Merge remote-tracking branch 'origin/master' into PlayerMovement
# Conflicts: # include/Engine/Collision/Collision.h # include/Engine/Collision/CollisionSystem.h # include/Engine/Collision/TriggerSystem.h # resources/Schema/Components.xsd # resources/Schema/Entities/CollisionTestLevel.xml # resources/Schema/Types/Entity.xsd # src/Engine/Collision/Collision.cpp # src/Game/Game.cpp
This commit is contained in:
@@ -11,7 +11,8 @@ Libraries bundled along with binaries for Windows (MSVC14), available as a submo
|
|||||||
| **[libpng](http://www.libpng.org/pub/png/libpng.html)** | 1.6.19 | [libpng License](http://www.libpng.org/pub/png/src/libpng-LICENSE.txt) |
|
| **[libpng](http://www.libpng.org/pub/png/libpng.html)** | 1.6.19 | [libpng License](http://www.libpng.org/pub/png/src/libpng-LICENSE.txt) |
|
||||||
| **[Xerces-C++](https://xerces.apache.org/xerces-c)** | 3.1.2 | [Apache License Version 2.0](https://www.apache.org/licenses/LICENSE-2.0) |
|
| **[Xerces-C++](https://xerces.apache.org/xerces-c)** | 3.1.2 | [Apache License Version 2.0](https://www.apache.org/licenses/LICENSE-2.0) |
|
||||||
| **[ImGui](https://github.com/ocornut/imgui)** | 2015-12-12 | [MIT License](https://github.com/ocornut/imgui/blob/de3a154f3801de22c8e0bd2aeabf663a70c05972/LICENSE) |
|
| **[ImGui](https://github.com/ocornut/imgui)** | 2015-12-12 | [MIT License](https://github.com/ocornut/imgui/blob/de3a154f3801de22c8e0bd2aeabf663a70c05972/LICENSE) |
|
||||||
| **[nativefiledialog](https://github.com/mlabbe/nativefiledialog) | 2016-01-08 | https://github.com/mlabbe/nativefiledialog/blob/master/LICENSE |
|
| **[nativefiledialog](https://github.com/mlabbe/nativefiledialog)** | 2016-01-08 | [nativefiledialog Licence](https://github.com/mlabbe/nativefiledialog/blob/master/LICENSE) |
|
||||||
|
| **[OpenAL](https://www.openal.org/)** | 1.1 | [OpenAL License](resources/Licenses/OpenAL.txt)
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|
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||||||
#### External libraries
|
#### External libraries
|
||||||
Libraries that are too big to be bundled with the project.
|
Libraries that are too big to be bundled with the project.
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@@ -2,7 +2,7 @@
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#define Ray_h__
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#define Ray_h__
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|
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||||||
#include "../GLM.h"
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#include "../GLM.h"
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#include "Common.h"
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#include "../Common.h"
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|
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||||||
class Ray
|
class Ray
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||||||
{
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{
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@@ -12,7 +12,6 @@
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/** Base Resource class.
|
/** Base Resource class.
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||||||
|
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||||||
Implement this class for every resource to be handled by the resource manager.
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Implement this class for every resource to be handled by the resource manager.
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Implement Create() to return a new object of that type.
|
|
||||||
*/
|
*/
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||||||
class Resource
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class Resource
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||||||
{
|
{
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||||||
@@ -22,6 +21,23 @@ protected:
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|||||||
Resource() { }
|
Resource() { }
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||||||
|
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||||||
public:
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public:
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||||||
|
//Should be thrown in a Resource's constructor if it cannot complete because another resource is still loading.
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||||||
|
//Not actually an error, just a message to the ResourceManager.
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||||||
|
struct StillLoadingException : public std::exception
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||||||
|
{
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||||||
|
virtual const char* what() const throw()
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||||||
|
{
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||||||
|
return "Resource is still loading.";
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||||||
|
}
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||||||
|
};
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|
struct FailedLoadingException : public std::exception
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||||||
|
{
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||||||
|
virtual const char* what() const throw()
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||||||
|
{
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||||||
|
return "Resource is failed to load.";
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||||||
|
}
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||||||
|
};
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||||||
|
|
||||||
// Pretend that this is a pure virtual function that you have to implement
|
// Pretend that this is a pure virtual function that you have to implement
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||||||
// FIXME: Why did we do this again instead of just using the constructor?
|
// FIXME: Why did we do this again instead of just using the constructor?
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||||||
// static Resource* Create(std::string resourceName);
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// static Resource* Create(std::string resourceName);
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||||||
@@ -33,6 +49,15 @@ public:
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|||||||
unsigned int ResourceID;
|
unsigned int ResourceID;
|
||||||
};
|
};
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||||||
|
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||||||
|
//Any class inheriting from this class will always be loaded on the master thread, not on a parallel worker thread.
|
||||||
|
//This is important in case some instructions must be executed on the main thread, e.g. OpenGL commands, like glBindBuffer.
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||||||
|
//This resource can still be loaded asyncronously, but it will not be loaded in a thread, instead it's constructor will
|
||||||
|
//be called once on every ResourceManager::Load, just throw StillLoadingException in the constructor if it is not done yet.
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||||||
|
class ThreadUnsafeResource : public Resource
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||||||
|
{
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||||||
|
friend class ResourceManager;
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||||||
|
};
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||||||
|
|
||||||
/** Singleton resource manager to keep track of and cache any external engine assets */
|
/** Singleton resource manager to keep track of and cache any external engine assets */
|
||||||
class ResourceManager
|
class ResourceManager
|
||||||
{
|
{
|
||||||
@@ -40,6 +65,7 @@ private:
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|||||||
ResourceManager();
|
ResourceManager();
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
static bool UseThreading;
|
||||||
/*static ResourceManager& Instance()
|
/*static ResourceManager& Instance()
|
||||||
{
|
{
|
||||||
static ResourceManager s;
|
static ResourceManager s;
|
||||||
@@ -49,15 +75,6 @@ public:
|
|||||||
template <typename T>
|
template <typename T>
|
||||||
static void RegisterType(std::string typeName);
|
static void RegisterType(std::string typeName);
|
||||||
|
|
||||||
/** Preloads a resource and caches it for future use
|
|
||||||
|
|
||||||
@tparam T Resource type.
|
|
||||||
@param resourceName Fully qualified name of the resource to preload.
|
|
||||||
*/
|
|
||||||
template <typename T>
|
|
||||||
static void Preload(std::string resourceName);
|
|
||||||
static void Preload(std::string resourceType, std::string resourceName);
|
|
||||||
|
|
||||||
/** Checks if a resource is in cache
|
/** Checks if a resource is in cache
|
||||||
|
|
||||||
@param resourceType Resource type as string.
|
@param resourceType Resource type as string.
|
||||||
@@ -65,15 +82,20 @@ public:
|
|||||||
*/
|
*/
|
||||||
// TODO: Templateify
|
// TODO: Templateify
|
||||||
static bool IsResourceLoaded(std::string resourceType, std::string resourceName);
|
static bool IsResourceLoaded(std::string resourceType, std::string resourceName);
|
||||||
|
|
||||||
|
/** Return value should always be a valid pointer, will throw an exception on error.
|
||||||
|
If the resource has been loaded already, returns a pointer to it.
|
||||||
|
|
||||||
/** Hot-loads a resource and caches it for future use
|
If Async is false: Hot-loads a resource, caches it for future use, and returns a pointer to it.
|
||||||
|
If Async is true: If the resource is not loaded yet, starts loading the resource
|
||||||
|
in the background and throws Resource::StillLoadingException immediately.
|
||||||
|
|
||||||
@tparam T Resource type.
|
@tparam T Resource type.
|
||||||
|
@tparam async Set this to true if the resource should be loaded asyncronously.
|
||||||
@param resourceName Fully qualified name of the resource to load.
|
@param resourceName Fully qualified name of the resource to load.
|
||||||
*/
|
*/
|
||||||
template <typename T>
|
template <typename T, bool async = false>
|
||||||
static T* Load(std::string resourceName, Resource* parent = nullptr);
|
static T* Load(const std::string& resourceName, Resource* parent = nullptr);
|
||||||
static Resource* Load(std::string resourceType, std::string resourceName, Resource* parent = nullptr);
|
|
||||||
|
|
||||||
/** Reloads an already loaded resource, keeping its resource ID intact.
|
/** Reloads an already loaded resource, keeping its resource ID intact.
|
||||||
|
|
||||||
@@ -87,19 +109,31 @@ public:
|
|||||||
static void Update();
|
static void Update();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
//This is a haxy way to make sure that IsMainThread is run when the program starts, so the master thread id is set.
|
||||||
|
struct MasterThreadChecker
|
||||||
|
{
|
||||||
|
MasterThreadChecker()
|
||||||
|
{
|
||||||
|
ResourceManager::IsMainThread();
|
||||||
|
}
|
||||||
|
};
|
||||||
|
const static MasterThreadChecker m_Checker;
|
||||||
|
|
||||||
static std::unordered_map<std::string, std::string> m_CompilerTypenameToResourceType;
|
static std::unordered_map<std::string, std::string> m_CompilerTypenameToResourceType;
|
||||||
static std::unordered_map<std::string, std::function<Resource*(std::string)>> m_FactoryFunctions; // type -> factory function
|
static std::unordered_map<std::string, std::function<Resource*(std::string)>> m_FactoryFunctions; // type -> factory function
|
||||||
static std::unordered_map<std::pair<std::string, std::string>, Resource*> m_ResourceCache; // (type, name) -> resource
|
static std::unordered_map<std::pair<std::string, std::string>, Resource*> m_ResourceCache; // (type, name) -> resource
|
||||||
static std::unordered_map<std::string, Resource*> m_ResourceFromName; // name -> resource
|
static std::unordered_map<std::string, Resource*> m_ResourceFromName; // name -> resource
|
||||||
static std::unordered_map<Resource*, Resource*> m_ResourceParents; // resource -> parent resource
|
static std::unordered_map<Resource*, Resource*> m_ResourceParents; // resource -> parent resource
|
||||||
|
|
||||||
|
static std::unordered_map<std::pair<std::string, std::string>, boost::thread> m_LoadingThreads; // (type, name) -> loading thread
|
||||||
|
static std::unordered_map<std::pair<std::string, std::string>, std::exception_ptr> m_LoadingThreadExceptions; // (type, name) -> exceptions
|
||||||
|
static boost::recursive_mutex m_Mutex;
|
||||||
|
|
||||||
// TODO: Getters for IDs
|
// TODO: Getters for IDs
|
||||||
static unsigned int m_CurrentResourceTypeID;
|
static unsigned int m_CurrentResourceTypeID;
|
||||||
static std::unordered_map<std::string, unsigned int> m_ResourceTypeIDs;
|
static std::unordered_map<std::string, unsigned int> m_ResourceTypeIDs;
|
||||||
// Number of resources of a type. Doubles as local ID.
|
// Number of resources of a type. Doubles as local ID.
|
||||||
static std::unordered_map<unsigned int, unsigned int> m_ResourceCount;
|
static std::unordered_map<unsigned int, unsigned int> m_ResourceCount;
|
||||||
// Flag to suppress hot-load warnings when a preloading resource chain loads another resource
|
|
||||||
static bool m_Preloading;
|
|
||||||
|
|
||||||
static FileWatcher m_FileWatcher;
|
static FileWatcher m_FileWatcher;
|
||||||
static void fileWatcherCallback(std::string path, FileWatcher::FileEventFlags flags);
|
static void fileWatcherCallback(std::string path, FileWatcher::FileEventFlags flags);
|
||||||
@@ -108,22 +142,13 @@ private:
|
|||||||
static unsigned int GetNewResourceID(unsigned int typeID);
|
static unsigned int GetNewResourceID(unsigned int typeID);
|
||||||
|
|
||||||
// Internal: Create a resource and cache it
|
// Internal: Create a resource and cache it
|
||||||
static Resource* CreateResource(std::string resourceType, std::string resourceName, Resource* parent);
|
static Resource* createResourceThrowing(const std::string& resourceType, const std::string& resourceName, Resource* parent);
|
||||||
|
static Resource* createResource(const std::string& resourceType, const std::string& resourceName, Resource* parent, std::exception_ptr& exception);
|
||||||
|
static Resource* cacheResource(Resource* resource, const std::string& resourceType, const std::string& resourceName, Resource* parent);
|
||||||
|
|
||||||
|
static bool IsMainThread();
|
||||||
};
|
};
|
||||||
|
|
||||||
template <typename T>
|
|
||||||
T* ResourceManager::Load(std::string resourceName, Resource* parent /* = nullptr */)
|
|
||||||
{
|
|
||||||
auto resourceTypename = typeid(T).name();
|
|
||||||
auto it = m_CompilerTypenameToResourceType.find(resourceTypename);
|
|
||||||
if (it == m_CompilerTypenameToResourceType.end()) {
|
|
||||||
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceTypename);
|
|
||||||
return nullptr;
|
|
||||||
}
|
|
||||||
|
|
||||||
return static_cast<T*>(Load(it->second, resourceName, parent));
|
|
||||||
}
|
|
||||||
|
|
||||||
template <typename T>
|
template <typename T>
|
||||||
void ResourceManager::RegisterType(std::string typeName)
|
void ResourceManager::RegisterType(std::string typeName)
|
||||||
{
|
{
|
||||||
@@ -131,17 +156,85 @@ void ResourceManager::RegisterType(std::string typeName)
|
|||||||
m_FactoryFunctions[typeName] = [](std::string resourceName) { return new T(resourceName); };
|
m_FactoryFunctions[typeName] = [](std::string resourceName) { return new T(resourceName); };
|
||||||
}
|
}
|
||||||
|
|
||||||
template <typename T>
|
template <typename T, bool async>
|
||||||
void ResourceManager::Preload(std::string resourceName)
|
static T* ResourceManager::Load(const std::string& resourceName, Resource* parent /* = nullptr */)
|
||||||
{
|
{
|
||||||
auto resourceTypename = typeid(T).name();
|
auto resourceTypename = typeid(T).name();
|
||||||
auto it = m_CompilerTypenameToResourceType.find(resourceTypename);
|
auto iter = m_CompilerTypenameToResourceType.find(resourceTypename);
|
||||||
if (it == m_CompilerTypenameToResourceType.end()) {
|
if (iter == m_CompilerTypenameToResourceType.end()) {
|
||||||
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceTypename);
|
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceTypename);
|
||||||
return;
|
throw Resource::FailedLoadingException();
|
||||||
}
|
}
|
||||||
|
|
||||||
Preload(it->second, resourceName);
|
std::string resourceType = iter->second;
|
||||||
|
constexpr bool mustNotLoadInThread = std::is_base_of<ThreadUnsafeResource, T>::value;
|
||||||
|
if (mustNotLoadInThread && !IsMainThread()) {
|
||||||
|
LOG_ERROR("Failed to Load \"%s\": ThreadUnsafeResource type \"%s\" load in the constructor of another resource that is loaded asyncronously.", resourceName.c_str(), iter->second.c_str());
|
||||||
|
throw Resource::FailedLoadingException();
|
||||||
|
}
|
||||||
|
|
||||||
|
auto cacheKey = std::make_pair(resourceType, resourceName);
|
||||||
|
decltype(m_ResourceCache)::iterator it;
|
||||||
|
//If a thread has already been launched to load this resource.
|
||||||
|
auto tIt = m_LoadingThreads.find(cacheKey);
|
||||||
|
if (UseThreading && tIt != m_LoadingThreads.end()) {
|
||||||
|
if (async) {
|
||||||
|
//Throw StillLoadingException if the thread is still working.
|
||||||
|
if (!tIt->second.try_join_for(boost::chrono::nanoseconds(1))) {
|
||||||
|
throw Resource::StillLoadingException();
|
||||||
|
}
|
||||||
|
//Else we know the thread has completed.
|
||||||
|
} else {
|
||||||
|
//Wait for the thread to finish loading.
|
||||||
|
tIt->second.join();
|
||||||
|
}
|
||||||
|
//When the thread is done, delete the thread.
|
||||||
|
m_LoadingThreads.erase(tIt);
|
||||||
|
//Rethrow the thread exception if it threw any.
|
||||||
|
auto excIt = m_LoadingThreadExceptions.find(cacheKey);
|
||||||
|
std::exception_ptr exception = excIt->second;
|
||||||
|
m_LoadingThreadExceptions.erase(excIt);
|
||||||
|
if (exception) {
|
||||||
|
std::rethrow_exception(exception);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//If resource has already been cached and completely loaded.
|
||||||
|
it = m_ResourceCache.find(cacheKey);
|
||||||
|
if (it != m_ResourceCache.end()) {
|
||||||
|
if (it->second != nullptr) {
|
||||||
|
return static_cast<T*>(it->second);
|
||||||
|
} else {
|
||||||
|
//Don't return null on failure, exception instead.
|
||||||
|
throw Resource::FailedLoadingException();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//If resource is not cached..
|
||||||
|
if (UseThreading && async) {
|
||||||
|
if (mustNotLoadInThread) {
|
||||||
|
try {
|
||||||
|
return static_cast<T*>(createResourceThrowing(resourceType, resourceName, parent));
|
||||||
|
} catch (const Resource::StillLoadingException&) {
|
||||||
|
throw;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
//Create a thread that loads the resource into cache.
|
||||||
|
m_LoadingThreads[cacheKey] = boost::thread(createResource, resourceType, resourceName, parent, m_LoadingThreadExceptions[cacheKey]);
|
||||||
|
throw Resource::StillLoadingException();
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
//load and return the resource.
|
||||||
|
while (true) {
|
||||||
|
try {
|
||||||
|
return static_cast<T*>(createResourceThrowing(resourceType, resourceName, parent));
|
||||||
|
} catch (const Resource::StillLoadingException&) {
|
||||||
|
continue;
|
||||||
|
} catch (const std::exception&) {
|
||||||
|
throw;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -3,7 +3,7 @@
|
|||||||
|
|
||||||
#include "../Core/ResourceManager.h"
|
#include "../Core/ResourceManager.h"
|
||||||
|
|
||||||
class BaseTexture : public Resource
|
class BaseTexture : public ThreadUnsafeResource
|
||||||
{
|
{
|
||||||
friend class ResourceManager;
|
friend class ResourceManager;
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,38 @@
|
|||||||
|
#ifndef DrawFinalPass_h__
|
||||||
|
#define DrawFinalPass_h__
|
||||||
|
|
||||||
|
#include "IRenderer.h"
|
||||||
|
#include "DrawFinalPassState.h"
|
||||||
|
#include "LightCullingPass.h"
|
||||||
|
#include "FrameBuffer.h"
|
||||||
|
#include "ShaderProgram.h"
|
||||||
|
#include "Util/UnorderedMapVec2.h"
|
||||||
|
#include "Texture.h"
|
||||||
|
|
||||||
|
class DrawFinalPass
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
|
||||||
|
~DrawFinalPass() { }
|
||||||
|
void InitializeTextures();
|
||||||
|
void InitializeFrameBuffers();
|
||||||
|
void InitializeShaderPrograms();
|
||||||
|
|
||||||
|
void Draw(RenderScene& scene);
|
||||||
|
|
||||||
|
//Getters
|
||||||
|
|
||||||
|
|
||||||
|
private:
|
||||||
|
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
||||||
|
|
||||||
|
Texture* m_WhiteTexture;
|
||||||
|
|
||||||
|
const IRenderer* m_Renderer;
|
||||||
|
const LightCullingPass* m_LightCullingPass;
|
||||||
|
|
||||||
|
ShaderProgram* m_ForwardPlusProgram;
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,15 @@
|
|||||||
|
#ifndef DrawFinalPassState_h__
|
||||||
|
#define DrawFinalPassState_h__
|
||||||
|
|
||||||
|
#include "Rendering/RenderState.h"
|
||||||
|
|
||||||
|
class DrawFinalPassState : public RenderState
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
DrawFinalPassState();
|
||||||
|
~DrawFinalPassState();
|
||||||
|
private:
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -9,6 +9,8 @@
|
|||||||
#include "Camera.h"
|
#include "Camera.h"
|
||||||
#include "RenderQueue.h"
|
#include "RenderQueue.h"
|
||||||
#include "Model.h"
|
#include "Model.h"
|
||||||
|
#include "../Core/World.h" //So temp
|
||||||
|
|
||||||
|
|
||||||
struct PickData
|
struct PickData
|
||||||
{
|
{
|
||||||
@@ -43,6 +45,8 @@ public:
|
|||||||
virtual void Draw(RenderFrame& rq) = 0;
|
virtual void Draw(RenderFrame& rq) = 0;
|
||||||
virtual PickData Pick(glm::vec2 screenCord) = 0;
|
virtual PickData Pick(glm::vec2 screenCord) = 0;
|
||||||
|
|
||||||
|
World* m_World; //Temp world, untill viktor merge.
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
Rectangle m_Resolution = Rectangle::Rectangle(1280, 720);
|
Rectangle m_Resolution = Rectangle::Rectangle(1280, 720);
|
||||||
bool m_Fullscreen = false;
|
bool m_Fullscreen = false;
|
||||||
|
|||||||
@@ -0,0 +1,83 @@
|
|||||||
|
#ifndef LightCullingPass_h__
|
||||||
|
#define LightCullingPass_h__
|
||||||
|
|
||||||
|
#define TILE_SIZE 16
|
||||||
|
#define MAX_LIGHTS_PER_TILE 200
|
||||||
|
|
||||||
|
#include "IRenderer.h"
|
||||||
|
#include "LightCullingPassState.h"
|
||||||
|
#include "ShaderProgram.h"
|
||||||
|
#include "RenderQueue.h"
|
||||||
|
|
||||||
|
|
||||||
|
class LightCullingPass
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
LightCullingPass(IRenderer* renderer);
|
||||||
|
~LightCullingPass();
|
||||||
|
|
||||||
|
void GenerateNewFrustum(RenderScene& scene);
|
||||||
|
void OnResolutionChange();
|
||||||
|
void SetSSBOSizes();
|
||||||
|
void CullLights(RenderScene& scene);
|
||||||
|
void FillLightList(RenderScene& scene);
|
||||||
|
|
||||||
|
GLuint FrustumSSBO() const { return m_FrustumSSBO; }
|
||||||
|
GLuint LightSSBO() const { return m_LightSSBO; }
|
||||||
|
GLuint LightGridSSBO() const { return m_LightGridSSBO; }
|
||||||
|
GLuint LightOffsetSSBO() const { return m_LightOffsetSSBO; }
|
||||||
|
GLuint LightIndexSSBO() const { return m_LightIndexSSBO; }
|
||||||
|
private:
|
||||||
|
|
||||||
|
void InitializeSSBOs();
|
||||||
|
void InitializeShaderPrograms();
|
||||||
|
|
||||||
|
const IRenderer* m_Renderer;
|
||||||
|
|
||||||
|
GLuint m_FrustumSSBO = 0;
|
||||||
|
GLuint m_LightSSBO = 0;
|
||||||
|
GLuint m_LightGridSSBO = 0;
|
||||||
|
GLuint m_LightOffsetSSBO = 0;
|
||||||
|
GLuint m_LightIndexSSBO = 0;
|
||||||
|
|
||||||
|
ShaderProgram* m_CalculateFrustumProgram;
|
||||||
|
ShaderProgram* m_LightCullProgram;
|
||||||
|
|
||||||
|
int m_NumberOfTiles = 0;
|
||||||
|
|
||||||
|
struct Plane {
|
||||||
|
glm::vec3 Normal;
|
||||||
|
float d;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Frustum {
|
||||||
|
Plane Planes[4];
|
||||||
|
};
|
||||||
|
Frustum* m_Frustums;
|
||||||
|
|
||||||
|
//This should be a component
|
||||||
|
struct PointLight {
|
||||||
|
glm::vec4 Position = glm::vec4(0.f);
|
||||||
|
glm::vec4 Color = glm::vec4(1.f);
|
||||||
|
float Radius = 5.f;
|
||||||
|
float Intensity = 0.8f;
|
||||||
|
float Falloff = 0.3f;
|
||||||
|
float Padding = 1337;
|
||||||
|
};
|
||||||
|
std::vector<PointLight> m_PointLights;
|
||||||
|
|
||||||
|
struct LightGrid {
|
||||||
|
float Start;
|
||||||
|
float Amount;
|
||||||
|
glm::vec2 Padding;
|
||||||
|
};
|
||||||
|
|
||||||
|
LightGrid* m_LightGrid;
|
||||||
|
|
||||||
|
int m_LightOffset = 0;
|
||||||
|
|
||||||
|
float* m_LightIndex;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -4,7 +4,7 @@
|
|||||||
#include "RawModel.h"
|
#include "RawModel.h"
|
||||||
#include "../OpenGL.h"
|
#include "../OpenGL.h"
|
||||||
|
|
||||||
class Model : public RawModel
|
class Model : public ThreadUnsafeResource
|
||||||
{
|
{
|
||||||
friend class ResourceManager;
|
friend class ResourceManager;
|
||||||
|
|
||||||
@@ -13,11 +13,15 @@ private:
|
|||||||
|
|
||||||
public:
|
public:
|
||||||
~Model();
|
~Model();
|
||||||
|
const std::vector<RawModel::MaterialGroup>& MaterialGroups() const { return m_RawModel->MaterialGroups; }
|
||||||
|
const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
|
||||||
|
const std::vector<RawModel::Vertex>& Vertices() const { return m_RawModel->m_Vertices; }
|
||||||
|
|
||||||
GLuint VAO;
|
GLuint VAO;
|
||||||
GLuint ElementBuffer;
|
GLuint ElementBuffer;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
RawModel* m_RawModel;
|
||||||
GLuint VertexBuffer;
|
GLuint VertexBuffer;
|
||||||
GLuint DiffuseVertexColorBuffer;
|
GLuint DiffuseVertexColorBuffer;
|
||||||
GLuint SpecularVertexColorBuffer;
|
GLuint SpecularVertexColorBuffer;
|
||||||
|
|||||||
@@ -15,16 +15,16 @@
|
|||||||
|
|
||||||
struct ModelJob : RenderJob
|
struct ModelJob : RenderJob
|
||||||
{
|
{
|
||||||
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::Model::MaterialGroup texGroup, ComponentWrapper modelComponent, World* world)
|
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, World* world)
|
||||||
: RenderJob()
|
: RenderJob()
|
||||||
{
|
{
|
||||||
Model = model;
|
Model = model;
|
||||||
TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
|
TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
|
||||||
DiffuseTexture = texGroup.Texture.get();
|
DiffuseTexture = matGroup.Texture.get();
|
||||||
NormalTexture = texGroup.NormalMap.get();
|
NormalTexture = matGroup.NormalMap.get();
|
||||||
SpecularTexture = texGroup.SpecularMap.get();
|
SpecularTexture = matGroup.SpecularMap.get();
|
||||||
StartIndex = texGroup.StartIndex;
|
StartIndex = matGroup.StartIndex;
|
||||||
EndIndex = texGroup.EndIndex;
|
EndIndex = matGroup.EndIndex;
|
||||||
Matrix = matrix;
|
Matrix = matrix;
|
||||||
Color = modelComponent["Color"];
|
Color = modelComponent["Color"];
|
||||||
Entity = modelComponent.EntityID;
|
Entity = modelComponent.EntityID;
|
||||||
@@ -44,7 +44,7 @@ struct ModelJob : RenderJob
|
|||||||
const ::Model* Model = nullptr;
|
const ::Model* Model = nullptr;
|
||||||
unsigned int StartIndex = 0;
|
unsigned int StartIndex = 0;
|
||||||
unsigned int EndIndex = 0;
|
unsigned int EndIndex = 0;
|
||||||
const World* World;
|
World* World;
|
||||||
|
|
||||||
void CalculateHash() override
|
void CalculateHash() override
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,6 +1,8 @@
|
|||||||
#ifndef PickingPass_h__
|
#ifndef PickingPass_h__
|
||||||
#define PickingPass_h__
|
#define PickingPass_h__
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#include "IRenderer.h"
|
#include "IRenderer.h"
|
||||||
#include "PickingPassState.h"
|
#include "PickingPassState.h"
|
||||||
#include "FrameBuffer.h"
|
#include "FrameBuffer.h"
|
||||||
@@ -9,6 +11,8 @@
|
|||||||
#include "../Core/EventBroker.h"
|
#include "../Core/EventBroker.h"
|
||||||
#include "../Core/World.h"
|
#include "../Core/World.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
class PickingPass
|
class PickingPass
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
@@ -21,7 +25,6 @@ public:
|
|||||||
void Draw(RenderScene& scene);
|
void Draw(RenderScene& scene);
|
||||||
void ClearPicking();
|
void ClearPicking();
|
||||||
|
|
||||||
|
|
||||||
//Getters
|
//Getters
|
||||||
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
|
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
|
||||||
//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
|
//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
|
||||||
|
|||||||
@@ -0,0 +1,39 @@
|
|||||||
|
#ifndef PointLightJob_h__
|
||||||
|
#define PointLightJob_h__
|
||||||
|
|
||||||
|
#include <cstdint>
|
||||||
|
|
||||||
|
#include "../Common.h"
|
||||||
|
#include "../GLM.h"
|
||||||
|
#include "../Core/ComponentWrapper.h"
|
||||||
|
#include "RenderJob.h"
|
||||||
|
#include "../Core/Transform.h"
|
||||||
|
#include "../Core/World.h"
|
||||||
|
|
||||||
|
struct PointLightJob : RenderJob
|
||||||
|
{
|
||||||
|
PointLightJob(ComponentWrapper transformComponent, ComponentWrapper pointLightComponent, World* m_World)
|
||||||
|
: RenderJob()
|
||||||
|
{
|
||||||
|
Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f);
|
||||||
|
Position = glm::vec4(Transform::AbsolutePosition(m_World, transformComponent.EntityID), 1.f);
|
||||||
|
Color = (glm::vec4)pointLightComponent["Color"];
|
||||||
|
Radius = (double)pointLightComponent["Radius"];
|
||||||
|
Intensity = (double)pointLightComponent["Intensity"];
|
||||||
|
Falloff = (double)pointLightComponent["Falloff"];
|
||||||
|
};
|
||||||
|
|
||||||
|
glm::vec4 Position;
|
||||||
|
glm::vec4 Color;
|
||||||
|
float Radius;
|
||||||
|
float Intensity;
|
||||||
|
float Falloff;
|
||||||
|
float padding = 123;
|
||||||
|
|
||||||
|
void CalculateHash() override
|
||||||
|
{
|
||||||
|
Hash = 0;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -47,14 +47,17 @@ public:
|
|||||||
{
|
{
|
||||||
float Shininess;
|
float Shininess;
|
||||||
float Transparency;
|
float Transparency;
|
||||||
|
std::string TexturePath;
|
||||||
std::shared_ptr<::Texture> Texture;
|
std::shared_ptr<::Texture> Texture;
|
||||||
|
std::string NormalMapPath;
|
||||||
std::shared_ptr<::Texture> NormalMap;
|
std::shared_ptr<::Texture> NormalMap;
|
||||||
|
std::string SpecularMapPath;
|
||||||
std::shared_ptr<::Texture> SpecularMap;
|
std::shared_ptr<::Texture> SpecularMap;
|
||||||
unsigned int StartIndex;
|
unsigned int StartIndex;
|
||||||
unsigned int EndIndex;
|
unsigned int EndIndex;
|
||||||
};
|
};
|
||||||
|
|
||||||
std::vector<MaterialGroup> TextureGroups;
|
std::vector<MaterialGroup> MaterialGroups;
|
||||||
|
|
||||||
std::vector<Vertex> m_Vertices;
|
std::vector<Vertex> m_Vertices;
|
||||||
std::vector<unsigned int> m_Indices;
|
std::vector<unsigned int> m_Indices;
|
||||||
|
|||||||
@@ -11,7 +11,7 @@
|
|||||||
#include "Camera.h"
|
#include "Camera.h"
|
||||||
#include "RenderJob.h"
|
#include "RenderJob.h"
|
||||||
#include "ModelJob.h"
|
#include "ModelJob.h"
|
||||||
|
#include "PointLightJob.h"
|
||||||
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@@ -34,11 +34,12 @@ struct SpriteJob : RenderJob
|
|||||||
|
|
||||||
struct PointLightJob : RenderJob
|
struct PointLightJob : RenderJob
|
||||||
{
|
{
|
||||||
glm::vec3 Position;
|
glm::vec4 Position;
|
||||||
glm::vec3 SpecularColor = glm::vec3(1, 1, 1);
|
glm::vec4 Color;
|
||||||
glm::vec3 DiffuseColor = glm::vec3(1, 1, 1);
|
float Radius;
|
||||||
float Radius = 1.f;
|
float Intensity;
|
||||||
float Intensity = 0.8f;
|
float Falloff;
|
||||||
|
float padding = 123;
|
||||||
|
|
||||||
void CalculateHash() override
|
void CalculateHash() override
|
||||||
{
|
{
|
||||||
@@ -51,13 +52,13 @@ struct RenderScene
|
|||||||
{
|
{
|
||||||
::Camera* Camera;
|
::Camera* Camera;
|
||||||
std::list<std::shared_ptr<RenderJob>> ForwardJobs;
|
std::list<std::shared_ptr<RenderJob>> ForwardJobs;
|
||||||
std::list<std::shared_ptr<RenderJob>> LightJobs;
|
std::list<std::shared_ptr<RenderJob>> PointLightJobs;
|
||||||
Rectangle Viewport;
|
Rectangle Viewport;
|
||||||
|
|
||||||
void Clear()
|
void Clear()
|
||||||
{
|
{
|
||||||
ForwardJobs.clear();
|
ForwardJobs.clear();
|
||||||
LightJobs.clear();
|
PointLightJobs.clear();
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -13,6 +13,7 @@
|
|||||||
#include "Camera.h"
|
#include "Camera.h"
|
||||||
#include "ModelJob.h"
|
#include "ModelJob.h"
|
||||||
#include "Renderer.h"
|
#include "Renderer.h"
|
||||||
|
#include "PointLightJob.h"
|
||||||
#include "../Core/Transform.h"
|
#include "../Core/Transform.h"
|
||||||
#include "DebugCameraInputController.h"
|
#include "DebugCameraInputController.h"
|
||||||
|
|
||||||
@@ -45,6 +46,7 @@ private:
|
|||||||
void updateProjectionMatrix(ComponentWrapper& cameraComponent);
|
void updateProjectionMatrix(ComponentWrapper& cameraComponent);
|
||||||
|
|
||||||
void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||||
|
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||||
|
|
||||||
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
|
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
|
||||||
bool OnInputCommand(const Events::InputCommand& e);
|
bool OnInputCommand(const Events::InputCommand& e);
|
||||||
|
|||||||
@@ -12,9 +12,12 @@
|
|||||||
#include "../Core/World.h"
|
#include "../Core/World.h"
|
||||||
#include "PickingPass.h"
|
#include "PickingPass.h"
|
||||||
#include "DrawScenePass.h"
|
#include "DrawScenePass.h"
|
||||||
|
#include "LightCullingPass.h"
|
||||||
|
#include "DrawFinalPass.h"
|
||||||
#include "../Core/EventBroker.h"
|
#include "../Core/EventBroker.h"
|
||||||
#include "ImGuiRenderPass.h"
|
#include "ImGuiRenderPass.h"
|
||||||
#include "Camera.h"
|
#include "Camera.h"
|
||||||
|
#include "../Core/Transform.h"
|
||||||
|
|
||||||
class Renderer : public IRenderer
|
class Renderer : public IRenderer
|
||||||
{
|
{
|
||||||
@@ -44,24 +47,26 @@ private:
|
|||||||
|
|
||||||
DrawScenePass* m_DrawScenePass;
|
DrawScenePass* m_DrawScenePass;
|
||||||
PickingPass* m_PickingPass;
|
PickingPass* m_PickingPass;
|
||||||
|
LightCullingPass* m_LightCullingPass;
|
||||||
ImGuiRenderPass* m_ImGuiRenderPass;
|
ImGuiRenderPass* m_ImGuiRenderPass;
|
||||||
|
DrawFinalPass* m_DrawFinalPass;
|
||||||
|
|
||||||
//----------------------Functions----------------------//
|
//----------------------Functions----------------------//
|
||||||
void InitializeWindow();
|
void InitializeWindow();
|
||||||
void InitializeShaders();
|
void InitializeShaders();
|
||||||
void InitializeTextures();
|
void InitializeTextures();
|
||||||
void InitializeSSBOs();
|
|
||||||
void InitializeRenderPasses();
|
void InitializeRenderPasses();
|
||||||
//TODO: Renderer: Get InputUpdate out of renderer
|
//TODO: Renderer: Get InputUpdate out of renderer
|
||||||
void InputUpdate(double dt);
|
void InputUpdate(double dt);
|
||||||
//void PickingPass(RenderQueueCollection& rq);
|
//void PickingPass(RenderQueueCollection& rq);
|
||||||
void DrawScreenQuad(GLuint textureToDraw);
|
void DrawScreenQuad(GLuint textureToDraw);
|
||||||
|
|
||||||
|
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
|
||||||
|
void FillDepth(RenderScene& scene);
|
||||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||||
//--------------------ShaderPrograms-------------------//
|
//--------------------ShaderPrograms-------------------//
|
||||||
ShaderProgram* m_BasicForwardProgram;
|
ShaderProgram* m_BasicForwardProgram;
|
||||||
ShaderProgram* m_DrawScreenQuadProgram;
|
ShaderProgram* m_DrawScreenQuadProgram;
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@@ -0,0 +1,17 @@
|
|||||||
|
#ifndef Events_ContinueSound_h__
|
||||||
|
#define Events_ContinueSound_h__
|
||||||
|
|
||||||
|
#include "Core/EventBroker.h"
|
||||||
|
#include "Core/Entity.h"
|
||||||
|
|
||||||
|
namespace Events
|
||||||
|
{
|
||||||
|
// Continues to play a sound from where it was paused.
|
||||||
|
struct ContinueSound : Event
|
||||||
|
{
|
||||||
|
EntityID EmitterID;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,17 @@
|
|||||||
|
#ifndef Events_PauseSound_h__
|
||||||
|
#define Events_PauseSound_h__
|
||||||
|
|
||||||
|
#include "Core/EventBroker.h"
|
||||||
|
#include "Core/Entity.h"
|
||||||
|
|
||||||
|
namespace Events
|
||||||
|
{
|
||||||
|
// Pauses a playing sound
|
||||||
|
struct PauseSound : Event
|
||||||
|
{
|
||||||
|
EntityID EmitterID;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,18 @@
|
|||||||
|
#ifndef Events_PlayBackgroundMusic_h__
|
||||||
|
#define Events_PlayBackgroundMusic_h__
|
||||||
|
|
||||||
|
#include <string>
|
||||||
|
#include "Core/Entity.h"
|
||||||
|
#include "Core/Event.h"
|
||||||
|
|
||||||
|
namespace Events
|
||||||
|
{
|
||||||
|
// Play a sound that will be heared the same anywhere
|
||||||
|
struct PlayBackgroundMusic : public Event
|
||||||
|
{
|
||||||
|
std::string FilePath = "";
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,21 @@
|
|||||||
|
#ifndef Events_PlaySoundOnEntity_h__
|
||||||
|
#define Events_PlaySoundOnEntity_h__
|
||||||
|
|
||||||
|
#include <string>
|
||||||
|
#include "Core/Entity.h"
|
||||||
|
#include "Core/Event.h"
|
||||||
|
|
||||||
|
namespace Events
|
||||||
|
{
|
||||||
|
|
||||||
|
// Plays a sound on an entity with a SoundEmitter component attached.
|
||||||
|
// Sound behavior is thereby specified in the SoundEmitter component.
|
||||||
|
struct PlaySoundOnEntity : public Event
|
||||||
|
{
|
||||||
|
EntityID EmitterID = 0;
|
||||||
|
std::string FilePath = "";
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,26 @@
|
|||||||
|
#ifndef Events_PlaySoundOnPosition_h__
|
||||||
|
#define Events_PlaySoundOnPosition_h__
|
||||||
|
|
||||||
|
#include <string>
|
||||||
|
#include <glm/common.hpp>
|
||||||
|
#include "Core/Event.h"
|
||||||
|
|
||||||
|
namespace Events
|
||||||
|
{
|
||||||
|
|
||||||
|
// Plays a sound on a given position. Idk if this would be useful.
|
||||||
|
struct PlaySoundOnPosition : public Event
|
||||||
|
{
|
||||||
|
glm::vec3 Position = glm::vec3(0);
|
||||||
|
std::string FilePath = "";
|
||||||
|
float Gain = 1;
|
||||||
|
float Pitch = 1;
|
||||||
|
bool Loop = false;
|
||||||
|
float MaxDistance = 20;
|
||||||
|
float RollOffFactor = 1;
|
||||||
|
float ReferenceDistance = 1;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,16 @@
|
|||||||
|
#ifndef Events_SetBGMGain_h__
|
||||||
|
#define Events_SetBGMGain_h__
|
||||||
|
|
||||||
|
#include "Core/Event.h"
|
||||||
|
|
||||||
|
namespace Events
|
||||||
|
{
|
||||||
|
// Set the "volume" for all background sounds
|
||||||
|
struct SetBGMGain : public Event
|
||||||
|
{
|
||||||
|
float Gain;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,16 @@
|
|||||||
|
#ifndef Events_SetSFXGain_h__
|
||||||
|
#define Events_SetSFXGain_h__
|
||||||
|
|
||||||
|
#include "Core/Event.h"
|
||||||
|
|
||||||
|
namespace Events
|
||||||
|
{
|
||||||
|
// Set the "volume" for all effect sounds
|
||||||
|
struct SetSFXGain : public Event
|
||||||
|
{
|
||||||
|
float Gain;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,17 @@
|
|||||||
|
#ifndef Events_StopSound_h__
|
||||||
|
#define Events_StopSound_h__
|
||||||
|
|
||||||
|
#include "Core/EventBroker.h"
|
||||||
|
#include "Core/Entity.h"
|
||||||
|
|
||||||
|
namespace Events
|
||||||
|
{
|
||||||
|
// Stops a sound emitter, and will also delete it.
|
||||||
|
struct StopSound : Event
|
||||||
|
{
|
||||||
|
EntityID EmitterID;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,113 @@
|
|||||||
|
#ifndef Sound_h__
|
||||||
|
#define Sound_h__
|
||||||
|
|
||||||
|
#include "Core/ResourceManager.h"
|
||||||
|
|
||||||
|
class Sound : public Resource
|
||||||
|
{
|
||||||
|
friend class ResourceManager;
|
||||||
|
public:
|
||||||
|
Sound(std::string path) { m_Buffer = LoadFile(path); m_Path = path; }
|
||||||
|
~Sound() { ClearBuffer(); }
|
||||||
|
ALuint Buffer() { return m_Buffer; }
|
||||||
|
std::string Path() { return m_Path; }
|
||||||
|
float Gain() { return m_Gain; }
|
||||||
|
void SetGain(float value) { m_Gain = value; }
|
||||||
|
void ClearBuffer() { alDeleteBuffers(1, &m_Buffer); m_BufferCache.clear(); };
|
||||||
|
|
||||||
|
private:
|
||||||
|
float m_Gain = 1;
|
||||||
|
ALuint m_Buffer;
|
||||||
|
std::string m_Path;
|
||||||
|
|
||||||
|
// File info
|
||||||
|
char m_Type[4];
|
||||||
|
unsigned long m_Size, m_ChunkSize;
|
||||||
|
short m_FormatType, m_Channels;
|
||||||
|
unsigned long m_SampleRate, m_AvgBytesPerSec;
|
||||||
|
short m_BytesPerSample, m_BitsPerSample;
|
||||||
|
unsigned int m_DataSize;
|
||||||
|
std::map<std::string, ALuint> m_BufferCache;
|
||||||
|
|
||||||
|
ALuint LoadFile(std::string path)
|
||||||
|
{
|
||||||
|
if (m_BufferCache.find(path) != m_BufferCache.end()) {
|
||||||
|
return m_BufferCache[path];
|
||||||
|
}
|
||||||
|
|
||||||
|
// Open file
|
||||||
|
FILE *fp = fopen(path.c_str(), "rb");
|
||||||
|
if (!fp) {
|
||||||
|
printf("Sound: Failed to open file %s, no such file exists", path.c_str());
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
//CHECK FOR VALID WAVE-FILE
|
||||||
|
fread(m_Type, sizeof(char), 4, fp);
|
||||||
|
if (m_Type[0] != 'R' || m_Type[1] != 'I' || m_Type[2] != 'F' || m_Type[3] != 'F') {
|
||||||
|
printf("ERROR: No RIFF in WAVE-file");
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
fread(&m_Size, 4 * sizeof(char), 1, fp);
|
||||||
|
fread(m_Type, sizeof(char), 4, fp);
|
||||||
|
if (m_Type[0] != 'W' || m_Type[1] != 'A' || m_Type[2] != 'V' || m_Type[3] != 'E') {
|
||||||
|
printf("ERROR: Not WAVE-file");
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
fread(m_Type, sizeof(char), 4, fp);
|
||||||
|
if (m_Type[0] != 'f' || m_Type[1] != 'm' || m_Type[2] != 't' || m_Type[3] != ' ') {
|
||||||
|
printf("ERROR: No fmt in WAVE-file");
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// READ THE DATA FROM WAVE-FILE
|
||||||
|
fread(&m_ChunkSize, 4 * sizeof(char), 1, fp);
|
||||||
|
fread(&m_FormatType, 2 * sizeof(char), 1, fp);
|
||||||
|
fread(&m_Channels, 2 * sizeof(char), 1, fp);
|
||||||
|
fread(&m_SampleRate, 4 * sizeof(char), 1, fp);
|
||||||
|
fread(&m_AvgBytesPerSec, 4 * sizeof(char), 1, fp);
|
||||||
|
fread(&m_BytesPerSample, 2 * sizeof(char), 1, fp);
|
||||||
|
fread(&m_BitsPerSample, 2 * sizeof(char), 1, fp);
|
||||||
|
|
||||||
|
fread(m_Type, sizeof(char), 4, fp);
|
||||||
|
if (m_Type[0] != 'd' || m_Type[1] != 'a' || m_Type[2] != 't' || m_Type[3] != 'a') {
|
||||||
|
printf("ERROR: WAVE-file Missing data");
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
fread(&m_DataSize, 4 * sizeof(char), 1, fp);
|
||||||
|
|
||||||
|
unsigned char* buf = new unsigned char[m_DataSize];
|
||||||
|
fread(buf, sizeof(char), m_DataSize, fp);
|
||||||
|
fclose(fp);
|
||||||
|
|
||||||
|
// Create buffer
|
||||||
|
ALuint format = 0;
|
||||||
|
if (m_BitsPerSample == 8) {
|
||||||
|
if (m_Channels == 1) {
|
||||||
|
format = AL_FORMAT_MONO8;
|
||||||
|
} else if (m_Channels == 2) {
|
||||||
|
format = AL_FORMAT_STEREO8;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (m_BitsPerSample == 16) {
|
||||||
|
if (m_Channels == 1) {
|
||||||
|
format = AL_FORMAT_MONO16;
|
||||||
|
} else if (m_Channels == 2) {
|
||||||
|
format = AL_FORMAT_STEREO16;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ALuint buffer;
|
||||||
|
alGenBuffers(1, &buffer);
|
||||||
|
alBufferData(buffer, format, buf, m_DataSize, m_SampleRate);
|
||||||
|
delete[] buf;
|
||||||
|
|
||||||
|
m_BufferCache[path] = buffer;
|
||||||
|
return buffer;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,101 @@
|
|||||||
|
#ifndef SoundSystem_h__
|
||||||
|
#define SoundSystem_h__
|
||||||
|
|
||||||
|
#include <unordered_map>
|
||||||
|
|
||||||
|
#include "glm/common.hpp"
|
||||||
|
#include "glm/gtx/rotate_vector.hpp" // Calculate Up vector
|
||||||
|
#include "OpenAL/al.h"
|
||||||
|
#include "OpenAL/alc.h"
|
||||||
|
|
||||||
|
#include "Core/World.h"
|
||||||
|
#include "Core/EventBroker.h"
|
||||||
|
#include "Core/Transform.h" // Absolute transform
|
||||||
|
#include "Sound/Sound.h"
|
||||||
|
#include "Sound/EPlaySoundOnEntity.h"
|
||||||
|
#include "Sound/EPlaySoundOnPosition.h"
|
||||||
|
#include "Sound/EPlayBackgroundMusic.h"
|
||||||
|
#include "Sound/EPauseSound.h"
|
||||||
|
#include "Sound/EContinueSound.h"
|
||||||
|
#include "Sound/EStopSound.h"
|
||||||
|
#include "Sound/ESetBGMGain.h"
|
||||||
|
#include "Sound/ESetSFXGain.h"
|
||||||
|
|
||||||
|
enum class SoundType {
|
||||||
|
SFX,
|
||||||
|
BGM
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Source
|
||||||
|
{
|
||||||
|
Source() { }
|
||||||
|
Sound* SoundResource = nullptr;
|
||||||
|
ALuint ALsource;
|
||||||
|
SoundType Type;
|
||||||
|
};
|
||||||
|
|
||||||
|
class SoundSystem
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
SoundSystem() { }
|
||||||
|
SoundSystem(World* world, EventBroker* eventBroker, bool editorMode);
|
||||||
|
~SoundSystem();
|
||||||
|
// Update emitters / listener
|
||||||
|
void Update(double dt);
|
||||||
|
private:
|
||||||
|
// Help functions for working with OpenaAL
|
||||||
|
void setListenerPos(glm::vec3 pos) { alListener3f(AL_POSITION, pos.x, pos.y, pos.z); };
|
||||||
|
void setListenerVel(glm::vec3 vel) { alListener3f(AL_VELOCITY, vel.x, vel.y, vel.z); };
|
||||||
|
void setListenerOri(glm::vec3 ori);
|
||||||
|
glm::vec3 listnerPos() { glm::vec3 pos; alGetListener3f(AL_POSITION, &pos.x, &pos.y, &pos.z); return pos; };
|
||||||
|
glm::vec3 listenerVel() { glm::vec3 vel; alGetListener3f(AL_VELOCITY, &vel.x, &vel.y, &vel.z); return vel; };
|
||||||
|
glm::vec3 listenerOri() { glm::vec3 ori; alGetListener3f(AL_ORIENTATION, &ori.x, &ori.y, &ori.z); return ori; };
|
||||||
|
void setSourcePos(ALuint source, glm::vec3 pos) { ALfloat spos[3] = { pos.x, pos.y, pos.z }; alSourcefv(source, AL_POSITION, spos); };
|
||||||
|
void setSourceVel(ALuint source, glm::vec3 vel) { ALfloat svel[3] = { vel.x, vel.y, vel.z }; alSourcefv(source, AL_VELOCITY, svel); };
|
||||||
|
|
||||||
|
// Logic
|
||||||
|
void initOpenAL();
|
||||||
|
void updateEmitters(double dt);
|
||||||
|
void updateListener(double dt);
|
||||||
|
void deleteInactiveEmitters();
|
||||||
|
void addNewEmitters(double dt);
|
||||||
|
Source* createSource(std::string filePath);
|
||||||
|
void playSound(Source* source);
|
||||||
|
void stopSound(Source* source);
|
||||||
|
void stopEmitters();
|
||||||
|
ALenum getSourceState(ALuint source);
|
||||||
|
void setGain(Source* source, float gain);
|
||||||
|
void setSoundProperties(ALuint source, ComponentWrapper* soundComponent);
|
||||||
|
|
||||||
|
// OpenAL system variables
|
||||||
|
ALCdevice* m_ALCdevice = nullptr;
|
||||||
|
ALCcontext* m_ALCcontext = nullptr;
|
||||||
|
|
||||||
|
// Logic
|
||||||
|
World* m_World = nullptr;
|
||||||
|
EventBroker* m_EventBroker = nullptr;
|
||||||
|
std::unordered_map<EntityID, Source*> m_Sources;
|
||||||
|
float m_BGMVolumeChannel = 1.0f;
|
||||||
|
float m_SFXVolumeChannel = 1.f;
|
||||||
|
bool m_EditorEnabled = false;
|
||||||
|
|
||||||
|
// Events
|
||||||
|
EventRelay<SoundSystem, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
|
||||||
|
bool OnPlaySoundOnEntity(const Events::PlaySoundOnEntity &e);
|
||||||
|
EventRelay<SoundSystem, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
|
||||||
|
bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
|
||||||
|
EventRelay<SoundSystem, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
|
||||||
|
bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e);
|
||||||
|
EventRelay<SoundSystem, Events::PauseSound> m_EPauseSound;
|
||||||
|
bool OnPauseSound(const Events::PauseSound &e);
|
||||||
|
EventRelay<SoundSystem, Events::StopSound> m_EStopSound;
|
||||||
|
bool OnStopSound(const Events::StopSound &e);
|
||||||
|
EventRelay<SoundSystem, Events::ContinueSound> m_EContinueSound;
|
||||||
|
bool OnContinueSound(const Events::ContinueSound &e);
|
||||||
|
EventRelay<SoundSystem, Events::SetBGMGain> m_ESetBGMGain;
|
||||||
|
bool OnSetBGMGain(const Events::SetBGMGain &e); // Not tested
|
||||||
|
EventRelay<SoundSystem, Events::SetSFXGain> m_ESetSFXGain;
|
||||||
|
bool OnSetSFXGain(const Events::SetSFXGain &e); // Not tested
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
+7
-2
@@ -26,6 +26,8 @@
|
|||||||
#include "Network/Server.h"
|
#include "Network/Server.h"
|
||||||
#include "Network/Client.h"
|
#include "Network/Client.h"
|
||||||
|
|
||||||
|
// Sound
|
||||||
|
#include "Sound/SoundSystem.h"
|
||||||
|
|
||||||
class Game
|
class Game
|
||||||
{
|
{
|
||||||
@@ -57,8 +59,11 @@ private:
|
|||||||
Network* m_ClientOrServer;
|
Network* m_ClientOrServer;
|
||||||
bool m_IsClientOrServer = false;
|
bool m_IsClientOrServer = false;
|
||||||
|
|
||||||
EventRelay<Game, Events::InputCommand> m_EInputCommand;
|
// Sound
|
||||||
bool debugOnInputCommand(const Events::InputCommand& e);
|
SoundSystem* m_SoundSystem;
|
||||||
|
|
||||||
|
//EventRelay<Game, Events::InputCommand> m_EInputCommand;
|
||||||
|
//bool debugOnInputCommand(const Events::InputCommand& e);
|
||||||
|
|
||||||
void debugInitialize();
|
void debugInitialize();
|
||||||
void debugTick(double dt);
|
void debugTick(double dt);
|
||||||
|
|||||||
@@ -16,4 +16,7 @@ StartNetwork=false
|
|||||||
IsServer=false
|
IsServer=false
|
||||||
Name=Bob
|
Name=Bob
|
||||||
Address=127.0.0.1
|
Address=127.0.0.1
|
||||||
Port=13
|
Port=13
|
||||||
|
|
||||||
|
[Multithreading]
|
||||||
|
ResourceLoading=true
|
||||||
|
|||||||
@@ -0,0 +1,510 @@
|
|||||||
|
This file is part of the OpenAL software.
|
||||||
|
|
||||||
|
The licenses which components of this software fall under are as follows.
|
||||||
|
All components are under a LGPL license.
|
||||||
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|
||||||
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|
||||||
|
GNU LESSER GENERAL PUBLIC LICENSE
|
||||||
|
Version 2.1, February 1999
|
||||||
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|
||||||
|
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
|
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|
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|
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|
Everyone is permitted to copy and distribute verbatim copies
|
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|
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|
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|
[This is the first released version of the Lesser GPL. It also counts
|
||||||
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as the successor of the GNU Library Public License, version 2, hence
|
||||||
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the version number 2.1.]
|
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|
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|
Preamble
|
||||||
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|
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The licenses for most software are designed to take away your
|
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|
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||||||
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|
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|
||||||
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||||||
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||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
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|
||||||
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|
||||||
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|
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||||||
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||||||
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|
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||||||
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|
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|
||||||
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|
||||||
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|
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||||||
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|
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|
||||||
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terminated so long as such parties remain in full compliance.
|
||||||
|
|
||||||
|
9. You are not required to accept this License, since you have not
|
||||||
|
signed it. However, nothing else grants you permission to modify or
|
||||||
|
distribute the Library or its derivative works. These actions are
|
||||||
|
prohibited by law if you do not accept this License. Therefore, by
|
||||||
|
modifying or distributing the Library (or any work based on the
|
||||||
|
Library), you indicate your acceptance of this License to do so, and
|
||||||
|
all its terms and conditions for copying, distributing or modifying
|
||||||
|
the Library or works based on it.
|
||||||
|
|
||||||
|
10. Each time you redistribute the Library (or any work based on the
|
||||||
|
Library), the recipient automatically receives a license from the
|
||||||
|
original licensor to copy, distribute, link with or modify the Library
|
||||||
|
subject to these terms and conditions. You may not impose any further
|
||||||
|
restrictions on the recipients' exercise of the rights granted herein.
|
||||||
|
You are not responsible for enforcing compliance by third parties with
|
||||||
|
this License.
|
||||||
|
|
||||||
|
11. If, as a consequence of a court judgment or allegation of patent
|
||||||
|
infringement or for any other reason (not limited to patent issues),
|
||||||
|
conditions are imposed on you (whether by court order, agreement or
|
||||||
|
otherwise) that contradict the conditions of this License, they do not
|
||||||
|
excuse you from the conditions of this License. If you cannot
|
||||||
|
distribute so as to satisfy simultaneously your obligations under this
|
||||||
|
License and any other pertinent obligations, then as a consequence you
|
||||||
|
may not distribute the Library at all. For example, if a patent
|
||||||
|
license would not permit royalty-free redistribution of the Library by
|
||||||
|
all those who receive copies directly or indirectly through you, then
|
||||||
|
the only way you could satisfy both it and this License would be to
|
||||||
|
refrain entirely from distribution of the Library.
|
||||||
|
|
||||||
|
If any portion of this section is held invalid or unenforceable under any
|
||||||
|
particular circumstance, the balance of the section is intended to apply,
|
||||||
|
and the section as a whole is intended to apply in other circumstances.
|
||||||
|
|
||||||
|
It is not the purpose of this section to induce you to infringe any
|
||||||
|
patents or other property right claims or to contest validity of any
|
||||||
|
such claims; this section has the sole purpose of protecting the
|
||||||
|
integrity of the free software distribution system which is
|
||||||
|
implemented by public license practices. Many people have made
|
||||||
|
generous contributions to the wide range of software distributed
|
||||||
|
through that system in reliance on consistent application of that
|
||||||
|
system; it is up to the author/donor to decide if he or she is willing
|
||||||
|
to distribute software through any other system and a licensee cannot
|
||||||
|
impose that choice.
|
||||||
|
|
||||||
|
This section is intended to make thoroughly clear what is believed to
|
||||||
|
be a consequence of the rest of this License.
|
||||||
|
|
||||||
|
12. If the distribution and/or use of the Library is restricted in
|
||||||
|
certain countries either by patents or by copyrighted interfaces, the
|
||||||
|
original copyright holder who places the Library under this License may add
|
||||||
|
an explicit geographical distribution limitation excluding those countries,
|
||||||
|
so that distribution is permitted only in or among countries not thus
|
||||||
|
excluded. In such case, this License incorporates the limitation as if
|
||||||
|
written in the body of this License.
|
||||||
|
|
||||||
|
13. The Free Software Foundation may publish revised and/or new
|
||||||
|
versions of the Lesser General Public License from time to time.
|
||||||
|
Such new versions will be similar in spirit to the present version,
|
||||||
|
but may differ in detail to address new problems or concerns.
|
||||||
|
|
||||||
|
Each version is given a distinguishing version number. If the Library
|
||||||
|
specifies a version number of this License which applies to it and
|
||||||
|
"any later version", you have the option of following the terms and
|
||||||
|
conditions either of that version or of any later version published by
|
||||||
|
the Free Software Foundation. If the Library does not specify a
|
||||||
|
license version number, you may choose any version ever published by
|
||||||
|
the Free Software Foundation.
|
||||||
|
|
||||||
|
14. If you wish to incorporate parts of the Library into other free
|
||||||
|
programs whose distribution conditions are incompatible with these,
|
||||||
|
write to the author to ask for permission. For software which is
|
||||||
|
copyrighted by the Free Software Foundation, write to the Free
|
||||||
|
Software Foundation; we sometimes make exceptions for this. Our
|
||||||
|
decision will be guided by the two goals of preserving the free status
|
||||||
|
of all derivatives of our free software and of promoting the sharing
|
||||||
|
and reuse of software generally.
|
||||||
|
|
||||||
|
NO WARRANTY
|
||||||
|
|
||||||
|
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO
|
||||||
|
WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
|
||||||
|
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
|
||||||
|
OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY
|
||||||
|
KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE
|
||||||
|
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||||
|
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE
|
||||||
|
LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME
|
||||||
|
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||||
|
|
||||||
|
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
|
||||||
|
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
|
||||||
|
AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU
|
||||||
|
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR
|
||||||
|
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE
|
||||||
|
LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
|
||||||
|
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
|
||||||
|
FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
|
||||||
|
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
||||||
|
DAMAGES.
|
||||||
|
|
||||||
|
END OF TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
How to Apply These Terms to Your New Libraries
|
||||||
|
|
||||||
|
If you develop a new library, and you want it to be of the greatest
|
||||||
|
possible use to the public, we recommend making it free software that
|
||||||
|
everyone can redistribute and change. You can do so by permitting
|
||||||
|
redistribution under these terms (or, alternatively, under the terms of the
|
||||||
|
ordinary General Public License).
|
||||||
|
|
||||||
|
To apply these terms, attach the following notices to the library. It is
|
||||||
|
safest to attach them to the start of each source file to most effectively
|
||||||
|
convey the exclusion of warranty; and each file should have at least the
|
||||||
|
"copyright" line and a pointer to where the full notice is found.
|
||||||
|
|
||||||
|
<one line to give the library's name and a brief idea of what it does.>
|
||||||
|
Copyright (C) <year> <name of author>
|
||||||
|
|
||||||
|
This library 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 2.1 of the License, or (at your option) any later version.
|
||||||
|
|
||||||
|
This library 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 this library; if not, write to the Free Software
|
||||||
|
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||||
|
|
||||||
|
Also add information on how to contact you by electronic and paper mail.
|
||||||
|
|
||||||
|
You should also get your employer (if you work as a programmer) or your
|
||||||
|
school, if any, to sign a "copyright disclaimer" for the library, if
|
||||||
|
necessary. Here is a sample; alter the names:
|
||||||
|
|
||||||
|
Yoyodyne, Inc., hereby disclaims all copyright interest in the
|
||||||
|
library `Frob' (a library for tweaking knobs) written by James Random Hacker.
|
||||||
|
|
||||||
|
<signature of Ty Coon>, 1 April 1990
|
||||||
|
Ty Coon, President of Vice
|
||||||
|
|
||||||
|
That's all there is to it!
|
||||||
|
|
||||||
|
|
||||||
@@ -9,8 +9,11 @@
|
|||||||
<xs:include schemaLocation="Components/Player.xsd"/>
|
<xs:include schemaLocation="Components/Player.xsd"/>
|
||||||
<xs:include schemaLocation="Components/Camera.xsd"/>
|
<xs:include schemaLocation="Components/Camera.xsd"/>
|
||||||
<xs:include schemaLocation="Components/AABB.xsd"/>
|
<xs:include schemaLocation="Components/AABB.xsd"/>
|
||||||
|
<xs:include schemaLocation="Components/PointLight.xsd"/>
|
||||||
<xs:include schemaLocation="Components/Trigger.xsd"/>
|
<xs:include schemaLocation="Components/Trigger.xsd"/>
|
||||||
<xs:include schemaLocation="Components/Health.xsd"/>
|
<xs:include schemaLocation="Components/Health.xsd"/>
|
||||||
|
<xs:include schemaLocation="Components/Listener.xsd"/>
|
||||||
|
<xs:include schemaLocation="Components/SoundEmitter.xsd"/>
|
||||||
<xs:include schemaLocation="Components/Collidable.xsd"/>
|
<xs:include schemaLocation="Components/Collidable.xsd"/>
|
||||||
<xs:include schemaLocation="Components/Spawner.xsd"/>
|
<xs:include schemaLocation="Components/Spawner.xsd"/>
|
||||||
<xs:include schemaLocation="Components/SpawnPoint.xsd"/>
|
<xs:include schemaLocation="Components/SpawnPoint.xsd"/>
|
||||||
|
|||||||
@@ -0,0 +1,3 @@
|
|||||||
|
<c:Listener>
|
||||||
|
|
||||||
|
</c:Listener>
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
<?xml version="1.0"?>
|
||||||
|
|
||||||
|
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||||
|
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||||
|
|
||||||
|
<xs:element name="Listener">
|
||||||
|
</xs:element>
|
||||||
|
</xs:schema>
|
||||||
@@ -0,0 +1,7 @@
|
|||||||
|
<c:PointLight>
|
||||||
|
<Color R="1" G="1" B="1" A="1"/>
|
||||||
|
<Radius>1.0</Radius>
|
||||||
|
<Intensity>0.8</Intensity>
|
||||||
|
<Falloff>0.3</Falloff>
|
||||||
|
<Visible>true</Visible>
|
||||||
|
</c:PointLight>
|
||||||
@@ -0,0 +1,20 @@
|
|||||||
|
<?xml version="1.0"?>
|
||||||
|
|
||||||
|
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||||
|
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||||
|
|
||||||
|
<xs:element name="PointLight">
|
||||||
|
<xs:annotation>
|
||||||
|
<xs:documentation>A pointlight that lights up geometry in a radius.</xs:documentation>
|
||||||
|
</xs:annotation>
|
||||||
|
<xs:complexType>
|
||||||
|
<xs:all>
|
||||||
|
<xs:element name="Color" type="t:Color" minOccurs="0"/>
|
||||||
|
<xs:element name="Radius" type="t:double" minOccurs="0"/>
|
||||||
|
<xs:element name="Intensity" type="t:double" minOccurs="0"/>
|
||||||
|
<xs:element name="Falloff" type="t:double" minOccurs="0" minInclusive="0" maxInclusive="1"/>
|
||||||
|
<xs:element name="Visible" type="t:bool" minOccurs="0"/>
|
||||||
|
</xs:all>
|
||||||
|
</xs:complexType>
|
||||||
|
</xs:element>
|
||||||
|
</xs:schema>
|
||||||
@@ -0,0 +1,9 @@
|
|||||||
|
<c:SoundEmitter>
|
||||||
|
<FilePath></FilePath>
|
||||||
|
<Gain>1.0</Gain>
|
||||||
|
<Pitch>1.0</Pitch>
|
||||||
|
<Loop>false</Loop>
|
||||||
|
<MaxDistance>20.0</MaxDistance>
|
||||||
|
<RollOffFactor>1.0</RollOffFactor>
|
||||||
|
<ReferenceDistance>1.0</ReferenceDistance>
|
||||||
|
</c:SoundEmitter>
|
||||||
@@ -0,0 +1,25 @@
|
|||||||
|
<?xml version="1.0"?>
|
||||||
|
|
||||||
|
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||||
|
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||||
|
|
||||||
|
<xs:element name="SoundEmitter">
|
||||||
|
<xs:complexType>
|
||||||
|
<xs:all>
|
||||||
|
<xs:element name="FilePath" type="t:string" minOccurs="0"/>
|
||||||
|
<xs:element name="Gain" type="t:double" minOccurs="0"/>
|
||||||
|
<xs:annotation><xs:documentation>The "volume" of the emitter. A value betweeen 0-1</xs:documentation></xs:annotation>
|
||||||
|
<xs:element name="Pitch" type="t:double" minOccurs="0"/>
|
||||||
|
<xs:annotation><xs:documentation>The pitch of the emitter. A value betweeen 0-1</xs:documentation></xs:annotation>
|
||||||
|
<xs:element name="Loop" type="t:bool" minOccurs="0"/>
|
||||||
|
<xs:annotation><xs:documentation>If the sound should loop or not.</xs:documentation></xs:annotation>
|
||||||
|
<xs:element name="MaxDistance" type="t:double" minOccurs="0"/>
|
||||||
|
<xs:annotation><xs:documentation>The distance where there will no longer be any attenuation.</xs:documentation></xs:annotation>
|
||||||
|
<xs:element name="RollOffFactor" type="t:double" minOccurs="0"/>
|
||||||
|
<xs:annotation><xs:documentation>The rolloff rate of the source.</xs:documentation></xs:annotation>
|
||||||
|
<xs:element name="ReferenceDistance" type="t:double" minOccurs="0"/>
|
||||||
|
<xs:annotation><xs:documentation>The distance that the source will be the loudest.</xs:documentation></xs:annotation>
|
||||||
|
</xs:all>
|
||||||
|
</xs:complexType>
|
||||||
|
</xs:element>
|
||||||
|
</xs:schema>
|
||||||
@@ -1,20 +1,122 @@
|
|||||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
|
||||||
|
|
||||||
<Components>
|
<Entity xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd" xmlns:c="components">
|
||||||
<c:Transform/>
|
<Components>
|
||||||
</Components>
|
<c:Transform>
|
||||||
|
<Orientation X="0" Y="0" Z="0"/>
|
||||||
<Children>
|
</c:Transform>
|
||||||
<Entity>
|
<c:Model>
|
||||||
<Components>
|
<Resource>Models/DummyScene.obj</Resource>
|
||||||
<c:Model>
|
</c:Model>
|
||||||
<Resource>Models/Test/ObstacleCourse.obj</Resource>
|
</Components>
|
||||||
</c:Model>
|
<Children>
|
||||||
<c:Transform/>
|
<Entity>
|
||||||
</Components>
|
<Components>
|
||||||
<Children/>
|
<c:Transform>
|
||||||
</Entity>
|
<Position X="-1.5"/>
|
||||||
</Children>
|
<Scale X="1" Y="1" Z="1"/>
|
||||||
|
</c:Transform>
|
||||||
</Entity>
|
<c:Model>
|
||||||
|
<Resource>Models/Core/UnitSphere.obj</Resource>
|
||||||
|
</c:Model>
|
||||||
|
</Components>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="1.5"/>
|
||||||
|
<Scale X="2" Y="2" Z="2"/>
|
||||||
|
</c:Transform>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>Models/RotationWidgetX.obj</Resource>
|
||||||
|
</c:Model>
|
||||||
|
<c:Trigger>
|
||||||
|
</c:Trigger>
|
||||||
|
</Components>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Player>
|
||||||
|
<Velocity X="0" Y="0" Z="0"/>
|
||||||
|
</c:Player>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="2.5"/>
|
||||||
|
</c:Transform>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>Models/Core/UnitCube.obj</Resource>
|
||||||
|
</c:Model>
|
||||||
|
<c:AABB>
|
||||||
|
</c:AABB>
|
||||||
|
</Components>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="-0"/>
|
||||||
|
<Scale X="1" Y="1" Z="1"/>
|
||||||
|
</c:Transform>
|
||||||
|
<!--<c:Move>
|
||||||
|
<Speed>1</Speed>
|
||||||
|
<Direction X="-1"/>
|
||||||
|
<Rotation Y="3.14"/>
|
||||||
|
</c:Move>-->
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0"/>
|
||||||
|
<Orientation X="0.0" Y="0" Z="1.0"/>
|
||||||
|
</c:Transform>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>Models/Core/UnitRaptor.obj</Resource>
|
||||||
|
<Color R="1" G="0.4" B="0.8"/>
|
||||||
|
</c:Model>
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="-0.01" Y="0.55"/>
|
||||||
|
<Orientation X="0" Y="0" Z="-1"/>
|
||||||
|
</c:Transform>
|
||||||
|
<c:RaptorCopter>
|
||||||
|
<Speed>20</Speed>
|
||||||
|
<Axis Y="1"/>
|
||||||
|
</c:RaptorCopter>
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0"/>
|
||||||
|
<Scale X="1.7" Y="0.03" Z="0.1"/>
|
||||||
|
<Orientation X="0" Y="0" Z="0"/>
|
||||||
|
</c:Transform>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>Models/Core/UnitCube.obj</Resource>
|
||||||
|
<Color R="1" G="0.4" B="0.8"/>
|
||||||
|
</c:Model>
|
||||||
|
</Components>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0"/>
|
||||||
|
<Scale X="1.7" Y="0.03" Z="0.1"/>
|
||||||
|
<Orientation X="0" Y="1.57" Z="0"/>
|
||||||
|
</c:Transform>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>Models/Core/UnitCube.obj</Resource>
|
||||||
|
<Color R="1" G="0.4" B="0.8"/>
|
||||||
|
</c:Model>
|
||||||
|
</Components>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
@@ -1,49 +1,57 @@
|
|||||||
<?xml version="1.0" encoding="UTF-8"?>
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
|
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||||
|
|
||||||
<Entity xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd" xmlns:c="components">
|
<Components>
|
||||||
<Components>
|
<c:Transform/>
|
||||||
<c:Transform>
|
</Components>
|
||||||
<Position X="0" Y="0" Z="0"/>
|
|
||||||
<Orientation X="0" Y="0" Z="0"/>
|
<Children>
|
||||||
</c:Transform>
|
<Entity>
|
||||||
</Components>
|
<Components>
|
||||||
<Children>
|
<c:Model>
|
||||||
<Entity>
|
<Resource>Models/Core/UnitCube.obj</Resource>
|
||||||
<Components>
|
</c:Model>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0" Y="0" Z="0"/>
|
<Scale X="100" Y="1" Z="100"/>
|
||||||
<Scale X="100" Y="1" Z="100"/>
|
</c:Transform>
|
||||||
</c:Transform>
|
</Components>
|
||||||
<c:Model>
|
<Children/>
|
||||||
<Resource>Models/Core/UnitPlane.obj</Resource>
|
</Entity>
|
||||||
</c:Model>
|
<Entity>
|
||||||
</Components>
|
<Components>
|
||||||
</Entity>
|
<c:Model>
|
||||||
<Entity>
|
<Resource>An error</Resource>
|
||||||
<Components>
|
</c:Model>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="1" Y="1" Z="0"/>
|
<Position X="1" Y="1" Z="0"/>
|
||||||
<Orientation X="0" Y="0.78539" Z="0"/>
|
<Orientation X="0" Y="0.785390019" Z="0"/>
|
||||||
</c:Transform>
|
</c:Transform>
|
||||||
<c:Model>
|
</Components>
|
||||||
<Resource>An error</Resource>
|
<Children>
|
||||||
</c:Model>
|
<Entity>
|
||||||
</Components>
|
<Components>
|
||||||
<Children>
|
<c:Model>
|
||||||
<Entity>
|
<Resource>An error</Resource>
|
||||||
<Components>
|
</c:Model>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="2" Y="0" Z="0"/>
|
<Position X="2" Y="0" Z="0"/>
|
||||||
<Orientation X="0" Y="0.78539" Z="0"/>
|
<Orientation X="0" Y="0.785390019" Z="0"/>
|
||||||
</c:Transform>
|
</c:Transform>
|
||||||
<c:Model>
|
</Components>
|
||||||
<Resource>An error</Resource>
|
<Children/>
|
||||||
</c:Model>
|
</Entity>
|
||||||
</Components>
|
</Children>
|
||||||
<Children>
|
</Entity>
|
||||||
</Children>
|
<Entity>
|
||||||
</Entity>
|
<Components>
|
||||||
</Children>
|
<c:Camera/>
|
||||||
</Entity>
|
<c:Transform>
|
||||||
</Children>
|
<Position X="5.85247707" Y="3.8454349" Z="-1.14486957"/>
|
||||||
</Entity>
|
<Orientation X="2.51327395" Y="1.23916209" Z="-3.1415925"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
|
||||||
|
</Entity>
|
||||||
|
|||||||
@@ -0,0 +1,35 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
|
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||||
|
|
||||||
|
<Components>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
|
||||||
|
<Children>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:SoundEmitter>
|
||||||
|
<FilePath></FilePath>
|
||||||
|
</c:SoundEmitter>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>Models/Core/UnitCube.obj</Resource>
|
||||||
|
<Color A="1" B="1" G="0.58431375" R="0.43921569"/>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Camera/>
|
||||||
|
<c:Listener/>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="-1.81944144" Y="1.960464" Z="8.79182625"/>
|
||||||
|
<Orientation X="-0.261799812" Y="-0.261786997" Z="-8.48482742e-08"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
|
||||||
|
</Entity>
|
||||||
@@ -0,0 +1,30 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
|
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||||
|
|
||||||
|
<Components>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
|
||||||
|
<Children>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Camera/>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="-8.58846378" Y="9.3929615" Z="14.3944101"/>
|
||||||
|
<Orientation X="-0.645772398" Y="-0.314115167" Z="-4.700399e-08"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Model>
|
||||||
|
<Resource></Resource>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
|
||||||
|
</Entity>
|
||||||
@@ -19,6 +19,9 @@
|
|||||||
<xs:element ref="c:AABB" minOccurs="0"/>
|
<xs:element ref="c:AABB" minOccurs="0"/>
|
||||||
<xs:element ref="c:Trigger" minOccurs="0"/>
|
<xs:element ref="c:Trigger" minOccurs="0"/>
|
||||||
<xs:element ref="c:Health" minOccurs="0"/>
|
<xs:element ref="c:Health" minOccurs="0"/>
|
||||||
|
<xs:element ref="c:PointLight" minOccurs="0"/>
|
||||||
|
<xs:element ref="c:Listener" minOccurs="0"/>
|
||||||
|
<xs:element ref="c:SoundEmitter" minOccurs="0"/>
|
||||||
<xs:element ref="c:Collidable" minOccurs="0"/>
|
<xs:element ref="c:Collidable" minOccurs="0"/>
|
||||||
<xs:element ref="c:Spawner" minOccurs="0"/>
|
<xs:element ref="c:Spawner" minOccurs="0"/>
|
||||||
<xs:element ref="c:SpawnPoint" minOccurs="0"/>
|
<xs:element ref="c:SpawnPoint" minOccurs="0"/>
|
||||||
|
|||||||
@@ -0,0 +1,154 @@
|
|||||||
|
#version 430
|
||||||
|
|
||||||
|
//in uvec3 gl_NumWorkGroups; //contains the number of workgroups that have been dispatched to a compute shader
|
||||||
|
//in uvec3 gl_WorkGroupID; //contains the index of the workgroup currently being operated on by a compute shader
|
||||||
|
//in uvec3 gl_LocalInvocationID; //contains the index of work item currently being operated on by a compute shader
|
||||||
|
//in uvec3 gl_GlobalInvocationID; //contains the global index of work item currently being operated on by a compute shader
|
||||||
|
//in uint gl_LocalInvocationIndex; //contains the local linear index of work item currently being operated on by a compute shader
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
#define MAX_LIGHTS_PER_TILE 200
|
||||||
|
#define TILE_SIZE 16
|
||||||
|
|
||||||
|
uniform mat4 V;
|
||||||
|
uniform vec2 ScreenDimensions;
|
||||||
|
|
||||||
|
struct Plane {
|
||||||
|
vec3 Normal;
|
||||||
|
float d;
|
||||||
|
};
|
||||||
|
struct Frustum {
|
||||||
|
Plane Planes[4];
|
||||||
|
};
|
||||||
|
|
||||||
|
layout (std430, binding = 0) buffer FrustumBuffer
|
||||||
|
{
|
||||||
|
Frustum Data[];
|
||||||
|
} Frustums;
|
||||||
|
|
||||||
|
struct PointLight {
|
||||||
|
vec4 Position;
|
||||||
|
vec4 Color;
|
||||||
|
float Radius;
|
||||||
|
float Intensity;
|
||||||
|
float Falloff;
|
||||||
|
float Padding;
|
||||||
|
};
|
||||||
|
|
||||||
|
layout (std430, binding = 1) buffer LightBuffer
|
||||||
|
{
|
||||||
|
PointLight List[];
|
||||||
|
} PointLights;
|
||||||
|
|
||||||
|
struct LightGrid {
|
||||||
|
float Start;
|
||||||
|
float Amount;
|
||||||
|
vec2 Padding;
|
||||||
|
};
|
||||||
|
|
||||||
|
layout (std430, binding = 2) buffer LightGridBuffer
|
||||||
|
{
|
||||||
|
LightGrid Data[];
|
||||||
|
} LightGrids;
|
||||||
|
|
||||||
|
layout (std430, binding = 3) buffer LightOffsetBuffer
|
||||||
|
{
|
||||||
|
int LightOffset[];
|
||||||
|
};
|
||||||
|
|
||||||
|
layout (std430, binding = 4) buffer LightIndexBuffer
|
||||||
|
{
|
||||||
|
float LightIndex[];
|
||||||
|
};
|
||||||
|
|
||||||
|
shared int GroupLightCount;
|
||||||
|
shared int GroupLightIndexStartOffset;
|
||||||
|
shared int GroupLightIndex[MAX_LIGHTS_PER_TILE];
|
||||||
|
shared Frustum GroupFrustum;
|
||||||
|
int GroupIndex;
|
||||||
|
|
||||||
|
bool SphereInsidePlane(vec3 center, float radius, Plane plane)
|
||||||
|
{
|
||||||
|
return dot(plane.Normal, center) - plane.d > -radius;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SphereInsideFrustrum(vec3 center, float radius, Frustum frustum/*, float zNear, float zFar*/)
|
||||||
|
{
|
||||||
|
|
||||||
|
//Check depth here
|
||||||
|
//if ( sphere.c.z - sphere.r > zNear || sphere.c.z + sphere.r < zFar )
|
||||||
|
//{
|
||||||
|
// result = false;
|
||||||
|
//}
|
||||||
|
|
||||||
|
for (int i =0; i < 4; i++)
|
||||||
|
{
|
||||||
|
if(! SphereInsidePlane(center, radius, frustum.Planes[i]))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void AppendLight(int li)
|
||||||
|
{
|
||||||
|
int index;
|
||||||
|
index = atomicAdd(GroupLightCount, 1);
|
||||||
|
if( index < MAX_LIGHTS_PER_TILE )
|
||||||
|
{
|
||||||
|
GroupLightIndex[index] = int(li);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||||
|
void main ()
|
||||||
|
{
|
||||||
|
GroupIndex = int(gl_WorkGroupID.x + (gl_WorkGroupID.y * int(ScreenDimensions.x/TILE_SIZE)));
|
||||||
|
if(gl_LocalInvocationIndex == 0)
|
||||||
|
{
|
||||||
|
GroupLightCount = 0;
|
||||||
|
GroupFrustum = Frustums.Data[GroupIndex];
|
||||||
|
}
|
||||||
|
|
||||||
|
barrier();
|
||||||
|
memoryBarrierShared();
|
||||||
|
|
||||||
|
for(int i = int(gl_LocalInvocationIndex); i < PointLights.List.length(); i += TILE_SIZE*TILE_SIZE)
|
||||||
|
{
|
||||||
|
PointLight light = PointLights.List[i];
|
||||||
|
|
||||||
|
//if pointlight
|
||||||
|
//Pos i view antagligen
|
||||||
|
if(SphereInsideFrustrum( vec3(V * light.Position), light.Radius, GroupFrustum))
|
||||||
|
{
|
||||||
|
//TODO: Fix transparent and opaque list, and depth test.
|
||||||
|
AppendLight( i );
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//if conelight
|
||||||
|
|
||||||
|
//if directional
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
barrier();
|
||||||
|
memoryBarrierShared();
|
||||||
|
|
||||||
|
if(gl_LocalInvocationIndex == 0)
|
||||||
|
{
|
||||||
|
GroupLightIndexStartOffset = atomicAdd(LightOffset[0], GroupLightCount);
|
||||||
|
LightGrids.Data[GroupIndex].Start = GroupLightIndexStartOffset;
|
||||||
|
LightGrids.Data[GroupIndex].Amount = GroupLightCount;
|
||||||
|
}
|
||||||
|
|
||||||
|
barrier();
|
||||||
|
|
||||||
|
|
||||||
|
for (uint i = gl_LocalInvocationIndex; i < GroupLightCount; i += TILE_SIZE * TILE_SIZE )
|
||||||
|
{
|
||||||
|
LightIndex[GroupLightIndexStartOffset + i] = GroupLightIndex[i];
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,132 @@
|
|||||||
|
#version 430
|
||||||
|
|
||||||
|
uniform mat4 M;
|
||||||
|
uniform mat4 V;
|
||||||
|
uniform mat4 P;
|
||||||
|
uniform vec4 Color;
|
||||||
|
uniform vec2 ScreenDimensions;
|
||||||
|
uniform sampler2D texture0;
|
||||||
|
|
||||||
|
#define TILE_SIZE 16
|
||||||
|
|
||||||
|
struct PointLight {
|
||||||
|
vec4 Position;
|
||||||
|
vec4 Color;
|
||||||
|
float Radius;
|
||||||
|
float Intensity;
|
||||||
|
float Falloff;
|
||||||
|
float Padding;
|
||||||
|
};
|
||||||
|
|
||||||
|
layout (std430, binding = 1) buffer LightBuffer
|
||||||
|
{
|
||||||
|
PointLight List[];
|
||||||
|
} PointLights;
|
||||||
|
|
||||||
|
struct LightGrid {
|
||||||
|
float Start;
|
||||||
|
float Amount;
|
||||||
|
vec2 Padding;
|
||||||
|
};
|
||||||
|
|
||||||
|
layout (std430, binding = 2) buffer LightGridBuffer
|
||||||
|
{
|
||||||
|
LightGrid Data[];
|
||||||
|
} LightGrids;
|
||||||
|
|
||||||
|
layout (std430, binding = 4) buffer LightIndexBuffer
|
||||||
|
{
|
||||||
|
float LightIndex[];
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
in VertexData{
|
||||||
|
vec3 Position;
|
||||||
|
vec3 Normal;
|
||||||
|
vec2 TextureCoordinate;
|
||||||
|
vec4 DiffuseColor;
|
||||||
|
}Input;
|
||||||
|
|
||||||
|
out vec4 fragmentColor;
|
||||||
|
|
||||||
|
vec4 scene_ambient = vec4(0.3,0.3,0.3,1);
|
||||||
|
|
||||||
|
struct LightResult {
|
||||||
|
vec4 Diffuse;
|
||||||
|
vec4 Specular;
|
||||||
|
};
|
||||||
|
|
||||||
|
float CalcAttenuation(float radius, float dist, float falloff) {
|
||||||
|
return 1.0 - smoothstep(radius * 0.3, radius, dist);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
|
||||||
|
vec4 R = normalize( reflect(-lightVec, normal));
|
||||||
|
float RdotV = max( dot(R, viewVec), 0.0);
|
||||||
|
return lightColor * pow(RdotV, 90.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
|
||||||
|
float power = max( dot(normal, lightVec), 0.0);
|
||||||
|
return lightColor * power;
|
||||||
|
}
|
||||||
|
|
||||||
|
LightResult CalcPointLight(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
|
||||||
|
{
|
||||||
|
vec4 L = lightPos - position;
|
||||||
|
float dist = length(L);
|
||||||
|
L = normalize(L);
|
||||||
|
|
||||||
|
float attenuation = CalcAttenuation(lightRadius, dist, falloff);
|
||||||
|
|
||||||
|
LightResult result;
|
||||||
|
result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
|
||||||
|
result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 texel = texture2D(texture0, Input.TextureCoordinate);
|
||||||
|
vec4 position = V * M * vec4(Input.Position, 1.0);
|
||||||
|
vec4 normal = V * vec4(Input.Normal, 0.0);
|
||||||
|
vec4 viewVec = normalize(-position);
|
||||||
|
|
||||||
|
vec2 tilePos;
|
||||||
|
tilePos.x = int(gl_FragCoord.x/16);
|
||||||
|
tilePos.y = int(gl_FragCoord.y/16);
|
||||||
|
|
||||||
|
LightResult totalLighting;
|
||||||
|
totalLighting.Diffuse = scene_ambient;
|
||||||
|
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
|
||||||
|
|
||||||
|
int start = int(LightGrids.Data[currentTile].Start);
|
||||||
|
int amount = int(LightGrids.Data[currentTile].Amount);
|
||||||
|
//for(int i = 0; i < 3; i++)
|
||||||
|
for(int i = start; i < start + amount; i++)
|
||||||
|
{
|
||||||
|
int l = int(LightIndex[i]);
|
||||||
|
|
||||||
|
LightResult result = CalcPointLight(V * PointLights.List[l].Position, PointLights.List[l].Radius, PointLights.List[l].Color, PointLights.List[l].Intensity, viewVec, position, normal, PointLights.List[i].Falloff);
|
||||||
|
|
||||||
|
totalLighting.Diffuse += result.Diffuse;
|
||||||
|
totalLighting.Specular += result.Specular;
|
||||||
|
}
|
||||||
|
|
||||||
|
fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
|
||||||
|
//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
|
||||||
|
//fragmentColor += vec4(0.0, LightGrids.Data[currentTile].Amount/3.0, 0, 1);
|
||||||
|
//fragmentColor = texel * Input.DiffuseColor * Color;
|
||||||
|
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 )
|
||||||
|
{
|
||||||
|
//fragmentColor += vec4(0.5, 0, 0, 0);
|
||||||
|
} else {
|
||||||
|
//fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/3.0, 0, 0, 1);
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -0,0 +1,34 @@
|
|||||||
|
#version 430
|
||||||
|
|
||||||
|
uniform mat4 M;
|
||||||
|
uniform mat4 V;
|
||||||
|
uniform mat4 P;
|
||||||
|
|
||||||
|
layout(location = 0) in vec3 Position;
|
||||||
|
layout(location = 1) in vec3 Normal;
|
||||||
|
layout(location = 2) in vec3 Tangent;
|
||||||
|
layout(location = 3) in vec3 BiTangent;
|
||||||
|
layout(location = 4) in vec2 TextureCoords;
|
||||||
|
layout(location = 5) in vec4 DiffuseVertexColor;
|
||||||
|
layout(location = 6) in vec4 SpecularVertexColor;
|
||||||
|
layout(location = 7) in vec4 BoneIndices1;
|
||||||
|
layout(location = 8) in vec4 BoneIndices2;
|
||||||
|
layout(location = 9) in vec4 BoneWeights1;
|
||||||
|
layout(location = 10) in vec4 BoneWeights2;
|
||||||
|
|
||||||
|
out VertexData{
|
||||||
|
vec3 Position;
|
||||||
|
vec3 Normal;
|
||||||
|
vec2 TextureCoordinate;
|
||||||
|
vec4 DiffuseColor;
|
||||||
|
}Output;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = P*V*M * vec4(Position, 1.0);
|
||||||
|
|
||||||
|
Output.Position = Position;
|
||||||
|
Output.TextureCoordinate = TextureCoords;
|
||||||
|
Output.Normal = Normal;
|
||||||
|
Output.DiffuseColor = DiffuseVertexColor;
|
||||||
|
}
|
||||||
@@ -1,7 +1,6 @@
|
|||||||
#version 430
|
#version 430
|
||||||
|
|
||||||
#define TILE_SIZE 16
|
#define TILE_SIZE 16
|
||||||
#define NUM_TILES 3600
|
|
||||||
|
|
||||||
uniform mat4 P;
|
uniform mat4 P;
|
||||||
uniform vec2 ScreenDimensions;
|
uniform vec2 ScreenDimensions;
|
||||||
@@ -16,7 +15,7 @@ struct Frustum {
|
|||||||
|
|
||||||
layout (std430, binding = 0) buffer FrustumBuffer
|
layout (std430, binding = 0) buffer FrustumBuffer
|
||||||
{
|
{
|
||||||
Frustum Data[3600];
|
Frustum Data[];
|
||||||
} Frustums;
|
} Frustums;
|
||||||
|
|
||||||
vec4 ConvertToView(vec4 ScreenCoords)
|
vec4 ConvertToView(vec4 ScreenCoords)
|
||||||
@@ -43,31 +42,34 @@ Plane ComputePlane( vec3 p0, vec3 p1, vec3 p2 )
|
|||||||
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||||
void main ()
|
void main ()
|
||||||
{
|
{
|
||||||
if(gl_GlobalInvocationID.x * TILE_SIZE < ScreenDimensions.x && gl_GlobalInvocationID.y * TILE_SIZE < ScreenDimensions.y) {
|
//Top-Left = 0 | Top-Right = 1
|
||||||
//Top-Left = 0 | Top-Right = 1
|
//Bottom-Left = 2 | Bottom-Right = 3
|
||||||
//Bottom-Left = 2 | Bottom-Right = 3
|
vec4 ScreenCoords[4];
|
||||||
vec4 ScreenCoords[4];
|
ScreenCoords[0] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y + 1) * TILE_SIZE, -1.0, 1.0);
|
||||||
ScreenCoords[0] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y + 1 ) * TILE_SIZE, -1.0, 1.0); // Z-axis might need to be 1
|
ScreenCoords[1] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y + 1) * TILE_SIZE, -1.0, 1.0);
|
||||||
ScreenCoords[1] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y + 1) * TILE_SIZE, -1.0, 1.0);
|
ScreenCoords[2] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
|
||||||
ScreenCoords[2] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
|
ScreenCoords[3] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
|
||||||
ScreenCoords[3] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
|
|
||||||
|
|
||||||
vec3 ViewVectors[4];
|
|
||||||
for(int i = 0; i < 4; i++) {
|
|
||||||
ViewVectors[i] = vec3(ConvertToView(ScreenCoords[i]));
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 EyePos = vec3(0,0,0);
|
|
||||||
|
|
||||||
Frustum f;
|
|
||||||
f.Planes[0] = ComputePlane(EyePos, ViewVectors[2], ViewVectors[0]);
|
|
||||||
f.Planes[1] = ComputePlane(EyePos, ViewVectors[1], ViewVectors[3]);
|
|
||||||
f.Planes[2] = ComputePlane(EyePos, ViewVectors[0], ViewVectors[1]);
|
|
||||||
f.Planes[3] = ComputePlane(EyePos, ViewVectors[3], ViewVectors[2]);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
vec3 ViewVectors[4];
|
||||||
Frustums.Data[gl_GlobalInvocationID.x + gl_GlobalInvocationID.y*80] = f;
|
for(int i = 0; i < 4; i++) {
|
||||||
|
ViewVectors[i] = vec3(ConvertToView(ScreenCoords[i]));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
vec3 EyePos = vec3(0.0, 0.0 ,0.0);
|
||||||
|
|
||||||
|
Frustum f;
|
||||||
|
f.Planes[0] = ComputePlane(EyePos, ViewVectors[2], ViewVectors[0]); // left plane
|
||||||
|
f.Planes[1] = ComputePlane(EyePos, ViewVectors[1], ViewVectors[3]); // right plane
|
||||||
|
f.Planes[2] = ComputePlane(EyePos, ViewVectors[0], ViewVectors[1]); // top plane
|
||||||
|
f.Planes[3] = ComputePlane(EyePos, ViewVectors[3], ViewVectors[2]); // bottom plane
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
if ( gl_GlobalInvocationID.x < ScreenDimensions.x / TILE_SIZE && gl_GlobalInvocationID.y < ScreenDimensions.y / TILE_SIZE ) { // inside the screen
|
||||||
|
Frustums.Data[gl_GlobalInvocationID.x + gl_GlobalInvocationID.y*int(ScreenDimensions.x/TILE_SIZE)] = f;
|
||||||
|
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -1,35 +0,0 @@
|
|||||||
#version 430
|
|
||||||
|
|
||||||
//in uvec3 gl_NumWorkGroups;
|
|
||||||
//in uvec3 gl_WorkGroupID;
|
|
||||||
//in uvec3 gl_LocalInvocationID;
|
|
||||||
//in uvec3 gl_GlobalInvocationID;
|
|
||||||
//in uint gl_LocalInvocationIndex;
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#define NUM_LIGHTS 3
|
|
||||||
#define MAX_LIGHTS_PER_TILE 200
|
|
||||||
#define NUM_TILES 3600
|
|
||||||
|
|
||||||
struct Plane {
|
|
||||||
vec3 Normal;
|
|
||||||
float d;
|
|
||||||
};
|
|
||||||
struct Frustum {
|
|
||||||
Plane Planes[4];
|
|
||||||
};
|
|
||||||
|
|
||||||
layout (std430, binding = 0) buffer FrustumBuffer
|
|
||||||
{
|
|
||||||
Frustum Data[3600];
|
|
||||||
} Frustums;
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
|
||||||
void main ()
|
|
||||||
{
|
|
||||||
if(1 == 1) {
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -9,8 +9,8 @@ find_package(ZLIB REQUIRED)
|
|||||||
find_package(PNG REQUIRED)
|
find_package(PNG REQUIRED)
|
||||||
find_package(Xerces REQUIRED)
|
find_package(Xerces REQUIRED)
|
||||||
# Because FindOpenAL is retarded
|
# Because FindOpenAL is retarded
|
||||||
#set(CMAKE_INCLUDE_PATH ${CMAKE_INCLUDE_PATH} "${CMAKE_SOURCE_DIR}/deps/include/AL")
|
set(CMAKE_INCLUDE_PATH ${CMAKE_INCLUDE_PATH} "${CMAKE_SOURCE_DIR}/deps/include/OpenAL")
|
||||||
#find_package(OpenAL REQUIRED)
|
find_package(OpenAL REQUIRED)
|
||||||
if(UNIX)
|
if(UNIX)
|
||||||
find_package(X11 REQUIRED)
|
find_package(X11 REQUIRED)
|
||||||
endif()
|
endif()
|
||||||
@@ -52,6 +52,12 @@ file(GLOB SOURCE_FILES_Network
|
|||||||
)
|
)
|
||||||
source_group(Network FILES ${SOURCE_FILES_Network})
|
source_group(Network FILES ${SOURCE_FILES_Network})
|
||||||
|
|
||||||
|
file(GLOB SOURCE_FILES_Sound
|
||||||
|
"${INCLUDE_PATH}/Sound/*.h"
|
||||||
|
"Sound/*.cpp"
|
||||||
|
)
|
||||||
|
source_group(Sound FILES ${SOURCE_FILES_Sound})
|
||||||
|
|
||||||
file(GLOB SOURCE_FILES_Rendering
|
file(GLOB SOURCE_FILES_Rendering
|
||||||
"${INCLUDE_PATH}/Rendering/*.h"
|
"${INCLUDE_PATH}/Rendering/*.h"
|
||||||
"Rendering/*.cpp"
|
"Rendering/*.cpp"
|
||||||
@@ -86,6 +92,7 @@ set(SOURCE_FILES
|
|||||||
${SOURCE_FILES_Core_Util}
|
${SOURCE_FILES_Core_Util}
|
||||||
${SOURCE_FILES_Input}
|
${SOURCE_FILES_Input}
|
||||||
${SOURCE_FILES_Network}
|
${SOURCE_FILES_Network}
|
||||||
|
${SOURCE_FILES_Sound}
|
||||||
${SOURCE_FILES_GUI}
|
${SOURCE_FILES_GUI}
|
||||||
${SOURCE_FILES_Rendering}
|
${SOURCE_FILES_Rendering}
|
||||||
${SOURCE_FILES_Rendering_Util}
|
${SOURCE_FILES_Rendering_Util}
|
||||||
|
|||||||
@@ -265,11 +265,11 @@ bool attachAABBComponentFromModel(World* world, EntityID id)
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
glm::mat4 modelMatrix = modelRes->m_Matrix;
|
glm::mat4 modelMatrix = modelRes->Matrix();
|
||||||
|
|
||||||
glm::vec3 mini = glm::vec3(INFINITY, INFINITY, INFINITY);
|
glm::vec3 mini = glm::vec3(INFINITY, INFINITY, INFINITY);
|
||||||
glm::vec3 maxi = glm::vec3(-INFINITY, -INFINITY, -INFINITY);
|
glm::vec3 maxi = glm::vec3(-INFINITY, -INFINITY, -INFINITY);
|
||||||
for (const auto& v : modelRes->m_Vertices) {
|
for (const auto& v : modelRes->Vertices()) {
|
||||||
const auto& wPos = modelMatrix * glm::vec4(v.Position.x, v.Position.y, v.Position.z, 1);
|
const auto& wPos = modelMatrix * glm::vec4(v.Position.x, v.Position.y, v.Position.z, 1);
|
||||||
maxi.x = std::max(wPos.x, maxi.x);
|
maxi.x = std::max(wPos.x, maxi.x);
|
||||||
maxi.y = std::max(wPos.y, maxi.y);
|
maxi.y = std::max(wPos.y, maxi.y);
|
||||||
|
|||||||
@@ -1,4 +1,7 @@
|
|||||||
#include "Core/ResourceManager.h"
|
#include "Core/ResourceManager.h"
|
||||||
|
#include "boost/thread/thread.hpp"
|
||||||
|
#include "boost/thread/mutex.hpp"
|
||||||
|
#include "boost/thread/lock_guard.hpp"
|
||||||
|
|
||||||
std::unordered_map<std::string, std::string> ResourceManager::m_CompilerTypenameToResourceType;
|
std::unordered_map<std::string, std::string> ResourceManager::m_CompilerTypenameToResourceType;
|
||||||
std::unordered_map<std::string, std::function<Resource*(std::string)>> ResourceManager::m_FactoryFunctions;
|
std::unordered_map<std::string, std::function<Resource*(std::string)>> ResourceManager::m_FactoryFunctions;
|
||||||
@@ -6,10 +9,13 @@ std::unordered_map<std::pair<std::string, std::string>, Resource*> ResourceManag
|
|||||||
std::unordered_map<std::string, Resource*> ResourceManager::m_ResourceFromName;
|
std::unordered_map<std::string, Resource*> ResourceManager::m_ResourceFromName;
|
||||||
std::unordered_map<Resource*, Resource*> ResourceManager::m_ResourceParents;
|
std::unordered_map<Resource*, Resource*> ResourceManager::m_ResourceParents;
|
||||||
unsigned int ResourceManager::m_CurrentResourceTypeID = 0;
|
unsigned int ResourceManager::m_CurrentResourceTypeID = 0;
|
||||||
|
bool ResourceManager::UseThreading = false;
|
||||||
std::unordered_map<std::string, unsigned int> ResourceManager::m_ResourceTypeIDs;
|
std::unordered_map<std::string, unsigned int> ResourceManager::m_ResourceTypeIDs;
|
||||||
std::unordered_map<unsigned int, unsigned int> ResourceManager::m_ResourceCount;
|
std::unordered_map<unsigned int, unsigned int> ResourceManager::m_ResourceCount;
|
||||||
bool ResourceManager::m_Preloading = false;
|
|
||||||
FileWatcher ResourceManager::m_FileWatcher;
|
FileWatcher ResourceManager::m_FileWatcher;
|
||||||
|
std::unordered_map<std::pair<std::string, std::string>, boost::thread> ResourceManager::m_LoadingThreads;
|
||||||
|
std::unordered_map<std::pair<std::string, std::string>, std::exception_ptr> ResourceManager::m_LoadingThreadExceptions;
|
||||||
|
boost::recursive_mutex ResourceManager::m_Mutex;
|
||||||
|
|
||||||
unsigned int ResourceManager::GetTypeID(std::string resourceType)
|
unsigned int ResourceManager::GetTypeID(std::string resourceType)
|
||||||
{
|
{
|
||||||
@@ -74,63 +80,65 @@ void ResourceManager::Update()
|
|||||||
m_FileWatcher.Check();
|
m_FileWatcher.Check();
|
||||||
}
|
}
|
||||||
|
|
||||||
void ResourceManager::Preload(std::string resourceType, std::string resourceName)
|
Resource* ResourceManager::createResource(const std::string& resourceType, const std::string& resourceName, Resource* parent, std::exception_ptr& exception)
|
||||||
{
|
|
||||||
if (IsResourceLoaded(resourceType, resourceName)) {
|
|
||||||
//LOG_WARNING("Attempted to preload resource \"%s\" multiple times!", resourceName.c_str());
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
m_Preloading = true;
|
|
||||||
LOG_INFO("Preloading resource \"%s\"", resourceName.c_str());
|
|
||||||
CreateResource(resourceType, resourceName, nullptr);
|
|
||||||
m_Preloading = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
Resource* ResourceManager::Load(std::string resourceType, std::string resourceName, Resource* parent /*= nullptr*/)
|
|
||||||
{
|
|
||||||
auto it = m_ResourceCache.find(std::make_pair(resourceType, resourceName));
|
|
||||||
if (it != m_ResourceCache.end()) {
|
|
||||||
return it->second;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (m_Preloading) {
|
|
||||||
LOG_INFO("Preloading resource \"%s\"", resourceName.c_str());
|
|
||||||
} else {
|
|
||||||
LOG_WARNING("Hot-loading resource \"%s\"", resourceName.c_str());
|
|
||||||
}
|
|
||||||
|
|
||||||
return CreateResource(resourceType, resourceName, parent);
|
|
||||||
}
|
|
||||||
|
|
||||||
Resource* ResourceManager::CreateResource(std::string resourceType, std::string resourceName, Resource* parent)
|
|
||||||
{
|
{
|
||||||
auto facIt = m_FactoryFunctions.find(resourceType);
|
auto facIt = m_FactoryFunctions.find(resourceType);
|
||||||
if (facIt == m_FactoryFunctions.end()) {
|
if (facIt == m_FactoryFunctions.end()) {
|
||||||
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceType.c_str());
|
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceType.c_str());
|
||||||
return nullptr;
|
cacheResource(nullptr, resourceType, resourceName, parent);
|
||||||
|
//This basically throws an exception.
|
||||||
|
exception = std::make_exception_ptr(Resource::FailedLoadingException()); return nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Call the factory function
|
// Call the factory function
|
||||||
Resource* resource;
|
|
||||||
try {
|
try {
|
||||||
resource = facIt->second(resourceName);
|
return cacheResource(facIt->second(resourceName), resourceType, resourceName, parent);
|
||||||
|
} catch (const Resource::StillLoadingException&) {
|
||||||
|
exception = std::current_exception(); return nullptr;
|
||||||
|
} catch (const std::exception& e) {
|
||||||
|
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": %s", resourceName.c_str(), resourceType.c_str(), e.what());
|
||||||
|
cacheResource(nullptr, resourceType, resourceName, parent);
|
||||||
|
exception = std::current_exception(); return nullptr;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Resource* ResourceManager::createResourceThrowing(const std::string& resourceType, const std::string& resourceName, Resource* parent)
|
||||||
|
{
|
||||||
|
std::exception_ptr exception;
|
||||||
|
Resource* res = createResource(resourceType, resourceName, parent, exception);
|
||||||
|
if (exception) {
|
||||||
|
std::rethrow_exception(exception);
|
||||||
|
}
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
|
||||||
|
Resource* ResourceManager::cacheResource(Resource* resource, const std::string& resourceType, const std::string& resourceName, Resource* parent)
|
||||||
|
{
|
||||||
|
//Lock the mutex immediately, and unlock it when leaving the code block.
|
||||||
|
boost::lock_guard<decltype(m_Mutex)> guard(m_Mutex);
|
||||||
|
if (resource != nullptr) {
|
||||||
// Store IDs
|
// Store IDs
|
||||||
resource->TypeID = GetTypeID(resourceType);
|
resource->TypeID = GetTypeID(resourceType);
|
||||||
resource->ResourceID = GetNewResourceID(resource->TypeID);
|
resource->ResourceID = GetNewResourceID(resource->TypeID);
|
||||||
} catch (const std::exception& e) {
|
|
||||||
resource = nullptr;
|
|
||||||
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": %s", resourceName.c_str(), resourceType.c_str(), e.what());
|
|
||||||
}
|
}
|
||||||
// Cache
|
|
||||||
m_ResourceCache[std::make_pair(resourceType, resourceName)] = resource;
|
// Cache
|
||||||
m_ResourceFromName[resourceName] = resource;
|
m_ResourceCache[std::make_pair(resourceType, resourceName)] = resource;
|
||||||
if (parent != nullptr) {
|
m_ResourceFromName[resourceName] = resource;
|
||||||
m_ResourceParents[resource] = parent;
|
if (parent != nullptr) {
|
||||||
}
|
m_ResourceParents[resource] = parent;
|
||||||
if (!boost::filesystem::is_directory(resourceName)) {
|
}
|
||||||
LOG_DEBUG("Adding watch for %s", resourceName.c_str());
|
|
||||||
m_FileWatcher.AddWatch(resourceName, fileWatcherCallback);
|
//if (!boost::filesystem::is_directory(resourceName)) {
|
||||||
}
|
// LOG_DEBUG("Adding watch for %s", resourceName.c_str());
|
||||||
return resource;
|
// m_FileWatcher.AddWatch(resourceName, fileWatcherCallback);
|
||||||
|
//}
|
||||||
|
return resource;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ResourceManager::IsMainThread()
|
||||||
|
{
|
||||||
|
static boost::thread::id MainThreadId = boost::this_thread::get_id();
|
||||||
|
return boost::this_thread::get_id() == MainThreadId;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,66 @@
|
|||||||
|
#include "Rendering/DrawFinalPass.h"
|
||||||
|
|
||||||
|
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
|
||||||
|
{
|
||||||
|
m_Renderer = renderer;
|
||||||
|
m_LightCullingPass = lightCullingPass;
|
||||||
|
InitializeTextures();
|
||||||
|
InitializeShaderPrograms();
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawFinalPass::InitializeTextures()
|
||||||
|
{
|
||||||
|
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawFinalPass::InitializeShaderPrograms()
|
||||||
|
{
|
||||||
|
m_ForwardPlusProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram");
|
||||||
|
m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||||
|
m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
|
||||||
|
m_ForwardPlusProgram->Compile();
|
||||||
|
m_ForwardPlusProgram->Link();
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawFinalPass::Draw(RenderScene& scene)
|
||||||
|
{
|
||||||
|
GLERROR("DrawFinalPass::Draw: Pre");
|
||||||
|
|
||||||
|
DrawFinalPassState state;
|
||||||
|
m_ForwardPlusProgram->Bind();
|
||||||
|
GLuint shaderHandle = m_ForwardPlusProgram->GetHandle();
|
||||||
|
|
||||||
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
|
||||||
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
|
||||||
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
|
||||||
|
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
|
||||||
|
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||||
|
|
||||||
|
//TODO: Render: Add code for more jobs than modeljobs.
|
||||||
|
for (auto &job : scene.ForwardJobs) {
|
||||||
|
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||||
|
if(modelJob) {
|
||||||
|
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||||
|
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
||||||
|
|
||||||
|
if(modelJob->DiffuseTexture != nullptr) {
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
|
||||||
|
} else {
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||||
|
}
|
||||||
|
|
||||||
|
glBindVertexArray(modelJob->Model->VAO);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||||
|
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
|
||||||
|
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
GLERROR("DrawFinalPass::Draw: END");
|
||||||
|
|
||||||
|
}
|
||||||
@@ -0,0 +1,18 @@
|
|||||||
|
#include "Rendering/DrawFinalPassState.h"
|
||||||
|
|
||||||
|
|
||||||
|
DrawFinalPassState::DrawFinalPassState()
|
||||||
|
{
|
||||||
|
BindFramebuffer(0);
|
||||||
|
Enable(GL_BLEND);
|
||||||
|
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
Enable(GL_DEPTH_TEST);
|
||||||
|
Enable(GL_CULL_FACE);
|
||||||
|
ClearColor(glm::vec4(200.f / 255, 0.f / 255, 200.f / 255, 0.f));
|
||||||
|
Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
}
|
||||||
|
|
||||||
|
DrawFinalPassState::~DrawFinalPassState()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
@@ -14,7 +14,6 @@ void DrawScenePass::InitializeTextures()
|
|||||||
|
|
||||||
void DrawScenePass::InitializeShaderPrograms()
|
void DrawScenePass::InitializeShaderPrograms()
|
||||||
{
|
{
|
||||||
//Gör så att shaders är en resource, tex som texture classen. Konstruktorn måste vara privat.
|
|
||||||
m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#BasicForwardProgram");
|
m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#BasicForwardProgram");
|
||||||
|
|
||||||
m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
|
m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
|
||||||
@@ -26,16 +25,16 @@ void DrawScenePass::InitializeShaderPrograms()
|
|||||||
void DrawScenePass::Draw(RenderScene& scene)
|
void DrawScenePass::Draw(RenderScene& scene)
|
||||||
{
|
{
|
||||||
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
GLERROR("Renderer::Draw PickingPass");
|
GLERROR("DrawScenePass::Draw: Pre");
|
||||||
|
|
||||||
DrawScenePassState state = DrawScenePassState();
|
DrawScenePassState state = DrawScenePassState();
|
||||||
|
m_BasicForwardProgram->Bind();
|
||||||
|
|
||||||
for (auto &job : scene.ForwardJobs) {
|
for (auto &job : scene.ForwardJobs) {
|
||||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||||
if (modelJob) {
|
if (modelJob) {
|
||||||
GLuint ShaderHandle = m_BasicForwardProgram->GetHandle();
|
GLuint ShaderHandle = m_BasicForwardProgram->GetHandle();
|
||||||
|
|
||||||
m_BasicForwardProgram->Bind();
|
|
||||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||||
@@ -57,7 +56,7 @@ void DrawScenePass::Draw(RenderScene& scene)
|
|||||||
|
|
||||||
//continue;
|
//continue;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
GLERROR("DrawScene Error");
|
}
|
||||||
|
GLERROR("DrawScenePass::Draw: End");
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,151 @@
|
|||||||
|
#include "Rendering/LightCullingPass.h"
|
||||||
|
|
||||||
|
LightCullingPass::LightCullingPass(IRenderer* renderer)
|
||||||
|
{
|
||||||
|
m_Renderer = renderer;
|
||||||
|
SetSSBOSizes();
|
||||||
|
InitializeSSBOs();
|
||||||
|
InitializeShaderPrograms();
|
||||||
|
//GenerateNewFrustum(TODO);
|
||||||
|
}
|
||||||
|
|
||||||
|
LightCullingPass::~LightCullingPass()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void LightCullingPass::GenerateNewFrustum(RenderScene& scene)
|
||||||
|
{
|
||||||
|
if (scene.PointLightJobs.size() == 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
GLERROR("CalculateFrustum Error: Pre");
|
||||||
|
|
||||||
|
m_CalculateFrustumProgram->Bind();
|
||||||
|
|
||||||
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||||
|
glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||||
|
glDispatchCompute((int)(m_Renderer->Resolution().Width/(TILE_SIZE*TILE_SIZE) + 1), (int)(m_Renderer->Resolution().Height/(TILE_SIZE*TILE_SIZE) + 1), 1);
|
||||||
|
|
||||||
|
GLERROR("CalculateFrustum Error: End");
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void LightCullingPass::OnResolutionChange()
|
||||||
|
{
|
||||||
|
SetSSBOSizes();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void LightCullingPass::SetSSBOSizes()
|
||||||
|
{
|
||||||
|
m_NumberOfTiles = (int)(m_Renderer->Resolution().Width*m_Renderer->Resolution().Height)/TILE_SIZE;
|
||||||
|
|
||||||
|
//m_Frustums = new Frustum[s];
|
||||||
|
//m_LightGrid = new LightGrid[s];
|
||||||
|
//m_LightIndex = new float[s*200];
|
||||||
|
|
||||||
|
m_Frustums = new Frustum[m_NumberOfTiles];
|
||||||
|
m_LightGrid = new LightGrid[m_NumberOfTiles];
|
||||||
|
m_LightIndex = new float[m_NumberOfTiles*MAX_LIGHTS_PER_TILE];
|
||||||
|
}
|
||||||
|
|
||||||
|
void LightCullingPass::CullLights(RenderScene& scene)
|
||||||
|
{
|
||||||
|
GLERROR("CullLights Error: Pre");
|
||||||
|
m_LightOffset = 0;
|
||||||
|
|
||||||
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
|
||||||
|
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
|
||||||
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
|
||||||
|
if (m_PointLights.size() > 0) {
|
||||||
|
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(PointLight) * m_PointLights.size(), &(m_PointLights[0]), GL_DYNAMIC_COPY);
|
||||||
|
} else {
|
||||||
|
GLfloat zero = 0.f;
|
||||||
|
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLfloat), &zero , GL_DYNAMIC_COPY);
|
||||||
|
}
|
||||||
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||||
|
|
||||||
|
m_LightCullProgram->Bind();
|
||||||
|
glUniform2f(glGetUniformLocation(m_LightCullProgram->GetHandle(), "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(m_LightCullProgram->GetHandle(), "V"), 1, false, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||||
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
|
||||||
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
|
||||||
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
|
||||||
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
|
||||||
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
|
||||||
|
glDispatchCompute(m_Renderer->Resolution().Width / TILE_SIZE, m_Renderer->Resolution().Height / TILE_SIZE, 1);
|
||||||
|
|
||||||
|
GLERROR("CullLights Error: End");
|
||||||
|
}
|
||||||
|
|
||||||
|
void LightCullingPass::FillLightList(RenderScene& scene)
|
||||||
|
{
|
||||||
|
m_PointLights.clear();
|
||||||
|
|
||||||
|
for(auto &job : scene.PointLightJobs) {
|
||||||
|
auto pointLightjob = std::dynamic_pointer_cast<PointLightJob>(job);
|
||||||
|
if (pointLightjob) {
|
||||||
|
PointLight p;
|
||||||
|
p.Color = pointLightjob->Color;
|
||||||
|
p.Falloff = pointLightjob->Falloff;
|
||||||
|
p.Intensity = pointLightjob->Intensity;
|
||||||
|
p.Position = glm::vec4(glm::vec3(pointLightjob->Position), 1.f);
|
||||||
|
p.Radius = pointLightjob->Radius;
|
||||||
|
p.Padding = 123.f;
|
||||||
|
m_PointLights.push_back(p);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void LightCullingPass::InitializeSSBOs()
|
||||||
|
{
|
||||||
|
glGenBuffers(1, &m_FrustumSSBO);
|
||||||
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
|
||||||
|
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(Frustum)*m_NumberOfTiles, m_Frustums, GL_DYNAMIC_COPY);
|
||||||
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||||
|
GLERROR("m_FrustumSSBO");
|
||||||
|
|
||||||
|
glGenBuffers(1, &m_LightSSBO);
|
||||||
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
|
||||||
|
if(m_PointLights.size() > 0) {
|
||||||
|
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(PointLight) * m_PointLights.size(), &(m_PointLights[0]), GL_DYNAMIC_COPY);
|
||||||
|
}
|
||||||
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||||
|
GLERROR("m_LightSSBO");
|
||||||
|
|
||||||
|
glGenBuffers(1, &m_LightGridSSBO);
|
||||||
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
|
||||||
|
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightGrid)*m_NumberOfTiles, m_LightGrid, GL_DYNAMIC_COPY);
|
||||||
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||||
|
GLERROR("m_LightGridSSBO");
|
||||||
|
|
||||||
|
|
||||||
|
glGenBuffers(1, &m_LightOffsetSSBO);
|
||||||
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
|
||||||
|
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
|
||||||
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||||
|
GLERROR("m_LightOffsetSSBO");
|
||||||
|
|
||||||
|
glGenBuffers(1, &m_LightIndexSSBO);
|
||||||
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightIndexSSBO);
|
||||||
|
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float)*m_NumberOfTiles*MAX_LIGHTS_PER_TILE, m_LightIndex, GL_DYNAMIC_COPY);
|
||||||
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||||
|
GLERROR("m_LightIndexSSBO");
|
||||||
|
}
|
||||||
|
|
||||||
|
void LightCullingPass::InitializeShaderPrograms()
|
||||||
|
{
|
||||||
|
m_CalculateFrustumProgram = ResourceManager::Load<ShaderProgram>("#CalculateFrustumProgram");
|
||||||
|
m_CalculateFrustumProgram->AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
|
||||||
|
m_CalculateFrustumProgram->Compile();
|
||||||
|
m_CalculateFrustumProgram->Link();
|
||||||
|
|
||||||
|
m_LightCullProgram = ResourceManager::Load<ShaderProgram>("#LightCullProgram");
|
||||||
|
m_LightCullProgram->AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/CullLights.comp.glsl")));
|
||||||
|
m_LightCullProgram->Compile();
|
||||||
|
m_LightCullProgram->Link();
|
||||||
|
}
|
||||||
|
|
||||||
@@ -1,60 +1,74 @@
|
|||||||
#include "Rendering/Model.h"
|
#include "Rendering/Model.h"
|
||||||
|
|
||||||
Model::Model(std::string fileName)
|
Model::Model(std::string fileName)
|
||||||
: RawModel(fileName)
|
|
||||||
{
|
{
|
||||||
// Generate GL buffers
|
//Try loading the model asyncronously, if it throws any exceptions then let it propagate back to caller.
|
||||||
GLuint buffer;
|
m_RawModel = ResourceManager::Load<RawModel, true>(fileName);
|
||||||
glGenBuffers(1, &buffer);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, buffer);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, m_Vertices.size() * sizeof(Vertex), &m_Vertices[0], GL_STATIC_DRAW);
|
|
||||||
|
|
||||||
glGenBuffers(1, &ElementBuffer);
|
for (auto& group : m_RawModel->MaterialGroups) {
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ElementBuffer);
|
if (!group.TexturePath.empty()) {
|
||||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_Indices.size() * sizeof(unsigned int), &m_Indices[0], GL_STATIC_DRAW);
|
group.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.TexturePath));
|
||||||
|
}
|
||||||
|
if (!group.NormalMapPath.empty()) {
|
||||||
|
group.NormalMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.NormalMapPath));
|
||||||
|
}
|
||||||
|
if (!group.SpecularMapPath.empty()) {
|
||||||
|
group.SpecularMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.SpecularMapPath));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
glGenVertexArrays(1, &VAO);
|
// Generate GL buffers
|
||||||
glBindVertexArray(VAO);
|
GLuint buffer;
|
||||||
GLERROR("GLEW: BufferFail4");
|
glGenBuffers(1, &buffer);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, buffer);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, m_RawModel->m_Vertices.size() * sizeof(RawModel::Vertex), &m_RawModel->m_Vertices[0], GL_STATIC_DRAW);
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, buffer);
|
glGenBuffers(1, &ElementBuffer);
|
||||||
std::vector<int> structSizes = { 3, 3, 3, 3, 2, 4, 4, 4, 4, 4, 4 };
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ElementBuffer);
|
||||||
int stride = 0;
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_RawModel->m_Indices.size() * sizeof(unsigned int), &m_RawModel->m_Indices[0], GL_STATIC_DRAW);
|
||||||
for (int size : structSizes) {
|
|
||||||
stride += size;
|
|
||||||
}
|
|
||||||
stride *= sizeof(GLfloat);
|
|
||||||
int offset = 0;
|
|
||||||
{
|
|
||||||
int element = 0;
|
|
||||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * offset)); element++;
|
|
||||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
|
||||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
|
||||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
|
||||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
|
||||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
|
||||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
|
||||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
|
||||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
|
||||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
|
||||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
|
||||||
}
|
|
||||||
GLERROR("GLEW: BufferFail5");
|
|
||||||
|
|
||||||
glEnableVertexAttribArray(0);
|
glGenVertexArrays(1, &VAO);
|
||||||
glEnableVertexAttribArray(1);
|
glBindVertexArray(VAO);
|
||||||
glEnableVertexAttribArray(2);
|
GLERROR("GLEW: BufferFail4");
|
||||||
glEnableVertexAttribArray(3);
|
|
||||||
glEnableVertexAttribArray(4);
|
|
||||||
glEnableVertexAttribArray(5);
|
|
||||||
glEnableVertexAttribArray(6);
|
|
||||||
glEnableVertexAttribArray(7);
|
|
||||||
glEnableVertexAttribArray(8);
|
|
||||||
glEnableVertexAttribArray(9);
|
|
||||||
glEnableVertexAttribArray(10);
|
|
||||||
GLERROR("GLEW: BufferFail5");
|
|
||||||
|
|
||||||
//CreateBuffers();
|
glBindBuffer(GL_ARRAY_BUFFER, buffer);
|
||||||
|
std::vector<int> structSizes = { 3, 3, 3, 3, 2, 4, 4, 4, 4, 4, 4 };
|
||||||
|
int stride = 0;
|
||||||
|
for (int size : structSizes) {
|
||||||
|
stride += size;
|
||||||
|
}
|
||||||
|
stride *= sizeof(GLfloat);
|
||||||
|
int offset = 0;
|
||||||
|
{
|
||||||
|
int element = 0;
|
||||||
|
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * offset)); element++;
|
||||||
|
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||||
|
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||||
|
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||||
|
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||||
|
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||||
|
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||||
|
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||||
|
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||||
|
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||||
|
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||||
|
}
|
||||||
|
GLERROR("GLEW: BufferFail5");
|
||||||
|
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
glEnableVertexAttribArray(3);
|
||||||
|
glEnableVertexAttribArray(4);
|
||||||
|
glEnableVertexAttribArray(5);
|
||||||
|
glEnableVertexAttribArray(6);
|
||||||
|
glEnableVertexAttribArray(7);
|
||||||
|
glEnableVertexAttribArray(8);
|
||||||
|
glEnableVertexAttribArray(9);
|
||||||
|
glEnableVertexAttribArray(10);
|
||||||
|
GLERROR("GLEW: BufferFail5");
|
||||||
|
|
||||||
|
//CreateBuffers();
|
||||||
}
|
}
|
||||||
|
|
||||||
Model::~Model()
|
Model::~Model()
|
||||||
|
|||||||
@@ -145,9 +145,7 @@ RawModel::RawModel(std::string fileName)
|
|||||||
aiString path;
|
aiString path;
|
||||||
aiTextureMapping mapping;
|
aiTextureMapping mapping;
|
||||||
material->GetTexture(aiTextureType_DIFFUSE, 0, &path, &mapping);
|
material->GetTexture(aiTextureType_DIFFUSE, 0, &path, &mapping);
|
||||||
std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
|
matGroup.TexturePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
|
||||||
//LOG_DEBUG("Diffuse texture: %s", absolutePath.c_str());
|
|
||||||
matGroup.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
|
|
||||||
}
|
}
|
||||||
// Normal map
|
// Normal map
|
||||||
//LOG_DEBUG("%i normal maps found", material->GetTextureCount(aiTextureType_HEIGHT));
|
//LOG_DEBUG("%i normal maps found", material->GetTextureCount(aiTextureType_HEIGHT));
|
||||||
@@ -155,9 +153,7 @@ RawModel::RawModel(std::string fileName)
|
|||||||
aiString path;
|
aiString path;
|
||||||
aiTextureMapping mapping;
|
aiTextureMapping mapping;
|
||||||
material->GetTexture(aiTextureType_HEIGHT, 0, &path, &mapping);
|
material->GetTexture(aiTextureType_HEIGHT, 0, &path, &mapping);
|
||||||
std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
|
matGroup.NormalMapPath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
|
||||||
//LOG_DEBUG("Normal map: %s", absolutePath.c_str());
|
|
||||||
matGroup.NormalMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
|
|
||||||
}
|
}
|
||||||
// Specular map
|
// Specular map
|
||||||
//LOG_DEBUG("%i specular maps found", material->GetTextureCount(aiTextureType_SPECULAR));
|
//LOG_DEBUG("%i specular maps found", material->GetTextureCount(aiTextureType_SPECULAR));
|
||||||
@@ -165,11 +161,9 @@ RawModel::RawModel(std::string fileName)
|
|||||||
aiString path;
|
aiString path;
|
||||||
aiTextureMapping mapping;
|
aiTextureMapping mapping;
|
||||||
material->GetTexture(aiTextureType_SPECULAR, 0, &path, &mapping);
|
material->GetTexture(aiTextureType_SPECULAR, 0, &path, &mapping);
|
||||||
std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
|
matGroup.SpecularMapPath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
|
||||||
//LOG_DEBUG("Specular map: %s", absolutePath.c_str());
|
|
||||||
matGroup.SpecularMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
|
|
||||||
}
|
}
|
||||||
TextureGroups.push_back(matGroup);
|
MaterialGroups.push_back(matGroup);
|
||||||
|
|
||||||
// Bones
|
// Bones
|
||||||
std::map<int, std::vector<std::tuple<int, float>>> vertexWeights;
|
std::map<int, std::vector<std::tuple<int, float>>> vertexWeights;
|
||||||
|
|||||||
@@ -3,6 +3,7 @@
|
|||||||
bool RenderState::Enable(GLenum cap)
|
bool RenderState::Enable(GLenum cap)
|
||||||
{
|
{
|
||||||
if (glIsEnabled(cap)) {
|
if (glIsEnabled(cap)) {
|
||||||
|
//LOG_WARNING("Trying to enable somthing that is already enabled.");
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
m_ResetFunctions.push_back(std::bind(glDisable, cap));
|
m_ResetFunctions.push_back(std::bind(glDisable, cap));
|
||||||
|
|||||||
@@ -40,11 +40,17 @@ void RenderSystem::switchCamera(EntityID entity)
|
|||||||
if (m_World->HasComponent(m_CurrentCamera, "Model")) {
|
if (m_World->HasComponent(m_CurrentCamera, "Model")) {
|
||||||
m_World->GetComponent(m_CurrentCamera, "Model")["Visible"] = true;
|
m_World->GetComponent(m_CurrentCamera, "Model")["Visible"] = true;
|
||||||
}
|
}
|
||||||
|
if (m_World->HasComponent(m_CurrentCamera, "Listener")) {
|
||||||
|
m_World->DeleteComponent(m_CurrentCamera, "Listener");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (m_World->HasComponent(entity, "Model")) {
|
if (m_World->HasComponent(entity, "Model")) {
|
||||||
m_World->GetComponent(entity, "Model")["Visible"] = false;
|
m_World->GetComponent(entity, "Model")["Visible"] = false;
|
||||||
}
|
}
|
||||||
|
if (!m_World->HasComponent(entity, "Listener")) {
|
||||||
|
m_World->AttachComponent(entity, "Listener");
|
||||||
|
}
|
||||||
m_CurrentCamera = entity;
|
m_CurrentCamera = entity;
|
||||||
m_SwitchCamera = false;
|
m_SwitchCamera = false;
|
||||||
|
|
||||||
@@ -85,20 +91,51 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
Model* model = ResourceManager::Load<::Model>(resource);
|
Model* model;
|
||||||
if (model == nullptr) {
|
try {
|
||||||
model = ResourceManager::Load<::Model>("Models/Core/Error.obj");
|
model = ResourceManager::Load<::Model, true>(resource);
|
||||||
|
} catch (const Resource::StillLoadingException&) {
|
||||||
|
//continue;
|
||||||
|
model = ResourceManager::Load<::Model>("Models/Core/UnitRaptor.obj");
|
||||||
|
} catch (const std::exception&) {
|
||||||
|
try {
|
||||||
|
model = ResourceManager::Load<::Model>("Models/Core/Error.obj");
|
||||||
|
} catch (const std::exception&) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, world);
|
glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, world);
|
||||||
|
for (auto matGroup : model->MaterialGroups()) {
|
||||||
for (auto texGroup : model->TextureGroups) {
|
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, modelComponent, world));
|
||||||
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, texGroup, modelComponent, world));
|
|
||||||
jobs.push_back(modelJob);
|
jobs.push_back(modelJob);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void RenderSystem::fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
|
||||||
|
{
|
||||||
|
auto pointLights = world->GetComponents("PointLight");
|
||||||
|
if (pointLights == nullptr) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (auto& pointlightC : *pointLights) {
|
||||||
|
bool visible = pointlightC["Visible"];
|
||||||
|
if (!visible) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
auto transformC = world->GetComponent(pointlightC.EntityID, "Transform");
|
||||||
|
if (&transformC == nullptr) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::shared_ptr<PointLightJob> pointLightJob = std::shared_ptr<PointLightJob>(new PointLightJob(transformC, pointlightC, m_World));
|
||||||
|
jobs.push_back(pointLightJob);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
bool RenderSystem::OnInputCommand(const Events::InputCommand& e)
|
bool RenderSystem::OnInputCommand(const Events::InputCommand& e)
|
||||||
{
|
{
|
||||||
if (e.Command == "SwitchCamera" && e.Value > 0) {
|
if (e.Command == "SwitchCamera" && e.Value > 0) {
|
||||||
@@ -119,11 +156,12 @@ void RenderSystem::Update(World* world, double dt)
|
|||||||
//Only supports opaque geometry atm
|
//Only supports opaque geometry atm
|
||||||
m_RenderFrame->Clear();
|
m_RenderFrame->Clear();
|
||||||
|
|
||||||
RenderScene rs;
|
RenderScene scene;
|
||||||
rs.Camera = m_Camera;
|
scene.Camera = m_Camera;
|
||||||
rs.Viewport = Rectangle(1280, 720);
|
scene.Viewport = Rectangle(1280, 720);
|
||||||
fillModels(rs.ForwardJobs, world);
|
fillModels(scene.ForwardJobs, world);
|
||||||
m_RenderFrame->Add(rs);
|
fillLight(scene.PointLightJobs, world);
|
||||||
|
m_RenderFrame->Add(scene);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -131,6 +169,9 @@ void RenderSystem::updateCamera(World* world, double dt)
|
|||||||
{
|
{
|
||||||
if (m_SwitchCamera) {
|
if (m_SwitchCamera) {
|
||||||
auto cameras = world->GetComponents("Camera");
|
auto cameras = world->GetComponents("Camera");
|
||||||
|
if (cameras == nullptr) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
for (auto it = cameras->begin(); it != cameras->end(); it++) {
|
for (auto it = cameras->begin(); it != cameras->end(); it++) {
|
||||||
if ((*it).EntityID == m_CurrentCamera) {
|
if ((*it).EntityID == m_CurrentCamera) {
|
||||||
it++;
|
it++;
|
||||||
@@ -142,11 +183,13 @@ void RenderSystem::updateCamera(World* world, double dt)
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
|
if (m_World->HasComponent(m_CurrentCamera, "Camera")) {
|
||||||
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
|
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
|
||||||
|
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
|
||||||
|
|
||||||
m_DebugCameraInputController->SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"]));
|
m_DebugCameraInputController->SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"]));
|
||||||
m_DebugCameraInputController->SetPosition(cameraTransform["Position"]);
|
m_DebugCameraInputController->SetPosition(cameraTransform["Position"]);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (m_World->ValidEntity(m_CurrentCamera)) {
|
if (m_World->ValidEntity(m_CurrentCamera)) {
|
||||||
|
|||||||
@@ -92,16 +92,22 @@ void Renderer::Update(double dt)
|
|||||||
void Renderer::Draw(RenderFrame& frame)
|
void Renderer::Draw(RenderFrame& frame)
|
||||||
{
|
{
|
||||||
glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
|
glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
|
||||||
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
|
||||||
m_PickingPass->ClearPicking();
|
m_PickingPass->ClearPicking();
|
||||||
for (auto scene : frame.RenderScenes){
|
for (auto scene : frame.RenderScenes){
|
||||||
|
|
||||||
m_Camera = scene->Camera; // remove renderer camera when Editor uses the render scene cameras.
|
m_Camera = scene->Camera; // remove renderer camera when Editor uses the render scene cameras.
|
||||||
|
FillDepth(*scene);
|
||||||
m_PickingPass->Draw(*scene);
|
m_PickingPass->Draw(*scene);
|
||||||
|
m_LightCullingPass->GenerateNewFrustum(*scene);
|
||||||
|
m_LightCullingPass->FillLightList(*scene);
|
||||||
|
m_LightCullingPass->CullLights(*scene);
|
||||||
|
m_DrawFinalPass->Draw(*scene);
|
||||||
|
//m_DrawScenePass->Draw(rq);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
m_DrawScenePass->Draw(*scene);
|
|
||||||
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
|
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -131,14 +137,14 @@ void Renderer::DrawScreenQuad(GLuint textureToDraw)
|
|||||||
|
|
||||||
glBindVertexArray(m_ScreenQuad->VAO);
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->TextureGroups[0].EndIndex - m_ScreenQuad->TextureGroups[0].StartIndex +1
|
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
|
||||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups[0].StartIndex);
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::InitializeTextures()
|
void Renderer::InitializeTextures()
|
||||||
{
|
{
|
||||||
m_ErrorTexture=ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
|
m_ErrorTexture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
|
||||||
m_WhiteTexture=ResourceManager::Load<Texture>("Textures/Core/Blank.png");
|
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
|
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
|
||||||
@@ -149,7 +155,7 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
|
|||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, NULL);//TODO: Renderer: Fix the precision and Resolution
|
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
||||||
GLERROR("Texture initialization failed");
|
GLERROR("Texture initialization failed");
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -157,4 +163,23 @@ void Renderer::InitializeRenderPasses()
|
|||||||
{
|
{
|
||||||
m_DrawScenePass = new DrawScenePass(this);
|
m_DrawScenePass = new DrawScenePass(this);
|
||||||
m_PickingPass = new PickingPass(this, m_EventBroker);
|
m_PickingPass = new PickingPass(this, m_EventBroker);
|
||||||
|
m_LightCullingPass = new LightCullingPass(this);
|
||||||
|
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//Temp func
|
||||||
|
void Renderer::FillDepth(RenderScene& scene)
|
||||||
|
{
|
||||||
|
for (auto job : scene.ForwardJobs) {
|
||||||
|
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||||
|
if(! modelJob) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
glm::vec3 abspos = Transform::AbsolutePosition(modelJob->World, modelJob->Entity);
|
||||||
|
glm::vec3 worldpos = glm::vec3(scene.Camera->ViewMatrix() * glm::vec4(abspos, 1));
|
||||||
|
modelJob->Depth = worldpos.z;
|
||||||
|
}
|
||||||
|
scene.ForwardJobs.sort(Renderer::DepthSort);
|
||||||
|
}
|
||||||
@@ -2,48 +2,48 @@
|
|||||||
|
|
||||||
Texture::Texture(std::string path)
|
Texture::Texture(std::string path)
|
||||||
{
|
{
|
||||||
PNG image(path);
|
PNG image(path);
|
||||||
|
|
||||||
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
|
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
|
||||||
image = PNG("Textures/Core/ErrorTexture.png");
|
image = PNG("Textures/Core/ErrorTexture.png");
|
||||||
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
|
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
|
||||||
LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
|
LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
this->Width = image.Width;
|
this->Width = image.Width;
|
||||||
this->Height = image.Height;
|
this->Height = image.Height;
|
||||||
|
|
||||||
GLint format;
|
GLint format;
|
||||||
switch (image.Format) {
|
switch (image.Format) {
|
||||||
case Image::ImageFormat::RGB:
|
case Image::ImageFormat::RGB:
|
||||||
format = GL_RGB;
|
format = GL_RGB;
|
||||||
break;
|
break;
|
||||||
case Image::ImageFormat::RGBA:
|
case Image::ImageFormat::RGBA:
|
||||||
format = GL_RGBA;
|
format = GL_RGBA;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Construct the OpenGL texture
|
// Construct the OpenGL texture
|
||||||
glGenTextures(1, &m_Texture);
|
glGenTextures(1, &m_Texture);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_Texture);
|
glBindTexture(GL_TEXTURE_2D, m_Texture);
|
||||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
|
glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
GLERROR("Texture load");
|
GLERROR("Texture load");
|
||||||
}
|
}
|
||||||
|
|
||||||
Texture::~Texture()
|
Texture::~Texture()
|
||||||
{
|
{
|
||||||
glDeleteTextures(1, &m_Texture);
|
glDeleteTextures(1, &m_Texture);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Texture::Bind(GLenum textureUnit /* = GL_TEXTURE0 */)
|
void Texture::Bind(GLenum textureUnit /* = GL_TEXTURE0 */)
|
||||||
{
|
{
|
||||||
glActiveTexture(textureUnit);
|
glActiveTexture(textureUnit);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_Texture);
|
glBindTexture(GL_TEXTURE_2D, m_Texture);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,304 @@
|
|||||||
|
#include "Sound/SoundSystem.h"
|
||||||
|
|
||||||
|
SoundSystem::SoundSystem(World* world, EventBroker* eventBroker, bool editorMode)
|
||||||
|
{
|
||||||
|
m_EventBroker = eventBroker;
|
||||||
|
m_World = world;
|
||||||
|
m_EditorEnabled = editorMode;
|
||||||
|
|
||||||
|
initOpenAL();
|
||||||
|
|
||||||
|
alSpeedOfSound(340.29f);
|
||||||
|
alDistanceModel(AL_LINEAR_DISTANCE);
|
||||||
|
alDopplerFactor(1);
|
||||||
|
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnEntity, &SoundSystem::OnPlaySoundOnEntity);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnPosition, &SoundSystem::OnPlaySoundOnPosition);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_EPlayBackgroundMusic, &SoundSystem::OnPlayBackgroundMusic);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundSystem::OnStopSound);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_EPauseSound, &SoundSystem::OnPauseSound);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_EContinueSound, &SoundSystem::OnContinueSound);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_ESetBGMGain, &SoundSystem::OnSetBGMGain);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_ESetSFXGain, &SoundSystem::OnSetSFXGain);
|
||||||
|
}
|
||||||
|
|
||||||
|
SoundSystem::~SoundSystem()
|
||||||
|
{
|
||||||
|
stopEmitters(); // Stopps emitters
|
||||||
|
deleteInactiveEmitters(); // Deletes stopped emitters
|
||||||
|
// Delete entities
|
||||||
|
std::unordered_map<EntityID, Source*>::iterator it;
|
||||||
|
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||||
|
m_World->DeleteEntity((*it).first);
|
||||||
|
}
|
||||||
|
m_Sources.clear();
|
||||||
|
|
||||||
|
alcDestroyContext(m_ALCcontext);
|
||||||
|
alcCloseDevice(m_ALCdevice);
|
||||||
|
}
|
||||||
|
|
||||||
|
void SoundSystem::stopEmitters()
|
||||||
|
{
|
||||||
|
std::unordered_map<EntityID, Source*>::iterator it;
|
||||||
|
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||||
|
if (getSourceState(it->second->ALsource) == AL_PLAYING) {
|
||||||
|
stopSound(it->second);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SoundSystem::Update(double dt)
|
||||||
|
{
|
||||||
|
m_EventBroker->Process<SoundSystem>();
|
||||||
|
addNewEmitters(dt); // can be optimized with "EEntityCreated"
|
||||||
|
deleteInactiveEmitters(); // can be optimized with "EEntityDeleted"
|
||||||
|
updateEmitters( dt);
|
||||||
|
updateListener( dt);
|
||||||
|
}
|
||||||
|
|
||||||
|
void SoundSystem::deleteInactiveEmitters()
|
||||||
|
{
|
||||||
|
std::unordered_map<EntityID, Source*>::iterator it;
|
||||||
|
for (it = m_Sources.begin(); it != m_Sources.end();) {
|
||||||
|
if (m_World->ValidEntity(it->first)
|
||||||
|
&& m_World->HasComponent(it->first, "SoundEmitter")) {
|
||||||
|
if (getSourceState(it->second->ALsource) != AL_STOPPED) {
|
||||||
|
// Nothing to see here, move along
|
||||||
|
it++;
|
||||||
|
continue;
|
||||||
|
} else {
|
||||||
|
// Sound has been stopped / finished playing.
|
||||||
|
alDeleteBuffers(1, &it->second->ALsource);
|
||||||
|
alDeleteSources(1, &it->second->ALsource);
|
||||||
|
m_World->DeleteEntity(it->first);
|
||||||
|
delete it->second;
|
||||||
|
it = m_Sources.erase(it);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// Entity / Component has been removed
|
||||||
|
stopSound((*it).second);
|
||||||
|
alDeleteBuffers(1, &it->second->ALsource);
|
||||||
|
alDeleteSources(1, &it->second->ALsource);
|
||||||
|
delete it->second;
|
||||||
|
it = m_Sources.erase(it);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SoundSystem::addNewEmitters(double dt)
|
||||||
|
{
|
||||||
|
auto emitterComponents = m_World->GetComponents("SoundEmitter");
|
||||||
|
if (emitterComponents == nullptr) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
for (auto it = emitterComponents->begin(); it != emitterComponents->end(); it++) {
|
||||||
|
EntityID emitter = (*it).EntityID;
|
||||||
|
std::unordered_map<EntityID, Source*>::iterator source;
|
||||||
|
source = m_Sources.find(emitter);
|
||||||
|
if (source == m_Sources.end()) { // Did not exist, add it
|
||||||
|
Source* source = createSource((std::string)(*it)["FilePath"]);
|
||||||
|
m_Sources[emitter] = source;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SoundSystem::updateEmitters(double dt)
|
||||||
|
{
|
||||||
|
std::unordered_map<EntityID, Source*>::iterator it;
|
||||||
|
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||||
|
// Get previous pos
|
||||||
|
glm::vec3 previousPos;
|
||||||
|
alGetSource3f(it->second->ALsource, AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z);
|
||||||
|
// Get next pos
|
||||||
|
glm::vec3 nextPos = Transform::AbsolutePosition(m_World, it->first);
|
||||||
|
// Calculate velocity
|
||||||
|
glm::vec3 velocity = glm::vec3(nextPos - previousPos) / (float)dt;
|
||||||
|
setSourcePos(it->second->ALsource, nextPos);
|
||||||
|
setSourceVel(it->second->ALsource, velocity);
|
||||||
|
float gain;
|
||||||
|
(bool)(it->second->Type) ? gain = m_SFXVolumeChannel : gain = m_BGMVolumeChannel;
|
||||||
|
auto emitter = m_World->GetComponent(it->first, "SoundEmitter");
|
||||||
|
setSoundProperties(it->second->ALsource, &emitter);
|
||||||
|
|
||||||
|
// To make an emitter play when spawned in editor mode
|
||||||
|
if (m_EditorEnabled) {
|
||||||
|
// Path changed
|
||||||
|
if (it->second->SoundResource->Path() != (std::string)emitter["FilePath"]) {
|
||||||
|
it->second->SoundResource = ResourceManager::Load<Sound>((std::string)emitter["FilePath"]);
|
||||||
|
if (it->second->SoundResource->Buffer() != 0) {
|
||||||
|
playSound(it->second);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SoundSystem::updateListener(double dt)
|
||||||
|
{
|
||||||
|
// Should only be one listener.
|
||||||
|
auto listenerComponents = m_World->GetComponents("Listener");
|
||||||
|
if (listenerComponents == nullptr) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
|
||||||
|
EntityID listener = (*it).EntityID;
|
||||||
|
glm::vec3 previousPos;
|
||||||
|
alGetListener3f(AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z); // Get previous pos
|
||||||
|
glm::vec3 nextPos = Transform::AbsolutePosition(m_World, listener); // Get next (current) pos
|
||||||
|
glm::vec3 velocity = glm::vec3(nextPos - previousPos) / (float)dt; // Calculate velocity
|
||||||
|
setListenerPos(nextPos);
|
||||||
|
setListenerVel(velocity);
|
||||||
|
setListenerOri(glm::eulerAngles(Transform::AbsoluteOrientation(m_World, listener)));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Source* SoundSystem::createSource(std::string filePath)
|
||||||
|
{
|
||||||
|
ALuint alSource;
|
||||||
|
alGenSources((ALuint)1, &alSource);
|
||||||
|
alSourcef(alSource, AL_REFERENCE_DISTANCE, 1.0);
|
||||||
|
alSourcef(alSource, AL_MAX_DISTANCE, FLT_MAX);
|
||||||
|
Source* source = new Source();
|
||||||
|
source->ALsource = alSource;
|
||||||
|
source->SoundResource = ResourceManager::Load<Sound>(filePath);
|
||||||
|
return source;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SoundSystem::playSound(Source* source)
|
||||||
|
{
|
||||||
|
alSourcei(source->ALsource, AL_BUFFER, source->SoundResource->Buffer());
|
||||||
|
alSourcePlay(source->ALsource);
|
||||||
|
}
|
||||||
|
|
||||||
|
void SoundSystem::stopSound(Source* source)
|
||||||
|
{
|
||||||
|
alSourceStop(source->ALsource);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SoundSystem::OnPlaySoundOnEntity(const Events::PlaySoundOnEntity & e)
|
||||||
|
{
|
||||||
|
Source* source = createSource(e.FilePath);
|
||||||
|
source->Type = SoundType::SFX;
|
||||||
|
m_Sources[e.EmitterID] = source;
|
||||||
|
playSound(source);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SoundSystem::OnPlaySoundOnPosition(const Events::PlaySoundOnPosition & e)
|
||||||
|
{
|
||||||
|
Source* source = createSource(e.FilePath);
|
||||||
|
auto emitterID = m_World->CreateEntity();
|
||||||
|
auto transform = m_World->AttachComponent(emitterID, "Transform");
|
||||||
|
(glm::vec3&)transform["Position"] = e.Position;
|
||||||
|
auto emitter = m_World->AttachComponent(emitterID, "SoundEmitter");
|
||||||
|
(float&)(double)emitter["Gain"] = e.Gain;
|
||||||
|
(float&)(double)emitter["Pitch"] = e.Pitch;
|
||||||
|
(bool&)emitter["Loop"] = e.Loop;
|
||||||
|
(float&)(double)emitter["MaxDistance"] = e.MaxDistance;
|
||||||
|
(float&)(double)emitter["RollOffFactor"] = e.RollOffFactor;
|
||||||
|
(float&)(double)emitter["ReferenceDistance"] = e.ReferenceDistance;
|
||||||
|
auto model = m_World->AttachComponent(emitterID, "Model");
|
||||||
|
(std::string&)model["Resource"] = "Models/Core/UnitCube.obj";
|
||||||
|
source->Type = SoundType::SFX;
|
||||||
|
m_Sources[emitterID] = source;
|
||||||
|
playSound(source);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SoundSystem::OnPauseSound(const Events::PauseSound & e)
|
||||||
|
{
|
||||||
|
alSourcePause(m_Sources[e.EmitterID]->ALsource);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SoundSystem::OnStopSound(const Events::StopSound & e)
|
||||||
|
{
|
||||||
|
alSourceStop(m_Sources[e.EmitterID]->ALsource);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SoundSystem::OnContinueSound(const Events::ContinueSound & e)
|
||||||
|
{
|
||||||
|
alSourcePlay(m_Sources[e.EmitterID]->ALsource);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SoundSystem::OnPlayBackgroundMusic(const Events::PlayBackgroundMusic & e)
|
||||||
|
{
|
||||||
|
auto listenerComponents = m_World->GetComponents("Listener");
|
||||||
|
for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
|
||||||
|
auto emitterChild = m_World->CreateEntity((*it).EntityID);
|
||||||
|
auto emitter = m_World->AttachComponent(emitterChild, "SoundEmitter");
|
||||||
|
(bool&)emitter["Loop"] = true;
|
||||||
|
(std::string&)emitter["FilePath"] = e.FilePath;
|
||||||
|
m_World->AttachComponent(emitterChild, "Transform");
|
||||||
|
Source* source = createSource(e.FilePath);
|
||||||
|
source->Type = SoundType::BGM;
|
||||||
|
m_Sources[emitterChild] = source;
|
||||||
|
playSound(source);
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SoundSystem::OnSetBGMGain(const Events::SetBGMGain & e)
|
||||||
|
{
|
||||||
|
m_BGMVolumeChannel = e.Gain;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SoundSystem::OnSetSFXGain(const Events::SetSFXGain & e)
|
||||||
|
{
|
||||||
|
m_SFXVolumeChannel = e.Gain;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SoundSystem::setListenerOri(glm::vec3 ori)
|
||||||
|
{
|
||||||
|
// Calculate forward and up vector.
|
||||||
|
glm::vec3 forward = glm::vec3(0.0, 0.0, -1.0);
|
||||||
|
forward = glm::rotateX(forward, ori.x);
|
||||||
|
forward = glm::rotateY(forward, ori.y);
|
||||||
|
forward = glm::rotateZ(forward, ori.z);
|
||||||
|
glm::normalize(forward);
|
||||||
|
glm::vec3 up = glm::vec3(0.0, 1.0, 0.0);
|
||||||
|
up = glm::rotateX(up, ori.x);
|
||||||
|
up = glm::rotateY(up, ori.y);
|
||||||
|
up = glm::rotateZ(up, ori.z);
|
||||||
|
glm::normalize(up);
|
||||||
|
ALfloat lOri[6] = { forward.x, forward.y, forward.z, up.x, up.y, up.z };
|
||||||
|
alListenerfv(AL_ORIENTATION, lOri);
|
||||||
|
}
|
||||||
|
|
||||||
|
ALenum SoundSystem::getSourceState(ALuint source)
|
||||||
|
{
|
||||||
|
ALenum state;
|
||||||
|
alGetSourcei(source, AL_SOURCE_STATE, &state);
|
||||||
|
return state;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SoundSystem::setGain(Source * source, float gain)
|
||||||
|
{
|
||||||
|
alSourcef(source->ALsource, AL_GAIN, gain);
|
||||||
|
}
|
||||||
|
|
||||||
|
void SoundSystem::setSoundProperties(ALuint source, ComponentWrapper* soundComponent)
|
||||||
|
{
|
||||||
|
alSourcef(source, AL_GAIN, (float)(double)(*soundComponent)["Gain"]);
|
||||||
|
alSourcef(source, AL_PITCH, (float)(double)(*soundComponent)["Pitch"]);
|
||||||
|
alSourcei(source, AL_LOOPING, (int)(bool)(*soundComponent)["Loop"]); // YOLO
|
||||||
|
alSourcef(source, AL_MAX_DISTANCE, (float)(double)(*soundComponent)["MaxDistance"]);
|
||||||
|
alSourcef(source, AL_ROLLOFF_FACTOR, (float)(double)(*soundComponent)["RollOffFactor"]);
|
||||||
|
alSourcef(source, AL_REFERENCE_DISTANCE, (float)(double)(*soundComponent)["ReferenceDistance"]);
|
||||||
|
}
|
||||||
|
|
||||||
|
void SoundSystem::initOpenAL()
|
||||||
|
{
|
||||||
|
// Initialize OpenAL
|
||||||
|
m_ALCdevice = alcOpenDevice(nullptr);
|
||||||
|
if (m_ALCdevice != nullptr) {
|
||||||
|
m_ALCcontext = alcCreateContext(m_ALCdevice, nullptr);
|
||||||
|
alcMakeContextCurrent(m_ALCcontext);
|
||||||
|
} else {
|
||||||
|
LOG_ERROR("OpenAL failed to initialize.");
|
||||||
|
}
|
||||||
|
}
|
||||||
+12
-1
@@ -13,12 +13,15 @@
|
|||||||
Game::Game(int argc, char* argv[])
|
Game::Game(int argc, char* argv[])
|
||||||
{
|
{
|
||||||
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
|
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
|
||||||
|
ResourceManager::RegisterType<Sound>("Sound");
|
||||||
ResourceManager::RegisterType<Model>("Model");
|
ResourceManager::RegisterType<Model>("Model");
|
||||||
|
ResourceManager::RegisterType<RawModel>("RawModel");
|
||||||
ResourceManager::RegisterType<Texture>("Texture");
|
ResourceManager::RegisterType<Texture>("Texture");
|
||||||
ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
|
ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
|
||||||
ResourceManager::RegisterType<EntityFile>("EntityFile");
|
ResourceManager::RegisterType<EntityFile>("EntityFile");
|
||||||
|
|
||||||
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
|
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||||
|
ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
|
||||||
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
|
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
|
||||||
|
|
||||||
// Create the core event broker
|
// Create the core event broker
|
||||||
@@ -61,6 +64,8 @@ Game::Game(int argc, char* argv[])
|
|||||||
EntityFileParser fp(file);
|
EntityFileParser fp(file);
|
||||||
fp.MergeEntities(m_World);
|
fp.MergeEntities(m_World);
|
||||||
}
|
}
|
||||||
|
//SO MUCH TEMP PLEASE REMOVE ME OMFG VIKTOR HELP
|
||||||
|
m_Renderer->m_World = m_World;
|
||||||
|
|
||||||
// Create Octrees
|
// Create Octrees
|
||||||
m_OctreeCollision = new Octree(AABB(glm::vec3(-100), glm::vec3(100)), 4);
|
m_OctreeCollision = new Octree(AABB(glm::vec3(-100), glm::vec3(100)), 4);
|
||||||
@@ -92,12 +97,17 @@ Game::Game(int argc, char* argv[])
|
|||||||
//boost::thread workerThread(&Game::networkFunction, this);
|
//boost::thread workerThread(&Game::networkFunction, this);
|
||||||
networkFunction();
|
networkFunction();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Invoke sound system
|
||||||
|
m_SoundSystem = new SoundSystem(m_World, m_EventBroker, m_Config->Get<bool>("Debug.EditorEnabled", false));
|
||||||
|
|
||||||
m_LastTime = glfwGetTime();
|
m_LastTime = glfwGetTime();
|
||||||
}
|
}
|
||||||
|
|
||||||
Game::~Game()
|
Game::~Game()
|
||||||
{
|
{
|
||||||
delete m_SystemPipeline;
|
delete m_SystemPipeline;
|
||||||
|
delete m_SoundSystem;
|
||||||
delete m_OctreeFrustrumCulling;
|
delete m_OctreeFrustrumCulling;
|
||||||
delete m_OctreeCollision;
|
delete m_OctreeCollision;
|
||||||
delete m_World;
|
delete m_World;
|
||||||
@@ -133,9 +143,10 @@ void Game::Tick()
|
|||||||
}
|
}
|
||||||
// Iterate through systems and update world!
|
// Iterate through systems and update world!
|
||||||
m_SystemPipeline->Update(m_World, dt);
|
m_SystemPipeline->Update(m_World, dt);
|
||||||
|
debugTick(dt);
|
||||||
m_Renderer->Update(dt);
|
m_Renderer->Update(dt);
|
||||||
m_EventBroker->Process<Client>();
|
m_EventBroker->Process<Client>();
|
||||||
|
m_SoundSystem->Update(dt);
|
||||||
GLERROR("Game::Tick m_RenderQueueFactory->Update");
|
GLERROR("Game::Tick m_RenderQueueFactory->Update");
|
||||||
m_Renderer->Draw(*m_RenderFrame);
|
m_Renderer->Draw(*m_RenderFrame);
|
||||||
GLERROR("Game::Tick m_Renderer->Draw");
|
GLERROR("Game::Tick m_Renderer->Draw");
|
||||||
|
|||||||
+3
-1
@@ -31,8 +31,10 @@ ECHO Deploying %1 binaries to %DeployLocation%
|
|||||||
COPY "deps\bin\%1\x64\*.dll" "%DeployLocation%"
|
COPY "deps\bin\%1\x64\*.dll" "%DeployLocation%"
|
||||||
|
|
||||||
:: Licenses
|
:: Licenses
|
||||||
::ECHO Copying licenses %DeployLocation%
|
ECHO Copying licenses to %DeployLocation%
|
||||||
::COPY "libs\assimp-3.1.1\LICENSE" "%ConfigPath%\Assimp License.txt"
|
::COPY "libs\assimp-3.1.1\LICENSE" "%ConfigPath%\Assimp License.txt"
|
||||||
::COPY "libs\glew-1.11.0\LICENSE.txt" "%ConfigPath%\GLEW License.txt"
|
::COPY "libs\glew-1.11.0\LICENSE.txt" "%ConfigPath%\GLEW License.txt"
|
||||||
::COPY "libs\glm-0.9.5.4\copying.txt" "%ConfigPath%\GLM License.txt"
|
::COPY "libs\glm-0.9.5.4\copying.txt" "%ConfigPath%\GLM License.txt"
|
||||||
::COPY "libs\assimp-3.1.1\LICENSE" "%ConfigPath%\Assimp License.txt"
|
::COPY "libs\assimp-3.1.1\LICENSE" "%ConfigPath%\Assimp License.txt"
|
||||||
|
RMDIR "%DeployLocation%\Licenses"
|
||||||
|
MKLINK "%DeployLocation%\Licenses\" "resources\Licenses\" /J
|
||||||
|
|||||||
Reference in New Issue
Block a user