diff --git a/assets b/assets index c8e631f4..6cbf2365 160000 --- a/assets +++ b/assets @@ -1 +1 @@ -Subproject commit c8e631f449515cdbe3647b96ce472839748e28f9 +Subproject commit 6cbf2365d49e6280750ea3bcd0f9c271779e6f15 diff --git a/include/Engine/Core/ComponentInfo.h b/include/Engine/Core/ComponentInfo.h index abf4ff15..985a057e 100644 --- a/include/Engine/Core/ComponentInfo.h +++ b/include/Engine/Core/ComponentInfo.h @@ -14,6 +14,7 @@ struct ComponentInfo struct Field_t { + std::string Name; std::string Type; unsigned int Offset; unsigned int Stride; @@ -21,7 +22,7 @@ struct ComponentInfo std::string Name; std::unordered_map Fields; - std::vector FieldsInOrder; + std::vector FieldsInOrder; Meta_t Meta; std::shared_ptr Defaults = nullptr; }; diff --git a/include/Engine/Core/Transform.h b/include/Engine/Core/Transform.h new file mode 100644 index 00000000..c43e4386 --- /dev/null +++ b/include/Engine/Core/Transform.h @@ -0,0 +1,62 @@ +#ifndef Transform_h__ +#define Transform_h__ + +#include "../GLM.h" +#include "World.h" + +static class Transform +{ +public: + static glm::vec3 AbsolutePosition(World* world, EntityID entity) + { + glm::vec3 position; + + while (entity != EntityID_Invalid) { + ComponentWrapper transform = world->GetComponent(entity, "Transform"); + EntityID parent = world->GetParent(entity); + position += AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"]; + entity = parent; + } + + return position; + }; + + static glm::quat AbsoluteOrientation(World* world, EntityID entity) + { + glm::quat orientation; + + while (entity != EntityID_Invalid) { + ComponentWrapper transform = world->GetComponent(entity, "Transform"); + orientation = glm::quat((glm::vec3)transform["Orientation"]) * orientation; + entity = world->GetParent(entity); + } + + return orientation; + }; + + static glm::vec3 AbsoluteScale(World* world, EntityID entity) + { + glm::vec3 scale(1.f); + + while (entity != EntityID_Invalid) { + ComponentWrapper transform = world->GetComponent(entity, "Transform"); + scale *= (glm::vec3)transform["Scale"]; + entity = world->GetParent(entity); + } + + return scale; + }; + + static glm::mat4 ModelMatrix(EntityID entity, World* world) + { + glm::vec3 position = Transform::AbsolutePosition(world, entity); + glm::quat orientation = Transform::AbsoluteOrientation(world, entity); + glm::vec3 scale = Transform::AbsoluteScale(world, entity); + + glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale); + return modelMatrix; + } + +}; + +#endif \ No newline at end of file diff --git a/include/Engine/Editor/EditorSystem.h b/include/Engine/Editor/EditorSystem.h index 6b9b7a21..05e106d9 100644 --- a/include/Engine/Editor/EditorSystem.h +++ b/include/Engine/Editor/EditorSystem.h @@ -9,9 +9,8 @@ #include "../Core/ConfigFile.h" #include "../Input/EInputCommand.h" #include "../Rendering/IRenderer.h" -#include "../Rendering/EPicking.h" +#include "../Core/Transform.h" #include "../Core/EFileDropped.h" -#include "../Rendering/RenderQueueFactory.h" #include "../Core/EntityFilePreprocessor.h" #include "../Core/EntityFileParser.h" #include "../Core/EntityFileWriter.h" @@ -26,6 +25,7 @@ public: private: IRenderer* m_Renderer; World* m_World = nullptr; + Camera* m_Camera = nullptr; bool m_Enabled; bool m_Visible; @@ -57,6 +57,7 @@ private: EntityID m_WidgetOrigin = EntityID_Invalid; glm::vec3 m_WidgetCurrentAxis; float m_WidgetPickingDepth = 0.f; + glm::vec3 m_WidgetPickingPosition = glm::vec3(0); EntityID m_Selection = EntityID_Invalid; EntityID m_LastSelection = EntityID_Invalid; @@ -75,11 +76,10 @@ private: bool OnMousePress(const Events::MousePress& e); EventRelay m_EMouseMove; bool OnMouseMove(const Events::MouseMove& e); - EventRelay m_EPicking; - bool OnPicking(const Events::Picking& e); EventRelay m_EFileDropped; bool OnFileDropped(const Events::FileDropped& e); - + + void Picking(); void createWidget(); void updateWidget(); void setWidgetMode(WidgetMode newMode); diff --git a/include/Engine/GUI/Button.h b/include/Engine/GUI/Button.h index 91bd9782..80845cb7 100644 --- a/include/Engine/GUI/Button.h +++ b/include/Engine/GUI/Button.h @@ -40,7 +40,7 @@ public: m_TexturePressed = resourceName; } - void Draw(RenderQueueCollection& rq) override + void Draw(RenderScene& rq) override { if (m_Texture == nullptr && !m_TextureReleased.empty()) { SetTexture(m_TextureReleased); diff --git a/include/Engine/GUI/Frame.h b/include/Engine/GUI/Frame.h index 416b8117..4c5f2eb9 100644 --- a/include/Engine/GUI/Frame.h +++ b/include/Engine/GUI/Frame.h @@ -212,7 +212,7 @@ public: virtual void Update(double dt) { } - void DrawLayered(RenderQueueCollection& rq) + void DrawLayered(RenderScene& rq) { if (this->Hidden()) return; @@ -232,7 +232,7 @@ public: } } - virtual void Draw(RenderQueueCollection& rq) { } + virtual void Draw(RenderScene& rq) { } protected: ::EventBroker* m_EventBroker; diff --git a/include/Engine/GUI/TextureFrame.h b/include/Engine/GUI/TextureFrame.h index f02285ca..2c6d34dd 100644 --- a/include/Engine/GUI/TextureFrame.h +++ b/include/Engine/GUI/TextureFrame.h @@ -16,7 +16,7 @@ public: void EnableScissor() { m_ScissorEnabled = true; } void DisableScissor() { m_ScissorEnabled = false; } - void Draw(RenderQueueCollection& rq) override + void Draw(RenderScene& rq) override { if (m_Texture == nullptr) return; diff --git a/include/Engine/Network/Client.h b/include/Engine/Network/Client.h index 95888b1f..a5488210 100644 --- a/include/Engine/Network/Client.h +++ b/include/Engine/Network/Client.h @@ -23,7 +23,6 @@ public: ~Client(); void Start(World* world, EventBroker* eventBroker) override; void Update() override; - void Close(); private: // Assio UDP logic boost::asio::ip::udp::endpoint m_ReceiverEndpoint; @@ -32,7 +31,7 @@ private: // Sending message to server logic int bytesRead = -1; - char readBuf[1024] = { 0 }; + char readBuf[INPUTSIZE] = { 0 }; int snapshotInterval = 33; std::clock_t previousSnapshotMessage = std::clock(); @@ -49,7 +48,6 @@ private: // Network logic PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS]; SnapshotDefinitions m_NextSnapshot; - bool m_ThreadIsRunning = true; double m_DurationOfPingTime; std::clock_t m_StartPingTime; // Use to check if we should send disconnect message @@ -59,7 +57,7 @@ private: // Private member functions void readFromServer(); void sendSnapshotToServer(); - int receive(char* data, size_t length); + int receive(char* data, size_t length); void send(Packet& packet); void connect(); void disconnect(); @@ -67,6 +65,7 @@ private: void moveMessageHead(char*& data, size_t& length, size_t stepSize); void parseMessageType(Packet& packet); void parseEventMessage(Packet& packet); + void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType); void parseConnect(Packet& packet); void parsePing(); void parseServerPing(); diff --git a/include/Engine/Network/Network.h b/include/Engine/Network/Network.h index 0f7baefe..cb86b941 100644 --- a/include/Engine/Network/Network.h +++ b/include/Engine/Network/Network.h @@ -6,7 +6,7 @@ #include "Network/Packet.h" #define MAXCONNECTIONS 8 -#define INPUTSIZE 128 +#define INPUTSIZE 4097 class Network { diff --git a/include/Engine/Network/Packet.h b/include/Engine/Network/Packet.h index daf39962..112ebe34 100644 --- a/include/Engine/Network/Packet.h +++ b/include/Engine/Network/Packet.h @@ -14,15 +14,17 @@ public: Packet(MessageType type, unsigned int& packetID); // Used to create packet from already existing data buffer. Packet(char* data, const int sizeOfPacket); - ~Packet(); + void Init(MessageType type, unsigned int& packetID); + // Add primitive types like int, float, char... template void WritePrimitive(T val) { // Check if we are trying to add more than the package can fit. if (m_MaxPacketSize < m_Offset + sizeof(T)) { - LOG_WARNING("Packet AddPrimitive(): You are trying to add more than we have allocated for!"); + LOG_WARNING("Packet AddPrimitive(): You are trying to add more than we have allocated for! New size is %i bytes\n", m_MaxPacketSize*2); + resizeData(); } memcpy(m_Data + m_Offset, &val, sizeof(T)); m_Offset += sizeof(T); @@ -41,7 +43,7 @@ public: return returnValue; } // Add a string to the message - void WriteString(std::string str); + void WriteString(const std::string& str); // Add data to the message void WriteData(char* data, int sizeOfData); // Pops the first element as if it was a string. @@ -50,12 +52,15 @@ public: int Size() { return m_Offset; }; char* Data() { return m_Data; }; + unsigned int DataReadSize() { return m_ReturnDataOffset; } + unsigned int MaxSize() { return m_MaxPacketSize; } private: char* m_Data; unsigned int m_ReturnDataOffset = 0; int m_Offset = 0; - unsigned int m_MaxPacketSize = 128; + unsigned int m_MaxPacketSize = 512; + void resizeData(); }; #endif \ No newline at end of file diff --git a/include/Engine/Network/Server.h b/include/Engine/Network/Server.h index 5c1ac1fb..893eed0b 100644 --- a/include/Engine/Network/Server.h +++ b/include/Engine/Network/Server.h @@ -20,8 +20,6 @@ public: ~Server(); void Start(World* m_world, EventBroker *eventBroker) override; void Update() override; - void Close(); - private: // UDP logic boost::asio::ip::udp::endpoint m_ReceiverEndpoint; @@ -30,7 +28,7 @@ private: PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS]; // Sending messages to client logic - char readBuffer[1024] = { 0 }; + char readBuffer[INPUTSIZE] = { 0 }; int bytesRead = 0; // time for previouse message std::clock_t previousePingMessage = std::clock(); @@ -55,9 +53,6 @@ private: unsigned int m_PacketID; unsigned int m_PreviousPacketID; unsigned int m_SendPacketID; - - // Close logic - bool m_ThreadIsRunning = true; // Private member functions int receive(char* data, size_t length); diff --git a/include/Engine/Rendering/Camera.h b/include/Engine/Rendering/Camera.h index 660dfd49..2b863448 100644 --- a/include/Engine/Rendering/Camera.h +++ b/include/Engine/Rendering/Camera.h @@ -26,13 +26,12 @@ public: glm::quat Orientation() const { return m_Orientation; } void SetOrientation(glm::quat val); - /*float Pitch() const { return m_Pitch; } - void Pitch(float val); - float Yaw() const { return m_Yaw; } - void Yaw(float val);*/ - glm::mat4 ProjectionMatrix() const { return m_ProjectionMatrix; } + void SetProjectionMatrix(glm::mat4 val); + glm::mat4 ViewMatrix() const { return m_ViewMatrix; } + void SetViewMatrix(glm::mat4 val); + float AspectRatio() const { return m_AspectRatio; } void SetAspectRatio(float val); @@ -46,11 +45,10 @@ public: float FarClip() const { return m_FarClip; } void SetFarClip(float val); - + void UpdateViewMatrix(); + void UpdateProjectionMatrix(); private: - void UpdateViewMatrix(); - void UpdateProjectionMatrix(); glm::vec3 m_Position; glm::quat m_Orientation; diff --git a/include/Engine/Rendering/DebugCameraInputController.h b/include/Engine/Rendering/DebugCameraInputController.h index 614b071c..4d74e288 100644 --- a/include/Engine/Rendering/DebugCameraInputController.h +++ b/include/Engine/Rendering/DebugCameraInputController.h @@ -9,6 +9,9 @@ public: : FirstPersonInputController(eventBroker, playerID) { } + void SetPosition(const glm::vec3 position) { m_Position = position; } + void SetOrientation(const glm::quat orientation) { m_Orientation = orientation; } + const glm::vec3 Position() const { return m_Position; } void SetBaseSpeed(float speed) { m_BaseSpeed = speed; } diff --git a/include/Engine/Rendering/DrawFinalPass.h b/include/Engine/Rendering/DrawFinalPass.h index 1a201daf..52876592 100644 --- a/include/Engine/Rendering/DrawFinalPass.h +++ b/include/Engine/Rendering/DrawFinalPass.h @@ -18,7 +18,7 @@ public: void InitializeFrameBuffers(); void InitializeShaderPrograms(); - void Draw(RenderQueueCollection& rq); + void Draw(RenderScene& scene); //Getters diff --git a/include/Engine/Rendering/DrawScenePass.h b/include/Engine/Rendering/DrawScenePass.h index 782c5a49..ca2463cf 100644 --- a/include/Engine/Rendering/DrawScenePass.h +++ b/include/Engine/Rendering/DrawScenePass.h @@ -17,7 +17,7 @@ public: void InitializeFrameBuffers(); void InitializeShaderPrograms(); - void Draw(RenderQueueCollection& rq); + void Draw(RenderScene& scene); //Getters @@ -25,12 +25,18 @@ public: private: void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const; + static bool DepthSort(const std::shared_ptr &i, const std::shared_ptr &j) + { + return (i->Depth < j->Depth); + }; + Texture* m_WhiteTexture; const IRenderer* m_Renderer; ShaderProgram* m_BasicForwardProgram; + }; #endif \ No newline at end of file diff --git a/include/Engine/Rendering/DummyRenderer.h b/include/Engine/Rendering/DummyRenderer.h index 56790fa1..176c5834 100644 --- a/include/Engine/Rendering/DummyRenderer.h +++ b/include/Engine/Rendering/DummyRenderer.h @@ -9,7 +9,7 @@ class DummyRenderer : public IRenderer { public: virtual void Initialize() override; - virtual void Draw(RenderQueueCollection& rq) override; + virtual void Draw(RenderFrame& rq) override; }; #endif \ No newline at end of file diff --git a/include/Engine/Rendering/EPicking.h b/include/Engine/Rendering/EPicking.h deleted file mode 100644 index 8ee252f0..00000000 --- a/include/Engine/Rendering/EPicking.h +++ /dev/null @@ -1,74 +0,0 @@ -#ifndef Events_Picking_h__ -#define Events_Picking_h__ - -#include "../OpenGL.h" -#include "../GLM.h" - -#include "../Core/EventBroker.h" -#include "Util/ScreenCoords.h" -#include "FrameBuffer.h" -#include "../Core/Entity.h" -#include "Util/UnorderedMapVec2.h" - -namespace Events -{ - -/** Thrown Every frame, use functions to pick*/ -struct Picking : Event -{ -public: - Picking(FrameBuffer* pickingBuffer, GLuint* depthBuffer, glm::mat4 projectionMatrix, glm::mat4 viewMatrix, Rectangle resolution, const std::unordered_map* pickingColorsToEntity) - : PickingBuffer(pickingBuffer) - , DepthBuffer(depthBuffer) - , ProjectionMatrix(projectionMatrix) - , ViewMatrix(viewMatrix) - , Resolution(resolution) - , PickingColorsToEntity(pickingColorsToEntity) - { } - - - - struct PickData - { - //Picked Entity - EntityID Entity; - //World position of the "pick" - glm::vec3 Position; - // Depth - float Depth; - }; - - PickData Pick(glm::vec2 screenCoord) const - { - PickData pickData; - - // Invert screen y coordinate - screenCoord.y = Resolution.Height - screenCoord.y; - ScreenCoords::PixelData data = ScreenCoords::ToPixelData(screenCoord, PickingBuffer, *DepthBuffer); - pickData.Depth = data.Depth; - - auto it = PickingColorsToEntity->find(glm::vec2(data.Color[0], data.Color[1])); - if (it != PickingColorsToEntity->end()) { - pickData.Entity = it->second; - } else { - pickData.Entity = EntityID_Invalid; - } - pickData.Position = ScreenCoords::ToWorldPos(screenCoord.x, screenCoord.y, data.Depth, Resolution, ProjectionMatrix, ViewMatrix); - - return pickData; - } - - -private: - FrameBuffer* PickingBuffer; - GLuint* DepthBuffer; - const glm::mat4 ProjectionMatrix; - const glm::mat4 ViewMatrix; - const Rectangle Resolution; - const std::unordered_map* PickingColorsToEntity; - -}; - -} - -#endif diff --git a/include/Engine/Rendering/ESetCamera.h b/include/Engine/Rendering/ESetCamera.h new file mode 100644 index 00000000..650f3b12 --- /dev/null +++ b/include/Engine/Rendering/ESetCamera.h @@ -0,0 +1,23 @@ +#ifndef Events_SetCamera_h__ +#define Events_SetCamera_h__ + +#include "../Core/EventBroker.h" +#include "../Core/Entity.h" +#include + +namespace Events +{ + +struct SetCamera : Event +{ +public: + SetCamera() { }; + std::string Name; + +private: + +}; + +} + +#endif diff --git a/include/Engine/Rendering/IRenderer.h b/include/Engine/Rendering/IRenderer.h index c9bba3a5..95053a85 100644 --- a/include/Engine/Rendering/IRenderer.h +++ b/include/Engine/Rendering/IRenderer.h @@ -10,9 +10,17 @@ #include "RenderQueue.h" #include "Model.h" #include "../Core/World.h" //So temp -#include "RenderQueueFactory.h" //So temp +struct PickData +{ + EntityID Entity; + glm::vec3 Position; //World position + float Depth; + ::Camera* Camera; + const ::World* World; +}; + class IRenderer { public: @@ -23,19 +31,19 @@ public: void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; } bool VSYNC() const { return m_VSYNC; } void SetVSYNC(bool vsync) { m_VSYNC = vsync; } - ::Camera* Camera() const { return m_Camera; } - void SetCamera(::Camera* camera) - { - if (camera == nullptr) { - m_Camera = m_DefaultCamera; - } else { - m_Camera = camera; - } - } - + ::Camera* Camera() const { return m_Camera; } + void SetCamera(::Camera* camera) + { + if (camera == nullptr) { + m_Camera = m_DefaultCamera; + } else { + m_Camera = camera; + } + } virtual void Initialize() = 0; virtual void Update(double dt) = 0; - virtual void Draw(RenderQueueCollection& rq) = 0; + virtual void Draw(RenderFrame& rq) = 0; + virtual PickData Pick(glm::vec2 screenCord) = 0; World* m_World; //Temp world, untill viktor merge. @@ -45,9 +53,9 @@ protected: bool m_VSYNC = false; int m_GLVersion[2]; std::string m_GLVendor; - ::Camera* m_DefaultCamera; - ::Camera* m_Camera = nullptr; GLFWwindow* m_Window = nullptr; + ::Camera* m_DefaultCamera; + ::Camera* m_Camera = nullptr; }; #endif // Renderer_h__ diff --git a/include/Engine/Rendering/LightCullingPass.h b/include/Engine/Rendering/LightCullingPass.h index e08aacdf..c1baa714 100644 --- a/include/Engine/Rendering/LightCullingPass.h +++ b/include/Engine/Rendering/LightCullingPass.h @@ -7,6 +7,7 @@ #include "IRenderer.h" #include "LightCullingPassState.h" #include "ShaderProgram.h" +#include "RenderQueue.h" class LightCullingPass @@ -15,9 +16,9 @@ public: LightCullingPass(IRenderer* renderer); ~LightCullingPass(); - void GenerateNewFrustum(); - void CullLights(); - void FillLightList(RenderQueueCollection& rq); + void GenerateNewFrustum(RenderScene& scene); + void CullLights(RenderScene& scene); + void FillLightList(RenderScene& scene); GLuint FrustumSSBO() const { return m_FrustumSSBO; } GLuint LightSSBO() const { return m_LightSSBO; } diff --git a/include/Engine/Rendering/ModelJob.h b/include/Engine/Rendering/ModelJob.h new file mode 100644 index 00000000..6306e7a1 --- /dev/null +++ b/include/Engine/Rendering/ModelJob.h @@ -0,0 +1,55 @@ +#ifndef ModelJob_h__ +#define ModelJob_h__ + +#include + +#include "../Common.h" +#include "../GLM.h" +#include "../Core/ComponentWrapper.h" +#include "Texture.h" +#include "Model.h" +#include "RenderJob.h" +#include "../Core/ResourceManager.h" +#include "Camera.h" +#include "../Core/World.h" + +struct ModelJob : RenderJob +{ + ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::Model::MaterialGroup texGroup, ComponentWrapper modelComponent, World* world) + : RenderJob() + { + Model = model; + TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0; + DiffuseTexture = texGroup.Texture.get(); + NormalTexture = texGroup.NormalMap.get(); + SpecularTexture = texGroup.SpecularMap.get(); + StartIndex = texGroup.StartIndex; + EndIndex = texGroup.EndIndex; + Matrix = matrix; + Color = modelComponent["Color"]; + Entity = modelComponent.EntityID; + World = world; + }; + + unsigned int TextureID; + unsigned int ShaderID; + + EntityID Entity; + glm::mat4 Matrix; + const Texture* DiffuseTexture; + const Texture* NormalTexture; + const Texture* SpecularTexture; + float Shininess = 0.f; + glm::vec4 Color; + const ::Model* Model = nullptr; + unsigned int StartIndex = 0; + unsigned int EndIndex = 0; + World* World; + + void CalculateHash() override + { + Hash = TextureID; + } +}; + +#endif \ No newline at end of file diff --git a/include/Engine/Rendering/PickingPass.h b/include/Engine/Rendering/PickingPass.h index 0c1261ce..5fc88982 100644 --- a/include/Engine/Rendering/PickingPass.h +++ b/include/Engine/Rendering/PickingPass.h @@ -7,9 +7,9 @@ #include "PickingPassState.h" #include "FrameBuffer.h" #include "ShaderProgram.h" -#include "Util/UnorderedMapVec2.h" +#include "Util/UnorderedMapiVec2.h" #include "../Core/EventBroker.h" -#include "EPicking.h" +#include "../Core/World.h" @@ -22,15 +22,19 @@ public: void InitializeFrameBuffers(); void InitializeShaderPrograms(); - void Draw(RenderQueueCollection& rq); + void Draw(RenderScene& scene); + void ClearPicking(); //Getters const ShaderProgram& PickingProgram() const { return *m_PickingProgram; } - const std::unordered_map& PickingColorsToEntity() const { return m_PickingColorsToEntity; } + //const std::unordered_map& PickingColorsToEntity() const { return m_PickingColorsToEntity; } GLuint PickingTexture() const { return m_PickingTexture; } GLuint DepthBuffer() const { return m_DepthBuffer; } const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; } + + PickData Pick(glm::vec2 screenCoord); + private: void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const; @@ -39,13 +43,24 @@ private: const IRenderer* m_Renderer; ShaderProgram* m_PickingProgram; + Camera* m_Camera; - std::unordered_map m_PickingColorsToEntity; + struct PickingInfo + { + EntityID Entity; + const ::World* World; + ::Camera* Camera; + }; + + std::unordered_map m_PickingColorsToEntity; GLuint m_PickingTexture; GLuint m_DepthBuffer; FrameBuffer m_PickingBuffer; + + int m_ColorCounter[2]; + std::map, glm::ivec2> m_EntityColors; }; #endif \ No newline at end of file diff --git a/include/Engine/Rendering/PointLightJob.h b/include/Engine/Rendering/PointLightJob.h new file mode 100644 index 00000000..ebd9a9b7 --- /dev/null +++ b/include/Engine/Rendering/PointLightJob.h @@ -0,0 +1,36 @@ +#ifndef PointLightJob_h__ +#define PointLightJob_h__ + +#include + +#include "../Common.h" +#include "../GLM.h" +#include "../Core/ComponentWrapper.h" +#include "RenderJob.h" + +struct PointLightJob : RenderJob +{ + PointLightJob(ComponentWrapper transformComponent, ComponentWrapper pointLightComponent) + : RenderJob() + { + Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f); + 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 \ No newline at end of file diff --git a/include/Engine/Rendering/RawModel.h b/include/Engine/Rendering/RawModel.h index c8226168..d63e46bb 100644 --- a/include/Engine/Rendering/RawModel.h +++ b/include/Engine/Rendering/RawModel.h @@ -46,6 +46,7 @@ public: struct MaterialGroup { float Shininess; + float Transparency; std::shared_ptr<::Texture> Texture; std::shared_ptr<::Texture> NormalMap; std::shared_ptr<::Texture> SpecularMap; diff --git a/include/Engine/Rendering/RenderJob.h b/include/Engine/Rendering/RenderJob.h new file mode 100644 index 00000000..4afe0386 --- /dev/null +++ b/include/Engine/Rendering/RenderJob.h @@ -0,0 +1,32 @@ +#ifndef RenderJob_h__ +#define RenderJob_h__ + +#include + +#include "../Common.h" +#include "../GLM.h" +#include "../Core/ComponentWrapper.h" +#include "RenderQueue.h" + + +struct RenderJob +{ + friend class RenderQueue; + +public: + + float Depth; + +protected: + uint64_t Hash; + + virtual void CalculateHash() = 0; + + bool operator<(const RenderJob& rhs) + { + return this->Hash < rhs.Hash; + } + +}; + +#endif \ No newline at end of file diff --git a/include/Engine/Rendering/RenderQueue.h b/include/Engine/Rendering/RenderQueue.h index 44d5e172..119ea57f 100644 --- a/include/Engine/Rendering/RenderQueue.h +++ b/include/Engine/Rendering/RenderQueue.h @@ -8,61 +8,13 @@ #include "../GLM.h" #include "../Core/Util/Rectangle.h" #include "../Core/Entity.h" +#include "Camera.h" +#include "RenderJob.h" +#include "ModelJob.h" +#include "PointLightJob.h" -class Model; -class Skeleton; -class Texture; -class RenderQueue; - -//TODO: Render: Remove obsolete RenderJobs and fix standard values on variables. - -struct RenderJob -{ - friend class RenderQueue; - - float Depth; - -protected: - uint64_t Hash; - - virtual void CalculateHash() = 0; - - bool operator<(const RenderJob& rhs) - { - return this->Hash < rhs.Hash; - } -}; - -struct ModelJob : RenderJob -{ - unsigned int ShaderID = 0; - unsigned int TextureID = 0; - - //TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this - EntityID Entity; - - glm::mat4 ModelMatrix; - const Texture* DiffuseTexture; - const Texture* NormalTexture; - const Texture* SpecularTexture; - float Shininess = 0.f; - glm::vec4 Color; - const Model* Model = nullptr; - unsigned int StartIndex = 0; - unsigned int EndIndex = 0; - - // Animation - Skeleton* Skeleton = nullptr; - bool NoRootMotion = true; - std::string AnimationName; - double AnimationTime = 0; - - void CalculateHash() override - { - Hash = TextureID; - } -}; +/* struct SpriteJob : RenderJob { unsigned int ShaderID = 0; @@ -94,62 +46,53 @@ struct PointLightJob : RenderJob Hash = 0; } }; +*/ -class RenderQueue +struct RenderScene { -public: - template - void Add(T &job) - { - job.CalculateHash(); - Jobs.push_back(std::shared_ptr(new T(job))); - m_Size++; - } - - void Sort() - { - Jobs.sort(); - } + ::Camera* Camera; + std::list> ForwardJobs; + std::list> PointLightJobs; + Rectangle Viewport; void Clear() { - Jobs.clear(); - m_Size = 0; + ForwardJobs.clear(); + PointLightJobs.clear(); } - - int Size() const { return m_Size; } - std::list>::const_iterator begin() - { - return Jobs.begin(); - } - - std::list>::const_iterator end() - { - return Jobs.end(); - } - - std::list> Jobs; - -private: - int m_Size = 0; }; -struct RenderQueueCollection +struct RenderFrame { - RenderQueue Forward; - RenderQueue Lights; +public: - void Clear() - { - Forward.Clear(); - Lights.Clear(); - } + void Add(RenderScene &scene) + { + RenderScenes.push_back(std::shared_ptr(new RenderScene(scene))); + m_Size++; + } - void Sort() - { - Forward.Sort(); - Lights.Sort(); - } + void Clear() + { + RenderScenes.clear(); + m_Size = 0; + } + + int Size() const { return m_Size; } + std::list>::const_iterator begin() + { + return RenderScenes.begin(); + } + + std::list>::const_iterator end() + { + return RenderScenes.end(); + } + + std::list> RenderScenes; + +private: + int m_Size = 0; }; #endif \ No newline at end of file diff --git a/include/Engine/Rendering/RenderQueueFactory.h b/include/Engine/Rendering/RenderQueueFactory.h deleted file mode 100644 index be2c55ca..00000000 --- a/include/Engine/Rendering/RenderQueueFactory.h +++ /dev/null @@ -1,31 +0,0 @@ -#ifndef RenderQueueFactory_h__ -#define RenderQueueFactory_h__ - -#include "../Core/World.h" -#include "RenderQueue.h" -#include "../Core/ResourceManager.h" -#include "Model.h" -#include "../GLM.h" - -class RenderQueueFactory -{ -public: - RenderQueueFactory(); - void Update(World* world); - - RenderQueueCollection RenderQueues() const { return m_RenderQueues; } - - static glm::vec3 AbsolutePosition(World* world, EntityID entity); - static glm::quat AbsoluteOrientation(World* world, EntityID entity); - static glm::vec3 AbsoluteScale(World* world, EntityID entity); - -private: - RenderQueueCollection m_RenderQueues; - - void FillModels(World* world, RenderQueue* renderQueue); - void FillLights(World* world, RenderQueue* renderQueue); - - glm::mat4 ModelMatrix(World* world, EntityID entity); -}; - -#endif \ No newline at end of file diff --git a/include/Engine/Rendering/RenderSystem.h b/include/Engine/Rendering/RenderSystem.h new file mode 100644 index 00000000..e499b5d9 --- /dev/null +++ b/include/Engine/Rendering/RenderSystem.h @@ -0,0 +1,55 @@ +#ifndef RenderSystem_h__ +#define RenderSystem_h__ + +#include "../Core/System.h" +#include "RenderQueue.h" +#include "../GLM.h" +#include "../OpenGL.h" +#include "../Core/ResourceManager.h" +#include "ESetCamera.h" +#include "Model.h" +#include "../Core/EKeyDown.h" +#include "../Input/EInputCommand.h" +#include "Camera.h" +#include "ModelJob.h" +#include "Renderer.h" +#include "PointLightJob.h" +#include "../Core/Transform.h" + +class RenderSystem : public ImpureSystem +{ +public: + RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame); + + virtual void Update(World* world, double dt) override; + +private: + World* m_World = nullptr; + const IRenderer* m_Renderer = nullptr; + + RenderFrame* m_RenderFrame; + bool m_SwitchCamera = false; + Camera* m_Camera = nullptr; + Camera* m_DefaultCamera = nullptr; + + std::list m_CameraComponents; + + EventRelay m_ESetCamera; + bool OnSetCamera(const Events::SetCamera &event); + EntityID m_CurrentCamera = EntityID_Invalid; + + void switchCamera(EntityID entity); + + void updateCamera(World* world, double dt); + void updateProjectionMatrix(ComponentWrapper& cameraComponent); + glm::mat4 m_ViewMatrix; + glm::mat4 m_ProjectionMatrix; + + void fillModels(std::list>& jobs, World* world); + void fillLight(std::list>& jobs, World* world); + + EventRelay m_EInputCommand; + bool OnInputCommand(const Events::InputCommand& e); +}; + +#endif \ No newline at end of file diff --git a/include/Engine/Rendering/Renderer.h b/include/Engine/Rendering/Renderer.h index b7abafdf..0bfe76f7 100644 --- a/include/Engine/Rendering/Renderer.h +++ b/include/Engine/Rendering/Renderer.h @@ -12,34 +12,34 @@ #include "../Core/World.h" #include "PickingPass.h" #include "DrawScenePass.h" -#include "DebugCameraInputController.h" #include "LightCullingPass.h" #include "DrawFinalPass.h" - #include "../Core/EventBroker.h" -#include "EPicking.h" #include "ImGuiRenderPass.h" +#include "Camera.h" +#include "../Core/Transform.h" class Renderer : public IRenderer { public: - Renderer(EventBroker* eventBroker) + Renderer(EventBroker* eventBroker, World* world) : m_EventBroker(eventBroker) + , m_World(world) { } virtual void Initialize() override; virtual void Update(double dt) override; - virtual void Draw(RenderQueueCollection& rq) override; + virtual void Draw(RenderFrame& frame) override; + + virtual PickData Pick(glm::vec2 screenCoord) override; private: //----------------------Variables----------------------// EventBroker* m_EventBroker; - - std::shared_ptr> m_DebugCameraInputController; + World* m_World; Texture* m_ErrorTexture; Texture* m_WhiteTexture; - float m_CameraMoveSpeed; Model* m_ScreenQuad; Model* m_UnitQuad; @@ -62,8 +62,7 @@ private: void DrawScreenQuad(GLuint textureToDraw); static bool DepthSort(const std::shared_ptr &i, const std::shared_ptr &j) { return (i->Depth < j->Depth); } - void FillDepth(RenderQueueCollection& rq); - + void FillDepth(RenderScene& scene); void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type); //--------------------ShaderPrograms-------------------// ShaderProgram* m_BasicForwardProgram; diff --git a/include/Engine/Rendering/Util/UnorderedMapiVec2.h b/include/Engine/Rendering/Util/UnorderedMapiVec2.h new file mode 100644 index 00000000..9797046e --- /dev/null +++ b/include/Engine/Rendering/Util/UnorderedMapiVec2.h @@ -0,0 +1,24 @@ +#pragma once +#ifndef UnorderedMapiVec2_h__ +#define UnorderedMapiVec2_h__ + +#include +#include +#include + +template<> +struct std::hash +{ + inline std::size_t operator()(const glm::ivec2 &v) const + { + return boost::hash()(v.x) ^ boost::hash()(v.y); + } + + inline bool operator()(const glm::ivec2& a, const glm::ivec2& b)const + { + return a.x == b.x && a.y == b.y; + } + +}; + +#endif \ No newline at end of file diff --git a/include/Game/Game.h b/include/Game/Game.h index 1c19aac2..dfe1cff6 100644 --- a/include/Game/Game.h +++ b/include/Game/Game.h @@ -8,7 +8,6 @@ #include "Core/InputManager.h" #include "GUI/Frame.h" #include "Core/World.h" -#include "Rendering/RenderQueueFactory.h" #include "Input/InputProxy.h" #include "Input/KeyboardInputHandler.h" #include "Input/MouseInputHandler.h" @@ -19,6 +18,7 @@ #include "PlayerSystem.h" #include "Editor/EditorSystem.h" #include "Core/EntityFile.h" +#include "Rendering/RenderSystem.h" #include "Core/EntityFileParser.h" // Network @@ -47,7 +47,7 @@ private: GUI::Frame* m_FrameStack; World* m_World; SystemPipeline* m_SystemPipeline; - RenderQueueFactory* m_RenderQueueFactory; + RenderFrame* m_RenderFrame; // Network variables boost::thread m_NetworkThread; diff --git a/resources/Schema/Components.xsd b/resources/Schema/Components.xsd index 459fd9d7..9181daf2 100644 --- a/resources/Schema/Components.xsd +++ b/resources/Schema/Components.xsd @@ -6,6 +6,7 @@ + diff --git a/resources/Schema/Components/Camera.xml b/resources/Schema/Components/Camera.xml new file mode 100644 index 00000000..92225dde --- /dev/null +++ b/resources/Schema/Components/Camera.xml @@ -0,0 +1,6 @@ + + cam + 60.0 + 0.01 + 5000 + \ No newline at end of file diff --git a/resources/Schema/Components/Camera.xsd b/resources/Schema/Components/Camera.xsd new file mode 100644 index 00000000..4f02deb0 --- /dev/null +++ b/resources/Schema/Components/Camera.xsd @@ -0,0 +1,19 @@ + + + + + + + + It's a camera thingy! + + + + + + + + + + + \ No newline at end of file diff --git a/resources/Schema/Entities/RenderingWorld.xml b/resources/Schema/Entities/RenderingWorld.xml new file mode 100644 index 00000000..86a3090a --- /dev/null +++ b/resources/Schema/Entities/RenderingWorld.xml @@ -0,0 +1,58 @@ + + + + + + + + + + + + + + + + Models/Camera.obj + + + MainCamera + + + + + + + + + + Models/Camera.obj + + + ActionCamera + + + + + + + + + + + Models/Core/UnitPlane.obj + + + + + + + + + + An error + + + + + \ No newline at end of file diff --git a/resources/Schema/Entities/Test.xml b/resources/Schema/Entities/Test.xml index 809bca51..d2838ae9 100644 --- a/resources/Schema/Entities/Test.xml +++ b/resources/Schema/Entities/Test.xml @@ -9,114 +9,19 @@ Models/DummyScene.obj + - - - - + + + + Models/Camera.obj + - - - - - - - - - Models/Core/UnitRaptor.obj - - - - - - - - - - - - 20 - - - - - - - - - - - - - Models/Core/UnitCube.obj - - - - - - - - - - - - - Models/Core/UnitCube.obj - - - - - - - - - - \ No newline at end of file diff --git a/resources/Shaders/BasicForward.frag.glsl b/resources/Shaders/BasicForward.frag.glsl index 274ec8d7..dc04f59f 100644 --- a/resources/Shaders/BasicForward.frag.glsl +++ b/resources/Shaders/BasicForward.frag.glsl @@ -1,8 +1,5 @@ #version 430 -uniform mat4 M; -uniform mat4 V; -uniform mat4 P; uniform vec4 Color; uniform sampler2D texture0; diff --git a/resources/Shaders/BasicForward.vert.glsl b/resources/Shaders/BasicForward.vert.glsl index 20ab9051..96f081f4 100644 --- a/resources/Shaders/BasicForward.vert.glsl +++ b/resources/Shaders/BasicForward.vert.glsl @@ -25,7 +25,7 @@ out VertexData{ void main() { - gl_Position = P*V*M * vec4(Position, 1.0); + gl_Position = P * V * M * vec4(Position, 1.0); Output.Position = Position; Output.TextureCoordinate = TextureCoords; diff --git a/resources/Shaders/Picking.frag.glsl b/resources/Shaders/Picking.frag.glsl index 8c95ead3..59f761f9 100644 --- a/resources/Shaders/Picking.frag.glsl +++ b/resources/Shaders/Picking.frag.glsl @@ -1,8 +1,5 @@ #version 430 -uniform mat4 M; -uniform mat4 V; -uniform mat4 P; uniform vec2 PickingColor; in VertexData{ diff --git a/resources/Shaders/Picking.vert.glsl b/resources/Shaders/Picking.vert.glsl index 47c0ecd7..b2857cea 100644 --- a/resources/Shaders/Picking.vert.glsl +++ b/resources/Shaders/Picking.vert.glsl @@ -22,7 +22,7 @@ out VertexData{ void main() { - gl_Position = P*V*M * vec4(Position, 1.0); + gl_Position = P * V* M * vec4(Position, 1.0); Output.Position = Position; } \ No newline at end of file diff --git a/src/Engine/Collision/Collision.cpp b/src/Engine/Collision/Collision.cpp index c4af6258..620e9639 100644 --- a/src/Engine/Collision/Collision.cpp +++ b/src/Engine/Collision/Collision.cpp @@ -8,196 +8,196 @@ namespace Collision { - //note: this one hasnt been delta adjusted like RayVsAABB has - bool RayAABBIntr(const Ray& ray, const AABB& box) - { - glm::vec3 w = 75.0f * ray.Direction(); - glm::vec3 v = glm::abs(w); - glm::vec3 c = ray.Origin() - box.Center() + w; - glm::vec3 half = box.HalfSize(); +//note: this one hasnt been delta adjusted like RayVsAABB has +bool RayAABBIntr(const Ray& ray, const AABB& box) +{ + glm::vec3 w = 75.0f * ray.Direction(); + glm::vec3 v = glm::abs(w); + glm::vec3 c = ray.Origin() - box.Center() + w; + glm::vec3 half = box.HalfSize(); - if (abs(c.x) > v.x + half.x) { - return false; - } - if (abs(c.y) > v.y + half.y) { - return false; - } - if (abs(c.z) > v.z + half.z) { - return false; - } - - if (abs(c.y*w.z - c.z*w.y) > half.y*v.z + half.z*v.y) { - return false; - } - if (abs(c.x*w.z - c.z*w.x) > half.x*v.z + half.z*v.x) { - return false; - } - return !(abs(c.x*w.y - c.y*w.x) > half.x*v.y + half.y*v.x); + if (abs(c.x) > v.x + half.x) { + return false; } - - bool RayVsAABB(const Ray& ray, const AABB& box) - { - float dummy; - return RayVsAABB(ray, box, dummy); + if (abs(c.y) > v.y + half.y) { + return false; } - - bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance) - { - glm::vec3 invdir = 1.0f / ray.Direction(); - glm::vec3 origin = ray.Origin(); - - float t1 = (box.MinCorner().x - origin.x)*invdir.x; - float t2 = (box.MaxCorner().x - origin.x)*invdir.x; - float t3 = (box.MinCorner().y - origin.y)*invdir.y; - float t4 = (box.MaxCorner().y - origin.y)*invdir.y; - float t5 = (box.MinCorner().z - origin.z)*invdir.z; - float t6 = (box.MaxCorner().z - origin.z)*invdir.z; - - float tmin = std::max(std::max(std::min(t1, t2), std::min(t3, t4)), std::min(t5, t6)); - float tmax = std::min(std::min(std::max(t1, t2), std::max(t3, t4)), std::max(t5, t6)); - - //if (tmax < 0 || tmin > tmax) - //if tmin,tmax are almost the same (i.e. hitting exactly in the corner) then tmin might be slightly - //greater than tmax becuase of floating-precision problems. fixed by adding a small delta to tmax - if (tmax < 0 || tmin>(tmax + 0.0001f)) - return false; - - outDistance = (tmin > 0) ? tmin : tmax; - return true; - } - - bool AABBVsAABB(const AABB& a, const AABB& b) - { - const glm::vec3& aCenter = a.Center(); - const glm::vec3& bCenter = b.Center(); - const glm::vec3& aHSize = a.HalfSize(); - const glm::vec3& bHSize = b.HalfSize(); - //Test will probably exit because of the X and Z axes more often, so test them first. - if (abs(aCenter[0] - bCenter[0]) > (aHSize[0] + bHSize[0])) { - return false; - } - if (abs(aCenter[2] - bCenter[2]) > (aHSize[2] + bHSize[2])) { - return false; - } - return (abs(aCenter[1] - bCenter[1]) <= (aHSize[1] + bHSize[1])); - } - - bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation) - { - minimumTranslation = glm::vec3(0, 0, 0); - const glm::vec3& aMax = a.MaxCorner(); - const glm::vec3& bMax = b.MaxCorner(); - const glm::vec3& aMin = a.MinCorner(); - const glm::vec3& bMin = b.MinCorner(); - const glm::vec3& bSize = b.Size(); - const glm::vec3& aSize = a.Size(); - float minOffset = INFINITY; - float off; - auto axisesIntersecting = glm::tvec3(false, false, false); - for (int i = 0; i < 3; ++i) { - off = bMax[i] - aMin[i]; - if (off > 0 && off < bSize[i] + aSize[i]) { - if (off < minOffset) { - minimumTranslation = glm::vec3(); - minimumTranslation[i] = minOffset = off; - } - axisesIntersecting[i] = true; - } - off = aMax[i] - bMin[i]; - if (off > 0 && off < bSize[i] + aSize[i]) { - if (off < minOffset) { - minOffset = off; - minimumTranslation = glm::vec3(); - minimumTranslation[i] = -off; - } - axisesIntersecting[i] = true; - } - } - return glm::all(axisesIntersecting); - } - - bool RayVsModel(const Ray& ray, - const std::vector& modelVertices, - const std::vector& modelIndices) - { - for (int i = 0; i < modelIndices.size(); ++i) { - glm::vec3 v0 = modelVertices[modelIndices[i]].Position; - glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0 - glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0 - glm::vec3 m = ray.Origin() - v0; - glm::vec3 MxE1 = glm::cross(m, e1); - glm::vec3 DxE2 = glm::cross(ray.Direction(), e2); - float DetInv = glm::dot(e1, DxE2); - if (std::abs(DetInv) < FLT_EPSILON) { - continue; - } - DetInv = 1.0f / DetInv; - float u = glm::dot(m, DxE2) * DetInv; - float v = glm::dot(ray.Direction(), MxE1) * DetInv; - //u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem - if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) { - continue; - } - //Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit. - if (0 <= glm::dot(e2, MxE1) * DetInv) { - return true; - } - } + if (abs(c.z) > v.z + half.z) { return false; } - bool RayVsModel(const Ray& ray, - const std::vector& modelVertices, - const std::vector& modelIndices, - float& outDistance, - float& outUCoord, - float& outVCoord) - { - outDistance = INFINITY; - bool hit = false; - for (int i = 0; i < modelIndices.size(); ++i) { - glm::vec3 v0 = modelVertices[modelIndices[i]].Position; - glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0 - glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0 - glm::vec3 m = ray.Origin() - v0; - glm::vec3 MxE1 = glm::cross(m, e1); - glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);//pVec - float DetInv = glm::dot(e1, DxE2); - if (std::abs(DetInv) < FLT_EPSILON) { - continue; - } - DetInv = 1.0f / DetInv; - float dist = glm::dot(e2, MxE1) * DetInv; - if (dist >= outDistance) { - continue; - } - float u = glm::dot(m, DxE2) * DetInv; - float v = glm::dot(ray.Direction(), MxE1) * DetInv; + if (abs(c.y*w.z - c.z*w.y) > half.y*v.z + half.z*v.y) { + return false; + } + if (abs(c.x*w.z - c.z*w.x) > half.x*v.z + half.z*v.x) { + return false; + } + return !(abs(c.x*w.y - c.y*w.x) > half.x*v.y + half.y*v.x); +} - //u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem - //If u and v are positive, u+v <= 1, dist is positive, and less than closest. - if (0 <= (u + 0.001f) && 0 <= (v + 0.001f) && u + v <= 1 && 0 <= dist) { - outDistance = dist; - outUCoord = u; - outVCoord = v; - hit = true; +bool RayVsAABB(const Ray& ray, const AABB& box) +{ + float dummy; + return RayVsAABB(ray, box, dummy); +} + +bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance) +{ + glm::vec3 invdir = 1.0f / ray.Direction(); + glm::vec3 origin = ray.Origin(); + + float t1 = (box.MinCorner().x - origin.x)*invdir.x; + float t2 = (box.MaxCorner().x - origin.x)*invdir.x; + float t3 = (box.MinCorner().y - origin.y)*invdir.y; + float t4 = (box.MaxCorner().y - origin.y)*invdir.y; + float t5 = (box.MinCorner().z - origin.z)*invdir.z; + float t6 = (box.MaxCorner().z - origin.z)*invdir.z; + + float tmin = std::max(std::max(std::min(t1, t2), std::min(t3, t4)), std::min(t5, t6)); + float tmax = std::min(std::min(std::max(t1, t2), std::max(t3, t4)), std::max(t5, t6)); + + //if (tmax < 0 || tmin > tmax) + //if tmin,tmax are almost the same (i.e. hitting exactly in the corner) then tmin might be slightly + //greater than tmax becuase of floating-precision problems. fixed by adding a small delta to tmax + if (tmax < 0 || tmin>(tmax + 0.0001f)) + return false; + + outDistance = (tmin > 0) ? tmin : tmax; + return true; +} + +bool AABBVsAABB(const AABB& a, const AABB& b) +{ + const glm::vec3& aCenter = a.Center(); + const glm::vec3& bCenter = b.Center(); + const glm::vec3& aHSize = a.HalfSize(); + const glm::vec3& bHSize = b.HalfSize(); + //Test will probably exit because of the X and Z axes more often, so test them first. + if (abs(aCenter[0] - bCenter[0]) > (aHSize[0] + bHSize[0])) { + return false; + } + if (abs(aCenter[2] - bCenter[2]) > (aHSize[2] + bHSize[2])) { + return false; + } + return (abs(aCenter[1] - bCenter[1]) <= (aHSize[1] + bHSize[1])); +} + +bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation) +{ + minimumTranslation = glm::vec3(0, 0, 0); + const glm::vec3& aMax = a.MaxCorner(); + const glm::vec3& bMax = b.MaxCorner(); + const glm::vec3& aMin = a.MinCorner(); + const glm::vec3& bMin = b.MinCorner(); + const glm::vec3& bSize = b.Size(); + const glm::vec3& aSize = a.Size(); + float minOffset = INFINITY; + float off; + auto axisesIntersecting = glm::tvec3(false, false, false); + for (int i = 0; i < 3; ++i) { + off = bMax[i] - aMin[i]; + if (off > 0 && off < bSize[i] + aSize[i]) { + if (off < minOffset) { + minimumTranslation = glm::vec3(); + minimumTranslation[i] = minOffset = off; } + axisesIntersecting[i] = true; + } + off = aMax[i] - bMin[i]; + if (off > 0 && off < bSize[i] + aSize[i]) { + if (off < minOffset) { + minOffset = off; + minimumTranslation = glm::vec3(); + minimumTranslation[i] = -off; + } + axisesIntersecting[i] = true; } - return hit; } + return glm::all(axisesIntersecting); +} - bool RayVsModel(const Ray& ray, - const std::vector& modelVertices, - const std::vector& modelIndices, - glm::vec3& outHitPosition) - { - float u; - float v; - float dist; - bool hit = RayVsModel(ray, modelVertices, modelIndices, dist, u, v); - outHitPosition = ray.Origin() + dist * ray.Direction(); - return hit; +bool RayVsModel(const Ray& ray, + const std::vector& modelVertices, + const std::vector& modelIndices) +{ + for (int i = 0; i < modelIndices.size(); ++i) { + glm::vec3 v0 = modelVertices[modelIndices[i]].Position; + glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0 + glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0 + glm::vec3 m = ray.Origin() - v0; + glm::vec3 MxE1 = glm::cross(m, e1); + glm::vec3 DxE2 = glm::cross(ray.Direction(), e2); + float DetInv = glm::dot(e1, DxE2); + if (std::abs(DetInv) < FLT_EPSILON) { + continue; + } + DetInv = 1.0f / DetInv; + float u = glm::dot(m, DxE2) * DetInv; + float v = glm::dot(ray.Direction(), MxE1) * DetInv; + //u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem + if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) { + continue; + } + //Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit. + if (0 <= glm::dot(e2, MxE1) * DetInv) { + return true; + } } + return false; +} + +bool RayVsModel(const Ray& ray, + const std::vector& modelVertices, + const std::vector& modelIndices, + float& outDistance, + float& outUCoord, + float& outVCoord) +{ + outDistance = INFINITY; + bool hit = false; + for (int i = 0; i < modelIndices.size(); ++i) { + glm::vec3 v0 = modelVertices[modelIndices[i]].Position; + glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0 + glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0 + glm::vec3 m = ray.Origin() - v0; + glm::vec3 MxE1 = glm::cross(m, e1); + glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);//pVec + float DetInv = glm::dot(e1, DxE2); + if (std::abs(DetInv) < FLT_EPSILON) { + continue; + } + DetInv = 1.0f / DetInv; + float dist = glm::dot(e2, MxE1) * DetInv; + if (dist >= outDistance) { + continue; + } + float u = glm::dot(m, DxE2) * DetInv; + float v = glm::dot(ray.Direction(), MxE1) * DetInv; + + //u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem + //If u and v are positive, u+v <= 1, dist is positive, and less than closest. + if (0 <= (u + 0.001f) && 0 <= (v + 0.001f) && u + v <= 1 && 0 <= dist) { + outDistance = dist; + outUCoord = u; + outVCoord = v; + hit = true; + } + } + return hit; +} + +bool RayVsModel(const Ray& ray, + const std::vector& modelVertices, + const std::vector& modelIndices, + glm::vec3& outHitPosition) +{ + float u; + float v; + float dist; + bool hit = RayVsModel(ray, modelVertices, modelIndices, dist, u, v); + outHitPosition = ray.Origin() + dist * ray.Direction(); + return hit; +} bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon) { diff --git a/src/Engine/Core/EntityFilePreprocessor.cpp b/src/Engine/Core/EntityFilePreprocessor.cpp index 83e2fe28..ca445042 100644 --- a/src/Engine/Core/EntityFilePreprocessor.cpp +++ b/src/Engine/Core/EntityFilePreprocessor.cpp @@ -144,10 +144,11 @@ void EntityFilePreprocessor::parseComponentInfo() } auto& field = compInfo.Fields[name]; + field.Name = name; field.Type = type; field.Offset = fieldOffset; field.Stride = stride; - compInfo.FieldsInOrder.push_back(&field); + compInfo.FieldsInOrder.push_back(name); fieldOffset += stride; } diff --git a/src/Engine/Editor/EditorSystem.cpp b/src/Engine/Editor/EditorSystem.cpp index b49cf555..de57c705 100644 --- a/src/Engine/Editor/EditorSystem.cpp +++ b/src/Engine/Editor/EditorSystem.cpp @@ -19,7 +19,6 @@ EditorSystem::EditorSystem(EventBroker* eventBroker, IRenderer* renderer) EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &EditorSystem::OnMousePress); EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &EditorSystem::OnMouseRelease); EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &EditorSystem::OnMouseMove); - EVENT_SUBSCRIBE_MEMBER(m_EPicking, &EditorSystem::OnPicking); EVENT_SUBSCRIBE_MEMBER(m_EFileDropped, &EditorSystem::OnFileDropped); } @@ -34,7 +33,7 @@ void EditorSystem::Update(World* world, double dt) if (!m_Visible) { return; } - + Picking(); updateWidget(); drawUI(world, dt); @@ -128,7 +127,7 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e) auto widgetTransform = m_World->GetComponent(m_Widget, "Transform"); glm::vec3 widgetOrientation = widgetTransform["Orientation"]; - glm::quat totalOrientation = m_Renderer->Camera()->Orientation() * glm::inverse(glm::quat(widgetOrientation)); + glm::quat totalOrientation = m_Camera->Orientation() * glm::inverse(glm::quat(widgetOrientation)); int width; int height; @@ -140,14 +139,14 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e) delta2, m_WidgetPickingDepth, res, - m_Renderer->Camera()->ProjectionMatrix(), + m_Camera->ProjectionMatrix(), glm::toMat4(glm::inverse(totalOrientation)) ); glm::vec3 origin = ScreenCoords::ToWorldPos( glm::vec2(res.Width / 2.f, res.Height / 2.f), m_WidgetPickingDepth, res, - m_Renderer->Camera()->ProjectionMatrix(), + m_Camera->ProjectionMatrix(), glm::toMat4(glm::inverse(totalOrientation)) ); deltaWorld = deltaWorld - origin; @@ -160,7 +159,7 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e) EntityID parent = m_World->GetParent(m_Selection); glm::quat inverseParentOrientation; //if (parent != 0) { - inverseParentOrientation = glm::inverse(RenderQueueFactory::AbsoluteOrientation(m_World, parent)); + inverseParentOrientation = glm::inverse(Transform::AbsoluteOrientation(m_World, parent)); //} (glm::vec3&)m_World->GetComponent(m_Selection, "Transform")["Position"] += inverseParentOrientation * movement; } else if (m_WidgetSpace == WidgetSpace::Local) { @@ -176,10 +175,10 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e) EntityID parent = m_World->GetParent(m_Selection); glm::quat parentOrientation; //if (parent != 0) { - // parentOrientation = RenderQueueFactory::AbsoluteOrientation(m_World, parent); + // parentOrientation = RenderSystem::AbsoluteOrientation(m_World, parent); //} glm::vec3& selectionOrientation = m_World->GetComponent(m_Selection, "Transform")["Orientation"]; - glm::quat currentOrientation = RenderQueueFactory::AbsoluteOrientation(m_World, m_Selection); + glm::quat currentOrientation = Transform::AbsoluteOrientation(m_World, m_Selection); //glm::quat currentOrientation = parentOrientation * glm::quat(selectionOrientation); glm::quat deltaOrientation(finalMovement); selectionOrientation = glm::eulerAngles(glm::inverse(parentOrientation) * (deltaOrientation * currentOrientation)); @@ -235,10 +234,10 @@ bool EditorSystem::OnMouseRelease(const Events::MouseRelease& e) return true; } -bool EditorSystem::OnPicking(const Events::Picking& e) +void EditorSystem::Picking() { for (auto& pos : m_PickingQueue) { - auto result = e.Pick(pos); + auto result = m_Renderer->Pick(pos); EntityID entity = result.Entity; if (glm::length2(m_WidgetCurrentAxis) > 0.f) { // ??? @@ -246,6 +245,7 @@ bool EditorSystem::OnPicking(const Events::Picking& e) LOG_INFO("Selected %i", entity); if (entity != EntityID_Invalid) { EntityID parent = m_World->GetParent(entity); + m_Camera = result.Camera; if (parent == m_Widget) { m_WidgetCurrentAxis = glm::vec3( (entity == m_WidgetX) || (entity == m_WidgetOrigin) || (entity == m_WidgetPlaneY || entity == m_WidgetPlaneZ), @@ -253,7 +253,6 @@ bool EditorSystem::OnPicking(const Events::Picking& e) (entity == m_WidgetZ) || (entity == m_WidgetOrigin) || (entity == m_WidgetPlaneX || entity == m_WidgetPlaneY) ); m_WidgetPickingDepth = result.Depth; - //auto widgetTransform = m_World->GetComponent(m_Widget, "Transform"); //auto selectionTransform = m_World->GetComponent(m_Selection, "Transform"); //widgetTransform["Position"] = (glm::vec3)selectionTransform["Position"]; @@ -269,7 +268,6 @@ bool EditorSystem::OnPicking(const Events::Picking& e) } } m_PickingQueue.clear(); - return true; }; bool EditorSystem::OnFileDropped(const Events::FileDropped& e) @@ -323,10 +321,10 @@ void EditorSystem::updateWidget() if (m_Selection != EntityID_Invalid) { auto widgetTransform = m_World->GetComponent(m_Widget, "Transform"); - glm::vec3 selectionPosition = RenderQueueFactory::AbsolutePosition(m_World, m_Selection); + glm::vec3 selectionPosition = Transform::AbsolutePosition(m_World, m_Selection); widgetTransform["Position"] = selectionPosition; if (m_WidgetSpace == WidgetSpace::Local) { - widgetTransform["Orientation"] = glm::eulerAngles(RenderQueueFactory::AbsoluteOrientation(m_World, m_Selection)); + widgetTransform["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(m_World, m_Selection)); } } } @@ -361,7 +359,7 @@ void EditorSystem::setWidgetMode(WidgetMode newMode) if (m_Selection != EntityID_Invalid) { if (m_WidgetSpace == WidgetSpace::Local) { auto selectionTransform = m_World->GetComponent(m_Selection, "Transform"); - widgetTransform["Orientation"] = glm::eulerAngles(RenderQueueFactory::AbsoluteOrientation(m_World, m_Selection)); + widgetTransform["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(m_World, m_Selection)); } } } else if (newMode == WidgetMode::Scale) { @@ -372,7 +370,7 @@ void EditorSystem::setWidgetMode(WidgetMode newMode) m_World->GetComponent(m_WidgetOrigin, "Model")["Resource"] = "Models/ScaleWidgetOrigin.obj"; if (m_Selection != EntityID_Invalid) { auto selectionTransform = m_World->GetComponent(m_Selection, "Transform"); - widgetTransform["Orientation"] = glm::eulerAngles(RenderQueueFactory::AbsoluteOrientation(m_World, m_Selection)); + widgetTransform["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(m_World, m_Selection)); } } else if (newMode == WidgetMode::Rotate) { m_World->GetComponent(m_WidgetX, "Model")["Resource"] = "Models/RotationWidgetX.obj"; @@ -381,7 +379,7 @@ void EditorSystem::setWidgetMode(WidgetMode newMode) if (m_Selection != EntityID_Invalid) { auto selectionTransform = m_World->GetComponent(m_Selection, "Transform"); if (m_WidgetSpace == WidgetSpace::Local) { - widgetTransform["Orientation"] = glm::eulerAngles(RenderQueueFactory::AbsoluteOrientation(m_World, m_Selection)); + widgetTransform["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(m_World, m_Selection)); } } } diff --git a/src/Engine/Input/InputProxy.cpp b/src/Engine/Input/InputProxy.cpp index c3e4d669..ad589df3 100644 --- a/src/Engine/Input/InputProxy.cpp +++ b/src/Engine/Input/InputProxy.cpp @@ -62,7 +62,7 @@ void InputProxy::Process() e.Command = command; e.Value = currentValue; m_EventBroker->Publish(e); - LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID); + //LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID); m_LastCommandValues[command] = currentValue; } } @@ -78,7 +78,7 @@ void InputProxy::Process() } //e.Value = std::max(-1.f, std::min(e.Value, 1.f)); m_EventBroker->Publish(e); - LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID); + //LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID); } m_CommandQueue.clear(); } diff --git a/src/Engine/Network/Client.cpp b/src/Engine/Network/Client.cpp index 5c7e9c8f..b8849ed0 100644 --- a/src/Engine/Network/Client.cpp +++ b/src/Engine/Network/Client.cpp @@ -17,7 +17,6 @@ Client::Client(ConfigFile* config) : m_Socket(m_IOService) Client::~Client() { - } void Client::Start(World* world, EventBroker* eventBroker) @@ -27,14 +26,8 @@ void Client::Start(World* world, EventBroker* eventBroker) m_World = world; // Subscribe to events - m_EInputCommand = decltype(m_EInputCommand)(std::bind(&Client::OnInputCommand, this, std::placeholders::_1)); - m_EventBroker->Subscribe(m_EInputCommand); + EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Client::OnInputCommand); - - //while (m_PlayerName.size() > 7) { - // LOG_INFO("Please enter your name (No longer than 7 characters):"); - // std::cin >> m_PlayerName; - //} m_Socket.connect(m_ReceiverEndpoint); LOG_INFO("I am client. BIP BOP"); } @@ -44,18 +37,9 @@ void Client::Update() readFromServer(); } -void Client::Close() -{ - if (m_WasStarted) { - disconnect(); - m_ThreadIsRunning = false; - m_EventBroker->Unsubscribe(m_EInputCommand); - } -} - void Client::readFromServer() { - if (m_Socket.available()) { + while (m_Socket.available()) { bytesRead = receive(readBuf, INPUTSIZE); if (bytesRead > 0) { Packet packet(readBuf, bytesRead); @@ -65,7 +49,7 @@ void Client::readFromServer() std::clock_t currentTime = std::clock(); if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) { if (isConnected()) { - sendSnapshotToServer(); + //sendSnapshotToServer(); } previousSnapshotMessage = currentTime; } @@ -73,13 +57,12 @@ void Client::readFromServer() void Client::sendSnapshotToServer() { - // Reset previouse key state in snapshot. + // Reset previous key state in snapshot. m_NextSnapshot.InputForward = ""; m_NextSnapshot.InputRight = ""; auto player = m_World->GetComponent(m_PlayerDefinitions[m_PlayerID].EntityID, "Player"); - // See if any movement keys are down // We dont care if it's overwritten by later // if statement. Watcha gonna do, right! @@ -125,6 +108,8 @@ void Client::parseMessageType(Packet& packet) // Read packet ID m_PreviousPacketID = m_PacketID; // Set previous packet id m_PacketID = packet.ReadPrimitive(); //Read new packet id + if (m_PacketID <= m_PreviousPacketID) + return; //IdentifyPacketLoss(); switch (static_cast(messageType)) { @@ -184,33 +169,51 @@ void Client::parseEventMessage(Packet& packet) } } +void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType) +{ + for (auto field : componentInfo.FieldsInOrder) { + ComponentInfo::Field_t fieldInfo = componentInfo.Fields.at(field); + if (fieldInfo.Type == "string") { + std::string& value = packet.ReadString(); + m_World->GetComponent(entityID, componentType)[fieldInfo.Name] = value; + } else { + memcpy(m_World->GetComponent(entityID, componentType).Data + fieldInfo.Offset, packet.ReadData(fieldInfo.Stride), fieldInfo.Stride); + } + } +} + +// Field parse void Client::parseSnapshot(Packet& packet) { - std::string tempName; - for (size_t i = 0; i < MAXCONNECTIONS; i++) { - // We're checking for empty name for now. This might not be the best way, - // but it is to avoid sending redundant data. - tempName = packet.ReadString(); - - - // Apply the position data read to the player entity - // New player connected on the server side - if (m_PlayerDefinitions[i].Name == "" && tempName != "") { - m_PlayerDefinitions[i].Name = tempName; - m_PlayerDefinitions[i].EntityID = createPlayer(); - } else if (m_PlayerDefinitions[i].Name != "" && tempName == "") { - // Someone disconnected - // TODO: Insert code here - break; - } else if (m_PlayerDefinitions[i].Name == "" && tempName == "") { - // Not a connected player - break; - } - if (m_PlayerDefinitions[i].EntityID != -1) { - - // Move player to server position - int dataSize = m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform").Info.Meta.Stride; - memcpy(m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform").Data, packet.ReadData(dataSize), dataSize); + std::string componentType = packet.ReadString(); + while (packet.DataReadSize() < packet.Size()) { + EntityID entityID = packet.ReadPrimitive(); + ComponentInfo componentInfo = m_World->GetComponents(componentType)->ComponentInfo(); + if (m_World->ValidEntity(entityID)) { + if (m_World->HasComponent(entityID, componentType)) { + // If the entity and the component exists update it + updateFields(packet, componentInfo, entityID, componentType); + // if entity exists but not the component + } else { + // Create component + m_World->AttachComponent(entityID, componentType); + // Copy data to newly created component + updateFields(packet, componentInfo, entityID, componentType); + } + // If the entity dosent exist nor the component + } else { + //Create Entity + // If entity dosen't exist + EntityID newEntityID = m_World->CreateEntity(); + // Check if EntityIDs are out of sync + if (newEntityID != entityID) { + LOG_INFO("Client::parseSnapshot(Packet& packet): Newly created EntityID is not the \ + same as the one sent by server (EntityIDs are out of sync)"); + } + // Create component + m_World->AttachComponent(newEntityID, componentType); + // Copy data to newly created component + updateFields(packet, componentInfo, newEntityID, componentType); } } } @@ -225,7 +228,7 @@ int Client::receive(char* data, size_t length) 0, error); if (error) { - //LOG_ERROR("receive: %s", error.message().c_str()); + LOG_ERROR("receive: %s", error.message().c_str()); } return bytesReceived; diff --git a/src/Engine/Network/Packet.cpp b/src/Engine/Network/Packet.cpp index 52b15065..2b2c7938 100644 --- a/src/Engine/Network/Packet.cpp +++ b/src/Engine/Network/Packet.cpp @@ -3,13 +3,7 @@ Packet::Packet(MessageType type, unsigned int& packetID) { m_Data = new char[m_MaxPacketSize]; - // Create message header - // Add message type - int messageType = static_cast(type); - Packet::WritePrimitive(messageType); - packetID = packetID % 1000; // Packet id modulos - Packet::WritePrimitive(packetID); - packetID++; + Init(type, packetID); } // Create message @@ -28,12 +22,26 @@ Packet::~Packet() delete[] m_Data; } -void Packet::WriteString(std::string str) +void Packet::Init(MessageType type, unsigned int & packetID) +{ + m_ReturnDataOffset = 0; + m_Offset = 0; + // Create message header + // Add message type + int messageType = static_cast(type); + Packet::WritePrimitive(messageType); + packetID = packetID % 1000; // Packet id modulos + Packet::WritePrimitive(packetID); + packetID++; +} + +void Packet::WriteString(const std::string& str) { // Message, add one extra byte for null terminator int sizeOfString = str.size() + 1; if (m_Offset + sizeOfString > m_MaxPacketSize) { - LOG_WARNING("Package::WriteString(): Data size in packet exceeded maximum package size.\n"); + LOG_WARNING("Package::WriteString(): Data size in packet exceeded maximum package size. New size is %i bytes\n", m_MaxPacketSize*2); + resizeData(); } memcpy(m_Data + m_Offset, str.data(), sizeOfString * sizeof(char)); m_Offset += sizeOfString * sizeof(char); @@ -42,7 +50,8 @@ void Packet::WriteString(std::string str) void Packet::WriteData(char * data, int sizeOfData) { if (m_Offset + sizeOfData > m_MaxPacketSize) { - LOG_WARNING("Packet::WriteData(): Data size in packet exceeded maximum packet size.\n"); + LOG_WARNING("Packet::WriteData(): Data size in packet exceeded maximum packet size. New size is %i bytes\n", m_MaxPacketSize*2); + resizeData(); } memcpy(m_Data + m_Offset, data, sizeOfData); m_Offset += sizeOfData; @@ -69,4 +78,24 @@ char * Packet::ReadData(int SizeOfData) unsigned int oldReturnDataOffset = m_ReturnDataOffset; m_ReturnDataOffset += SizeOfData; return (m_Data + oldReturnDataOffset); -} \ No newline at end of file +} + +void Packet::resizeData() +{ + + // Allocate memory to store our data in + char* holdData = new char[m_MaxPacketSize]; + // Copy our data to the newly allocated memory + memcpy(holdData, m_Data, m_Offset); + // Increase max packet size + m_MaxPacketSize = m_MaxPacketSize * 2; + // Delete our data + delete m_Data; + // Allocate twice the memory we had before + m_Data = new char[m_MaxPacketSize]; + // Copy our data to new location + memcpy(m_Data, holdData, m_Offset); + // Delete the memory allocated to hold our data + // while we resized the old data container. + delete holdData; +} diff --git a/src/Engine/Network/Server.cpp b/src/Engine/Network/Server.cpp index 261583cc..07fed65b 100644 --- a/src/Engine/Network/Server.cpp +++ b/src/Engine/Network/Server.cpp @@ -4,7 +4,9 @@ Server::Server() : m_Socket(m_IOService, boost::asio::ip::udp::endpoint(boost::a { } Server::~Server() -{ } +{ + +} void Server::Start(World* world, EventBroker* eventBroker) @@ -22,18 +24,9 @@ void Server::Update() readFromClients(); } -void Server::Close() -{ - m_ThreadIsRunning = false; -} - void Server::readFromClients() { - // m_ThreadIsRunning might be unnecessary but the - // program crashed if it executed m_Socket.available() - // when closing the program. - - if (m_Socket.available()) { + while (m_Socket.available()) { try { bytesRead = receive(readBuffer, INPUTSIZE); Packet packet(readBuffer, bytesRead); @@ -41,7 +34,6 @@ void Server::readFromClients() } catch (const std::exception& err) { //LOG_ERROR("%i: Read from client crashed %s", m_PacketID, err.what()); } - } std::clock_t currentTime = std::clock(); // Send snapshot @@ -58,7 +50,7 @@ void Server::readFromClients() // Time out logic if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) { - checkForTimeOuts(); + //checkForTimeOuts(); timOutTimer = currentTime; } } @@ -108,7 +100,7 @@ int Server::receive(char * data, size_t length) void Server::send(Packet& packet, int playerID) { - m_Socket.send_to( + int bytesSent = m_Socket.send_to( boost::asio::buffer(packet.Data(), packet.Size()), m_PlayerDefinitions[playerID].Endpoint, 0); @@ -150,22 +142,32 @@ void Server::broadcast(Packet& packet) } } +// Send snapshot fields void Server::sendSnapshot() { - Packet packet(MessageType::Snapshot, m_SendPacketID); - for (size_t i = 0; i < MAXCONNECTIONS; i++) { + // Should time this + std::unordered_map worldComponentPools = m_World->GetComponentPools(); + for (auto& it : worldComponentPools) { + Packet packet(MessageType::Snapshot, m_SendPacketID); + std::string componentType = it.first; + ComponentPool* componentPool = it.second; + ComponentInfo componentInfo = componentPool->ComponentInfo(); + packet.WriteString(componentInfo.Name); - // Send an empty name if there is no player connected on this position. - packet.WriteString(m_PlayerDefinitions[i].Name); - - if (m_PlayerDefinitions[i].EntityID == -1) { - continue; + for (auto& componentWrapper : *componentPool) { + packet.WritePrimitive(componentWrapper.EntityID); + for (auto& componentField : componentWrapper.Info.FieldsInOrder) { + ComponentInfo::Field_t fieldInfo = componentInfo.Fields.at(componentField); + if (fieldInfo.Type == "string") { + std::string& value = componentWrapper[componentField]; + packet.WriteString(value); + } else { + packet.WriteData(componentWrapper.Data + fieldInfo.Offset, fieldInfo.Stride); + } + } } - // Pack transfrom component into data packet - auto transform = m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform"); - packet.WriteData(transform.Data, transform.Info.Meta.Stride); + broadcast(packet); } - broadcast(packet); } void Server::sendPing() @@ -174,10 +176,9 @@ void Server::sendPing() for (size_t i = 0; i < MAXCONNECTIONS; i++) { if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) { int ping = 1000 * (m_StopTimes[i] - m_StartPingTime) / static_cast(CLOCKS_PER_SEC); - LOG_INFO("%i: Player %i's ping: %i", m_PacketID, i, ping); + LOG_INFO("Last packetID received %i: Player %i's ping: %i", m_PacketID, i, ping); } } - // Create ping message Packet packet(MessageType::ServerPing, m_SendPacketID); packet.WriteString("Ping from server"); @@ -271,7 +272,7 @@ void Server::parseConnect(Packet& packet) m_StopTimes[i] = std::clock(); - LOG_INFO("Player \"%s\" connected on IP: %s", m_PlayerDefinitions[i].Name, m_PlayerDefinitions[i].Endpoint.address().to_string()); + LOG_INFO("Player \"%s\" connected on IP: %s", m_PlayerDefinitions[i].Name.c_str(), m_PlayerDefinitions[i].Endpoint.address().to_string().c_str()); Packet packet(MessageType::Connect, m_SendPacketID); packet.WritePrimitive(i); // Player ID diff --git a/src/Engine/Rendering/Camera.cpp b/src/Engine/Rendering/Camera.cpp index 6ddf1c6c..5a774c34 100644 --- a/src/Engine/Rendering/Camera.cpp +++ b/src/Engine/Rendering/Camera.cpp @@ -50,6 +50,18 @@ void Camera::SetOrientation(glm::quat val) UpdateViewMatrix(); } + +void Camera::SetProjectionMatrix(glm::mat4 val) +{ + m_ProjectionMatrix = val; +} + + +void Camera::SetViewMatrix(glm::mat4 val) +{ + m_ViewMatrix = val; +} + //void Camera::Pitch(float val) //{ // m_Pitch = val; @@ -64,15 +76,6 @@ void Camera::SetOrientation(glm::quat val) void Camera::UpdateProjectionMatrix() { -// m_ProjectionMatrix = glm::ortho( -// -16.f, -// 16.f, -// -9.f, -// 9.f, -// m_NearClip, -// m_FarClip -// ); - m_ProjectionMatrix = glm::perspective(m_FOV, m_AspectRatio, m_NearClip, m_FarClip); } diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp index 359981d3..893978cd 100644 --- a/src/Engine/Rendering/DrawFinalPass.cpp +++ b/src/Engine/Rendering/DrawFinalPass.cpp @@ -22,7 +22,7 @@ void DrawFinalPass::InitializeShaderPrograms() m_ForwardPlusProgram->Link(); } -void DrawFinalPass::Draw(RenderQueueCollection& rq) +void DrawFinalPass::Draw(RenderScene& scene) { GLERROR("DrawFinalPass::Draw: Pre"); @@ -38,11 +38,11 @@ void DrawFinalPass::Draw(RenderQueueCollection& rq) glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix())); //TODO: Render: Add code for more jobs than modeljobs. - for (auto &job : rq.Forward) { + for (auto &job : scene.ForwardJobs) { auto modelJob = std::dynamic_pointer_cast(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->ModelMatrix)); + 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) { diff --git a/src/Engine/Rendering/DrawScenePass.cpp b/src/Engine/Rendering/DrawScenePass.cpp index 19de3d58..7871f1dd 100644 --- a/src/Engine/Rendering/DrawScenePass.cpp +++ b/src/Engine/Rendering/DrawScenePass.cpp @@ -22,25 +22,23 @@ void DrawScenePass::InitializeShaderPrograms() m_BasicForwardProgram->Link(); } -void DrawScenePass::Draw(RenderQueueCollection& rq) +void DrawScenePass::Draw(RenderScene& scene) { //glBindFramebuffer(GL_FRAMEBUFFER, 0); GLERROR("DrawScenePass::Draw: Pre"); - DrawScenePassState state; + DrawScenePassState state = DrawScenePassState(); m_BasicForwardProgram->Bind(); - - //TODO: Render: Add code for more jobs than modeljobs. - for (auto &job : rq.Forward) { + for (auto &job : scene.ForwardJobs) { auto modelJob = std::dynamic_pointer_cast(job); if (modelJob) { GLuint ShaderHandle = m_BasicForwardProgram->GetHandle(); //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->ModelMatrix)); - 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())); + glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); + glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color)); //TODO: Renderer: bättre textur felhantering samt fler texturer stöd @@ -56,14 +54,9 @@ void DrawScenePass::Draw(RenderQueueCollection& rq) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex); - continue; + //continue; } - auto spriteJob = std::dynamic_pointer_cast(job); - if(spriteJob) - { - //Hello im a sprite, please draw me. - } - + } GLERROR("DrawScenePass::Draw: End"); } diff --git a/src/Engine/Rendering/DrawScenePassState.cpp b/src/Engine/Rendering/DrawScenePassState.cpp index 9e7497a3..2d643697 100644 --- a/src/Engine/Rendering/DrawScenePassState.cpp +++ b/src/Engine/Rendering/DrawScenePassState.cpp @@ -8,8 +8,10 @@ DrawScenePassState::DrawScenePassState() GLERROR("---"); Enable(GL_DEPTH_TEST); Enable(GL_CULL_FACE); - ClearColor(glm::vec4(255.f / 255, 163.f / 255, 176.f / 255, 0.f)); - Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + Enable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + // ClearColor(glm::vec4(255.f / 255, 163.f / 255, 176.f / 255, 0.f)); + // Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } DrawScenePassState::~DrawScenePassState() diff --git a/src/Engine/Rendering/DummyRenderer.cpp b/src/Engine/Rendering/DummyRenderer.cpp index 4956a87a..ab529315 100644 --- a/src/Engine/Rendering/DummyRenderer.cpp +++ b/src/Engine/Rendering/DummyRenderer.cpp @@ -39,17 +39,10 @@ void DummyRenderer::Initialize() exit(EXIT_FAILURE); } - // Create default camera - m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f); - m_DefaultCamera->SetPosition(glm::vec3(0, 0, 0)); - if (m_Camera == nullptr) { - m_Camera = m_DefaultCamera; - } - glfwSwapInterval(m_VSYNC); } -void DummyRenderer::Draw(RenderQueueCollection& rq) +void DummyRenderer::Draw(RenderFrame& rq) { glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f); glClear(GL_COLOR_BUFFER_BIT); diff --git a/src/Engine/Rendering/LightCullingPass.cpp b/src/Engine/Rendering/LightCullingPass.cpp index 8c11285d..bc0b65f1 100644 --- a/src/Engine/Rendering/LightCullingPass.cpp +++ b/src/Engine/Rendering/LightCullingPass.cpp @@ -5,7 +5,7 @@ LightCullingPass::LightCullingPass(IRenderer* renderer) m_Renderer = renderer; InitializeSSBOs(); InitializeShaderPrograms(); - GenerateNewFrustum(); + //GenerateNewFrustum(TODO); } LightCullingPass::~LightCullingPass() @@ -13,21 +13,24 @@ LightCullingPass::~LightCullingPass() } -void LightCullingPass::GenerateNewFrustum() +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(m_Renderer->Camera()->ProjectionMatrix())); + 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(5, 3, 1); //TODO: Renderer: This needs change so resolution will be right. GLERROR("CalculateFrustum Error: End"); } -void LightCullingPass::CullLights() +void LightCullingPass::CullLights(RenderScene& scene) { GLERROR("CullLights Error: Pre"); m_LightOffset = 0; @@ -45,7 +48,7 @@ void LightCullingPass::CullLights() glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); m_LightCullProgram->Bind(); - glUniformMatrix4fv(glGetUniformLocation(m_LightCullProgram->GetHandle(), "V"), 1, false, glm::value_ptr(m_Renderer->Camera()->ViewMatrix())); + 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); @@ -56,10 +59,11 @@ void LightCullingPass::CullLights() GLERROR("CullLights Error: End"); } -void LightCullingPass::FillLightList(RenderQueueCollection& rq) +void LightCullingPass::FillLightList(RenderScene& scene) { m_PointLights.clear(); - for(auto &job : rq.Lights) { + + for(auto &job : scene.PointLightJobs) { auto pointLightjob = std::dynamic_pointer_cast(job); if (pointLightjob) { PointLight p; diff --git a/src/Engine/Rendering/PickingPass.cpp b/src/Engine/Rendering/PickingPass.cpp index 39bb4d3a..aa42a961 100644 --- a/src/Engine/Rendering/PickingPass.cpp +++ b/src/Engine/Rendering/PickingPass.cpp @@ -43,70 +43,109 @@ void PickingPass::InitializeShaderPrograms() m_PickingProgram->Link(); } -void PickingPass::Draw(RenderQueueCollection& rq) +void PickingPass::Draw(RenderScene& scene) { - m_PickingColorsToEntity.clear(); PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle()); - int r = 0; - int g = 0; + //TODO: Render: Add code for more jobs than modeljobs. GLuint ShaderHandle = m_PickingProgram->GetHandle(); m_PickingProgram->Bind(); - std::map entityColors; + - for (auto &job : rq.Forward) { - auto modelJob = std::dynamic_pointer_cast(job); + m_Camera = scene.Camera; - if (modelJob) { - int pickColor[2] = { r, g }; - auto color = entityColors.find(modelJob->Entity); - if (color != entityColors.end()) { - pickColor[0] = color->second[0]; - pickColor[1] = color->second[1]; - } else { - entityColors[modelJob->Entity] = glm::vec2(pickColor[0], pickColor[1]); - if (r + 1 > 255) { - r = 0; - g += 1; + for (auto &job : scene.ForwardJobs) { + auto modelJob = std::dynamic_pointer_cast(job); + + if (modelJob) { + int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] }; + + PickingInfo pickInfo; + pickInfo.Entity = modelJob->Entity; + pickInfo.World = modelJob->World; + pickInfo.Camera = scene.Camera; + + auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)); + if (color != m_EntityColors.end()) { + pickColor[0] = color->second[0]; + pickColor[1] = color->second[1]; } else { - r += 1; + m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]); + if (m_ColorCounter[0] > 255) { + m_ColorCounter[0] = 0; + m_ColorCounter[1]++;; + } else { + m_ColorCounter[0]++;; + } } - } - m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity; - - //Render picking stuff - //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->ModelMatrix)); - 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())); - 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, nullptr, modelJob->StartIndex); + m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo; + + glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); + glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); + + glBindVertexArray(modelJob->Model->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); + glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, nullptr, modelJob->StartIndex); + } } - } + + m_PickingBuffer.Unbind(); GLERROR("PickingPass Error"); - //Publish pick event every frame with the pick data that can be picked by the event + + delete state; +} + + + +void PickingPass::ClearPicking() +{ + m_PickingColorsToEntity.clear(); + m_EntityColors.clear(); + m_ColorCounter[0] = 0; + m_ColorCounter[1] = 0; + + m_PickingBuffer.Bind(); + glClearColor(0.f, 0.f, 0.f, 0.f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + m_PickingBuffer.Unbind(); +} + +PickData PickingPass::Pick(glm::vec2 screenCoord) +{ int fbWidth; int fbHeight; glfwGetFramebufferSize(m_Renderer->Window(), &fbWidth, &fbHeight); - Events::Picking pickEvent = Events::Picking( - &m_PickingBuffer, - &m_DepthBuffer, - m_Renderer->Camera()->ProjectionMatrix(), - m_Renderer->Camera()->ViewMatrix(), - Rectangle(fbWidth, fbHeight), - &m_PickingColorsToEntity); - m_EventBroker->Publish(pickEvent); + Rectangle resolution = Rectangle(fbWidth, fbHeight); + PickData pickData; + // Invert screen y coordinate + screenCoord.y = resolution.Height - screenCoord.y; + ScreenCoords::PixelData data = ScreenCoords::ToPixelData(screenCoord, &m_PickingBuffer, m_DepthBuffer); + pickData.Depth = data.Depth; - delete state; + PickingInfo pickInfo; + + auto it = m_PickingColorsToEntity.find(glm::ivec2(data.Color[0], data.Color[1])); + if (it != m_PickingColorsToEntity.end()) { + pickInfo = it->second; + } else { + pickData.Entity = EntityID_Invalid; + } + pickData.Position = ScreenCoords::ToWorldPos(screenCoord.x, screenCoord.y, data.Depth, resolution, pickInfo.Camera->ProjectionMatrix(), pickInfo.Camera->ViewMatrix()); + + + pickData.Entity = pickInfo.Entity; + pickData.Camera = pickInfo.Camera; + pickData.World = pickInfo.World; + return pickData; } void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const diff --git a/src/Engine/Rendering/PickingPassState.cpp b/src/Engine/Rendering/PickingPassState.cpp index 1e28ea66..2b4f30c4 100644 --- a/src/Engine/Rendering/PickingPassState.cpp +++ b/src/Engine/Rendering/PickingPassState.cpp @@ -10,8 +10,8 @@ PickingPassState::PickingPassState(GLuint frameBuffer) Enable(GL_CULL_FACE); glm::vec4 clearColor = glm::vec4(0.f); - ClearColor(clearColor); - Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + //ClearColor(clearColor); + //Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } PickingPassState::~PickingPassState() diff --git a/src/Engine/Rendering/RawModel.cpp b/src/Engine/Rendering/RawModel.cpp index 95a75a15..d159f271 100644 --- a/src/Engine/Rendering/RawModel.cpp +++ b/src/Engine/Rendering/RawModel.cpp @@ -81,6 +81,9 @@ RawModel::RawModel(std::string fileName) float opacity; material->Get(AI_MATKEY_OPACITY, opacity); desc.DiffuseVertexColor = glm::vec4(diffuse.r, diffuse.g, diffuse.b, opacity); + + desc.DiffuseVertexColor = glm::vec4(diffuse.r, diffuse.g, diffuse.b, opacity); + // Material specular color aiColor3D specular; material->Get(AI_MATKEY_COLOR_SPECULAR, specular); @@ -134,6 +137,7 @@ RawModel::RawModel(std::string fileName) matGroup.EndIndex = m_Indices.size() - 1; // Material shininess material->Get(AI_MATKEY_SHININESS, matGroup.Shininess); + material->Get(AI_MATKEY_OPACITY, matGroup.Transparency); //LOG_DEBUG("Shininess: %f", matGroup.Shininess); // Diffuse texture //LOG_DEBUG("%i diffuse textures found", material->GetTextureCount(aiTextureType_DIFFUSE)); diff --git a/src/Engine/Rendering/RenderQueueFactory.cpp b/src/Engine/Rendering/RenderQueueFactory.cpp deleted file mode 100644 index 5ab9e39a..00000000 --- a/src/Engine/Rendering/RenderQueueFactory.cpp +++ /dev/null @@ -1,150 +0,0 @@ -#include "Rendering/RenderQueueFactory.h" - - -RenderQueueFactory::RenderQueueFactory() -{ - m_RenderQueues = RenderQueueCollection(); -} - -void RenderQueueFactory::Update(World* world) -{ - m_RenderQueues.Clear(); - FillModels(world, &m_RenderQueues.Forward); - FillLights(world, &m_RenderQueues.Lights); -} - -glm::mat4 RenderQueueFactory::ModelMatrix(World* world, EntityID entity) -{ - glm::vec3 position = AbsolutePosition(world, entity); - glm::quat orientation = AbsoluteOrientation(world, entity); - glm::vec3 scale = AbsoluteScale(world, entity); - - glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale); - return modelMatrix; -} - -glm::vec3 RenderQueueFactory::AbsolutePosition(World* world, EntityID entity) -{ - glm::vec3 position; - - while (entity != EntityID_Invalid) { - ComponentWrapper transform = world->GetComponent(entity, "Transform"); - EntityID parent = world->GetParent(entity); - //if (parent != EntityID_Invalid) { - position += AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"]; - //} else { - // position += (glm::vec3)transform["Position"]; - //} - entity = parent; - } - - return position; -} - -glm::quat RenderQueueFactory::AbsoluteOrientation(World* world, EntityID entity) -{ - glm::quat orientation; - - while (entity != EntityID_Invalid) { - ComponentWrapper transform = world->GetComponent(entity, "Transform"); - orientation = glm::quat((glm::vec3)transform["Orientation"]) * orientation; - entity = world->GetParent(entity); - } - - return orientation; -} - -glm::vec3 RenderQueueFactory::AbsoluteScale(World* world, EntityID entity) -{ - glm::vec3 scale(1.f); - - while (entity != EntityID_Invalid) { - ComponentWrapper transform = world->GetComponent(entity, "Transform"); - scale *= (glm::vec3)transform["Scale"]; - entity = world->GetParent(entity); - } - - return scale; -} - -void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue) -{ - auto models = world->GetComponents("Model"); - if (models == nullptr) { - return; - } - - for (auto& modelC : *models) { - bool visible = modelC["Visible"]; - if (!visible) { - continue; - } - std::string resource = modelC["Resource"]; - if (resource.empty()) { - continue; - } - glm::vec4 color = modelC["Color"]; - Model* model = ResourceManager::Load(resource); - if (model == nullptr) { - model = ResourceManager::Load("Models/Core/Error.obj"); - } - - auto transformC = world->GetComponent(modelC.EntityID, "Transform"); - if(&transformC == nullptr) - { - return; - } - - for (auto texGroup : model->TextureGroups) { - ModelJob job; - job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0; - job.DiffuseTexture = texGroup.Texture.get(); - job.NormalTexture = texGroup.NormalMap.get(); - job.SpecularTexture = texGroup.SpecularMap.get(); - job.Model = model; - job.StartIndex = texGroup.StartIndex; - job.EndIndex = texGroup.EndIndex; - job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID); - job.Color = color; - - //TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this - job.Entity = modelC.EntityID; - - renderQueue->Add(job); - } - } -} - -void RenderQueueFactory::FillLights(World* world, RenderQueue* renderQueue) -{ - 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; - } - - glm::vec4 color = pointlightC["Color"]; - float radius = (double)pointlightC["Radius"]; - float intensity = (double)pointlightC["Intensity"]; - float falloff = (double)pointlightC["Falloff"]; - - PointLightJob job; - job.Position = glm::vec4(AbsolutePosition(world, transformC.EntityID), 1.f); - job.Color = color; - job.Radius = radius; - job.Intensity = intensity; - job.Falloff = falloff; - - renderQueue->Add(job); - } -} - diff --git a/src/Engine/Rendering/RenderSystem.cpp b/src/Engine/Rendering/RenderSystem.cpp new file mode 100644 index 00000000..11f067e2 --- /dev/null +++ b/src/Engine/Rendering/RenderSystem.cpp @@ -0,0 +1,218 @@ +#include "Rendering/RenderSystem.h" +#include "Rendering/DebugCameraInputController.h" + +RenderSystem::RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame) :ImpureSystem(eventBrokerer) +{ + m_Renderer = renderer; + m_RenderFrame = renderFrame; + EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera); + EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand); + + m_DefaultCamera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f); + m_DefaultCamera->SetPosition(glm::vec3(0, 0, 10)); + if (m_Camera == nullptr) { + m_Camera = m_DefaultCamera; + } +} + +bool RenderSystem::OnSetCamera(const Events::SetCamera &event) +{ + auto cameras = m_World->GetComponents("Camera"); + + if (cameras != nullptr) { + for (auto it = cameras->begin(); it != cameras->end(); it++) { + if ((std::string)(*it)["Name"] == event.Name) { + switchCamera((*it).EntityID); + } + } + } + return true; +} + +void RenderSystem::switchCamera(EntityID entity) +{ + if(m_World->HasComponent(entity, "Camera")) { + + if (m_CurrentCamera != EntityID_Invalid) { + if (m_World->HasComponent(m_CurrentCamera, "Model")) { + m_World->GetComponent(m_CurrentCamera, "Model")["Visible"] = true; + } + } + + if (m_World->HasComponent(entity, "Model")) { + m_World->GetComponent(entity, "Model")["Visible"] = false; + } + m_CurrentCamera = entity; + m_SwitchCamera = false; + + } else { + LOG_ERROR("Entity %i does not have a CameraComponent", entity); + m_SwitchCamera = false; + } +} + +void RenderSystem::updateProjectionMatrix(ComponentWrapper& cameraComponent) +{ + double fov = cameraComponent["FOV"]; + double aspectRatio = m_Renderer->Resolution().Width / m_Renderer->Resolution().Height; + double nearClip = cameraComponent["NearClip"]; + double farClip = cameraComponent["FarClip"]; + + double fovY = atan(tan(glm::radians(fov)/2.0) * aspectRatio) * 2.0; + m_ProjectionMatrix = glm::perspective(fovY, aspectRatio, nearClip, farClip); + + m_Camera->SetFOV(fovY); + m_Camera->SetAspectRatio(aspectRatio); + m_Camera->SetNearClip(nearClip); + m_Camera->SetFarClip(farClip); + m_Camera->UpdateProjectionMatrix(); +} + +void RenderSystem::fillModels(std::list>& jobs, World* world) +{ + auto models = world->GetComponents("Model"); + if (models == nullptr) { + return; + } + + for (auto& modelComponent : *models) { + bool visible = modelComponent["Visible"]; + if (!visible) { + continue; + } + std::string resource = modelComponent["Resource"]; + if (resource.empty()) { + continue; + } + + Model* model = ResourceManager::Load<::Model>(resource); + if (model == nullptr) { + model = ResourceManager::Load<::Model>("Models/Core/Error.obj"); + } + + glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, world); + + for (auto texGroup : model->TextureGroups) { + std::shared_ptr modelJob = std::shared_ptr(new ModelJob(model, m_Camera, modelMatrix, texGroup, modelComponent, world)); + jobs.push_back(modelJob); + } + } +} + + +void RenderSystem::fillLight(std::list>& 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 = std::shared_ptr(new PointLightJob(transformC, pointlightC)); + jobs.push_back(pointLightJob); + } +} + +bool RenderSystem::OnInputCommand(const Events::InputCommand& e) +{ + if (e.Command == "SwitchCamera" && e.Value > 0) { + m_SwitchCamera = true; + return true; + } else { + return false; + } +} + +void RenderSystem::Update(World* world, double dt) +{ + m_World = world; + m_EventBroker->Process(); + + updateCamera(world, dt); + + //Only supports opaque geometry atm + m_RenderFrame->Clear(); + + RenderScene scene; + scene.Camera = m_Camera; + scene.Viewport = Rectangle(1280, 720); + fillModels(scene.ForwardJobs, world); + fillLight(scene.PointLightJobs, world); + m_RenderFrame->Add(scene); + +} + +void RenderSystem::updateCamera(World* world, double dt) +{ + + static DebugCameraInputController firstPersonInputController(m_EventBroker, -1); + + if (m_SwitchCamera) { + auto cameras = world->GetComponents("Camera"); + for (auto it = cameras->begin(); it != cameras->end(); it++) { + if ((*it).EntityID == m_CurrentCamera) { + it++; + if (it != cameras->end()) { + switchCamera((*it).EntityID); + } else { + switchCamera((*cameras->begin()).EntityID); + } + break; + } + } + ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera"); + ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform"); + + firstPersonInputController.SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"])); + firstPersonInputController.SetPosition(cameraTransform["Position"]); + + } + + if (m_World->ValidEntity(m_CurrentCamera)) { + if (world->HasComponent(m_CurrentCamera, "Camera") && world->HasComponent(m_CurrentCamera, "Transform")) { + ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera"); + ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform"); + + firstPersonInputController.Update(dt); + (glm::vec3&)cameraTransform["Orientation"] = glm::eulerAngles(firstPersonInputController.Orientation()); + (glm::vec3&)cameraTransform["Position"] = firstPersonInputController.Position(); + + glm::vec3 position = Transform::AbsolutePosition(world, m_CurrentCamera); + glm::quat orientation = Transform::AbsoluteOrientation(world, m_CurrentCamera); + + m_Camera->SetPosition(position); + m_Camera->SetOrientation(orientation); + + updateProjectionMatrix(cameraComponent); + + } + } else { + m_Camera = m_DefaultCamera; + + auto cameras = world->GetComponents("Camera"); + if (cameras != nullptr) { + if (cameras->begin() != cameras->end()) { + ComponentWrapper& cameraC = *cameras->begin(); + switchCamera(cameraC.EntityID); + + ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera"); + ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform"); + + firstPersonInputController.SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"])); + firstPersonInputController.SetPosition(cameraTransform["Position"]); + } + } + } + + m_Camera->UpdateViewMatrix(); +} + diff --git a/src/Engine/Rendering/Renderer.cpp b/src/Engine/Rendering/Renderer.cpp index 792faa18..8df0c031 100644 --- a/src/Engine/Rendering/Renderer.cpp +++ b/src/Engine/Rendering/Renderer.cpp @@ -3,13 +3,7 @@ void Renderer::Initialize() { InitializeWindow(); - // Create default camera - m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(90.0f), 0.01f, 5000.f); - m_DefaultCamera->SetPosition(glm::vec3(0, 1, 10)); - if (m_Camera == nullptr) { - m_Camera = m_DefaultCamera; - } - m_DebugCameraInputController = std::make_shared>(m_EventBroker, -1); + InitializeRenderPasses(); glfwSwapInterval(m_VSYNC); @@ -21,6 +15,15 @@ void Renderer::Initialize() m_UnitSphere = ResourceManager::Load("Models/Core/UnitSphere.obj"); m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker); + + + // 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)); + if (m_Camera == nullptr) { + m_Camera = m_DefaultCamera; + } + } void Renderer::InitializeWindow() @@ -76,9 +79,7 @@ void Renderer::InitializeShaders() void Renderer::InputUpdate(double dt) { - m_DebugCameraInputController->Update(dt); - m_Camera->SetOrientation(m_DebugCameraInputController->Orientation()); - m_Camera->SetPosition(m_DebugCameraInputController->Position()); + } void Renderer::Update(double dt) @@ -88,22 +89,37 @@ void Renderer::Update(double dt) m_ImGuiRenderPass->Update(dt); } -void Renderer::Draw(RenderQueueCollection& rq) +void Renderer::Draw(RenderFrame& frame) { - FillDepth(rq); - m_PickingPass->Draw(rq); - //DrawScreenQuad(m_PickingPass->PickingTexture()); - m_LightCullingPass->FillLightList(rq); - m_LightCullingPass->CullLights(); + glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f); - //m_DrawScenePass->Draw(rq); - m_DrawFinalPass->Draw(rq); - glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 1.f); - GLERROR("Renderer::Draw m_DrawScenePass->Draw"); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + + m_PickingPass->ClearPicking(); + for (auto scene : frame.RenderScenes){ + + m_Camera = scene->Camera; // remove renderer camera when Editor uses the render scene cameras. + FillDepth(*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); + + GLERROR("Renderer::Draw m_DrawScenePass->Draw"); + } + m_ImGuiRenderPass->Draw(); glfwSwapBuffers(m_Window); } +PickData Renderer::Pick(glm::vec2 screenCoord) +{ + return m_PickingPass->Pick(screenCoord); +} + void Renderer::DrawScreenQuad(GLuint textureToDraw) { glBindFramebuffer(GL_FRAMEBUFFER, 0); @@ -152,13 +168,18 @@ void Renderer::InitializeRenderPasses() } //Temp func -void Renderer::FillDepth(RenderQueueCollection& rq) +void Renderer::FillDepth(RenderScene& scene) { - for(auto job : rq.Forward) { + for (auto job : scene.ForwardJobs) { auto modelJob = std::dynamic_pointer_cast(job); - glm::vec3 abspos = RenderQueueFactory::AbsolutePosition(m_World, modelJob->Entity); - glm::vec3 worldpos = glm::vec3(m_Camera->ViewMatrix() * glm::vec4(abspos, 1)); + 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; } - rq.Forward.Jobs.sort(Renderer::DepthSort); -} + scene.ForwardJobs.sort(Renderer::DepthSort); +} \ No newline at end of file diff --git a/src/Game/Game.cpp b/src/Game/Game.cpp index 2d9e4b91..5d3eac5d 100644 --- a/src/Game/Game.cpp +++ b/src/Game/Game.cpp @@ -18,10 +18,9 @@ Game::Game(int argc, char* argv[]) // Create the core event broker m_EventBroker = new EventBroker(); - m_RenderQueueFactory = new RenderQueueFactory(); // Create the renderer - m_Renderer = new Renderer(m_EventBroker); + m_Renderer = new Renderer(m_EventBroker, m_World); m_Renderer->SetFullscreen(m_Config->Get("Video.Fullscreen", false)); m_Renderer->SetVSYNC(m_Config->Get("Video.VSYNC", false)); m_Renderer->SetResolution(Rectangle::Rectangle( @@ -31,7 +30,7 @@ Game::Game(int argc, char* argv[]) m_Config->Get("Video.Height", 720) )); m_Renderer->Initialize(); - m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get("Video.FOV", 90.f))); + //m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get("Video.FOV", 90.f))); // Create input manager m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker); @@ -58,8 +57,11 @@ Game::Game(int argc, char* argv[]) //SO MUCH TEMP PLEASE REMOVE ME OMFG VIKTOR HELP m_Renderer->m_World = m_World; + m_RenderFrame = new RenderFrame(); + // Create system pipeline m_SystemPipeline = new SystemPipeline(m_EventBroker); + //All systems with orderlevel 0 will be updated first. unsigned int updateOrderLevel = 0; @@ -73,6 +75,9 @@ Game::Game(int argc, char* argv[]) m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); + ++updateOrderLevel; + m_SystemPipeline->AddSystem(updateOrderLevel, m_Renderer, m_RenderFrame); + // Invoke network if (m_Config->Get("Networking.StartNetwork", false)) { //boost::thread workerThread(&Game::networkFunction, this); @@ -88,8 +93,8 @@ Game::~Game() delete m_FrameStack; delete m_InputProxy; delete m_InputManager; + delete m_RenderFrame; delete m_Renderer; - delete m_RenderQueueFactory; delete m_EventBroker; } @@ -115,15 +120,13 @@ void Game::Tick() if (m_IsClientOrServer) { m_ClientOrServer->Update(); } - // Iterate through systems and update world! m_SystemPipeline->Update(m_World, dt); m_Renderer->Update(dt); m_EventBroker->Process(); - m_RenderQueueFactory->Update(m_World); GLERROR("Game::Tick m_RenderQueueFactory->Update"); - m_Renderer->Draw(m_RenderQueueFactory->RenderQueues()); + m_Renderer->Draw(*m_RenderFrame); GLERROR("Game::Tick m_Renderer->Draw"); m_EventBroker->Swap(); m_EventBroker->Clear(); @@ -146,10 +149,5 @@ void Game::networkFunction() m_ClientOrServer = new Server(); } m_ClientOrServer->Start(m_World, m_EventBroker); - // I don't think we are reaching this part of the code right now. - // ~Game() is not called if the game is exited by closing console windows - // When server or client is done set it to false. - //m_IsClientOrServer = false; - // Destroy it - //delete m_ClientOrServer; + } \ No newline at end of file diff --git a/src/Tests/ResourceManagerTest.cpp b/src/Tests/ResourceManagerTest.cpp index a3edb7b8..9d62fa93 100644 --- a/src/Tests/ResourceManagerTest.cpp +++ b/src/Tests/ResourceManagerTest.cpp @@ -7,7 +7,6 @@ #include "Core/ResourceManager.h" #include "Core/ConfigFile.h" #include "Rendering/Renderer.h" -#include "Core/EntityXMLFile.h" #include "Engine\Rendering\Texture.h" BOOST_AUTO_TEST_SUITE(resourceManagerTests)