diff --git a/include/Engine/Network/EConnectRequest.h b/include/Engine/Network/EConnectRequest.h new file mode 100644 index 00000000..b6bf781b --- /dev/null +++ b/include/Engine/Network/EConnectRequest.h @@ -0,0 +1,17 @@ +#ifndef Events_ConnectRequest_h__ +#define Events_ConnectRequest_h__ + +#include "Core/EventBroker.h" + +namespace Events +{ + +struct ConnectRequest : public Event +{ + std::string IP = ""; + int Port = 0; +}; + +} +#endif + diff --git a/include/Engine/Rendering/BlurHUD.h b/include/Engine/Rendering/BlurHUD.h new file mode 100644 index 00000000..ca3b7270 --- /dev/null +++ b/include/Engine/Rendering/BlurHUD.h @@ -0,0 +1,70 @@ +#ifndef BlurHUD_h__ +#define BlurHUD_h__ + +#include "IRenderer.h" +#include "DrawBloomPassState.h" +//#include "LightCullingPass.h" Finalpass om den skall skickas in +#include "FrameBuffer.h" +#include "ShaderProgram.h" +//#include "Util/UnorderedMapVec2.h" +#include "Texture.h" + +class BlurHUD +{ +public: + BlurHUD(IRenderer* renderer); + ~BlurHUD() { } + void InitializeTextures(); + void InitializeFrameBuffers(); + void InitializeShaderPrograms(); + void InitializeBuffers(); + void ClearBuffer(); + + void FillGaussianBuffer(FrameBuffer* fb); + + GLuint Draw(GLuint texture, RenderScene& scene); + + void OnWindowResize(); + void FillStencil(RenderScene& scene); + GLuint CombineTextures(GLuint texture1, GLuint texture2); + + //Getters + //Return the blurred result of the texture that was sent into draw + GLuint GaussianTexture() const { + if (m_Quality == 0) { + return m_BlackTexture->m_Texture; + } else { + return m_GaussianTexture_vert; + } + } + + +private: + Texture* m_BlackTexture; + Model* m_ScreenQuad; + + const IRenderer* m_Renderer; + ConfigFile* m_Config; + //const LightCullingPass* m_LightCullingPass + int m_Iterations = 3; + int m_Quality = 0; + float m_BlurQuality = 2.f; + + GLuint m_GaussianTexture_horiz = 0; + GLuint m_GaussianTexture_vert = 0; + GLuint m_DepthStencil_horiz = 0; + GLuint m_DepthStencil_vert = 0; + GLuint m_CombinedTexture = 0; + + FrameBuffer m_GaussianFrameBuffer_horiz; + FrameBuffer m_GaussianFrameBuffer_vert; + FrameBuffer m_CombinedTextureBuffer; + + ShaderProgram* m_GaussianProgram_horiz; + ShaderProgram* m_GaussianProgram_vert; + ShaderProgram* m_FillDepthStencilProgram; + ShaderProgram* m_CombineTexturesProgram; + +}; + +#endif \ No newline at end of file diff --git a/include/Engine/Rendering/DrawFinalPass.h b/include/Engine/Rendering/DrawFinalPass.h index cfddd5c6..5d741256 100644 --- a/include/Engine/Rendering/DrawFinalPass.h +++ b/include/Engine/Rendering/DrawFinalPass.h @@ -11,6 +11,7 @@ #include "Util/UnorderedMapVec2.h" #include "Util/CommonFunctions.h" #include "Texture.h" +#include "BlurHUD.h" class DrawFinalPass { @@ -20,7 +21,7 @@ public: void InitializeTextures(); void InitializeFrameBuffers(); void InitializeShaderPrograms(); - void Draw(RenderScene& scene); + void Draw(RenderScene& scene, BlurHUD* blurHUDPass); void ClearBuffer(); void OnWindowResize(); @@ -28,6 +29,10 @@ public: GLuint BloomTexture() const { return m_BloomTexture; } //Return the texture with diffuse and lighting of the scene. GLuint SceneTexture() const { return m_SceneTexture; } + //Return the SceneTexture with the blurred HUD bits. + GLuint CombinedSceneTexture() const { return m_CombinedTexture; } + //Return the blurred scene texture. + GLuint FullBlurredTexture() const { return m_FullBlurredTexture; } //Return the framebuffer used in the scene rendering stage. FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; } @@ -57,6 +62,8 @@ private: GLuint m_DepthBuffer; GLuint m_ShieldBuffer; GLuint m_CubeMapTexture; + GLuint m_FullBlurredTexture; + GLuint m_CombinedTexture; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures //maqke this component based i guess? GLuint m_ShieldPixelRate = 16; diff --git a/include/Engine/Rendering/RenderQueue.h b/include/Engine/Rendering/RenderQueue.h index e3c46e85..f183b021 100644 --- a/include/Engine/Rendering/RenderQueue.h +++ b/include/Engine/Rendering/RenderQueue.h @@ -33,6 +33,7 @@ struct RenderScene Rectangle Viewport; bool ClearDepth = false; + bool ShouldBlur = false; glm::vec4 AmbientColor; void Clear() diff --git a/include/Engine/Rendering/Renderer.h b/include/Engine/Rendering/Renderer.h index a64a4aa3..9983bae9 100644 --- a/include/Engine/Rendering/Renderer.h +++ b/include/Engine/Rendering/Renderer.h @@ -18,6 +18,7 @@ #include "DrawColorCorrectionPass.h" #include "SSAOPass.h" #include "CubeMapPass.h" +#include "BlurHUD.h" #include "../Core/EventBroker.h" #include "ImGuiRenderPass.h" #include "Camera.h" @@ -75,6 +76,7 @@ private: DrawColorCorrectionPass* m_DrawColorCorrectionPass; SSAOPass* m_SSAOPass; CubeMapPass* m_CubeMapPass; + BlurHUD* m_BlurHUDPass; //----------------------Functions----------------------// void InitializeWindow(); diff --git a/include/Engine/Rendering/SpriteJob.h b/include/Engine/Rendering/SpriteJob.h index 25c2d5cb..2533d4d4 100644 --- a/include/Engine/Rendering/SpriteJob.h +++ b/include/Engine/Rendering/SpriteJob.h @@ -32,6 +32,8 @@ struct SpriteJob : RenderJob EndIndex = matProp.material->EndIndex; Matrix = matrix; Color = cSprite["Color"]; + BlurBackground = (bool)cSprite["BlurBackground"]; + Entity = cSprite.EntityID; Position = Transform::AbsolutePosition(world, cSprite.EntityID); Depth = 0; @@ -65,6 +67,7 @@ struct SpriteJob : RenderJob bool Pickable; bool IsIndicator = false; + bool BlurBackground = false; glm::vec4 FillColor = glm::vec4(0); float FillPercentage = 0.0; diff --git a/include/Engine/GUI/MainMenuSystem.h b/include/Game/Systems/MainMenuSystem.h similarity index 52% rename from include/Engine/GUI/MainMenuSystem.h rename to include/Game/Systems/MainMenuSystem.h index dbba55ad..ddefcbf4 100644 --- a/include/Engine/GUI/MainMenuSystem.h +++ b/include/Game/Systems/MainMenuSystem.h @@ -1,16 +1,19 @@ #ifndef MainMenuSystem_h__ #define MainMenuSystem_h__ -#include "../Core/System.h" -#include "../Rendering/IRenderer.h" -#include "../Core/ResourceManager.h" -#include "../Core/Event.h" -#include "../Network/ESearchForServers.h" -#include "../Network/EDisplayServerlist.h" +#include "Core/System.h" +#include "Rendering/IRenderer.h" +#include "Core/ResourceManager.h" +#include "Core/Event.h" +#include "Systems/SpawnerSystem.h" -#include "EButtonClicked.h" -#include "EButtonPressed.h" -#include "EButtonReleased.h" + +#include "GUI/EButtonClicked.h" +#include "GUI/EButtonPressed.h" +#include "GUI/EButtonReleased.h" +#include "Input/EInputCommand.h" +#include "Network/ESearchForServers.h" +#include "Network/EConnectRequest.h" class MainMenuSystem : public ImpureSystem @@ -28,8 +31,11 @@ private: bool OnButtonRelease(const Events::ButtonReleased& e); EventRelay m_EPressed; bool OnButtonPress(const Events::ButtonPressed& e); - EventRelay m_EDisplayServerlist; - bool OnDisplayServerlist(const Events::DisplayServerlist& e); + EventRelay m_EInputCommand; + bool OnInputCommand(const Events::InputCommand& e); + + std::string m_CurrentCommand = ""; + EntityWrapper m_OpenSubMenu = EntityWrapper::Invalid; }; diff --git a/include/Game/Systems/PlayerDeathSystem.h b/include/Game/Systems/PlayerDeathSystem.h index e4f96114..91b9997b 100644 --- a/include/Game/Systems/PlayerDeathSystem.h +++ b/include/Game/Systems/PlayerDeathSystem.h @@ -24,7 +24,10 @@ private: bool OnPlayerDeath(Events::PlayerDeath& e); EventRelay m_EEntityDeleted; bool OnEntityDeleted(Events::EntityDeleted& e); + EventRelay m_EInputCommand; + bool OnInputCommand(Events::InputCommand& e); + void setSpectatorCamera(); void createDeathEffect(EntityWrapper player); }; diff --git a/include/Game/Systems/PlayerSpawnSystem.h b/include/Game/Systems/PlayerSpawnSystem.h index 70f94807..f74032f7 100644 --- a/include/Game/Systems/PlayerSpawnSystem.h +++ b/include/Game/Systems/PlayerSpawnSystem.h @@ -15,10 +15,19 @@ public: virtual void Update(double dt) override; private: + // This enum must correspond to the command values for PickTeam buttons. + enum class PlayerClass + { + None = 0, + Assault, + Defender, + Sniper + }; struct SpawnRequest { int PlayerID; ComponentInfo::EnumType Team; + PlayerClass Class; }; bool m_NetworkEnabled = false; diff --git a/include/Game/Systems/ServerListSystem.h b/include/Game/Systems/ServerListSystem.h new file mode 100644 index 00000000..014c8881 --- /dev/null +++ b/include/Game/Systems/ServerListSystem.h @@ -0,0 +1,29 @@ +#ifndef ServerListSystem_h__ +#define ServerListSystem_h__ + +#include "Core/System.h" +#include "Rendering/IRenderer.h" +#include "Core/ResourceManager.h" +#include "Core/Event.h" +#include "Systems/SpawnerSystem.h" +#include "Core/EventBroker.h" + +#include "Network/ESearchForServers.h" +#include "Network/EDisplayServerlist.h" + +class ServerListSystem : public PureSystem +{ +public: + ServerListSystem(SystemParams params, IRenderer* renderer); + virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cServerList, double dt) override; + + void RefreshList(); + +private: + IRenderer* m_Renderer; + + EventRelay m_EServerListRecieved; + bool OnServerListRecieved(const Events::DisplayServerlist& e); +}; + +#endif \ No newline at end of file diff --git a/include/Game/Systems/SpectatorCameraSystem.h b/include/Game/Systems/SpectatorCameraSystem.h new file mode 100644 index 00000000..5a00279b --- /dev/null +++ b/include/Game/Systems/SpectatorCameraSystem.h @@ -0,0 +1,22 @@ +#ifndef SpectatorCameraSystem_h__ +#define SpectatorCameraSystem_h__ + +#include "Core/System.h" +#include "Input/EInputCommand.h" + +class SpectatorCameraSystem : public ImpureSystem +{ +public: + SpectatorCameraSystem(SystemParams params); + + virtual void Update(double dt) override; + +private: + int m_PickedTeam; + bool m_CamSetToTeamPick; + + EventRelay m_EInputCommand; + bool OnInputCommand(const Events::InputCommand& e); +}; + +#endif \ No newline at end of file diff --git a/resources/DefaultInput.ini b/resources/DefaultInput.ini index b47c1e9b..18fb943f 100644 --- a/resources/DefaultInput.ini +++ b/resources/DefaultInput.ini @@ -28,4 +28,5 @@ P=SwitchToPlayer K=TakeDamage,1500 F2=PerformanceTimingResetAllTimers F3=PerformanceTimingCreateExcelData -F4=SwapToClassPick \ No newline at end of file +Comma=SwapToClassPick +Period=SwapToTeamPick \ No newline at end of file diff --git a/resources/Schema/Components.xsd b/resources/Schema/Components.xsd index a5bedada..bc6da932 100644 --- a/resources/Schema/Components.xsd +++ b/resources/Schema/Components.xsd @@ -66,4 +66,6 @@ + + \ No newline at end of file diff --git a/resources/Schema/Components/ServerIdentity.xml b/resources/Schema/Components/ServerIdentity.xml new file mode 100644 index 00000000..1d44e690 --- /dev/null +++ b/resources/Schema/Components/ServerIdentity.xml @@ -0,0 +1,7 @@ + + + 123.123.123.123 + 65999 + UnkownServer + 0 + \ No newline at end of file diff --git a/resources/Schema/Components/ServerIdentity.xsd b/resources/Schema/Components/ServerIdentity.xsd new file mode 100644 index 00000000..961a69c5 --- /dev/null +++ b/resources/Schema/Components/ServerIdentity.xsd @@ -0,0 +1,23 @@ + + + + + A component for tracking the data of servers in the serverlist. + + + + The IP adress of the server. + + + Port used to connect to the server. + + + Name of the server. + + + Amount of players connected to the server. + + + + + \ No newline at end of file diff --git a/resources/Schema/Components/ServerList.xml b/resources/Schema/Components/ServerList.xml new file mode 100644 index 00000000..e4dbfcad --- /dev/null +++ b/resources/Schema/Components/ServerList.xml @@ -0,0 +1,6 @@ + + + 0 + 0 + + \ No newline at end of file diff --git a/resources/Schema/Components/ServerList.xsd b/resources/Schema/Components/ServerList.xsd new file mode 100644 index 00000000..b422acda --- /dev/null +++ b/resources/Schema/Components/ServerList.xsd @@ -0,0 +1,20 @@ + + + + + The menulist where servers will be listed. + + + + The amount of server identities in this list. + + + Where the next serverIdentity should be placed. + + + How much offset should be applied per position + + + + + \ No newline at end of file diff --git a/resources/Schema/Components/Sprite.xml b/resources/Schema/Components/Sprite.xml index ce4a6e1b..e577ac96 100644 --- a/resources/Schema/Components/Sprite.xml +++ b/resources/Schema/Components/Sprite.xml @@ -5,4 +5,5 @@ true true + false diff --git a/resources/Schema/Components/Sprite.xsd b/resources/Schema/Components/Sprite.xsd index 3c3d124a..e26d71c9 100644 --- a/resources/Schema/Components/Sprite.xsd +++ b/resources/Schema/Components/Sprite.xsd @@ -24,6 +24,9 @@ Whether the sprite should be sorted with depth or not. Only use false for textures that are on HUD + + Wether the background should be blurred begind this sprite. + diff --git a/resources/Schema/Entities/CapturePointHUDGroup.xml b/resources/Schema/Entities/CapturePointHUDGroup.xml index d35e1bde..0987cc56 100644 --- a/resources/Schema/Entities/CapturePointHUDGroup.xml +++ b/resources/Schema/Entities/CapturePointHUDGroup.xml @@ -13,38 +13,8 @@ Textures/Core/UnitHexagon.png - - - - - - - - - - - 2 - - - - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png + + false @@ -54,20 +24,21 @@ + + + 3 - - 0.80222018197612788 - - Textures/Core/UnitHexagon_Rotated.png + + false - + @@ -78,6 +49,8 @@ Textures/Core/UnitHexagon.png + + false @@ -87,19 +60,21 @@ - - 4 - + + 4 + Textures/Core/UnitHexagon_Rotated.png + + false - + @@ -110,6 +85,44 @@ Textures/Core/UnitHexagon.png + + false + + + + + + + + + + + + + + 2 + + + Textures/Core/UnitHexagon_Rotated.png + + false + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false @@ -119,19 +132,21 @@ - - 1 - + + 1 + Textures/Core/UnitHexagon_Rotated.png + + false - + @@ -142,7 +157,9 @@ Textures/Core/UnitHexagon.png - + + false + @@ -151,17 +168,19 @@ - + Textures/Core/UnitHexagon_Rotated.png + + false - + diff --git a/resources/Schema/Entities/MainMenu.xml b/resources/Schema/Entities/MainMenu.xml new file mode 100644 index 00000000..cefb25e2 --- /dev/null +++ b/resources/Schema/Entities/MainMenu.xml @@ -0,0 +1,208 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Textures/Core/White.png + true + + + + + + + + + + + + + Credits + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + + + + + + + + + Textures/Core/White.png + true + + + + + Play + 1 + + + + + + + + + + + Play + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + + + + + + + + + + + Textures/Core/White.png + true + + + + + + + + + + + + + Option + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + + + + + + + + + + + Textures/Core/White.png + true + + + + + + + + + + + + + Quit + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + + + + + + + + + + + + Schema/Entities/ServerList.xml + + + + + + + + + + diff --git a/resources/Schema/Entities/NewMapWSpectatorCam.xml b/resources/Schema/Entities/NewMapWSpectatorCam.xml index 395eb1de..66561969 100644 --- a/resources/Schema/Entities/NewMapWSpectatorCam.xml +++ b/resources/Schema/Entities/NewMapWSpectatorCam.xml @@ -3,6 +3,7 @@ + 10.841646792775492 15 @@ -23,16 +24,6 @@ - - - - - Models/Props/Highground3.mesh - - - - - @@ -87,6 +78,16 @@ + + + + + Models/Props/Highground3.mesh + + + + + @@ -1852,26 +1853,11 @@ - Models/Props/Bridges/WoodenBridge.mesh + Models/Props/Bridges/SciFiBridge1Blue.mesh - - - - - - - - - - - - Models/Props/Bridges/WoodenBridge.mesh - - - - - + + @@ -1893,120 +1879,29 @@ - Models/Props/Bridges/SciFiBridge1Red.mesh + Models/Props/Bridges/WoodenBridge.mesh - - - + + + - - - - - - Models/Props/Bridges/SciFiBridgeDefense.mesh - - - - - - - - - - - - Models/Props/Bridges/SciFiBridgeDefense.mesh - - - - - - - - - - - Models/Props/Bridges/SciFiBridgeDefense.mesh - - - - - - - - - - - Models/Props/Bridges/SciFiBridgeDefense.mesh - - - - - - - - - - - - - - - - - - Models/Props/Bridges/SciFiBridgeDefense.mesh - - - - - - - - - - - - Models/Props/Bridges/SciFiBridgeDefense.mesh - - - - - - - - - - - Models/Props/Bridges/SciFiBridgeDefense.mesh - - - - - - - - - - - Models/Props/Bridges/SciFiBridgeDefense.mesh - - - - - - - - - - - - - - + + + + + + + Models/Props/Bridges/WoodenBridge.mesh + + + + + + + + @@ -2128,33 +2023,6 @@ - - - - - Models/Props/Pillars/SciFiBridgePillar1.mesh - - - - - - - - - - - - - - Models/Props/Bridges/SciFiBridge1Blue.mesh - - - - - - - - @@ -2182,19 +2050,6 @@ - - - - - Models/Props/Bridges/SciFiBridge1Red.mesh - - - - - - - - @@ -2215,56 +2070,23 @@ Models/Props/Bridges/WoodenBridge.mesh - - + + - - - - - - - - Models/Props/Pillars/SciFiBridgePillar1.mesh + Models/Props/Bridges/SciFiBridge1Red.mesh - - - - - - - - - - - - Models/Props/Pillars/SciFiBridgePillar1.mesh - - - - - - - - - - - - - - Models/Props/Walls/MediumWall2.mesh - - - + + + @@ -2272,39 +2094,105 @@ - Models/Props/Walls/MediumWall2.mesh + Models/Props/Bridges/SciFiBridgeDefense.mesh - - + + - + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + + - - - - - - - Models/Props/Walls/MediumWall3.mesh - - - - - - - Models/Props/Walls/MediumWall3.mesh + Models/Props/Bridges/SciFiBridgeDefense.mesh - + + - + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + + @@ -2315,143 +2203,9 @@ Models/Props/Pillars/SciFiBridgePillar1.mesh - - - - - - - - - - Models/Core/UnitCube.mesh - - - - - - - - - - - - - - - Models/Props/Walls/MediumWall1.mesh - - - - - - - - - - - - Models/Props/Walls/MediumWall1.mesh - - - - - - - - - - - - Models/Props/Walls/MediumWall1.mesh - - - - - - - - - - - - - - Models/Props/Walls/MediumWall1.mesh - - - - - - - - - - - Models/Props/Walls/MediumWall1.mesh - - - - - - - - - - - - - - Models/Core/UnitCube.mesh - - - - - - - - - - - - - Models/Core/UnitCube.mesh - - - - - - - - - - - - - - Models/Core/UnitPlane.mesh - - true - - - - - - - - - - - - - Models/Core/UnitPlane.mesh - - true - - - - - + + + @@ -2460,55 +2214,11 @@ - Models/Core/UnitCube.mesh + Models/Props/Bridges/SciFiBridge1Red.mesh - - - - - - - - - - - Models/Core/UnitCube.mesh - - - - - - - - - - - - - - - - Models/Props/Pillars/SciFiBridgePillar1.mesh - - - + - - - - - - - - - - Models/Props/Pillars/SciFiBridgePillar1.mesh - - - - - @@ -2533,6 +2243,20 @@ + + + + + Models/Props/Flora/SpecialRoot.mesh + + + + + + + + + @@ -2551,7 +2275,8 @@ true - + + @@ -2587,7 +2312,7 @@ true - + @@ -2599,14 +2324,41 @@ true - - + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + + Models/Props/Flora/SpecialRoot.mesh + + + + + + + + @@ -2621,6 +2373,120 @@ + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + @@ -2646,6 +2512,34 @@ + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + @@ -2657,6 +2551,18 @@ + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + @@ -2681,18 +2587,6 @@ - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - @@ -2733,141 +2627,6 @@ - - - - - Models/Props/Flora/SpecialRoot.mesh - - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - @@ -2903,8 +2662,36 @@ true - - + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + @@ -2915,43 +2702,37 @@ true - - - + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - @@ -2966,20 +2747,6 @@ - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - @@ -3001,52 +2768,9 @@ true - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - + + + @@ -3066,162 +2790,6 @@ - - - - - Models/Props/Flora/SpecialRoot.mesh - - - - - - - - - - - - - - - - - - - - - Models/Props/PickUps/PickUpHolder.mesh - - - - - - - - - - - - - Models/Props/PickUps/PickUpHolder.mesh - - - - - - - - - - - - - - Models/Props/PickUps/PickUpHolder.mesh - - - - - - - - - - - - - - Models/Props/PickUps/PickUpHolder.mesh - - - - - - - - - - - - - - Models/Props/PickUps/PickUpHolder.mesh - - - - - - - - - - - - - - - - - - - - - - - - Models/Props/PickUps/PickUpHolder.mesh - - - - - - - - - - - - - - Models/Props/PickUps/PickUpHolder.mesh - - - - - - - - - - - - - - Models/Props/PickUps/PickUpHolder.mesh - - - - - - - - - - - - - - Models/Props/PickUps/PickUpHolder.mesh - - - - - - - - - @@ -3229,20 +2797,6 @@ - - - - - Models/Props/Stones/AssaultHolder.mesh - - - - - - - - - @@ -3264,52 +2818,12 @@ Models/Props/Stones/AssaultHolder.mesh - - + + + - - - - - - Models/Props/Stones/AssaultHolder.mesh - - - - - - - - - - - - - - - Models/Props/Stones/AssaultHolder.mesh - - - - - - - - - - - - Models/Props/Stones/AssaultHolder.mesh - - - - - - - - - + @@ -3373,12 +2887,25 @@ Models/Props/Stones/AssaultHolder.mesh - - - + + - + + + + + + Models/Props/Stones/AssaultHolder.mesh + + + + + + + + + @@ -3394,6 +2921,47 @@ + + + + + Models/Props/Stones/AssaultHolder.mesh + + + + + + + + + + + + Models/Props/Stones/AssaultHolder.mesh + + + + + + + + + + + + + + + Models/Props/Stones/AssaultHolder.mesh + + + + + + + + + @@ -3401,6 +2969,262 @@ + + + + + Models/Props/Stones/SmallStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + Models/Props/Stones/SmallStone1.mesh + + + + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Walls/MediumWall1.mesh + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + + + + + @@ -3408,8 +3232,22 @@ Models/Props/Stones/SmallStone1.mesh - - + + + + + + + + + + + + Models/Props/Stones/SmallStone2.mesh + + + + @@ -3461,12 +3299,12 @@ - Models/Props/Stones/MediumStone1.mesh + Models/Props/Stones/MediumStone2.mesh - - - + + + @@ -3484,6 +3322,317 @@ + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + + + + Models/Props/Stones/SmallStone1.mesh + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Stones/SmallStone2.mesh + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Stones/SmallStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/SmallStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + Models/Props/Stones/SmallStone1.mesh + + + + + + + + + + + + + Models/Props/Stones/SmallStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/SmallStone1.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone1.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone1.mesh + + + + + + + + + + + + + + Models/Props/Stones/SmallStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/SmallStone1.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone1.mesh + + + + + + + + + @@ -3502,21 +3651,8 @@ Models/Props/Stones/BigStone.mesh - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - + + @@ -3542,8 +3678,8 @@ Models/Props/Stones/BigStone.mesh - - + + @@ -3561,6 +3697,19 @@ + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + @@ -3576,48 +3725,6 @@ - - - - - Models/Props/Stones/SmallStone2.mesh - - - - - - - - - - - - - - Models/Props/Stones/ShinyStoneCrystalRed.mesh - - - - - - - - - - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - @@ -3631,48 +3738,6 @@ - - - - - Models/Props/Stones/MediumStone2.mesh - - - - - - - - - - - - - - Models/Props/Stones/SmallStone2.mesh - - - - - - - - - - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - @@ -3713,72 +3778,6 @@ - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - - - - Models/Props/Walls/MediumWall1.mesh - - - - - - - - - - - - Models/Props/Stones/MediumStone2.mesh - - - - - - - - @@ -3792,73 +3791,6 @@ - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - - Models/Props/Stones/MediumStone2.mesh - - - - - - - - - - - - Models/Props/Stones/SmallStone1.mesh - - - - - - - - - - - - - - Models/Props/Stones/MediumStone2.mesh - - - - - - - - - - - - - - - Models/Props/Stones/SmallStone1.mesh - - - - - - - - @@ -3872,46 +3804,6 @@ - - - - - Models/Props/Stones/SmallStone2.mesh - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - - Models/Props/Stones/SmallStone2.mesh - - - - - - - - - @@ -3926,46 +3818,6 @@ - - - - - Models/Props/Stones/SmallStone2.mesh - - - - - - - - - - - - - - Models/Props/Stones/MediumStone2.mesh - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - @@ -3980,47 +3832,6 @@ - - - - - Models/Props/Stones/MediumStone2.mesh - - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - - Models/Props/Stones/SmallStone2.mesh - - - - - - - - - @@ -4034,48 +3845,6 @@ - - - - - Models/Props/Stones/ShinyStoneCrystalRed.mesh - - - - - - - - - - - - - - Models/Props/Stones/MediumStone2.mesh - - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - @@ -4089,126 +3858,6 @@ - - - - - Models/Props/Stones/SmallStone1.mesh - - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - - Models/Props/Stones/MediumStone2.mesh - - - - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - @@ -4223,45 +3872,6 @@ - - - - - Models/Props/Stones/SmallStone1.mesh - - - - - - - - - - - - - - Models/Props/Stones/MediumStone2.mesh - - - - - - - - - - - - Models/Props/Stones/SmallStone1.mesh - - - - - - - - @@ -4298,11 +3908,11 @@ - Models/Props/Stones/MediumStone2.mesh + Models/Props/Stones/SmallStone1.mesh - - + + @@ -4311,11 +3921,11 @@ - Models/Props/Stones/SmallStone1.mesh + Models/Props/Stones/MediumStone2.mesh - - + + @@ -4352,16 +3962,67 @@ + + + + + + + - Models/Props/Stones/MediumStone2.mesh + Models/Core/UnitCube.mesh - - - + + + + + + + + + + + Models/Core/UnitCube.mesh + + + + + + + + + + + + + + + + Models/Props/Pillars/SciFiBridgePillar1.mesh + + + + + + + + + + + + + Models/Core/UnitPlane.mesh + + true + + + + + @@ -4370,12 +4031,90 @@ - Models/Props/Stones/MediumStone2.mesh + Models/Props/Walls/MediumWall2.mesh - - - + + + + + + + + + Models/Props/Walls/MediumWall2.mesh + + + + + + + + + + + + + + + Models/Props/Walls/MediumWall1.mesh + + + + + + + + + + + Models/Props/Walls/MediumWall1.mesh + + + + + + + + + + + + + + Models/Props/Pillars/SciFiBridgePillar1.mesh + + + + + + + + + + + + Models/Core/UnitCube.mesh + + + + + + + + + + + + + + + Models/Props/Pillars/SciFiBridgePillar1.mesh + + + + + @@ -4384,12 +4123,274 @@ - Models/Props/Stones/SmallStone2.mesh + Models/Props/Walls/MediumWall3.mesh - - - + + + + + + + + + Models/Props/Walls/MediumWall3.mesh + + + + + + + + + + + + + Models/Core/UnitPlane.mesh + + true + + + + + + + + + + + + + + Models/Props/Pillars/SciFiBridgePillar1.mesh + + + + + + + + + + + + + + Models/Core/UnitCube.mesh + + + + + + + + + + + + + Models/Core/UnitCube.mesh + + + + + + + + + + + + + + + Models/Props/Walls/MediumWall1.mesh + + + + + + + + + + + + Models/Props/Walls/MediumWall1.mesh + + + + + + + + + + + + Models/Props/Walls/MediumWall1.mesh + + + + + + + + + + + + + + Models/Props/Pillars/SciFiBridgePillar1.mesh + + + + + + + + + + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + + + + + + + + + + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + + @@ -4401,32 +4402,6 @@ - - - - - Models/Props/SciFiHolder1.mesh - - - - - - - - - - - - - Models/Props/SciFiHolder1.mesh - - - - - - - - @@ -4492,6 +4467,32 @@ + + + + + Models/Props/SciFiHolder1.mesh + + + + + + + + + + + + + Models/Props/SciFiHolder1.mesh + + + + + + + + @@ -4516,11 +4517,11 @@ - Models/Props/Stones/ShinyStoneCrystalBlue.mesh + Models/Props/Stones/ShinyStoneCrystalRed.mesh - - + + @@ -4533,8 +4534,37 @@ Models/Props/Stones/ShinyStoneCrystalBlue.mesh - - + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + @@ -4560,9 +4590,22 @@ Models/Props/Stones/ShinyStoneCrystalRed.mesh - - - + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalBlue.mesh + + + + + @@ -4581,6 +4624,20 @@ + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + + + + + @@ -4588,9 +4645,35 @@ Models/Props/Stones/ShinyStoneCrystalBlue.mesh - - - + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalBlue.mesh + + + + + @@ -4622,47 +4705,6 @@ - - - - - Models/Props/Stones/ShinyStoneCrystalBlue.mesh - - - - - - - - - - - - - - Models/Props/Stones/ShinyStoneCrystalRed.mesh - - - - - - - - - - - - - Models/Props/Stones/ShinyStoneCrystalRed.mesh - - - - - - - - - @@ -4677,19 +4719,6 @@ - - - - - Models/Props/Stones/ShinyStoneCrystalRed.mesh - - - - - - - - @@ -4697,36 +4726,8 @@ Models/Props/Stones/ShinyStoneCrystalBlue.mesh - - - - - - - - - - - - Models/Props/Stones/ShinyStoneCrystalRed.mesh - - - - - - - - - - - - - - Models/Props/Stones/ShinyStoneCrystalRed.mesh - - - - + + @@ -4750,42 +4751,170 @@ - + - - 10 - + + + + 0.10000000149011612 + + + + Models/Props/PickUps/AmmoPickUp.mesh + - + + + - - 1 - - + + + + 0.10000000149011612 + + + + Models/Props/PickUps/HealthPickUp.mesh + + + + + + - - 10 - + + + + 0.10000000149011612 + + + + Models/Props/PickUps/HealthPickUp.mesh + - + + + + + + + + + 0.10000000149011612 + + + + Models/Props/PickUps/HealthPickUp.mesh + + + + + + + + + + + + + + + 0.10000000149011612 + + + + Models/Props/PickUps/AmmoPickUp.mesh + + + + + + + + + + + + + + + 0.10000000149011612 + + + + Models/Props/PickUps/HealthPickUp.mesh + + + + + + + + + + + + + + + 0.10000000149011612 + + + + Models/Props/PickUps/AmmoPickUp.mesh + + + + + + + + + + + + + + + 0.10000000149011612 + + + + Models/Props/PickUps/AmmoPickUp.mesh + + + + + + + + + + + + + + + + @@ -4809,6 +4938,17 @@ + + + + 10 + + + + + + + @@ -4820,6 +4960,17 @@ + + + + 10 + + + + + + + @@ -4831,19 +4982,28 @@ + + + + 1 + + + + + - - - Schema/Entities/Player.xml - + + + Schema/Entities/Player.xml + @@ -4908,6 +5068,39 @@ + + + + + Models/Props/CapturePoint/CapturePointNeutral.mesh + + + + + + + + + + 1.5498908015879351 + 1 + + + + + Models/Core/UnitCylinder.mesh + + true + + + + + + + + + + @@ -4924,13 +5117,13 @@ 2 + Models/Core/UnitCylinder.mesh true - @@ -4958,17 +5151,17 @@ + + + + + Models/Core/UnitCylinder.mesh true - - - - - @@ -4994,13 +5187,13 @@ 3 + Models/Core/UnitCylinder.mesh true - @@ -5010,39 +5203,6 @@ - - - - - Models/Props/CapturePoint/CapturePointNeutral.mesh - - - - - - - - - - 1.5498908015879351 - 1 - - - - Models/Core/UnitCylinder.mesh - - true - - - - - - - - - - - @@ -5062,17 +5222,17 @@ 4 + + + + + Models/Core/UnitCylinder.mesh true - - - - - @@ -5086,46 +5246,20 @@ - - - Schema/Entities/PlayerRed.xml - + + + Schema/Entities/PlayerRed.xml + - - - - - Models/Characters/Assault/AssaultTPose.mesh - false - - - - - - - - - - - - Models/Characters/Assault/AssaultTPose.mesh - false - - - - - - - @@ -5152,161 +5286,28 @@ - - - - - - - - + - - - - 0.10000000149011612 - - + - Models/Props/PickUps/HealthPickUp.mesh + Models/Characters/Assault/AssaultTPose.mesh + false - - - + - + - - - - 0.10000000149011612 - - + - Models/Props/PickUps/AmmoPickUp.mesh + Models/Characters/Assault/AssaultTPose.mesh + false - - - - - - - - - - - - - 0.10000000149011612 - - - - Models/Props/PickUps/AmmoPickUp.mesh - - - - - - - - - - - - - - - 0.10000000149011612 - - - - Models/Props/PickUps/AmmoPickUp.mesh - - - - - - - - - - - - - - - 0.10000000149011612 - - - - Models/Props/PickUps/HealthPickUp.mesh - - - - - - - - - - - - - - - 0.10000000149011612 - - - - Models/Props/PickUps/HealthPickUp.mesh - - - - - - - - - - - - - - - 0.10000000149011612 - - - - Models/Props/PickUps/HealthPickUp.mesh - - - - - - - - - - - - - - - 0.10000000149011612 - - - - Models/Props/PickUps/AmmoPickUp.mesh - - - - - + @@ -5321,6 +5322,7 @@ + @@ -5332,6 +5334,369 @@ + + + + + + + + + + + + + + + + + + Textures/Icons/Classes/Assault-01.png + + false + + + PickClass + 1 + + + + + + + + + + + Assault + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Icons/Classes/Defender-01.png + + false + + + PickClass + 2 + + + + + + + + + + + Defender + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Icons/Classes/Sniper-01.png + + false + + + PickClass + 3 + + + + + + + + + + + Sniper + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + Pick Class + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false + + + + SwapToTeamPick + 1 + + + + + + + + + + + Change + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + Team + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Pick Team + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false + + + + PickTeam + 1 + + + + + + + + + + + Spectator + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false + + + + PickTeam + 2 + + + + + + + + + + + Red + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false + + + + PickTeam + 3 + + + + + + + + + + + Blue + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false + + false + + + SwapToClassPick + 1 + + + + + + + + + + + Change + Fonts/DroidSans.ttf,64 + false + + + + + + + + + + + + Class + Fonts/DroidSans.ttf,64 + false + + + + + + + + + + + + + + @@ -5345,6 +5710,20 @@ + + + + 5 + Fonts/DroidSans.ttf,64 + + + + + + + + + @@ -5358,40 +5737,7 @@ Textures/Core/UnitHexagon.png - - - - - - - - - - - 2 - - - - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - + false @@ -5401,15 +5747,16 @@ - - 3 - + + 3 + Textures/Core/UnitHexagon_Rotated.png + false @@ -5426,6 +5773,7 @@ Textures/Core/UnitHexagon.png + false @@ -5435,15 +5783,16 @@ - - 4 - + + 4 + Textures/Core/UnitHexagon_Rotated.png + false @@ -5460,6 +5809,43 @@ Textures/Core/UnitHexagon.png + false + + + + + + + + + + + + + + 2 + + + Textures/Core/UnitHexagon_Rotated.png + + false + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false @@ -5469,16 +5855,17 @@ - - 1 - 0.10332605343919568 + + 1 + Textures/Core/UnitHexagon_Rotated.png + false @@ -5495,6 +5882,7 @@ Textures/Core/UnitHexagon.png + false @@ -5504,13 +5892,14 @@ - + Textures/Core/UnitHexagon_Rotated.png + false @@ -5524,90 +5913,99 @@ - - - - 16 - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - - - - - - - - - - - - - - + Textures/Core/UnitHexagon.png + false + - PickClass - 2 - - - - - - - - - - - - - Textures/Core/UnitRaptor.png - - - - PickClass + SwapToTeamPick 1 - + - + + + + + Change + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + Team + Fonts/DroidSans.ttf,64 + + + + + + + + + - + - Textures/Test/aM4ME4GR.png + Textures/Core/UnitHexagon.png + false + - PickClass - 3 + SwapToClassPick + 1 - + - + + + + + Change + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + Class + Fonts/DroidSans.ttf,64 + + + + + + + + + diff --git a/resources/Schema/Entities/OverwatchCamera.xml b/resources/Schema/Entities/OverwatchCamera.xml index a2b774d3..6c93f033 100644 --- a/resources/Schema/Entities/OverwatchCamera.xml +++ b/resources/Schema/Entities/OverwatchCamera.xml @@ -8,6 +8,7 @@ + @@ -20,6 +21,369 @@ + + + + + + + + + + + + + + + + + + Textures/Icons/Classes/Defender-01.png + + false + + + PickClass + 2 + + + + + + + + + + + Defender + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Icons/Classes/Sniper-01.png + + false + + + PickClass + 3 + + + + + + + + + + + Sniper + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + Textures/Icons/Classes/Assault-01.png + + false + + + PickClass + 1 + + + + + + + + + + + Assault + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + Pick Class + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false + + + + SwapToTeamPick + 1 + + + + + + + + + + + Change + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + Team + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Pick Team + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false + + + + PickTeam + 1 + + + + + + + + + + + Spectator + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false + + + + PickTeam + 2 + + + + + + + + + + + Red + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false + + + + PickTeam + 3 + + + + + + + + + + + Blue + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false + + false + + + SwapToClassPick + 1 + + + + + + + + + + + Change + Fonts/DroidSans.ttf,64 + false + + + + + + + + + + + + Class + Fonts/DroidSans.ttf,64 + false + + + + + + + + + + + + + + @@ -33,6 +397,20 @@ + + + + 7 + Fonts/DroidSans.ttf,64 + + + + + + + + + @@ -46,40 +424,7 @@ Textures/Core/UnitHexagon.png - - - - - - - - - - - 2 - - - - - - Textures/Core/UnitHexagon_Rotated.png - - - - - - - - - - - - - - - - Textures/Core/UnitHexagon.png - + false @@ -89,15 +434,16 @@ - - 3 - + + 3 + Textures/Core/UnitHexagon_Rotated.png + false @@ -114,6 +460,7 @@ Textures/Core/UnitHexagon.png + false @@ -123,15 +470,16 @@ - - 4 - + + 4 + Textures/Core/UnitHexagon_Rotated.png + false @@ -148,6 +496,43 @@ Textures/Core/UnitHexagon.png + false + + + + + + + + + + + + + + 2 + + + Textures/Core/UnitHexagon_Rotated.png + + false + + + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + false @@ -157,16 +542,17 @@ - - 1 - 0.10332605343919568 + + 1 + Textures/Core/UnitHexagon_Rotated.png + false @@ -183,6 +569,7 @@ Textures/Core/UnitHexagon.png + false @@ -192,13 +579,14 @@ - + Textures/Core/UnitHexagon_Rotated.png + false @@ -212,90 +600,99 @@ - - - - 16 - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - - - - - - - - - - - - - - - - + Textures/Core/UnitHexagon.png + false + - PickClass - 2 - - - - - - - - - - - - - Textures/Core/UnitRaptor.png - - - - PickClass + SwapToTeamPick 1 - + - + + + + + Change + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + Team + Fonts/DroidSans.ttf,64 + + + + + + + + + - + - Textures/Test/aM4ME4GR.png + Textures/Core/UnitHexagon.png + false + - PickClass - 3 + SwapToClassPick + 1 - + - + + + + + Change + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + Class + Fonts/DroidSans.ttf,64 + + + + + + + + + diff --git a/resources/Schema/Entities/QualityAssurance.xml b/resources/Schema/Entities/QualityAssurance.xml index 04cc288a..8b88404a 100644 --- a/resources/Schema/Entities/QualityAssurance.xml +++ b/resources/Schema/Entities/QualityAssurance.xml @@ -3,7 +3,7 @@ - 4.7473226580121377 + 3.6154132075906489 @@ -11,6 +11,104 @@ + + + + + + + + + + + + + + + Models/Characters/Assault/AssaultAnimated.mesh + + + + + + + + + + + + + + Models/Characters/Assault/AssaultAnimated.mesh + + + + + + + + + Animation test + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + Models/Core/UnitCylinder.mesh + + + + + + + + + + + + + + + + + + + + 0.5 + + + + + + + + + + + + + + Models/Characters/Assault/AssaultAnimated.mesh + + + + + + + + + + + + + @@ -43,7 +141,7 @@ - + @@ -96,115 +194,11 @@ - + - - - - - - - - - - - - - - - - - Models/Characters/Assault/AssaultAnimated.mesh - - - - - - - - - - - - - - - - Models/Characters/Assault/AssaultAnimated.mesh - - - - - - - - - Animation test - Fonts/DroidSans.ttf,64 - - - - - - - - - - - - Models/Core/UnitCylinder.mesh - - - - - - - - - - - - - - - - - - - - 0.5 - - - - - - - - - - - - - - - - Models/Characters/Assault/AssaultAnimated.mesh - - - - - - - - - - - - - @@ -228,7 +222,7 @@ - + @@ -292,7 +286,7 @@ - + @@ -324,7 +318,7 @@ - + @@ -395,15 +389,15 @@ - - - Schema/Entities/Player.xml - + + + Schema/Entities/Player.xml + @@ -465,15 +459,15 @@ - - - Schema/Entities/Player.xml - + + + Schema/Entities/Player.xml + @@ -619,8 +613,8 @@ - + @@ -674,7 +668,7 @@ - + @@ -721,7 +715,7 @@ - + @@ -781,7 +775,7 @@ - + @@ -828,7 +822,7 @@ - + @@ -874,7 +868,7 @@ - + @@ -921,7 +915,7 @@ - + @@ -968,7 +962,7 @@ - + @@ -1023,22 +1017,22 @@ + 15 - 15 + + + + + Models/Core/UnitCube.mesh true - - - - - @@ -1054,8 +1048,8 @@ - + @@ -1078,13 +1072,13 @@ 1 + Models/Core/UnitCube.mesh true - @@ -1100,8 +1094,8 @@ - + @@ -1122,13 +1116,13 @@ 2 + Models/Core/UnitCube.mesh true - @@ -1144,8 +1138,8 @@ - + @@ -1168,13 +1162,13 @@ 3 + Models/Core/UnitCube.mesh true - @@ -1190,8 +1184,8 @@ - + @@ -1212,23 +1206,23 @@ + -15 - -15 4 + + + + + Models/Core/UnitCube.mesh true - - - - - @@ -1244,8 +1238,8 @@ - + @@ -1285,8 +1279,8 @@ - + @@ -1382,7 +1376,7 @@ - + @@ -1391,7 +1385,7 @@ true - 2.5396116058983438 + 1.5712751414989441 3.7999999523162842 true @@ -1438,7 +1432,7 @@ - + @@ -1447,7 +1441,7 @@ - 1.5396208215609732 + 0.85439856235552725 Models/Characters/Assault/AssaultTPose.mesh @@ -1490,22 +1484,20 @@ - + - - - + true - 1.5396208215609732 + 0.85439856235552725 true @@ -1550,7 +1542,7 @@ - + @@ -1560,7 +1552,7 @@ true - 4.4522528839264339 + 7.5223549108000043 10 3 @@ -1608,7 +1600,7 @@ - + @@ -1618,7 +1610,7 @@ true - 3.2362842141074992 + 0.39702717854592606 true 5 true @@ -1655,8 +1647,8 @@ - + @@ -1701,6 +1693,11 @@ + + + + + @@ -1711,11 +1708,6 @@ 5 - - - - - @@ -1738,8 +1730,8 @@ - + @@ -1777,8 +1769,8 @@ - + @@ -1790,8 +1782,8 @@ - + @@ -1801,7 +1793,7 @@ true - 2.5396116058983438 + 1.5712751414989441 3.7999999523162842 true @@ -1845,9 +1837,7 @@ - - - + @@ -1915,8 +1905,8 @@ - + @@ -1991,20 +1981,20 @@ - - 2 - + + 2 + Textures/Core/UnitHexagon_Rotated.png - + @@ -2025,20 +2015,20 @@ - - 3 - + + 3 + Textures/Core/UnitHexagon_Rotated.png - + @@ -2059,21 +2049,21 @@ - - 4 - 1 + + 4 + Textures/Core/UnitHexagon_Rotated.png - + @@ -2094,20 +2084,20 @@ - - 1 - + + 1 + Textures/Core/UnitHexagon_Rotated.png - + @@ -2128,19 +2118,19 @@ - 1 + Textures/Core/UnitHexagon_Rotated.png - + @@ -2166,14 +2156,24 @@ - + + + + + + + + + + + - + @@ -2374,7 +2374,9 @@ Textures/Core/ErrorTexture.png + true + @@ -2387,6 +2389,7 @@ Textures/Core/White.png + false @@ -2400,6 +2403,7 @@ 1920x1080 Fonts/DroidSans.ttf,64 + false @@ -2416,6 +2420,7 @@ Textures/Core/White.png + false @@ -2429,6 +2434,7 @@ 1280x720 Fonts/DroidSans.ttf,64 + false @@ -2540,20 +2546,20 @@ + + + + + 2 Models/Weapons/Blue/AssaultWeaponBlue.mesh - - - - - + - diff --git a/resources/Schema/Entities/ServerIdentity.xml b/resources/Schema/Entities/ServerIdentity.xml new file mode 100644 index 00000000..3c47e045 --- /dev/null +++ b/resources/Schema/Entities/ServerIdentity.xml @@ -0,0 +1,122 @@ + + + + + + + + + + + + + + + + + + 123.123.123.123 + Fonts/DroidSans.ttf,64 + + + + + + + ServerIdentity + ServerIdentity + IP + + + + + + + + + + + + 65999 + Fonts/DroidSans.ttf,64 + + + + + + + ServerIdentity + ServerIdentity + Port + + + + + + + + + + + + UnkownServer + Fonts/DroidSans.ttf,64 + + + + + + + ServerIdentity + ServerIdentity + ServerName + + + + + + + + + + + 0 + Fonts/DroidSans.ttf,64 + + + + + + + ServerIdentity + ServerIdentity + PlayersConnected + + + + + + + + + + + + Textures/Core/White.png + true + + false + + + + + + + + + + + + + + diff --git a/resources/Schema/Entities/ServerList.xml b/resources/Schema/Entities/ServerList.xml new file mode 100644 index 00000000..68c10bf7 --- /dev/null +++ b/resources/Schema/Entities/ServerList.xml @@ -0,0 +1,84 @@ + + + + + + + + + + + + + + + + + + + + + + Schema/Entities/ServerIdentity.xml + + + + + + + + + + + + + + Textures/Core/White.png + true + + + + + + + + + + + + + + Textures/Core/White.png + true + + + + + RefreshServerList + 1 + + + + + + + + + + + Textures/Icons/rotate.png + + + + + + + + + + + + + + + diff --git a/resources/Schema/Entities/aaaatestremoveme.xml b/resources/Schema/Entities/aaaatestremoveme.xml index 8da40b58..d44e4883 100644 --- a/resources/Schema/Entities/aaaatestremoveme.xml +++ b/resources/Schema/Entities/aaaatestremoveme.xml @@ -2,37 +2,5794 @@ + + 8.2999489298303502 + 15 + - + - - Models/Core/Unithexagon.mesh - - - + + + + + + Models/Props/Ground.mesh + + + + + + + + + Models/Props/Highground2.mesh + + + + + + + + + + + + Models/Props/Highground3.mesh + + + + + + + + + + Models/Props/Highground4.mesh + + + + + + + + + + Models/Props/Highground1.mesh + + + + + + + + + + Models/Props/Highground2.mesh + + + + + + + + + + Models/Props/Highground1.mesh + + + + + + + + + + + + Models/Props/Highground5.mesh + + + + + + + + + + + Models/Props/Highground6.mesh + + + + + + + + + + Models/Props/Walls/SciFiWallTop.mesh + + + + + + + + + Models/Props/Walls/SciFiWallBig.mesh + + + + + + + + + + Models/Props/Walls/SciFiWallMedium.mesh + + + + + + + + + + Models/Props/Walls/SciFiWallSmall1.mesh + + + + + + + + + + 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+ + + + + + + + + + + Option + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + + + + + + + + + + + Textures/Core/White.png + true + + + + + + + + + + + + + Credits + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + + + + + + + + + + + Textures/Core/White.png + true + + + + + + + + + + + + + Quit + Fonts/DroidSans.ttf,64 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Textures/Core/UnitRaptor.png + + + + PickClass + 1 + + + + + + + + + + + + + Textures/Core/UnitHexagon.png + + + + PickClass + 2 + + + + + + + + + + + + + Textures/Test/aM4ME4GR.png + + + + PickClass + 3 + + + + + + + + + + + + + + + diff --git a/resources/Schema/Types/Entity.xsd b/resources/Schema/Types/Entity.xsd index 3d73f970..c0ac15aa 100644 --- a/resources/Schema/Types/Entity.xsd +++ b/resources/Schema/Types/Entity.xsd @@ -69,6 +69,8 @@ + + diff --git a/resources/Shaders/CombineTexture.frag.glsl b/resources/Shaders/CombineTexture.frag.glsl new file mode 100644 index 00000000..fd4acaac --- /dev/null +++ b/resources/Shaders/CombineTexture.frag.glsl @@ -0,0 +1,31 @@ +#version 430 + +layout (binding = 0) uniform sampler2D Texture0; +layout (binding = 1)uniform sampler2D Texture1; + + +in VertexData{ + vec2 TextureCoordinate; +}Input; + +out vec4 sceneColor; +out vec4 bloomColor; + +void main() +{ + vec4 texel0 = texture(Texture0, Input.TextureCoordinate); + vec4 texel1 = texture(Texture1, Input.TextureCoordinate); + float texel1_total = (texel1.r + texel1.g + texel1.b) * texel1.a; + texel1_total = ceil(clamp(texel1_total, 0, 1)); + + vec4 result0 = texel0 * (1.0 - texel1_total); + vec4 result1 = texel1 * texel1_total; + + //vec4 final = texel1 * texel1_total + texel0 * (1.0 - texel1_total); + //float res = 1.0 - texel1_total; + //vec4 final = vec4(texel1_total, texel1_total, texel1_total, 1.0); + sceneColor = result1; + bloomColor = vec4(0.0, 0.0, 0.0, 0.0); +} + + diff --git a/resources/Shaders/CombineTexture.vert.glsl b/resources/Shaders/CombineTexture.vert.glsl new file mode 100644 index 00000000..346bc141 --- /dev/null +++ b/resources/Shaders/CombineTexture.vert.glsl @@ -0,0 +1,13 @@ +#version 430 + +layout (location = 0) in vec3 Position; + +out VertexData{ + vec2 TextureCoordinate; +}Output; + +void main() +{ + gl_Position = vec4(Position, 1.0); + Output.TextureCoordinate = (vec2(Position) + 1) / 2; +} \ No newline at end of file diff --git a/resources/Shaders/Gaussian_horiz.frag.glsl b/resources/Shaders/Gaussian_horiz.frag.glsl index 6a9572c2..8a306ec2 100644 --- a/resources/Shaders/Gaussian_horiz.frag.glsl +++ b/resources/Shaders/Gaussian_horiz.frag.glsl @@ -14,11 +14,15 @@ uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.01 void main() { vec2 tex_offset = 1.0 / textureSize2D(Texture, 0); - vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0]; - + vec3 center = texture(Texture, Input.TextureCoordinate).rgb; + vec3 result = center * weight[0]; for(int i = 1; i < 5; ++i) { - result += texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0)).rgb * weight[i]; - result += texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0)).rgb * weight[i]; + vec4 eastFragments = texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0)); + vec4 westFragments = texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0)); + result += eastFragments.rgb * weight[i] * eastFragments.a; + result += westFragments.rgb * weight[i] * westFragments.a; + result += center * weight[i] * (1.0 - westFragments.a); + result += center * weight[i] * (1.0 - eastFragments.a); } fragmentColor = vec4(result, 1.0); } \ No newline at end of file diff --git a/resources/Shaders/Gaussian_vert.frag.glsl b/resources/Shaders/Gaussian_vert.frag.glsl index 8b0e861a..921ba55a 100644 --- a/resources/Shaders/Gaussian_vert.frag.glsl +++ b/resources/Shaders/Gaussian_vert.frag.glsl @@ -14,11 +14,15 @@ uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.01 void main() { vec2 tex_offset = 1.0 / textureSize2D(Texture, 0); - vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0]; - + vec3 center = texture(Texture, Input.TextureCoordinate).rgb; + vec3 result = center * weight[0]; for(int i = 1; i < 5; ++i) { - result += texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i)).rgb * weight[i]; - result += texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i)).rgb * weight[i]; + vec4 northFragments = texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i)); + vec4 southFragments = texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i)); + result += northFragments.rgb * weight[i] * northFragments.a; + result += southFragments.rgb * weight[i] * southFragments.a; + result += center * weight[i] * (1.0 - northFragments.a); + result += center * weight[i] * (1.0 - southFragments.a); } fragmentColor = vec4(result, 1.0); } \ No newline at end of file diff --git a/resources/Shaders/Sprite.frag.glsl b/resources/Shaders/Sprite.frag.glsl index 754be6ac..266398da 100644 --- a/resources/Shaders/Sprite.frag.glsl +++ b/resources/Shaders/Sprite.frag.glsl @@ -35,7 +35,8 @@ void main() sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1)); //bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0); - bloomColor = vec4(1.0, 1.0, 1.0, 0.0); + bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1)); + //bloomColor = vec4(1.0, 1.0, 1.0, 0.0); } diff --git a/src/Engine/GUI/ButtonSystem.cpp b/src/Engine/GUI/ButtonSystem.cpp index b28c0119..44c8a13c 100644 --- a/src/Engine/GUI/ButtonSystem.cpp +++ b/src/Engine/GUI/ButtonSystem.cpp @@ -40,7 +40,7 @@ bool ButtonSystem::OnMousePress(const Events::MousePress& e) //You have clicked on a button entity, send pressed event. if (m_World->HasComponent(m_PickData.Entity, "InputCmdButton")) { Events::InputCommand eInputCmd; - eInputCmd.PlayerID = LocalPlayer.ID; + eInputCmd.PlayerID = -1; eInputCmd.Player = LocalPlayer; EntityWrapper button = EntityWrapper(m_World, m_PickData.Entity); eInputCmd.Command = (std::string)button["InputCmdButton"]["Command"]; @@ -68,7 +68,7 @@ bool ButtonSystem::OnMouseRelease(const Events::MouseRelease& e) if (m_World->HasComponent(m_PickData.Entity, "InputCmdButton")) { Events::InputCommand eInputCmd; - eInputCmd.PlayerID = LocalPlayer.ID; + eInputCmd.PlayerID = -1; eInputCmd.Player = LocalPlayer; EntityWrapper button = EntityWrapper(m_World, m_PickData.Entity); eInputCmd.Command = (std::string)button["InputCmdButton"]["Command"]; diff --git a/src/Engine/GUI/MainMenuSystem.cpp b/src/Engine/GUI/MainMenuSystem.cpp deleted file mode 100644 index 946decde..00000000 --- a/src/Engine/GUI/MainMenuSystem.cpp +++ /dev/null @@ -1,73 +0,0 @@ -#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); - EVENT_SUBSCRIBE_MEMBER(m_EDisplayServerlist, &MainMenuSystem::OnDisplayServerlist); -} - -void MainMenuSystem::Update(double dt) -{ - -} - -bool MainMenuSystem::OnButtonClick(const Events::ButtonClicked& e) -{ - if(e.EntityName == "Play") { - //Run play code - } else if(e.EntityName == "Connecting") { - LOG_INFO("Searching for LAN servers..."); - m_EventBroker->Publish(Events::SearchForServers()); - } 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; -} - -bool MainMenuSystem::OnDisplayServerlist(const Events::DisplayServerlist& e) -{ - LOG_INFO("This is a serverlist V2!"); - for (int i = 0; i < e.Serverlist.size(); i++) { - LOG_INFO("%s:%i\t%s\t%i/8" - , e.Serverlist[i].Address - , e.Serverlist[i].Port - , e.Serverlist[i].Name - , e.Serverlist[i].PlayersConnected - ); - } - return true; -} - diff --git a/src/Engine/Rendering/BlurHUD.cpp b/src/Engine/Rendering/BlurHUD.cpp new file mode 100644 index 00000000..422b9ec4 --- /dev/null +++ b/src/Engine/Rendering/BlurHUD.cpp @@ -0,0 +1,282 @@ +#include "Rendering/BlurHUD.h" + +BlurHUD::BlurHUD(IRenderer* renderer) + : m_Renderer(renderer) +{ + InitializeShaderPrograms(); + InitializeBuffers(); + InitializeTextures(); +} + +void BlurHUD::InitializeTextures() +{ + m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false); + m_ScreenQuad = ResourceManager::Load("Models/Core/ScreenQuad.mesh"); +} + +void BlurHUD::InitializeShaderPrograms() +{ + m_GaussianProgram_horiz = ResourceManager::Load("##GaussianProgramHoriz"); + if (m_GaussianProgram_horiz->GetHandle() == 0) { + m_GaussianProgram_horiz->AddShader(std::shared_ptr(new VertexShader("Shaders/Gaussian_horiz.vert.glsl"))); + m_GaussianProgram_horiz->AddShader(std::shared_ptr(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl"))); + m_GaussianProgram_horiz->Compile(); + m_GaussianProgram_horiz->BindFragDataLocation(0, "fragmentColor"); + m_GaussianProgram_horiz->Link(); + } + + m_GaussianProgram_vert = ResourceManager::Load("##GaussianProgramVert"); + if (m_GaussianProgram_vert->GetHandle() == 0) { + m_GaussianProgram_vert->AddShader(std::shared_ptr(new VertexShader("Shaders/Gaussian_vert.vert.glsl"))); + m_GaussianProgram_vert->AddShader(std::shared_ptr(new FragmentShader("Shaders/Gaussian_vert.frag.glsl"))); + m_GaussianProgram_vert->Compile(); + m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor"); + m_GaussianProgram_vert->Link(); + } + m_FillDepthStencilProgram = ResourceManager::Load("#FillDepthStencilProgram"); + if (m_FillDepthStencilProgram->GetHandle() == 0) { + m_FillDepthStencilProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/FillDepthBuffer.vert.glsl"))); + m_FillDepthStencilProgram->Compile(); + m_FillDepthStencilProgram->Link(); + } + m_CombineTexturesProgram = ResourceManager::Load("#CombineTexturesProgram"); + if (m_CombineTexturesProgram->GetHandle() == 0) { + m_CombineTexturesProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/CombineTexture.vert.glsl"))); + m_CombineTexturesProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/CombineTexture.frag.glsl"))); + m_CombineTexturesProgram->Compile(); + m_CombineTexturesProgram->BindFragDataLocation(0, "sceneColor"); + m_CombineTexturesProgram->BindFragDataLocation(1, "bloomColor"); + m_CombineTexturesProgram->Link(); + } + GLERROR("Creating DepthFill program"); +} + +void BlurHUD::InitializeBuffers() +{ + glm::vec2 res = glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glm::vec2 res2 = glm::vec2(m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality); + + + CommonFunctions::GenerateTexture(&m_DepthStencil_horiz, GL_CLAMP_TO_BORDER, GL_NEAREST, + res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8); + CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_NEAREST, + res2, GL_RGBA16F, GL_RGBA, GL_FLOAT); + + if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) { + m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr(new Texture2D(&m_DepthStencil_horiz, GL_DEPTH_STENCIL_ATTACHMENT))); + m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0))); + } + m_GaussianFrameBuffer_horiz.Generate(); + + CommonFunctions::GenerateTexture(&m_DepthStencil_vert, GL_CLAMP_TO_BORDER, GL_NEAREST, + res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8); + CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_NEAREST, + res2, GL_RGBA16F, GL_RGBA, GL_FLOAT); + + if (m_GaussianFrameBuffer_vert.GetHandle() == 0) { + m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr(new Texture2D(&m_DepthStencil_vert, GL_DEPTH_STENCIL_ATTACHMENT))); + m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0))); + } + m_GaussianFrameBuffer_vert.Generate(); + + CommonFunctions::GenerateTexture(&m_CombinedTexture, GL_CLAMP_TO_BORDER, GL_NEAREST, + res, GL_RGB16F, GL_RGB, GL_FLOAT); + + if (m_CombinedTextureBuffer.GetHandle() == 0) { + m_CombinedTextureBuffer.AddResource(std::shared_ptr(new Texture2D(&m_CombinedTexture, GL_COLOR_ATTACHMENT0))); + } + m_CombinedTextureBuffer.Generate(); +} + + +void BlurHUD::ClearBuffer() +{ + GLERROR("PRE"); + m_GaussianFrameBuffer_horiz.Bind(); + glClearColor(0.f, 0.f, 0.f, 0.f); + glClearStencil(0x00); + glStencilMask(~0); + glDisable(GL_SCISSOR_TEST); + glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + m_GaussianFrameBuffer_horiz.Unbind(); + m_GaussianFrameBuffer_vert.Bind(); + glClearColor(0.f, 0.f, 0.f, 0.f); + glClearStencil(0x00); + glStencilMask(~0); + glDisable(GL_SCISSOR_TEST); + glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + m_GaussianFrameBuffer_vert.Unbind(); + + m_CombinedTextureBuffer.Bind(); + glClearColor(0.f, 0.f, 0.f, 0.f); + glClear(GL_COLOR_BUFFER_BIT); + m_CombinedTextureBuffer.Unbind(); + GLERROR("END"); +} + +//Returns the finished blurred texture +GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene) +{ + GLERROR("DrawBloomPass::Draw: Pre"); + + FillStencil(scene); + + RenderState state; + state.Disable(GL_BLEND); + state.Disable(GL_DEPTH_TEST); + state.Disable(GL_CULL_FACE); + + state.Enable(GL_STENCIL_TEST); + state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + state.StencilFunc(GL_EQUAL, 1, 0xFF); + state.StencilMask(0x00); + state.DepthMask(GL_FALSE); + state.Enable(GL_SCISSOR_TEST); + + GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle(); + GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle(); + + //Horizontal pass, first use the given texture then save it to the horizontal framebuffer. + m_GaussianFrameBuffer_horiz.Bind(); + + glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality); + glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + + 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 + m_GaussianFrameBuffer_vert.Bind(); + m_GaussianProgram_vert->Bind(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz); + + glBindVertexArray(m_ScreenQuad->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); + glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 + , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); + //horizontal pass + m_GaussianFrameBuffer_vert.Unbind(); + m_GaussianFrameBuffer_horiz.Bind(); + m_GaussianProgram_horiz->Bind(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert); + + glBindVertexArray(m_ScreenQuad->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); + glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 + , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); + m_GaussianFrameBuffer_horiz.Unbind(); + } + + //final vertical gaussian after the iterations are done + + m_GaussianFrameBuffer_vert.Bind(); + m_GaussianProgram_vert->Bind(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz); + glBindVertexArray(m_ScreenQuad->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); + glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 + , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); + + GLERROR("DrawBloomPass::Draw: END"); + glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + + + return m_GaussianTexture_vert; +} + + +void BlurHUD::OnWindowResize() +{ + CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality), GL_RGB16F, GL_RGB, GL_FLOAT); + m_GaussianFrameBuffer_vert.Generate(); + CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality), GL_RGB16F, GL_RGB, GL_FLOAT); + m_GaussianFrameBuffer_horiz.Generate(); +} + +void BlurHUD::FillStencil(RenderScene& scene) +{ + RenderState state; + + state.BindFramebuffer(m_GaussianFrameBuffer_horiz.GetHandle()); + state.Disable(GL_DEPTH_TEST); + state.Enable(GL_CULL_FACE); + state.Enable(GL_STENCIL_TEST); + state.StencilFunc(GL_ALWAYS, 1, 0xFF); + state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + state.StencilMask(0xFF); + glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality); + + m_FillDepthStencilProgram->Bind(); + + GLuint shaderHandle = m_FillDepthStencilProgram->GetHandle(); + + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + + for (auto& job : scene.Jobs.SpriteJob) { + auto spriteJob = std::dynamic_pointer_cast(job); + if (!spriteJob) { + continue; + } + if (!spriteJob->BlurBackground) { + continue; + } + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix)); + + 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))); + } + + state.BindFramebuffer(m_GaussianFrameBuffer_vert.GetHandle()); + for (auto& job : scene.Jobs.SpriteJob) { + auto spriteJob = std::dynamic_pointer_cast(job); + if (!spriteJob) { + continue; + } + if(!spriteJob->BlurBackground) { + continue; + } + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix)); + + 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))); + } + glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); +} + +//Texture 1 will be used if texture 2 is black at that texel, else texture 2 is used. +GLuint BlurHUD::CombineTextures(GLuint texture1, GLuint texture2) +{ + //RenderState state; + //state.BindFramebuffer(m_CombinedTextureBuffer.GetHandle()); + //state.Disable(GL_DEPTH_TEST); + //state.Disable(GL_STENCIL_TEST); + + m_CombineTexturesProgram->Bind(); + + glActiveTexture(GL_TEXTURE0); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, texture1); + glBindTexture(GL_TEXTURE_2D, texture2); + 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); + + return m_CombinedTexture; +} diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp index a610fab1..edde3ef5 100644 --- a/src/Engine/Rendering/DrawFinalPass.cpp +++ b/src/Engine/Rendering/DrawFinalPass.cpp @@ -233,7 +233,7 @@ void DrawFinalPass::InitializeShaderPrograms() } -void DrawFinalPass::Draw(RenderScene& scene) +void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass) { GLERROR("Pre"); DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle()); @@ -280,16 +280,32 @@ void DrawFinalPass::Draw(RenderScene& scene) DrawModelRenderQueuesWithShieldCheck(scene.Jobs.TransparentObjects, scene); //might need changing GLERROR("Shielded Transparent objects"); + //Generate blur texture. + delete state; + if (scene.ShouldBlur) { + //This needs to be drawn only when the full scene is being renderd, and then let be, otherwise sprite and other shit will show on it. + m_FullBlurredTexture = blurHUDPass->Draw(m_SceneTexture, scene); + } + + DrawFinalPassState* stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle()); + if(scene.ShouldBlur) { + //Combine nonblur and blur texture + stateSprite->Disable(GL_DEPTH_TEST); + stateSprite->Disable(GL_STENCIL_TEST); + m_CombinedTexture = blurHUDPass->CombineTextures(m_SceneTexture, m_FullBlurredTexture); + + } //Draw Transparen objects //state->BlendFunc(GL_ONE, GL_ONE); //state->StencilFunc(GL_EQUAL, 1, 0xFF); //DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene); GLERROR("TransparentObjects"); //state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + stateSprite->Enable(GL_DEPTH_TEST); DrawSprites(scene.Jobs.SpriteJob, scene); GLERROR("SpriteJobs"); - delete state; + delete stateSprite; GLERROR("END"); } diff --git a/src/Engine/Rendering/RenderSystem.cpp b/src/Engine/Rendering/RenderSystem.cpp index a1f00c88..114f432b 100644 --- a/src/Engine/Rendering/RenderSystem.cpp +++ b/src/Engine/Rendering/RenderSystem.cpp @@ -435,6 +435,7 @@ void RenderSystem::Update(double dt) } RenderScene scene; + scene.ShouldBlur = true; scene.Camera = m_Camera; scene.Viewport = Rectangle(1280, 720); diff --git a/src/Engine/Rendering/Renderer.cpp b/src/Engine/Rendering/Renderer.cpp index 7e11f3b2..f58e6208 100644 --- a/src/Engine/Rendering/Renderer.cpp +++ b/src/Engine/Rendering/Renderer.cpp @@ -110,7 +110,7 @@ void Renderer::Draw(RenderFrame& frame) { GLERROR("PRE"); glBindFramebuffer(GL_FRAMEBUFFER, 0); - ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion"); + ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion\0Combined Scene Texture\0Full Blurred Texture"); ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)"); if(m_CubeMapTexture == 0) { m_CubeMapPass->LoadTextures("Nevada"); @@ -133,6 +133,7 @@ void Renderer::Draw(RenderFrame& frame) m_DrawFinalPass->ClearBuffer(); m_DrawBloomPass->ClearBuffer(); m_SSAOPass->ClearBuffer(); + m_BlurHUDPass->ClearBuffer(); PerformanceTimer::StopTimer("Renderer-ClearBuffers"); GLERROR("ClearBuffers"); for (auto scene : frame.RenderScenes) { @@ -158,7 +159,7 @@ void Renderer::Draw(RenderFrame& frame) m_LightCullingPass->CullLights(*scene); GLERROR("LightCulling"); PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light"); - m_DrawFinalPass->Draw(*scene); + m_DrawFinalPass->Draw(*scene, m_BlurHUDPass); GLERROR("Draw Geometry+Light"); //m_DrawScenePass->Draw(*scene); @@ -194,6 +195,12 @@ void Renderer::Draw(RenderFrame& frame) if (m_DebugTextureToDraw == 5) { m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture()); } + if (m_DebugTextureToDraw == 6) { + m_DrawScreenQuadPass->Draw(m_DrawFinalPass->CombinedSceneTexture()); + } + if (m_DebugTextureToDraw == 7) { + m_DrawScreenQuadPass->Draw(m_DrawFinalPass->FullBlurredTexture()); + } PerformanceTimer::StopTimer("Renderer-Misc Debug Draws"); PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass"); @@ -244,9 +251,10 @@ void Renderer::InitializeRenderPasses() m_LightCullingPass = new LightCullingPass(this); m_CubeMapPass = new CubeMapPass(this); m_SSAOPass = new SSAOPass(this, m_Config); + m_BlurHUDPass = new BlurHUD(this); m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass); m_DrawScreenQuadPass = new DrawScreenQuadPass(this); m_DrawBloomPass = new DrawBloomPass(this, m_Config); m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this); - + } \ No newline at end of file diff --git a/src/Game/Game.cpp b/src/Game/Game.cpp index 69a9ad57..2515ab82 100644 --- a/src/Game/Game.cpp +++ b/src/Game/Game.cpp @@ -35,8 +35,10 @@ #include "Game/Systems/BoostSystem.h" #include "Game/Systems/BoostIconsHUDSystem.h" #include "Game/Systems/ScoreScreenSystem.h" +#include "Game/Systems/SpectatorCameraSystem.h" #include "GUI/ButtonSystem.h" -#include "GUI/MainMenuSystem.h" +#include "Game/Systems/MainMenuSystem.h" +#include "Game/Systems/ServerListSystem.h" Game::Game(int argc, char* argv[]) @@ -149,6 +151,8 @@ Game::Game(int argc, char* argv[]) m_SystemPipeline->AddSystem(updateOrderLevel, m_Renderer); m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel, m_Renderer); // Populate Octree with collidables ++updateOrderLevel; m_SystemPipeline->AddSystem(updateOrderLevel, m_OctreeCollision, "Collidable"); diff --git a/src/Game/Systems/MainMenuSystem.cpp b/src/Game/Systems/MainMenuSystem.cpp new file mode 100644 index 00000000..fcb04b4f --- /dev/null +++ b/src/Game/Systems/MainMenuSystem.cpp @@ -0,0 +1,94 @@ +#include "../Game/Systems/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); + EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &MainMenuSystem::OnInputCommand); +} + +void MainMenuSystem::Update(double dt) +{ + +} + +bool MainMenuSystem::OnButtonClick(const Events::ButtonClicked& e) +{ + if (e.EntityName == "ServerIdentityConnect") { + EntityWrapper entity = e.Entity; + EntityWrapper serverIdentityEntity = entity.FirstParentWithComponent("ServerIdentity"); + if(serverIdentityEntity.Valid()) { + Events::ConnectRequest event; + event.IP = (std::string)entity["ServerIdentity"]["IP"]; + event.Port = (int)entity["ServerIdentity"]["Port"]; + printf("\n ----Request Server Connect----\nIP: %s\nPort: %i\n ------------------------------", event.IP, event.Port); + m_EventBroker->Publish(event); + } + } + return true; +} + +bool MainMenuSystem::OnButtonRelease(const Events::ButtonReleased& e) +{ + return true; +} + +bool MainMenuSystem::OnButtonPress(const Events::ButtonPressed& e) +{ + return true; +} + +bool MainMenuSystem::OnInputCommand(const Events::InputCommand& e) +{ + if(e.Command == "Play" && e.Value == 1) { + auto menus = m_World->GetComponents("Menu"); + if (menus == nullptr) { + return 0; + } + + if (m_OpenSubMenu == EntityWrapper::Invalid) { + //No submenu is open, open one. + for (auto& menu : *menus) { + EntityWrapper menuEntity = EntityWrapper(m_World, menu.EntityID); + auto serverListSpawner = menuEntity.FirstChildByName(e.Command + "Spawner"); + if (!serverListSpawner.HasComponent("Spawner")) { + return 0; + } + m_OpenSubMenu = SpawnerSystem::Spawn(serverListSpawner, serverListSpawner); + Events::SearchForServers event; + m_EventBroker->Publish(event); + break; + } + + } else if(!m_OpenSubMenu.HasComponent("ServerList")) { + //Menu is open, but not the right one, delete the old one and open a new one. + m_World->DeleteEntity(m_OpenSubMenu.ID); + m_OpenSubMenu = EntityWrapper::Invalid; + + for (auto& menu : *menus) { + EntityWrapper menuEntity = EntityWrapper(m_World, menu.EntityID); + auto serverListSpawner = menuEntity.FirstChildByName(e.Command + "Spawner"); + if (!serverListSpawner.HasComponent("Spawner")) { + return 0; + } + m_OpenSubMenu = SpawnerSystem::Spawn(serverListSpawner, serverListSpawner); + Events::SearchForServers event; + m_EventBroker->Publish(event); + break; + } + } else { + //Serverlist submenu is open, close it. + printf("\n\nMenuShit\n\n"); + m_World->DeleteEntity(m_OpenSubMenu.ID); + m_OpenSubMenu = EntityWrapper::Invalid; + } + } else if (e.Command == "RefreshServerList" && e.Value == 1){ + Events::SearchForServers event; + m_EventBroker->Publish(event); + } + return true; +} \ No newline at end of file diff --git a/src/Game/Systems/PlayerDeathSystem.cpp b/src/Game/Systems/PlayerDeathSystem.cpp index b9a42ffc..9f2900fa 100644 --- a/src/Game/Systems/PlayerDeathSystem.cpp +++ b/src/Game/Systems/PlayerDeathSystem.cpp @@ -1,10 +1,12 @@ #include "Systems/PlayerDeathSystem.h" +#include "Core/ELockMouse.h" PlayerDeathSystem::PlayerDeathSystem(SystemParams params) : System(params) { EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerDeathSystem::OnPlayerDeath); EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &PlayerDeathSystem::OnEntityDeleted); + EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &PlayerDeathSystem::OnInputCommand); } void PlayerDeathSystem::Update(double dt) @@ -33,10 +35,10 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player) //components that we need from player auto playerModel = player.FirstChildByName("PlayerModel"); - if (!playerModel.Valid()) { - return; - } if (!playerModel.HasComponent("Model") || !playerModel.HasComponent("Animation")) { + if (player == LocalPlayer) { + setSpectatorCamera(); + } return; } auto playerEntityModel = playerModel["Model"]; @@ -68,14 +70,35 @@ bool PlayerDeathSystem::OnEntityDeleted(Events::EntityDeleted& e) if (m_LocalPlayerDeathEffect.ID != e.DeletedEntity) { return false; } - + + // If the player hasn't spawned already, activate the spectator camera. + if (!LocalPlayer.Valid()) { + setSpectatorCamera(); + } + return true; +} + +void PlayerDeathSystem::setSpectatorCamera() +{ // Look for the spectator camera entity in the level. EntityWrapper spectatorCam = m_World->GetFirstEntityByName("SpectatorCamera"); - if (!spectatorCam.Valid() || !spectatorCam.HasComponent("Camera") || LocalPlayer.Valid()) { - return false; + if (!spectatorCam.HasComponent("Camera")) { + return; } Events::SetCamera eSetCamera; eSetCamera.CameraEntity = spectatorCam; m_EventBroker->Publish(eSetCamera); - return true; + Events::UnlockMouse unlock; + m_EventBroker->Publish(unlock); } + +bool PlayerDeathSystem::OnInputCommand(Events::InputCommand& e) +{ + if (e.Value == 0 || e.Command != "SwapToTeamPick" && e.Command != "SwapToClassPick") { + return false; + } + + // Ensure that we don't set spectator camera if the player deliberately changes to class/team pick. + m_LocalPlayerDeathEffect = EntityWrapper::Invalid; + return true; +} \ No newline at end of file diff --git a/src/Game/Systems/PlayerSpawnSystem.cpp b/src/Game/Systems/PlayerSpawnSystem.cpp index 39fa1606..454c5c53 100644 --- a/src/Game/Systems/PlayerSpawnSystem.cpp +++ b/src/Game/Systems/PlayerSpawnSystem.cpp @@ -1,4 +1,5 @@ #include "Systems/PlayerSpawnSystem.h" +#include "Core/ELockMouse.h" PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params) : System(params) @@ -59,7 +60,15 @@ void PlayerSpawnSystem::Update(double dt) } int numSpawnedPlayers = 0; - for (auto& req : m_SpawnRequests) { + int playersSpectating = 0; + const int numRequestsToHandle = (int)m_SpawnRequests.size(); + for (auto it = m_SpawnRequests.begin(); it != m_SpawnRequests.end(); ++it) { + // It is valid if they didn't pick class yet + // but don't spawn anything, goto next spawnrequest. + if (it->Class == PlayerClass::None) { + ++playersSpectating; + continue; + } for (auto& cPlayerSpawn : *playerSpawns) { EntityWrapper spawner(m_World, cPlayerSpawn.EntityID); if (!spawner.HasComponent("Spawner")) { @@ -69,43 +78,49 @@ void PlayerSpawnSystem::Update(double dt) // If the spawner has a team affiliation, check it if (spawner.HasComponent("Team")) { auto cSpawnerTeam = spawner["Team"]; - if ((int)cSpawnerTeam["Team"] != req.Team) { - // Increase num spawned players if someone picks spectator, since it is valid to pick spectator - // but don't spawn anything, goto next spawnrequest. - if (req.Team == (int)cSpawnerTeam["Team"].Enum("Spectator")) { - ++numSpawnedPlayers; + if ((int)cSpawnerTeam["Team"] != it->Team) { + // If they somehow has a valid class as spectator, don't spawn them. + if (it->Team == cSpawnerTeam["Team"].Enum("Spectator")) { + ++playersSpectating; break; } continue; } } + // TODO: Choose a different spawner depending on class picked? + // Spawn the player! EntityWrapper player = SpawnerSystem::Spawn(spawner, EntityWrapper::Invalid, "Player"); // Set the player team affiliation - player["Team"]["Team"] = req.Team; + player["Team"]["Team"] = it->Team; // Publish a PlayerSpawned event Events::PlayerSpawned e; - e.PlayerID = req.PlayerID; + e.PlayerID = it->PlayerID; e.Player = player; e.Spawner = spawner; m_EventBroker->Publish(e); ++numSpawnedPlayers; + it = m_SpawnRequests.erase(it); + break; + } + if (it == m_SpawnRequests.end()) { break; } } - if (numSpawnedPlayers != (int)m_SpawnRequests.size()) { - LOG_DEBUG("%i players were supposed to be spawned or set as spectator, but only %i was handled.", (int)m_SpawnRequests.size(), numSpawnedPlayers); + if (numSpawnedPlayers != numRequestsToHandle - playersSpectating) { + LOG_DEBUG("%i players were supposed to be spawned, but only %i was successfully.", numRequestsToHandle - playersSpectating, numSpawnedPlayers); } else { - LOG_DEBUG("%i players were spawned or set as spectator.", numSpawnedPlayers); + std::string dbg = numSpawnedPlayers != 0 ? std::to_string(numSpawnedPlayers) + " players were spawned. " : ""; + dbg += playersSpectating != 0 ? std::to_string(playersSpectating) + " players are spectating/picking class. " : ""; + LOG_DEBUG(dbg.c_str()); } - m_SpawnRequests.clear(); } bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e) { - if (e.Command != "PickTeam" && e.Command != "SwapToClassPick") { + if (e.Command != "PickTeam" && e.Command != "PickClass" && e.Command != "SwapToTeamPick" && e.Command != "SwapToClassPick") { return false; } @@ -113,19 +128,6 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e) return false; } - // A dead client should be able to swap to the overwatch camera. - if (IsClient && !LocalPlayer.Valid()) { - // Set the camera as active, if it exists. - // Find the respawn camera or class pick camera. - std::string camName = e.Command == "SwapToClassPick" ? "PickClassCamera" : "SpectatorCamera"; - EntityWrapper spectatorCam = m_World->GetFirstEntityByName(camName); - if (spectatorCam.Valid() && spectatorCam.HasComponent("Camera")) { - Events::SetCamera eSetCamera; - eSetCamera.CameraEntity = spectatorCam; - m_EventBroker->Publish(eSetCamera); - } - } - // Team picks should be processed ONLY server-side! // Don't make a spawn request if we're the client. if (!IsServer && m_NetworkEnabled) { @@ -136,27 +138,38 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e) auto iter = m_SpawnRequests.begin(); for (; iter != m_SpawnRequests.end(); ++iter) { if (iter->PlayerID == e.PlayerID) { - // If player wants to switch class, remove their spawn request. - if (e.Command == "SwapToClassPick") { - m_SpawnRequests.erase(iter); + // If player wants to switch team or class , remove their selected class so they don't spawn. + if (e.Command == "SwapToTeamPick" || e.Command == "SwapToClassPick") { + iter->Class = PlayerClass::None; + return true; } break; } } - if (e.Command == "SwapToClassPick") { - return true; - } + //If we get here we got a PickTeam or PickClass, so add or alter a spawn request. 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; + // If player is in queue to spawn, then change their team affiliation or class in the request. + if (e.Command == "PickTeam") { + iter->Team = (ComponentInfo::EnumType)e.Value; + } else { + iter->Class = static_cast((int)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; + if (e.Command == "PickTeam") { + req.Team = (ComponentInfo::EnumType)e.Value; + req.Class = PlayerClass::None; + } else { + // Should never get here, since you should have picked a team before you ever get a chance to pick class. + LOG_WARNING("Sequence error: Should not be able to pick class before team"); + req.Team = 1; // TODO: 1 Signifies spectator, should probably have real enum here later. + req.Class = static_cast((int)e.Value); + } m_SpawnRequests.push_back(req); } else { return false; @@ -191,6 +204,8 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e) Events::SetCamera e; e.CameraEntity = cameraEntity; m_EventBroker->Publish(e); + Events::LockMouse lock; + m_EventBroker->Publish(lock); } // HACK: Set the player model color to team color @@ -210,7 +225,7 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e) bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e) { - //Only spawn request if network is disabled or we are server. + // Only spawn request if network is disabled or we are server. if (!IsServer && m_NetworkEnabled) { return false; } @@ -218,10 +233,6 @@ bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e) 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; @@ -230,6 +241,16 @@ bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e) SpawnRequest req; req.PlayerID = m_PlayerIDs.at(e.Player.ID); req.Team = cTeam["Team"]; + // TODO: Something better than temp class state code, if we ever add class enums in .xml + if (e.Player.HasComponent("DashAbility")) { + req.Class = PlayerClass::Assault; + } else if (e.Player.HasComponent("SprintAbility")) { + req.Class = PlayerClass::Sniper; + } else if (e.Player.HasComponent("ShieldAbility")) { + req.Class = PlayerClass::Defender; + } else { + req.Class = PlayerClass::None; + } m_SpawnRequests.push_back(req); return true; diff --git a/src/Game/Systems/ServerListSystem.cpp b/src/Game/Systems/ServerListSystem.cpp new file mode 100644 index 00000000..f2813b64 --- /dev/null +++ b/src/Game/Systems/ServerListSystem.cpp @@ -0,0 +1,53 @@ +#include "../Game/Systems/ServerListSystem.h" + +ServerListSystem::ServerListSystem(SystemParams params, IRenderer* renderer) + : System(params) + , PureSystem("ServerList") + , m_Renderer(renderer) +{ + EVENT_SUBSCRIBE_MEMBER(m_EServerListRecieved, &ServerListSystem::OnServerListRecieved); +} + +void ServerListSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cServerList, double dt) +{ + +} + +void ServerListSystem::RefreshList() +{ + Events::SearchForServers event; + m_EventBroker->Publish(event); +} + + +bool ServerListSystem::OnServerListRecieved(const Events::DisplayServerlist& e) +{ + if (e.Serverlist.size() == 0) { + return 1; + } + auto serverLists = m_World->GetComponents("ServerList"); + if (serverLists == nullptr) + return 1; + for (auto& cServerList : *serverLists) { + EntityWrapper serverListEntity = EntityWrapper(m_World, cServerList.EntityID); + EntityWrapper identitySpawner = serverListEntity.FirstChildByName("ServerIdentitySpawner"); + identitySpawner.DeleteChildren(); + + (int&)cServerList["TotalIdentities"] = (int)e.Serverlist.size(); + for (int i = 0; i < e.Serverlist.size(); i++) { + //Create Identities for each server and place them on the right position. + EntityWrapper newIdentity = SpawnerSystem::Spawn(identitySpawner, identitySpawner); + + glm::vec3 offset = (glm::vec3)serverListEntity["ServerList"]["Offset"]; + (glm::vec3&)newIdentity["Transform"]["Position"] = offset * (float)i; + + auto& cIdentity = newIdentity["ServerIdentity"]; + (std::string&)cIdentity["IP"] = e.Serverlist[i].Address; + (std::string&)cIdentity["ServerName"] = e.Serverlist[i].Name; + (int&)cIdentity["Port"] = e.Serverlist[i].Port; + (int&)cIdentity["PlayersConnected"] = e.Serverlist[i].PlayersConnected; + } + } + + return 1; +} diff --git a/src/Game/Systems/SpectatorCameraSystem.cpp b/src/Game/Systems/SpectatorCameraSystem.cpp new file mode 100644 index 00000000..d1f2f1ce --- /dev/null +++ b/src/Game/Systems/SpectatorCameraSystem.cpp @@ -0,0 +1,90 @@ +#include "Systems/SpectatorCameraSystem.h" +#include "Rendering/ESetCamera.h" +#include "Core/ELockMouse.h" + +SpectatorCameraSystem::SpectatorCameraSystem(SystemParams params) + : System(params) + , m_CamSetToTeamPick(false) + , m_PickedTeam(-1) +{ + EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &SpectatorCameraSystem::OnInputCommand); +} + +void SpectatorCameraSystem::Update(double dt) +{ + if (!m_CamSetToTeamPick && IsClient) { + // Find the class pick camera and set them to it, since they need to pick a team before they can leave the screen. + EntityWrapper spectatorCam = m_World->GetFirstEntityByName("PickTeamCamera"); + if (spectatorCam.HasComponent("Camera")) { + m_CamSetToTeamPick = true; + Events::SetCamera eSetCamera; + eSetCamera.CameraEntity = spectatorCam; + m_EventBroker->Publish(eSetCamera); + Events::UnlockMouse unlock; + m_EventBroker->Publish(unlock); + } + } +} + +bool SpectatorCameraSystem::OnInputCommand(const Events::InputCommand& e) +{ + // Only the client should do this, and only if player is not spawned. + if (!IsClient || LocalPlayer.Valid()) { + return false; + } + bool swapToClass = e.Command == "PickTeam" || e.Command == "SwapToClassPick"; + if (e.Value == 0 || !swapToClass && e.Command != "SwapToTeamPick" && e.Command != "PickClass") { + return false; + } + + if (e.Command == "PickTeam") { + m_PickedTeam = e.Value; + } + + // If a team has not been picked, they may not exit the pick team screen. + if (m_PickedTeam == -1) { + return false; + } + + // A dead client should be able to swap to and between the overwatch cameras. + std::string camName; + // TODO: 1 Signifies spectator, should probably have real enum here later. + // Spectators should never end up at the class select, instead put them at the SpectatorCamera. + if (swapToClass && m_PickedTeam != 1) { + camName = "PickClassCamera"; + } else if (e.Command == "SwapToTeamPick") { + camName = "PickTeamCamera"; + } else { + camName = "SpectatorCamera"; + } + EntityWrapper spectatorCam = m_World->GetFirstEntityByName(camName); + // Set the camera as active, if it exists. + if (spectatorCam.HasComponent("Camera")) { + // Set the class pick button visible if a blue or red team is picked, else invisible. + EntityWrapper HUD; + if (camName == "SpectatorCamera") { + HUD = spectatorCam.FirstChildByName("SpectatorHUD"); + } else if (camName == "PickTeamCamera") { + HUD = spectatorCam.FirstChildByName("PickTeamHUD"); + } + // If we are at the class pick already, or if HUD is invalid for any other reason, do nothing. + if (HUD.Valid()) { + EntityWrapper toClassButton = spectatorCam.FirstChildByName("ToClassPick"); + if (toClassButton.Valid()) { + // Set ClassButton as invisible if spectator, else visible. + bool visible = m_PickedTeam != 1; // TODO: 1 Signifies spectator. + toClassButton["Sprite"]["Visible"] = visible; + for (auto& child : toClassButton.ChildrenWithComponent("Text")) { + child["Text"]["Visible"] = visible; + } + } + } + Events::SetCamera eSetCamera; + eSetCamera.CameraEntity = spectatorCam; + m_EventBroker->Publish(eSetCamera); + Events::UnlockMouse unlock; + m_EventBroker->Publish(unlock); + } + + return true; +} \ No newline at end of file