Merge branch 'master' of github.com:teamfisk/TacticalZ

# Conflicts:
#	src/Game/Game.cpp
This commit is contained in:
2015-12-14 11:41:59 +01:00
21 changed files with 394 additions and 166 deletions
+1 -1
View File
@@ -30,7 +30,7 @@ glm::vec3 RenderQueueFactory::AbsolutePosition(World* world, EntityID entity)
do {
ComponentWrapper transform = world->GetComponent(entity, "Transform");
position += AbsoluteOrientation(world, entity) * (glm::vec3)transform["Position"];
position += (glm::vec3)transform["Position"];
entity = world->GetParent(entity);
} while (entity != 0);
+34 -26
View File
@@ -3,7 +3,6 @@
void Renderer::Initialize()
{
InitializeWindow();
// Create default camera
m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
m_DefaultCamera->SetPosition(glm::vec3(0, 0, 10));
@@ -116,23 +115,6 @@ void Renderer::InputUpdate(double dt)
static double mousePosX, mousePosY;
glfwGetCursorPos(m_Window, &mousePosX, &mousePosY);
if (glfwGetMouseButton(m_Window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS) {
glm::vec3 data = ScreenCoords::ToPixelData(mousePosX, m_Resolution.Height - mousePosY, &m_PickingBuffer, m_DepthBuffer);
glm::vec2 color = glm::vec2(data);
float depth = data.z;
glm::vec3 viewPos = ScreenCoords::ToWorldPos(mousePosX, m_Resolution.Height - mousePosY, depth, m_Resolution, m_Camera->ProjectionMatrix(), m_Camera->ViewMatrix());
// glm::vec3 worldPos = glm::vec3(glm::inverse(m_Camera->ViewMatrix()) * glm::vec4(viewPos, 1.f));
//printf("R: %f, G: %f, Depth: %f\n", color.r, color.g, depth);
//printf("view: x: %f, y: %f z: %f, Length: %f\n\n", viewPos.x, viewPos.y, viewPos.z, glm::length(viewPos));
if (color != glm::vec2(0, 0)) {
EntityID pickedEntity = m_PickingColorsToEntity[color];
printf("Picked Entity: %i", pickedEntity);
}
}
if (glfwGetKey(m_Window, GLFW_KEY_SPACE) == GLFW_PRESS) {
@@ -158,7 +140,8 @@ void Renderer::InputUpdate(double dt)
void Renderer::Update(double dt)
{
InputUpdate(dt);
m_EventBroker->Process<Renderer>();
InputUpdate(dt);
}
@@ -213,10 +196,12 @@ void Renderer::DrawScene(RenderQueueCollection& rq)
continue;
}
}
GLERROR("DrawScene Error");
}
void Renderer::PickingPass(RenderQueueCollection& rq)
{
m_PickingColorsToEntity.clear();
m_PickingBuffer.Bind();
glEnable(GL_DEPTH_TEST);
@@ -225,7 +210,7 @@ void Renderer::PickingPass(RenderQueueCollection& rq)
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
int r = 30;
int r = 1;
int g = 0;
//TODO: Render: Add code for more jobs than modeljobs.
@@ -237,8 +222,18 @@ void Renderer::PickingPass(RenderQueueCollection& rq)
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
glm::vec2 pickColor = glm::vec2(r/255.f, g/255.f);
m_PickingColorsToEntity[pickColor] = modelJob->Entity;
//---------------
//TODO: Renderer: IMPORTANT: Fixa detta så det inte loopar igenom listan varje frame.
//---------------
int pickColor[2] = { r, g };
for (auto i : m_PickingColorsToEntity) {
if(modelJob->Entity == i.second) {
pickColor[0] = i.first.x;
pickColor[1] = i.first.y;
r -= 1;
}
}
m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity;
//Render picking stuff
@@ -246,19 +241,32 @@ void Renderer::PickingPass(RenderQueueCollection& rq)
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(pickColor));
glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
r+=50;
r += 1;
if(r > 255) {
r = 0;
g+=50;
g += 1;
}
}
}
m_PickingBuffer.Unbind();
GLERROR("PickingPass Error");
//Publish pick event every frame with the pick data that can be picked by the event
Events::Picking pickEvent = Events::Picking(
&m_PickingBuffer,
&m_DepthBuffer,
m_Camera->ProjectionMatrix(),
m_Camera->ViewMatrix(),
m_Resolution,
&m_PickingColorsToEntity);
m_EventBroker->Publish(pickEvent);
}
@@ -300,7 +308,7 @@ void Renderer::InitializeTextures()
*/
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
glm::vec2(m_Resolution.Width, m_Resolution.Height), GL_RG8, GL_RG, GL_FLOAT);
glm::vec2(m_Resolution.Width, m_Resolution.Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
}
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
+14 -5
View File
@@ -29,22 +29,31 @@ glm::vec3 ScreenCoords::ToWorldPos(glm::vec2 screenCoord, float depth, float scr
return ToWorldPos(screenCoord.x, screenCoord.y, depth, screenWidth, screenHeight, cameraProjectionMat, cameraViewMat);
}
glm::vec3 ScreenCoords::ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
{
PickDataBuffer->Bind();
glm::vec2 pixelData;
glReadPixels(x, y, 1, 1, GL_RG, GL_FLOAT, &pixelData);
unsigned char pdata[2];
glReadPixels(x, y, 1, 1, GL_RG, GL_UNSIGNED_BYTE, &pdata);
PickDataBuffer->Unbind();
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
float depthData;
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return glm::vec3(pixelData, depthData);
PixelData p;
p.Color[0] = (int)pdata[0];
p.Color[1] = (int)pdata[1];
p.Depth = depthData;
GLERROR("ScreenCoords::ToPixelData Error");
return p;
}
glm::vec3 ScreenCoords::ToPixelData(glm::vec2 screenCoord, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
ScreenCoords::PixelData ScreenCoords::ToPixelData(glm::vec2 screenCoord, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
{
return ToPixelData(screenCoord.x, screenCoord.y, PickDataBuffer, DepthBuffer);
}
+1
View File
@@ -19,6 +19,7 @@ file(GLOB SOURCE_FILES
set(SOURCE_FILES
${SOURCE_FILES}
"Game.cpp"
"PlayerSystem.cpp"
)
set(LIBRARIES
+42 -39
View File
@@ -2,39 +2,39 @@
Game::Game(int argc, char* argv[])
{
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<Model>("Model");
ResourceManager::RegisterType<Texture>("Texture");
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<Model>("Model");
ResourceManager::RegisterType<Texture>("Texture");
ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
// Create the core event broker
m_EventBroker = new EventBroker();
// Create the core event broker
m_EventBroker = new EventBroker();
m_RenderQueueFactory = new RenderQueueFactory();
// Create the renderer
m_Renderer = new Renderer();
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
m_Renderer->SetResolution(Rectangle(
0,
0,
m_Config->Get<int>("Video.Width", 1280),
m_Config->Get<int>("Video.Height", 720)
));
m_Renderer->Initialize();
// Create the renderer
m_Renderer = new Renderer(m_EventBroker);
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
m_Renderer->SetResolution(Rectangle(
0,
0,
m_Config->Get<int>("Video.Width", 1280),
m_Config->Get<int>("Video.Height", 720)
));
m_Renderer->Initialize();
m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
// Create input manager
m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker);
// Create input manager
m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker);
// Create the root level GUI frame
m_FrameStack = new GUI::Frame(m_EventBroker);
m_FrameStack->Width = m_Renderer->Resolution().Width;
m_FrameStack->Height = m_Renderer->Resolution().Height;
// Create the root level GUI frame
m_FrameStack = new GUI::Frame(m_EventBroker);
m_FrameStack->Width = m_Renderer->Resolution().Width;
m_FrameStack->Height = m_Renderer->Resolution().Height;
// Create a world
m_World = new World();
@@ -42,44 +42,47 @@ Game::Game(int argc, char* argv[])
if (!mapToLoad.empty()) {
ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
}
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker);
m_SystemPipeline->AddSystem<RaptorCopterSystem>();
m_SystemPipeline->AddSystem<PlayerSystem>();
m_LastTime = glfwGetTime();
m_LastTime = glfwGetTime();
testIntialize();
}
Game::~Game()
{
delete m_FrameStack;
delete m_EventBroker;
delete m_FrameStack;
delete m_EventBroker;
}
void Game::Tick()
{
double currentTime = glfwGetTime();
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
double currentTime = glfwGetTime();
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
m_EventBroker->Swap();
m_InputManager->Update(dt);
m_Renderer->Update(dt);
m_EventBroker->Swap();
m_EventBroker->Swap();
m_InputManager->Update(dt);
m_EventBroker->Swap();
// Iterate through systems and update world!
m_SystemPipeline->Update(m_World, dt);
testTick(dt);
m_Renderer->Update(dt);
m_RenderQueueFactory->Update(m_World);
m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
m_EventBroker->Swap();
m_EventBroker->Clear();
m_EventBroker->Swap();
m_EventBroker->Clear();
glfwPollEvents();
glfwPollEvents();
}
+58
View File
@@ -0,0 +1,58 @@
#include "PlayerSystem.h"
void PlayerSystem::Update(World * world, ComponentWrapper & player, double dt)
{
if (input.Forward) {
m_Direction.z = -1;
} else if (input.Back) {
m_Direction.z = 1;
} else {
m_Direction.z = 0;
}
if (input.Left) {
m_Direction.x = -1;
} else if (input.Right) {
m_Direction.x = 1;
} else {
m_Direction.x = 0;
}
m_EventBroker->Process<PlayerSystem>();
ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
(glm::vec3&)player["Velocity"] = m_Speed * float(dt) * m_Direction;
(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
}
bool PlayerSystem::OnKeyDown(const Events::KeyDown & event)
{
if (event.KeyCode == GLFW_KEY_W) {
input.Forward = true;
}
if (event.KeyCode == GLFW_KEY_A) {
input.Left = true;
}
if (event.KeyCode == GLFW_KEY_S) {
input.Back = true;
}
if (event.KeyCode == GLFW_KEY_D) {
input.Right = true;
}
return true;
}
bool PlayerSystem::OnKeyUp(const Events::KeyUp & event)
{
if (event.KeyCode == GLFW_KEY_W) {
input.Forward = false;
}
if (event.KeyCode == GLFW_KEY_A) {
input.Left = false;
}
if (event.KeyCode == GLFW_KEY_S) {
input.Back = false;
}
if (event.KeyCode == GLFW_KEY_D) {
input.Right = false;
}
return false;
}