Engine puzzle completed

This commit is contained in:
sippeangelo
2015-11-30 17:02:24 +01:00
parent 52278d7bc2
commit 872879c013
62 changed files with 5344 additions and 113 deletions
+1
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@@ -34,6 +34,7 @@ foreach(OUTPUTCONFIG ${CMAKE_CONFIGURATION_TYPES})
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_${OUTPUTCONFIG} ${CMAKE_ARCHIVE_OUTPUT_DIRECTORY})
endforeach(OUTPUTCONFIG CMAKE_CONFIGURATION_TYPES)
include(cotire)
add_subdirectory(src/Engine)
add_subdirectory(src/Game)
add_subdirectory(src/Tests)
+3809
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+7
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@@ -0,0 +1,7 @@
#include <memory>
#include <string>
#include <vector>
#include <map>
#include <unordered_map>
#include "Core/Util/Logging.h"
+1
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@@ -6,6 +6,7 @@
#include <boost/property_tree/ptree.hpp>
#include <boost/property_tree/ini_parser.hpp>
#include "../Common.h"
#include "ResourceManager.h"
class ConfigFile : public Resource
+1 -1
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@@ -1,7 +1,7 @@
#ifndef Events_GamepadAxis_h__
#define Events_GamepadAxis_h__
#include "Core/EventBroker.h"
#include "EventBroker.h"
namespace Gamepad
{
+1 -1
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@@ -1,7 +1,7 @@
#ifndef Events_GamepadButton_h__
#define Events_GamepadButton_h__
#include "Core/EventBroker.h"
#include "EventBroker.h"
namespace Gamepad
{
+1 -1
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@@ -1,7 +1,7 @@
#ifndef Events_KeyDown_h__
#define Events_KeyDown_h__
#include "Core/EventBroker.h"
#include "EventBroker.h"
namespace Events
{
+1 -1
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@@ -1,7 +1,7 @@
#ifndef Events_KeyUp_h__
#define Events_KeyUp_h__
#include "Core/EventBroker.h"
#include "EventBroker.h"
namespace Events
{
+1 -1
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@@ -1,7 +1,7 @@
#ifndef Events_LockMouse_h__
#define Events_LockMouse_h__
#include "Core/EventBroker.h"
#include "EventBroker.h"
namespace Events
{
+1 -1
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@@ -1,7 +1,7 @@
#ifndef Events_MouseMove_h__
#define Events_MouseMove_h__
#include "Core/EventBroker.h"
#include "EventBroker.h"
namespace Events
{
+1 -1
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@@ -1,7 +1,7 @@
#ifndef Events_MousePress_h__
#define Events_MousePress_h__
#include "Core/EventBroker.h"
#include "EventBroker.h"
namespace Events
{
+1 -1
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@@ -1,7 +1,7 @@
#ifndef Events_MouseRelease_h__
#define Events_MouseRelease_h__
#include "Core/EventBroker.h"
#include "EventBroker.h"
namespace Events
{
+2 -3
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@@ -3,16 +3,15 @@
#include <typeinfo>
#include <functional>
#include <map>
#include <unordered_map>
#include <list>
#include <tuple>
#include "../Common.h"
#include "Event.h"
#define EVENT_SUBSCRIBE_MEMBER(relay, handler) \
relay = decltype(relay)(std::bind(handler, this, std::placeholders::_1)); \
EventBroker->Subscribe(relay);
m_EventBroker->Subscribe(relay);
class EventBroker;
+2 -2
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@@ -1,11 +1,11 @@
#ifndef InputController_h__
#define InputController_h__
#include <memory>
#include "../Common.h"
#include "EventBroker.h"
#include "EMouseMove.h"
#include "Input/EInputCommand.h"
#include "../Input/EInputCommand.h"
template <typename EventContext>
class InputController
+6 -4
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@@ -2,8 +2,10 @@
#define InputManager_h__
#include <array>
#include <GLFW/glfw3.h>
#include "Core/EventBroker.h"
#include "../Common.h"
#include "EventBroker.h"
#include "EKeyDown.h"
#include "EKeyUp.h"
#include "EMousePress.h"
@@ -16,9 +18,9 @@
class InputManager
{
public:
InputManager(GLFWwindow* window, std::shared_ptr<::EventBroker> eventBroker)
InputManager(GLFWwindow* window, EventBroker* eventBroker)
: m_GLFWWindow(window)
, EventBroker(eventBroker)
, m_EventBroker(eventBroker)
, m_CurrentKeyState()
, m_LastKeyState()
, m_CurrentMouseState()
@@ -37,7 +39,7 @@ public:
private:
GLFWwindow* m_GLFWWindow;
std::shared_ptr<::EventBroker> EventBroker;
EventBroker* m_EventBroker;
EventRelay<InputManager, Events::LockMouse> m_ELockMouse;
bool OnLockMouse(const Events::LockMouse &event);
+1 -3
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@@ -1,13 +1,11 @@
#ifndef ResourceManager_h__
#define ResourceManager_h__
#include <string>
#include <functional>
#include <vector>
#include <set>
#include <unordered_map>
#include <fstream>
#include "../Common.h"
#include "Util/UnorderedMapPair.h"
#include "Util/FileWatcher.h"
+17 -7
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@@ -1,13 +1,23 @@
#ifndef BoostPathHash_h__
#define BoostPathHash_h__
struct BoostPathHash
namespace std
{
template <typename T>
std::size_t operator()(const boost::filesystem::path& p) const
template<> struct hash<boost::filesystem::path>
{
return boost::filesystem::hash_value(p);
}
};
size_t operator()(const boost::filesystem::path& p) const
{
return boost::filesystem::hash_value(p);
}
};
}
//struct BoostPathHash
//{
//
// template <typename T>
// std::size_t operator()(const boost::filesystem::path& p) const
// {
// return boost::filesystem::hash_value(p);
// }
//};
#endif
+2 -2
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@@ -58,8 +58,8 @@ private:
std::time_t Timestamp;
};
std::unordered_map<boost::filesystem::path, FileEventCallback_t, BoostPathHash> m_FileCallbacks;
std::unordered_map<boost::filesystem::path, FileInfo, BoostPathHash> m_FileInfo;
std::unordered_map<boost::filesystem::path, FileEventCallback_t> m_FileCallbacks;
std::unordered_map<boost::filesystem::path, FileInfo> m_FileInfo;
boost::mutex m_Mutex;
FileInfo GetFileInfo(boost::filesystem::path path);
+98
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@@ -0,0 +1,98 @@
#ifndef Rectangle_h__
#define Rectangle_h__
#include <algorithm>
struct Rectangle
{
Rectangle()
: X(0), Y(0), Width(0), Height(0) { }
Rectangle(int width, int height)
: X(0), Y(0), Width(width), Height(height) { }
Rectangle(int x, int y, int width, int height)
: X(x), Y(y), Width(width), Height(height) { }
/*Rectangle(const Rectangle &rect)
: X(rect.X), Y(rect.Y), Width(rect.Width), Height(rect.Height) { }*/
int X;
int Y;
int Width;
int Height;
virtual int Left() const { return X; }
virtual void SetLeft(int left)
{
//Width += X - left;
X = left;
}
virtual int Right() const { return X + Width; }
virtual void SetRight(int right)
{
Width = right - X;
}
virtual int Top() const { return Y; }
virtual void SetTop(int top)
{
//Height += Y - top;
Y = top;
}
virtual int Bottom() const { return Y + Height; }
virtual void SetBottom(int bottom)
{
Height = bottom - Y;
}
Rectangle& operator+=(const Rectangle &rhs)
{
SetLeft(std::min(Left(), rhs.Left()));
SetRight(std::max(Right(), rhs.Right()));
SetTop(std::min(Top(), rhs.Top()));
SetBottom(std::max(Bottom(), rhs.Bottom()));
}
static bool Intersects(const Rectangle &r1, const Rectangle &r2)
{
return !(r2.Left() > r1.Right() || r2.Right() < r1.Left() || r2.Top() > r1.Bottom() || r2.Bottom() < r1.Top());
}
};
inline bool operator==(const Rectangle &r1, const Rectangle &r2)
{
return (r1.X == r2.X) && (r1.Y == r2.Y) && (r1.Width == r2.Width) && (r1.Height == r2.Height);
}
inline bool operator!=(const Rectangle &lhs, const Rectangle &rhs)
{
return !(lhs == rhs);
}
inline bool operator<(const Rectangle &lhs, const Rectangle &rhs)
{
return (lhs.Width < rhs.Width) && (lhs.Height < rhs.Height);
}
inline bool operator>(const Rectangle &lhs, const Rectangle &rhs)
{
return rhs < lhs;
}
inline bool operator<=(const Rectangle &lhs, const Rectangle &rhs)
{
return !(lhs > rhs);
}
inline bool operator>=(const Rectangle &lhs, const Rectangle &rhs)
{
return !(lhs < rhs);
}
inline Rectangle operator+(Rectangle lhs, const Rectangle &rhs)
{
lhs += rhs;
return lhs;
}
#endif // Util_Rectangle_h__
+10
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@@ -0,0 +1,10 @@
// GLM
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include <glm/common.hpp>
#include <glm/gtc/constants.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/rotate_vector.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.hpp>
#include <glm/gtc/type_ptr.hpp>
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+165
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@@ -0,0 +1,165 @@
#ifndef GUI_BUTTON_H__
#define GUI_BUTTON_H__
#include "GUI/TextureFrame.h"
#include "GUI/EButtonEnter.h"
#include "GUI/EButtonLeave.h"
#include "GUI/EButtonPress.h"
#include "GUI/EButtonRelease.h"
#include "Core/EMouseMove.h"
#include "Core/EMousePress.h"
#include "Core/EMouseRelease.h"
namespace dd
{
namespace GUI
{
class Button : public TextureFrame
{
public:
Button(Frame* parent, std::string name)
: TextureFrame(parent, name)
{
EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &Button::OnMouseMove);
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &Button::OnMousePress);
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &Button::OnMouseRelease);
}
void SetTextureHover(std::string resourceName)
{
m_TextureHover = resourceName;
}
void SetTextureReleased(std::string resourceName)
{
m_TextureReleased = resourceName;
SetTexture(resourceName);
}
void SetTexturePressed(std::string resourceName)
{
m_TexturePressed = resourceName;
}
void Draw(RenderQueueCollection& rq) override
{
if (m_Texture == nullptr && !m_TextureReleased.empty()) {
SetTexture(m_TextureReleased);
}
TextureFrame::Draw(rq);
}
virtual void OnEnter() { }
virtual void OnLeave() { }
virtual void OnPress() { }
virtual void OnRelease() { }
protected:
bool m_MouseIsOver = false;
bool m_IsDown = false;
virtual bool OnMouseMove(const Events::MouseMove& event)
{
if (Hidden()) {
return false;
}
bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
if (isOver && !m_MouseIsOver) { // Enter
if (!m_IsDown) {
if (!m_TextureHover.empty()) {
SetTexture(m_TextureHover);
}
}
OnEnter();
Events::ButtonEnter e;
e.FrameName = m_Name;
EventBroker->Publish(e);
Events::PlaySound soundEvent;
soundEvent.FilePath = "Sounds/GUI/hover-n.wav";
EventBroker->Publish(soundEvent);
} else if (!isOver && m_MouseIsOver) { // Leave
if (!m_IsDown) {
if (!m_TextureReleased.empty()) {
SetTexture(m_TextureReleased);
}
}
OnLeave();
Events::ButtonLeave e;
e.FrameName = m_Name;
EventBroker->Publish(e);
}
m_MouseIsOver = isOver;
return true;
}
virtual bool OnMousePress(const Events::MousePress& event)
{
if (Hidden()) {
//LOG_DEBUG("Pressed hidden button");
return false;
}
if (!Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1))) {
return false;
}
if (!m_TexturePressed.empty()) {
SetTexture(m_TexturePressed);
}
m_IsDown = true;
OnPress();
Events::ButtonPress e;
e.FrameName = m_Name;
e.Button = this;
EventBroker->Publish(e);
return true;
}
virtual bool OnMouseRelease(const Events::MouseRelease& event)
{
if (Hidden()) {
//LOG_DEBUG("Released hidden button");
return false;
}
bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
if (!isOver && !m_IsDown) {
return false;
}
if (m_MouseIsOver) {
if (!m_TextureHover.empty()) {
SetTexture(m_TextureHover);
}
} else {
if (!m_TextureReleased.empty()) {
SetTexture(m_TextureReleased);
}
}
m_IsDown = false;
OnRelease();
Events::ButtonRelease e;
e.FrameName = m_Name;
e.Button = this;
EventBroker->Publish(e);
return true;
}
private:
EventRelay<Frame, Events::MouseMove> m_EMouseMove;
EventRelay<Frame, Events::MousePress> m_EMousePress;
EventRelay<Frame, Events::MouseRelease> m_EMouseRelease;
std::string m_TextureHover;
std::string m_TexturePressed;
std::string m_TextureReleased;
};
}
}
#endif
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@@ -0,0 +1,17 @@
#ifndef Events_ButtonEnter_h__
#define Events_ButtonEnter_h__
#include "../Core/EventBroker.h"
namespace Events
{
/** Thrown on GUI button hover. */
struct ButtonEnter : Event
{
std::string FrameName;
};
}
#endif
+17
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@@ -0,0 +1,17 @@
#ifndef Events_ButtonLeave_h__
#define Events_ButtonLeave_h__
#include "../Core/EventBroker.h"
namespace Events
{
/** Thrown on GUI button hover. */
struct ButtonLeave : Event
{
std::string FrameName;
};
}
#endif
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@@ -0,0 +1,20 @@
#ifndef Events_ButtonPress_h__
#define Events_ButtonPress_h__
#include "../Core/EventBroker.h"
namespace GUI { class Button; }
namespace Events
{
/** Thrown on GUI button press. */
struct ButtonPress : Event
{
std::string FrameName;
GUI::Button* Button;
};
}
#endif
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@@ -0,0 +1,20 @@
#ifndef Events_ButtonRelease_h__
#define Events_ButtonRelease_h__
#include "../Core/EventBroker.h"
namespace GUI { class Button; }
namespace Events
{
/** Thrown on GUI button release. */
struct ButtonRelease : Event
{
std::string FrameName;
GUI::Button* Button;
};
}
#endif
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@@ -0,0 +1,261 @@
#ifndef GUI_Frame_h__
#define GUI_Frame_h__
#include "../Common.h"
#include "../Core/Util/Rectangle.h"
#include "../Core/EventBroker.h"
#include "../Core/EKeyDown.h"
#include "../Core/EKeyUp.h"
#include "../Core/ResourceManager.h"
#include "../Rendering/RenderQueue.h"
#include "../Rendering/Texture.h"
#include "../Input/EInputCommand.h"
namespace GUI
{
class Frame : public Rectangle
{
public:
enum class Anchor
{
Left,
Right,
Top,
Bottom
};
static const int BaseWidth = 1280;
static const int BaseHeight = 720;
// Set up a base frame with an event broker
Frame(EventBroker* eventBroker)
: m_EventBroker(eventBroker)
, BaseFrame(this)
, m_Name("UIParent")
, Rectangle() { }
// Create a frame as a child
Frame(Frame* parent, std::string name)
: m_Name(name)
{
SetParent(parent);
Width = parent->Width;
Height = parent->Height;
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Frame::OnKeyDown);
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Frame::OnKeyUp);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Frame::OnCommand);
}
~Frame()
{
/*for (auto layer : m_Children)
{
for (auto child : layer.second)
{
delete child.second;
}
}
if (m_Parent)
{
m_Parent->RemoveChild(this);
}*/
}
Frame* Parent() const { return m_Parent; }
void SetParent(Frame* parent)
{
if (parent == nullptr) {
LOG_ERROR("Failed to parent frame \"%s\": Invalid parent", m_Name.c_str());
return;
}
m_Layer = parent->Layer() + 1;
parent->AddChild(this);
m_Parent = parent;
m_EventBroker = parent->m_EventBroker;
BaseFrame = parent->BaseFrame;
}
void AddChild(Frame* child)
{
m_Children[child->m_Layer].insert(std::make_pair(child->Name(), child));
if (m_Parent) {
m_Parent->AddChild(child);
}
}
void RemoveChild(Frame* child)
{
auto it = m_Children.find(child->m_Layer);
if (it != m_Children.end()) {
m_Children.erase(it);
}
if (m_Parent) {
m_Parent->RemoveChild(child);
}
}
std::string Name() const { return m_Name; }
void SetName(std::string val) { m_Name = val; }
int Layer() const { return m_Layer; }
bool Hidden() const
{
if (m_Parent)
return m_Parent->Hidden() || m_Hidden;
else
return m_Hidden;
}
bool Visible() const
{
return !Hidden();
}
virtual void Hide() { m_Hidden = true; }
virtual void Show() { m_Hidden = false; }
int Left() const override
{
if (m_Parent)
return m_Parent->Left() + X;
else
return X;
}
void SetLeft(int absLeft) override
{
if (m_Parent) {
X = absLeft - m_Parent->Left();
} else {
X = absLeft;
}
}
int Right() const override
{
return Left() + Width;
}
void SetRight(int absRight) override
{
if (m_Parent) {
X = absRight - Width - m_Parent->Left();
} else {
X = absRight - Width;
}
}
int Top() const override
{
if (m_Parent)
return m_Parent->Top() + Y;
else
return Y;
}
void SetTop(int absTop) override
{
if (m_Parent) {
Y = absTop - m_Parent->Top();
} else {
Y = absTop;
}
}
int Bottom() const override
{
return Top() + Height;
}
void SetBottom(int absBottom) override
{
if (m_Parent) {
Y = absBottom - Height - m_Parent->Top();
} else {
Y = absBottom - Height;
}
}
glm::vec2 Scale()
{
if (m_Parent)
return m_Parent->Scale();
else
return glm::vec2(Width, Height) / glm::vec2(BaseWidth, BaseHeight);
}
Rectangle AbsoluteRectangle()
{
int left = Left();
if (m_Parent)
left = std::max(left, m_Parent->Left());
int top = Top();
if (m_Parent)
top = std::max(top, m_Parent->Top());
int width = Right() - left;
int height = Bottom() - top;
return Rectangle(left, top, width, height);
}
void UpdateLayered(double dt)
{
// Update ourselves
this->Update(dt);
// Update children
for (auto& pairLayer : m_Children) {
auto children = pairLayer.second;
for (auto& pairChild : children) {
auto child = pairChild.second;
child->Update(dt);
}
}
}
virtual void Update(double dt) { }
void DrawLayered(RenderQueueCollection& rq)
{
if (this->Hidden())
return;
// Draw ourselves
this->Draw(rq);
// Draw children
for (auto& pairLayer : m_Children) {
auto children = pairLayer.second;
for (auto& pairChild : children) {
auto child = pairChild.second;
if (child->Hidden())
continue;
child->Draw(rq);
}
}
}
virtual void Draw(RenderQueueCollection& rq) { }
protected:
::EventBroker* m_EventBroker;
Frame* BaseFrame = nullptr;
std::string m_Name = "Unnamed";
int m_Layer = 0;
bool m_Hidden = false;
Frame* m_Parent = nullptr;
typedef std::multimap<std::string, Frame*> Children_t; // name -> frame
std::map<int, Children_t> m_Children; // layer -> Children_t
virtual bool OnKeyDown(const Events::KeyDown& event) { return false; }
virtual bool OnKeyUp(const Events::KeyUp& event) { return false; }
virtual bool OnCommand(const Events::InputCommand& event) { return false; }
private:
EventRelay<Frame, Events::KeyDown> m_EKeyDown;
EventRelay<Frame, Events::KeyUp> m_EKeyUp;
EventRelay<Frame, Events::InputCommand> m_EInputCommand;
};
}
#endif
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@@ -0,0 +1,111 @@
#ifndef GUI_TextureFrame_h__
#define GUI_TextureFrame_h__
#include "Frame.h"
#include "../Rendering/Texture.h"
namespace GUI
{
class TextureFrame : public Frame
{
public:
TextureFrame(Frame* parent, std::string name)
: Frame(parent, name) { }
void EnableScissor() { m_ScissorEnabled = true; }
void DisableScissor() { m_ScissorEnabled = false; }
void Draw(RenderQueueCollection& rq) override
{
if (m_Texture == nullptr)
return;
// Texture while fading
if (m_FadeTexture && m_CurrentFade < 1) {
FrameJob job;
job.Scissor = (m_ScissorEnabled) ? m_Parent->AbsoluteRectangle() : Rectangle();
job.Viewport = Rectangle(Left(), Top(), Width, Height);
job.TextureID = m_FadeTexture->ResourceID;
job.DiffuseTexture = m_FadeTexture;
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a);
job.Name = Name();
rq.GUI.Add(job);
}
// Main texture
{
FrameJob job;
job.Scissor = (m_ScissorEnabled) ? m_Parent->AbsoluteRectangle() : Rectangle();
job.Viewport = Rectangle(Left(), Top(), Width, Height);
job.TextureID = m_Texture->ResourceID;
job.DiffuseTexture = m_Texture;
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a * m_CurrentFade);
job.Name = Name();
rq.GUI.Add(job);
}
}
std::string Texture() const { return m_TextureName; }
void SetTexture(std::string resourceName)
{
if (resourceName.empty()) {
m_Texture = nullptr;
return;
}
m_Texture = ResourceManager::Load<Texture>(resourceName);
m_TextureName = resourceName;
if (m_Texture == nullptr) {
m_Texture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
}
SizeToTexture();
}
void SizeToTexture()
{
if (m_Texture != nullptr) {
this->Width = m_Texture->Width;
this->Height = m_Texture->Height;
}
}
void FadeToTexture(std::string resourceName, double duration)
{
m_FadeTexture = m_Texture;
SetTexture(resourceName);
m_FadeDuration = duration;
m_CurrentFade = 0.f;
}
void Update(double dt) override
{
if (m_CurrentFade < 1) {
m_CurrentFade += dt / m_FadeDuration;
if (m_CurrentFade > 1) {
m_FadeTexture = nullptr;
m_CurrentFade = 1;
m_FadeDuration = 0;
}
}
}
glm::vec4 Color() const { return m_Color; }
void SetColor(glm::vec4 val) { m_Color = val; }
protected:
bool m_ScissorEnabled = true;
Texture* m_Texture = nullptr;
std::string m_TextureName;
Texture* m_FadeTexture = nullptr;
glm::vec4 m_Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
float m_FadeDuration = 0.f;
float m_CurrentFade = 1.f;
};
}
#endif
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@@ -0,0 +1,7 @@
// OpenGL
#include <GL/glew.h>
#define GLFW_INCLUDE_GLU
#define NOMINMAX
#include <GLFW/glfw3.h>
#include <glext.h>
#include "Rendering/Util/GLError.h"
-26
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@@ -1,26 +0,0 @@
#include <memory>
#include <string>
#include <vector>
#include <map>
#include <unordered_map>
// OpenGL
#include <GL/glew.h>
#define GLFW_INCLUDE_GLU
#define NOMINMAX
#include <GLFW/glfw3.h>
#include <glext.h>
#include "Rendering/Util/GLError.h"
// GLM
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include <glm/common.hpp>
#include <glm/gtc/constants.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/rotate_vector.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "Core/Util/Logging.h"
+1 -6
View File
@@ -1,12 +1,7 @@
#ifndef BaseTexture_h__
#define BaseTexture_h__
#include <string>
#include <unordered_map>
#include <cstdio>
#include "Core/ResourceManager.h"
#include "Rendering/PNG.h"
#include "../Core/ResourceManager.h"
class BaseTexture : public Resource
{
+65
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@@ -0,0 +1,65 @@
#ifndef Camera_h__
#define Camera_h__
#include "../GLM.h"
class Camera
{
public:
/** Camera constructor.
@param aspectRatio Aspect ratio.
@param yFOV Vertical FOV.
@param nearClip Near clipping plane in meters.
@param farClip Far clipping plane in meters.
*/
Camera(float aspectRatio, float yFOV, float nearClip, float farClip);
/** Forward vector of the camera */
glm::vec3 Forward();
/** Right vector of the camera */
glm::vec3 Right();
glm::vec3 Position() const { return m_Position; }
void SetPosition(glm::vec3 val);
glm::quat Orientation() const { return m_Orientation; }
void SetOrientation(glm::quat val);
/*float Pitch() const { return m_Pitch; }
void Pitch(float val);
float Yaw() const { return m_Yaw; }
void Yaw(float val);*/
glm::mat4 ProjectionMatrix() const { return m_ProjectionMatrix; }
glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
float AspectRatio() const { return m_AspectRatio; }
void SetAspectRatio(float val);
float FOV() const { return m_FOV; }
void SetFOV(float val);
float NearClip() const { return m_NearClip; }
void SetNearClip(float val);
float FarClip() const { return m_FarClip; }
void SetFarClip(float val);
float m_AspectRatio;
float m_FOV;
float m_NearClip;
float m_FarClip;
private:
void UpdateViewMatrix();
void UpdateProjectionMatrix();
glm::vec3 m_Position;
glm::quat m_Orientation;
glm::mat4 m_ProjectionMatrix;
glm::mat4 m_ViewMatrix;
};
#endif
+15
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@@ -0,0 +1,15 @@
#ifndef DummyRenderer_h__
#define DummyRenderer_h__
#include <sstream>
#include "IRenderer.h"
class DummyRenderer : public IRenderer
{
public:
virtual void Initialize() override;
virtual void Draw(RenderQueueCollection& rq) override;
};
#endif
+44
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@@ -0,0 +1,44 @@
#ifndef IRenderer_h__
#define IRenderer_h__
#include "../Common.h"
#include "../OpenGL.h"
#include "../Core/Util/Rectangle.h"
#include "Camera.h"
#include "RenderQueue.h"
class IRenderer
{
public:
GLFWwindow* Window() const { return m_Window; }
Rectangle Resolution() const { return m_Resolution; }
void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; }
bool Fullscreen() { return m_Fullscreen; }
void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
bool VSYNC() const { return m_VSYNC; }
void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
::Camera* Camera() const { return m_Camera; }
void SetCamera(::Camera* camera)
{
if (camera == nullptr) {
m_Camera = m_DefaultCamera;
} else {
m_Camera = camera;
}
}
virtual void Initialize() = 0;
virtual void Draw(RenderQueueCollection& rq) = 0;
protected:
Rectangle m_Resolution = Rectangle(1280, 720);
bool m_Fullscreen = false;
bool m_VSYNC = false;
int m_GLVersion[2];
std::string m_GLVendor;
::Camera* m_DefaultCamera;
::Camera* m_Camera = nullptr;
GLFWwindow* m_Window = nullptr;
};
#endif // Renderer_h__
+2 -1
View File
@@ -1,7 +1,8 @@
#ifndef Model_h__
#define Model_h__
#include "Rendering/RawModel.h"
#include "RawModel.h"
#include "../OpenGL.h"
class Model : public RawModel
{
+1
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@@ -5,6 +5,7 @@
#include <png.h>
#include "../Common.h"
#include "Image.h"
class PNG : public Image
+5 -6
View File
@@ -1,12 +1,9 @@
#ifndef RawModel_h__
#define RawModel_h__
#include <string>
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#include <memory>
#include <cstdlib>
#include <stack>
@@ -15,9 +12,11 @@
#include <assimp/postprocess.h>
#include <boost/filesystem/path.hpp>
#include "Core/ResourceManager.h"
#include "Rendering/Texture.h"
#include "Rendering/Skeleton.h"
#include "../Common.h"
#include "../GLM.h"
#include "../Core/ResourceManager.h"
#include "Texture.h"
#include "Skeleton.h"
class RawModel : public Resource
{
+177
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@@ -0,0 +1,177 @@
#ifndef RenderQueue_h__
#define RenderQueue_h__
#include <cstdint>
#include <forward_list>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/Util/Rectangle.h"
class Model;
class Skeleton;
class Texture;
class RenderQueue;
struct RenderJob
{
friend class RenderQueue;
float Depth;
protected:
uint64_t Hash;
virtual void CalculateHash() = 0;
bool operator<(const RenderJob& rhs)
{
return this->Hash < rhs.Hash;
}
};
struct ModelJob : RenderJob
{
unsigned int ShaderID = 0;
unsigned int TextureID = 0;
glm::mat4 ModelMatrix;
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
float Shininess = 0.f;
glm::vec4 Color;
const Model* Model = nullptr;
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
// Animation
Skeleton* Skeleton = nullptr;
bool NoRootMotion = true;
std::string AnimationName;
double AnimationTime = 0;
void CalculateHash() override
{
Hash = TextureID;
}
};
struct SpriteJob : RenderJob
{
unsigned int ShaderID = 0;
unsigned int TextureID = 0;
glm::mat4 ModelMatrix;
const Texture* DiffuseTexture = nullptr;
const Texture* NormalTexture = nullptr;
const Texture* SpecularTexture = nullptr;
glm::vec4 Color;
void CalculateHash() override
{
Hash = TextureID;
}
};
struct PointLightJob : RenderJob
{
glm::vec3 Position;
glm::vec3 SpecularColor = glm::vec3(1, 1, 1);
glm::vec3 DiffuseColor = glm::vec3(1, 1, 1);
float Radius = 1.f;
void CalculateHash() override
{
Hash = 0;
}
};
struct FrameJob : SpriteJob
{
Rectangle Scissor;
Rectangle Viewport;
std::string Name;
void CalculateHash() override
{
Hash = 0;
}
};
struct WaterParticleJob : RenderJob
{
glm::vec3 Position;
glm::vec4 Color;
glm::mat4 ModelMatrix;
void CalculateHash() override
{
Hash = 0;
}
};
class RenderQueue
{
public:
template <typename T>
void Add(T &job)
{
job.CalculateHash();
Jobs.push_back(std::shared_ptr<T>(new T(job)));
m_Size++;
}
void Sort()
{
Jobs.sort();
}
void Clear()
{
Jobs.clear();
m_Size = 0;
}
int Size() const { return m_Size; }
std::list<std::shared_ptr<RenderJob>>::const_iterator begin()
{
return Jobs.begin();
}
std::list<std::shared_ptr<RenderJob>>::const_iterator end()
{
return Jobs.end();
}
std::list<std::shared_ptr<RenderJob>> Jobs;
private:
int m_Size = 0;
};
struct RenderQueueCollection
{
RenderQueue Deferred;
RenderQueue Forward;
RenderQueue Lights;
RenderQueue GUI;
void Clear()
{
Deferred.Clear();
Forward.Clear();
Lights.Clear();
GUI.Clear();
}
void Sort()
{
Deferred.Sort();
Forward.Sort();
Lights.Sort();
GUI.Sort();
}
};
#endif
+2
View File
@@ -2,6 +2,8 @@
#define Skeleton_h__
#include <sstream>
#include "Common.h"
#include "../GLM.h"
//struct Bone
//{
+3 -1
View File
@@ -1,7 +1,9 @@
#ifndef Texture_h__
#define Texture_h__
#include "Rendering/BaseTexture.h"
#include "../OpenGL.h"
#include "BaseTexture.h"
#include "PNG.h"
class Texture : public BaseTexture
{
+2 -20
View File
@@ -1,26 +1,8 @@
/*
This file is part of Daydream Engine.
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
Daydream Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Daydream Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GLError_h__
#define GLError_h__
#include "PrecompiledHeader.h"
#include <iostream>
#include "Common.h"
inline bool _GLERROR(const char* info, const char* file, const char* func, unsigned int line)
{
@@ -37,4 +19,4 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
#define GLERROR(function) \
_GLERROR(function, __BASE_FILE__, __func__, __LINE__)
#endif // GLError_h__
#endif
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+31
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@@ -0,0 +1,31 @@
#ifndef Game_h__
#define Game_h__
#include "Core/ResourceManager.h"
#include "Core/ConfigFile.h"
#include "Core/EventBroker.h"
#include "Rendering/DummyRenderer.h"
#include "Core/InputManager.h"
#include "GUI/Frame.h"
class Game
{
public:
Game(int argc, char* argv[]);
~Game();
bool Running() const { return true; }
void Tick();
private:
double m_LastTime;
ConfigFile* m_Config = nullptr;
EventBroker* m_EventBroker;
IRenderer* m_Renderer;
InputManager* m_InputManager;
GUI::Frame* m_FrameStack;
};
#endif
+8
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@@ -0,0 +1,8 @@
[Debug]
LogLevel=1
[Video]
Fullscreen=false
VSYNC=false
Width=1280
Height=720
+10 -1
View File
@@ -1,7 +1,7 @@
project(TacticalZ-Engine)
find_package(OpenGL REQUIRED)
#find_package(GLEW REQUIRED)
find_package(GLEW REQUIRED)
find_package(GLFW REQUIRED)
find_package(Boost REQUIRED COMPONENTS system filesystem thread chrono)
find_package(assimp REQUIRED)
@@ -50,10 +50,17 @@ file(GLOB SOURCE_FILES_Rendering
)
source_group(Rendering FILES ${SOURCE_FILES_Rendering})
file(GLOB SOURCE_FILES_GUI
"${INCLUDE_PATH}/GUI/*.h"
"GUI/*.cpp"
)
source_group(GUI FILES ${SOURCE_FILES_GUI})
set(SOURCE_FILES
${SOURCE_FILES_Core}
${SOURCE_FILES_Core_Util}
#${SOURCE_FILES_Input}
${SOURCE_FILES_GUI}
${SOURCE_FILES_Rendering}
)
@@ -78,3 +85,5 @@ add_library(Engine ${SOURCE_FILES})
target_link_libraries(Engine
${LIBRARIES}
)
#set_target_properties(Engine PROPERTIES COTIRE_CXX_PREFIX_HEADER_INIT "${INCLUDE_PATH}/PrecompiledHeader.h")
#cotire(Engine)
-1
View File
@@ -1,4 +1,3 @@
#include "PrecompiledHeader.h"
#include "Core/ConfigFile.h"
ConfigFile::ConfigFile(std::string path)
-1
View File
@@ -1,4 +1,3 @@
#include "PrecompiledHeader.h"
#include "Core/EventBroker.h"
BaseEventRelay::~BaseEventRelay()
+9 -10
View File
@@ -1,4 +1,3 @@
#include "PrecompiledHeader.h"
#include "Core/InputManager.h"
void InputManager::Initialize()
@@ -13,7 +12,7 @@ void InputManager::Initialize()
void InputManager::Update(double dt)
{
EventBroker->Process<InputManager>();
m_EventBroker->Process<InputManager>();
m_LastKeyState = m_CurrentKeyState;
m_LastMouseState = m_CurrentMouseState;
@@ -28,11 +27,11 @@ void InputManager::Update(double dt)
if (m_CurrentKeyState[i]) {
Events::KeyDown e;
e.KeyCode = i;
EventBroker->Publish(e);
m_EventBroker->Publish(e);
} else {
Events::KeyUp e;
e.KeyCode = i;
EventBroker->Publish(e);
m_EventBroker->Publish(e);
}
}
}
@@ -49,13 +48,13 @@ void InputManager::Update(double dt)
e.Button = i;
e.X = x;
e.Y = y;
EventBroker->Publish(e);
m_EventBroker->Publish(e);
} else {
Events::MouseRelease e;
e.Button = i;
e.X = x;
e.Y = y;
EventBroker->Publish(e);
m_EventBroker->Publish(e);
}
}
}
@@ -71,7 +70,7 @@ void InputManager::Update(double dt)
e.Y = m_CurrentMouseY;
e.DeltaX = m_CurrentMouseDeltaX;
e.DeltaY = m_CurrentMouseDeltaY;
EventBroker->Publish(e);
m_EventBroker->Publish(e);
}
// // Lock mouse while holding LMB
@@ -174,7 +173,7 @@ void InputManager::PublishGamepadAxisIfChanged(int gamepadID, Gamepad::Axis axis
e.GamepadID = gamepadID;
e.Axis = axis;
e.Value = currentValue;
EventBroker->Publish(e);
m_EventBroker->Publish(e);
}
}
@@ -187,12 +186,12 @@ void InputManager::PublishGamepadButtonIfChanged(int gamepadID, Gamepad::Button
Events::GamepadButtonDown e;
e.GamepadID = gamepadID;
e.Button = button;
EventBroker->Publish(e);
m_EventBroker->Publish(e);
} else {
Events::GamepadButtonUp e;
e.GamepadID = gamepadID;
e.Button = button;
EventBroker->Publish(e);
m_EventBroker->Publish(e);
}
}
}
-1
View File
@@ -1,4 +1,3 @@
#include "PrecompiledHeader.h"
#include "Core/ResourceManager.h"
std::unordered_map<std::string, std::string> ResourceManager::m_CompilerTypenameToResourceType;
+134
View File
@@ -0,0 +1,134 @@
#include "Core/Util/FileWatcher.h"
FileWatcher::FileWatcher()
{
m_Worker = new Worker;
}
FileWatcher::FileWatcher(std::string rootPath)
{
m_RootPath = rootPath;
m_Worker = new Worker;
}
FileWatcher::~FileWatcher()
{
m_Thread.interrupt();
if (m_Worker != nullptr)
{
delete m_Worker;
}
}
void FileWatcher::AddWatch(std::string path, FileEventCallback_t callback)
{
m_Worker->AddWatch(path, callback);
}
void FileWatcher::Start()
{
m_Thread.interrupt();
m_Thread = boost::thread(boost::ref(*m_Worker));
m_IsRunning = true;
}
void FileWatcher::Stop()
{
m_Thread.interrupt();
m_IsRunning = false;
}
void FileWatcher::Check()
{
m_Worker->Check();
}
void FileWatcher::Worker::operator()()
{
while (true)
{
boost::this_thread::interruption_point();
Check();
boost::this_thread::sleep_for(boost::chrono::milliseconds(1000));
}
}
void FileWatcher::Worker::AddWatch(std::string path, FileEventCallback_t callback)
{
m_Mutex.lock();
boost::filesystem::path bpath(path);
m_FileCallbacks[bpath] = callback;
if (boost::filesystem::exists(bpath))
{
m_FileInfo[bpath] = GetFileInfo(bpath);
}
m_Mutex.unlock();
}
void FileWatcher::Worker::Check()
{
m_Mutex.lock();
for (auto &kv : m_FileCallbacks)
{
boost::filesystem::path path = kv.first;
FileEventCallback_t& callback = kv.second;
FileEventFlags flags = UpdateFileInfo(path);
if (flags != FileEventFlags::Nothing && callback != nullptr)
{
callback(path.string(), flags);
}
}
m_Mutex.unlock();
}
FileWatcher::Worker::FileInfo FileWatcher::Worker::GetFileInfo(boost::filesystem::path path)
{
FileInfo fi;
fi.Size = boost::filesystem::file_size(path);
fi.Timestamp = boost::filesystem::last_write_time(path);
return fi;
}
FileWatcher::FileEventFlags FileWatcher::Worker::UpdateFileInfo(boost::filesystem::path path)
{
FileEventFlags flags = FileEventFlags::Nothing;
if (boost::filesystem::exists(path))
{
FileInfo fi = GetFileInfo(path);
auto lastFileInfoIt = m_FileInfo.find(path);
if (lastFileInfoIt != m_FileInfo.end())
{
FileInfo lastFileInfo = lastFileInfoIt->second;
if (fi.Size != lastFileInfo.Size)
{
LOG_DEBUG("FileWatcher: \"%s\" size changed!", path.string().c_str());
flags = flags | FileEventFlags::SizeChanged;
}
if (fi.Timestamp != lastFileInfo.Timestamp)
{
LOG_DEBUG("FileWatcher: \"%s\" timestamp changed!", path.string().c_str());
flags = flags | FileEventFlags::TimestampChanged;
}
}
else
{
LOG_DEBUG("FileWatcher: \"%s\" was created!", path.string().c_str());
flags = flags | FileEventFlags::Created;
}
m_FileInfo[path] = GetFileInfo(path);
}
else
{
auto fileInfoIt = m_FileInfo.find(path);
if (fileInfoIt != m_FileInfo.end())
{
m_FileInfo.erase(fileInfoIt);
LOG_DEBUG("FileWatcher: \"%s\" was deleted!", path.string().c_str());
flags = flags | FileEventFlags::Deleted;
}
}
return flags;
}
View File
-1
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@@ -1 +0,0 @@
#include "PrecompiledHeader.h"
+101
View File
@@ -0,0 +1,101 @@
#include "Rendering/Camera.h"
Camera::Camera(float aspectRatio, float yFOV, float nearClip, float farClip)
{
m_AspectRatio = aspectRatio;
m_FOV = yFOV;
m_NearClip = nearClip;
m_FarClip = farClip;
m_Position = glm::vec3(0.0);
UpdateProjectionMatrix();
UpdateViewMatrix();
}
glm::vec3 Camera::Forward()
{
return m_Orientation * glm::vec3(0, 0, -1);
}
//
//glm::vec3 Camera::Right()
//{
// return glm::rotate(glm::vec3(1.f, 0.f, 0.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
//}
//glm::mat4 Camera::Orientation()
//{
// glm::mat4 orientation(1.f);
// orientation = glm::rotate(orientation, m_Pitch, glm::vec3(1.f, 0.f, 0.f));
// orientation = glm::rotate(orientation, m_Yaw, glm::vec3(0.f, 1.f, 0.f));
// return orientation;
//}
void Camera::SetPosition(glm::vec3 val)
{
m_Position = val;
UpdateViewMatrix();
}
void Camera::SetOrientation(glm::quat val)
{
m_Orientation = val;
UpdateViewMatrix();
}
//void Camera::Pitch(float val)
//{
// m_Pitch = val;
// UpdateViewMatrix();
//}
//
//void Camera::Yaw(float val)
//{
// m_Yaw = val;
// UpdateViewMatrix();
//}
void Camera::UpdateProjectionMatrix()
{
// m_ProjectionMatrix = glm::ortho(
// -16.f,
// 16.f,
// -9.f,
// 9.f,
// m_NearClip,
// m_FarClip
// );
m_ProjectionMatrix = glm::perspective(m_FOV, m_AspectRatio, m_NearClip, m_FarClip);
}
void Camera::UpdateViewMatrix()
{
m_ViewMatrix = glm::toMat4(glm::inverse(m_Orientation))
* glm::translate(-m_Position);
}
void Camera::SetAspectRatio(float val)
{
m_AspectRatio = val;
UpdateProjectionMatrix();
}
void Camera::SetFOV(float val)
{
m_FOV = val;
UpdateProjectionMatrix();
}
void Camera::SetNearClip(float val)
{
m_NearClip = val;
UpdateProjectionMatrix();
}
void Camera::SetFarClip(float val)
{
m_FarClip = val;
UpdateProjectionMatrix();
}
+56
View File
@@ -0,0 +1,56 @@
#include "Rendering/DummyRenderer.h"
void DummyRenderer::Initialize()
{
// Initialize GLFW
if (!glfwInit()) {
LOG_ERROR("GLFW: Initialization failed");
exit(EXIT_FAILURE);
}
// Create a window
GLFWmonitor* monitor = nullptr;
if (m_Fullscreen) {
monitor = glfwGetPrimaryMonitor();
}
//glfwWindowHint(GLFW_SAMPLES, 8);
m_Window = glfwCreateWindow(m_Resolution.Width, m_Resolution.Height, "daydream", monitor, nullptr);
if (!m_Window) {
LOG_ERROR("GLFW: Failed to create window");
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(m_Window);
// GL version info
glGetIntegerv(GL_MAJOR_VERSION, &m_GLVersion[0]);
glGetIntegerv(GL_MINOR_VERSION, &m_GLVersion[1]);
m_GLVendor = (GLchar*)glGetString(GL_VENDOR);
std::stringstream ss;
ss << m_GLVendor << " OpenGL " << m_GLVersion[0] << "." << m_GLVersion[1];
#ifdef DEBUG
ss << " DEBUG";
#endif
LOG_INFO(ss.str().c_str());
glfwSetWindowTitle(m_Window, ss.str().c_str());
// Initialize GLEW
if (glewInit() != GLEW_OK) {
LOG_ERROR("GLEW: Initialization failed");
exit(EXIT_FAILURE);
}
// Create default camera
m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
m_DefaultCamera->SetPosition(glm::vec3(0, 0, 0));
if (m_Camera == nullptr) {
m_Camera = m_DefaultCamera;
}
glfwSwapInterval(m_VSYNC);
}
void DummyRenderer::Draw(RenderQueueCollection& rq)
{
glfwSwapBuffers(m_Window);
}
-1
View File
@@ -1,4 +1,3 @@
#include "PrecompiledHeader.h"
#include "Rendering/Model.h"
Model::Model(std::string fileName)
-1
View File
@@ -1,4 +1,3 @@
#include "PrecompiledHeader.h"
#include "Rendering/PNG.h"
PNG::PNG(std::string path)
-1
View File
@@ -1,4 +1,3 @@
#include "PrecompiledHeader.h"
#include "Rendering/RawModel.h"
RawModel::RawModel(std::string fileName)
-1
View File
@@ -1,4 +1,3 @@
#include "PrecompiledHeader.h"
#include "Rendering/Skeleton.h"
int Skeleton::CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix)
-1
View File
@@ -1,4 +1,3 @@
#include "PrecompiledHeader.h"
#include "Rendering/Texture.h"
Texture::Texture(std::string path)
+26 -4
View File
@@ -1,13 +1,35 @@
project(TacticalZ-Game)
set(INCLUDE_PATH ${CMAKE_SOURCE_DIR}/include)
find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)
find_package(GLFW REQUIRED)
find_package(Boost REQUIRED COMPONENTS system filesystem thread chrono)
find_package(assimp REQUIRED)
find_package(ZLIB REQUIRED)
find_package(PNG REQUIRED)
# Because FindOpenAL is retarded
#set(CMAKE_INCLUDE_PATH ${CMAKE_INCLUDE_PATH} "${CMAKE_SOURCE_DIR}/deps/include/AL")
#find_package(OpenAL REQUIRED)
if(UNIX)
find_package(X11 REQUIRED)
endif()
set(INCLUDE_PATH ${CMAKE_SOURCE_DIR}/include/Game)
include_directories(
${INCLUDE_PATH}/Engine
${INCLUDE_PATH}/Game
${CMAKE_SOURCE_DIR}/include/Engine
${INCLUDE_PATH}
${OPENGL_INCLUDE_DIR}
${GLEW_INCLUDE_DIRS}
${GLFW_INCLUDE_DIRS}
${Boost_INCLUDE_DIRS}
${assimp_INCLUDE_DIRS}
${PNG_INCLUDE_DIRS}
${OPENAL_INCLUDE_DIR}
${X11_INCLUDE_DIRS}
)
file(GLOB SOURCE_FILES
"${INCLUDE_PATH}*.h"
"${INCLUDE_PATH}/*.h"
"*.cpp"
)
#source_group(Core FILES ${SOURCE_FILES})
+59
View File
@@ -0,0 +1,59 @@
#include "Game.h"
Game::Game(int argc, char* argv[])
{
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
// Create the core event broker
m_EventBroker = new EventBroker();
// Create the renderer
m_Renderer = new DummyRenderer();
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
m_Renderer->SetResolution(Rectangle(
0,
0,
m_Config->Get<int>("Video.Width", 1280),
m_Config->Get<int>("Video.Height", 720)
));
m_Renderer->Initialize();
// Create input manager
m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker);
// Create the root level GUI frame
m_FrameStack = new GUI::Frame(m_EventBroker);
m_FrameStack->Width = m_Renderer->Resolution().Width;
m_FrameStack->Height = m_Renderer->Resolution().Height;
m_LastTime = glfwGetTime();
}
Game::~Game()
{
delete m_FrameStack;
delete m_EventBroker;
}
void Game::Tick()
{
double currentTime = glfwGetTime();
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
m_EventBroker->Swap();
m_InputManager->Update(dt);
m_EventBroker->Swap();
RenderQueueCollection rq;
m_Renderer->Draw(rq);
m_EventBroker->Swap();
m_EventBroker->Clear();
glfwPollEvents();
}
+11
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#include "Game.h"
int main(int argc, char* argv[])
{
Game game(argc, argv);
while (game.Running()) {
game.Tick();
}
return 0;
}