Merge remote-tracking branch 'origin/master' into Animations
# Conflicts: # include/Engine/Rendering/ModelJob.h # resources/Schema/Components.xsd # resources/Schema/Types/Entity.xsd # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/PickingPass.cpp # src/Engine/Rendering/Renderer.cpp # src/Engine/Rendering/Skeleton.cpp
This commit is contained in:
@@ -3,7 +3,7 @@ project(TacticalZ-Engine)
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find_package(OpenGL REQUIRED)
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find_package(GLEW REQUIRED)
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find_package(GLFW REQUIRED)
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find_package(Boost REQUIRED COMPONENTS system filesystem thread chrono program_options)
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find_package(Boost REQUIRED COMPONENTS system filesystem thread chrono timer program_options)
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find_package(assimp REQUIRED)
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find_package(ZLIB REQUIRED)
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find_package(PNG REQUIRED)
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@@ -207,7 +207,7 @@ bool RayVsModel(const Ray& ray,
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glm::vec3 v0 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v1 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v2 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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float dist = INFINITY;
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float dist = outDistance;
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float u;
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float v;
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if (RayVsTriangle(ray, v0, v1, v2, dist, u, v)) {
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@@ -366,7 +366,8 @@ bool AABBvsTriangle(const AABB& box,
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float verticalStepHeight,
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bool& isOnGround,
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glm::vec3& boxVelocity,
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glm::vec3& outResolution)
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glm::vec3& outResolution,
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bool resolveCollision)
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{
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//Check so we don't have a zero area triangle when calculating the normal.
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//Also, don't check a triangle facing away from the player.
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@@ -426,7 +427,7 @@ bool AABBvsTriangle(const AABB& box,
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//if projections don't overlap, return false.
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if (!rectangleVsTriangle(boxMin, boxMax, t2D, resolutionVector, resolutionDist, pushedFromTriangleLine)) {
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return false;
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} else {
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} else if (resolveCollision) {
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//Overwrite the smallest resolution if this is smaller.
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if (resolutionDist < resolveShortest.DistanceSq) {
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resolveShortest.Vector = glm::vec3(0.f);
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@@ -463,6 +464,11 @@ bool AABBvsTriangle(const AABB& box,
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if (glm::abs(t) > 1) {
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return false;
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}
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if (!resolveCollision) {
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return true;
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}
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glm::vec3 cornerResolution = (1+t) * diagonal;
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//Overwrite the smallest resolution if cornerResolution is smaller.
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float lenSq = glm::length2(cornerResolution);
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@@ -537,7 +543,8 @@ bool AABBvsTriangles(const AABB& box,
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glm::vec3& boxVelocity,
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float verticalStepHeight,
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bool& isOnGround,
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glm::vec3& outResolutionVector)
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glm::vec3& outResolutionVector,
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bool resolveCollision)
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{
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bool hit = false;
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@@ -553,7 +560,7 @@ bool AABBvsTriangles(const AABB& box,
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};
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glm::vec3 outVec;
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bool collideWithGround = isOnGround;
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if (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec)) {
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if (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec, resolveCollision)) {
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hit = true;
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outResolutionVector += outVec;
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newBox = AABB::FromOriginSize(newBox.Origin() + outVec, newBox.Size());
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@@ -569,6 +576,44 @@ bool AABBvsTriangles(const AABB& box,
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return hit;
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}
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bool AABBvsTriangles(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& boxVelocity,
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float verticalStepHeight,
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bool& isOnGround,
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glm::vec3& outResolutionVector)
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{
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return AABBvsTriangles(box,
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modelVertices,
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modelIndices,
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modelMatrix,
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boxVelocity,
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verticalStepHeight,
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isOnGround,
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outResolutionVector,
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true);
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}
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bool AABBvsTriangles(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix)
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{
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glm::vec3 vel, outres;
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bool g;
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return AABBvsTriangles(box,
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modelVertices,
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modelIndices,
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modelMatrix,
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vel,
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0.f,
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g,
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outres,
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false);
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}
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boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox)
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{
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AABB modelSpaceBox;
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@@ -648,8 +693,9 @@ boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<Enti
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if (!entityBox.Entity.HasComponent("Model")) {
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continue;
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}
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std::string res = entityBox.Entity["Model"]["Resource"];
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if (res.empty()) {
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auto& cModel = entityBox.Entity["Model"];
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std::string res = cModel["Resource"];
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if (res.empty() || (bool)cModel["Transparent"] || !((bool)cModel["Visible"])) {
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continue;
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}
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Model* model;
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@@ -3,24 +3,71 @@
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#include "Core/AABB.h"
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#include "Rendering/Model.h"
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void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPhysics, double dt)
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{
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if (!entity.HasComponent("Physics")) {
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if (!entity.HasComponent("Collidable")) {
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return;
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}
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ComponentWrapper& cPhysics = entity["Physics"];
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boost::optional<EntityAABB> boundingBox = Collision::EntityAbsoluteAABB(entity);
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if (!boundingBox) {
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return;
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}
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ComponentWrapper& cTransform = entity["Transform"];
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EntityAABB& boxA = *boundingBox;
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bool everHitTheGround = false;
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auto prevPosIt = m_PrevPositions.find(entity);
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if (prevPosIt != m_PrevPositions.end()) {
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glm::vec3 size = boxA.Size();
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float diameter = std::min(size.x, size.z);
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glm::vec3 prevOrigin = prevPosIt->second;
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glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
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float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
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//If the entity has moved farther than the size of its box, we need to handle it specially.
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if (rayLength > diameter) {
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Ray ray(prevOrigin, toCurrentPos);
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m_OctreeResult.clear();
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m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
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for (auto& boxB : m_OctreeResult) {
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if (boxA.Entity == boxB.Entity) {
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continue;
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}
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bool hit;
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float dist;
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if (boxB.Entity.HasComponent("Model")) {
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RawModel* model;
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std::string res = (std::string)boxB.Entity["Model"]["Resource"];
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try {
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model = ResourceManager::Load<RawModel, true>(res);
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} catch (const std::exception&) {
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continue;
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}
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float u, v;
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hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
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} else {
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hit = Collision::RayVsAABB(ray, boxB, dist);
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}
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if (hit && dist < rayLength) {
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//Set the entity to where it was colliding, minus the maximum box size.
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//TODO: Perhaps this should be done slightly more properly.
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glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
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glm::vec3 resolve = newOriginPos - boxA.Origin();
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(glm::vec3&)cTransform["Position"] += resolve;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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if (resolve.y > 0) {
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everHitTheGround = true;
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(bool)cPhysics["IsOnGround"] = true;
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((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
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}
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break;
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}
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}
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}
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}
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// Collide against octree items
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m_OctreeResult.clear();
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m_Octree->ObjectsInSameRegion(*boundingBox, m_OctreeResult);
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bool everHitTheGround = false;
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for (auto& boxB : m_OctreeResult) {
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glm::vec3 resolutionVector;
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if (boxA.Entity == boxB.Entity) {
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@@ -43,6 +90,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
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if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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cPhysics["Velocity"] = inOutVelocity;
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if (isOnGround) {
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everHitTheGround = true;
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@@ -52,6 +100,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
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//Enter here if boxB has no Model.
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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if (resolutionVector.y > 0) {
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everHitTheGround = true;
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(bool)cPhysics["IsOnGround"] = true;
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@@ -64,4 +113,6 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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if (!everHitTheGround) {
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(bool)cPhysics["IsOnGround"] = false;
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}
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m_PrevPositions[entity] = boxA.Origin();
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}
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@@ -1,7 +1,5 @@
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#include "Core/ComponentPool.h"
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ComponentWrapper ComponentPoolForwardIterator::operator*() const
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{
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char* data = &(*m_MemoryPoolIterator);
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@@ -32,6 +30,34 @@ ComponentPoolForwardIterator& ComponentPoolForwardIterator::operator++()
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return *this;
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}
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ComponentPool::ComponentPool(const ComponentPool& other)
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: m_ComponentInfo(other.m_ComponentInfo)
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, m_Pool(other.m_Pool)
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, m_EntityToComponent()
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{
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// Update EntityToComponent pointers
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for (char& ptr : m_Pool) {
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EntityID entity = *reinterpret_cast<EntityID*>(&ptr);
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m_EntityToComponent[entity] = &ptr;
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}
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// Duplicate strings
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for (auto& name : m_ComponentInfo.StringFields) {
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for (auto& c : *this) {
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std::string& val = c[name];
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ComponentWrapper::SolidifyStrings(c);
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}
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}
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}
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ComponentPool::~ComponentPool()
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{
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// Destroy component data
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for (auto& c : *this) {
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ComponentWrapper::Destroy(c.Info, c.Data);
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}
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}
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//const ::ComponentInfo& ComponentPool::ComponentInfo() const
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//{
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// return m_ComponentInfo;
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@@ -39,10 +65,19 @@ ComponentPoolForwardIterator& ComponentPoolForwardIterator::operator++()
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||||
ComponentWrapper ComponentPool::Allocate(EntityID entity)
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{
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// Allocate pool data
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char* data = m_Pool.Allocate();
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// Copy EntityID
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||||
memcpy(data, &entity, sizeof(EntityID));
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m_EntityToComponent[entity] = data;
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return ComponentWrapper(m_ComponentInfo, data);
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ComponentWrapper component(m_ComponentInfo, data);
|
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|
||||
// Copy defaults
|
||||
memcpy(component.Data, m_ComponentInfo.Defaults.get(), m_ComponentInfo.Stride);
|
||||
ComponentWrapper::SolidifyStrings(component);
|
||||
|
||||
return component;
|
||||
}
|
||||
|
||||
ComponentWrapper ComponentPool::GetByEntity(EntityID ent)
|
||||
@@ -57,6 +92,7 @@ bool ComponentPool::KnowsEntity(EntityID ent)
|
||||
|
||||
void ComponentPool::Delete(ComponentWrapper& wrapper)
|
||||
{
|
||||
ComponentWrapper::Destroy(wrapper.Info, wrapper.Data);
|
||||
m_EntityToComponent.erase(wrapper.EntityID);
|
||||
m_Pool.Free(wrapper.Data - sizeof(EntityID));
|
||||
}
|
||||
|
||||
@@ -185,6 +185,9 @@ void EntityFilePreprocessor::parseComponentInfo()
|
||||
field.Offset = fieldOffset;
|
||||
field.Stride = stride;
|
||||
compInfo.FieldsInOrder.push_back(name);
|
||||
if (field.Type == "string") {
|
||||
compInfo.StringFields.push_back(name);
|
||||
}
|
||||
fieldOffset += stride;
|
||||
}
|
||||
|
||||
@@ -201,7 +204,7 @@ void EntityFilePreprocessor::parseDefaults()
|
||||
|
||||
for (auto& ci : m_ComponentInfo) {
|
||||
// Allocate memory for default values
|
||||
ci.second.Defaults = std::shared_ptr<char>(new char[ci.second.Stride]);
|
||||
ci.second.Defaults = boost::shared_array<char>(new char[ci.second.Stride], std::bind(&ComponentWrapper::Destroy, ci.second, std::placeholders::_1));
|
||||
memset(ci.second.Defaults.get(), 0, ci.second.Stride);
|
||||
|
||||
std::string componentName = ci.first;
|
||||
|
||||
@@ -0,0 +1,76 @@
|
||||
#include "Core/PerformanceTimer.h"
|
||||
#include <ctime>
|
||||
#include <fstream>
|
||||
|
||||
cpu_timer PerformanceTimer::m_Timer;
|
||||
std::map<std::string, cpu_timer> PerformanceTimer::timers;
|
||||
std::string PerformanceTimer::currentTimerRunning = "";
|
||||
|
||||
void PerformanceTimer::StartTimer(std::string nameOfTimer)
|
||||
{
|
||||
timers[nameOfTimer].stop();
|
||||
timers[nameOfTimer].start();
|
||||
currentTimerRunning = nameOfTimer;
|
||||
}
|
||||
|
||||
void PerformanceTimer::StartTimerAndStopPrevious(std::string nameOfTimer)
|
||||
{
|
||||
//stop the current timer and start some other - useful to not have to stop timers all the time
|
||||
if (currentTimerRunning != "") {
|
||||
timers[currentTimerRunning].stop();
|
||||
}
|
||||
timers[nameOfTimer].stop();
|
||||
timers[nameOfTimer].start();
|
||||
currentTimerRunning = nameOfTimer;
|
||||
}
|
||||
|
||||
void PerformanceTimer::StopTimer(std::string nameOfTimer)
|
||||
{
|
||||
timers[nameOfTimer].stop();
|
||||
currentTimerRunning = nameOfTimer;
|
||||
}
|
||||
|
||||
void PerformanceTimer::SetFrameNumber(int frameNumber)
|
||||
{
|
||||
}
|
||||
|
||||
void PerformanceTimer::ResetAllTimers()
|
||||
{
|
||||
//stop all timers
|
||||
for (auto aTimer : timers)
|
||||
{
|
||||
aTimer.second.stop();
|
||||
}
|
||||
currentTimerRunning = "";
|
||||
timers.clear();
|
||||
}
|
||||
|
||||
void PerformanceTimer::CreateExcelData()
|
||||
{
|
||||
//get time
|
||||
std::time_t t = std::time(NULL);
|
||||
char tStr[16];
|
||||
std::strftime(tStr, 32, " %a %H-%M-%S", std::localtime(&t));
|
||||
std::string time(tStr);
|
||||
std::string path("TacticalZ");
|
||||
path += time + ".csv";
|
||||
std::ofstream someFileStream;
|
||||
someFileStream.open(path, std::ofstream::out);
|
||||
someFileStream << "classname" << ',' << "walltime" << ',' << "userTime" << ',' << "systemTime" << '\n';
|
||||
|
||||
//write all timers to file
|
||||
for (auto aTimer : timers)
|
||||
{
|
||||
//remove the "class" name in front of the string
|
||||
auto className = aTimer.first;
|
||||
if (className.find("class ") != std::string::npos) {
|
||||
className.replace(0, 6, "");
|
||||
}
|
||||
auto wallTime = (double)aTimer.second.elapsed().wall*1e-3;
|
||||
auto userTime = (double)aTimer.second.elapsed().user*1e-3;
|
||||
auto systemTime = (double)aTimer.second.elapsed().system*1e-3;
|
||||
|
||||
someFileStream << className << "," << wallTime << ',' << userTime << ',' << systemTime << '\n';
|
||||
}
|
||||
someFileStream.close();
|
||||
}
|
||||
@@ -9,7 +9,20 @@ World::~World()
|
||||
}
|
||||
}
|
||||
|
||||
EntityID World::CreateEntity(EntityID parent /*= 0*/)
|
||||
World::World(const World& other)
|
||||
: m_EventBroker(other.m_EventBroker)
|
||||
, m_CurrentEntityID(other.m_CurrentEntityID)
|
||||
, m_EntityParents(other.m_EntityParents)
|
||||
, m_EntityChildren(other.m_EntityChildren)
|
||||
, m_EntityNames(other.m_EntityNames)
|
||||
{
|
||||
// Deep copy component pools
|
||||
for (auto& kv : other.m_ComponentPools) {
|
||||
m_ComponentPools[kv.first] = new ComponentPool(*kv.second);
|
||||
}
|
||||
}
|
||||
|
||||
EntityID World::CreateEntity(EntityID parent /*= EntityID_Invalid*/)
|
||||
{
|
||||
EntityID newEntity = generateEntityID();
|
||||
if (newEntity == parent) {
|
||||
@@ -44,10 +57,8 @@ ComponentWrapper World::AttachComponent(EntityID entity, const std::string& comp
|
||||
ComponentPool* pool = m_ComponentPools.at(componentType);
|
||||
const ComponentInfo& ci = pool->ComponentInfo();
|
||||
|
||||
// Allocate space for the component
|
||||
// Allocate component with default values
|
||||
ComponentWrapper c = pool->Allocate(entity);
|
||||
// Write default values
|
||||
memcpy(c.Data, ci.Defaults.get(), ci.Stride);
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
@@ -40,8 +40,11 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
|
||||
|
||||
m_EditorStats = new EditorStats();
|
||||
|
||||
m_Enabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.EditorEnabled", false);
|
||||
if (m_Enabled) {
|
||||
Enable();
|
||||
} else {
|
||||
Disable();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -222,6 +225,12 @@ bool EditorSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
Enable();
|
||||
}
|
||||
}
|
||||
if (e.Command == "PerformanceTimingResetAllTimers" && e.Value > 0) {
|
||||
PerformanceTimer::ResetAllTimers();
|
||||
}
|
||||
if (e.Command == "PerformanceTimingCreateExcelData" && e.Value > 0) {
|
||||
PerformanceTimer::CreateExcelData();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,84 @@
|
||||
#include "GUI/ButtonSystem.h"
|
||||
|
||||
ButtonSystem::ButtonSystem(SystemParams params, IRenderer* renderer)
|
||||
: System(params)
|
||||
, PureSystem("Button")
|
||||
, m_Renderer(renderer)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &ButtonSystem::OnMousePress);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &ButtonSystem::OnMouseRelease);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseLock, &ButtonSystem::OnMouseLock);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseUnlock, &ButtonSystem::OnMouseUnlock);
|
||||
}
|
||||
|
||||
|
||||
bool ButtonSystem::OnMouseLock(const Events::LockMouse& e)
|
||||
{
|
||||
m_MouseIsLocked = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool ButtonSystem::OnMouseUnlock(const Events::UnlockMouse& e)
|
||||
{
|
||||
m_MouseIsLocked = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool ButtonSystem::OnMousePress(const Events::MousePress& e)
|
||||
{
|
||||
if (e.Button == GLFW_MOUSE_BUTTON_1 && !m_MouseIsLocked) {
|
||||
m_PickData = m_Renderer->Pick(glm::vec2(e.X, e.Y));
|
||||
if (m_PickData.Entity != EntityID_Invalid && m_PickData.World == m_World) {
|
||||
if(m_World->HasComponent(m_PickData.Entity, "Button")) {
|
||||
//Entity is a button, save it and send pressed event.
|
||||
|
||||
m_PickEntity = EntityWrapper(m_World, m_PickData.Entity);
|
||||
|
||||
//You have clicked on a button entity, send pressed event.
|
||||
Events::ButtonPressed ePressed;
|
||||
ePressed.Entity = m_PickEntity;
|
||||
ePressed.EntityName = m_PickEntity.Name();
|
||||
m_EventBroker->Publish(ePressed);
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ButtonSystem::OnMouseRelease(const Events::MouseRelease& e)
|
||||
{
|
||||
if(!m_MouseIsLocked) {
|
||||
//Mouse is not locked, send release event.
|
||||
m_PickData = m_Renderer->Pick(glm::vec2(e.X, e.Y));
|
||||
if(m_PickData.Entity != EntityID_Invalid && m_PickData.World == m_World) {
|
||||
EntityWrapper ent = EntityWrapper(m_World, m_PickData.Entity);
|
||||
|
||||
Events::ButtonReleased eReleased;
|
||||
eReleased.EntityName = m_PickEntity.Name();
|
||||
eReleased.Entity = m_PickEntity;
|
||||
m_EventBroker->Publish(eReleased);
|
||||
|
||||
if(m_World->HasComponent(m_PickData.Entity, "Button")) {
|
||||
if (ent == m_PickEntity) {
|
||||
//The entity you released the mouse button on is the same as you pressed it on. "Clicked"
|
||||
Events::ButtonClicked eClicked;
|
||||
eClicked.Entity = m_PickEntity;
|
||||
eClicked.EntityName = m_PickEntity.Name();
|
||||
m_EventBroker->Publish(eClicked);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void ButtonSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cHealth, double dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,57 @@
|
||||
#include "GUI/MainMenuSystem.h"
|
||||
|
||||
MainMenuSystem::MainMenuSystem(SystemParams params, IRenderer* renderer)
|
||||
: System(params)
|
||||
, ImpureSystem()
|
||||
, m_Renderer(renderer)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPressed, &MainMenuSystem::OnButtonPress);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EReleased, &MainMenuSystem::OnButtonRelease);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EClicked, &MainMenuSystem::OnButtonClick);
|
||||
}
|
||||
|
||||
void MainMenuSystem::Update(double dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool MainMenuSystem::OnButtonClick(const Events::ButtonClicked& e)
|
||||
{
|
||||
if(e.EntityName == "Play") {
|
||||
//Run play code
|
||||
} else if(e.EntityName == "Connect") {
|
||||
//Run connect code
|
||||
} else if(e.EntityName == "Host") {
|
||||
//Run host code
|
||||
} else if(e.EntityName == "Quit") {
|
||||
printf("No, you stay");
|
||||
} else if (e.EntityName == "Res1080") {
|
||||
glfwSetWindowSize(m_Renderer->Window(), 1920, 1080);
|
||||
printf("\n1080");
|
||||
} else if (e.EntityName == "Res720") {
|
||||
glfwSetWindowSize(m_Renderer->Window(), 1280, 720);
|
||||
glViewport(0, 0, 1280, 720);
|
||||
printf("\n720");
|
||||
} else if (e.EntityName == "Res480") {
|
||||
glfwSetWindowSize(m_Renderer->Window(), 854, 480);
|
||||
glViewport(0, 0, 854, 480);
|
||||
printf("\n480");
|
||||
} else if (e.EntityName == "FullScreen") {
|
||||
printf("No fullscreen for now");
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MainMenuSystem::OnButtonRelease(const Events::ButtonReleased& e)
|
||||
{
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MainMenuSystem::OnButtonPress(const Events::ButtonPressed& e)
|
||||
{
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
+255
-101
@@ -1,10 +1,8 @@
|
||||
#include "Network/Client.h"
|
||||
|
||||
using namespace boost::asio::ip;
|
||||
|
||||
Client::Client(World* world, EventBroker* eventBroker)
|
||||
Client::Client(World* world, EventBroker* eventBroker)
|
||||
: Network(world, eventBroker)
|
||||
, m_Socket(m_IOService)
|
||||
{
|
||||
// Asumes root node is EntityID_Invalid
|
||||
insertIntoServerClientMaps(EntityID_Invalid, EntityID_Invalid);
|
||||
@@ -14,8 +12,9 @@ Client::Client(World* world, EventBroker* eventBroker)
|
||||
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");
|
||||
|
||||
m_ServerlistRequest.Connect(m_PlayerName, "192.168.1.255", 32554);
|
||||
}
|
||||
|
||||
Client::Client(World* world, EventBroker* eventBroker, std::unique_ptr<SnapshotFilter> snapshotFilter)
|
||||
@@ -26,70 +25,94 @@ Client::Client(World* world, EventBroker* eventBroker, std::unique_ptr<SnapshotF
|
||||
|
||||
Client::~Client()
|
||||
{ }
|
||||
|
||||
// Need to call connect at start
|
||||
void Client::Connect(std::string address, int port)
|
||||
{
|
||||
// Subscribe to events
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Client::OnInputCommand);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Client::OnPlayerDamage);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Client::OnPlayerSpawned);
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &Client::OnDoubleJump);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESearchForServers, &Client::OnSearchForServers);
|
||||
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
m_Address = address;
|
||||
if (address.empty()) {
|
||||
address = config->Get<std::string>("Networking.Address", "127.0.0.1");
|
||||
m_Address = config->Get<std::string>("Networking.Address", "127.0.0.1");
|
||||
}
|
||||
m_Port = port;
|
||||
if (port == 0) {
|
||||
port = config->Get<int>("Networking.Port", 27666);
|
||||
m_Port = config->Get<int>("Networking.Port", 27666);
|
||||
}
|
||||
|
||||
m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string(address), port);
|
||||
LOG_INFO("Client connecting...");
|
||||
m_Socket.connect(m_ReceiverEndpoint);
|
||||
connect();
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
while (m_ServerlistRequest.IsSocketAvailable()) {
|
||||
Packet packet(MessageType::Invalid);
|
||||
m_ServerlistRequest.Receive(packet);
|
||||
if (packet.GetMessageType() == MessageType::ServerlistRequest) {
|
||||
parseServerlist(packet);
|
||||
}
|
||||
}
|
||||
|
||||
if (m_SearchingForServers) {
|
||||
if (m_SearchingTime < (1000* (std::clock() - m_StartSearchTime) / (double)CLOCKS_PER_SEC)) {
|
||||
m_SearchingForServers = false;
|
||||
displayServerlist();
|
||||
}
|
||||
}
|
||||
|
||||
if (m_IsConnected) {
|
||||
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;
|
||||
@@ -115,17 +138,43 @@ void Client::parseMessageType(Packet& packet)
|
||||
case MessageType::ComponentDeleted:
|
||||
parseComponentDeletion(packet);
|
||||
break;
|
||||
case MessageType::OnPlayerDamage:
|
||||
parsePlayerDamage(packet);
|
||||
break;
|
||||
case MessageType::OnDoubleJump:
|
||||
parseDoubleJump(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
|
||||
@@ -143,7 +192,23 @@ void Client::parsePing()
|
||||
|
||||
Packet packet(MessageType::Ping, m_SendPacketID);
|
||||
packet.WriteString("Ping recieved");
|
||||
send(packet);
|
||||
m_Reliable.Send(packet);
|
||||
}
|
||||
|
||||
|
||||
void Client::parseServerlist(Packet& packet)
|
||||
{
|
||||
// Pop size, message type, and ID
|
||||
packet.ReadPrimitive<int>();
|
||||
packet.ReadPrimitive<int>();
|
||||
packet.ReadPrimitive<int>();
|
||||
std::string address = packet.ReadString();
|
||||
int port = packet.ReadPrimitive<int>();
|
||||
std::string serverName = packet.ReadString();
|
||||
int playersConnected = packet.ReadPrimitive<int>();
|
||||
//TODO: This should not happen when a client is connected to a server
|
||||
|
||||
m_Serverlist.push_back({ address, port, serverName, playersConnected });
|
||||
}
|
||||
|
||||
void Client::parseKick()
|
||||
@@ -152,14 +217,41 @@ 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)
|
||||
@@ -184,6 +276,20 @@ void Client::parseComponentDeletion(Packet & packet)
|
||||
}
|
||||
}
|
||||
|
||||
void Client::parseDoubleJump(Packet & packet)
|
||||
{
|
||||
EntityID serverID = packet.ReadPrimitive<EntityID>();
|
||||
if (!serverClientMapsHasEntity(serverID)) {
|
||||
return;
|
||||
}
|
||||
Events::DoubleJump e;
|
||||
e.entityID = m_ServerIDToClientID.at(serverID);
|
||||
// If player is local player do not publish to prevent infinite feedback loop
|
||||
if (e.entityID != m_LocalPlayer.ID) {
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID)
|
||||
{
|
||||
for (auto field : componentInfo.FieldsInOrder) {
|
||||
@@ -235,10 +341,15 @@ void Client::parseSnapshot(Packet& packet)
|
||||
for (std::size_t i = 0; i < numInputCommands; ++i) {
|
||||
Events::InputCommand e;
|
||||
e.PlayerID = packet.ReadPrimitive<EntityID>();
|
||||
e.Player = EntityWrapper(m_World, m_ServerIDToClientID.at(packet.ReadPrimitive<EntityID>()));
|
||||
e.Command = packet.ReadString();
|
||||
e.Value = packet.ReadPrimitive<float>();
|
||||
m_EventBroker->Publish(e);
|
||||
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
|
||||
@@ -253,19 +364,20 @@ void Client::parseSnapshot(Packet& packet)
|
||||
if (serverClientMapsHasEntity(serverEntityID)) {
|
||||
EntityID localEntityID = m_ServerIDToClientID.at(serverEntityID);
|
||||
EntityWrapper localEntity(m_World, localEntityID);
|
||||
|
||||
// Update entity
|
||||
if (m_World->HasComponent(localEntityID, componentType)) {
|
||||
// TODO Fix memory leak here
|
||||
SharedComponentWrapper newComponent = createSharedComponent(packet, localEntityID, componentInfo);
|
||||
bool shouldApply = true;
|
||||
// Apply potential filter function
|
||||
if (m_SnapshotFilter != nullptr) {
|
||||
shouldApply = m_SnapshotFilter->FilterComponent(localEntity, newComponent);
|
||||
}
|
||||
if (shouldApply) {
|
||||
if (shouldApply) {
|
||||
ComponentWrapper currentComponent = m_World->GetComponent(localEntityID, componentType);
|
||||
memcpy(currentComponent.Data, newComponent.Data, componentInfo.Stride);
|
||||
}
|
||||
|
||||
//if (localEntity != m_LocalPlayer && !localEntity.IsChildOf(m_LocalPlayer)) {
|
||||
// updateFields(packet, componentInfo, localEntityID);
|
||||
//} else {
|
||||
@@ -282,7 +394,11 @@ void Client::parseSnapshot(Packet& packet)
|
||||
if (serverParentID == EntityID_Invalid) {
|
||||
newLocalEntityID = m_World->CreateEntity(EntityID_Invalid);
|
||||
} else {
|
||||
newLocalEntityID = m_World->CreateEntity(m_ServerIDToClientID.at(serverParentID));
|
||||
if (serverClientMapsHasEntity(serverParentID)) {
|
||||
newLocalEntityID = m_World->CreateEntity(m_ServerIDToClientID.at(serverParentID));
|
||||
} else {
|
||||
newLocalEntityID = m_World->CreateEntity(EntityID_Invalid);
|
||||
}
|
||||
}
|
||||
m_World->SetName(newLocalEntityID, serverEntityName);
|
||||
insertIntoServerClientMaps(serverEntityID, newLocalEntityID);
|
||||
@@ -292,72 +408,42 @@ void Client::parseSnapshot(Packet& packet)
|
||||
}
|
||||
// Parent logic
|
||||
// This should be enough beacause we know that the entities arives in pre-order (there will always be a parent)
|
||||
if (serverParentID != EntityID_Invalid) {
|
||||
if (serverParentID != EntityID_Invalid && serverClientMapsHasEntity(serverParentID)) {
|
||||
EntityID localEntityID = m_ServerIDToClientID.at(serverEntityID);
|
||||
m_World->SetParent(localEntityID, m_ServerIDToClientID.at(serverParentID));
|
||||
if (m_World->GetParent(localEntityID) != m_ServerIDToClientID.at(serverParentID)) {
|
||||
m_World->SetParent(localEntityID, m_ServerIDToClientID.at(serverParentID));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
// TEMP
|
||||
if (e.Command == "SearchForServers" && e.Value > 0) {
|
||||
Events::SearchForServers e;
|
||||
m_EventBroker->Publish(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;
|
||||
@@ -380,7 +466,9 @@ 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;
|
||||
}
|
||||
@@ -389,12 +477,22 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
|
||||
|
||||
bool Client::OnPlayerDamage(const Events::PlayerDamage & e)
|
||||
{
|
||||
if (e.Inflictor != m_LocalPlayer) {
|
||||
return false;
|
||||
}
|
||||
// Could this happen?
|
||||
//if (!clientServerMapsHasEntity(e.Inflictor.ID)
|
||||
// || !clientServerMapsHasEntity(e.Victim.ID)) {
|
||||
// return;
|
||||
//}
|
||||
|
||||
Packet packet(MessageType::OnPlayerDamage, m_SendPacketID);
|
||||
packet.WritePrimitive(m_ClientIDToServerID.at(e.Inflictor.ID));
|
||||
packet.WritePrimitive(m_ClientIDToServerID.at(e.Victim.ID));
|
||||
packet.WritePrimitive(e.Damage);
|
||||
send(packet);
|
||||
return false;
|
||||
m_Reliable.Send(packet);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Client::OnPlayerSpawned(const Events::PlayerSpawned& e)
|
||||
@@ -405,23 +503,72 @@ bool Client::OnPlayerSpawned(const Events::PlayerSpawned& e)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Client::OnSearchForServers(const Events::SearchForServers& e)
|
||||
{
|
||||
m_SearchingForServers = true;
|
||||
m_StartSearchTime = std::clock();
|
||||
m_Serverlist.clear();
|
||||
LOG_INFO("Searching for LAN servers...\n");
|
||||
Packet packet(MessageType::ServerlistRequest);
|
||||
m_ServerlistRequest.Broadcast(packet, 13); // TODO: Config
|
||||
return true;
|
||||
}
|
||||
|
||||
void Client::parsePlayerDamage(Packet& packet)
|
||||
{
|
||||
Events::PlayerDamage e;
|
||||
PlayerID victimID = packet.ReadPrimitive<EntityID>();
|
||||
PlayerID inflictorID = packet.ReadPrimitive<EntityID>();
|
||||
if (!serverClientMapsHasEntity(victimID) || !serverClientMapsHasEntity(inflictorID)) {
|
||||
return;
|
||||
}
|
||||
e.Inflictor = EntityWrapper(m_World, m_ServerIDToClientID.at(victimID));
|
||||
e.Victim = EntityWrapper(m_World, m_ServerIDToClientID.at(inflictorID));
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
bool Client::OnDoubleJump(Events::DoubleJump & e)
|
||||
{
|
||||
if (!clientServerMapsHasEntity(e.entityID) || e.entityID != m_LocalPlayer.ID) {
|
||||
return false;
|
||||
}
|
||||
Packet packet(MessageType::OnDoubleJump);
|
||||
packet.WritePrimitive(m_ClientIDToServerID.at(e.entityID));
|
||||
m_Reliable.Send(packet);
|
||||
return true;
|
||||
}
|
||||
|
||||
void Client::sendLocalPlayerTransform()
|
||||
{
|
||||
if (!m_LocalPlayer.Valid()) {
|
||||
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()
|
||||
@@ -433,17 +580,15 @@ 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()
|
||||
@@ -464,7 +609,7 @@ void Client::sendInputCommands()
|
||||
packet.WriteString(m_InputCommandBuffer[i].Command);
|
||||
packet.WritePrimitive(m_InputCommandBuffer[i].Value);
|
||||
}
|
||||
send(packet);
|
||||
m_Reliable.Send(packet);
|
||||
m_InputCommandBuffer.clear();
|
||||
}
|
||||
}
|
||||
@@ -472,7 +617,17 @@ void Client::sendInputCommands()
|
||||
void Client::becomePlayer()
|
||||
{
|
||||
Packet packet = Packet(MessageType::BecomePlayer, m_SendPacketID);
|
||||
send(packet);
|
||||
m_Reliable.Send(packet);
|
||||
}
|
||||
|
||||
|
||||
void Client::displayServerlist()
|
||||
{
|
||||
LOG_INFO("This is a serverlist:\n");
|
||||
for (int i = 0; i < m_Serverlist.size(); i++) {
|
||||
ServerInfo si = m_Serverlist[i];
|
||||
LOG_INFO("%s:%i\t%s\t%i\n", si.Address.c_str(), si.Port, si.Name.c_str(), si.PlayersConnected);
|
||||
}
|
||||
}
|
||||
|
||||
bool Client::clientServerMapsHasEntity(EntityID clientEntityID)
|
||||
@@ -503,7 +658,6 @@ 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)
|
||||
|
||||
@@ -14,6 +14,21 @@ 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;
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
#include "Network/NetworkClient.h"
|
||||
|
||||
NetworkClient::NetworkClient()
|
||||
{
|
||||
m_ReadBuffer = new char[m_BufferSize];
|
||||
}
|
||||
|
||||
NetworkClient::~NetworkClient()
|
||||
{
|
||||
delete[] m_ReadBuffer;
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
#include "Network/NetworkServer.h"
|
||||
|
||||
NetworkServer::NetworkServer()
|
||||
{
|
||||
m_ReadBuffer = new char[m_BufferSize];
|
||||
}
|
||||
|
||||
NetworkServer::~NetworkServer()
|
||||
{
|
||||
delete[] m_ReadBuffer;
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
+350
-197
@@ -1,24 +1,24 @@
|
||||
#include "Network/Server.h"
|
||||
|
||||
Server::Server(World* world, EventBroker* eventBroker, int port)
|
||||
Server::Server(World* world, EventBroker* eventBroker, int port)
|
||||
: Network(world, eventBroker)
|
||||
, m_ServerlistRequest(13)
|
||||
{
|
||||
ConfigFile* config = ResourceManager::Load<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
|
||||
// BindWW
|
||||
if (port == 0) {
|
||||
port = config->Get<float>("Networking.Port", 27666);
|
||||
}
|
||||
m_Port = port;
|
||||
m_Socket = std::make_unique<boost::asio::ip::udp::socket>(m_IOService, boost::asio::ip::udp::endpoint(boost::asio::ip::udp::v4(), port));
|
||||
LOG_INFO("Server initialized and bound to port %i", port);
|
||||
}
|
||||
|
||||
@@ -29,32 +29,64 @@ Server::~Server()
|
||||
|
||||
void Server::Update()
|
||||
{
|
||||
readFromClients();
|
||||
m_EventBroker->Process<Server>();
|
||||
if (isReadingData) {
|
||||
Network::Update();
|
||||
}
|
||||
m_Reliable.AcceptNewConnections(m_NextPlayerID, m_ConnectedPlayers);
|
||||
|
||||
}
|
||||
|
||||
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());
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
PlayerDefinition pd;
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
while (m_ServerlistRequest.IsSocketAvailable()) {
|
||||
Packet packet(MessageType::Invalid);
|
||||
PlayerDefinition localArea;
|
||||
localArea.Endpoint = boost::asio::ip::udp::endpoint();
|
||||
m_ServerlistRequest.Receive(packet, localArea);
|
||||
if (packet.GetMessageType() == MessageType::ServerlistRequest) {
|
||||
packet.ReadPrimitive<int>(); // Pop size
|
||||
packet.ReadPrimitive<int>(); // Pop MsgType
|
||||
packet.ReadPrimitive<int>(); // Pop packet ID
|
||||
int port = packet.ReadPrimitive<int>();
|
||||
std::string address = localArea.Endpoint.address().to_string();
|
||||
parseServerlistRequest(boost::asio::ip::udp::endpoint(boost::asio::ip::address().from_string(address), port));
|
||||
}
|
||||
}
|
||||
|
||||
// Check if players have disconnected
|
||||
for (int i = 0; i < m_PlayersToDisconnect.size(); i++) {
|
||||
disconnect(m_PlayersToDisconnect.at(i));
|
||||
}
|
||||
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();
|
||||
@@ -66,19 +98,26 @@ void Server::readFromClients()
|
||||
checkForTimeOuts();
|
||||
timOutTimer = currentTime;
|
||||
}
|
||||
m_EventBroker->Process<Server>();
|
||||
if (isReadingData) {
|
||||
Network::Update();
|
||||
}
|
||||
}
|
||||
|
||||
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();
|
||||
@@ -99,65 +138,27 @@ void Server::parseMessageType(Packet& packet)
|
||||
case MessageType::PlayerTransform:
|
||||
parsePlayerTransform(packet);
|
||||
break;
|
||||
case MessageType::OnDoubleJump:
|
||||
parseDoubleJump(packet);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -166,8 +167,8 @@ void Server::sendSnapshot()
|
||||
{
|
||||
Packet packet(MessageType::Snapshot);
|
||||
addInputCommandsToPacket(packet);
|
||||
addChildrenToPacket(packet, EntityID_Invalid);
|
||||
broadcast(packet);
|
||||
addPlayersToPacket(packet, EntityID_Invalid);
|
||||
unreliableBroadcast(packet);
|
||||
}
|
||||
|
||||
void Server::addInputCommandsToPacket(Packet& packet)
|
||||
@@ -183,6 +184,54 @@ void Server::addInputCommandsToPacket(Packet& packet)
|
||||
m_InputCommandsToBroadcast.clear();
|
||||
}
|
||||
|
||||
void Server::addPlayersToPacket(Packet & packet, EntityID entityID)
|
||||
{
|
||||
auto itPair = m_World->GetChildren(entityID);
|
||||
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
|
||||
// Loop through every child
|
||||
for (auto it = itPair.first; it != itPair.second; it++) {
|
||||
EntityID childEntityID = it->second;
|
||||
// HACK: Only sync players for now, since the map turned out to be TOO LARGE to send in one snapshot and Simon's computer shits itself
|
||||
// HACK: Also checked CapturePointHUD for now. (this would get out of sync);
|
||||
EntityWrapper childEntity(m_World, childEntityID);
|
||||
if (shouldSendToClient(childEntity)) {
|
||||
// Write EntityID and parentsID and Entity name
|
||||
packet.WritePrimitive(childEntityID);
|
||||
packet.WritePrimitive(entityID);
|
||||
packet.WriteString(m_World->GetName(childEntityID));
|
||||
// Write components to child
|
||||
int numberOfComponents = 0;
|
||||
for (auto& i : worldComponentPools) {
|
||||
if (i.second->KnowsEntity(childEntityID)) {
|
||||
numberOfComponents++;
|
||||
}
|
||||
}
|
||||
// Write how many components should be read
|
||||
packet.WritePrimitive(numberOfComponents);
|
||||
for (auto& i : worldComponentPools) {
|
||||
// If the entity exist in the pool
|
||||
if (i.second->KnowsEntity(childEntityID)) {
|
||||
ComponentWrapper componentWrapper = i.second->GetByEntity(childEntityID);
|
||||
// ComponentType
|
||||
packet.WriteString(componentWrapper.Info.Name);
|
||||
// Loop through fields
|
||||
for (auto& componentField : componentWrapper.Info.FieldsInOrder) {
|
||||
ComponentInfo::Field_t fieldInfo = componentWrapper.Info.Fields.at(componentField);
|
||||
if (fieldInfo.Type == "string") {
|
||||
std::string& value = componentWrapper[componentField];
|
||||
packet.WriteString(value);
|
||||
} else {
|
||||
packet.WriteData(componentWrapper.Data + fieldInfo.Offset, fieldInfo.Stride);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Go to to your children
|
||||
addPlayersToPacket(packet, childEntityID);
|
||||
}
|
||||
}
|
||||
|
||||
void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
|
||||
{
|
||||
auto itPair = m_World->GetChildren(entityID);
|
||||
@@ -241,24 +290,117 @@ void Server::sendPing()
|
||||
// Time message
|
||||
m_StartPingTime = std::clock();
|
||||
// Send message
|
||||
broadcast(packet);
|
||||
reliableBroadcast(packet);
|
||||
}
|
||||
|
||||
|
||||
|
||||
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);
|
||||
|
||||
Packet firstSnapshot(MessageType::Snapshot);
|
||||
addInputCommandsToPacket(firstSnapshot);
|
||||
addChildrenToPacket(firstSnapshot, EntityID_Invalid);
|
||||
m_Reliable.Send(firstSnapshot);
|
||||
|
||||
// Send notification that a player has connected
|
||||
//Packet notificationPacket(MessageType::PlayerConnected);
|
||||
//broadcast(notificationPacket);
|
||||
}
|
||||
|
||||
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::parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint)
|
||||
{
|
||||
Packet packet(MessageType::ServerlistRequest);
|
||||
packet.WriteString(m_Reliable.Address());
|
||||
packet.WritePrimitive<int>(m_Reliable.Port());
|
||||
packet.WriteString("SERVERNAME");
|
||||
packet.WritePrimitive<int>(m_ConnectedPlayers.size());
|
||||
m_ServerlistRequest.Send(packet);
|
||||
}
|
||||
|
||||
void Server::disconnect(PlayerID playerID)
|
||||
@@ -267,33 +409,15 @@ 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);
|
||||
|
||||
if (e.Command == "PrimaryFire") {
|
||||
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);
|
||||
}
|
||||
}
|
||||
// Send disconnect to the other players.
|
||||
}
|
||||
|
||||
void Server::parseOnPlayerDamage(Packet & packet)
|
||||
@@ -303,78 +427,10 @@ void Server::parseOnPlayerDamage(Packet & packet)
|
||||
e.Victim = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
|
||||
e.Damage = packet.ReadPrimitive<double>();
|
||||
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
|
||||
@@ -388,18 +444,7 @@ 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)
|
||||
@@ -411,8 +456,7 @@ bool Server::OnInputCommand(const Events::InputCommand & e)
|
||||
}
|
||||
isReadingData = !isReadingData;
|
||||
m_SaveDataTimer = std::clock();
|
||||
}
|
||||
if (e.Command == "KickPlayer" && e.Value > 0) {
|
||||
} else if (e.Command == "KickPlayer" && e.Value > 0) {
|
||||
kick(0);
|
||||
}
|
||||
|
||||
@@ -428,7 +472,7 @@ 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;
|
||||
}
|
||||
|
||||
@@ -437,7 +481,7 @@ 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;
|
||||
}
|
||||
@@ -445,16 +489,87 @@ 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 true;
|
||||
}
|
||||
|
||||
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.Endpoint.address() == m_Address
|
||||
&& kv.second.Endpoint.port() == m_Port)) {
|
||||
kv.second.StopTime = std::clock();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool Server::parseDoubleJump(Packet & packet)
|
||||
{
|
||||
reliableBroadcast(packet);
|
||||
return true;
|
||||
}
|
||||
|
||||
void Server::parseOnInputCommand(Packet& packet)
|
||||
{
|
||||
PlayerID player = -1;
|
||||
// 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>();
|
||||
@@ -464,11 +579,49 @@ 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)
|
||||
{
|
||||
auto children = m_World->GetChildren(childEntity.ID);
|
||||
for (auto it = children.first; it != children.second; it++) {
|
||||
EntityWrapper child(m_World, it->second);
|
||||
if(child.HasComponent("CapturePoint")) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid()
|
||||
|| childEntity.HasComponent("CapturePoint");
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
@@ -0,0 +1,117 @@
|
||||
#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();
|
||||
if (bytesRead > 0) {
|
||||
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
|
||||
}
|
||||
}
|
||||
|
||||
size_t TCPClient::readBuffer()
|
||||
{
|
||||
if (!m_Socket) {
|
||||
return 0;
|
||||
}
|
||||
boost::system::error_code error;
|
||||
// Read size of packet
|
||||
m_Socket->receive(boost
|
||||
::asio::buffer((void*)m_ReadBuffer, sizeof(int)),
|
||||
boost::asio::ip::tcp::socket::message_peek, error);
|
||||
unsigned int sizeOfPacket = 0;
|
||||
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
|
||||
|
||||
// if the buffer is to small increase the size of it
|
||||
// TODO if message is huge 1 time the buffer will not decrease.
|
||||
if (sizeOfPacket > m_BufferSize) {
|
||||
delete[] m_ReadBuffer;
|
||||
m_ReadBuffer = new char[sizeOfPacket];
|
||||
m_BufferSize = sizeOfPacket;
|
||||
}
|
||||
// Read the rest of the message
|
||||
size_t bytesReceived = m_Socket->read_some(boost
|
||||
::asio::buffer((void*)(m_ReadBuffer), sizeOfPacket),
|
||||
error);
|
||||
if (error) {
|
||||
//LOG_ERROR("receive: %s", error.message().c_str());
|
||||
}
|
||||
if (sizeOfPacket > 1000000)
|
||||
LOG_WARNING("The packets received are bigger than 1MB");
|
||||
|
||||
return bytesReceived;
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
@@ -0,0 +1,127 @@
|
||||
#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)));
|
||||
// Make the acceptor non-blocking so we wont get stuck in AcceptNewConnections().
|
||||
acceptor->non_blocking(true);
|
||||
m_Port = GetPort();
|
||||
m_Address = GetAddress();
|
||||
}
|
||||
|
||||
TCPServer::~TCPServer()
|
||||
{ }
|
||||
|
||||
void TCPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
|
||||
{
|
||||
boost::system::error_code error;
|
||||
boost::shared_ptr<tcp::socket> newSocket = boost::shared_ptr<tcp::socket>(new tcp::socket(m_IOService));
|
||||
acceptor->accept(*newSocket, error);
|
||||
// If no error occured add new tcp connection
|
||||
if (!error) {
|
||||
// Add tcp socket to connections
|
||||
boost::asio::ip::tcp::no_delay option(true);
|
||||
newSocket->set_option(option);
|
||||
PlayerDefinition pd;
|
||||
pd.StopTime = std::clock();
|
||||
pd.TCPSocket = newSocket;
|
||||
pd.TCPAddress = newSocket.get()->remote_endpoint().address();
|
||||
pd.TCPPort = newSocket.get()->remote_endpoint().port();
|
||||
connectedPlayers[nextPlayerID++] = pd;
|
||||
}
|
||||
}
|
||||
|
||||
PlayerID TCPServer::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::Send(Packet & packet, PlayerDefinition & playerDefinition)
|
||||
{
|
||||
packet.UpdateSize();
|
||||
try {
|
||||
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()
|
||||
{
|
||||
}
|
||||
|
||||
int TCPServer::GetPort()
|
||||
{
|
||||
return acceptor->local_endpoint().port();
|
||||
}
|
||||
|
||||
std::string TCPServer::GetAddress()
|
||||
{
|
||||
boost::asio::ip::tcp::resolver resolver(m_IOService);
|
||||
boost::asio::ip::tcp::resolver::query query(boost::asio::ip::tcp::v4(), boost::asio::ip::host_name(), "");
|
||||
boost::asio::ip::tcp::resolver::iterator it = resolver.resolve(query);
|
||||
boost::asio::ip::tcp::endpoint endpoint = *it;
|
||||
return endpoint.address().to_string().c_str();
|
||||
}
|
||||
|
||||
void TCPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition)
|
||||
{
|
||||
int bytesRead = readBuffer(playerDefinition);
|
||||
if (bytesRead > 0) {
|
||||
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
|
||||
}
|
||||
lastReceivedSocket = playerDefinition.TCPSocket;
|
||||
}
|
||||
|
||||
int TCPServer::readBuffer(PlayerDefinition & playerDefinition)
|
||||
{
|
||||
if (!playerDefinition.TCPSocket) {
|
||||
return 0;
|
||||
}
|
||||
boost::system::error_code error;
|
||||
// Read size of packet
|
||||
playerDefinition.TCPSocket->receive(boost
|
||||
::asio::buffer((void*)m_ReadBuffer, sizeof(int)),
|
||||
boost::asio::ip::tcp::socket::message_peek, error);
|
||||
unsigned int sizeOfPacket = 0;
|
||||
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
|
||||
|
||||
// if the buffer is to small increase the size of it
|
||||
if (sizeOfPacket > m_BufferSize) {
|
||||
delete[] m_ReadBuffer;
|
||||
m_ReadBuffer = new char[sizeOfPacket];
|
||||
m_BufferSize = sizeOfPacket;
|
||||
}
|
||||
// Read the rest of the message
|
||||
size_t bytesReceived = playerDefinition.TCPSocket->read_some(boost
|
||||
::asio::buffer((void*)(m_ReadBuffer), sizeOfPacket),
|
||||
error);
|
||||
if (error) {
|
||||
//LOG_ERROR("receive: %s", error.message().c_str());
|
||||
}
|
||||
if (sizeOfPacket > 1000000)
|
||||
LOG_WARNING("The packets received are bigger than 1MB");
|
||||
|
||||
return bytesReceived;
|
||||
}
|
||||
@@ -0,0 +1,98 @@
|
||||
#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->open(boost::asio::ip::udp::v4());
|
||||
}
|
||||
|
||||
void UDPClient::Disconnect()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void UDPClient::Receive(Packet& packet)
|
||||
{
|
||||
int bytesRead = readBuffer();
|
||||
if (bytesRead > 0) {
|
||||
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
|
||||
}
|
||||
}
|
||||
|
||||
int UDPClient::readBuffer()
|
||||
{
|
||||
if (!m_Socket) {
|
||||
return 0;
|
||||
}
|
||||
boost::system::error_code error;
|
||||
// Read size of packet
|
||||
m_Socket->receive(boost
|
||||
::asio::buffer((void*)m_ReadBuffer, sizeof(int)),
|
||||
boost::asio::ip::udp::socket::message_peek, error);
|
||||
int sizeOfPacket = 0;
|
||||
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
|
||||
|
||||
// if the buffer is to small increase the size of it
|
||||
if (sizeOfPacket > m_BufferSize) {
|
||||
delete[] m_ReadBuffer;
|
||||
m_ReadBuffer = new char[sizeOfPacket];
|
||||
m_BufferSize = sizeOfPacket;
|
||||
}
|
||||
|
||||
size_t availableData = m_Socket->available();
|
||||
// Read the rest of the message
|
||||
size_t bytesReceived = m_Socket->receive_from(boost
|
||||
::asio::buffer((void*)(m_ReadBuffer),
|
||||
sizeOfPacket),
|
||||
m_ReceiverEndpoint, 0, error);
|
||||
if (error) {
|
||||
//LOG_ERROR("receive: %s", error.message().c_str());
|
||||
}
|
||||
if (sizeOfPacket > 1000000)
|
||||
LOG_WARNING("The packets received are bigger than 1MB");
|
||||
|
||||
return bytesReceived;
|
||||
}
|
||||
|
||||
void UDPClient::Send(Packet& packet)
|
||||
{
|
||||
packet.UpdateSize();
|
||||
m_Socket->send_to(boost::asio::buffer(
|
||||
packet.Data(),
|
||||
packet.Size()),
|
||||
m_ReceiverEndpoint, 0);
|
||||
}
|
||||
|
||||
void UDPClient::Broadcast(Packet& packet, int port)
|
||||
{
|
||||
packet.UpdateSize();
|
||||
m_Socket->set_option(boost::asio::socket_base::broadcast(true));
|
||||
m_Socket->send_to(boost::asio::buffer(
|
||||
packet.Data(),
|
||||
packet.Size()),
|
||||
udp::endpoint(boost::asio::ip::address_v4().broadcast(), port)
|
||||
, 0);
|
||||
m_Socket->set_option(boost::asio::socket_base::broadcast(false));
|
||||
}
|
||||
|
||||
bool UDPClient::IsSocketAvailable()
|
||||
{
|
||||
if (!m_Socket) {
|
||||
return false;
|
||||
}
|
||||
return m_Socket->available();
|
||||
}
|
||||
@@ -0,0 +1,117 @@
|
||||
#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(int port)
|
||||
{
|
||||
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(), port)));
|
||||
}
|
||||
|
||||
UDPServer::~UDPServer()
|
||||
{ }
|
||||
|
||||
void UDPServer::Send(Packet& packet, PlayerDefinition & playerDefinition)
|
||||
{
|
||||
packet.UpdateSize();
|
||||
try {
|
||||
int bytesSent = m_Socket->send_to(
|
||||
boost::asio::buffer(packet.Data(), packet.Size()),
|
||||
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)
|
||||
{
|
||||
packet.UpdateSize();
|
||||
m_Socket->send_to(
|
||||
boost::asio::buffer(
|
||||
packet.Data(),
|
||||
packet.Size()),
|
||||
m_ReceiverEndpoint,
|
||||
0);
|
||||
}
|
||||
|
||||
// Broadcasting respond specific logic
|
||||
void UDPServer::Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint)
|
||||
{
|
||||
packet.UpdateSize();
|
||||
m_Socket->send_to(
|
||||
boost::asio::buffer(
|
||||
packet.Data(),
|
||||
packet.Size()),
|
||||
endpoint,
|
||||
0);
|
||||
}
|
||||
|
||||
// Broadcasting
|
||||
void UDPServer::Broadcast(Packet & packet, int port)
|
||||
{
|
||||
packet.UpdateSize();
|
||||
m_Socket->set_option(boost::asio::socket_base::broadcast(true));
|
||||
m_Socket->send_to(
|
||||
boost::asio::buffer(
|
||||
packet.Data(),
|
||||
packet.Size()),
|
||||
boost::asio::ip::udp::endpoint(boost::asio::ip::address_v4().broadcast(),port),
|
||||
0);
|
||||
m_Socket->set_option(boost::asio::socket_base::broadcast(false));
|
||||
}
|
||||
|
||||
void UDPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition)
|
||||
{
|
||||
int bytesRead = readBuffer();
|
||||
if (bytesRead > 0) {
|
||||
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
|
||||
}
|
||||
playerDefinition.Endpoint = m_ReceiverEndpoint;
|
||||
}
|
||||
|
||||
bool UDPServer::IsSocketAvailable()
|
||||
{
|
||||
return m_Socket->available();
|
||||
}
|
||||
|
||||
int UDPServer::readBuffer()
|
||||
{
|
||||
if (!m_Socket) {
|
||||
return 0;
|
||||
}
|
||||
int addasdasd = m_Socket->available();
|
||||
boost::system::error_code error;
|
||||
// Read size of packet
|
||||
m_Socket->receive_from(boost
|
||||
::asio::buffer((void*)m_ReadBuffer, sizeof(int)),
|
||||
m_ReceiverEndpoint, boost::asio::ip::udp::socket::message_peek, error);
|
||||
unsigned int sizeOfPacket = 0;
|
||||
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
|
||||
|
||||
// if the buffer is to small increase the size of it
|
||||
if (sizeOfPacket > m_BufferSize) {
|
||||
delete[] m_ReadBuffer;
|
||||
m_ReadBuffer = new char[sizeOfPacket];
|
||||
m_BufferSize = sizeOfPacket;
|
||||
}
|
||||
|
||||
// Read the rest of the message
|
||||
size_t bytesReceived = m_Socket->receive_from(boost
|
||||
::asio::buffer((void*)(m_ReadBuffer),
|
||||
sizeOfPacket),
|
||||
m_ReceiverEndpoint, 0, error);
|
||||
if (error) {
|
||||
//LOG_ERROR("receive: %s", error.message().c_str());
|
||||
}
|
||||
if (sizeOfPacket > 1000000)
|
||||
LOG_WARNING("The packets received are bigger than 1MB");
|
||||
|
||||
return bytesReceived;
|
||||
}
|
||||
|
||||
void UDPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
|
||||
{ }
|
||||
@@ -0,0 +1,40 @@
|
||||
#include "Rendering/CubeMapPass.h"
|
||||
|
||||
CubeMapPass::CubeMapPass(IRenderer* renderer)
|
||||
:m_Renderer(renderer)
|
||||
{
|
||||
LoadTextures("Nevada");
|
||||
}
|
||||
|
||||
void CubeMapPass::LoadTextures(std::string input)
|
||||
{
|
||||
if (m_PreviusCubeMapTexture != input) {
|
||||
m_CubeMapTextures.clear();
|
||||
for (int i = 0; i < 6; i++) {
|
||||
std::string str;
|
||||
str = "Textures/Test/CubeMap/" + input + "/CubeMapTest0" + std::to_string(i) + ".png";
|
||||
Texture* img = ResourceManager::Load<Texture>(str);
|
||||
m_CubeMapTextures.push_back(img);
|
||||
}
|
||||
GenerateCubeMapTexture();
|
||||
}
|
||||
}
|
||||
|
||||
void CubeMapPass::GenerateCubeMapTexture()
|
||||
{
|
||||
if (m_CubeMapTexture == -1) {
|
||||
glGenTextures(1, &m_CubeMapTexture);
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapTexture);
|
||||
|
||||
for (int i = 0; i < 6; i++) {
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA32F, m_CubeMapTextures[0]->Width, m_CubeMapTextures[0]->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_CubeMapTextures[i]->Data);
|
||||
}
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
GLERROR("Generate Cubemap");
|
||||
}
|
||||
|
||||
@@ -19,16 +19,20 @@ void DrawBloomPass::InitializeTextures()
|
||||
void DrawBloomPass::InitializeShaderPrograms()
|
||||
{
|
||||
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
|
||||
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
|
||||
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
|
||||
m_GaussianProgram_horiz->Compile();
|
||||
m_GaussianProgram_horiz->Link();
|
||||
if (m_GaussianProgram_horiz->GetHandle() == 0) {
|
||||
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
|
||||
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
|
||||
m_GaussianProgram_horiz->Compile();
|
||||
m_GaussianProgram_horiz->Link();
|
||||
}
|
||||
|
||||
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
|
||||
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
|
||||
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
|
||||
m_GaussianProgram_vert->Compile();
|
||||
m_GaussianProgram_vert->Link();
|
||||
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
|
||||
if (m_GaussianProgram_vert->GetHandle() == 0) {
|
||||
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
|
||||
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
|
||||
m_GaussianProgram_vert->Compile();
|
||||
m_GaussianProgram_vert->Link();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -48,6 +52,7 @@ void DrawBloomPass::InitializeBuffers()
|
||||
|
||||
void DrawBloomPass::ClearBuffer()
|
||||
{
|
||||
GLERROR("PRE");
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
@@ -56,6 +61,7 @@ void DrawBloomPass::ClearBuffer()
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_vert.Unbind();
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
void DrawBloomPass::Draw(GLuint texture)
|
||||
@@ -71,15 +77,12 @@ void DrawBloomPass::Draw(GLuint texture)
|
||||
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
//Iterate some times to make it more gaussian.
|
||||
for (int i = 1; i < m_iterations; i++) {
|
||||
//Vertical pass
|
||||
@@ -92,7 +95,6 @@ void DrawBloomPass::Draw(GLuint texture)
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
//horizontal pass
|
||||
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
@@ -112,7 +114,6 @@ void DrawBloomPass::Draw(GLuint texture)
|
||||
m_GaussianProgram_vert->Bind();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
@@ -121,6 +122,15 @@ void DrawBloomPass::Draw(GLuint texture)
|
||||
GLERROR("DrawBloomPass::Draw: END");
|
||||
}
|
||||
|
||||
|
||||
void DrawBloomPass::OnWindowResize()
|
||||
{
|
||||
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
m_GaussianFrameBuffer_vert.Generate();
|
||||
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
m_GaussianFrameBuffer_horiz.Generate();
|
||||
}
|
||||
|
||||
void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
||||
{
|
||||
glGenTextures(1, texture);
|
||||
|
||||
@@ -1,10 +1,11 @@
|
||||
#include "Rendering/DrawFinalPass.h"
|
||||
|
||||
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
|
||||
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass)
|
||||
: m_Renderer(renderer)
|
||||
, m_LightCullingPass(lightCullingPass)
|
||||
, m_CubeMapPass(cubeMapPass)
|
||||
{
|
||||
//TODO: Make sure that uniforms are not sent into shader if not needed.
|
||||
m_Renderer = renderer;
|
||||
m_LightCullingPass = lightCullingPass;
|
||||
m_ShieldPixelRate = 8;
|
||||
InitializeTextures();
|
||||
InitializeShaderPrograms();
|
||||
@@ -27,6 +28,7 @@ void DrawFinalPass::InitializeFrameBuffers()
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
GLERROR("RenderBuffer generation");
|
||||
|
||||
|
||||
GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
@@ -173,26 +175,28 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
GLERROR("Creating DepthFill program");
|
||||
}
|
||||
|
||||
void DrawFinalPass::Draw(RenderScene& scene)
|
||||
void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
|
||||
{
|
||||
GLERROR("Pre");
|
||||
|
||||
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
|
||||
if (scene.ClearDepth) {
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
//glClear(GL_DEPTH_BUFFER_BIT);
|
||||
state->Disable(GL_DEPTH_TEST);
|
||||
state->DepthMask(GL_FALSE);
|
||||
}
|
||||
//TODO: Do we need check for this or will it be per scene always?
|
||||
glClearStencil(0x00);
|
||||
glClear(GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
//Fill depth buffer
|
||||
|
||||
|
||||
|
||||
state->StencilMask(0x00);
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
|
||||
GLERROR("OpaqueObjects");
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
|
||||
state->BlendFunc(GL_ONE, GL_ONE);
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
|
||||
GLERROR("TransparentObjects");
|
||||
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
DrawSprites(scene.Jobs.SpriteJob, scene);
|
||||
GLERROR("SpriteJobs");
|
||||
|
||||
@@ -206,11 +210,11 @@ void DrawFinalPass::Draw(RenderScene& scene)
|
||||
//Draw Opaque shielded objects
|
||||
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||
state->StencilMask(0x00);
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene, SSAOTexture); //might need changing
|
||||
GLERROR("Shielded Opaque object");
|
||||
|
||||
//Draw Transparen Shielded objects
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene, SSAOTexture); //might need changing
|
||||
GLERROR("Shielded Transparent objects");
|
||||
|
||||
GLERROR("END");
|
||||
@@ -241,14 +245,14 @@ void DrawFinalPass::Draw(RenderScene& scene)
|
||||
DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene);
|
||||
GLERROR("StencilPass");
|
||||
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
//glClear(GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
stateLowRes->Enable(GL_DEPTH_TEST);
|
||||
stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
|
||||
stateLowRes->StencilMask(0x00);
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
|
||||
GLERROR("OpaqueObjects");
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
|
||||
GLERROR("TransparentObjects");
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
@@ -258,20 +262,56 @@ void DrawFinalPass::Draw(RenderScene& scene)
|
||||
|
||||
void DrawFinalPass::ClearBuffer()
|
||||
{
|
||||
GLERROR("PRE");
|
||||
m_FinalPassFrameBufferLowRes.Bind();
|
||||
GLERROR("Bind LowRes");
|
||||
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate);
|
||||
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
GLERROR("ViewPort,Scissor LowRes");
|
||||
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
GLERROR("1");
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
GLERROR("2");
|
||||
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
GLERROR("3");
|
||||
|
||||
m_FinalPassFrameBufferLowRes.Unbind();
|
||||
|
||||
GLERROR("prebind HighRes");
|
||||
m_FinalPassFrameBuffer.Bind();
|
||||
GLERROR("Bind HighRes");
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
GLERROR("ViewPort,Scissor LowRes");
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_FinalPassFrameBuffer.Unbind();
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
|
||||
void DrawFinalPass::OnWindowResize()
|
||||
{
|
||||
//InitializeFrameBuffers();
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
|
||||
GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
m_FinalPassFrameBuffer.Generate();
|
||||
|
||||
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBufferLowRes);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate));
|
||||
|
||||
GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
m_FinalPassFrameBufferLowRes.Generate();
|
||||
GLERROR("Error changing texture resolutions");
|
||||
}
|
||||
|
||||
void DrawFinalPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
||||
@@ -300,7 +340,7 @@ void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm:
|
||||
GLERROR("MipMap Texture initialization failed");
|
||||
}
|
||||
|
||||
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
||||
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture)
|
||||
{
|
||||
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
||||
GLERROR("forwardHandle");
|
||||
@@ -323,6 +363,9 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, SSAOTexture);
|
||||
|
||||
for (auto &job : jobs) {
|
||||
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
||||
if (explosionEffectJob) {
|
||||
@@ -331,13 +374,18 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
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);
|
||||
if (explosionEffectJob->BlendTree != nullptr) {
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
|
||||
if (explosionEffectJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
@@ -349,6 +397,10 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionHandle, explosionEffectJob);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -404,8 +456,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardSkinnedHandle, modelJob);
|
||||
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
@@ -417,6 +472,9 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
BindModelUniforms(forwardHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardHandle, modelJob);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -648,14 +706,14 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (spriteJob->DiffuseTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
if (spriteJob->IncandescenceTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, spriteJob->IncandescenceTexture->m_Texture);
|
||||
} else {
|
||||
@@ -668,9 +726,6 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
||||
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// m_SpriteProgram->Unbind();
|
||||
}
|
||||
|
||||
@@ -684,7 +739,7 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
|
||||
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);
|
||||
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
GLERROR("Bind 5 uniform");
|
||||
|
||||
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
|
||||
@@ -717,6 +772,8 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
|
||||
GLERROR("Bind 19 uniform");
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind 20 uniform");
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "GlowIntensity"), job->GlowIntensity);
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
@@ -734,7 +791,7 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
|
||||
GLERROR("Bind 4 uniform");
|
||||
|
||||
GLint Location_ScreenDimensions = glGetUniformLocation(shaderHandle, "ScreenDimensions");
|
||||
glUniform2f(Location_ScreenDimensions, m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
glUniform2f(Location_ScreenDimensions, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
GLERROR("Bind 5 uniform");
|
||||
|
||||
GLint Location_FillPercentage = glGetUniformLocation(shaderHandle, "FillPercentage");
|
||||
@@ -752,16 +809,23 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
|
||||
GLint Location_AmbientColor = glGetUniformLocation(shaderHandle, "AmbientColor");
|
||||
glUniform4fv(Location_AmbientColor, 1, glm::value_ptr(scene.AmbientColor));
|
||||
|
||||
GLERROR("Bind 10 uniform");
|
||||
GLint Location_GlowIntensity = glGetUniformLocation(shaderHandle, "GlowIntensity");
|
||||
|
||||
glUniform1f(Location_GlowIntensity, job->GlowIntensity);
|
||||
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job)
|
||||
{
|
||||
|
||||
|
||||
switch (job->Type) {
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
case RawModel::MaterialType::Basic:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat));
|
||||
@@ -771,7 +835,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
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));
|
||||
@@ -781,7 +845,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
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));
|
||||
@@ -791,7 +855,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glActiveTexture(GL_TEXTURE4);
|
||||
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));
|
||||
@@ -804,7 +868,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
|
||||
|
||||
int texturePosition = GL_TEXTURE1;
|
||||
@@ -879,7 +943,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
case RawModel::MaterialType::Basic:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat));
|
||||
@@ -889,7 +953,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
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));
|
||||
@@ -899,7 +963,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
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));
|
||||
@@ -909,7 +973,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glActiveTexture(GL_TEXTURE4);
|
||||
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));
|
||||
@@ -922,10 +986,10 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
|
||||
|
||||
int texturePosition = GL_TEXTURE1;
|
||||
int texturePosition = GL_TEXTURE2;
|
||||
|
||||
//Bind 5 diffuse textures
|
||||
std::string UniformName = "DiffuseUVRepeat";
|
||||
|
||||
@@ -72,8 +72,8 @@ void FrameBuffer::Generate()
|
||||
|
||||
GLenum* bufferTextures = &attachments[0];
|
||||
glDrawBuffers(attachments.size(), bufferTextures);
|
||||
if(GLERROR("4")) {
|
||||
printf("hello");
|
||||
if (GLERROR("GLBufferAttachement error")) {
|
||||
printf(": AttachmentSize %i", attachments.size());
|
||||
}
|
||||
|
||||
if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
|
||||
@@ -110,6 +110,34 @@ void LightCullingPass::FillLightList(RenderScene& scene)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void LightCullingPass::OnWindowResize()
|
||||
{
|
||||
SetSSBOSizes();
|
||||
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(Frustum)*m_NumberOfTiles, nullptr, GL_DYNAMIC_COPY);
|
||||
GLERROR("m_FrustumSSBO");
|
||||
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightSource) * 200, nullptr, GL_DYNAMIC_COPY);
|
||||
GLERROR("m_LightSSBO");
|
||||
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightGrid)*m_NumberOfTiles, nullptr, GL_DYNAMIC_COPY);
|
||||
GLERROR("m_LightGridSSBO");
|
||||
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
|
||||
GLERROR("m_LightOffsetSSBO");
|
||||
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightIndexSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float)*m_NumberOfTiles*MAX_LIGHTS_PER_TILE, m_LightIndex, GL_DYNAMIC_COPY);
|
||||
GLERROR("m_LightIndexSSBO");
|
||||
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
}
|
||||
|
||||
void LightCullingPass::InitializeSSBOs()
|
||||
{
|
||||
glGenBuffers(1, &m_FrustumSSBO);
|
||||
|
||||
@@ -15,19 +15,20 @@ PickingPass::~PickingPass()
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void PickingPass::InitializeTextures()
|
||||
{
|
||||
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
|
||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
||||
|
||||
GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
||||
}
|
||||
|
||||
void PickingPass::InitializeFrameBuffers()
|
||||
{
|
||||
glGenRenderbuffers(1, &m_DepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_PickingBuffer.Generate();
|
||||
}
|
||||
@@ -42,26 +43,29 @@ void PickingPass::InitializeShaderPrograms()
|
||||
m_PickingProgram->BindFragDataLocation(0, "TextureFragment");
|
||||
m_PickingProgram->Link();
|
||||
|
||||
m_PickingSkinnedProgram = ResourceManager::Load<ShaderProgram>("#PickingSkinnedProgram");
|
||||
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();
|
||||
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)
|
||||
{
|
||||
GLERROR("PRE");
|
||||
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();
|
||||
GLuint shaderSkinnedHandle = m_PickingSkinnedProgram->GetHandle();
|
||||
m_PickingProgram->Bind();
|
||||
|
||||
if (scene.ClearDepth) {
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
//glClear(GL_DEPTH_BUFFER_BIT);
|
||||
state->Disable(GL_DEPTH_TEST);
|
||||
state->DepthMask(GL_FALSE);
|
||||
}
|
||||
m_Camera = scene.Camera;
|
||||
|
||||
@@ -92,26 +96,25 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
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->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->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
} else {
|
||||
}
|
||||
} 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])));
|
||||
}
|
||||
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);
|
||||
@@ -119,7 +122,7 @@ 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);
|
||||
|
||||
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
|
||||
@@ -170,7 +173,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
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);
|
||||
@@ -199,7 +202,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
if(modelJob->Model->IsSkinned()) {
|
||||
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()));
|
||||
@@ -226,7 +229,53 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
}
|
||||
}
|
||||
|
||||
for (auto &job : scene.Jobs.TransparentShieldedObjects) {
|
||||
for (auto& job : scene.Jobs.SpriteJob) {
|
||||
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
||||
if (!spriteJob->Pickable) {
|
||||
continue;
|
||||
}
|
||||
RenderState jobState;
|
||||
|
||||
if (spriteJob) {
|
||||
if (spriteJob->Depth == 0) {
|
||||
jobState.Disable(GL_DEPTH_TEST);
|
||||
}
|
||||
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
|
||||
|
||||
PickingInfo pickInfo;
|
||||
pickInfo.Entity = spriteJob->Entity;
|
||||
pickInfo.World = spriteJob->World;
|
||||
pickInfo.Camera = scene.Camera;
|
||||
|
||||
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
|
||||
if (color != m_EntityColors.end()) {
|
||||
pickColor[0] = color->second[0];
|
||||
pickColor[1] = color->second[1];
|
||||
} else {
|
||||
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
|
||||
if (m_ColorCounter[0] > 255) {
|
||||
m_ColorCounter[0] = 0;
|
||||
m_ColorCounter[1] += 1;
|
||||
} else {
|
||||
m_ColorCounter[0] += 1;
|
||||
}
|
||||
}
|
||||
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
m_PickingProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
glBindVertexArray(spriteJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex * sizeof(unsigned int)));
|
||||
}
|
||||
}
|
||||
|
||||
/* for (auto &job : scene.Jobs.TransparentShieldedObjects) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
|
||||
if (modelJob) {
|
||||
@@ -256,7 +305,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
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()));
|
||||
@@ -277,25 +326,24 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
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");
|
||||
|
||||
delete state;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void PickingPass::ClearPicking()
|
||||
{
|
||||
GLERROR("PRE");
|
||||
m_PickingColorsToEntity.clear();
|
||||
m_EntityColors.clear();
|
||||
m_ColorCounter[0] = 0;
|
||||
@@ -305,6 +353,14 @@ void PickingPass::ClearPicking()
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_PickingBuffer.Unbind();
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
|
||||
void PickingPass::OnWindowResize()
|
||||
{
|
||||
InitializeTextures();
|
||||
m_PickingBuffer.Generate();
|
||||
}
|
||||
|
||||
PickData PickingPass::Pick(glm::vec2 screenCoord)
|
||||
|
||||
@@ -3,9 +3,9 @@
|
||||
|
||||
PickingPassState::PickingPassState(GLuint frameBuffer)
|
||||
{
|
||||
GLERROR("---2");
|
||||
GLERROR("PRE");
|
||||
BindFramebuffer(frameBuffer);
|
||||
GLERROR("---3");
|
||||
GLERROR("Bind Framebuffer");
|
||||
Enable(GL_DEPTH_TEST);
|
||||
Enable(GL_CULL_FACE);
|
||||
Disable(GL_BLEND);
|
||||
@@ -13,6 +13,7 @@ PickingPassState::PickingPassState(GLuint frameBuffer)
|
||||
glm::vec4 clearColor = glm::vec4(0.f);
|
||||
//ClearColor(clearColor);
|
||||
//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
PickingPassState::~PickingPassState()
|
||||
|
||||
@@ -52,6 +52,101 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
|
||||
continue;
|
||||
}
|
||||
|
||||
glm::mat4 modelMatrix;
|
||||
|
||||
// See a sprite is an SpriteIndicator
|
||||
bool isIndicator = false;
|
||||
if (world->HasComponent(entity.ID, "SpriteIndicator"))
|
||||
{
|
||||
auto indicator = entity["SpriteIndicator"];
|
||||
|
||||
float minScale = (float)(double)indicator["MinScale"];
|
||||
bool hasTeam = indicator["VisibleForSingleTeamOnly"];
|
||||
isIndicator = true;
|
||||
glm::vec3 pos = Transform::AbsolutePosition(entity);
|
||||
|
||||
|
||||
EntityWrapper entityTeam;
|
||||
if (hasTeam && (entity.HasComponent("Team") || entity.FirstParentWithComponent("Team").Valid()) && m_LocalPlayer.World != nullptr) {
|
||||
if (!entity.HasComponent("Team")) {
|
||||
entityTeam = entity.FirstParentWithComponent("Team");
|
||||
}
|
||||
else {
|
||||
entityTeam = entity;
|
||||
}
|
||||
|
||||
ComponentWrapper& entityTeamComponent = entityTeam["Team"];
|
||||
ComponentWrapper& localComponent = m_LocalPlayer["Team"];
|
||||
int entityTeamInt = entityTeamComponent["Team"];
|
||||
int localComponentInt = localComponent["Team"];
|
||||
int SpectatorInt = localComponent["Team"].Enum("Spectator");
|
||||
if (entityTeamInt != localComponentInt && localComponentInt != SpectatorInt) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Code for check if sprite is inside or outside of screen
|
||||
//glm::vec4 projectedPos = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix() * glm::vec4(pos, 1.0f);
|
||||
//projectedPos /= projectedPos.w;
|
||||
//// Check if inside of outside of screen.
|
||||
//if (projectedPos.x < -1.0f || projectedPos.x > 1.0f || projectedPos.y < -1.0f || projectedPos.y > 1.0f) {
|
||||
// // is outside of screen
|
||||
//} else {
|
||||
// // is inside of screen
|
||||
//}
|
||||
|
||||
|
||||
glm::vec3 zAxis = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
glm::vec3 normal = pos - m_Camera->Position();
|
||||
|
||||
//float distance = glm::length(normal);
|
||||
//if (distance < minDistance) {
|
||||
// pos = pos - glm::normalize(normal) * (distance - minDistance);
|
||||
//} else if (distance > maxDistance) {
|
||||
// pos = pos - glm::normalize(normal) * (distance - maxDistance);
|
||||
//}
|
||||
normal.y = 0;
|
||||
normal = glm::normalize(normal);
|
||||
glm::vec3 right = glm::cross(normal, zAxis);
|
||||
glm::vec3 up = glm::cross(right, normal);
|
||||
|
||||
modelMatrix[0][0] = right.x;
|
||||
modelMatrix[0][1] = right.y;
|
||||
modelMatrix[0][2] = right.z;
|
||||
modelMatrix[0][3] = 0.0f;
|
||||
|
||||
modelMatrix[1][0] = zAxis.x;
|
||||
modelMatrix[1][1] = zAxis.y;
|
||||
modelMatrix[1][2] = zAxis.z;
|
||||
modelMatrix[1][3] = 0.0f;
|
||||
|
||||
modelMatrix[2][0] = normal.x;
|
||||
modelMatrix[2][1] = normal.y;
|
||||
modelMatrix[2][2] = normal.z;
|
||||
modelMatrix[2][3] = 0.0f;
|
||||
|
||||
modelMatrix[3][0] = pos.x;
|
||||
modelMatrix[3][1] = pos.y;
|
||||
modelMatrix[3][2] = pos.z;
|
||||
modelMatrix[3][3] = 1.0f;
|
||||
|
||||
glm::mat4 tranformationMatrix = modelMatrix * glm::scale(Transform::AbsoluteScale(entity));
|
||||
glm::vec4 tmp = tranformationMatrix * glm::vec4(glm::vec3(0.5, 0.5, 0), 1.0f);
|
||||
glm::vec2 projectedTopRight = m_Camera->WorldToScreen(glm::vec3(tmp), m_Renderer->GetViewportSize());
|
||||
tmp = tranformationMatrix * glm::vec4(glm::vec3(-0.5, -0.5, 0), 1.0f);
|
||||
glm::vec2 projectedBottomLeft = m_Camera->WorldToScreen(glm::vec3(tmp), m_Renderer->GetViewportSize());
|
||||
|
||||
float diag = glm::length(projectedBottomLeft - projectedTopRight);
|
||||
if (diag < minScale) {
|
||||
tranformationMatrix = tranformationMatrix * glm::scale(glm::vec3(minScale / diag, minScale / diag, minScale / diag));
|
||||
}
|
||||
modelMatrix = tranformationMatrix;
|
||||
}
|
||||
else {
|
||||
modelMatrix = Transform::ModelMatrix(entity.ID, world);
|
||||
}
|
||||
|
||||
|
||||
std::string diffuseResource = cSprite["DiffuseTexture"];
|
||||
std::string glowResource = cSprite["GlowMap"];
|
||||
bool depthSorted = cSprite["DepthSort"];
|
||||
@@ -67,11 +162,7 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
|
||||
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));
|
||||
std::shared_ptr<SpriteJob> spriteJob = std::shared_ptr<SpriteJob>(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage, depthSorted, isIndicator));
|
||||
|
||||
jobs.push_back(spriteJob);
|
||||
}
|
||||
@@ -79,7 +170,6 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
|
||||
|
||||
bool RenderSystem::isEntityVisible(EntityWrapper& entity)
|
||||
{
|
||||
|
||||
// Only render children of a camera if that camera is currently active
|
||||
if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
|
||||
return false;
|
||||
@@ -87,10 +177,13 @@ bool RenderSystem::isEntityVisible(EntityWrapper& entity)
|
||||
|
||||
// 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 == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer)) && !outOfBodyExperience) {
|
||||
if (
|
||||
(entity.HasComponent("HiddenForLocalPlayer") || entity.FirstParentWithComponent("HiddenForLocalPlayer").Valid())
|
||||
&& (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))
|
||||
&& !outOfBodyExperience
|
||||
) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
#include "Rendering/Renderer.h"
|
||||
|
||||
std::unordered_map<GLFWwindow*, Renderer*> Renderer::m_WindowToRenderer;
|
||||
|
||||
void Renderer::Initialize()
|
||||
{
|
||||
InitializeWindow();
|
||||
@@ -12,7 +14,6 @@ void Renderer::Initialize()
|
||||
m_TextPass = new TextPass();
|
||||
m_TextPass->Initialize();
|
||||
|
||||
|
||||
/* m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
|
||||
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
|
||||
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");*/
|
||||
@@ -20,6 +21,18 @@ void Renderer::Initialize()
|
||||
m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
|
||||
}
|
||||
|
||||
void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
glViewport(0, 0, width, height);
|
||||
Renderer* currentRenderer = m_WindowToRenderer[window];
|
||||
currentRenderer->m_ViewportSize = Rectangle(width, height);
|
||||
currentRenderer->m_DrawFinalPass->OnWindowResize();
|
||||
currentRenderer->m_LightCullingPass->OnWindowResize();
|
||||
currentRenderer->m_PickingPass->OnWindowResize();
|
||||
currentRenderer->m_DrawBloomPass->OnWindowResize();
|
||||
currentRenderer->m_SSAOPass->OnWindowResize();
|
||||
}
|
||||
|
||||
void Renderer::InitializeWindow()
|
||||
{
|
||||
// Initialize GLFW
|
||||
@@ -39,6 +52,7 @@ void Renderer::InitializeWindow()
|
||||
LOG_ERROR("GLFW: Failed to create window");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
glfwSetFramebufferSizeCallback(m_Window, &glfwFrameBufferCallback);
|
||||
glfwMakeContextCurrent(m_Window);
|
||||
|
||||
// GL version info
|
||||
@@ -59,8 +73,10 @@ void Renderer::InitializeWindow()
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
m_WindowToRenderer[m_Window] = this;
|
||||
|
||||
int windowSize[2];
|
||||
glfwGetWindowSize(m_Window, &windowSize[0], &windowSize[1]);
|
||||
glfwGetFramebufferSize(m_Window, &windowSize[0], &windowSize[1]);
|
||||
m_ViewportSize = Rectangle(windowSize[0], windowSize[1]);
|
||||
}
|
||||
|
||||
@@ -73,9 +89,6 @@ void Renderer::InitializeShaders()
|
||||
//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ExplosionEffect.frag.glsl")));
|
||||
//m_ExplosionEffectProgram->Compile();
|
||||
//m_ExplosionEffectProgram->Link();
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Renderer::InputUpdate(double dt)
|
||||
@@ -93,41 +106,81 @@ void Renderer::Update(double dt)
|
||||
|
||||
void Renderer::Draw(RenderFrame& frame)
|
||||
{
|
||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking");
|
||||
GLERROR("PRE");
|
||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
|
||||
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
|
||||
if(m_CubeMapTexture == 0) {
|
||||
m_CubeMapPass->LoadTextures("Nevada");
|
||||
} else if (m_CubeMapTexture == 1) {
|
||||
m_CubeMapPass->LoadTextures("Sky");
|
||||
}
|
||||
|
||||
ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.01f, 5.0f);
|
||||
ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 0.1f);
|
||||
ImGui::SliderFloat("SSAO contrast", &m_SSAO_Contrast, 0.0f, 10.0f);
|
||||
ImGui::SliderFloat("SSAO IntensityScale", &m_SSAO_IntensityScale, 0.0f, 10.0f);
|
||||
ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100);
|
||||
ImGui::SliderInt("SSAO Number of Turns", &m_SSAO_NumOfTurns, 0, 50);
|
||||
m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns);
|
||||
GLERROR("SSAO Settings");
|
||||
//clear buffer 0
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
//Clear other buffers
|
||||
PerformanceTimer::StartTimer("Renderer-ClearBuffers");
|
||||
m_PickingPass->ClearPicking();
|
||||
m_DrawFinalPass->ClearBuffer();
|
||||
m_DrawBloomPass->ClearBuffer();
|
||||
|
||||
m_SSAOPass->ClearBuffer();
|
||||
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
|
||||
GLERROR("ClearBuffers");
|
||||
for (auto scene : frame.RenderScenes) {
|
||||
PerformanceTimer::StartTimer("Renderer-Depth");
|
||||
m_PickingPass->Draw(*scene);
|
||||
GLERROR("Drawing pickingpass");
|
||||
PerformanceTimer::StopTimer("Renderer-Depth");
|
||||
}
|
||||
PerformanceTimer::StartTimer("AO generation");
|
||||
m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
|
||||
GLuint ao = m_SSAOPass->SSAOTexture();
|
||||
PerformanceTimer::StopTimer("AO generation");
|
||||
for (auto scene : frame.RenderScenes){
|
||||
|
||||
PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");
|
||||
SortRenderJobsByDepth(*scene);
|
||||
GLERROR("SortByDepth");
|
||||
m_PickingPass->Draw(*scene);
|
||||
GLERROR("Drawing pickingpass");
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
|
||||
m_LightCullingPass->GenerateNewFrustum(*scene);
|
||||
GLERROR("Generate frustums");
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Filling Light List");
|
||||
m_LightCullingPass->FillLightList(*scene);
|
||||
GLERROR("Filling light list");
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
|
||||
m_LightCullingPass->CullLights(*scene);
|
||||
GLERROR("LightCulling");
|
||||
m_DrawFinalPass->Draw(*scene);
|
||||
m_DrawFinalPass->Draw(*scene, ao);
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
|
||||
GLERROR("Draw Geometry+Light");
|
||||
//m_DrawScenePass->Draw(*scene);
|
||||
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Text");
|
||||
m_TextPass->Draw(*scene, *m_DrawFinalPass->FinalPassFrameBuffer());
|
||||
GLERROR("Draw Text");
|
||||
|
||||
PerformanceTimer::StopTimer("Renderer-Draw Text");
|
||||
}
|
||||
|
||||
PerformanceTimer::StartTimer("Renderer-Draw Bloom");
|
||||
m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
|
||||
PerformanceTimer::StopTimer("Renderer-Draw Bloom");
|
||||
|
||||
if (m_DebugTextureToDraw == 0) {
|
||||
PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
|
||||
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
|
||||
PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
|
||||
}
|
||||
|
||||
PerformanceTimer::StartTimer("Renderer-Misc Debug Draws");
|
||||
if (m_DebugTextureToDraw == 1) {
|
||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
|
||||
}
|
||||
@@ -146,10 +199,16 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
if (m_DebugTextureToDraw == 6) {
|
||||
m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
|
||||
}
|
||||
if (m_DebugTextureToDraw == 7) {
|
||||
m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
|
||||
}
|
||||
PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
|
||||
|
||||
PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
|
||||
m_ImGuiRenderPass->Draw();
|
||||
GLERROR("Imgui draw");
|
||||
glfwSwapBuffers(m_Window);
|
||||
PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass");
|
||||
}
|
||||
|
||||
PickData Renderer::Pick(glm::vec2 screenCoord)
|
||||
@@ -169,6 +228,7 @@ 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)
|
||||
@@ -187,8 +247,10 @@ void Renderer::InitializeRenderPasses()
|
||||
{
|
||||
m_PickingPass = new PickingPass(this, m_EventBroker);
|
||||
m_LightCullingPass = new LightCullingPass(this);
|
||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
|
||||
m_CubeMapPass = new CubeMapPass(this);
|
||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass);
|
||||
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
||||
m_DrawBloomPass = new DrawBloomPass(this);
|
||||
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
||||
m_SSAOPass = new SSAOPass(this);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,145 @@
|
||||
#include "Rendering/SSAOPass.h"
|
||||
|
||||
SSAOPass::SSAOPass(IRenderer* renderer)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
|
||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
||||
|
||||
InitializeTexture();
|
||||
InitializeBuffer();
|
||||
InitializeShaderProgram();
|
||||
Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
|
||||
|
||||
m_DrawBloomPass = new DrawBloomPass(renderer);
|
||||
}
|
||||
|
||||
void SSAOPass::InitializeShaderProgram()
|
||||
{
|
||||
m_SSAOProgram = ResourceManager::Load<ShaderProgram>("##SSAOProgram");
|
||||
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
||||
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
|
||||
m_SSAOProgram->Compile();
|
||||
m_SSAOProgram->Link();
|
||||
|
||||
m_SSAOViewSpaceZProgram = ResourceManager::Load<ShaderProgram>("##SSAOViewSpaceZProgram");
|
||||
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
||||
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
|
||||
m_SSAOViewSpaceZProgram->Compile();
|
||||
m_SSAOViewSpaceZProgram->Link();
|
||||
}
|
||||
|
||||
void SSAOPass::InitializeTexture() {
|
||||
GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R8, GL_RED, GL_FLOAT);
|
||||
GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R32F, GL_RED, GL_FLOAT);
|
||||
}
|
||||
|
||||
void SSAOPass::InitializeBuffer()
|
||||
{
|
||||
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_SSAOFramBuffer.Generate();
|
||||
|
||||
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
||||
}
|
||||
|
||||
void SSAOPass::ClearBuffer()
|
||||
{
|
||||
m_SSAOFramBuffer.Bind();
|
||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_SSAOFramBuffer.Unbind();
|
||||
|
||||
m_SSAOViewSpaceZFramBuffer.Bind();
|
||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_SSAOViewSpaceZFramBuffer.Unbind();
|
||||
}
|
||||
|
||||
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns) {
|
||||
m_Radius = radius;
|
||||
m_Bias = bias;
|
||||
m_Contrast = contrast;
|
||||
m_IntensityScale = intensityScale;
|
||||
m_NumOfSamples = numOfSamples;
|
||||
m_NumOfTurns = NumOfTurns;
|
||||
}
|
||||
|
||||
void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
||||
{
|
||||
glGenTextures(1, texture);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);
|
||||
GLERROR("Texture initialization failed");
|
||||
}
|
||||
|
||||
void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
{
|
||||
SSAOPassState state;
|
||||
GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle();
|
||||
GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle();
|
||||
|
||||
m_SSAOViewSpaceZFramBuffer.Bind();
|
||||
m_SSAOViewSpaceZProgram->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, depthBuffer);
|
||||
glm::vec3 clipInfo = glm::vec3(
|
||||
(camera->NearClip() * camera->FarClip()),
|
||||
(camera->NearClip() - camera->FarClip()),
|
||||
(camera->FarClip())
|
||||
);
|
||||
/*glm::vec3 clipInfo = glm::vec3(
|
||||
(camera->NearClip()),
|
||||
(-1.0f),
|
||||
(+1.0f)
|
||||
);*/
|
||||
glUniform3fv(glGetUniformLocation(viewSpaceZPShaderHandle, "ClipInfo"), 1, glm::value_ptr(clipInfo));
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
glm::vec4 projInfo = glm::vec4(
|
||||
((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
|
||||
(-2.0 / (m_Renderer->GetViewportSize().Width * camera->ProjectionMatrix()[0][0])),
|
||||
((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]),
|
||||
(-2.0 / (m_Renderer->GetViewportSize().Height * camera->ProjectionMatrix()[1][1]))
|
||||
);
|
||||
|
||||
|
||||
m_SSAOFramBuffer.Bind();
|
||||
m_SSAOProgram->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
|
||||
|
||||
// How many pixel there are in a 1m long object 1m away from the camera
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), m_Renderer->GetViewportSize().Height / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
|
||||
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius);
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias);
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uContrast"), m_Contrast);
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uIntensityScale"), m_IntensityScale);
|
||||
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfSamples"), m_NumOfSamples);
|
||||
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);;
|
||||
|
||||
glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "uProjInfo"), 1, glm::value_ptr(projInfo));
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
m_DrawBloomPass->ClearBuffer();
|
||||
m_DrawBloomPass->Draw(m_SSAOTexture);
|
||||
}
|
||||
|
||||
void SSAOPass::OnWindowResize() {
|
||||
m_DrawBloomPass->OnWindowResize();
|
||||
InitializeTexture();
|
||||
m_SSAOFramBuffer.Generate();
|
||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
#include "Rendering/SSAOPassState.h"
|
||||
|
||||
|
||||
SSAOPassState::SSAOPassState()
|
||||
{
|
||||
//BindFramebuffer(0);
|
||||
Disable(GL_BLEND);
|
||||
Disable(GL_DEPTH_TEST);
|
||||
Disable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
SSAOPassState::~SSAOPassState()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
@@ -98,8 +98,7 @@ void ShaderProgram::AddShader(std::shared_ptr<Shader> shader)
|
||||
|
||||
void ShaderProgram::Compile()
|
||||
{
|
||||
if (m_ShaderProgramHandle == 0)
|
||||
{
|
||||
if (m_ShaderProgramHandle == 0) {
|
||||
m_ShaderProgramHandle = glCreateProgram();
|
||||
}
|
||||
|
||||
|
||||
@@ -18,6 +18,7 @@ Texture::Texture(std::string path)
|
||||
|
||||
this->Width = img->Width;
|
||||
this->Height = img->Height;
|
||||
this->Data = img->Data;
|
||||
|
||||
GLint format;
|
||||
switch (img->Format) {
|
||||
@@ -28,6 +29,7 @@ Texture::Texture(std::string path)
|
||||
format = GL_RGBA;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
// Construct the OpenGL texture
|
||||
glGenTextures(1, &m_Texture);
|
||||
|
||||
@@ -36,6 +36,7 @@ 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}
|
||||
|
||||
+23
-9
@@ -14,15 +14,21 @@
|
||||
#include "Game/Systems/CapturePointSystem.h"
|
||||
#include "Game/Systems/CapturePointHUDSystem.h"
|
||||
#include "Game/Systems/PickupSpawnSystem.h"
|
||||
#include "Game/Systems/AmmoPickupSystem.h"
|
||||
#include "Game/Systems/DamageIndicatorSystem.h"
|
||||
#include "Game/Systems/Weapon/WeaponSystem.h"
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
#include "Game/Systems/PlayerHUDSystem.h"
|
||||
#include "Game/Systems/HealthHUDSystem.h"
|
||||
#include "Rendering/BoneAttachmentSystem.h"
|
||||
#include "Game/Systems/LifetimeSystem.h"
|
||||
#include "../Engine/Core/UniformScaleSystem.h"
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
#include "Network/MultiplayerSnapshotFilter.h"
|
||||
#include "Game/Systems/AmmunitionHUDSystem.h"
|
||||
#include "Game/Systems/KillFeedSystem.h"
|
||||
#include "GUI/ButtonSystem.h"
|
||||
#include "GUI/MainMenuSystem.h"
|
||||
|
||||
|
||||
Game::Game(int argc, char* argv[])
|
||||
{
|
||||
@@ -42,6 +48,7 @@ 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();
|
||||
@@ -67,11 +74,6 @@ Game::Game(int argc, char* argv[])
|
||||
m_InputProxy->AddHandler<MouseInputHandler>();
|
||||
m_InputProxy->LoadBindings("Input.ini");
|
||||
|
||||
// Create the root level GUI frame
|
||||
m_FrameStack = new GUI::Frame(m_EventBroker);
|
||||
m_FrameStack->Width = m_Renderer->Resolution().Width;
|
||||
m_FrameStack->Height = m_Renderer->Resolution().Height;
|
||||
|
||||
// Create a world
|
||||
m_World = new World(m_EventBroker);
|
||||
std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
|
||||
@@ -118,13 +120,17 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
|
||||
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);
|
||||
m_SystemPipeline->AddSystem<ButtonSystem>(updateOrderLevel, m_Renderer);
|
||||
m_SystemPipeline->AddSystem<MainMenuSystem>(updateOrderLevel, m_Renderer);
|
||||
// Populate Octree with collidables
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
|
||||
@@ -132,7 +138,8 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
|
||||
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<HealthHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
|
||||
// Collision and TriggerSystem should update after player.
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
|
||||
@@ -160,7 +167,6 @@ Game::~Game()
|
||||
delete m_NetworkServer;
|
||||
}
|
||||
delete m_World;
|
||||
delete m_FrameStack;
|
||||
delete m_InputProxy;
|
||||
delete m_InputManager;
|
||||
delete m_RenderFrame;
|
||||
@@ -179,16 +185,20 @@ void Game::Tick()
|
||||
// Handle input in a weird looking but responsive way
|
||||
m_EventBroker->Process<InputManager>();
|
||||
m_EventBroker->Swap();
|
||||
PerformanceTimer::StartTimer("InputManager");
|
||||
m_InputManager->Update(dt);
|
||||
m_EventBroker->Swap();
|
||||
PerformanceTimer::StartTimerAndStopPrevious("InputProxy");
|
||||
m_InputProxy->Update(dt);
|
||||
m_EventBroker->Swap();
|
||||
m_InputProxy->Process();
|
||||
m_EventBroker->Swap();
|
||||
|
||||
PerformanceTimer::StartTimerAndStopPrevious("SoundManager");
|
||||
m_SoundManager->Update(dt);
|
||||
|
||||
// Update network
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Network");
|
||||
m_EventBroker->Process<MultiplayerSnapshotFilter>();
|
||||
if (m_NetworkClient != nullptr) {
|
||||
m_NetworkClient->Update();
|
||||
@@ -199,10 +209,14 @@ void Game::Tick()
|
||||
//m_SoundManager->Update(dt);
|
||||
|
||||
// Iterate through systems and update world!
|
||||
PerformanceTimer::StartTimerAndStopPrevious("SystemPipeline");
|
||||
m_EventBroker->Process<SystemPipeline>();
|
||||
m_SystemPipeline->Update(dt);
|
||||
PerformanceTimer::StartTimerAndStopPrevious("RendererUpdate");
|
||||
m_Renderer->Update(dt);
|
||||
PerformanceTimer::StartTimerAndStopPrevious("RendererDraw");
|
||||
m_Renderer->Draw(*m_RenderFrame);
|
||||
PerformanceTimer::StopTimer("RendererDraw");
|
||||
m_RenderFrame->Clear();
|
||||
m_EventBroker->Swap();
|
||||
m_EventBroker->Clear();
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,7 +9,16 @@ MultiplayerSnapshotFilter::MultiplayerSnapshotFilter(EventBroker* eventBroker)
|
||||
bool MultiplayerSnapshotFilter::FilterComponent(EntityWrapper entity, SharedComponentWrapper& component)
|
||||
{
|
||||
if (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer)) {
|
||||
return false;
|
||||
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") {
|
||||
|
||||
@@ -0,0 +1,79 @@
|
||||
#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;
|
||||
m_World->SetParent(newAmmoPickupEntity.ID, ammoPickupPosition.parentID);
|
||||
|
||||
//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({ e.Trigger["Transform"]["Position"], e.Trigger["AmmoPickup"]["AmmoGain"],
|
||||
e.Trigger["AmmoPickup"]["RespawnTimer"], e.Trigger["AmmoPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) });
|
||||
|
||||
//delete the ammopickup
|
||||
m_World->DeleteEntity(e.Trigger.ID);
|
||||
return true;
|
||||
}
|
||||
@@ -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"]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -20,6 +20,10 @@ void CapturePointHUDSystem::Update(double dt)
|
||||
return;
|
||||
}
|
||||
|
||||
if(!CapturePointHUDElements) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& cCapturePointHUD : *CapturePointHUDElements) {
|
||||
int HUD_ID = cCapturePointHUD["CapturePointNumber"];
|
||||
EntityWrapper entityHUD = EntityWrapper(m_World, cCapturePointHUD.EntityID);
|
||||
@@ -39,14 +43,14 @@ void CapturePointHUDSystem::Update(double dt)
|
||||
}
|
||||
//Color hud with team color
|
||||
auto capturePointTeam = (int)teamComponent["Team"];
|
||||
entityHUDparent["Sprite"]["Color"] = capturePointTeam == blueTeam ? glm::vec4(0, 0.2f, 1, 0.7) : capturePointTeam == redTeam ? glm::vec4(1, 0.2f, 0, 0.7) : glm::vec4(1, 1, 1, 0.3);
|
||||
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, 0.2f, 0, 0.7) : glm::vec4(0, 0.2f, 1, 0.7);
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -1,26 +1,39 @@
|
||||
#include "Systems/CapturePointSystem.h"
|
||||
#include <algorithm>
|
||||
|
||||
CapturePointSystem::CapturePointSystem(SystemParams params)
|
||||
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;
|
||||
}
|
||||
const int capturePointNumber = cCapturePoint["CapturePointNumber"];
|
||||
const bool hasTeamComponent = capturePointEntity.HasComponent("Team");
|
||||
|
||||
if (m_NumberOfCapturePoints != 0) {
|
||||
if (!m_CapturePointNumberToEntityMap[0].HasComponent("CapturePoint")) {
|
||||
//if map has changed, the capturepoints has changed, now have to redo them
|
||||
m_NumberOfCapturePoints = 0;
|
||||
m_CapturePointNumberToEntityMap.clear();
|
||||
}
|
||||
}
|
||||
//if point doesnt have a teamComponent yet, add one. since:
|
||||
//what if capture point has no team -> we cant get/use the team enum from it...
|
||||
if (!hasTeamComponent) {
|
||||
@@ -65,8 +78,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
||||
std::map<std::string, int> nextPossibleCapturePoint;
|
||||
nextPossibleCapturePoint["Red"] = -1;
|
||||
nextPossibleCapturePoint["Blue"] = -1;
|
||||
for (int i = 0; i < m_NumberOfCapturePoints; i++)
|
||||
{
|
||||
for (int i = 0; i < m_NumberOfCapturePoints; i++) {
|
||||
if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
|
||||
continue;
|
||||
}
|
||||
@@ -78,8 +90,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
||||
nextPossibleCapturePoint["Blue"] = i + 1;
|
||||
}
|
||||
}
|
||||
for (int i = m_NumberOfCapturePoints - 1; i >= 0; i--)
|
||||
{
|
||||
for (int i = m_NumberOfCapturePoints - 1; i >= 0; i--) {
|
||||
if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
|
||||
continue;
|
||||
}
|
||||
@@ -94,8 +105,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
||||
|
||||
//reset timers and reset the bool that triggers this
|
||||
if (m_ResetTimers) {
|
||||
for (int i = 0; i < m_NumberOfCapturePoints; i++)
|
||||
{
|
||||
for (int i = 0; i < m_NumberOfCapturePoints; i++) {
|
||||
ComponentWrapper& capturePoint = m_CapturePointNumberToEntityMap[i]["CapturePoint"];
|
||||
if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] &&
|
||||
(int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Blue"]) {
|
||||
@@ -110,8 +120,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
||||
}
|
||||
|
||||
//check how many players are standing inside and are healthy
|
||||
for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--)
|
||||
{
|
||||
for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--) {
|
||||
auto triggerTouched = m_ETriggerTouchVector[i - 1];
|
||||
if (std::get<1>(triggerTouched) == capturePointEntity) {
|
||||
//some player has touched this - lets figure out: what team, health
|
||||
@@ -170,8 +179,8 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
||||
cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
|
||||
}
|
||||
//if capturePoint is owned by the team, and the other team has been trying to take it, then increase/decrease the timer towards 0.0
|
||||
if ((ownedBy == currentTeam && currentTeam == redTeam && (double)cCapturePoint["CaptureTimer"] < 0.0) ||
|
||||
(ownedBy == currentTeam && currentTeam == blueTeam && (double)cCapturePoint["CaptureTimer"] > 0.0)) {
|
||||
if ((ownedBy == currentTeam && currentTeam == redTeam && (double)cCapturePoint["CaptureTimer"] < captureTimeToTakeOver) ||
|
||||
(ownedBy == currentTeam && currentTeam == blueTeam && (double)cCapturePoint["CaptureTimer"] > -captureTimeToTakeOver)) {
|
||||
cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
|
||||
}
|
||||
//check if captureTimer > captureTimeToTakeOver and if so change owner and publish the eCaptured event
|
||||
@@ -189,17 +198,14 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
||||
|
||||
//check for possible winCondition = check if the homebase is owned by the other team
|
||||
bool checkForWinner = false;
|
||||
if (capturePointNumber == m_RedTeamHomeCapturePoint && ownedBy != redTeam)
|
||||
{
|
||||
if (capturePointNumber == m_RedTeamHomeCapturePoint && ownedBy != redTeam) {
|
||||
checkForWinner = true;
|
||||
}
|
||||
if (capturePointNumber == m_BlueTeamHomeCapturePoint && ownedBy != blueTeam)
|
||||
{
|
||||
if (capturePointNumber == m_BlueTeamHomeCapturePoint && ownedBy != blueTeam) {
|
||||
checkForWinner = true;
|
||||
}
|
||||
|
||||
if (checkForWinner && !m_WinnerWasFound)
|
||||
{
|
||||
if (checkForWinner && !m_WinnerWasFound) {
|
||||
//publish Win event
|
||||
Events::Win e;
|
||||
e.TeamThatWon = ownedBy;
|
||||
@@ -218,8 +224,7 @@ bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e)
|
||||
|
||||
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e)
|
||||
{
|
||||
for (size_t i = 0; i < m_ETriggerTouchVector.size(); i++)
|
||||
{
|
||||
for (size_t i = 0; i < m_ETriggerTouchVector.size(); i++) {
|
||||
auto triggerTouched = m_ETriggerTouchVector[i];
|
||||
if (std::get<0>(triggerTouched) == e.Entity && std::get<1>(triggerTouched) == e.Trigger) {
|
||||
m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i);
|
||||
|
||||
@@ -12,45 +12,42 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
|
||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
|
||||
}
|
||||
|
||||
void DamageIndicatorSystem::Update(double dt) {
|
||||
if (!IsServer) {
|
||||
for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) {
|
||||
if (!iter->spriteEntity.Valid()) {
|
||||
updateDamageIndicatorVector.erase(iter);
|
||||
break;
|
||||
}
|
||||
auto angleBetweenVectors = CalculateAngle(LocalPlayer, iter->enemyPosition);
|
||||
//simply set the rotation z-wise to the angleBetweenVectors
|
||||
iter->spriteEntity["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
|
||||
{
|
||||
if (m_CurrentCamera == EntityID_Invalid) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (e.Victim != LocalPlayer) {
|
||||
if (e.Victim.Valid() && e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
|
||||
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;
|
||||
if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
glm::vec3 inflictorPos = e.Inflictor["Transform"]["Position"];
|
||||
//if testing
|
||||
#ifdef INDICATOR_TEST
|
||||
inflictorPos = DamageIndicatorTest(e.Victim);
|
||||
#endif
|
||||
|
||||
float angleBetweenVectors = CalculateAngle(e.Victim, inflictorPos);
|
||||
|
||||
//load & set the "2d" sprite
|
||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
|
||||
EntityFileParser parser(entityFile);
|
||||
@@ -60,6 +57,10 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
|
||||
//simply set the rotation z-wise to the angleBetweenVectors
|
||||
spriteWrapper["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
|
||||
|
||||
if (!IsServer) {
|
||||
updateDamageIndicatorVector.emplace_back(spriteWrapper, inflictorPos);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -67,3 +68,82 @@ bool DamageIndicatorSystem::OnSetCamera(const Events::SetCamera& e) {
|
||||
m_CurrentCamera = e.CameraEntity.ID;
|
||||
return true;
|
||||
}
|
||||
|
||||
float DamageIndicatorSystem::CalculateAngle(EntityWrapper player, glm::vec3 enemyPos) {
|
||||
//grab players direction
|
||||
auto playerOrientation = glm::quat((glm::vec3)player["Transform"]["Orientation"]);
|
||||
|
||||
//get the position vectors, but ignore the y-height
|
||||
auto enemyPosition = enemyPos;
|
||||
auto playerPosition = (glm::vec3)player["Transform"]["Position"];
|
||||
enemyPosition.y = 0.0f;
|
||||
playerPosition.y = 0.0f;
|
||||
|
||||
//calculate the enemy to player vector
|
||||
auto enemyPlayerVector = glm::normalize(playerPosition - enemyPosition);
|
||||
|
||||
//get the rotationvector relative to the z-axis
|
||||
auto rotationVectorVec3 = glm::vec3(glm::toMat4(Transform::AbsoluteOrientation(player))*glm::vec4(0, 0, 1, 0));
|
||||
//rotate the direction-vector 90 degrees to get the players side-vector
|
||||
auto playerSideVector = glm::vec3(glm::rotateY(rotationVectorVec3, 1.57f));
|
||||
|
||||
//dot product of players direction-vector and enemys-to-playervector will give the cos of the angle between the vectors
|
||||
auto playerRotationDot = glm::dot(rotationVectorVec3, enemyPlayerVector);
|
||||
//to get the angle between the vectors just do cos-inverse
|
||||
auto angleBetweenVectors = glm::acos(playerRotationDot);
|
||||
|
||||
//dot of sidevector positive = enemy is on the right side, dot sidevector negative = left side
|
||||
auto playerSideVectorDot = glm::dot(playerSideVector, enemyPlayerVector);
|
||||
if (playerSideVectorDot < 0) {
|
||||
angleBetweenVectors = -angleBetweenVectors;
|
||||
}
|
||||
|
||||
return angleBetweenVectors;
|
||||
}
|
||||
#ifdef INDICATOR_TEST
|
||||
glm::vec3 DamageIndicatorSystem::DamageIndicatorTest(EntityWrapper player) {
|
||||
auto currentPos = (glm::vec3)player["Transform"]["Position"];
|
||||
|
||||
auto testVar = 1;
|
||||
auto testVar2 = 1;
|
||||
if (m_TestVar % 4 == 0) {
|
||||
testVar = -1;
|
||||
testVar2 = 1;
|
||||
}
|
||||
if (m_TestVar % 4 == 1) {
|
||||
testVar = 1;
|
||||
testVar2 = 1;
|
||||
}
|
||||
if (m_TestVar % 4 == 2) {
|
||||
testVar *= -1;
|
||||
testVar2 = -1;
|
||||
}
|
||||
if (m_TestVar % 4 == 3) {
|
||||
testVar = 1;
|
||||
testVar2 = -1;
|
||||
}
|
||||
m_TestVar++;
|
||||
|
||||
auto inflictorPos = glm::vec3(currentPos.x + testVar*6.0f, currentPos.y, currentPos.z + testVar2*6.0f);
|
||||
|
||||
//load the explosioneffect XML
|
||||
auto deathEffect = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
|
||||
EntityFileParser parser(deathEffect);
|
||||
EntityID deathEffectID = parser.MergeEntities(m_World);
|
||||
EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
|
||||
|
||||
//components that we need from player
|
||||
auto playerModel = player.FirstChildByName("PlayerModel");
|
||||
auto playerEntityModel = playerModel["Model"];
|
||||
auto playerEntityAnimation = playerModel["Animation"];
|
||||
|
||||
//copy the data from player to explosioneffectmodel
|
||||
playerEntityModel.Copy(deathEffectEW["Model"]);
|
||||
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
|
||||
|
||||
//copy the models position,orientation
|
||||
deathEffectEW["Transform"]["Position"] = inflictorPos;
|
||||
deathEffectEW["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
|
||||
return inflictorPos;
|
||||
}
|
||||
#endif
|
||||
@@ -1,6 +1,6 @@
|
||||
#include "Game/Systems/PlayerHUDSystem.h"
|
||||
#include "Game/Systems/HealthHUDSystem.h"
|
||||
|
||||
void PlayerHUDSystem::Update(double dt)
|
||||
void HealthHUDSystem::Update(double dt)
|
||||
{
|
||||
auto healthHUDs = m_World->GetComponents("HealthHUD");
|
||||
if (healthHUDs == nullptr) {
|
||||
@@ -27,13 +27,13 @@ void PlayerHUDSystem::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;
|
||||
|
||||
}
|
||||
@@ -7,25 +7,43 @@ HealthSystem::HealthSystem(SystemParams params)
|
||||
//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)
|
||||
{
|
||||
if (!IsServer && m_NetworkEnabled || !e.Victim.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
ComponentWrapper cHealth = e.Victim["Health"];
|
||||
double& health = cHealth["Health"];
|
||||
health -= e.Damage;
|
||||
|
||||
if (health <= 0.0) {
|
||||
Events::PlayerDeath ePlayerDeath;
|
||||
ePlayerDeath.Player = e.Victim;
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
@@ -29,6 +29,7 @@ void PickupSpawnSystem::Update(double dt)
|
||||
newHealthPickupEntity["Transform"]["Position"] = healthPickupPosition.Pos;
|
||||
newHealthPickupEntity["HealthPickup"]["HealthGain"] = healthPickupPosition.HealthGain;
|
||||
newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = healthPickupPosition.RespawnTimer;
|
||||
m_World->SetParent(newHealthPickupEntity.ID, healthPickupPosition.parentID);
|
||||
|
||||
//erase the current element (healthPickupPosition)
|
||||
m_ETriggerTouchVector.erase(it);
|
||||
@@ -58,7 +59,7 @@ bool PickupSpawnSystem::OnTriggerTouch(Events::TriggerTouch& e)
|
||||
//copy position, healthgain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
|
||||
//we need to copy all values since each value can be different for each healthPickup
|
||||
m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["HealthPickup"]["HealthGain"],
|
||||
e.Trigger["HealthPickup"]["RespawnTimer"],e.Trigger["HealthPickup"]["RespawnTimer"] });
|
||||
e.Trigger["HealthPickup"]["RespawnTimer"],e.Trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) });
|
||||
|
||||
//delete the healthpickup
|
||||
m_World->DeleteEntity(e.Trigger.ID);
|
||||
|
||||
@@ -33,11 +33,17 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
|
||||
EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
|
||||
|
||||
//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 (!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
|
||||
//copy the data from player to explosioneffectmodel
|
||||
playerEntityModel.Copy(deathEffectEW["Model"]);
|
||||
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
|
||||
//freeze the animation
|
||||
|
||||
@@ -4,6 +4,7 @@ PlayerMovementSystem::PlayerMovementSystem(SystemParams params)
|
||||
: System(params)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &PlayerMovementSystem::OnDoubleJump);
|
||||
}
|
||||
|
||||
PlayerMovementSystem::~PlayerMovementSystem()
|
||||
@@ -16,7 +17,15 @@ PlayerMovementSystem::~PlayerMovementSystem()
|
||||
void PlayerMovementSystem::Update(double dt)
|
||||
{
|
||||
updateMovementControllers(dt);
|
||||
updateVelocity(dt);
|
||||
if (IsServer) {
|
||||
for (auto& kv : m_PlayerInputControllers) {
|
||||
updateVelocity(kv.first, dt);
|
||||
}
|
||||
} else {
|
||||
if (LocalPlayer.Valid()) {
|
||||
updateVelocity(LocalPlayer, dt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
@@ -28,7 +37,6 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
if (!player.Valid()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Aim pitch
|
||||
EntityWrapper cameraEntity = player.FirstChildByName("Camera");
|
||||
if (cameraEntity.Valid()) {
|
||||
@@ -40,7 +48,8 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
|
||||
if (playerModel.Valid()) {
|
||||
ComponentWrapper cAnimationOffset = playerModel["AnimationOffset"];
|
||||
double time = (cameraOrientation.x + glm::half_pi<float>()) / glm::pi<float>();
|
||||
float pitch = cameraOrientation.x + 0.2;
|
||||
double time = (pitch + glm::half_pi<float>()) / glm::pi<float>();
|
||||
cAnimationOffset["Time"] = time;
|
||||
}
|
||||
}
|
||||
@@ -78,18 +87,18 @@ void PlayerMovementSystem::updateMovementControllers(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;
|
||||
@@ -113,15 +122,16 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
if (isOnGround) {
|
||||
controller->SetDoubleJumping(false);
|
||||
} else {
|
||||
//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);
|
||||
// If IsServer and network is off this will not work
|
||||
if (IsClient) {
|
||||
//put a hexagon at the players feet
|
||||
spawnHexagon(player);
|
||||
controller->SetDoubleJumping(true);
|
||||
// Publish event for client to listen to
|
||||
Events::DoubleJump e;
|
||||
e.entityID = player.ID;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
velocity.y = 4.f;
|
||||
}
|
||||
@@ -218,15 +228,11 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
}
|
||||
|
||||
|
||||
void PlayerMovementSystem::updateVelocity(double dt)
|
||||
void PlayerMovementSystem::updateVelocity(EntityWrapper player, double dt)
|
||||
{
|
||||
// Only apply velocity to local player
|
||||
if (!LocalPlayer.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
ComponentWrapper& cTransform = LocalPlayer["Transform"];
|
||||
ComponentWrapper& cPhysics = LocalPlayer["Physics"];
|
||||
ComponentWrapper& cTransform = player["Transform"];
|
||||
ComponentWrapper& cPhysics = player["Physics"];
|
||||
glm::vec3& velocity = cPhysics["Velocity"];
|
||||
bool isOnGround = (bool)cPhysics["IsOnGround"];
|
||||
|
||||
@@ -288,3 +294,26 @@ bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e)
|
||||
{
|
||||
// If entity does not exist, exit
|
||||
if (!EntityWrapper(m_World, e.entityID).Valid()) {
|
||||
return false;
|
||||
}
|
||||
// If entity IsLocalPlayer, exit
|
||||
if (e.entityID == m_LocalPlayer.ID) {
|
||||
return false;
|
||||
}
|
||||
spawnHexagon(EntityWrapper(m_World, e.entityID));
|
||||
}
|
||||
|
||||
void PlayerMovementSystem::spawnHexagon(EntityWrapper target)
|
||||
{
|
||||
//put a hexagon at the entitys... 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)target["Transform"]["Position"];
|
||||
}
|
||||
@@ -1,20 +1,39 @@
|
||||
#include "Systems/PlayerSpawnSystem.h"
|
||||
|
||||
PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
|
||||
//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);
|
||||
@@ -30,7 +49,7 @@ void PlayerSpawnSystem::Update(double dt)
|
||||
}
|
||||
|
||||
// Spawn the player!
|
||||
EntityWrapper player = SpawnerSystem::Spawn(spawner);
|
||||
EntityWrapper player = SpawnerSystem::Spawn(spawner, EntityWrapper::Invalid, "Player");
|
||||
// Set the player team affiliation
|
||||
player["Team"]["Team"] = req.Team;
|
||||
|
||||
@@ -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 +121,23 @@ bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
|
||||
bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
{
|
||||
// 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;
|
||||
}
|
||||
|
||||
// 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;
|
||||
|
||||
// Set the camera to the correct entity
|
||||
EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera");
|
||||
bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
|
||||
@@ -107,11 +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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,13 +6,16 @@ SoundSystem::SoundSystem(SystemParams params)
|
||||
{
|
||||
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
m_Announcer = ResourceManager::Load<ConfigFile>("Config.ini")->Get<std::string>("Sound.Announcer", "female");
|
||||
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);
|
||||
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);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDeath, &SoundSystem::OnPlayerDeath);
|
||||
}
|
||||
}
|
||||
|
||||
void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt)
|
||||
@@ -20,6 +23,10 @@ void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComp
|
||||
|
||||
void SoundSystem::Update(double dt)
|
||||
{
|
||||
if (!IsClient) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Temp for play test.
|
||||
if (m_DrumsIsPlaying) {
|
||||
m_DrumsIsPlaying = !drumTimer(dt);
|
||||
@@ -52,12 +59,6 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
if (e.Command == "TakeDamage" && e.Value > 0) {
|
||||
Events::PlayerDamage ev;
|
||||
ev.Victim = LocalPlayer;
|
||||
ev.Damage = 1.0;
|
||||
m_EventBroker->Publish(ev);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
@@ -90,6 +91,9 @@ bool SoundSystem::drumTimer(double dt)
|
||||
|
||||
bool SoundSystem::OnCaptured(const Events::Captured & e)
|
||||
{
|
||||
if (!LocalPlayer.Valid()) {
|
||||
return false;
|
||||
}
|
||||
int homeTeam = (int)m_World->GetComponent(e.CapturePointID, "Team")["Team"];
|
||||
int team = (int)m_World->GetComponent(LocalPlayer.ID, "Team")["Team"];
|
||||
Events::PlaySoundOnEntity ev;
|
||||
@@ -108,7 +112,12 @@ bool SoundSystem::OnCaptured(const Events::Captured & e)
|
||||
// Testing purposes atm...
|
||||
bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
|
||||
{
|
||||
// Should check for only local players here...
|
||||
if (!IsClient) { // Only play for clients
|
||||
return false;
|
||||
}
|
||||
if (LocalPlayer.ID = e.Victim.ID) { // You're local player was the one who took dmg
|
||||
return false;
|
||||
}
|
||||
std::uniform_int_distribution<int> dist(1, 12);
|
||||
int rand = dist(generator);
|
||||
std::vector<std::string> paths;
|
||||
@@ -128,8 +137,16 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
|
||||
|
||||
bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e)
|
||||
{
|
||||
Events::PlaySoundOnEntity ev;
|
||||
ev.EmitterID = LocalPlayer.ID;
|
||||
if (e.Player.ID != LocalPlayer.ID) {
|
||||
return false;
|
||||
}
|
||||
if (!IsClient) {
|
||||
return false;
|
||||
}
|
||||
// The local player is dead. The local player might be invalid?
|
||||
// Play the sound from the listener.
|
||||
// TODO: We might want to hear other players die.
|
||||
Events::PlayBackgroundMusic ev;
|
||||
ev.FilePath = "Audio/die/die2.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
|
||||
@@ -1,12 +1,13 @@
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
#include "Collision/Collision.h"
|
||||
|
||||
SpawnerSystem::SpawnerSystem(SystemParams params)
|
||||
SpawnerSystem::SpawnerSystem(SystemParams params)
|
||||
: System(params)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_OnSpawnerSpawn, &SpawnerSystem::OnSpawnerSpawn);
|
||||
}
|
||||
|
||||
EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /*= EntityWrapper::Invalid*/)
|
||||
EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /*= EntityWrapper::Invalid*/, const std::string& dontCollideComponent)
|
||||
{
|
||||
// Spawn the entity in the parent's world if it exists, otherwise in the spawner's world
|
||||
World* world = parent.World;
|
||||
@@ -14,17 +15,41 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
|
||||
world = spawner.World;
|
||||
}
|
||||
|
||||
// Load the entity file and parse it
|
||||
const std::string& entityFilePath = spawner["Spawner"]["EntityFile"];
|
||||
auto entityFile = ResourceManager::Load<EntityFile>(entityFilePath);
|
||||
if (entityFile == nullptr) {
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
EntityFileParser parser(entityFile);
|
||||
EntityWrapper spawnedEntity(world, parser.MergeEntities(world, parent.ID));
|
||||
|
||||
//If the spawned entity is collideable, then we must not spawn it where it collides with something that
|
||||
//has a dontCollideComponent attached.
|
||||
bool spawnOnCollidable = dontCollideComponent.empty() || !spawnedEntity.HasComponent("Collidable");
|
||||
if (!spawnOnCollidable) {
|
||||
boost::optional<EntityAABB> optBox = Collision::EntityAbsoluteAABB(spawnedEntity);
|
||||
//If we can't calculate the box for some reason, then just spawn somewhere anyway.
|
||||
if (!optBox) {
|
||||
spawnOnCollidable = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Find any SpawnPoints existing as children of spawner
|
||||
auto children = spawner.World->GetChildren(spawner.ID);
|
||||
std::vector<EntityWrapper> spawnPoints;
|
||||
for (auto kv = children.first; kv != children.second; ++kv) {
|
||||
const EntityID& child = kv->second;
|
||||
if (spawner.World->HasComponent(child, "SpawnPoint")) {
|
||||
spawnPoints.push_back(EntityWrapper(spawner.World, child));
|
||||
EntityWrapper spawnPoint = EntityWrapper(spawner.World, child);
|
||||
if (spawnOnCollidable || !spawnedEntityIsColliding(spawnedEntity, spawnPoint, dontCollideComponent)) {
|
||||
spawnPoints.push_back(spawnPoint);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Choose a random SpawnPoint
|
||||
// If there are no children, or if they are all blocked, then the entity will be spawned at the spawner itself.
|
||||
EntityWrapper spawnPoint = spawner;
|
||||
if (!spawnPoints.empty()) {
|
||||
if (spawnPoints.size() > 1) {
|
||||
@@ -39,25 +64,61 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
|
||||
}
|
||||
}
|
||||
|
||||
// Load the entity file and parse it
|
||||
const std::string& entityFilePath = spawner["Spawner"]["EntityFile"];
|
||||
auto entityFile = ResourceManager::Load<EntityFile>(entityFilePath);
|
||||
if (entityFile == nullptr) {
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
EntityFileParser parser(entityFile);
|
||||
EntityWrapper spawnedEntity(world, parser.MergeEntities(world, parent.ID));
|
||||
|
||||
if (spawnPoint != parent) {
|
||||
// Set its position and orientation to that of the SpawnPoint
|
||||
spawnedEntity["Transform"]["Position"] = Transform::AbsolutePosition(spawnPoint.World, spawnPoint.ID);
|
||||
// TODO: Quaternions, bitch
|
||||
spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint));
|
||||
transformEntityToSpawnPoint(spawnedEntity, spawnPoint);
|
||||
}
|
||||
|
||||
return spawnedEntity;
|
||||
}
|
||||
|
||||
void SpawnerSystem::transformEntityToSpawnPoint(EntityWrapper spawnedEntity, EntityWrapper spawnPoint)
|
||||
{
|
||||
// Set its position and orientation to that of the SpawnPoint
|
||||
spawnedEntity["Transform"]["Position"] = Transform::AbsolutePosition(spawnPoint.World, spawnPoint.ID);
|
||||
// TODO: Quaternions, bitch
|
||||
spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint));
|
||||
}
|
||||
|
||||
bool SpawnerSystem::spawnedEntityIsColliding(EntityWrapper spawnedEntity, EntityWrapper spawnPoint, const std::string& dontCollideComponent)
|
||||
{
|
||||
transformEntityToSpawnPoint(spawnedEntity, spawnPoint);
|
||||
//Check if the spawned entity collides with anything, and if so, continue to the next spawnpoint.
|
||||
EntityAABB spawnedBox = *Collision::EntityAbsoluteAABB(spawnedEntity);
|
||||
const ComponentPool* otherSpawnedEntities = spawnPoint.World->GetComponents(dontCollideComponent);
|
||||
for (const auto& obj : *otherSpawnedEntities) {
|
||||
if (spawnedEntity.ID == obj.EntityID) {
|
||||
continue;
|
||||
}
|
||||
EntityWrapper otherEntity = EntityWrapper(spawnPoint.World, obj.EntityID);
|
||||
if (!otherEntity.HasComponent("Collidable")) {
|
||||
continue;
|
||||
}
|
||||
auto otherBox = Collision::EntityAbsoluteAABB(otherEntity);
|
||||
if (!otherBox) {
|
||||
continue;
|
||||
}
|
||||
if (Collision::AABBVsAABB(spawnedBox, *otherBox)) {
|
||||
if (!spawnedBox.Entity.HasComponent("Model")) {
|
||||
return true;
|
||||
}
|
||||
RawModel* model = nullptr;
|
||||
try {
|
||||
model = ResourceManager::Load<RawModel, true>(otherEntity["Model"]["Resource"]);
|
||||
} catch (const std::exception&) {
|
||||
}
|
||||
|
||||
if (model != nullptr && Collision::AABBvsTriangles(
|
||||
spawnedBox,
|
||||
model->Vertices(),
|
||||
model->m_Indices,
|
||||
Transform::ModelMatrix(otherEntity))) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SpawnerSystem::OnSpawnerSpawn(Events::SpawnerSpawn& e)
|
||||
{
|
||||
EntityWrapper spawnedEntity = Spawn(e.Spawner, e.Parent);
|
||||
|
||||
@@ -4,6 +4,7 @@ AssaultWeaponBehaviour::AssaultWeaponBehaviour(SystemParams systemParams, IRende
|
||||
: WeaponBehaviour(systemParams, renderer, collisionOctree, player)
|
||||
{
|
||||
m_FirstPersonModel = m_Player.FirstChildByName("Hands");
|
||||
m_ThirdPersonModel = m_Player.FirstChildByName("PlayerModel");
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &AssaultWeaponBehaviour::OnAnimationComplete);
|
||||
}
|
||||
|
||||
@@ -37,12 +38,18 @@ void AssaultWeaponBehaviour::Reload()
|
||||
|
||||
// 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)
|
||||
@@ -50,9 +57,14 @@ void AssaultWeaponBehaviour::Update(double dt)
|
||||
if (m_Reloading) {
|
||||
m_ReloadTimer -= dt;
|
||||
// Re-enable glow on reload impersonator half-way through the animation
|
||||
if (m_ReloadTimer <= (double)m_Player["AssaultWeapon"]["ReloadTime"] / 2.0) {
|
||||
if (m_ReloadImpersonator.Valid()) {
|
||||
m_ReloadImpersonator["Model"]["GlowMap"] = true;
|
||||
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) {
|
||||
@@ -69,14 +81,18 @@ void AssaultWeaponBehaviour::Update(double dt)
|
||||
}
|
||||
|
||||
if (!m_Firing && !m_Reloading) {
|
||||
playIdleAnimation();
|
||||
if (IsClient) {
|
||||
playIdleAnimation();
|
||||
}
|
||||
}
|
||||
|
||||
// Disable glow map on weapon if it's out of ammo
|
||||
// Make real first person weapon model visible again
|
||||
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
|
||||
if (firstPersonWeaponModel.Valid()) {
|
||||
firstPersonWeaponModel["Model"]["GlowMap"] = hasAmmo();
|
||||
if (IsClient) {
|
||||
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
|
||||
if (firstPersonWeaponModel.Valid()) {
|
||||
firstPersonWeaponModel["Model"]["GlowMap"] = hasAmmo();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -117,20 +133,23 @@ void AssaultWeaponBehaviour::fireRound()
|
||||
if (magAmmo <= 0) {
|
||||
Reload();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Fire
|
||||
magAmmo -= 1;
|
||||
spawnTracer();
|
||||
playSound();
|
||||
viewPunch();
|
||||
playShootAnimation();
|
||||
bool hit = shoot(cAssaultWeapon["BaseDamage"]);
|
||||
if (hit) {
|
||||
showHitMarker();
|
||||
}
|
||||
|
||||
m_TimeSinceLastFire = 0.0;
|
||||
|
||||
// Effects
|
||||
if (IsClient) {
|
||||
spawnTracer();
|
||||
playFireSound();
|
||||
viewPunch();
|
||||
playShootAnimation();
|
||||
bool hit = shoot(cAssaultWeapon["BaseDamage"]);
|
||||
if (hit) {
|
||||
showHitMarker();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::spawnTracer()
|
||||
@@ -140,7 +159,8 @@ void AssaultWeaponBehaviour::spawnTracer()
|
||||
}
|
||||
|
||||
EntityWrapper spawner;
|
||||
if (m_Player == LocalPlayer) {
|
||||
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");
|
||||
@@ -168,7 +188,7 @@ float AssaultWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direc
|
||||
}
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::playSound()
|
||||
void AssaultWeaponBehaviour::playFireSound()
|
||||
{
|
||||
if (!IsClient) {
|
||||
return;
|
||||
@@ -180,6 +200,19 @@ void AssaultWeaponBehaviour::playSound()
|
||||
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");
|
||||
@@ -206,7 +239,13 @@ void AssaultWeaponBehaviour::finishReload()
|
||||
|
||||
// Make real first person weapon model visible again
|
||||
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
|
||||
firstPersonWeaponModel["Model"]["Visible"] = true;
|
||||
if (firstPersonWeaponModel.Valid()) {
|
||||
firstPersonWeaponModel["Model"]["Visible"] = true;
|
||||
}
|
||||
EntityWrapper thirdPersonWeaponModel = m_Player.FirstChildByName("ThirdPersonWeaponModel");
|
||||
if (thirdPersonWeaponModel.Valid()) {
|
||||
thirdPersonWeaponModel["Model"]["Visible"] = true;
|
||||
}
|
||||
|
||||
m_Reloading = false;
|
||||
}
|
||||
@@ -259,19 +298,45 @@ void AssaultWeaponBehaviour::playIdleAnimation()
|
||||
void AssaultWeaponBehaviour::playReloadAnimation()
|
||||
{
|
||||
// Play animation
|
||||
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
|
||||
cAnimation["AnimationName1"] = "ReloadSwitch";
|
||||
cAnimation["Weight1"] = 1.0;
|
||||
cAnimation["Time1"] = 0.0;
|
||||
cAnimation["Speed1"] = 0.5;
|
||||
cAnimation["Loop1"] = true;
|
||||
// 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");
|
||||
m_ReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
|
||||
firstPersonWeaponModel["Model"].Copy(m_ReloadImpersonator["Model"]);
|
||||
firstPersonWeaponModel["Model"]["Visible"] = false;
|
||||
{
|
||||
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)
|
||||
@@ -302,6 +367,9 @@ bool AssaultWeaponBehaviour::shoot(double damage)
|
||||
}
|
||||
|
||||
EntityWrapper victim(m_World, pickData.Entity);
|
||||
if (!victim.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Don't let us shoot ourselves in the foot
|
||||
if (victim == LocalPlayer) {
|
||||
@@ -337,5 +405,9 @@ void AssaultWeaponBehaviour::showHitMarker()
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
+18
-4
@@ -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
|
||||
}
|
||||
@@ -94,7 +94,7 @@ CapturePointTest::CapturePointTest(int runTestNumber)
|
||||
m_World = new World();
|
||||
|
||||
// Create system pipeline
|
||||
m_SystemPipeline = new SystemPipeline(m_World,m_EventBroker);
|
||||
m_SystemPipeline = new SystemPipeline(m_World,m_EventBroker, true, false);
|
||||
m_SystemPipeline->AddSystem<HealthSystem>(0);
|
||||
m_SystemPipeline->AddSystem<CapturePointSystem>(1);
|
||||
|
||||
|
||||
@@ -33,10 +33,10 @@ void RayTest(std::string fileName) {
|
||||
ResourceManager::RegisterType<RawModel>("RawModel");
|
||||
auto unitBox = ResourceManager::Load<RawModel>(fileName);
|
||||
BOOST_REQUIRE(unitBox != nullptr);
|
||||
bool hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
|
||||
bool hit = Collision::RayVsModel(ray, unitBox->Vertices(), unitBox->m_Indices, glm::mat4(1));
|
||||
BOOST_CHECK(hit);
|
||||
ray.SetDirection(glm::vec3(-1, 0, 0));
|
||||
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
|
||||
hit = Collision::RayVsModel(ray, unitBox->Vertices(), unitBox->m_Indices, glm::mat4(1));
|
||||
BOOST_CHECK(!hit);
|
||||
}
|
||||
|
||||
@@ -146,12 +146,12 @@ BOOST_AUTO_TEST_CASE(rayVsModelTest2)
|
||||
z = Collision::RayVsAABB(ray, someAABB);
|
||||
if (z) {
|
||||
//hit
|
||||
bool hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
|
||||
bool hit = Collision::RayVsModel(ray, unitBox->Vertices(), unitBox->m_Indices,glm::mat4(1));
|
||||
if (!hit) {
|
||||
//if rayvsaabb hit but rayvvmodel didnt hit, we get to here
|
||||
glm::vec3 outtttttttt;
|
||||
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices, outtttttttt);
|
||||
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
|
||||
glm::mat4 outtttttttt;
|
||||
hit = Collision::RayVsModel(ray, unitBox->Vertices(), unitBox->m_Indices, glm::mat4(1));
|
||||
hit = Collision::RayVsModel(ray, unitBox->Vertices(), unitBox->m_Indices, glm::mat4(1));
|
||||
}
|
||||
else {
|
||||
hit = hit;
|
||||
@@ -163,7 +163,7 @@ BOOST_AUTO_TEST_CASE(rayVsModelTest2)
|
||||
// z = z;
|
||||
//}
|
||||
//
|
||||
bool hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
|
||||
bool hit = Collision::RayVsModel(ray, unitBox->Vertices(), unitBox->m_Indices, glm::mat4(1));
|
||||
////breakpoint test
|
||||
//if (!hit) {
|
||||
// hit = hit;
|
||||
@@ -175,8 +175,8 @@ BOOST_AUTO_TEST_CASE(rayVsModelTest2)
|
||||
//if rayvsmodel hit but rayvsaabb didnt hit then we get to here
|
||||
z = Collision::RayVsAABB(ray, someAABB);
|
||||
glm::vec3 outtttttttt;
|
||||
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices, outtttttttt);
|
||||
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
|
||||
hit = Collision::RayVsModel(ray, unitBox->Vertices(), unitBox->m_Indices, glm::mat4(1));
|
||||
hit = Collision::RayVsModel(ray, unitBox->Vertices(), unitBox->m_Indices, glm::mat4(1));
|
||||
}
|
||||
else {
|
||||
z = z;
|
||||
|
||||
@@ -48,26 +48,21 @@ GameHealthSystemTest::GameHealthSystemTest()
|
||||
fp.MergeEntities(m_World);
|
||||
|
||||
// Create system pipeline
|
||||
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
|
||||
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker, false, false);
|
||||
m_SystemPipeline->AddSystem<HealthSystem>(0);
|
||||
|
||||
//The Test
|
||||
//create entity which has transform,player,model,health in it. i.e. is a player
|
||||
EntityID playerID = m_World->CreateEntity();
|
||||
ComponentWrapper player = m_World->AttachComponent(playerID, "Player");
|
||||
ComponentWrapper health = m_World->AttachComponent(playerID, "Health");
|
||||
healthsID = playerID;
|
||||
ComponentWrapper& health = m_World->AttachComponent(playerID, "Health");
|
||||
health["Health"] = 100.0;
|
||||
m_PlayersID = playerID;
|
||||
|
||||
EntityID playerID2 = m_World->CreateEntity();
|
||||
ComponentWrapper player2 = m_World->AttachComponent(playerID2, "Player");
|
||||
ComponentWrapper health2 = m_World->AttachComponent(playerID2, "Health");
|
||||
|
||||
//heal player with 40
|
||||
Events::PlayerHealthPickup e3;
|
||||
e3.HealthAmount = 40.0f;
|
||||
e3.Player = EntityWrapper(m_World, player.EntityID);
|
||||
m_EventBroker->Publish(e3);
|
||||
|
||||
//damage player with 50
|
||||
Events::PlayerDamage e;
|
||||
e.Damage = 50.0f;
|
||||
@@ -103,9 +98,18 @@ void GameHealthSystemTest::Tick()
|
||||
|
||||
m_EventBroker->Swap();
|
||||
m_EventBroker->Clear();
|
||||
|
||||
//if health reaches 90 then we know the test has succeeded (start with 100hp, remove 50hp, add 40hp)
|
||||
double currentHealth = (double)m_World->GetComponent(healthsID, "Health")["Health"];
|
||||
if (currentHealth == 90)
|
||||
|
||||
double currentHealth = (double)m_World->GetComponent(m_PlayersID, "Health")["Health"];
|
||||
//if players health reach 50 means he got damaged by 50
|
||||
if (currentHealth == 50.0) {
|
||||
m_TestStage1Success = true;
|
||||
//heal player with 40
|
||||
Events::PlayerHealthPickup e3;
|
||||
e3.HealthAmount = 40.0f;
|
||||
e3.Player = EntityWrapper(m_World, m_PlayersID);
|
||||
m_EventBroker->Publish(e3);
|
||||
}
|
||||
if (m_TestStage1Success && currentHealth == 90.0f) {
|
||||
TestSucceeded = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,7 +6,6 @@
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Rendering/Renderer.h"
|
||||
#include "Core/InputManager.h"
|
||||
#include "GUI/Frame.h"
|
||||
#include "Core/World.h"
|
||||
#include "Input/InputProxy.h"
|
||||
#include "Input/KeyboardInputHandler.h"
|
||||
@@ -31,7 +30,9 @@ private:
|
||||
EventBroker* m_EventBroker;
|
||||
World* m_World;
|
||||
SystemPipeline* m_SystemPipeline;
|
||||
int healthsID;
|
||||
int m_PlayersID;
|
||||
bool m_TestStage1Success = false;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,214 @@
|
||||
#include <boost/test/unit_test.hpp>
|
||||
using boost::unit_test_framework::test_suite;
|
||||
using boost::unit_test_framework::test_case;
|
||||
|
||||
#include "PickupSpawnTest.h"
|
||||
|
||||
BOOST_AUTO_TEST_SUITE(PickupSpawnTestSuite)
|
||||
|
||||
//dont use the same name as the classname in test cases...
|
||||
BOOST_AUTO_TEST_CASE(PickupSpawnTest_HealthPickupRespawns_PlayerHealthPickupEventTriggers)
|
||||
{
|
||||
PickupSpawnTest game(1);
|
||||
bool success = game.Game_Loop_OneHundredTimes();
|
||||
BOOST_TEST(success);
|
||||
}
|
||||
BOOST_AUTO_TEST_CASE(PickupSpawnTest_APlayerAtMaxHealth_CantTakeHealthPickup)
|
||||
{
|
||||
PickupSpawnTest game(2);
|
||||
bool success = game.Game_Loop_OneHundredTimes();
|
||||
BOOST_TEST(success);
|
||||
}
|
||||
BOOST_AUTO_TEST_CASE(PickupSpawnTest_APickupCanRespawnSlowly)
|
||||
{
|
||||
PickupSpawnTest game(3);
|
||||
bool success = game.Game_Loop_OneHundredTimes();
|
||||
BOOST_TEST(success);
|
||||
}
|
||||
BOOST_AUTO_TEST_SUITE_END()
|
||||
|
||||
PickupSpawnTest::PickupSpawnTest(int runTestNumber)
|
||||
{
|
||||
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
|
||||
ResourceManager::RegisterType<EntityFile>("EntityFile");
|
||||
|
||||
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
|
||||
|
||||
m_EventBroker = new EventBroker();
|
||||
m_World = new World();
|
||||
|
||||
// Create system pipeline
|
||||
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker, false, false);
|
||||
m_SystemPipeline->AddSystem<HealthSystem>(0);
|
||||
m_SystemPipeline->AddSystem<PickupSpawnSystem>(1);
|
||||
|
||||
//must register components (Components.xsd), else you cant create entities. Easiest done by loading a test xsd file
|
||||
auto file = ResourceManager::Load<EntityFile>("Schema/Entities/HealthPickup.xml");
|
||||
EntityFilePreprocessor fpp(file);
|
||||
fpp.RegisterComponents(m_World);
|
||||
EntityFileParser fp(file);
|
||||
//connect the healthpickup to the world
|
||||
m_HealthPickupID = fp.MergeEntities(m_World);
|
||||
|
||||
//create a player
|
||||
m_PlayerID = m_World->CreateEntity();
|
||||
auto& player = m_World->AttachComponent(m_PlayerID, "Player");
|
||||
|
||||
m_RunTestNumber = runTestNumber;
|
||||
|
||||
//further testsetups
|
||||
TestSetup(m_RunTestNumber);
|
||||
|
||||
//init glfw so dt works
|
||||
glfwInit();
|
||||
|
||||
//listen to the 2 events that are related to PickupSpawn
|
||||
EVENT_SUBSCRIBE_MEMBER(m_HP, &PickupSpawnTest::OnHealthPickup);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_PS, &PickupSpawnTest::OnPickupSpawned);
|
||||
}
|
||||
|
||||
bool PickupSpawnTest::OnHealthPickup(Events::PlayerHealthPickup& e) {
|
||||
switch (m_RunTestNumber)
|
||||
{
|
||||
case 1:
|
||||
//verify that the event has the correct healthgain number and playerid
|
||||
if (e.HealthAmount == 22.0 && e.Player.ID == m_PlayerID) {
|
||||
m_TestStage1Success = true;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
m_TestStage1Success = false;
|
||||
break;
|
||||
case 3:
|
||||
//verify that the event has the correct healthgain number and playerid
|
||||
if (e.HealthAmount == 50.0 && e.Player.ID == m_PlayerID) {
|
||||
m_TestStage1Success = true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
bool PickupSpawnTest::OnPickupSpawned(Events::PickupSpawned& e) {
|
||||
switch (m_RunTestNumber)
|
||||
{
|
||||
case 1:
|
||||
//verify that the newly spawned pickup has the same variable values as the original one
|
||||
if ((double)e.Pickup["HealthPickup"]["HealthGain"] == 22.0 && (double)e.Pickup["HealthPickup"]["RespawnTimer"] == 2.0) {
|
||||
m_TestStage2Success = true;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
m_TestStage2Success = false;
|
||||
break;
|
||||
case 3:
|
||||
m_TestStage2Success = false;
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void PickupSpawnTest::TestSetup(int testNumber)
|
||||
{
|
||||
switch (m_RunTestNumber)
|
||||
{
|
||||
case 1:
|
||||
{
|
||||
//PickupSpawnTest_HealthPickupRespawns_PlayerHealthPickupEventTriggers
|
||||
auto& healthPickupEW = EntityWrapper(m_World, m_HealthPickupID);
|
||||
healthPickupEW["HealthPickup"]["RespawnTimer"] = 2.0;
|
||||
healthPickupEW["HealthPickup"]["HealthGain"] = 22.0;
|
||||
|
||||
//create a player
|
||||
auto& health = m_World->AttachComponent(m_PlayerID, "Health");
|
||||
health["Health"] = 20.0;
|
||||
health["MaxHealth"] = 100.0;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
{
|
||||
//PickupSpawnTest_APlayerAtMaxHealth_CantTakeHealthPickup
|
||||
auto& healthPickupEW = EntityWrapper(m_World, m_HealthPickupID);
|
||||
healthPickupEW["HealthPickup"]["RespawnTimer"] = 1.0;
|
||||
healthPickupEW["HealthPickup"]["HealthGain"] = 50.0;
|
||||
|
||||
//create a player at max health
|
||||
auto& health = m_World->AttachComponent(m_PlayerID, "Health");
|
||||
health["Health"] = 100.0;
|
||||
health["MaxHealth"] = 100.0;
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
{
|
||||
//PickupSpawnTest_APickupCanRespawnSlowly
|
||||
auto& healthPickupEW = EntityWrapper(m_World, m_HealthPickupID);
|
||||
healthPickupEW["HealthPickup"]["RespawnTimer"] = 100.0;
|
||||
healthPickupEW["HealthPickup"]["HealthGain"] = 50.0;
|
||||
|
||||
//create a player
|
||||
auto& health = m_World->AttachComponent(m_PlayerID, "Health");
|
||||
health["Health"] = 1.0;
|
||||
health["MaxHealth"] = 100.0;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
//do the triggerTouch event to get the pickupSpawnTest started
|
||||
Events::TriggerTouch eTriggerTouch;
|
||||
DoTouchEvent(m_PlayerID, m_HealthPickupID);
|
||||
}
|
||||
|
||||
//generic stuff
|
||||
void PickupSpawnTest::Tick()
|
||||
{
|
||||
glfwPollEvents();
|
||||
|
||||
//just set dt to 1.0 since we want fast testing
|
||||
double dt = 1.0;
|
||||
|
||||
// Iterate through systems and update world!
|
||||
m_SystemPipeline->Update(dt);
|
||||
|
||||
m_EventBroker->Swap();
|
||||
m_EventBroker->Clear();
|
||||
|
||||
//verify that healthgain event has been published and pickup has respawned
|
||||
if (m_RunTestNumber == 1 && m_TestStage1Success && m_TestStage2Success) {
|
||||
m_TestSucceeded = true;
|
||||
}
|
||||
//verify that no healthgain event has been published and that no pickup has respawned
|
||||
if (m_NumLoops > 90 && m_RunTestNumber == 2 && !m_TestStage1Success && !m_TestStage2Success) {
|
||||
m_TestSucceeded = true;
|
||||
}
|
||||
//3: verify that the pickup hasnt spawned
|
||||
if (m_NumLoops > 90 && m_RunTestNumber == 3 && m_TestStage1Success && !m_TestStage2Success) {
|
||||
m_TestSucceeded = true;
|
||||
}
|
||||
}
|
||||
bool PickupSpawnTest::Game_Loop_OneHundredTimes() {
|
||||
//100 loops will be more than enough to do the test
|
||||
int loops = 100;
|
||||
bool success = false;
|
||||
while (loops > 0) {
|
||||
Tick();
|
||||
m_NumLoops++;
|
||||
if (m_TestSucceeded) {
|
||||
success = true;
|
||||
break;
|
||||
}
|
||||
loops--;
|
||||
}
|
||||
return success;
|
||||
}
|
||||
PickupSpawnTest::~PickupSpawnTest()
|
||||
{
|
||||
delete m_SystemPipeline;
|
||||
delete m_World;
|
||||
}
|
||||
void PickupSpawnTest::DoTouchEvent(EntityID whoDidSomething, EntityID onWhatObject) {
|
||||
Events::TriggerTouch touchEvent;
|
||||
touchEvent.Entity = EntityWrapper(m_World, whoDidSomething);
|
||||
touchEvent.Trigger = EntityWrapper(m_World, onWhatObject);
|
||||
m_EventBroker->Publish(touchEvent);
|
||||
}
|
||||
@@ -0,0 +1,72 @@
|
||||
#ifndef PickupSpawnTest_h__
|
||||
#define PickupSpawnTest_h__
|
||||
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Core/ConfigFile.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/World.h"
|
||||
#include "Input/InputProxy.h"
|
||||
#include "Input/KeyboardInputHandler.h"
|
||||
#include "Input/MouseInputHandler.h"
|
||||
#include "Core/EKeyDown.h"
|
||||
#include "Core/EntityFile.h"
|
||||
#include "Core/SystemPipeline.h"
|
||||
|
||||
#include "Core/EntityFilePreprocessor.h"
|
||||
#include "Core/EntityFileParser.h"
|
||||
#include "Core/EntityFileWriter.h"
|
||||
|
||||
#include "Engine/Collision/ETrigger.h"
|
||||
|
||||
//#include "Core/System.h"
|
||||
//#include "Core/Transform.h"
|
||||
//#include "Core/ResourceManager.h"
|
||||
//#include "Core/EntityFileParser.h"
|
||||
//#include "Core/EPickupSpawned.h"
|
||||
//#include "Core/EPlayerHealthPickup.h"
|
||||
#include "Engine/Collision/ETrigger.h"
|
||||
//#include "Common.h"
|
||||
//#include <tuple>
|
||||
#include "Collision/TriggerSystem.h"
|
||||
#include "Collision/CollisionSystem.h"
|
||||
#include "Core/EntityFileWriter.h"
|
||||
#include "Game/Systems/HealthSystem.h"
|
||||
#include "Game/Systems/PickupSpawnSystem.h"
|
||||
|
||||
#include "Core/ResourceManager.h"
|
||||
|
||||
class PickupSpawnTest
|
||||
{
|
||||
public:
|
||||
PickupSpawnTest(int runTestNumber);
|
||||
~PickupSpawnTest();
|
||||
|
||||
void Tick();
|
||||
|
||||
bool Game_Loop_OneHundredTimes();
|
||||
void TestSetup(int testNumber);
|
||||
void DoTouchEvent(EntityID whoDidSomething, EntityID onWhatObject);
|
||||
|
||||
private:
|
||||
double m_LastTime;
|
||||
ConfigFile* m_Config = nullptr;
|
||||
EventBroker* m_EventBroker;
|
||||
World* m_World;
|
||||
SystemPipeline* m_SystemPipeline;
|
||||
EntityID m_PlayerID, m_HealthPickupID;
|
||||
int m_RunTestNumber;
|
||||
|
||||
EventRelay<PickupSpawnSystem, Events::PlayerHealthPickup> m_HP;
|
||||
bool OnHealthPickup(Events::PlayerHealthPickup& e);
|
||||
EventRelay<PickupSpawnSystem, Events::PickupSpawned> m_PS;
|
||||
bool OnPickupSpawned(Events::PickupSpawned& e);
|
||||
|
||||
bool m_TestStage1Success = false;
|
||||
bool m_TestStage2Success = false;
|
||||
|
||||
bool m_TestSucceeded = false;
|
||||
int m_NumLoops = 0;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -69,3 +69,47 @@ BOOST_AUTO_TEST_CASE(WorldTestMultipleAllocations, * utf::tolerance(0.00001))
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(WorldCopy, *utf::tolerance(0.00001))
|
||||
{
|
||||
World w1;
|
||||
|
||||
// Create a test component
|
||||
auto testComponent = ComponentWrapperFactory("Test", 2);
|
||||
testComponent.AddProperty("TestInteger", 1337);
|
||||
testComponent.AddProperty("TestDouble", 13.37);
|
||||
testComponent.AddProperty("TestString", std::string("DefaultString"));
|
||||
testComponent.AddProperty("TestVec3", glm::vec3(1.f, 2.f, 3.f));
|
||||
w1.RegisterComponent(testComponent);
|
||||
|
||||
// Create a test entity
|
||||
EntityID w1_e1 = w1.CreateEntity();
|
||||
auto w1_c1 = w1.AttachComponent(w1_e1, "Test");
|
||||
|
||||
// Create a child
|
||||
EntityID w1_e2 = w1.CreateEntity(w1_e1);
|
||||
auto w1_c2 = w1.AttachComponent(w1_e2, "Test");
|
||||
w1_c2["TestString"] = "NonDefaultString";
|
||||
|
||||
// Copy the world!
|
||||
World w2 = w1;
|
||||
|
||||
// Fetch the components
|
||||
auto w2_c1 = w2.GetComponent(w1_e1, "Test");
|
||||
auto w2_c2 = w2.GetComponent(w1_e2, "Test");
|
||||
|
||||
// Check that built-in types are copied but don't reside in the same memory
|
||||
BOOST_CHECK((int)w1_c1["TestInteger"] == (int)w2_c1["TestInteger"]);
|
||||
BOOST_CHECK(&(int&)w1_c1["TestInteger"] != &(int&)w2_c1["TestInteger"]);
|
||||
BOOST_CHECK((double)w1_c1["TestDouble"] == (double)w2_c1["TestDouble"]);
|
||||
BOOST_CHECK(&(int&)w1_c1["TestDouble"] != &(int&)w2_c1["TestDouble"]);
|
||||
BOOST_CHECK((int)w1_c2["TestInteger"] == (int)w2_c2["TestInteger"]);
|
||||
BOOST_CHECK(&(int&)w1_c2["TestInteger"] != &(int&)w2_c2["TestInteger"]);
|
||||
BOOST_CHECK((double)w1_c2["TestDouble"] == (double)w2_c2["TestDouble"]);
|
||||
BOOST_CHECK(&(int&)w1_c2["TestDouble"] != &(int&)w2_c2["TestDouble"]);
|
||||
// Check that specially handled strings are fine
|
||||
BOOST_CHECK((std::string)w1_c1["TestString"] == (std::string)w2_c1["TestString"]);
|
||||
BOOST_CHECK(&(std::string&)w1_c1["TestString"] != &(std::string&)w2_c1["TestString"]);
|
||||
BOOST_CHECK((std::string)w1_c2["TestString"] == (std::string)w2_c2["TestString"]);
|
||||
BOOST_CHECK(&(std::string&)w1_c2["TestString"] != &(std::string&)w2_c2["TestString"]);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user