
#include "Systems/ExplosionEffectSystem.h"
void ExplosionEffectSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
{
if ((double)component["TimeSinceDeath"] > (double)component["ExplosionDuration"]) {
(double)component["TimeSinceDeath"] = 0.f;
}
(double&)component["TimeSinceDeath"] += dt;
//if ((bool)Component["Gravity"] == true) {
// (bool)Component["ExponentialAccelaration"] = false;
//}
}
@@ -1,21 +1,6 @@
#include "Game/Systems/PlayerHUD.h"
#include "Game/Systems/HealthHUDSystem.h"
PlayerHUD::PlayerHUD(World* world, EventBroker* eventBrokerer)
:System(world, eventBrokerer)
, m_World(world)
, m_EventBroker(eventBrokerer)
{
}
PlayerHUD::~PlayerHUD()
{
}
void PlayerHUD::Update(double dt)
void HealthHUDSystem::Update(double dt)
{
auto healthHUDs = m_World->GetComponents("HealthHUD");
if (healthHUDs == nullptr) {
@@ -42,13 +27,13 @@ void PlayerHUD::Update(double dt)
s = s + "/";
s = s + std::to_string((int)(double)entityIDParent["Health"]["MaxHealth"]);
float healthPercentage = (double)entityIDParent["Health"]["Health"]/(double)entityIDParent["Health"]["MaxHealth"];
(glm::vec4&)entity["Text"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, 1.f);
//(glm::vec4&)entity["Text"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, glm::vec4(entity["Text"]["Color"]).a);
entity["Text"]["Content"] = s;
}
if(entity.HasComponent("Fill")) {
float healthPercentage = (double)entityIDParent["Health"]["Health"]/(double)entityIDParent["Health"]["MaxHealth"];
(glm::vec4&)entity["Fill"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, 0.f);
(glm::vec4&)entity["Fill"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, glm::vec4(entity["Fill"]["Color"]).a);
(double&)entity["Fill"]["Percentage"] = healthPercentage;
}
+28 -10
View File
@@ -1,34 +1,52 @@
#include "Systems/HealthSystem.h"
HealthSystem::HealthSystem(World* m_World, EventBroker* eventBroker)
: System(m_World, eventBroker)
HealthSystem::HealthSystem(SystemParams params)
: System(params)
, PureSystem("Health")
{
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &HealthSystem::OnPlayerDamaged);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerHealthPickup, &HealthSystem::OnPlayerHealthPickup);
EVENT_SUBSCRIBE_MEMBER(m_InputCommand, &HealthSystem::OnInputCommand);
m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
}
void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cHealth, double dt)
{
double& health = cHealth["Health"];
if (health <= 0.0) {
Events::PlayerDeath ePlayerDeath;
ePlayerDeath.Player = entity;
m_EventBroker->Publish(ePlayerDeath);
//Note: we will delete the entity in PlayerDeathSystem
}
}
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
{
ComponentWrapper cHealth = e.Player["Health"];
if (!IsServer && m_NetworkEnabled) {
return false;
}
ComponentWrapper cHealth = e.Victim["Health"];
double& health = cHealth["Health"];
if (e.Player.HasComponent("BoostDefender")) {
e.Damage -= (double)e.Player["BoostDefender"]["StrengthOfEffect"];
}
health -= e.Damage;
if (health <= 0.0) {
Events::PlayerDeath ePlayerDeath;
ePlayerDeath.Player = e.Player;
m_EventBroker->Publish(ePlayerDeath);
//Note: we will delete the entity in PlayerDeathSystem
}
return true;
}
bool HealthSystem::OnInputCommand(Events::InputCommand& e)
{
if (e.Command == "TakeDamage" && e.Value > 0 && LocalPlayer.Valid()) {
Events::PlayerDamage ev;
ev.Inflictor = LocalPlayer;
ev.Victim = LocalPlayer;
ev.Damage = e.Value;
m_EventBroker->Publish(ev);
}
return true;
}
+79 -65
View File
@@ -1,84 +1,98 @@
#include "Systems/InterpolationSystem.h"
InterpolationSystem::InterpolationSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
, PureSystem("Transform")
InterpolationSystem::InterpolationSystem(SystemParams params)
: System(params)
{
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
m_SnapshotInterval = config->Get<float>("Networking.SnapshotInterval", 0.05f);
EVENT_SUBSCRIBE_MEMBER(m_EInterpolate, &InterpolationSystem::OnInterpolate);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &InterpolationSystem::OnPlayerSpawned);
}
void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt)
void InterpolationSystem::Update(double dt)
{
// Don't interpolate entities that might already have been removed
if (!entity.Valid()) {
return;
// Position
for (auto& kv : m_InterpolatePosition) {
EntityWrapper entity = kv.first;
if (!entity.Valid()) {
continue;
}
auto& iPosition = kv.second;
glm::vec3& position = iPosition.Component[iPosition.Field];
iPosition.Alpha += dt;
float alpha = glm::min(iPosition.Alpha / m_SnapshotInterval, 1.0);
position = iPosition.Start + ((iPosition.Goal - iPosition.Start) * alpha);
}
if (m_NextTransform.find(transform.EntityID) != m_NextTransform.end()) { // Exists in map
m_NextTransform[transform.EntityID].interpolationTime += static_cast<float>(dt);
Transform sTransform = m_NextTransform[transform.EntityID];
float time = sTransform.interpolationTime;
if (time > m_SnapshotInterval) {
if (m_LastReceivedTransform.find(transform.EntityID) != m_LastReceivedTransform.end()) {
m_NextTransform[transform.EntityID] = m_LastReceivedTransform[transform.EntityID];
m_NextTransform[transform.EntityID].interpolationTime = time - m_SnapshotInterval;
sTransform = m_NextTransform[transform.EntityID];
m_LastReceivedTransform.erase(transform.EntityID);
} else {
m_NextTransform.erase(transform.EntityID);
}
// Orientation
for (auto& kv : m_InterpolateOrientation) {
EntityWrapper entity = kv.first;
if (!entity.Valid()) {
continue;
}
if (transform.Info.Name == "Transform") {
bool isLocalPlayer = entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer);
// Position
glm::vec3 nextPosition = sTransform.Position;
glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
// HACK: Don't force position for players
if (!isLocalPlayer) {
(glm::vec3&)transform["Position"] += vectorInterpolation<glm::vec3>(currentPosition, nextPosition, sTransform.interpolationTime);
}
// Orientation
// Don't force orientation for players
if (!isLocalPlayer) {
glm::quat nextOrientation = sTransform.Orientation;
glm::quat currentOrientation = glm::quat(static_cast<glm::vec3>(transform["Orientation"]));
(glm::vec3&)transform["Orientation"] = glm::eulerAngles(glm::slerp<float>(currentOrientation, nextOrientation, sTransform.interpolationTime / m_SnapshotInterval));
}
// Scale
glm::vec3 nextScale = sTransform.Scale;
glm::vec3 currentScale = static_cast<glm::vec3>(transform["Scale"]);
(glm::vec3&)transform["Scale"] += vectorInterpolation<glm::vec3>(currentScale, nextScale, sTransform.interpolationTime);
auto& iOrientation = kv.second;
glm::vec3& orientation = iOrientation.Component[iOrientation.Field];
iOrientation.Alpha += dt / m_SnapshotInterval;
iOrientation.Alpha = glm::min(iOrientation.Alpha, 1.0);
orientation = glm::eulerAngles(glm::slerp(iOrientation.Start, iOrientation.Goal, (float)iOrientation.Alpha));
}
// Velocity
for (auto& kv : m_InterpolateVelocity) {
EntityWrapper entity = kv.first;
if (!entity.Valid()) {
continue;
}
auto& iVelocity = kv.second;
glm::vec3& position = iVelocity.Component[iVelocity.Field];
iVelocity.Alpha += dt;
float alpha = glm::min(iVelocity.Alpha / m_SnapshotInterval, 1.0);
position = iVelocity.Start + ((iVelocity.Goal - iVelocity.Start) * alpha);
}
}
bool InterpolationSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
bool InterpolationSystem::OnInterpolate(Events::Interpolate& e)
{
m_LocalPlayer = e.Player;
if (e.Component.Info.Name == "Transform") {
auto cTransform = e.Entity["Transform"];
// Position
Interpolation<glm::vec3> iPosition(
cTransform,
"Position",
cTransform["Position"],
e.Component["Position"]
);
m_InterpolatePosition.erase(e.Entity);
m_InterpolatePosition.insert(std::make_pair(e.Entity, iPosition));
// Orientation
Interpolation<glm::quat> iOrientation(
cTransform,
"Orientation",
glm::quat((glm::vec3&)cTransform["Orientation"]),
glm::quat((glm::vec3&)e.Component["Orientation"])
);
m_InterpolateOrientation.erase(e.Entity);
m_InterpolateOrientation.insert(std::make_pair(e.Entity, iOrientation));
} else if (e.Component.Info.Name == "Physics") {
auto cPhysics = e.Entity["Physics"];
if (!e.Entity.HasComponent("Player")) {
return false;
}
// Velocity
Interpolation<glm::vec3> iVelocity(
cPhysics,
"Velocity",
cPhysics["Velocity"],
e.Component["Velocity"]
);
m_InterpolateVelocity.erase(e.Entity);
m_InterpolateVelocity.insert(std::make_pair(e.Entity, iVelocity));
}
return true;
}
bool InterpolationSystem::OnInterpolate(const Events::Interpolate & e)
{
Transform transform;
int offset = 0;
// Read the data
memcpy(&transform.Position, e.DataArray.get() + offset, sizeof(glm::vec3));
offset += sizeof(glm::vec3);
glm::vec3 tempOrientation;
memcpy(&tempOrientation, e.DataArray.get() + offset, sizeof(glm::vec3));
transform.Orientation = glm::quat(tempOrientation);
offset += sizeof(glm::vec3);
memcpy(&transform.Scale, e.DataArray.get() + offset, sizeof(glm::vec3));
transform.interpolationTime = 0.0f;
if (m_NextTransform.find(e.Entity) != m_NextTransform.end()) { // Did exist
m_LastReceivedTransform[e.Entity] = transform;
} else { // Did not
m_NextTransform[e.Entity] = transform;
}
return false;
}
+80
View File
@@ -0,0 +1,80 @@
#include "Game/Systems/KillFeedSystem.h"
void KillFeedSystem::Update(double dt)
{
auto killFeeds = m_World->GetComponents("KillFeed");
if (killFeeds == nullptr) {
return;
}
for (auto& killFeedComponent : *killFeeds) {
EntityWrapper entity = EntityWrapper(m_World, killFeedComponent.EntityID);
for (int i = 1; i <= 3; i++) {
EntityWrapper child = entity.FirstChildByName("KillFeed" + std::to_string(i));
if (child.HasComponent("Text")) {
(std::string&)child["Text"]["Content"] = "";
}
}
int feedIndex = 1;
for (auto it = m_DeathQueue.begin(); it != m_DeathQueue.end(); ) {
bool remove = false;
EntityWrapper child = entity.FirstChildByName("KillFeed" + std::to_string(feedIndex));
if (child.HasComponent("Text")) {
(std::string&)child["Text"]["Content"] = (*it).Content;
(glm::vec4&)child["Text"]["Color"] = (*it).Color;
(*it).TimeToLive -= dt;
if ((*it).TimeToLive <= 0.f) {
(std::string&)child["Text"]["Content"] = "";
(glm::vec4&)child["Text"]["Color"] = (*it).Color;
remove = true;
}
}
feedIndex++;
if(feedIndex > 3) {
break;
}
if(remove) {
it = m_DeathQueue.erase(it);
} else {
it++;
}
}
}
}
bool KillFeedSystem::OnPlayerDeath(Events::PlayerDeath& e)
{
KillFeedInfo kfInfo;
if (e.Player.HasComponent("Team")) {
int red = e.Player["Team"].Enum("Team", "Red");
int blue = e.Player["Team"].Enum("Team", "Blue");
if ((int)e.Player["Team"]["Team"] == red) {
kfInfo.Content = "Blue Player killed Red Player";
kfInfo.Color = glm::vec4(0.f, 0.2f, 1.f, 0.8f);
m_DeathQueue.push_back(kfInfo);
} else if ((int)e.Player["Team"]["Team"] == blue) {
kfInfo.Content = "Red Player killed blue Player";
kfInfo.Color = glm::vec4(1.f, 0.f, 0.f, 0.8f);
m_DeathQueue.push_back(kfInfo);
}
}
if(m_DeathQueue.size() > 3) {
m_DeathQueue.pop_front();
}
return true;
}
+2 -2
View File
@@ -1,7 +1,7 @@
#include "Systems/PickupSpawnSystem.h"
PickupSpawnSystem::PickupSpawnSystem(World* m_World, EventBroker* eventBroker)
: System(m_World, eventBroker)
PickupSpawnSystem::PickupSpawnSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &PickupSpawnSystem::OnTriggerTouch);
}
+20 -9
View File
@@ -1,7 +1,7 @@
#include "Systems/PlayerDeathSystem.h"
PlayerDeathSystem::PlayerDeathSystem(World* m_World, EventBroker* eventBroker)
: System(m_World, eventBroker)
PlayerDeathSystem::PlayerDeathSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerDeathSystem::OnPlayerDeath);
}
@@ -34,14 +34,23 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
//components that we need from player
auto playerCamera = player.FirstChildByName("Camera");
auto playerEntityModel = player.FirstChildByName("PlayerModel")["Model"];
auto playerEntityAnimation = player.FirstChildByName("PlayerModel")["Animation"];
auto playerModel = player.FirstChildByName("PlayerModel");
if (!playerCamera.Valid() || !playerModel.Valid()) {
return;
}
if (!playerModel.HasComponent("Model") || !playerModel.HasComponent("Animation")) {
return;
}
auto playerEntityModel = playerModel["Model"];
auto playerEntityAnimation = playerModel["Animation"];
//copy the data from player to explisioneffectmodel
playerEntityModel.Copy(deathEffectEW["Model"]);
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
//freeze the animation
deathEffectEW["Animation"]["Speed"] = 0.0;
deathEffectEW["Animation"]["Speed1"] = 0.0;
deathEffectEW["Animation"]["Speed2"] = 0.0;
deathEffectEW["Animation"]["Speed3"] = 0.0;
//copy the models position,orientation
deathEffectEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
@@ -50,8 +59,10 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
//deathEffectEW["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 0, 0);
//camera (with lifetime) behind the player
auto cam = deathEffectEW.FirstChildByName("Camera");
Events::SetCamera eSetCamera;
eSetCamera.CameraEntity = cam;
m_EventBroker->Publish(eSetCamera);
if (player == LocalPlayer) {
auto cam = deathEffectEW.FirstChildByName("Camera");
Events::SetCamera eSetCamera;
eSetCamera.CameraEntity = cam;
m_EventBroker->Publish(eSetCamera);
}
}
+109 -33
View File
@@ -1,8 +1,7 @@
#include "Systems/PlayerMovementSystem.h"
PlayerMovementSystem::PlayerMovementSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
, PureSystem("Player")
PlayerMovementSystem::PlayerMovementSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
}
@@ -15,6 +14,12 @@ PlayerMovementSystem::~PlayerMovementSystem()
}
void PlayerMovementSystem::Update(double dt)
{
updateMovementControllers(dt);
updateVelocity(dt);
}
void PlayerMovementSystem::updateMovementControllers(double dt)
{
for (auto& kv : m_PlayerInputControllers) {
EntityWrapper player = kv.first;
@@ -24,12 +29,21 @@ void PlayerMovementSystem::Update(double dt)
continue;
}
// Aim pitch
EntityWrapper cameraEntity = player.FirstChildByName("Camera");
if (cameraEntity.Valid()) {
glm::vec3& cameraOrientation = cameraEntity["Transform"]["Orientation"];
cameraOrientation.x += controller->Rotation().x;
// Limit camera pitch so we don't break our necks
cameraOrientation.x = glm::clamp(cameraOrientation.x, -glm::half_pi<float>(), glm::half_pi<float>());
// Set third person model aim pitch
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
ComponentWrapper cAnimationOffset = playerModel["AnimationOffset"];
float pitch = cameraOrientation.x + 0.2;
double time = (pitch + glm::half_pi<float>()) / glm::pi<float>();
cAnimationOffset["Time"] = time;
}
}
ComponentWrapper& cTransform = player["Transform"];
@@ -38,6 +52,7 @@ void PlayerMovementSystem::Update(double dt)
float playerMovementSpeed = player["Player"]["MovementSpeed"];
float playerCrouchSpeed = player["Player"]["CrouchSpeed"];
glm::vec3& wishDirection = player["Player"]["CurrentWishDirection"];
if (player.HasComponent("Physics")) {
ComponentWrapper cPhysics = player["Physics"];
@@ -45,7 +60,7 @@ void PlayerMovementSystem::Update(double dt)
if (player.HasComponent("DashAbility")) {
controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"]);
}
glm::vec3 wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
//this makes sure you can only dash in the 4 directions: forw,backw,left,right
if (controller->AssaultDashDoubleTapped() && controller->Movement().z != 0 && controller->Movement().x != 0) {
wishDirection = glm::vec3(controller->Movement().x, 0, 0)* glm::inverse(glm::quat(ori));
@@ -64,18 +79,18 @@ void PlayerMovementSystem::Update(double dt)
}
glm::vec3& velocity = cPhysics["Velocity"];
bool isOnGround = (bool)cPhysics["IsOnGround"];
ImGui::Text(isOnGround ? "On ground" : "In air");
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
//ImGui::Text(isOnGround ? "On ground" : "In air");
//ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
glm::vec3 groundVelocity(0.f, 0.f, 0.f);
groundVelocity.x = velocity.x;
groundVelocity.z = velocity.z;
ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(groundVelocity));
ImGui::Text("wishDirection: (%f, %f, %f) |%f|", wishDirection.x, wishDirection.y, wishDirection.z, glm::length(wishDirection));
//ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(groundVelocity));
//ImGui::Text("wishDirection: (%f, %f, %f) |%f|", wishDirection.x, wishDirection.y, wishDirection.z, glm::length(wishDirection));
float currentSpeedProj = glm::dot(groundVelocity, wishDirection);
float addSpeed = wishSpeed - currentSpeedProj;
ImGui::Text("currentSpeedProj: %f", currentSpeedProj);
ImGui::Text("wishSpeed: %f", wishSpeed);
ImGui::Text("addSpeed: %f", addSpeed);
//ImGui::Text("currentSpeedProj: %f", currentSpeedProj);
//ImGui::Text("wishSpeed: %f", wishSpeed);
//ImGui::Text("addSpeed: %f", addSpeed);
if (addSpeed > 0) {
static float accel = 15.f;
@@ -100,12 +115,20 @@ void PlayerMovementSystem::Update(double dt)
//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 (velocity.y == 0.f) {
if (isOnGround) {
controller->SetDoubleJumping(false);
} else {
controller->SetDoubleJumping(true);
Events::DoubleJump e;
m_EventBroker->Publish(e);
if (IsClient) {
//put a hexagon at the players feet
auto hexagonEffect = ResourceManager::Load<EntityFile>("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"];
controller->SetDoubleJumping(true);
Events::DoubleJump e;
m_EventBroker->Publish(e);
}
}
velocity.y = 4.f;
}
@@ -123,24 +146,74 @@ void PlayerMovementSystem::Update(double dt)
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
ComponentWrapper cAnimation = playerModel["Animation"];
std::string& animationName1 = cAnimation["AnimationName1"];
std::string& animationName2 = cAnimation["AnimationName2"];
double& animationTime1 = cAnimation["Time1"];
double& animationTime2 = cAnimation["Time2"];
double& animationSpeed1 = cAnimation["Speed1"];
double& animationSpeed2 = cAnimation["Speed2"];
double& animationWeight1 = cAnimation["Weight1"];
double& animationWeight2 = cAnimation["Weight2"];
float movementLength = glm::length(groundVelocity);
//TODO: add assault dash animation here
if (glm::length(controller->Movement()) > 0.f) {
if (controller->Crouching()) {
cAnimation["Name"] = "Crouch Walk";
(double&)cAnimation["Speed"] = 1.f * -glm::sign(controller->Movement().z);
double forwardMovement = controller->Movement().z;
double strafeMovement = controller->Movement().x;
if (controller->Crouching() && animationName1 != "CrouchWalk") {
animationName1 = "CrouchWalk";
animationSpeed1 = 1.0 * -glm::sign(controller->Movement().z);
} else {
cAnimation["Name"] = "Run";
(double&)cAnimation["Speed"] = 2.f * -glm::sign(controller->Movement().z);
if (glm::abs(forwardMovement) > 0) {
if (animationName1 != "Run") {
animationName1 = "Run";
if (animationName2 == "StrafeLeft" || animationName2 == "StrafeRight") {
animationTime1 = animationTime2;
} else {
animationTime1 = 0.0;
}
}
animationSpeed1 = 2.f * -glm::sign(forwardMovement);
}
if (glm::abs(strafeMovement) > 0) {
if (animationName2 != "StrafeLeft" && animationName2 != "StrafeRight") {
if (strafeMovement < 0) {
animationName2 = "StrafeLeft";
}
if (strafeMovement > 0) {
animationName2 = "StrafeRight";
}
if (animationName1 == "Run") {
animationTime2 = animationTime1;
} else {
animationTime2 = 0.0;
}
}
animationSpeed2 = 2.f * glm::abs(strafeMovement);
}
double strafeWeight = glm::abs(strafeMovement) / (glm::abs(forwardMovement) + glm::abs(strafeMovement));
animationWeight2 = strafeWeight;
animationWeight1 = 1.0 - strafeWeight;
}
} else {
if (controller->Crouching()) {
cAnimation["Name"] = "Crouch";
(double&)cAnimation["Speed"] = 1.f;
animationName1 = "Crouch";
animationName2 = "";
animationSpeed1 = 1.0;
animationSpeed2 = 0.0;
animationWeight1 = 1.0;
animationWeight2 = 0.0;
} else {
cAnimation["Name"] = "Hold Pos";
(double&)cAnimation["Speed"] = 1.f;
animationName1 = "Idle";
animationName2 = "";
animationSpeed1 = 1.f;
animationSpeed2 = 0.0;
animationWeight1 = 1.0;
animationWeight2 = 0.0;
//cAnimation["AnimationName2"] = "Idle";
}
}
}
@@ -151,14 +224,16 @@ void PlayerMovementSystem::Update(double dt)
playerStep(dt);
}
void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
void PlayerMovementSystem::updateVelocity(double dt)
{
ComponentWrapper& cTransform = entity["Transform"];
if (!entity.HasComponent("Physics")) {
// Only apply velocity to local player
if (!LocalPlayer.Valid()) {
return;
}
ComponentWrapper& cPhysics = entity["Physics"];
ComponentWrapper& cTransform = LocalPlayer["Transform"];
ComponentWrapper& cPhysics = LocalPlayer["Physics"];
glm::vec3& velocity = cPhysics["Velocity"];
bool isOnGround = (bool)cPhysics["IsOnGround"];
@@ -166,7 +241,8 @@ void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
float speed = glm::length(velocity);
static float groundFriction = 7.f;
ImGui::InputFloat("groundFriction", &groundFriction);
static float airFriction = 0.f;
static float airFriction = 2.f;
ImGui::InputFloat("airFriction", &airFriction);
float friction = isOnGround ? groundFriction : airFriction;
if (speed > 0) {
@@ -176,6 +252,7 @@ void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
velocity.z *= multiplier;
}
// Gravity
if (cPhysics["Gravity"]) {
velocity.y -= 9.82f * (float)dt;
}
@@ -191,13 +268,12 @@ void PlayerMovementSystem::playerStep(double dt)
}
// Position of the local player, used see how far a player has moved.
glm::vec3 pos = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Transform")["Position"];
// Velocity of the local player, used to see if a player is airborne.
glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
// Used to see if a player is airborne.
bool grounded = (bool)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["IsOnGround"];
m_DistanceMoved += glm::length(pos - m_LastPosition);
// Set the last position for next iteration
m_LastPosition = pos;
bool isAirborne = vel.y != 0;
if (m_DistanceMoved > m_PlayerStepLength && !isAirborne) {
if (m_DistanceMoved > m_PlayerStepLength && grounded) {
// Player moved a step's distance
// Create footstep sound
Events::PlaySoundOnEntity e;
+100 -23
View File
@@ -1,20 +1,39 @@
#include "Systems/PlayerSpawnSystem.h"
PlayerSpawnSystem::PlayerSpawnSystem(World* m_World, EventBroker* eventBroker)
: System(m_World, eventBroker)
//This should be set by the config anyway.
float PlayerSpawnSystem::m_RespawnTime = 15.0f;
PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
: System(params)
, m_Timer(0.f)
{
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<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
}
void PlayerSpawnSystem::Update(double dt)
{
//Increase timer.
m_Timer += dt;
if (m_Timer < m_RespawnTime) {
return;
}
//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 (m_SpawnRequests.size() == 0) {
return;
}
auto playerSpawns = m_World->GetComponents("PlayerSpawn");
if (playerSpawns == nullptr) {
return;
}
int numSpawnedPlayers = 0;
for (auto& req : m_SpawnRequests) {
for (auto& cPlayerSpawn : *playerSpawns) {
EntityWrapper spawner(m_World, cPlayerSpawn.EntityID);
@@ -40,29 +59,61 @@ void PlayerSpawnSystem::Update(double dt)
e.Player = player;
e.Spawner = spawner;
m_EventBroker->Publish(e);
++numSpawnedPlayers;
break;
}
}
if (numSpawnedPlayers != (int)m_SpawnRequests.size()) {
LOG_DEBUG("%i players were supposed to be spawned, but %i was spawned.", (int)m_SpawnRequests.size(), numSpawnedPlayers);
} else {
LOG_DEBUG("%i players were spawned.", numSpawnedPlayers);
}
m_SpawnRequests.clear();
}
bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e)
bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
{
if (e.Command != "PickTeam") {
return false;
}
// Team picks should be processed ONLY server-side!
// Don't make a spawn request if PlayerID is -1, i.e. we're the client.
if (e.PlayerID == -1 && m_NetworkEnabled) {
// Don't make a spawn request if we're the client.
if (!IsServer && m_NetworkEnabled) {
return false;
}
if (e.Value != 0) {
if (e.Value == 0) {
return false;
}
//TODO: Spectating?
//Right now, return if someone picks spectator.
//1 signifies spectator here, could not get Playerteam component since it may be invalid or without team comp.
if ((ComponentInfo::EnumType)e.Value == 1) {
return false;
}
//Check if the player already requested spawn.
auto iter = m_SpawnRequests.begin();
for (; iter != m_SpawnRequests.end(); ++iter) {
if (iter->PlayerID == e.PlayerID) {
break;
}
}
if (iter != m_SpawnRequests.end()) {
//If player is in queue to spawn, then change their team affiliation in the request.
iter->Team = (ComponentInfo::EnumType)e.Value;
} else if (m_PlayerEntities.count(e.PlayerID) == 0 || !m_PlayerEntities[e.PlayerID].Valid()) {
//If player is not in queue to spawn, then create a spawn request,
//but only if they are spectating and/or just connected.
SpawnRequest req;
req.PlayerID = e.PlayerID;
req.Team = (ComponentInfo::EnumType)e.Value;
m_SpawnRequests.push_back(req);
} else {
return false;
}
return true;
@@ -70,22 +121,27 @@ bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e)
bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
{
// When a player is actually spawned (since the actual spawning is handled on the server)
// Check if a player already exists
if (m_PlayerEntities.count(e.PlayerID) != 0) {
// TODO: Disallow infinite respawning here
if (m_PlayerEntities[e.PlayerID].Valid()) {
m_World->DeleteEntity(m_PlayerEntities[e.PlayerID].ID);
}
}
// Store the player for future reference
m_PlayerEntities[e.PlayerID] = e.Player;
m_PlayerIDs[e.Player.ID] = e.PlayerID;
// When a player is actually spawned (since the actual spawning is handled on the server)
// Hack should be moved.
// TODO: Set the player name to whatever
EntityWrapper playerName = e.Player.FirstChildByName("PlayerName");
if (playerName.Valid()) {
playerName["Text"]["Content"] = e.PlayerName;
}
if (!IsClient) {
return false;
}
// Set the camera to the correct entity
EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera");
if (cameraEntity.Valid()) {
bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
if (cameraEntity.Valid() && !outOfBodyExperience) {
Events::SetCamera e;
e.CameraEntity = cameraEntity;
m_EventBroker->Publish(e);
@@ -103,11 +159,32 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
}
}
// TODO: Set the player name to whatever
EntityWrapper playerName = e.Player.FirstChildByName("PlayerName");
if (playerName.Valid()) {
playerName["Text"]["Content"] = e.PlayerName;
return true;
}
bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e)
{
//Only spawn request if network is disabled or we are server.
if (!IsServer && m_NetworkEnabled) {
return false;
}
if (!e.Player.HasComponent("Team")) {
return false;
}
ComponentWrapper cTeam = e.Player["Team"];
//A spectator can't die anyway
if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Spectator")) {
return false;
}
if (m_PlayerIDs.count(e.Player.ID) == 0) {
return false;
}
SpawnRequest req;
req.PlayerID = m_PlayerIDs.at(e.Player.ID);
req.Team = cTeam["Team"];
m_SpawnRequests.push_back(req);
return true;
}
}
+38 -48
View File
@@ -1,22 +1,20 @@
#include "Game/Systems/SoundSystem.h"
SoundSystem::SoundSystem(World* world, EventBroker* eventbroker)
: System(world, eventbroker)
SoundSystem::SoundSystem(SystemParams params)
: System(params)
, PureSystem("SoundEmitter")
//, ImpureSystem()
{
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
m_Announcer = ResourceManager::Load<ConfigFile>("Config.ini")->Get<std::string>("Sound.Announcer", "female");
m_World = world;
m_EventBroker = eventbroker;
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundSystem::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_InputCommand, &SoundSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &SoundSystem::OnDoubleJump);
EVENT_SUBSCRIBE_MEMBER(m_EDashAbility, &SoundSystem::OnDashAbility);
EVENT_SUBSCRIBE_MEMBER(m_EShoot, &SoundSystem::OnShoot);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &SoundSystem::OnPlayerDamage);
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &SoundSystem::OnCaptured);
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &SoundSystem::OnTriggerTouch);
if (IsClient) {
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundSystem::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_InputCommand, &SoundSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &SoundSystem::OnDoubleJump);
EVENT_SUBSCRIBE_MEMBER(m_EDashAbility, &SoundSystem::OnDashAbility);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &SoundSystem::OnPlayerDamage);
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &SoundSystem::OnCaptured);
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &SoundSystem::OnTriggerTouch);
}
}
void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt)
@@ -24,8 +22,12 @@ void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComp
void SoundSystem::Update(double dt)
{
if (!IsClient) {
return;
}
// Temp for play test.
if(m_DrumsIsPlaying) {
if (m_DrumsIsPlaying) {
m_DrumsIsPlaying = !drumTimer(dt);
}
}
@@ -34,9 +36,8 @@ bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned &e)
{
if (e.PlayerID == -1) { // Local player
m_World->AttachComponent(e.Player.ID, "Listener");
m_LocalPlayer = e.Player;
Events::PlaySoundOnEntity go;
go.EmitterID = m_LocalPlayer.ID;
go.EmitterID = LocalPlayer.ID;
go.FilePath = "Audio/announcer/" + m_Announcer + "/go.wav";
m_EventBroker->Publish(go);
// TEMP: starts bgm
@@ -57,22 +58,20 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
return true;
}
}
if (e.Command == "TakeDamage" && e.Value > 0) {
Events::PlayerDamage ev;
ev.Player = m_LocalPlayer;
ev.Damage = 1.0;
m_EventBroker->Publish(ev);
}
return false;
}
void SoundSystem::playerJumps()
{
glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
if (vel.y == 0) {
if (!LocalPlayer.Valid()) {
return;
}
bool grounded = (bool)m_World->GetComponent(LocalPlayer.ID, "Physics")["IsOnGround"];
if (grounded) {
Events::PlaySoundOnEntity e;
e.EmitterID = m_LocalPlayer.ID;
e.EmitterID = LocalPlayer.ID;
e.FilePath = "Audio/jump/jump1.wav";
m_EventBroker->Publish(e);
}
@@ -89,26 +88,17 @@ bool SoundSystem::drumTimer(double dt)
}
}
bool SoundSystem::OnShoot(const Events::Shoot & e)
{
Events::PlaySoundOnEntity ev;
ev.EmitterID = m_LocalPlayer.ID;
ev.FilePath = "Audio/laser/laser1.wav";
m_EventBroker->Publish(ev);
return true;
}
bool SoundSystem::OnCaptured(const Events::Captured & e)
{
int homeTeam = (int)m_World->GetComponent(e.CapturePointID, "Team")["Team"];
int team = (int)m_World->GetComponent(m_LocalPlayer.ID, "Team")["Team"];
int team = (int)m_World->GetComponent(LocalPlayer.ID, "Team")["Team"];
Events::PlaySoundOnEntity ev;
if (team == homeTeam) {
ev.FilePath = "Audio/announcer/" + m_Announcer + "/objective_achieved.wav";
} else {
ev.FilePath = "Audio/announcer/" + m_Announcer + "/objective_failed.wav"; // have not been tested
}
ev.EmitterID = m_LocalPlayer.ID;
ev.EmitterID = LocalPlayer.ID;
m_EventBroker->Publish(ev);
// Temp for play test.
m_DrumsIsPlaying = false;
@@ -124,13 +114,13 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
std::vector<std::string> paths;
paths.push_back("Audio/hurt/hurt" + std::to_string(rand) + ".wav");
// // Breathe
// int ammountOfbreaths = (static_cast<int>(e.Damage) / 10) + 2; // TEMP: Idk something stupid like this shit
// for (int i = 0; i < ammountOfbreaths; i++) {
// paths.push_back("Audio/exhausted/breath.wav");
// }
// // Breathe
// int ammountOfbreaths = (static_cast<int>(e.Damage) / 10) + 2; // TEMP: Idk something stupid like this shit
// for (int i = 0; i < ammountOfbreaths; i++) {
// paths.push_back("Audio/exhausted/breath.wav");
// }
Events::PlayQueueOnEntity ev;
ev.Emitter = m_LocalPlayer;
ev.Emitter = LocalPlayer;
ev.FilePaths = paths;
m_EventBroker->Publish(ev);
return false;
@@ -139,8 +129,8 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e)
{
Events::PlaySoundOnEntity ev;
ev.EmitterID = m_LocalPlayer.ID;
ev.FilePath = "Audio/die/die2.wav";
ev.EmitterID = LocalPlayer.ID;
ev.FilePath = "Audio/die/die2.wav";
m_EventBroker->Publish(ev);
return false;
}
@@ -148,7 +138,7 @@ bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e)
bool SoundSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup & e)
{
Events::PlaySoundOnEntity ev;
ev.EmitterID = m_LocalPlayer.ID;
ev.EmitterID = LocalPlayer.ID;
ev.FilePath = "Audio/pickup/pickup2.wav";
m_EventBroker->Publish(ev);
return false;
@@ -162,7 +152,7 @@ bool SoundSystem::OnTriggerTouch(const Events::TriggerTouch & e)
}
if (m_World->HasComponent(e.Trigger.ID, "CapturePoint")) {
Events::PlaySoundOnEntity ev; // should be BGM
ev.EmitterID = m_LocalPlayer.ID;
ev.EmitterID = LocalPlayer.ID;
ev.FilePath = "Audio/bgm/drumstest.wav";
m_EventBroker->Publish(ev);
// Temp for play test.
@@ -174,7 +164,7 @@ bool SoundSystem::OnTriggerTouch(const Events::TriggerTouch & e)
bool SoundSystem::OnDoubleJump(const Events::DoubleJump & e)
{
Events::PlaySoundOnEntity ev;
ev.EmitterID = m_LocalPlayer.ID;
ev.EmitterID = LocalPlayer.ID;
ev.FilePath = "Audio/jump/jump2.wav";
m_EventBroker->Publish(ev);
return false;
@@ -183,7 +173,7 @@ bool SoundSystem::OnDoubleJump(const Events::DoubleJump & e)
bool SoundSystem::OnDashAbility(const Events::DashAbility &e)
{
Events::PlaySoundOnEntity ev;
ev.EmitterID = m_LocalPlayer.ID;
ev.EmitterID = LocalPlayer.ID;
ev.FilePath = "Audio/jump/dash1.wav";
m_EventBroker->Publish(ev);
return false;
+8 -6
View File
@@ -1,7 +1,7 @@
#include "Systems/SpawnerSystem.h"
SpawnerSystem::SpawnerSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
SpawnerSystem::SpawnerSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_OnSpawnerSpawn, &SpawnerSystem::OnSpawnerSpawn);
}
@@ -48,10 +48,12 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
EntityFileParser parser(entityFile);
EntityWrapper spawnedEntity(world, parser.MergeEntities(world, parent.ID));
// 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.World, spawnPoint.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));
}
return spawnedEntity;
}
@@ -0,0 +1,413 @@
#include "Systems/Weapon/AssaultWeaponBehaviour.h"
AssaultWeaponBehaviour::AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* 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;
m_Firing = true;
fireRound();
}
void AssaultWeaponBehaviour::CeaseFire()
{
m_Firing = false;
}
void AssaultWeaponBehaviour::Reload()
{
if (m_Reloading) {
return;
}
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
int magAmmo = cAssaultWeapon["MagazineAmmo"];
int magSize = cAssaultWeapon["MagazineSize"];
int ammo = cAssaultWeapon["Ammo"];
// Don't reload if we're already fully loaded
if (magAmmo == magSize) {
return;
}
// Don't reload if we're completly out of ammo
if (ammo == 0) {
playEmptySound();
m_TimeSinceLastFire = -0.0f; // HACK: To make empty sound play with interval
return;
}
m_Reloading = true;
m_ReloadTimer = cAssaultWeapon["ReloadTime"];
playReloadAnimation();
Events::PlaySoundOnEntity e;
e.EmitterID = cAssaultWeapon.EntityID;
e.FilePath = "Audio/weapon/reload.wav";
m_EventBroker->Publish(e);
}
void AssaultWeaponBehaviour::Update(double dt)
{
if (m_Reloading) {
m_ReloadTimer -= dt;
// Re-enable glow on reload impersonator 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_ThirdPersonReloadImpersonator.Valid()) {
m_ThirdPersonReloadImpersonator["Model"]["GlowMap"] = true;
}
}
}
if (m_ReloadTimer <= 0) {
finishReload();
}
}
if (m_Firing && !m_Reloading) {
m_TimeSinceLastFire += dt;
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
if (m_TimeSinceLastFire >= 1.0 / ((double)cAssaultWeapon["RPM"] / 60.0)) {
fireRound();
}
}
if (!m_Firing && !m_Reloading) {
if (IsClient) {
playIdleAnimation();
}
}
// Disable glow map on weapon if it's out of ammo
// Make real first person weapon model visible again
if (IsClient) {
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
if (firstPersonWeaponModel.Valid()) {
firstPersonWeaponModel["Model"]["GlowMap"] = hasAmmo();
}
}
}
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"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
return magAmmo > 0;
}
void AssaultWeaponBehaviour::fireRound()
{
if (m_Reloading) {
return;
}
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
int ammo = cAssaultWeapon["Ammo"];
// Reload if our magazine is empty
if (magAmmo <= 0) {
Reload();
return;
}
// Fire
magAmmo -= 1;
m_TimeSinceLastFire = 0.0;
// Effects
if (IsClient) {
spawnTracer();
playFireSound();
viewPunch();
playShootAnimation();
bool hit = shoot(cAssaultWeapon["BaseDamage"]);
if (hit) {
showHitMarker();
}
}
}
void AssaultWeaponBehaviour::spawnTracer()
{
if (!IsClient) {
return;
}
EntityWrapper spawner;
bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
if (m_Player == LocalPlayer && !outOfBodyExperience) {
spawner = m_Player.FirstChildByName("WeaponMuzzle");
} else {
spawner = m_Player.FirstChildByName("ThirdPersonWeaponMuzzle");
}
if (!spawner.Valid()) {
return;
}
float distance = traceRayDistance(Transform::AbsolutePosition(spawner), Transform::AbsoluteOrientation(spawner) * glm::vec3(0, 0, -1));
EntityWrapper ray = SpawnerSystem::Spawn(spawner);
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
}
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);
if (entity) {
return distance;
} else {
return 100.f;
}
}
void AssaultWeaponBehaviour::playFireSound()
{
if (!IsClient) {
return;
}
Events::PlaySoundOnEntity e;
e.EmitterID = m_Player.ID;
e.FilePath = "Audio/laser/laser1.wav";
m_EventBroker->Publish(e);
}
void AssaultWeaponBehaviour::playEmptySound()
{
if (!IsClient) {
return;
}
Events::PlaySoundOnEntity e;
e.EmitterID = m_Player.ID;
e.FilePath = "Audio/weapon/zeroAmmo.wav";
m_EventBroker->Publish(e);
}
void AssaultWeaponBehaviour::viewPunch()
{
EntityWrapper playerCamera = m_Player.FirstChildByName("Camera");
if (!playerCamera.Valid()) {
return;
}
float viewPunch = m_Player["AssaultWeapon"]["ViewPunch"];
ComponentWrapper cTransform = playerCamera["Transform"];
glm::vec3& orientation = cTransform["Orientation"];
orientation.x += viewPunch;
}
void AssaultWeaponBehaviour::finishReload()
{
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
int magSize = cAssaultWeapon["MagazineSize"];
int& ammo = cAssaultWeapon["Ammo"];
// Throw away rounds in magazine to incentivise ammo sharing
int toLoad = glm::min(magSize, ammo);
magAmmo = toLoad;
ammo -= toLoad;
// Make real first person weapon model visible again
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
if (firstPersonWeaponModel.Valid()) {
firstPersonWeaponModel["Model"]["Visible"] = true;
}
EntityWrapper thirdPersonWeaponModel = m_Player.FirstChildByName("ThirdPersonWeaponModel");
if (thirdPersonWeaponModel.Valid()) {
thirdPersonWeaponModel["Model"]["Visible"] = true;
}
m_Reloading = false;
}
void AssaultWeaponBehaviour::playShootAnimation()
{
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
if (cAnimation["AnimationName1"] != "ShootRifle") {
cAnimation["AnimationName1"] = "ShootRifle";
cAnimation["Weight1"] = 1.0;
cAnimation["Time1"] = 0.0;
cAnimation["Speed1"] = 1.0;
cAnimation["Loop1"] = true;
}
}
void AssaultWeaponBehaviour::playIdleAnimation()
{
if (!m_FirstPersonModel.Valid()) {
return;
}
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
std::string& animationName1 = cAnimation["AnimationName1"];
double& animationSpeed1 = cAnimation["Speed1"];
std::string animationToPlay = "Idle";
double speedToSet = 1.0;
ComponentWrapper cPlayer = m_Player["Player"];
glm::vec3 movementDirection = cPlayer["CurrentWishDirection"];
if (glm::length2(movementDirection) > 0) {
animationToPlay = "Run";
ComponentWrapper cPhysics = m_Player["Physics"];
speedToSet = glm::length((glm::vec3)cPhysics["Velocity"]) / (float)cPlayer["MovementSpeed"];
}
if (animationName1 != animationToPlay) {
cAnimation["AnimationName1"] = animationToPlay;
cAnimation["Weight1"] = 1.0;
cAnimation["Time1"] = 0.0;
cAnimation["Loop1"] = true;
}
if (animationSpeed1 != speedToSet) {
cAnimation["Speed1"] = speedToSet;
}
}
void AssaultWeaponBehaviour::playReloadAnimation()
{
// Play animation
// First person
if (IsClient)
{
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
cAnimation["AnimationName1"] = "ReloadSwitch";
cAnimation["Weight1"] = 1.0;
cAnimation["Time1"] = 0.0;
cAnimation["Speed1"] = 0.5;
cAnimation["Loop1"] = true;
}
// TODO: Third person
//{
// ComponentWrapper cAnimation = m_ThirdPersonModel["Animation"];
// cAnimation["AnimationName1"] = "ReloadSwitch";
// cAnimation["Weight1"] = 1.0;
// cAnimation["Time1"] = 0.0;
// cAnimation["Speed1"] = 0.5;
// cAnimation["Loop1"] = true;
//}
// Hide weapon model and spawn the exploding version
{
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"]);
}
firstPersonWeaponModel["Model"]["Visible"] = false;
}
{
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"]);
}
thirdPersonWeaponModel["Model"]["Visible"] = false;
}
}
bool AssaultWeaponBehaviour::shoot(double damage)
{
// Only do shooting clientside
if (!IsClient) {
return false;
}
// Only handle shooting for the local player
if (m_Player != LocalPlayer) {
return false;
}
// Make sure the player isn't shooting from the grave
if (!m_Player.Valid()) {
return false;
}
// Screen center, based on current resolution!
Rectangle screenResolution = m_Renderer->GetViewportSize();
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
// Pick middle of screen
PickData pickData = m_Renderer->Pick(centerScreen);
if (pickData.Entity == EntityID_Invalid) {
return false;
}
EntityWrapper victim(m_World, pickData.Entity);
if (!victim.Valid()) {
return false;
}
// Don't let us shoot ourselves in the foot
if (victim == LocalPlayer) {
return false;
}
// Only care about players being hit
if (!victim.HasComponent("Player")) {
victim = victim.FirstParentWithComponent("Player");
}
if (!victim.Valid()) {
return false;
}
// Check for friendly fire
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)m_Player["Team"]["Team"]) {
return false;
}
// Deal damage!
Events::PlayerDamage ePlayerDamage;
ePlayerDamage.Inflictor = m_Player;
ePlayerDamage.Victim = victim;
ePlayerDamage.Damage = damage;
m_EventBroker->Publish(ePlayerDamage);
return true;
}
void AssaultWeaponBehaviour::showHitMarker()
{
// Show hit marker
EntityWrapper hitMarkerSpawner = m_Player.FirstChildByName("HitMarkerSpawner");
if (hitMarkerSpawner.Valid()) {
SpawnerSystem::Spawn(hitMarkerSpawner, hitMarkerSpawner);
Events::PlaySoundOnEntity e;
e.EmitterID = m_Player.ID;
e.FilePath = "Audio/weapon/hitclick.wav";
m_EventBroker->Publish(e);
}
}
+96
View File
@@ -0,0 +1,96 @@
#include "Systems/Weapon/WeaponSystem.h"
WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(params)
, PureSystem("Player")
, m_SystemParams(params)
, m_Renderer(renderer)
, m_CollisionOctree(collisionOctree)
{
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &WeaponSystem::OnPlayerSpawned);
}
void WeaponSystem::Update(double dt)
{
}
void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt)
{
// Update potential weapon behaviour for player
auto it = m_ActiveWeapons.find(entity);
if (it == m_ActiveWeapons.end()) {
selectWeapon(entity, 1);
}
m_EventBroker->Process<WeaponBehaviour>();
m_ActiveWeapons.at(entity)->Update(dt);
}
bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
{
EntityWrapper player = e.Player;
if (e.PlayerID == -1) {
player = LocalPlayer;
}
// Make sure player is alive
if (!player.Valid()) {
return false;
}
// Weapon selection
if (e.Command == "SelectWeapon") {
if (e.Value != 0) {
//selectWeapon(player, static_cast<ComponentInfo::EnumType>(e.Value));
}
}
// Fire
if (e.Command == "PrimaryFire") {
if (m_ActiveWeapons.find(player) != m_ActiveWeapons.end()) {
auto weapon = m_ActiveWeapons.at(player);
if (e.Value > 0) {
weapon->Fire();
} else {
weapon->CeaseFire();
}
}
}
// Reload
if (e.Command == "Reload" && e.Value != 0) {
if (m_ActiveWeapons.find(player) != m_ActiveWeapons.end()) {
auto weapon = m_ActiveWeapons.at(player);
weapon->Reload();
}
}
return true;
}
void WeaponSystem::selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot)
{
// Primary
if (slot == 1) {
// TODO: if class...
if (m_ActiveWeapons.count(player) == 0) {
m_ActiveWeapons.insert(std::make_pair(player, std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_Renderer, m_CollisionOctree, player)));
} else {
//m_ActiveWeapons.erase(player);
}
}
// Secondary
if (slot == 2) {
//m_ActiveWeapons[player] = std::make_shared<PistolWeaponBehaviour>();
}
}
bool WeaponSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
{
// Select primary weapon on player spawn
// TODO: Select the active one specified by player component
return true;
}
-141
View File
@@ -1,141 +0,0 @@
#include "Systems/WeaponSystem.h"
WeaponSystem::WeaponSystem(World* world, EventBroker* eventBroker, IRenderer* renderer)
: System(world, eventBroker)
, ImpureSystem()
, m_Renderer(renderer)
{
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &WeaponSystem::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EShoot, &WeaponSystem::OnShoot);
}
void WeaponSystem::Update(double dt)
{
}
bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e)
{
if (e.PlayerID == -1) {
m_LocalPlayer = e.Player;
}
return true;
}
bool WeaponSystem::OnInputCommand(const Events::InputCommand& e)
{
// Only shoot client-side!
if (e.PlayerID != -1) {
return false;
}
// Only shoot if the player is alive
if (!m_LocalPlayer.Valid()) {
return false;
}
if (e.Command == "PrimaryFire" && e.Value > 0) {
Events::Shoot eShoot;
if (e.PlayerID == -1) {
eShoot.Player = m_LocalPlayer;
} else {
eShoot.Player = e.Player;
}
m_EventBroker->Publish(eShoot);
}
return true;
}
bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
{
if (!eShoot.Player.Valid()) {
return false;
}
// TODO: Weapon firing effects here
auto rayRed = ResourceManager::Load<EntityFile>("Schema/Entities/RayRed.xml");
auto rayBlue = ResourceManager::Load<EntityFile>("Schema/Entities/RayBlue.xml");
EntityWrapper weapon = eShoot.Player.FirstChildByName("WeaponMuzzle");
if (weapon.Valid()) {
EntityWrapper ray;
if ((ComponentInfo::EnumType)eShoot.Player["Team"]["Team"] == eShoot.Player["Team"]["Team"].Enum("Red")) {
EntityFileParser parser(rayRed);
EntityID rayID = parser.MergeEntities(m_World);
ray = EntityWrapper(m_World, rayID);
} else {
EntityFileParser parser(rayBlue);
EntityID rayID = parser.MergeEntities(m_World);
ray = EntityWrapper(m_World, rayID);
}
glm::mat4 transformation = Transform::AbsoluteTransformation(weapon);
glm::vec3 scale;
glm::vec3 translation;
glm::quat orientation;
glm::vec3 skew;
glm::vec4 perspective;
glm::decompose(transformation, scale, orientation, translation, skew, perspective);
// Matrix to euler angles
glm::vec3 euler;
euler.y = glm::asin(-transformation[0][2]);
if (cos(euler.y) != 0) {
euler.x = atan2(transformation[1][2], transformation[2][2]);
euler.z = atan2(transformation[0][1], transformation[0][0]);
} else {
euler.x = atan2(-transformation[2][0], transformation[1][1]);
euler.z = 0;
}
//LOG_DEBUG("rotation: %f %f %f", euler.x, euler.y, euler.z);
(glm::vec3&)ray["Transform"]["Position"] = translation;
(glm::vec3&)ray["Transform"]["Orientation"] = euler;
//(glm::vec3&)ray["Transform"]["Orientation"] = Transform::AbsoluteOrientationEuler(weapon);
}
// Only run further picking code client-side!
if (eShoot.Player != m_LocalPlayer) {
return false;
}
// Screen center, based on current resolution!
// TODO: check if player has enough ammo and if weapon has a cooldown or not
Rectangle screenResolution = m_Renderer->GetViewportSize();
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
// TODO: check if player has enough ammo and if weapon has a cooldown or not
// Pick middle of screen
PickData pickData = m_Renderer->Pick(centerScreen);
if (pickData.Entity == EntityID_Invalid) {
return false;
}
EntityWrapper player(m_World, pickData.Entity);
// Only care about players being hit
if (!player.HasComponent("Player")) {
player = player.FirstParentWithComponent("Player");
}
if (!player.Valid()) {
return false;
}
// Check for friendly fire
EntityWrapper shooter = eShoot.Player;
if ((ComponentInfo::EnumType)player["Team"]["Team"] == (ComponentInfo::EnumType)shooter["Team"]["Team"]) {
return false;
}
// TODO: Weapon damage calculations etc
Events::PlayerDamage ePlayerDamage;
ePlayerDamage.Player = player;
ePlayerDamage.Damage = 100;
m_EventBroker->Publish(ePlayerDamage);
return true;
}
+18 -4
View File
@@ -1,11 +1,25 @@
#include "Game.h"
#include "MiniDump.h"
LONG WINAPI CrashHandler(EXCEPTION_POINTERS* pException);
int main(int argc, char* argv[])
{
Game game(argc, argv);
while (game.Running()) {
game.Tick();
}
::SetUnhandledExceptionFilter(CrashHandler);
Game game(argc, argv);
while (game.Running()) {
game.Tick();
}
return 0;
}
LONG WINAPI CrashHandler(EXCEPTION_POINTERS* pException)
{
//Take minidump. path should be bin/TacticalZ.dmp
//Then show MessageBox, and exit application.
Create_Dump(pException, 1, 1);
return EXCEPTION_EXECUTE_HANDLER;// EXCEPTION_CONTINUE_SEARCH
}
+1 -1
View File
@@ -71,7 +71,7 @@ GameHealthSystemTest::GameHealthSystemTest()
//damage player with 50
Events::PlayerDamage e;
e.Damage = 50.0f;
e.Player = EntityWrapper(m_World, player.EntityID);
e.Victim = EntityWrapper(m_World, player.EntityID);
m_EventBroker->Publish(e);
//heal some other player with 40