Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| cf43817658 | |||
| 4769970715 | |||
| 3c8159220c |
@@ -12,6 +12,3 @@ tools/MayaExporter/x64/Debug/
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tools/MayaExporter/MayaExporter/Debug/
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tools/MayaExporter/MayaExporter/GeneratedFiles/
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tools/MayaExporter/MayaExporter/x64/*
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tools/MayaExporter/x64/*
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+1
-1
Submodule assets updated: 10a611659d...c4898d8281
+1
-1
Submodule deps updated: ed45883a44...bf83f099ba
+6
-6
@@ -1,17 +1,17 @@
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#ifndef FillFrustumOctreeSystem_h__
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#define FillFrustumOctreeSystem_h__
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#ifndef CollidableOctreeSystem_h__
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#define CollidableOctreeSystem_h__
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#include "../Core/System.h"
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#include "../Core/Octree.h"
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#include "Collision.h"
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#include "EntityAABB.h"
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class FillFrustumOctreeSystem : public ImpureSystem, public PureSystem
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class CollidableOctreeSystem : public ImpureSystem, public PureSystem
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{
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public:
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FillFrustumOctreeSystem(SystemParams params, Octree<EntityAABB>* octree)
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: System(params)
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, PureSystem("Model")
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CollidableOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree, const std::string& componentType)
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: System(world, eventBroker)
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, PureSystem(componentType)
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, m_Octree(octree)
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{ }
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@@ -20,9 +20,6 @@
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class World;
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struct ComponentWrapper;
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template<typename T>
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class Octree;
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namespace Collision
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{
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//Return true if the ray hits the box.
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@@ -31,77 +28,40 @@ bool RayVsAABB(const Ray& ray, const AABB& box);
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//Return true if the ray hits the box, also outputs distance from ray origin to intersection point in [outDistance].
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bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance);
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//Return true if the ray hits the triangle.
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bool RayVsTriangle(const Ray& ray,
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const glm::vec3& v0,
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const glm::vec3& v1,
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const glm::vec3& v2,
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bool trueOnNegativeDistance = false);
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//Return true if the ray hits the triangle, and the distance is less than outDistance.
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bool RayVsTriangle(const Ray& ray,
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const glm::vec3& v0,
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const glm::vec3& v1,
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const glm::vec3& v2,
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float& outDistance,
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float& outUCoord,
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float& outVCoord,
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bool trueOnNegativeDistance = false);
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//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
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bool RayVsModel(const Ray& ray,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix);
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices);
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//Return true if the ray hits any of the triangles in the model.
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//Also returns the position of the intersection point. Will loop through all the whole model indices.
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bool RayVsModel(const Ray& ray,
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const RawModel::Vertex* modelVertices,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& outHitPosition);
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//Return true if the ray hits any of the triangles in the model.
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//Also returns the distance from the ray origin to the closest
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//intersection point, and the barycentric u,v-coordinates. Will loop through all the whole model indices.
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bool RayVsModel(const Ray& ray,
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const RawModel::Vertex* modelVertices,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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float& outDistance,
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float& outUCoord,
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float& outVCoord);
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bool AABBvsTriangles(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& boxVelocity,
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float verticalStepHeight,
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bool& isOnGround,
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glm::vec3& outResolutionVector);
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//Detects collision, but does not resolve.
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bool AABBvsTriangles(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix);
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//Return true if the boxes are intersecting.
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bool AABBVsAABB(const AABB& a, const AABB& b);
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//Return true if the boxes are intersecting.
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//Also outputs the minimum translation that box [a] would need in order to resolve collision.
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bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
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// Calculates an absolute AABB from an entity AABB component or Model component.
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// if takeModelBox is true, the AABB component will be ignored and box is calculated from Model.
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// if takeModelBox is false, the AABB component will be prefered, if it exists.
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boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox = false);
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boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity);
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//Returns the first entity hit by the input ray. entitiesPotentiallyHitSorted needs to be sorted
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//by their distance to the ray, e.g. result from Octree<EntityAABB>::ObjectsPossiblyHitByRay.
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//Returns boost::none if none was hit. outDistance will be the distance to the intersection point if the ray intersects.
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float& outDistance, glm::vec3& outIntersectPos);
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//Returns the first entity hit by the input ray that exists in the octree.
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//outDistance will be the distance to the intersection point if the ray intersects.
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, Octree<EntityAABB>* octree, float& outDistance, glm::vec3& outIntersectPos);
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// Calculates an absolute AABB from an entity AABB component
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boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity);
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}
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@@ -13,13 +13,13 @@
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class CollisionSystem : public PureSystem
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{
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public:
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CollisionSystem(SystemParams params, Octree<EntityAABB>* octree)
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: System(params)
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, PureSystem("Physics")
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CollisionSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
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: System(world, eventBroker)
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, PureSystem("Collidable")
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, m_Octree(octree)
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{ }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPhysics, double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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private:
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Octree<EntityAABB>* m_Octree;
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@@ -1,25 +0,0 @@
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#ifndef FillOctreeSystem_h__
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#define FillOctreeSystem_h__
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#include "../Core/System.h"
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#include "../Core/Octree.h"
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#include "Collision.h"
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#include "EntityAABB.h"
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class FillOctreeSystem : public ImpureSystem, public PureSystem
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{
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public:
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FillOctreeSystem(SystemParams params, Octree<EntityAABB>* octree, const std::string& fillComponentType)
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: System(params)
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, PureSystem(fillComponentType)
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, m_Octree(octree)
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{ }
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virtual void Update(double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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private:
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Octree<EntityAABB>* m_Octree;
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};
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#endif
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@@ -15,8 +15,8 @@ class AABB;
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class TriggerSystem : public PureSystem
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{
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public:
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TriggerSystem(SystemParams params, Octree<EntityAABB>* octree)
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: System(params)
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TriggerSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
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: System(world, eventBroker)
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, PureSystem("Trigger")
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, m_Octree(octree)
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{
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@@ -2,7 +2,6 @@
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#define ComponentInfo_h__
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#include "../Common.h"
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#include <boost/shared_array.hpp>
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struct ComponentInfo
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{
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@@ -14,7 +13,6 @@ struct ComponentInfo
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unsigned int Allocation = 0;
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std::map<std::string, std::string> FieldAnnotations;
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std::map<std::string, std::map<std::string, EnumType>> FieldEnumDefinitions;
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bool NetworkReplicated = true;
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};
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struct Field_t
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@@ -28,9 +26,8 @@ struct ComponentInfo
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std::string Name;
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std::unordered_map<std::string, Field_t> Fields;
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std::vector<std::string> FieldsInOrder;
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std::vector<std::string> StringFields;
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unsigned int Stride = 0;
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boost::shared_array<char> Defaults = nullptr;
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std::shared_ptr<char> Defaults = nullptr;
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std::shared_ptr<Meta_t> Meta = nullptr;
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};
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@@ -1,7 +1,6 @@
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#ifndef ComponentPool_h__
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#define ComponentPool_h__
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#include <set>
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#include "MemoryPool.h"
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#include "ComponentInfo.h"
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#include "ComponentWrapper.h"
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@@ -46,8 +45,7 @@ public:
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: m_ComponentInfo(ci)
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, m_Pool(ci.Meta->Allocation, sizeof(EntityID) + ci.Stride)
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{ }
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~ComponentPool();
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ComponentPool(const ComponentPool& other);
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ComponentPool(const ComponentPool& other) = delete;
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ComponentPool(const ComponentPool&& other) = delete;
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const ::ComponentInfo& ComponentInfo() const { return m_ComponentInfo; }
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@@ -1,30 +1,11 @@
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#ifndef ComponentWrapper_h__
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#define ComponentWrapper_h__
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#include <boost/shared_array.hpp>
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#include <boost/any.hpp>
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#include "../Common.h"
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#include "Entity.h"
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#include "ComponentInfo.h"
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#include "Util/Any.h"
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template <typename T, typename Enable = void>
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struct ComponentField { };
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template <typename T>
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struct ComponentField<T, typename std::enable_if<std::is_trivially_copyable<T>::value>::type>
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{
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static T& Get(const ComponentInfo::Field_t& info, char* data) { return *reinterpret_cast<T*>(data); }
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static void Set(const ComponentInfo::Field_t& info, char* data, const T& value) { Get(data) = value; }
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};
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template <>
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struct ComponentField<std::string, void>
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{
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static std::string& Get(const ComponentInfo::Field_t& info, char* data) { return **reinterpret_cast<std::string**>(data); }
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static void Set(const ComponentInfo::Field_t& info, char* data, const std::string& value) { Get(info, data) = value; }
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};
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struct ComponentWrapper
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{
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ComponentWrapper(const ComponentInfo& componentInfo, char* data)
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@@ -62,35 +43,6 @@ struct ComponentWrapper
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// Specialization for string literals
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template <std::size_t N>
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void SetField(std::string name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); }
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void Copy(ComponentWrapper& destination)
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{
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// Copy trivial data
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memcpy(destination.Data, Data, Info.Stride);
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// Duplicate strings
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SolidifyStrings(destination);
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}
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// When component data has been copied, strings need to be reconstructed or they'll refer to the same data!
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static void SolidifyStrings(ComponentWrapper& component)
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{
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for (auto& name : component.Info.StringFields) {
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std::size_t offset = component.Info.Fields.at(name).Offset;
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std::string value = *reinterpret_cast<const std::string*>(component.Data + offset);
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new (component.Data + offset) std::string(value);
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}
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}
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// This needs to be called to properly free component data, because strings.
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static void Destroy(ComponentInfo info, char* data)
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{
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// Call std::string destructors
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for (auto& name : info.StringFields) {
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std::size_t offset = info.Fields.at(name).Offset;
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auto field = reinterpret_cast<std::string*>(data + offset);
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field->~basic_string();
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}
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}
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struct SubscriptProxy
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{
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@@ -124,18 +76,6 @@ struct ComponentWrapper
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SubscriptProxy operator[](std::string propertyName) { return SubscriptProxy(this, propertyName); }
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};
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// A component wrapper that "owns" its data through a shared pointer
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struct SharedComponentWrapper : ComponentWrapper
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{
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SharedComponentWrapper(const ComponentInfo& componentInfo, boost::shared_array<char> data)
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: ComponentWrapper(componentInfo, data.get())
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, m_DataReference(data)
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{ }
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private:
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boost::shared_array<char> m_DataReference;
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};
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// TODO: Move this to Tests once entity importing is finished
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class ComponentWrapperFactory
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{
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@@ -144,38 +84,26 @@ public:
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ComponentWrapperFactory(std::string componentTypeName, unsigned int allocation = 0)
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{
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m_ComponentInfo.Name = componentTypeName;
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m_ComponentInfo.Meta = std::make_shared<ComponentInfo::Meta_t>();
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m_ComponentInfo.Meta->Allocation = allocation;
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}
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template <typename T>
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void AddProperty(std::string fieldName, T defaultValue)
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{
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auto& field = m_ComponentInfo.Fields[fieldName];
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field.Name = fieldName;
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field.Type = typeid(T).name();
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field.Offset = m_ComponentInfo.Stride;
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field.Stride = sizeof(T);
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m_ComponentInfo.FieldsInOrder.push_back(field.Name);
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if (field.Type == typeid(std::string).name()) {
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field.Type = "string";
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m_ComponentInfo.StringFields.push_back(field.Name);
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}
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m_DefaultValues.push_back(defaultValue);
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m_ComponentInfo.Fields[fieldName].Type = typeid(T).name();
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m_ComponentInfo.Fields[fieldName].Offset = m_ComponentInfo.Stride;
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m_ComponentInfo.Fields[fieldName].Stride = sizeof(T);
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m_ComponentInfo.Stride += sizeof(T);
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m_DefaultValues.push_back(std::make_pair(field, defaultValue));
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}
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ComponentInfo& Finalize()
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{
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m_ComponentInfo.Defaults = boost::shared_array<char>(new char[m_ComponentInfo.Stride]);
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m_ComponentInfo.Defaults = std::shared_ptr<char>(new char[m_ComponentInfo.Stride]);
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std::size_t offset = 0;
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for (auto& pair : m_DefaultValues) {
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if (pair.first.Type == "string") {
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new (m_ComponentInfo.Defaults.get() + offset) std::string(*reinterpret_cast<std::string*>(pair.second.Data.get()));
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} else {
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memcpy(m_ComponentInfo.Defaults.get() + offset, pair.second.Data.get(), pair.second.Size);
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}
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offset += pair.second.Size;
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for (auto& val : m_DefaultValues) {
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memcpy(m_ComponentInfo.Defaults.get() + offset, val.Data.get(), val.Size);
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offset += val.Size;
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}
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return m_ComponentInfo;
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@@ -185,7 +113,7 @@ public:
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private:
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ComponentInfo m_ComponentInfo;
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std::vector<std::pair<ComponentInfo::Field_t, Any>> m_DefaultValues;
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std::vector<Any> m_DefaultValues;
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};
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#endif
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@@ -1,18 +0,0 @@
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#ifndef EAmmoPickup_h__
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#define EAmmoPickup_h__
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#include "EventBroker.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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struct AmmoPickup : Event
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{
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EntityWrapper Player;
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int AmmoGain;
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};
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}
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#endif
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@@ -1,17 +0,0 @@
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#ifndef EPickupSpawned_h__
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#define EPickupSpawned_h__
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#include "Core/Event.h"
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#include "Core/EntityWrapper.h"
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namespace Events
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{
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struct PickupSpawned : Event
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{
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EntityWrapper Pickup;
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};
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}
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#endif
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@@ -9,8 +9,7 @@ namespace Events
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struct PlayerDamage : Event
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{
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EntityWrapper Inflictor;
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EntityWrapper Victim;
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EntityWrapper Player;
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double Damage;
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};
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@@ -2,7 +2,7 @@
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#define EPlayerDeath_h__
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#include "EventBroker.h"
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#include "../Core/EntityWrapper.h"
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#include "../Core/Entity.h"
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namespace Events
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{
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@@ -10,7 +10,8 @@ namespace Events
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struct PlayerDeath : Event
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{
|
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//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
|
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EntityWrapper Player;
|
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EntityID KilledBy;
|
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EntityID PlayerID;
|
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std::string KilledByWhat;
|
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};
|
||||
|
||||
|
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@@ -2,16 +2,16 @@
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#define EPlayerHealthPickup_h__
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|
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#include "EventBroker.h"
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#include "../Core/EntityWrapper.h"
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#include "../Core/Entity.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct PlayerHealthPickup : Event
|
||||
{
|
||||
EntityWrapper Player;
|
||||
double HealthAmount;
|
||||
};
|
||||
struct PlayerHealthPickup : Event
|
||||
{
|
||||
double HealthAmount;
|
||||
EntityID PlayerHealedID;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -9,8 +9,7 @@ namespace Events
|
||||
|
||||
struct Shoot : Event
|
||||
{
|
||||
EntityWrapper Inflictor;
|
||||
double Damage;
|
||||
EntityWrapper Player;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -3,8 +3,6 @@
|
||||
|
||||
#include <xercesc/framework/psvi/XSElementDeclaration.hpp>
|
||||
#include <xercesc/framework/psvi/XSComplexTypeDefinition.hpp>
|
||||
#include <xercesc/framework/psvi/XSAttributeUse.hpp>
|
||||
#include <xercesc/framework/psvi/XSAttributeDeclaration.hpp>
|
||||
#include <xercesc/framework/psvi/XSParticle.hpp>
|
||||
#include <xercesc/framework/psvi/XSModelGroup.hpp>
|
||||
#include <xercesc/framework/psvi/XSModelGroupDefinition.hpp>
|
||||
|
||||
@@ -25,12 +25,11 @@ struct EntityWrapper
|
||||
|
||||
const std::string Name();
|
||||
bool HasComponent(const std::string& componentType);
|
||||
void AttachComponent(const char* componentName);
|
||||
EntityWrapper Parent();
|
||||
EntityWrapper FirstChildByName(const std::string& name);
|
||||
EntityWrapper FirstParentWithComponent(const std::string& componentType);
|
||||
bool IsChildOf(EntityWrapper potentialParent);
|
||||
bool Valid() const;
|
||||
bool Valid();
|
||||
|
||||
ComponentWrapper operator[](const char* componentName);
|
||||
bool operator==(const EntityWrapper& e) const;
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
#include <functional>
|
||||
#include <list>
|
||||
#include <tuple>
|
||||
#include <set>
|
||||
|
||||
#include "../Common.h"
|
||||
#include "Event.h"
|
||||
@@ -108,7 +107,7 @@ private:
|
||||
typedef std::unordered_map<ContextTypeName_t, EventRelays_t> ContextRelays_t;
|
||||
ContextRelays_t m_ContextRelays;
|
||||
std::vector<BaseEventRelay*> m_RelaysToSubscribe;
|
||||
std::unordered_map<BaseEventRelay*, std::tuple<EventID, ContextTypeName_t, EventTypeName_t>> m_RelaysToUnsubscribe;
|
||||
std::vector<std::tuple<EventID, ContextTypeName_t, EventTypeName_t>> m_RelaysToUnsubscribe;
|
||||
|
||||
typedef std::list<std::pair<EventTypeName_t, std::shared_ptr<Event>>> EventQueue_t;
|
||||
std::shared_ptr<EventQueue_t> m_EventQueueRead;
|
||||
|
||||
@@ -1,77 +0,0 @@
|
||||
#ifndef Frustum_h__
|
||||
#define Frustum_h__
|
||||
|
||||
#include "../GLM.h"
|
||||
#include "AABB.h"
|
||||
#include <bitset>
|
||||
|
||||
//A frustum defined by 6 planes.
|
||||
struct Frustum
|
||||
{
|
||||
//Contains points P in: dot(normal, P) + d = 0
|
||||
struct Plane
|
||||
{
|
||||
glm::vec3 Normal;
|
||||
float Distance;
|
||||
};
|
||||
|
||||
enum class Output
|
||||
{
|
||||
Inside,
|
||||
Outside,
|
||||
Intersects
|
||||
};
|
||||
Plane Planes[6];
|
||||
|
||||
Frustum() = default;
|
||||
Frustum(glm::mat4x4 viewProjMatrix)
|
||||
{
|
||||
//Order: Right, left, top, bottom, far, near.
|
||||
int sign = 1;
|
||||
for (int i = 0; i < 6; ++i) {
|
||||
sign = -sign;
|
||||
int index = i / 2;
|
||||
Plane& plane = Planes[i];
|
||||
plane.Normal.x = viewProjMatrix[0].w + sign * viewProjMatrix[0][index];
|
||||
plane.Normal.y = viewProjMatrix[1].w + sign * viewProjMatrix[1][index];
|
||||
plane.Normal.z = viewProjMatrix[2].w + sign * viewProjMatrix[2][index];
|
||||
plane.Distance = viewProjMatrix[3].w + sign * viewProjMatrix[3][index];
|
||||
float divByNormalLength = 1.0f / glm::length(plane.Normal);
|
||||
plane.Normal *= divByNormalLength;
|
||||
plane.Distance *= divByNormalLength;
|
||||
}
|
||||
}
|
||||
|
||||
Output VsAABB(const AABB& box) const
|
||||
{
|
||||
const glm::vec3& maxCorner = box.MaxCorner();
|
||||
const glm::vec3& minCorner = box.MinCorner();
|
||||
bool completelyInside = true;
|
||||
for (const Plane& p : Planes) {
|
||||
bool anyWasInside = false;
|
||||
bool anyWasOutside = false;
|
||||
//If points are on both sides of the plane, we can stop.
|
||||
for (int i = 0; i < 8 && (!anyWasInside || !anyWasOutside); ++i) {
|
||||
std::bitset<3> bits(i);
|
||||
glm::vec3 corner;
|
||||
corner.x = bits.test(0) ? maxCorner.x : minCorner.x;
|
||||
corner.y = bits.test(1) ? maxCorner.y : minCorner.y;
|
||||
corner.z = bits.test(2) ? maxCorner.z : minCorner.z;
|
||||
if (glm::dot(p.Normal, corner) > -p.Distance) {
|
||||
anyWasInside = true;
|
||||
} else {
|
||||
anyWasOutside = true;
|
||||
}
|
||||
}
|
||||
if (!anyWasInside) {
|
||||
return Output::Outside;
|
||||
}
|
||||
if (anyWasOutside) {
|
||||
completelyInside = false;
|
||||
}
|
||||
}
|
||||
return completelyInside ? Output::Inside : Output::Intersects;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -66,25 +66,9 @@ public:
|
||||
, m_LowestAllocatedSlot(m_NumSlots)
|
||||
{ }
|
||||
|
||||
MemoryPool(const MemoryPool<T>& other)
|
||||
: m_StartAddress(new char[other.m_NumSlots*other.m_Stride])
|
||||
, m_SlotIsAllocated(other.m_SlotIsAllocated)
|
||||
, m_ExtraMemory()
|
||||
, m_NumSlots(other.m_NumSlots)
|
||||
, m_LowestAllocatedSlot(other.m_LowestAllocatedSlot)
|
||||
, m_NumAllocatedSlots(other.m_NumAllocatedSlots)
|
||||
, m_Stride(other.m_Stride)
|
||||
, m_CurrentAllocSlot(other.m_CurrentAllocSlot)
|
||||
{
|
||||
// Copy statically allocated pool
|
||||
memcpy(m_StartAddress, other.m_StartAddress, m_NumSlots*m_Stride);
|
||||
// Copy dynamically allocated memory
|
||||
for (char* otherAddr : other.m_ExtraMemory) {
|
||||
char* addr = (char*)malloc(m_Stride);
|
||||
memcpy(addr, otherAddr, m_Stride);
|
||||
m_ExtraMemory.push_back(addr);
|
||||
}
|
||||
}
|
||||
//We may get problems with memory being released
|
||||
//prematurely, etc. if we allow copies.
|
||||
MemoryPool(const MemoryPool<T>& other) = delete;
|
||||
MemoryPool(const MemoryPool<T>&& other) = delete;
|
||||
|
||||
//Free all memory that has been allocated.
|
||||
@@ -94,9 +78,8 @@ public:
|
||||
delete[] m_StartAddress;
|
||||
m_StartAddress = nullptr;
|
||||
}
|
||||
for (char* addr : m_ExtraMemory) {
|
||||
free(addr);
|
||||
}
|
||||
for (char* addr : m_ExtraMemory)
|
||||
free(addr);
|
||||
m_ExtraMemory.clear();
|
||||
}
|
||||
|
||||
@@ -119,7 +102,7 @@ public:
|
||||
m_ExtraMemory.push_back((char*)malloc(m_Stride));
|
||||
//We should preferably not enter here to avoid performance issues. Set more numMaxElements in constructor instead.
|
||||
if (!DisableMemoryPool::Value) {
|
||||
//LOG_DEBUG("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
|
||||
LOG_WARNING("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
|
||||
}
|
||||
return m_ExtraMemory.back();
|
||||
}
|
||||
|
||||
@@ -5,8 +5,9 @@
|
||||
|
||||
#include "../Common.h"
|
||||
#include "AABB.h"
|
||||
#include "Frustum.h"
|
||||
#include "Ray.h"
|
||||
|
||||
//Fwd declarations.
|
||||
class Ray;
|
||||
|
||||
namespace OctSpace
|
||||
{
|
||||
@@ -39,10 +40,6 @@ public:
|
||||
//The type Box must be AABB, or inherit from AABB.
|
||||
template<typename Box>
|
||||
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects);
|
||||
//Get the objects that are inside the frustum, the objects are put in outObjects.
|
||||
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects);
|
||||
//Get objects, which AABB the input ray intersects, the objects are put in outObjects.
|
||||
void ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects);
|
||||
//Empty the tree of all objects, static and dynamic.
|
||||
void ClearObjects();
|
||||
//Empty the tree of all dynamic objects. Static objects remain in the tree.
|
||||
@@ -100,10 +97,6 @@ struct Child
|
||||
void AddStaticObject(const AABB& box);
|
||||
template<typename T, typename Box>
|
||||
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects) const;
|
||||
template<typename T>
|
||||
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const;
|
||||
template<typename T>
|
||||
void ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects) const;
|
||||
void ClearObjects();
|
||||
void ClearDynamicObjects();
|
||||
bool RayCollides(const Ray& ray, Output& data) const;
|
||||
@@ -118,20 +111,11 @@ struct Child
|
||||
std::vector<ContainedObject>& m_StaticObjectsRef;
|
||||
std::vector<ContainedObject>& m_DynamicObjectsRef;
|
||||
|
||||
inline bool hasChildren() const { return m_Children[0] != nullptr; }
|
||||
bool hasChildren() const;
|
||||
int childIndexContainingPoint(const glm::vec3& point) const;
|
||||
std::vector<int> childIndicesContainingBox(const AABB& box) const;
|
||||
};
|
||||
|
||||
//To be able to sort child nodes and contained objects based on distance to ray origin.
|
||||
struct RaySorterInfo
|
||||
{
|
||||
int Index;
|
||||
float Distance;
|
||||
};
|
||||
|
||||
bool isFirstLower(const RaySorterInfo& first, const RaySorterInfo& second);
|
||||
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
@@ -170,20 +154,6 @@ void Octree<T>::ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects)
|
||||
m_Root->ObjectsInSameRegion(box, outObjects);
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
void Octree<T>::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects)
|
||||
{
|
||||
falsifyObjectChecks();
|
||||
m_Root->ObjectsInFrustum(frustum, outObjects, false);
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
void Octree<T>::ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects)
|
||||
{
|
||||
falsifyObjectChecks();
|
||||
m_Root->ObjectsPossiblyHitByRay(ray, outObjects);
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
void Octree<T>::ClearObjects()
|
||||
{
|
||||
@@ -260,101 +230,4 @@ void OctSpace::Child::ObjectsInSameRegion(const Box& box, std::vector<T>& outObj
|
||||
}
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const
|
||||
{
|
||||
if (hasChildren()) {
|
||||
for (const Child* c : m_Children) {
|
||||
Frustum::Output out = Frustum::Output::Inside;
|
||||
if (!takeAllDontTest) {
|
||||
out = frustum.VsAABB(c->m_Box);
|
||||
if (out == Frustum::Output::Outside) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
c->ObjectsInFrustum(frustum, outObjects, out == Frustum::Output::Inside);
|
||||
}
|
||||
} else {
|
||||
size_t startIndex = outObjects.size();
|
||||
int numDuplicates = 0;
|
||||
outObjects.resize(outObjects.size() + m_StaticObjIndices.size() + m_DynamicObjIndices.size());
|
||||
for (size_t i = 0; i < m_StaticObjIndices.size(); ++i) {
|
||||
ContainedObject& obj = m_StaticObjectsRef[m_StaticObjIndices[i]];
|
||||
if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
|
||||
++numDuplicates;
|
||||
} else {
|
||||
obj.Checked = true;
|
||||
outObjects[startIndex + i - numDuplicates] = *static_cast<T*>(obj.Box.get());
|
||||
}
|
||||
}
|
||||
for (size_t i = 0; i < m_DynamicObjIndices.size(); ++i) {
|
||||
ContainedObject& obj = m_DynamicObjectsRef[m_DynamicObjIndices[i]];
|
||||
if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
|
||||
++numDuplicates;
|
||||
} else {
|
||||
obj.Checked = true;
|
||||
outObjects[startIndex + i - numDuplicates] = *static_cast<T*>(obj.Box.get());
|
||||
}
|
||||
}
|
||||
for (size_t i = 0; i < numDuplicates; ++i) {
|
||||
outObjects.pop_back();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
void OctSpace::Child::ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects) const
|
||||
{
|
||||
//If the node AABB is missed, everything it contains is missed.
|
||||
if (Collision::RayAABBIntr(ray, m_Box)) {
|
||||
//If the ray shoots the tree, and it is a parent.
|
||||
if (hasChildren()) {
|
||||
//Sort children according to their distance from the ray origin.
|
||||
std::vector<RaySorterInfo> childInfos;
|
||||
childInfos.resize(8);
|
||||
for (int i = 0; i < 8; ++i) {
|
||||
childInfos[i] = { i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Origin()) };
|
||||
}
|
||||
std::sort(childInfos.begin(), childInfos.end(), isFirstLower);
|
||||
//Loop through the children, starting with the one closest to the ray origin. I.e the first to be hit.
|
||||
for (const RaySorterInfo& info : childInfos) {
|
||||
m_Children[info.Index]->ObjectsPossiblyHitByRay(ray, outObjects);
|
||||
}
|
||||
} else {
|
||||
//Check against boxes in the node.
|
||||
bool intersected = false;
|
||||
float dist;
|
||||
//Sort all contained objects according to the distance from the ray origin to
|
||||
//the intersection, if they are intersecting.
|
||||
std::vector<RaySorterInfo> objectHitInfos;
|
||||
objectHitInfos.reserve(m_StaticObjIndices.size() + m_DynamicObjIndices.size());
|
||||
for (int i : m_StaticObjIndices) {
|
||||
//If we haven't tested against this object before, and the ray hits.
|
||||
if (!m_StaticObjectsRef[i].Checked &&
|
||||
Collision::RayVsAABB(ray, *m_StaticObjectsRef[i].Box, dist)) {
|
||||
objectHitInfos.push_back({ i, dist });
|
||||
}
|
||||
m_StaticObjectsRef[i].Checked = true;
|
||||
}
|
||||
for (int i : m_DynamicObjIndices) {
|
||||
//If we haven't tested against this object before, and the ray hits.
|
||||
if (!m_DynamicObjectsRef[i].Checked &&
|
||||
Collision::RayVsAABB(ray, *m_DynamicObjectsRef[i].Box, dist)) {
|
||||
objectHitInfos.push_back({ i + (int)m_StaticObjIndices.size(), dist });
|
||||
}
|
||||
m_DynamicObjectsRef[i].Checked = true;
|
||||
}
|
||||
std::sort(objectHitInfos.begin(), objectHitInfos.end(), isFirstLower);
|
||||
int startSize = (int)outObjects.size();
|
||||
outObjects.resize(startSize + objectHitInfos.size());
|
||||
for (int i = 0; i < objectHitInfos.size(); ++i) {
|
||||
outObjects[startSize + i] = (objectHitInfos[i].Index < m_StaticObjIndices.size()) ?
|
||||
*static_cast<T*>(m_StaticObjectsRef[objectHitInfos[i].Index].Box.get()) :
|
||||
*static_cast<T*>(m_DynamicObjectsRef[objectHitInfos[i].Index - m_StaticObjIndices.size()].Box.get());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
@@ -1,25 +0,0 @@
|
||||
#ifndef PerformanceTimer_h__
|
||||
#define PerformanceTimer_h__
|
||||
|
||||
#include "../Common.h"
|
||||
#include <boost/timer/timer.hpp>
|
||||
using boost::timer::cpu_timer;
|
||||
|
||||
class PerformanceTimer
|
||||
{
|
||||
public:
|
||||
static void StartTimer(std::string nameOfTimer);
|
||||
static void StartTimerAndStopPrevious(std::string nameOfTimer);
|
||||
static void StopTimer(std::string nameOfTimer);
|
||||
static void SetFrameNumber(int frameNumber);
|
||||
|
||||
static void ResetAllTimers();
|
||||
static void CreateExcelData();
|
||||
|
||||
private:
|
||||
static std::map<std::string, cpu_timer> timers;
|
||||
static cpu_timer m_Timer;
|
||||
static std::string currentTimerRunning;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -7,10 +7,6 @@
|
||||
class Ray
|
||||
{
|
||||
public:
|
||||
Ray()
|
||||
: m_Origin(glm::vec3(0.f))
|
||||
, m_Direction(glm::vec3(0, 0, 1))
|
||||
{}
|
||||
Ray(const glm::vec3& origin, const glm::vec3& dir)
|
||||
: m_Origin(origin)
|
||||
, m_Direction(glm::normalize(dir))
|
||||
|
||||
@@ -200,16 +200,13 @@ static T* ResourceManager::Load(const std::string& resourceName, Resource* paren
|
||||
}
|
||||
|
||||
//If resource has already been cached and completely loaded.
|
||||
{
|
||||
boost::lock_guard<decltype(m_Mutex)> guard(m_Mutex);
|
||||
it = m_ResourceCache.find(cacheKey);
|
||||
if (it != m_ResourceCache.end()) {
|
||||
if (it->second != nullptr) {
|
||||
return static_cast<T*>(it->second);
|
||||
} else {
|
||||
//Don't return null on failure, exception instead.
|
||||
throw Resource::FailedLoadingException();
|
||||
}
|
||||
it = m_ResourceCache.find(cacheKey);
|
||||
if (it != m_ResourceCache.end()) {
|
||||
if (it->second != nullptr) {
|
||||
return static_cast<T*>(it->second);
|
||||
} else {
|
||||
//Don't return null on failure, exception instead.
|
||||
throw Resource::FailedLoadingException();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -5,55 +5,21 @@
|
||||
#include "World.h"
|
||||
#include "EntityWrapper.h"
|
||||
#include "ComponentWrapper.h"
|
||||
#include "EPlayerSpawned.h"
|
||||
|
||||
struct SystemParams
|
||||
{
|
||||
SystemParams(::World* World, ::EventBroker* EventBroker, bool IsClient, bool IsServer)
|
||||
: World(World)
|
||||
, EventBroker(EventBroker)
|
||||
, IsClient(IsClient)
|
||||
, IsServer(IsServer)
|
||||
{ }
|
||||
|
||||
::World* World;
|
||||
::EventBroker* EventBroker;
|
||||
bool IsClient = false;
|
||||
bool IsServer = false;
|
||||
};
|
||||
|
||||
class System
|
||||
{
|
||||
friend class SystemPipeline;
|
||||
|
||||
protected:
|
||||
System(SystemParams params)
|
||||
: m_World(params.World)
|
||||
, m_EventBroker(params.EventBroker)
|
||||
, IsClient(params.IsClient)
|
||||
, IsServer(params.IsServer)
|
||||
{
|
||||
if (IsClient) {
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &System::setLocalPlayer);
|
||||
}
|
||||
}
|
||||
System(World* world, EventBroker) { }
|
||||
System(World* world, EventBroker* eventBroker)
|
||||
: m_World(world)
|
||||
, m_EventBroker(eventBroker)
|
||||
{ }
|
||||
virtual ~System() = default;
|
||||
|
||||
World* m_World;
|
||||
EventBroker* m_EventBroker;
|
||||
bool IsClient = false;
|
||||
bool IsServer = false;
|
||||
EntityWrapper LocalPlayer = EntityWrapper::Invalid;
|
||||
|
||||
private:
|
||||
EventRelay<System, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
virtual bool setLocalPlayer(Events::PlayerSpawned& e)
|
||||
{
|
||||
if (e.PlayerID == -1) {
|
||||
LocalPlayer = e.Player;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
class PureSystem : public virtual System
|
||||
@@ -68,7 +34,7 @@ protected:
|
||||
|
||||
const std::string m_ComponentType;
|
||||
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) = 0;
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) = 0;
|
||||
};
|
||||
|
||||
class ImpureSystem : public virtual System
|
||||
|
||||
@@ -6,16 +6,13 @@
|
||||
#include "System.h"
|
||||
#include "World.h"
|
||||
#include "EPause.h"
|
||||
#include "PerformanceTimer.h"
|
||||
|
||||
class SystemPipeline
|
||||
{
|
||||
public:
|
||||
SystemPipeline(World* world, EventBroker* eventBroker, bool isClient, bool isServer)
|
||||
SystemPipeline(World* world, EventBroker* eventBroker)
|
||||
: m_World(world)
|
||||
, m_EventBroker(eventBroker)
|
||||
, m_IsClient(isClient)
|
||||
, m_IsServer(isServer)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPause, &SystemPipeline::OnPause);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EResume, &SystemPipeline::OnResume);
|
||||
@@ -38,7 +35,7 @@ public:
|
||||
m_OrderedSystemGroups.resize(updateOrderLevel + 1);
|
||||
}
|
||||
UnorderedSystems& group = m_OrderedSystemGroups[updateOrderLevel];
|
||||
System* system = new T(SystemParams(m_World, m_EventBroker, m_IsClient, m_IsServer), args...);
|
||||
System* system = new T(m_World, m_EventBroker, args...);
|
||||
group.Systems[typeid(T).name()] = system;
|
||||
|
||||
PureSystem* pureSystem = dynamic_cast<PureSystem*>(system);
|
||||
@@ -62,9 +59,6 @@ public:
|
||||
dt = 0.0;
|
||||
}
|
||||
|
||||
// Process utility events for the System base class
|
||||
m_EventBroker->Process<System>();
|
||||
|
||||
for (UnorderedSystems& group : m_OrderedSystemGroups) {
|
||||
// Process events
|
||||
for (auto& pair : group.Systems) {
|
||||
@@ -73,10 +67,7 @@ public:
|
||||
|
||||
// Update
|
||||
for (auto& system : group.ImpureSystems) {
|
||||
auto className = (std::string)typeid(*system).name();
|
||||
PerformanceTimer::StartTimer(className);
|
||||
system->Update(dt);
|
||||
PerformanceTimer::StopTimer(className);
|
||||
}
|
||||
for (auto& pair : group.PureSystems) {
|
||||
const std::string& componentName = pair.first;
|
||||
@@ -87,10 +78,7 @@ public:
|
||||
}
|
||||
for (auto& component : *pool) {
|
||||
for (auto& system : systems) {
|
||||
auto className = (std::string)typeid(*system).name();
|
||||
PerformanceTimer::StartTimer(className);
|
||||
system->UpdateComponent(EntityWrapper(m_World, component.EntityID), component, dt);
|
||||
PerformanceTimer::StopTimer(className);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -100,8 +88,6 @@ public:
|
||||
private:
|
||||
World* m_World;
|
||||
EventBroker* m_EventBroker;
|
||||
bool m_IsClient = false;
|
||||
bool m_IsServer = false;
|
||||
bool m_Paused = false;
|
||||
|
||||
struct UnorderedSystems
|
||||
@@ -113,9 +99,9 @@ private:
|
||||
std::vector<UnorderedSystems> m_OrderedSystemGroups;
|
||||
|
||||
EventRelay<SystemPipeline, Events::Pause> m_EPause;
|
||||
bool OnPause(const Events::Pause& e) {
|
||||
if (e.World == m_World) {
|
||||
m_Paused = true;
|
||||
bool OnPause(const Events::Pause& e) {
|
||||
if (e.World == m_World) {
|
||||
m_Paused = true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -18,7 +18,6 @@ glm::vec3 AbsoluteScale(EntityWrapper entity);
|
||||
glm::vec3 AbsoluteScale(World* world, EntityID entity);
|
||||
glm::mat4 ModelMatrix(EntityWrapper entity);
|
||||
glm::mat4 ModelMatrix(EntityID entity, World* world);
|
||||
glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix);
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
class UniformScaleSystem : public PureSystem
|
||||
{
|
||||
public:
|
||||
UniformScaleSystem(SystemParams params);
|
||||
UniformScaleSystem(World* world, EventBroker* eventBroker);
|
||||
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cUniformScale, double dt) override;
|
||||
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
#define Util_Any_h__
|
||||
|
||||
#include <memory>
|
||||
#include <boost/shared_array.hpp>
|
||||
|
||||
struct Any
|
||||
{
|
||||
@@ -11,7 +10,7 @@ struct Any
|
||||
template <typename T>
|
||||
Any(const T& value)
|
||||
{
|
||||
Data = boost::shared_array<char>(new char[sizeof(T)]);
|
||||
Data = std::shared_ptr<char>(new char[sizeof(T)]);
|
||||
Size = sizeof(T);
|
||||
memcpy(Data.get(), &value, Size);
|
||||
}
|
||||
@@ -19,7 +18,7 @@ struct Any
|
||||
template <typename T>
|
||||
Any(T&& value)
|
||||
{
|
||||
Data = boost::shared_array<char>(new char[sizeof(T)]);
|
||||
Data = std::shared_ptr<char>(new char[sizeof(T)]);
|
||||
Size = sizeof(T);
|
||||
memcpy(Data.get(), &value, Size);
|
||||
}
|
||||
@@ -36,7 +35,7 @@ struct Any
|
||||
return Any(value);
|
||||
}
|
||||
|
||||
boost::shared_array<char> Data = nullptr;
|
||||
std::shared_ptr<char> Data = nullptr;
|
||||
std::size_t Size = 0;
|
||||
};
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
// }
|
||||
// NOTE: condition statement is not executed at all in release mode.
|
||||
#ifndef DEBUG_IF
|
||||
#ifdef DEBUG
|
||||
#ifndef DEBUG
|
||||
#define DEBUG_IF(c) if(c)
|
||||
#else
|
||||
#define DEBUG_IF(c) if(false)
|
||||
|
||||
@@ -15,7 +15,6 @@ public:
|
||||
: m_EventBroker(eventBroker)
|
||||
{ }
|
||||
~World();
|
||||
World(const World& other);
|
||||
|
||||
// Create empty entity
|
||||
EntityID CreateEntity(EntityID parent = 0);
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
class EditorRenderSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
EditorRenderSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame);
|
||||
EditorRenderSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
class EditorSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame);
|
||||
EditorSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
|
||||
~EditorSystem();
|
||||
|
||||
void Update(double dt);
|
||||
|
||||
@@ -25,7 +25,7 @@ struct WidgetDelta : Event
|
||||
class EditorWidgetSystem : public ImpureSystem, PureSystem
|
||||
{
|
||||
public:
|
||||
EditorWidgetSystem(SystemParams params, IRenderer* renderer);
|
||||
EditorWidgetSystem(World* world, EventBroker* eventBroker, IRenderer* renderer);
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cEditorWidget, double dt) override;
|
||||
|
||||
@@ -0,0 +1,165 @@
|
||||
#ifndef GUI_BUTTON_H__
|
||||
#define GUI_BUTTON_H__
|
||||
|
||||
#include "GUI/TextureFrame.h"
|
||||
#include "GUI/EButtonEnter.h"
|
||||
#include "GUI/EButtonLeave.h"
|
||||
#include "GUI/EButtonPress.h"
|
||||
#include "GUI/EButtonRelease.h"
|
||||
#include "Core/EMouseMove.h"
|
||||
#include "Core/EMousePress.h"
|
||||
#include "Core/EMouseRelease.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class Button : public TextureFrame
|
||||
{
|
||||
public:
|
||||
Button(Frame* parent, std::string name)
|
||||
: TextureFrame(parent, name)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &Button::OnMouseMove);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &Button::OnMousePress);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &Button::OnMouseRelease);
|
||||
}
|
||||
|
||||
void SetTextureHover(std::string resourceName)
|
||||
{
|
||||
m_TextureHover = resourceName;
|
||||
}
|
||||
void SetTextureReleased(std::string resourceName)
|
||||
{
|
||||
m_TextureReleased = resourceName;
|
||||
SetTexture(resourceName);
|
||||
}
|
||||
void SetTexturePressed(std::string resourceName)
|
||||
{
|
||||
m_TexturePressed = resourceName;
|
||||
}
|
||||
|
||||
void Draw(RenderScene& rq) override
|
||||
{
|
||||
if (m_Texture == nullptr && !m_TextureReleased.empty()) {
|
||||
SetTexture(m_TextureReleased);
|
||||
}
|
||||
|
||||
TextureFrame::Draw(rq);
|
||||
}
|
||||
|
||||
virtual void OnEnter() { }
|
||||
virtual void OnLeave() { }
|
||||
virtual void OnPress() { }
|
||||
virtual void OnRelease() { }
|
||||
|
||||
protected:
|
||||
bool m_MouseIsOver = false;
|
||||
bool m_IsDown = false;
|
||||
|
||||
virtual bool OnMouseMove(const Events::MouseMove& event)
|
||||
{
|
||||
if (Hidden()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
|
||||
if (isOver && !m_MouseIsOver) { // Enter
|
||||
if (!m_IsDown) {
|
||||
if (!m_TextureHover.empty()) {
|
||||
SetTexture(m_TextureHover);
|
||||
}
|
||||
}
|
||||
OnEnter();
|
||||
Events::ButtonEnter e;
|
||||
e.FrameName = m_Name;
|
||||
EventBroker->Publish(e);
|
||||
Events::PlaySound soundEvent;
|
||||
soundEvent.FilePath = "Sounds/GUI/hover-n.wav";
|
||||
EventBroker->Publish(soundEvent);
|
||||
|
||||
} else if (!isOver && m_MouseIsOver) { // Leave
|
||||
if (!m_IsDown) {
|
||||
if (!m_TextureReleased.empty()) {
|
||||
SetTexture(m_TextureReleased);
|
||||
}
|
||||
}
|
||||
OnLeave();
|
||||
Events::ButtonLeave e;
|
||||
e.FrameName = m_Name;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
m_MouseIsOver = isOver;
|
||||
|
||||
return true;
|
||||
}
|
||||
virtual bool OnMousePress(const Events::MousePress& event)
|
||||
{
|
||||
if (Hidden()) {
|
||||
//LOG_DEBUG("Pressed hidden button");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1))) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!m_TexturePressed.empty()) {
|
||||
SetTexture(m_TexturePressed);
|
||||
}
|
||||
|
||||
m_IsDown = true;
|
||||
OnPress();
|
||||
Events::ButtonPress e;
|
||||
e.FrameName = m_Name;
|
||||
e.Button = this;
|
||||
EventBroker->Publish(e);
|
||||
|
||||
return true;
|
||||
}
|
||||
virtual bool OnMouseRelease(const Events::MouseRelease& event)
|
||||
{
|
||||
if (Hidden()) {
|
||||
//LOG_DEBUG("Released hidden button");
|
||||
return false;
|
||||
}
|
||||
|
||||
bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
|
||||
if (!isOver && !m_IsDown) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_MouseIsOver) {
|
||||
if (!m_TextureHover.empty()) {
|
||||
SetTexture(m_TextureHover);
|
||||
}
|
||||
} else {
|
||||
if (!m_TextureReleased.empty()) {
|
||||
SetTexture(m_TextureReleased);
|
||||
}
|
||||
}
|
||||
|
||||
m_IsDown = false;
|
||||
OnRelease();
|
||||
Events::ButtonRelease e;
|
||||
e.FrameName = m_Name;
|
||||
e.Button = this;
|
||||
EventBroker->Publish(e);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private:
|
||||
EventRelay<Frame, Events::MouseMove> m_EMouseMove;
|
||||
EventRelay<Frame, Events::MousePress> m_EMousePress;
|
||||
EventRelay<Frame, Events::MouseRelease> m_EMouseRelease;
|
||||
|
||||
std::string m_TextureHover;
|
||||
std::string m_TexturePressed;
|
||||
std::string m_TextureReleased;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -1,44 +0,0 @@
|
||||
#ifndef ButtonSystem_h__
|
||||
#define ButtonSystem_h__
|
||||
|
||||
#include "../Rendering/IRenderer.h"
|
||||
#include "../Core/ConfigFile.h"
|
||||
#include "../Rendering/PickingPass.h"
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "../Core/System.h"
|
||||
#include "../Core/Event.h"
|
||||
#include "../Core/EMousePress.h"
|
||||
#include "../Core/EMouseRelease.h"
|
||||
#include "../Core/ELockMouse.h"
|
||||
|
||||
#include "EButtonPressed.h"
|
||||
#include "EButtonReleased.h"
|
||||
#include "EButtonClicked.h"
|
||||
|
||||
|
||||
class ButtonSystem : public PureSystem
|
||||
{
|
||||
public:
|
||||
ButtonSystem(SystemParams params, IRenderer* renderer);
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
|
||||
private:
|
||||
IRenderer* m_Renderer;
|
||||
bool m_MouseIsLocked = false;
|
||||
|
||||
EntityWrapper m_PickEntity = EntityWrapper::Invalid;
|
||||
PickData m_PickData;
|
||||
|
||||
EventRelay<ButtonSystem, Events::LockMouse> m_EMouseLock;
|
||||
bool OnMouseLock(const Events::LockMouse& e);
|
||||
EventRelay<ButtonSystem, Events::UnlockMouse> m_EMouseUnlock;
|
||||
bool OnMouseUnlock(const Events::UnlockMouse& e);
|
||||
|
||||
EventRelay<ButtonSystem, Events::MousePress> m_EMousePress;
|
||||
bool OnMousePress(const Events::MousePress& e);
|
||||
EventRelay<ButtonSystem, Events::MouseRelease> m_EMouseRelease;
|
||||
bool OnMouseRelease(const Events::MouseRelease& e);
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
@@ -1,16 +0,0 @@
|
||||
#ifndef Events_ButtonClicked_h__
|
||||
#define Events_ButtonClicked_h__
|
||||
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct ButtonClicked : public Event {
|
||||
std::string EntityName;
|
||||
EntityWrapper Entity;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Events_ButtonEnter_h__
|
||||
#define Events_ButtonEnter_h__
|
||||
|
||||
#include "../Core/EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
/** Thrown on GUI button hover. */
|
||||
struct ButtonEnter : Event
|
||||
{
|
||||
std::string FrameName;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Events_ButtonLeave_h__
|
||||
#define Events_ButtonLeave_h__
|
||||
|
||||
#include "../Core/EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
/** Thrown on GUI button hover. */
|
||||
struct ButtonLeave : Event
|
||||
{
|
||||
std::string FrameName;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,20 @@
|
||||
#ifndef Events_ButtonPress_h__
|
||||
#define Events_ButtonPress_h__
|
||||
|
||||
#include "../Core/EventBroker.h"
|
||||
|
||||
namespace GUI { class Button; }
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
/** Thrown on GUI button press. */
|
||||
struct ButtonPress : Event
|
||||
{
|
||||
std::string FrameName;
|
||||
GUI::Button* Button;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,16 +0,0 @@
|
||||
#ifndef Events_ButtonPressed_h__
|
||||
#define Events_ButtonPressed_h__
|
||||
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct ButtonPressed : public Event {
|
||||
std::string EntityName;
|
||||
EntityWrapper Entity;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,20 @@
|
||||
#ifndef Events_ButtonRelease_h__
|
||||
#define Events_ButtonRelease_h__
|
||||
|
||||
#include "../Core/EventBroker.h"
|
||||
|
||||
namespace GUI { class Button; }
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
/** Thrown on GUI button release. */
|
||||
struct ButtonRelease : Event
|
||||
{
|
||||
std::string FrameName;
|
||||
GUI::Button* Button;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,16 +0,0 @@
|
||||
#ifndef Events_ButtonReleased_h__
|
||||
#define Events_ButtonReleased_h__
|
||||
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct ButtonReleased : public Event {
|
||||
std::string EntityName;
|
||||
EntityWrapper Entity;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,261 @@
|
||||
#ifndef GUI_Frame_h__
|
||||
#define GUI_Frame_h__
|
||||
|
||||
#include "../Common.h"
|
||||
#include "../Core/Util/Rectangle.h"
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "../Core/EKeyDown.h"
|
||||
#include "../Core/EKeyUp.h"
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "../Rendering/RenderQueue.h"
|
||||
#include "../Rendering/Texture.h"
|
||||
#include "../Input/EInputCommand.h"
|
||||
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class Frame : public Rectangle
|
||||
{
|
||||
public:
|
||||
enum class Anchor
|
||||
{
|
||||
Left,
|
||||
Right,
|
||||
Top,
|
||||
Bottom
|
||||
};
|
||||
|
||||
static const int BaseWidth = 1280;
|
||||
static const int BaseHeight = 720;
|
||||
|
||||
// Set up a base frame with an event broker
|
||||
Frame(EventBroker* eventBroker)
|
||||
: m_EventBroker(eventBroker)
|
||||
, BaseFrame(this)
|
||||
, m_Name("UIParent")
|
||||
, Rectangle() { }
|
||||
|
||||
// Create a frame as a child
|
||||
Frame(Frame* parent, std::string name)
|
||||
: m_Name(name)
|
||||
{
|
||||
SetParent(parent);
|
||||
Width = parent->Width;
|
||||
Height = parent->Height;
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Frame::OnKeyDown);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Frame::OnKeyUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Frame::OnCommand);
|
||||
}
|
||||
|
||||
~Frame()
|
||||
{
|
||||
/*for (auto layer : m_Children)
|
||||
{
|
||||
for (auto child : layer.second)
|
||||
{
|
||||
delete child.second;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_Parent)
|
||||
{
|
||||
m_Parent->RemoveChild(this);
|
||||
}*/
|
||||
}
|
||||
|
||||
Frame* Parent() const { return m_Parent; }
|
||||
|
||||
void SetParent(Frame* parent)
|
||||
{
|
||||
if (parent == nullptr) {
|
||||
LOG_ERROR("Failed to parent frame \"%s\": Invalid parent", m_Name.c_str());
|
||||
return;
|
||||
}
|
||||
|
||||
m_Layer = parent->Layer() + 1;
|
||||
parent->AddChild(this);
|
||||
m_Parent = parent;
|
||||
m_EventBroker = parent->m_EventBroker;
|
||||
BaseFrame = parent->BaseFrame;
|
||||
}
|
||||
|
||||
void AddChild(Frame* child)
|
||||
{
|
||||
m_Children[child->m_Layer].insert(std::make_pair(child->Name(), child));
|
||||
if (m_Parent) {
|
||||
m_Parent->AddChild(child);
|
||||
}
|
||||
}
|
||||
|
||||
void RemoveChild(Frame* child)
|
||||
{
|
||||
auto it = m_Children.find(child->m_Layer);
|
||||
if (it != m_Children.end()) {
|
||||
m_Children.erase(it);
|
||||
}
|
||||
|
||||
if (m_Parent) {
|
||||
m_Parent->RemoveChild(child);
|
||||
}
|
||||
}
|
||||
|
||||
std::string Name() const { return m_Name; }
|
||||
void SetName(std::string val) { m_Name = val; }
|
||||
|
||||
int Layer() const { return m_Layer; }
|
||||
|
||||
bool Hidden() const
|
||||
{
|
||||
if (m_Parent)
|
||||
return m_Parent->Hidden() || m_Hidden;
|
||||
else
|
||||
return m_Hidden;
|
||||
}
|
||||
bool Visible() const
|
||||
{
|
||||
return !Hidden();
|
||||
}
|
||||
|
||||
virtual void Hide() { m_Hidden = true; }
|
||||
virtual void Show() { m_Hidden = false; }
|
||||
|
||||
int Left() const override
|
||||
{
|
||||
if (m_Parent)
|
||||
return m_Parent->Left() + X;
|
||||
else
|
||||
return X;
|
||||
}
|
||||
void SetLeft(int absLeft) override
|
||||
{
|
||||
if (m_Parent) {
|
||||
X = absLeft - m_Parent->Left();
|
||||
} else {
|
||||
X = absLeft;
|
||||
}
|
||||
}
|
||||
int Right() const override
|
||||
{
|
||||
return Left() + Width;
|
||||
}
|
||||
void SetRight(int absRight) override
|
||||
{
|
||||
if (m_Parent) {
|
||||
X = absRight - Width - m_Parent->Left();
|
||||
} else {
|
||||
X = absRight - Width;
|
||||
}
|
||||
}
|
||||
int Top() const override
|
||||
{
|
||||
if (m_Parent)
|
||||
return m_Parent->Top() + Y;
|
||||
else
|
||||
return Y;
|
||||
}
|
||||
void SetTop(int absTop) override
|
||||
{
|
||||
if (m_Parent) {
|
||||
Y = absTop - m_Parent->Top();
|
||||
} else {
|
||||
Y = absTop;
|
||||
}
|
||||
}
|
||||
int Bottom() const override
|
||||
{
|
||||
return Top() + Height;
|
||||
}
|
||||
void SetBottom(int absBottom) override
|
||||
{
|
||||
if (m_Parent) {
|
||||
Y = absBottom - Height - m_Parent->Top();
|
||||
} else {
|
||||
Y = absBottom - Height;
|
||||
}
|
||||
}
|
||||
|
||||
glm::vec2 Scale()
|
||||
{
|
||||
if (m_Parent)
|
||||
return m_Parent->Scale();
|
||||
else
|
||||
return glm::vec2(Width, Height) / glm::vec2(BaseWidth, BaseHeight);
|
||||
}
|
||||
|
||||
Rectangle AbsoluteRectangle()
|
||||
{
|
||||
int left = Left();
|
||||
if (m_Parent)
|
||||
left = std::max(left, m_Parent->Left());
|
||||
int top = Top();
|
||||
if (m_Parent)
|
||||
top = std::max(top, m_Parent->Top());
|
||||
int width = Right() - left;
|
||||
int height = Bottom() - top;
|
||||
return Rectangle(left, top, width, height);
|
||||
}
|
||||
|
||||
void UpdateLayered(double dt)
|
||||
{
|
||||
// Update ourselves
|
||||
this->Update(dt);
|
||||
|
||||
// Update children
|
||||
for (auto& pairLayer : m_Children) {
|
||||
auto children = pairLayer.second;
|
||||
for (auto& pairChild : children) {
|
||||
auto child = pairChild.second;
|
||||
child->Update(dt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
virtual void Update(double dt) { }
|
||||
|
||||
void DrawLayered(RenderScene& rq)
|
||||
{
|
||||
if (this->Hidden())
|
||||
return;
|
||||
|
||||
// Draw ourselves
|
||||
this->Draw(rq);
|
||||
|
||||
// Draw children
|
||||
for (auto& pairLayer : m_Children) {
|
||||
auto children = pairLayer.second;
|
||||
for (auto& pairChild : children) {
|
||||
auto child = pairChild.second;
|
||||
if (child->Hidden())
|
||||
continue;
|
||||
child->Draw(rq);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
virtual void Draw(RenderScene& rq) { }
|
||||
|
||||
protected:
|
||||
::EventBroker* m_EventBroker;
|
||||
Frame* BaseFrame = nullptr;
|
||||
|
||||
std::string m_Name = "Unnamed";
|
||||
int m_Layer = 0;
|
||||
bool m_Hidden = false;
|
||||
|
||||
Frame* m_Parent = nullptr;
|
||||
typedef std::multimap<std::string, Frame*> Children_t; // name -> frame
|
||||
std::map<int, Children_t> m_Children; // layer -> Children_t
|
||||
|
||||
virtual bool OnKeyDown(const Events::KeyDown& event) { return false; }
|
||||
virtual bool OnKeyUp(const Events::KeyUp& event) { return false; }
|
||||
virtual bool OnCommand(const Events::InputCommand& event) { return false; }
|
||||
|
||||
private:
|
||||
EventRelay<Frame, Events::KeyDown> m_EKeyDown;
|
||||
EventRelay<Frame, Events::KeyUp> m_EKeyUp;
|
||||
EventRelay<Frame, Events::InputCommand> m_EInputCommand;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,33 +0,0 @@
|
||||
#ifndef MainMenuSystem_h__
|
||||
#define MainMenuSystem_h__
|
||||
|
||||
#include "../Core/System.h"
|
||||
#include "../Rendering/IRenderer.h"
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "../Core/Event.h"
|
||||
|
||||
|
||||
#include "EButtonClicked.h"
|
||||
#include "EButtonPressed.h"
|
||||
#include "EButtonReleased.h"
|
||||
|
||||
|
||||
class MainMenuSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
MainMenuSystem(SystemParams params, IRenderer* renderer);
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
private:
|
||||
IRenderer* m_Renderer;
|
||||
|
||||
EventRelay<MainMenuSystem, Events::ButtonClicked> m_EClicked;
|
||||
bool OnButtonClick(const Events::ButtonClicked& e);
|
||||
EventRelay<MainMenuSystem, Events::ButtonReleased> m_EReleased;
|
||||
bool OnButtonRelease(const Events::ButtonReleased& e);
|
||||
EventRelay<MainMenuSystem, Events::ButtonPressed> m_EPressed;
|
||||
bool OnButtonPress(const Events::ButtonPressed& e);
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,111 @@
|
||||
#ifndef GUI_TextureFrame_h__
|
||||
#define GUI_TextureFrame_h__
|
||||
|
||||
#include "Frame.h"
|
||||
#include "../Rendering/Texture.h"
|
||||
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class TextureFrame : public Frame
|
||||
{
|
||||
public:
|
||||
TextureFrame(Frame* parent, std::string name)
|
||||
: Frame(parent, name) { }
|
||||
|
||||
void EnableScissor() { m_ScissorEnabled = true; }
|
||||
void DisableScissor() { m_ScissorEnabled = false; }
|
||||
|
||||
void Draw(RenderScene& rq) override
|
||||
{
|
||||
if (m_Texture == nullptr)
|
||||
return;
|
||||
|
||||
// Texture while fading
|
||||
if (m_FadeTexture && m_CurrentFade < 1) {
|
||||
FrameJob job;
|
||||
job.Scissor = (m_ScissorEnabled) ? m_Parent->AbsoluteRectangle() : Rectangle();
|
||||
job.Viewport = Rectangle(Left(), Top(), Width, Height);
|
||||
job.TextureID = m_FadeTexture->ResourceID;
|
||||
job.DiffuseTexture = m_FadeTexture;
|
||||
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a);
|
||||
job.Name = Name();
|
||||
rq.GUI.Add(job);
|
||||
}
|
||||
|
||||
// Main texture
|
||||
{
|
||||
FrameJob job;
|
||||
job.Scissor = (m_ScissorEnabled) ? m_Parent->AbsoluteRectangle() : Rectangle();
|
||||
job.Viewport = Rectangle(Left(), Top(), Width, Height);
|
||||
job.TextureID = m_Texture->ResourceID;
|
||||
job.DiffuseTexture = m_Texture;
|
||||
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a * m_CurrentFade);
|
||||
job.Name = Name();
|
||||
rq.GUI.Add(job);
|
||||
}
|
||||
}
|
||||
|
||||
std::string Texture() const { return m_TextureName; }
|
||||
|
||||
void SetTexture(std::string resourceName)
|
||||
{
|
||||
if (resourceName.empty()) {
|
||||
m_Texture = nullptr;
|
||||
return;
|
||||
}
|
||||
|
||||
m_Texture = ResourceManager::Load<Texture>(resourceName);
|
||||
m_TextureName = resourceName;
|
||||
if (m_Texture == nullptr) {
|
||||
m_Texture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
|
||||
}
|
||||
|
||||
SizeToTexture();
|
||||
}
|
||||
|
||||
void SizeToTexture()
|
||||
{
|
||||
if (m_Texture != nullptr) {
|
||||
this->Width = m_Texture->Width;
|
||||
this->Height = m_Texture->Height;
|
||||
}
|
||||
}
|
||||
|
||||
void FadeToTexture(std::string resourceName, double duration)
|
||||
{
|
||||
m_FadeTexture = m_Texture;
|
||||
SetTexture(resourceName);
|
||||
m_FadeDuration = duration;
|
||||
m_CurrentFade = 0.f;
|
||||
}
|
||||
|
||||
void Update(double dt) override
|
||||
{
|
||||
if (m_CurrentFade < 1) {
|
||||
m_CurrentFade += dt / m_FadeDuration;
|
||||
if (m_CurrentFade > 1) {
|
||||
m_FadeTexture = nullptr;
|
||||
m_CurrentFade = 1;
|
||||
m_FadeDuration = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glm::vec4 Color() const { return m_Color; }
|
||||
void SetColor(glm::vec4 val) { m_Color = val; }
|
||||
|
||||
protected:
|
||||
bool m_ScissorEnabled = true;
|
||||
Texture* m_Texture = nullptr;
|
||||
std::string m_TextureName;
|
||||
Texture* m_FadeTexture = nullptr;
|
||||
glm::vec4 m_Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
|
||||
float m_FadeDuration = 0.f;
|
||||
float m_CurrentFade = 1.f;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -4,8 +4,6 @@
|
||||
#include "../GLM.h"
|
||||
#include "../Core/InputController.h"
|
||||
#include "../Core/ELockMouse.h"
|
||||
#include "../Game/Events/EDashAbility.h"
|
||||
#include "InputHandler.h"
|
||||
|
||||
template <typename EventContext>
|
||||
class FirstPersonInputController : public InputController<EventContext>
|
||||
@@ -27,10 +25,6 @@ public:
|
||||
virtual bool OnCommand(const Events::InputCommand& e) override;
|
||||
virtual void Reset();
|
||||
|
||||
void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer);
|
||||
virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
|
||||
virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
|
||||
|
||||
protected:
|
||||
const int m_PlayerID;
|
||||
bool m_MouseLocked = false;
|
||||
@@ -39,23 +33,6 @@ protected:
|
||||
bool m_Jumping = false;
|
||||
bool m_DoubleJumping = false;
|
||||
bool m_Crouching = false;
|
||||
//assault dash membervariables - needed to calculate the doubletap- and dashlogic
|
||||
double m_AssaultDashDoubleTapDeltaTime = 0.0;
|
||||
double m_AssaultDashCoolDownTimer = 0.0;
|
||||
//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
|
||||
//and its very unlikely that someone wants to change that value
|
||||
const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
|
||||
std::string m_AssaultDashTapDirection = "";
|
||||
std::string m_CurrentDirectionVector = "";
|
||||
bool m_AssaultDashDoubleTapped = false;
|
||||
bool m_PlayerIsDashing = false;
|
||||
bool m_ShiftDashing = false;
|
||||
bool m_ValidDoubleTap = false;
|
||||
|
||||
//specialabilitys
|
||||
bool m_MovementKeyDown = false;
|
||||
bool m_SpecialAbilityKeyDown = false;
|
||||
int m_NumberOfMovementKeysDown = 0;
|
||||
|
||||
EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
|
||||
bool OnLockMouse(const Events::LockMouse& e);
|
||||
@@ -127,31 +104,6 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
|
||||
}
|
||||
}
|
||||
|
||||
if (e.Command == "Forward" || e.Command == "Right") {
|
||||
if (e.Value != 0) {
|
||||
m_CurrentDirectionVector = e.Command == "Right" ? (e.Value > 0 ? "Right" : "Left") : (e.Value > 0 ? "Forward" : "Backward");
|
||||
}
|
||||
//if value = 0 then you have just released this key
|
||||
if (e.Value != 0) {
|
||||
m_NumberOfMovementKeysDown++;
|
||||
m_MovementKeyDown = true;
|
||||
//if you pressed the same key within m_AssaultDashDoubleTapSensitivityTimer then you have doubletapped it
|
||||
if (m_AssaultDashDoubleTapDeltaTime < m_AssaultDashDoubleTapSensitivityTimer && m_AssaultDashTapDirection == m_CurrentDirectionVector) {
|
||||
m_ValidDoubleTap = true;
|
||||
}
|
||||
} else {
|
||||
//== 0
|
||||
m_NumberOfMovementKeysDown--;
|
||||
if (m_NumberOfMovementKeysDown == 0) {
|
||||
m_MovementKeyDown = false;
|
||||
}
|
||||
//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
|
||||
m_AssaultDashTapDirection = m_CurrentDirectionVector;
|
||||
m_AssaultDashDoubleTapDeltaTime = 0.f;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if (e.Command == "Jump") {
|
||||
m_Jumping = e.Value > 0;
|
||||
}
|
||||
@@ -160,19 +112,6 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
|
||||
m_Crouching = e.Value > 0;
|
||||
}
|
||||
|
||||
if (e.Command == "SpecialAbility") {
|
||||
if (e.Value > 0) {
|
||||
m_SpecialAbilityKeyDown = true;
|
||||
} else {
|
||||
m_SpecialAbilityKeyDown = false;
|
||||
}
|
||||
}
|
||||
if (m_SpecialAbilityKeyDown && m_MovementKeyDown) {
|
||||
m_ShiftDashing = true;
|
||||
} else {
|
||||
m_ShiftDashing = false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -190,57 +129,4 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
|
||||
return true;
|
||||
}
|
||||
|
||||
template <typename EventContext>
|
||||
void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer) {
|
||||
ImGui::Text(std::to_string(m_AssaultDashCoolDownTimer).c_str());
|
||||
|
||||
m_AssaultDashDoubleTapDeltaTime += dt;
|
||||
m_AssaultDashCoolDownTimer -= dt;
|
||||
//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
|
||||
if (m_AssaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
|
||||
m_PlayerIsDashing = true;
|
||||
} else {
|
||||
m_PlayerIsDashing = false;
|
||||
}
|
||||
|
||||
//dashing with shift
|
||||
if (m_ShiftDashing && m_AssaultDashCoolDownTimer <= 0.0f) {
|
||||
//player is dashing with shift
|
||||
//the wanted-direction is set in playermovement already so we dont need to check what direction we want to dash in!
|
||||
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
|
||||
m_AssaultDashDoubleTapped = true;
|
||||
m_AssaultDashDoubleTapDeltaTime = 0.f;
|
||||
return;
|
||||
}
|
||||
|
||||
//reset the DoubleTapped state in case we recently doubleTapped (doubletap will only happen during 1 frame)
|
||||
if (m_AssaultDashDoubleTapped) {
|
||||
m_AssaultDashDoubleTapped = false;
|
||||
}
|
||||
|
||||
//dashing with doubletap - check if doubletap to dash enabled
|
||||
if (!ResourceManager::Load<ConfigFile>("Input.ini")->Get<bool>("Keyboard.DoubleTapToDash", false)) {
|
||||
return;
|
||||
}
|
||||
|
||||
//check if we have received a valid doubletap
|
||||
if (!m_ValidDoubleTap) {
|
||||
return;
|
||||
}
|
||||
m_ValidDoubleTap = false;
|
||||
|
||||
if (!(m_AssaultDashCoolDownTimer <= 0.0f)) {
|
||||
//if we cant dash at the moment, then just reset the tap-sensitivity-timer
|
||||
m_AssaultDashDoubleTapDeltaTime = 0.f;
|
||||
return;
|
||||
}
|
||||
//ok, we have a valid tap, lets do it
|
||||
m_AssaultDashDoubleTapped = true;
|
||||
m_AssaultDashDoubleTapDeltaTime = 0.f;
|
||||
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
|
||||
|
||||
Events::DashAbility e;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -13,8 +13,6 @@
|
||||
#include "Network/Network.h"
|
||||
#include "Network/MessageType.h"
|
||||
#include "Network/PlayerDefinition.h"
|
||||
#include "Network/UDPClient.h"
|
||||
#include "Network/TCPClient.h"
|
||||
#include "Network/SnapshotDefinitions.h"
|
||||
#include "Core/World.h"
|
||||
#include "Core/EventBroker.h"
|
||||
@@ -22,41 +20,24 @@
|
||||
#include "Input/EInputCommand.h"
|
||||
#include "Core/EPlayerDamage.h"
|
||||
#include "Network/EInterpolate.h"
|
||||
#include "Network/SnapshotFilter.h"
|
||||
#include "Core/EPlayerSpawned.h"
|
||||
#include "Network/ESearchForServers.h"
|
||||
|
||||
struct ServerInfo
|
||||
{
|
||||
ServerInfo(std::string a, int b, std::string c, int d)
|
||||
{
|
||||
Address = a; Port = b; Name = c; PlayersConnected = d;
|
||||
}
|
||||
std::string Address = "";
|
||||
int Port = 0;
|
||||
std::string Name = "";
|
||||
int PlayersConnected = 0;
|
||||
};
|
||||
|
||||
class Client : public Network
|
||||
{
|
||||
public:
|
||||
Client(World* world, EventBroker* eventBroker);
|
||||
Client(World* world, EventBroker* eventBroker, std::unique_ptr<SnapshotFilter> snapshotFilter);
|
||||
Client(ConfigFile* config);
|
||||
~Client();
|
||||
|
||||
void Connect(std::string address, int port);
|
||||
void Start(World* world, EventBroker* eventBroker) override;
|
||||
void Update() override;
|
||||
private:
|
||||
// Assio UDP logic
|
||||
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
|
||||
boost::asio::io_service m_IOService;
|
||||
boost::asio::ip::udp::socket m_Socket;
|
||||
|
||||
std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
|
||||
void parseSpawnEvents();
|
||||
// Save for children
|
||||
std::unique_ptr<SnapshotFilter> m_SnapshotFilter = nullptr;
|
||||
|
||||
std::string m_Address;
|
||||
int m_Port = 0;
|
||||
// Sending message to server logic
|
||||
size_t bytesRead = 0;
|
||||
char readBuf[INPUTSIZE] = { 0 };
|
||||
|
||||
// Packet loss logic
|
||||
PacketID m_PacketID = 0;
|
||||
@@ -64,8 +45,10 @@ public:
|
||||
PacketID m_SendPacketID = 0;
|
||||
|
||||
// Game logic
|
||||
World* m_World;
|
||||
std::string m_PlayerName;
|
||||
PlayerID m_PlayerID = -1;
|
||||
EntityID m_ServerEntityID = std::numeric_limits<EntityID>::max();
|
||||
bool m_IsConnected = false;
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
||||
// Server Client Lookup map
|
||||
@@ -85,32 +68,28 @@ public:
|
||||
std::vector<Events::InputCommand> m_InputCommandBuffer;
|
||||
|
||||
// Private member functions
|
||||
void readFromServer();
|
||||
size_t receive(char* data);
|
||||
void send(Packet& packet);
|
||||
void connect();
|
||||
void disconnect();
|
||||
void parseMessageType(Packet& packet);
|
||||
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID);
|
||||
SharedComponentWrapper createSharedComponent(Packet& packet, EntityID entityID, const ComponentInfo& componentInfo);
|
||||
void ignoreFields(Packet& packet, const ComponentInfo& componentInfo);
|
||||
void parseUDPConnect(Packet& packet);
|
||||
void parseTCPConnect(Packet& packet);
|
||||
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType);
|
||||
void parseConnect(Packet& packet);
|
||||
void parsePlayerConnected(Packet& packet);
|
||||
void parsePing();
|
||||
void parseServerlist(Packet& packet);
|
||||
void parseKick();
|
||||
void parsePlayersSpawned(Packet& packet);
|
||||
void parseEntityDeletion(Packet& packet);
|
||||
void parsePlayerDamage(Packet& packet);
|
||||
void parseComponentDeletion(Packet& packet);
|
||||
void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
|
||||
void parseSnapshot(Packet& packet);
|
||||
void UpdateLocalCapturePointHUD(EntityWrapper capturePointHUD);
|
||||
void identifyPacketLoss();
|
||||
void hasServerTimedOut();
|
||||
bool hasServerTimedOut();
|
||||
EntityID createPlayer();
|
||||
void sendInputCommands();
|
||||
void sendLocalPlayerTransform();
|
||||
void becomePlayer();
|
||||
void displayServerlist();
|
||||
// Mapping Logic
|
||||
// Returns if local EntityID exist in map
|
||||
bool clientServerMapsHasEntity(EntityID clientEntityID);
|
||||
@@ -120,22 +99,13 @@ public:
|
||||
void deleteFromServerClientMaps(EntityID serverEntityID, EntityID clientEntityID);
|
||||
|
||||
// Events
|
||||
EventBroker* m_EventBroker;
|
||||
EventRelay<Client, Events::InputCommand> m_EInputCommand;
|
||||
bool OnInputCommand(const Events::InputCommand& e);
|
||||
EventRelay<Client, Events::PlayerDamage> m_EPlayerDamage;
|
||||
bool OnPlayerDamage(const Events::PlayerDamage& e);
|
||||
EventRelay<Client, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(const Events::PlayerSpawned& e);
|
||||
EventRelay< Client, Events::SearchForServers> m_ESearchForServers;
|
||||
bool OnSearchForServers(const Events::SearchForServers& e);
|
||||
private:
|
||||
UDPClient m_Unreliable;
|
||||
UDPClient m_ServerlistRequest;
|
||||
TCPClient m_Reliable;
|
||||
std::vector<ServerInfo> m_Serverlist;
|
||||
bool m_SearchingForServers = false;
|
||||
std::clock_t m_StartSearchTime;
|
||||
double m_SearchingTime = 2000; // Config I guess
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -11,13 +11,8 @@ namespace Events
|
||||
|
||||
struct Interpolate : Event
|
||||
{
|
||||
Interpolate(EntityWrapper Entity, SharedComponentWrapper Component)
|
||||
: Entity(Entity)
|
||||
, Component(Component)
|
||||
{ }
|
||||
|
||||
EntityWrapper Entity;
|
||||
SharedComponentWrapper Component;
|
||||
EntityID Entity;
|
||||
boost::shared_array<char> DataArray;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
#ifndef Events_SearchForServers_h__
|
||||
#define Events_SearchForServers_h__
|
||||
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct SearchForServers : public Event { };
|
||||
|
||||
}
|
||||
#endif
|
||||
@@ -18,9 +18,7 @@ enum class MessageType
|
||||
OnPlayerSpawned,
|
||||
EntityDeleted,
|
||||
ComponentDeleted,
|
||||
PlayerTransform,
|
||||
ServerlistRequest,
|
||||
Invalid
|
||||
PlayerTransform
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -12,22 +12,17 @@
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
|
||||
#define BUFFERSIZE 32000
|
||||
#define INPUTSIZE 32000
|
||||
typedef unsigned int PlayerID;
|
||||
typedef unsigned int PacketID;
|
||||
|
||||
class Network
|
||||
{
|
||||
public:
|
||||
Network(World* world, EventBroker* eventBroker);
|
||||
virtual ~Network() { };
|
||||
|
||||
virtual void Start(World* m_world, EventBroker *eventBroker) = 0;
|
||||
virtual void Update() = 0;
|
||||
|
||||
protected:
|
||||
World* m_World;
|
||||
EventBroker* m_EventBroker;
|
||||
|
||||
// For Debug
|
||||
bool isReadingData = false;
|
||||
NetworkData m_NetworkData;
|
||||
@@ -35,10 +30,9 @@ protected:
|
||||
std::clock_t m_SaveDataTimer;
|
||||
unsigned int m_MaxConnections;
|
||||
double m_TimeoutMs;
|
||||
void logSentData(int bytesSent);
|
||||
void logReceivedData(int bytesReceived);
|
||||
void saveToFile();
|
||||
void updateNetworkData();
|
||||
void initialize();
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,24 +0,0 @@
|
||||
#ifndef NetworkClient_h__
|
||||
#define NetworkClient_h__
|
||||
|
||||
#include "Network/Packet.h"
|
||||
#define BUFFERSIZE 64000
|
||||
typedef unsigned int PlayerID;
|
||||
typedef unsigned int PacketID;
|
||||
|
||||
class NetworkClient
|
||||
{
|
||||
public:
|
||||
NetworkClient();
|
||||
virtual ~NetworkClient();
|
||||
virtual void Connect(std::string playerName, std::string address, int port) = 0;
|
||||
virtual void Disconnect() = 0;
|
||||
virtual void Receive(Packet& packet) = 0;
|
||||
virtual void Send(Packet & packet) = 0;
|
||||
virtual bool IsSocketAvailable() = 0;
|
||||
protected:
|
||||
char* m_ReadBuffer;
|
||||
unsigned int m_BufferSize = BUFFERSIZE;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,24 +0,0 @@
|
||||
#ifndef NetworkServer_h__
|
||||
#define NetworkServer_h__
|
||||
#include <boost/asio.hpp>
|
||||
#include "Network/Packet.h"
|
||||
#include "Network/PlayerDefinition.h"
|
||||
#define BUFFERSIZE 64000
|
||||
typedef unsigned int PlayerID;
|
||||
typedef unsigned int PacketID;
|
||||
|
||||
class NetworkServer
|
||||
{
|
||||
public:
|
||||
NetworkServer();
|
||||
virtual ~NetworkServer();
|
||||
virtual void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers) = 0;
|
||||
virtual void Receive(Packet & packet, PlayerDefinition & playerDefinition) = 0;
|
||||
virtual void Send(Packet & packet, PlayerDefinition & playerDefinition) = 0;
|
||||
virtual void Send(Packet & packet) = 0;
|
||||
protected:
|
||||
char* m_ReadBuffer;
|
||||
unsigned int m_BufferSize = BUFFERSIZE;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -24,7 +24,7 @@ public:
|
||||
{
|
||||
// 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! New size is %i bytes\n", m_MaxPacketSize*2);
|
||||
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));
|
||||
@@ -35,7 +35,7 @@ public:
|
||||
T ReadPrimitive()
|
||||
{
|
||||
if (m_Offset < m_ReturnDataOffset + sizeof(T)) {
|
||||
//LOG_WARNING("Packet PopFrontPrimitive(): You are trying to remove more than what exists in this packet!");
|
||||
LOG_WARNING("Packet PopFrontPrimitive(): You are trying to remove more than what exists in this packet!");
|
||||
return -1;
|
||||
}
|
||||
T returnValue;
|
||||
@@ -49,15 +49,10 @@ public:
|
||||
void WriteData(char* data, int sizeOfData);
|
||||
// Pops the first element as if it was a string.
|
||||
std::string ReadString();
|
||||
// Construct a packet
|
||||
void ReconstructFromData(char* data, size_t SizeOfData);
|
||||
// Update size of packet variable in header
|
||||
void UpdateSize();
|
||||
char* ReadData(int SizeOfData);
|
||||
void ChangePacketID(unsigned int& packetID);
|
||||
size_t Size() { return m_Offset; };
|
||||
char* Data() { return m_Data; };
|
||||
MessageType GetMessageType();
|
||||
size_t DataReadSize() { return m_ReturnDataOffset; }
|
||||
size_t MaxSize() { return m_MaxPacketSize; }
|
||||
size_t HeaderSize() { return m_HeaderSize; }
|
||||
@@ -69,7 +64,6 @@ private:
|
||||
size_t m_MaxPacketSize = 512;
|
||||
size_t m_HeaderSize = 0;
|
||||
void resizeData();
|
||||
void resizeData(int size);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -2,7 +2,6 @@
|
||||
#define PlayerDefinition_h__
|
||||
#include <string>
|
||||
#include "../Core/Entity.h"
|
||||
#include <boost/asio.hpp>
|
||||
|
||||
struct PlayerDefinition {
|
||||
::EntityID EntityID = EntityID_Invalid;
|
||||
@@ -10,10 +9,6 @@ struct PlayerDefinition {
|
||||
boost::asio::ip::udp::endpoint Endpoint;
|
||||
unsigned int PacketID;
|
||||
std::clock_t StopTime;
|
||||
boost::asio::ip::address TCPAddress;
|
||||
unsigned short TCPPort;
|
||||
// use for tcp connections
|
||||
boost::shared_ptr<boost::asio::ip::tcp::socket> TCPSocket;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -5,10 +5,8 @@
|
||||
#include <ctime>
|
||||
|
||||
#include <glm/common.hpp>
|
||||
#include <boost/asio/ip/udp.hpp>
|
||||
|
||||
#include "Network/TCPServer.h"
|
||||
#include "Network/UDPServer.h"
|
||||
#include "Network/UDPClient.h" //LOL
|
||||
#include "Network/MessageType.h"
|
||||
#include "Network/PlayerDefinition.h"
|
||||
#include "Core/World.h"
|
||||
@@ -24,69 +22,63 @@
|
||||
class Server : public Network
|
||||
{
|
||||
public:
|
||||
Server(World* world, EventBroker* eventBroker, int port);
|
||||
Server();
|
||||
~Server();
|
||||
|
||||
void Start(World* m_world, EventBroker *eventBroker) override;
|
||||
void Update() override;
|
||||
|
||||
private:
|
||||
// Network channels
|
||||
TCPServer m_Reliable;
|
||||
UDPServer m_Unreliable;
|
||||
UDPServer m_ServerlistRequest;
|
||||
// dont forget to set these in the childrens receive logic
|
||||
boost::asio::ip::address m_Address;
|
||||
int m_Port = 27666;
|
||||
// UDP logic
|
||||
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
|
||||
boost::asio::io_service m_IOService;
|
||||
boost::asio::ip::udp::socket m_Socket;
|
||||
|
||||
// Sending messages to client logic
|
||||
std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers;
|
||||
std::vector<PlayerID> m_PlayersToDisconnect;
|
||||
// HACK: Fix INPUTSIZE
|
||||
char readBuffer[BUFFERSIZE] = { 0 };
|
||||
char readBuffer[INPUTSIZE] = { 0 };
|
||||
size_t bytesRead = 0;
|
||||
// time for previouse message
|
||||
std::clock_t previousePingMessage = std::clock();
|
||||
std::clock_t previousSnapshotMessage = std::clock();
|
||||
std::clock_t timOutTimer = std::clock();
|
||||
|
||||
// How often we send messages (milliseconds)
|
||||
float pingIntervalMs;
|
||||
float snapshotInterval;
|
||||
int checkTimeOutInterval = 100;
|
||||
int m_NextPlayerID = 0;
|
||||
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
|
||||
|
||||
//Timers
|
||||
std::clock_t m_StartPingTime;
|
||||
|
||||
// Game logic
|
||||
World* m_World;
|
||||
EventBroker* m_EventBroker;
|
||||
|
||||
// Packet loss logic
|
||||
PacketID m_PacketID = 0;
|
||||
PacketID m_PreviousPacketID = 0;
|
||||
|
||||
// Private member functions
|
||||
//int receive(char* data);
|
||||
void reliableBroadcast(Packet& packet);
|
||||
void unreliableBroadcast(Packet& packet);
|
||||
size_t receive(char* data);
|
||||
void readFromClients();
|
||||
void send(PlayerID player, Packet& packet);
|
||||
void send(Packet& packet);
|
||||
void broadcast(Packet& packet);
|
||||
void sendSnapshot();
|
||||
void addPlayersToPacket(Packet& packet, EntityID entityID);
|
||||
void addChildrenToPacket(Packet& packet, EntityID entityID);
|
||||
void addInputCommandsToPacket(Packet& packet);
|
||||
void sendPing();
|
||||
void checkForTimeOuts();
|
||||
void disconnect(PlayerID playerID);
|
||||
void parseMessageType(Packet& packet);
|
||||
void parseOnPlayerDamage(Packet& packet);
|
||||
void identifyPacketLoss();
|
||||
void kick(PlayerID player);
|
||||
PlayerID GetPlayerIDFromEndpoint();
|
||||
void parsePlayerTransform(Packet& packet);
|
||||
void parseOnInputCommand(Packet& packet);
|
||||
void parseOnPlayerDamage(Packet& packet);
|
||||
void parseConnect(Packet& packet);
|
||||
void parseDisconnect();
|
||||
void parseClientPing();
|
||||
void parsePing();
|
||||
void parseUDPConnect(Packet & packet);
|
||||
void parseTCPConnect(Packet & packet);
|
||||
void parseDisconnect();
|
||||
void parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint);
|
||||
bool shouldSendToClient(EntityWrapper childEntity);
|
||||
|
||||
void identifyPacketLoss();
|
||||
void kick(PlayerID player);
|
||||
PlayerID GetPlayerIDFromEndpoint(boost::asio::ip::udp::endpoint endpoint);
|
||||
// Debug event
|
||||
EventRelay<Server, Events::InputCommand> m_EInputCommand;
|
||||
bool OnInputCommand(const Events::InputCommand& e);
|
||||
@@ -96,8 +88,7 @@ private:
|
||||
bool OnEntityDeleted(const Events::EntityDeleted& e);
|
||||
EventRelay<Server, Events::ComponentDeleted> m_EComponentDeleted;
|
||||
bool OnComponentDeleted(const Events::ComponentDeleted& e);
|
||||
EventRelay<Server, Events::PlayerDamage> m_EPlayerDamage;
|
||||
bool OnPlayerDamage(const Events::PlayerDamage& e);
|
||||
void parsePlayerTransform(Packet& packet);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,19 +0,0 @@
|
||||
#ifndef SnapshotFilter_h__
|
||||
#define SnapshotFilter_h__
|
||||
|
||||
#include "../Core/EntityWrapper.h"
|
||||
#include "../Core/ComponentWrapper.h"
|
||||
|
||||
class SnapshotFilter
|
||||
{
|
||||
public:
|
||||
// Filters an incoming snapshot.
|
||||
// Modify the component and return true if the component snapshot should be applied.
|
||||
// Otherwise return false and it will be ignored.
|
||||
virtual bool FilterComponent(EntityWrapper entity, SharedComponentWrapper& component)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,28 +0,0 @@
|
||||
#ifndef TCPClient_h__
|
||||
#define TCPClient_h__
|
||||
|
||||
#include <boost/asio.hpp>
|
||||
#include "NetworkClient.h"
|
||||
|
||||
class TCPClient : public NetworkClient
|
||||
{
|
||||
public:
|
||||
TCPClient();
|
||||
~TCPClient();
|
||||
|
||||
void Connect(std::string playerName, std::string address, int port);
|
||||
void Disconnect();
|
||||
void Receive(Packet& packet);
|
||||
void Send(Packet & packet);
|
||||
bool IsSocketAvailable();
|
||||
private:
|
||||
// Assio TCP logic
|
||||
boost::asio::ip::tcp::endpoint m_Endpoint;
|
||||
boost::asio::io_service m_IOService;
|
||||
std::unique_ptr<boost::asio::ip::tcp::socket> m_Socket;
|
||||
size_t readBuffer();
|
||||
PacketID m_SendPacketID = 0;
|
||||
bool m_IsConnected = false;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,38 +0,0 @@
|
||||
#ifndef TCPServer_h__
|
||||
#define TCPServer_h__
|
||||
|
||||
#include <boost/asio.hpp>
|
||||
#include <boost/bind.hpp>
|
||||
#include <map>
|
||||
#include "NetworkServer.h"
|
||||
|
||||
class TCPServer : public NetworkServer
|
||||
{
|
||||
public:
|
||||
TCPServer();
|
||||
~TCPServer();
|
||||
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
|
||||
void Receive(Packet & packet, PlayerDefinition & playerDefinition);
|
||||
void Send(Packet & packet, PlayerDefinition & playerDefinition);
|
||||
void Send(Packet & packet);
|
||||
void Disconnect();
|
||||
int Port() { return m_Port; }
|
||||
std::string Address() { return m_Address; }
|
||||
|
||||
private:
|
||||
// TCP logic
|
||||
boost::asio::io_service m_IOService;
|
||||
std::unique_ptr<boost::asio::ip::tcp::acceptor> acceptor;
|
||||
boost::shared_ptr<boost::asio::ip::tcp::socket> lastReceivedSocket;
|
||||
|
||||
void handle_accept(boost::shared_ptr<boost::asio::ip::tcp::socket> socket,
|
||||
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
|
||||
const boost::system::error_code& error);
|
||||
int readBuffer(PlayerDefinition& playerDefinition);
|
||||
int GetPort();
|
||||
std::string GetAddress();
|
||||
int m_Port = 0;
|
||||
std::string m_Address = "";
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,28 +0,0 @@
|
||||
#ifndef UDPClient_h__
|
||||
#define UDPClient_h__
|
||||
|
||||
#include <boost/asio.hpp>
|
||||
#include "Network/NetworkClient.h"
|
||||
|
||||
class UDPClient : public NetworkClient
|
||||
{
|
||||
public:
|
||||
UDPClient();
|
||||
~UDPClient();
|
||||
|
||||
void Connect(std::string playerName, std::string address, int port);
|
||||
void Disconnect();
|
||||
void Receive(Packet& packet);
|
||||
void Send(Packet & packet);
|
||||
void Broadcast(Packet& packet, int port);
|
||||
bool IsSocketAvailable();
|
||||
private:
|
||||
// Assio UDP logic
|
||||
boost::asio::io_service m_IOService;
|
||||
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
|
||||
boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket;
|
||||
int readBuffer();
|
||||
PacketID m_SendPacketID = 0;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,28 +0,0 @@
|
||||
#ifndef UDPServer_h__
|
||||
#define UDPServer_h__
|
||||
|
||||
#include "NetworkServer.h"
|
||||
#include <boost/asio/ip/udp.hpp>
|
||||
|
||||
class UDPServer : public NetworkServer
|
||||
{
|
||||
public:
|
||||
UDPServer();
|
||||
UDPServer(int port);
|
||||
~UDPServer();
|
||||
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
|
||||
void Receive(Packet & packet, PlayerDefinition & playerDefinition);
|
||||
void Send(Packet & packet, PlayerDefinition & playerDefinition);
|
||||
void Send(Packet & packet);
|
||||
void Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint);
|
||||
void Broadcast(Packet & packet, int port);
|
||||
bool IsSocketAvailable();
|
||||
private:
|
||||
// UDP logic
|
||||
boost::asio::io_service m_IOService;
|
||||
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
|
||||
std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
|
||||
int readBuffer();
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -9,13 +9,12 @@
|
||||
#include "Rendering/Model.h"
|
||||
#include "Rendering/EAnimationComplete.h"
|
||||
#include "Rendering/Skeleton.h"
|
||||
#include <imgui/imgui.h>
|
||||
|
||||
class AnimationSystem : public PureSystem
|
||||
{
|
||||
public:
|
||||
AnimationSystem(SystemParams params)
|
||||
: System(params)
|
||||
AnimationSystem(World* world, EventBroker* eventBroker)
|
||||
: System(world, eventBroker)
|
||||
, PureSystem("Animation")
|
||||
{
|
||||
|
||||
@@ -24,6 +23,7 @@ public:
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
|
||||
private:
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,29 +0,0 @@
|
||||
#ifndef BoneAttachmentSystem_h__
|
||||
#define BoneAttachmentSystem_h__
|
||||
|
||||
#include "GLM.h"
|
||||
|
||||
#include "Common.h"
|
||||
#include "Core/System.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Rendering/Model.h"
|
||||
#include "Rendering/Skeleton.h"
|
||||
|
||||
//Needs to be a higher orderlevel than AnimationSystem
|
||||
class BoneAttachmentSystem : public PureSystem
|
||||
{
|
||||
public:
|
||||
BoneAttachmentSystem(SystemParams params)
|
||||
: System(params)
|
||||
, PureSystem("BoneAttachment")
|
||||
{
|
||||
|
||||
}
|
||||
~BoneAttachmentSystem() { }
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& BoneAttachmentComponent, double dt) override;
|
||||
private:
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -33,8 +33,6 @@ public:
|
||||
glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
|
||||
void SetViewMatrix(glm::mat4 val);
|
||||
|
||||
glm::mat4 BillboardMatrix();
|
||||
|
||||
float AspectRatio() const { return m_AspectRatio; }
|
||||
void SetAspectRatio(float val);
|
||||
|
||||
|
||||
@@ -1,27 +0,0 @@
|
||||
#ifndef CubeMapPass_h__
|
||||
#define CubeMapPass_h__
|
||||
|
||||
#include "IRenderer.h"
|
||||
#include "ShaderProgram.h"
|
||||
|
||||
class CubeMapPass
|
||||
{
|
||||
public:
|
||||
CubeMapPass(IRenderer* renderer);
|
||||
~CubeMapPass() { }
|
||||
|
||||
void LoadTextures(std::string input);
|
||||
void FillCubeMap(glm::vec3 originPosition);
|
||||
void GenerateCubeMapTexture();
|
||||
|
||||
//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
|
||||
GLuint m_CubeMapTexture = -1;
|
||||
|
||||
private:
|
||||
IRenderer* m_Renderer;
|
||||
std::string m_PreviusCubeMapTexture;
|
||||
|
||||
std::vector<Texture*> m_CubeMapTextures;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -24,8 +24,6 @@ public:
|
||||
|
||||
void Draw(GLuint texture);
|
||||
|
||||
void OnWindowResize();
|
||||
|
||||
//Getters
|
||||
//Return the blurred result of the texture that was sent into draw
|
||||
GLuint GaussianTexture() const { return m_GaussianTexture_vert; }
|
||||
|
||||
@@ -17,7 +17,7 @@ public:
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
|
||||
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure);
|
||||
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure);
|
||||
private:
|
||||
const IRenderer* m_Renderer;
|
||||
|
||||
|
||||
@@ -4,89 +4,55 @@
|
||||
#include "IRenderer.h"
|
||||
#include "DrawFinalPassState.h"
|
||||
#include "LightCullingPass.h"
|
||||
#include "CubeMapPass.h"
|
||||
#include "FrameBuffer.h"
|
||||
#include "ShaderProgram.h"
|
||||
#include "Util/UnorderedMapVec2.h"
|
||||
#include "Util/CommonFunctions.h"
|
||||
#include "Texture.h"
|
||||
|
||||
class DrawFinalPass
|
||||
{
|
||||
public:
|
||||
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass);
|
||||
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
|
||||
~DrawFinalPass() { }
|
||||
void InitializeTextures();
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
void Draw(RenderScene& scene, GLuint SSAOTexture);
|
||||
void Draw(RenderScene& scene);
|
||||
void ClearBuffer();
|
||||
void OnWindowResize();
|
||||
|
||||
//Return the texture that is used in later stages to apply the bloom effect
|
||||
GLuint BloomTexture() const { return m_BloomTexture; }
|
||||
GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; }
|
||||
//Return the texture with diffuse and lighting of the scene.
|
||||
GLuint SceneTexture() const { return m_SceneTexture; }
|
||||
GLuint SceneTextureLowRes() const { return m_SceneTextureLowRes; }
|
||||
//Return the framebuffer used in the scene rendering stage.
|
||||
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
|
||||
FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
|
||||
|
||||
|
||||
private:
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
||||
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
|
||||
|
||||
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
|
||||
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture);
|
||||
void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
|
||||
void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
|
||||
void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
|
||||
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job, RenderScene& scene);
|
||||
|
||||
void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
|
||||
void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
|
||||
|
||||
void BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job);
|
||||
void BindModelTextures(GLuint shaderHandle, std::shared_ptr<ModelJob>& job);
|
||||
void BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job);
|
||||
void BindModelTextures(std::shared_ptr<ModelJob>& job);
|
||||
|
||||
Texture* m_WhiteTexture;
|
||||
Texture* m_BlackTexture;
|
||||
Texture* m_NeutralNormalTexture;
|
||||
Texture* m_GreyTexture;
|
||||
Texture* m_ErrorTexture;
|
||||
|
||||
FrameBuffer m_FinalPassFrameBuffer;
|
||||
FrameBuffer m_FinalPassFrameBufferLowRes;
|
||||
GLuint m_BloomTexture;
|
||||
GLuint m_SceneTexture;
|
||||
GLuint m_BloomTextureLowRes;
|
||||
GLuint m_SceneTextureLowRes;
|
||||
GLuint m_DepthBuffer;
|
||||
GLuint m_DepthBufferLowRes;
|
||||
GLuint m_CubeMapTexture;
|
||||
|
||||
//maqke this component based i guess?
|
||||
GLuint m_ShieldPixelRate = 16;
|
||||
|
||||
const IRenderer* m_Renderer;
|
||||
const LightCullingPass* m_LightCullingPass;
|
||||
const CubeMapPass* m_CubeMapPass;
|
||||
|
||||
ShaderProgram* m_ForwardPlusProgram;
|
||||
ShaderProgram* m_ExplosionEffectProgram;
|
||||
ShaderProgram* m_ExplosionEffectSplatMapProgram;
|
||||
ShaderProgram* m_SpriteProgram;
|
||||
ShaderProgram* m_ForwardPlusSplatMapProgram;
|
||||
ShaderProgram* m_ShieldToStencilProgram;
|
||||
ShaderProgram* m_FillDepthBufferProgram;
|
||||
|
||||
|
||||
ShaderProgram* m_ForwardPlusSkinnedProgram;
|
||||
ShaderProgram* m_ExplosionEffectSkinnedProgram;
|
||||
ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
|
||||
ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
|
||||
ShaderProgram* m_ShieldToStencilSkinnedProgram;
|
||||
ShaderProgram* m_FillDepthBufferSkinnedProgram;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -12,11 +12,4 @@ private:
|
||||
|
||||
};
|
||||
|
||||
class DrawStencilState : public RenderState
|
||||
{
|
||||
public:
|
||||
DrawStencilState(GLuint frameBuffer);
|
||||
~DrawStencilState();
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -15,7 +15,7 @@
|
||||
|
||||
struct ExplosionEffectJob : ModelJob
|
||||
{
|
||||
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
|
||||
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
|
||||
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
|
||||
{
|
||||
ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
|
||||
|
||||
@@ -32,8 +32,6 @@ public:
|
||||
virtual void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
|
||||
bool VSYNC() const { return m_VSYNC; }
|
||||
virtual void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
|
||||
std::string WindowTitle() const { return m_WindowTitle; }
|
||||
virtual void SetWindowTitle(const std::string& title) { glfwSetWindowTitle(m_Window, title.c_str()); m_WindowTitle = title; }
|
||||
//Returns screen size excluding window border and header
|
||||
Rectangle GetViewportSize() const { return m_ViewportSize; }
|
||||
virtual void Initialize() = 0;
|
||||
@@ -49,7 +47,6 @@ protected:
|
||||
int m_GLVersion[2];
|
||||
std::string m_GLVendor;
|
||||
GLFWwindow* m_Window = nullptr;
|
||||
std::string m_WindowTitle;
|
||||
};
|
||||
|
||||
#endif // Renderer_h__
|
||||
|
||||
@@ -21,7 +21,6 @@ public:
|
||||
void SetSSBOSizes();
|
||||
void CullLights(RenderScene& scene);
|
||||
void FillLightList(RenderScene& scene);
|
||||
void OnWindowResize();
|
||||
|
||||
GLuint FrustumSSBO() const { return m_FrustumSSBO; }
|
||||
GLuint LightSSBO() const { return m_LightSSBO; }
|
||||
|
||||
@@ -2,10 +2,8 @@
|
||||
#define Model_h__
|
||||
|
||||
#include "Rendering/RawModelCustom.h"
|
||||
#include "Util/CommonFunctions.h"
|
||||
//#include "Rendering/RawModelAssimp.h"
|
||||
#include "../OpenGL.h"
|
||||
#include "Core/AABB.h"
|
||||
|
||||
class Model : public ThreadUnsafeResource
|
||||
{
|
||||
@@ -16,19 +14,16 @@ private:
|
||||
|
||||
public:
|
||||
~Model();
|
||||
const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_RawModel->m_Materials; }
|
||||
const std::vector<RawModel::MaterialGroup>& MaterialGroups() const { return m_RawModel->MaterialGroups; }
|
||||
const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
|
||||
const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
|
||||
unsigned int NumberOfVertices() const { return m_RawModel->NumVertices(); }
|
||||
const AABB& Box() const { return m_Box; }
|
||||
bool IsSkinned() const { return m_RawModel->IsSkinned(); }
|
||||
const std::vector<RawModel::Vertex>& Vertices() const { return m_RawModel->m_Vertices; }
|
||||
|
||||
GLuint VAO;
|
||||
GLuint ElementBuffer;
|
||||
RawModel* m_RawModel;
|
||||
|
||||
private:
|
||||
AABB m_Box;
|
||||
|
||||
|
||||
GLuint VertexBuffer;
|
||||
GLuint NormalBuffer;
|
||||
GLuint TangentNormalsBuffer;
|
||||
|
||||
@@ -14,101 +14,41 @@
|
||||
#include "../Core/World.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "Skeleton.h"
|
||||
#include "ShaderProgram.h"
|
||||
|
||||
struct ModelJob : RenderJob
|
||||
{
|
||||
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
|
||||
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
|
||||
: RenderJob()
|
||||
{
|
||||
Model = model;
|
||||
ModelID = model->ResourceID;
|
||||
Type = matProp.type;
|
||||
::RawModel::MaterialBasic* matGroup = matProp.material;
|
||||
switch(matProp.type){
|
||||
case ::RawModel::MaterialType::Basic:
|
||||
if (Model->IsSkinned()) {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
|
||||
}
|
||||
TextureID = 0;
|
||||
break;
|
||||
case ::RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (Model->IsSkinned()) {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
|
||||
}
|
||||
::RawModel::MaterialSingleTextures* singleTextures = static_cast<::RawModel::MaterialSingleTextures*>(matProp.material);
|
||||
TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
|
||||
if (modelComponent["DiffuseTexture"]) {
|
||||
DiffuseTexture.push_back(&singleTextures->ColorMap);
|
||||
}
|
||||
|
||||
if (modelComponent["NormalMap"]) {
|
||||
NormalTexture.push_back(&singleTextures->NormalMap);
|
||||
}
|
||||
|
||||
if (modelComponent["SpecularMap"]) {
|
||||
SpecularTexture.push_back(&singleTextures->SpecularMap);
|
||||
}
|
||||
|
||||
if (modelComponent["GlowMap"]) {
|
||||
IncandescenceTexture.push_back(&singleTextures->IncandescenceMap);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case ::RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (Model->IsSkinned()) {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
|
||||
}
|
||||
::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
|
||||
|
||||
SplatMap = &SplatTextures->SplatMap;
|
||||
|
||||
TextureID = (SplatTextures->ColorMaps[0].Texture) ? SplatTextures->ColorMaps[0].Texture->ResourceID : 0;
|
||||
if (modelComponent["DiffuseTexture"]) {
|
||||
for (auto& texture : SplatTextures->ColorMaps) {
|
||||
DiffuseTexture.push_back(&texture);
|
||||
}
|
||||
}
|
||||
|
||||
if (modelComponent["NormalMap"]) {
|
||||
for (auto& texture : SplatTextures->NormalMaps) {
|
||||
NormalTexture.push_back(&texture);
|
||||
}
|
||||
}
|
||||
|
||||
if (modelComponent["SpecularMap"]) {
|
||||
for (auto& texture : SplatTextures->SpecularMaps) {
|
||||
SpecularTexture.push_back(&texture);
|
||||
}
|
||||
}
|
||||
|
||||
if (modelComponent["GlowMap"]) {
|
||||
for (auto& texture : SplatTextures->IncandescenceMaps) {
|
||||
IncandescenceTexture.push_back(&texture);
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
DiffuseColor = matGroup->DiffuseColor;
|
||||
SpecularColor = matGroup->SpecularColor;
|
||||
IncandescenceColor = matGroup->IncandescenceColor;
|
||||
StartIndex = matGroup->StartIndex;
|
||||
EndIndex = matGroup->EndIndex;
|
||||
TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
|
||||
if (modelComponent["DiffuseTexture"]) {
|
||||
DiffuseTexture = matGroup.Texture.get();
|
||||
} else {
|
||||
DiffuseTexture = nullptr;
|
||||
}
|
||||
if (modelComponent["NormalMap"]) {
|
||||
NormalTexture = matGroup.NormalMap.get();
|
||||
} else {
|
||||
NormalTexture = nullptr;
|
||||
}
|
||||
if (modelComponent["SpecularMap"]) {
|
||||
SpecularTexture = matGroup.SpecularMap.get();
|
||||
} else {
|
||||
SpecularTexture = nullptr;
|
||||
}
|
||||
if (modelComponent["GlowMap"]) {
|
||||
IncandescenceTexture = matGroup.IncandescenceMap.get();
|
||||
} else {
|
||||
IncandescenceTexture = nullptr;
|
||||
}
|
||||
DiffuseColor = matGroup.DiffuseColor;
|
||||
SpecularColor = matGroup.SpecularColor;
|
||||
IncandescenceColor = matGroup.IncandescenceColor;
|
||||
StartIndex = matGroup.StartIndex;
|
||||
EndIndex = matGroup.EndIndex;
|
||||
Matrix = matrix;
|
||||
Color = modelComponent["Color"];
|
||||
GlowIntensity = ((double)modelComponent["GlowIntensity"]);
|
||||
Entity = modelComponent.EntityID;
|
||||
glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
|
||||
glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
|
||||
@@ -117,61 +57,32 @@ struct ModelJob : RenderJob
|
||||
|
||||
FillColor = fillColor;
|
||||
FillPercentage = fillPercentage;
|
||||
Skeleton = Model->m_RawModel->m_Skeleton;
|
||||
|
||||
|
||||
if (model->IsSkinned()) {
|
||||
Skeleton = Model->m_RawModel->m_Skeleton;
|
||||
|
||||
if (Skeleton != nullptr) {
|
||||
if (world->HasComponent(Entity, "Animation")) {
|
||||
auto animationComponent = world->GetComponent(Entity, "Animation");
|
||||
|
||||
for (int i = 1; i <= 3; i++) {
|
||||
::Skeleton::AnimationData animationData;
|
||||
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
|
||||
if (animationData.animation == nullptr) {
|
||||
continue;
|
||||
}
|
||||
animationData.time = (double)animationComponent["Time" + std::to_string(i)];
|
||||
animationData.weight = (double)animationComponent["Weight" + std::to_string(i)];
|
||||
|
||||
Animations.push_back(animationData);
|
||||
}
|
||||
}
|
||||
|
||||
if (world->HasComponent(Entity, "AnimationOffset")) {
|
||||
auto animationOffsetComponent = world->GetComponent(Entity, "AnimationOffset");
|
||||
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationOffsetComponent["AnimationName"]);
|
||||
AnimationOffset.time = (double)animationOffsetComponent["Time"];
|
||||
} else {
|
||||
AnimationOffset.animation = nullptr;
|
||||
}
|
||||
}
|
||||
if (world->HasComponent(Entity, "Animation") && Skeleton != nullptr) {
|
||||
auto animationComponent = world->GetComponent(Entity, "Animation");
|
||||
Animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["Name"]);
|
||||
AnimationTime = (double)animationComponent["Time"];
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
unsigned int TextureID;
|
||||
unsigned int ShaderID;
|
||||
unsigned int ModelID;
|
||||
|
||||
::RawModel::MaterialType Type;
|
||||
EntityID Entity;
|
||||
glm::mat4 Matrix;
|
||||
const ::RawModel::TextureProperties* SplatMap;
|
||||
std::vector<const ::RawModel::TextureProperties*> DiffuseTexture;
|
||||
std::vector<const ::RawModel::TextureProperties*> NormalTexture;
|
||||
std::vector<const ::RawModel::TextureProperties*> SpecularTexture;
|
||||
std::vector<const ::RawModel::TextureProperties*> IncandescenceTexture;
|
||||
const Texture* DiffuseTexture;
|
||||
const Texture* NormalTexture;
|
||||
const Texture* SpecularTexture;
|
||||
const Texture* IncandescenceTexture;
|
||||
float Shininess = 0.f;
|
||||
glm::vec4 Color;
|
||||
const ::Model* Model = nullptr;
|
||||
::Skeleton* Skeleton = nullptr;
|
||||
std::vector<::Skeleton::AnimationData> Animations;
|
||||
::Skeleton::AnimationOffset AnimationOffset;
|
||||
|
||||
const ::Skeleton::Animation* Animation = nullptr;
|
||||
|
||||
float AnimationTime = 0.f;
|
||||
|
||||
float GlowIntensity = 8.0;
|
||||
glm::vec4 DiffuseColor;
|
||||
glm::vec4 SpecularColor;
|
||||
glm::vec4 IncandescenceColor;
|
||||
@@ -184,7 +95,7 @@ struct ModelJob : RenderJob
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = ShaderID << 20 + ModelID << 10 + TextureID;
|
||||
Hash = TextureID;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -6,10 +6,9 @@
|
||||
#include <png.h>
|
||||
|
||||
#include "../Common.h"
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "Image.h"
|
||||
|
||||
class PNG : public Image, public Resource
|
||||
class PNG : public Image
|
||||
{
|
||||
public:
|
||||
PNG(std::string path);
|
||||
|
||||
@@ -22,8 +22,6 @@ public:
|
||||
void Draw(RenderScene& scene);
|
||||
void ClearPicking();
|
||||
|
||||
void OnWindowResize();
|
||||
|
||||
//Getters
|
||||
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
|
||||
//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
|
||||
@@ -42,7 +40,6 @@ private:
|
||||
const IRenderer* m_Renderer;
|
||||
|
||||
ShaderProgram* m_PickingProgram;
|
||||
ShaderProgram* m_PickingSkinnedProgram;
|
||||
Camera* m_Camera;
|
||||
|
||||
struct PickingInfo
|
||||
|
||||
@@ -33,27 +33,18 @@ protected:
|
||||
public:
|
||||
~RawModelCustom();
|
||||
|
||||
struct Vertex
|
||||
{
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Normal;
|
||||
glm::vec3 Tangent;
|
||||
glm::vec3 BiNormal;
|
||||
glm::vec2 TextureCoords;
|
||||
};
|
||||
|
||||
struct SkinedVertex : public Vertex {
|
||||
struct Vertex
|
||||
{
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Normal;
|
||||
glm::vec3 Tangent;
|
||||
glm::vec3 BiNormal;
|
||||
glm::vec2 TextureCoords;
|
||||
glm::vec4 BoneIndices;
|
||||
glm::vec4 BoneWeights;
|
||||
};
|
||||
|
||||
struct TextureProperties {
|
||||
std::string TexturePath;
|
||||
glm::vec2 UVRepeat;
|
||||
Texture* Texture;
|
||||
};
|
||||
|
||||
struct MaterialBasic
|
||||
struct MaterialGroup
|
||||
{
|
||||
float SpecularExponent;
|
||||
float ReflectionFactor;
|
||||
@@ -63,69 +54,25 @@ public:
|
||||
unsigned int StartIndex;
|
||||
unsigned int EndIndex;
|
||||
//float Transparency;
|
||||
std::string TexturePath;
|
||||
std::shared_ptr<::Texture> Texture;
|
||||
std::string NormalMapPath;
|
||||
std::shared_ptr<::Texture> NormalMap;
|
||||
std::string SpecularMapPath;
|
||||
std::shared_ptr<::Texture> SpecularMap;
|
||||
std::string IncandescenceMapPath;
|
||||
std::shared_ptr<::Texture> IncandescenceMap;
|
||||
};
|
||||
|
||||
struct MaterialSplatMapping : public MaterialBasic
|
||||
{
|
||||
TextureProperties SplatMap;
|
||||
std::vector<TextureProperties> ColorMaps;
|
||||
std::vector<TextureProperties> NormalMaps;
|
||||
std::vector<TextureProperties> SpecularMaps;
|
||||
std::vector<TextureProperties> IncandescenceMaps;
|
||||
};
|
||||
|
||||
struct MaterialSingleTextures : public MaterialBasic
|
||||
{
|
||||
TextureProperties ColorMap;
|
||||
TextureProperties NormalMap;
|
||||
TextureProperties SpecularMap;
|
||||
TextureProperties IncandescenceMap;
|
||||
};
|
||||
|
||||
enum class MaterialType { Basic = 1, SplatMapping, SingleTextures };
|
||||
|
||||
struct MaterialProperties {
|
||||
MaterialType type;
|
||||
MaterialBasic* material;
|
||||
};
|
||||
|
||||
const Vertex* Vertices() const {
|
||||
if (hasSkin) {
|
||||
return m_SkinedVertices.data();
|
||||
} else {
|
||||
return m_Vertices.data();
|
||||
}
|
||||
};
|
||||
|
||||
unsigned int VertexSize() const {
|
||||
if (hasSkin) {
|
||||
return sizeof(SkinedVertex);
|
||||
}
|
||||
else {
|
||||
return sizeof(Vertex);
|
||||
}
|
||||
};
|
||||
|
||||
unsigned int NumVertices() const {
|
||||
if (hasSkin) {
|
||||
return m_SkinedVertices.size();
|
||||
} else {
|
||||
return m_Vertices.size();
|
||||
}
|
||||
};
|
||||
|
||||
bool IsSkinned() const { return hasSkin; };
|
||||
|
||||
std::vector<MaterialProperties> m_Materials;
|
||||
std::vector<MaterialGroup> MaterialGroups;
|
||||
|
||||
std::vector<Vertex> m_Vertices;
|
||||
std::vector<unsigned int> m_Indices;
|
||||
Skeleton* m_Skeleton = nullptr;
|
||||
glm::mat4 m_Matrix;
|
||||
|
||||
private:
|
||||
bool hasSkin;
|
||||
std::vector<Vertex> m_Vertices;
|
||||
std::vector<SkinedVertex> m_SkinedVertices;
|
||||
|
||||
|
||||
void ReadMeshFile(std::string filePath);
|
||||
void ReadMeshFileHeader(std::size_t& offset, char* fileData);
|
||||
@@ -136,17 +83,13 @@ private:
|
||||
void ReadMaterialFile(std::string filePath);
|
||||
void ReadMaterials(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadMaterialSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadMaterialBasic(MaterialBasic* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadMaterialSingleTexture(MaterialSingleTextures* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadMaterialSplatMapping(MaterialSplatMapping* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadMaterialTextureProperties(TextureProperties& texture, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
|
||||
void ReadAnimationFile(std::string filePath);
|
||||
void ReadAnimationBindPoses(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadAnimationJoint(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadAnimationClips(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfClips);
|
||||
void ReadAnimationClipSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int clipIndex);
|
||||
void ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, std::vector<Skeleton::Animation::Keyframe>& animation);
|
||||
void ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfJoints, Skeleton::Animation& animation);
|
||||
|
||||
//void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
|
||||
};
|
||||
|
||||
@@ -15,36 +15,26 @@
|
||||
#include "PointLightJob.h"
|
||||
#include "DirectionalLightJob.h"
|
||||
#include "ExplosionEffectJob.h"
|
||||
#include "SpriteJob.h"
|
||||
|
||||
struct RenderScene
|
||||
{
|
||||
::Camera* Camera = nullptr;
|
||||
struct Queues {
|
||||
std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> TransparentObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> ShieldObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> SpriteJob;
|
||||
std::list<std::shared_ptr<RenderJob>> PointLight;
|
||||
std::list<std::shared_ptr<RenderJob>> Text;
|
||||
std::list<std::shared_ptr<RenderJob>> DirectionalLight;
|
||||
} Jobs;
|
||||
|
||||
std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> TransparentObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> PointLightJobs;
|
||||
std::list<std::shared_ptr<RenderJob>> TextJobs;
|
||||
std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
|
||||
Rectangle Viewport;
|
||||
bool ClearDepth = false;
|
||||
glm::vec4 AmbientColor;
|
||||
|
||||
void Clear()
|
||||
{
|
||||
Jobs.OpaqueObjects.clear();
|
||||
Jobs.TransparentObjects.clear();
|
||||
Jobs.OpaqueShieldedObjects.clear();
|
||||
Jobs.TransparentShieldedObjects.clear();
|
||||
Jobs.ShieldObjects.clear();
|
||||
Jobs.SpriteJob.clear();
|
||||
Jobs.DirectionalLight.clear();
|
||||
OpaqueObjects.clear();
|
||||
TransparentObjects.clear();
|
||||
PointLightJobs.clear();
|
||||
TextJobs.clear();
|
||||
DirectionalLightJobs.clear();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
#define RenderState_h__
|
||||
|
||||
#include <functional>
|
||||
#include <boost/range/adaptor/reversed.hpp>
|
||||
#include "../Common.h"
|
||||
#include "../OpenGL.h"
|
||||
#include "../GLM.h"
|
||||
@@ -20,9 +19,6 @@ public:
|
||||
bool BindFramebuffer(GLint framebuffer);
|
||||
bool BlendEquation(GLenum mode);
|
||||
bool BlendFunc(GLenum sfactor, GLenum dfactor);
|
||||
bool StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);
|
||||
bool StencilFunc(GLenum func, GLint ref, GLuint mask);
|
||||
bool StencilMask(GLuint mask);
|
||||
bool DepthMask(GLboolean flag);
|
||||
|
||||
private:
|
||||
|
||||
@@ -16,14 +16,11 @@
|
||||
#include "PointLightJob.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "../Core/EPlayerSpawned.h"
|
||||
#include "../Core/Octree.h"
|
||||
#include "../Collision/EntityAABB.h"
|
||||
#include "../Core/ConfigFile.h"
|
||||
|
||||
class RenderSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
RenderSystem(SystemParams params, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree);
|
||||
RenderSystem(World* world, EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
|
||||
~RenderSystem();
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
@@ -32,9 +29,9 @@ private:
|
||||
const IRenderer* m_Renderer;
|
||||
RenderFrame* m_RenderFrame;
|
||||
Camera* m_Camera;
|
||||
World* m_World;
|
||||
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
||||
Octree<EntityAABB>* m_Octree;
|
||||
|
||||
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
|
||||
bool OnSetCamera(Events::SetCamera &event);
|
||||
@@ -43,17 +40,14 @@ private:
|
||||
EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
||||
|
||||
void fillModels(RenderScene::Queues &jobs);
|
||||
void fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs);
|
||||
void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
|
||||
void fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
|
||||
bool isEntityVisible(EntityWrapper& entity);
|
||||
|
||||
bool isChildOfACamera(EntityWrapper entity);
|
||||
bool isChildOfCurrentCamera(EntityWrapper entity);
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -16,21 +16,15 @@
|
||||
#include "DrawScreenQuadPass.h"
|
||||
#include "DrawBloomPass.h"
|
||||
#include "DrawColorCorrectionPass.h"
|
||||
#include "SSAOPass.h"
|
||||
#include "CubeMapPass.h"
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "ImGuiRenderPass.h"
|
||||
#include "Camera.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "imgui/imgui.h"
|
||||
#include "TextPass.h"
|
||||
#include "Util/CommonFunctions.h"
|
||||
#include "Core/PerformanceTimer.h"
|
||||
|
||||
class Renderer : public IRenderer
|
||||
{
|
||||
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
|
||||
|
||||
public:
|
||||
Renderer(EventBroker* eventBroker)
|
||||
: m_EventBroker(eventBroker)
|
||||
@@ -42,12 +36,8 @@ public:
|
||||
|
||||
virtual PickData Pick(glm::vec2 screenCoord) override;
|
||||
|
||||
|
||||
private:
|
||||
//----------------------Variables----------------------//
|
||||
|
||||
static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
|
||||
|
||||
EventBroker* m_EventBroker;
|
||||
TextPass* m_TextPass;
|
||||
|
||||
@@ -59,14 +49,6 @@ private:
|
||||
Model* m_UnitSphere;
|
||||
|
||||
int m_DebugTextureToDraw = 0;
|
||||
int m_CubeMapTexture = 0;
|
||||
bool m_ResizeWindow = false;
|
||||
float m_SSAO_Radius = 1.0f;
|
||||
float m_SSAO_Bias = 0.05f;
|
||||
float m_SSAO_Contrast = 1.5f;
|
||||
float m_SSAO_IntensityScale = 1.0f;
|
||||
int m_SSAO_NumOfSamples = 24;
|
||||
int m_SSAO_NumOfTurns = 7;
|
||||
|
||||
PickingPass* m_PickingPass;
|
||||
LightCullingPass* m_LightCullingPass;
|
||||
@@ -75,8 +57,6 @@ private:
|
||||
DrawScreenQuadPass* m_DrawScreenQuadPass;
|
||||
DrawBloomPass* m_DrawBloomPass;
|
||||
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
|
||||
SSAOPass* m_SSAOPass;
|
||||
CubeMapPass* m_CubeMapPass;
|
||||
|
||||
//----------------------Functions----------------------//
|
||||
void InitializeWindow();
|
||||
|
||||
@@ -1,63 +0,0 @@
|
||||
#ifndef SSAOPass_h__
|
||||
#define SSAOPass_h__
|
||||
|
||||
#include "IRenderer.h"
|
||||
#include "SSAOPassState.h"
|
||||
//#include "LightCullingPass.h" Finalpass om den skall skickas in
|
||||
#include "FrameBuffer.h"
|
||||
#include "ShaderProgram.h"
|
||||
#include "DrawBloomPass.h"
|
||||
//#include "Util/UnorderedMapVec2.h"
|
||||
#include "Texture.h"
|
||||
|
||||
class SSAOPass
|
||||
{
|
||||
public:
|
||||
SSAOPass(IRenderer* rendere);
|
||||
~SSAOPass() {
|
||||
delete m_DrawBloomPass;
|
||||
};
|
||||
|
||||
void Draw(GLuint depthBuffer, Camera* camera);
|
||||
void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns);
|
||||
void ClearBuffer();
|
||||
void OnWindowResize();
|
||||
|
||||
//Return the SSAO of the texture sent to Draw
|
||||
GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
|
||||
|
||||
private:
|
||||
void InitializeTexture();
|
||||
void InitializeFrameBuffer();
|
||||
void InitializeShaderProgram();
|
||||
void InitializeBuffer();
|
||||
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
||||
|
||||
//void blurHorizontal(GLuint depthBuffer);
|
||||
//void blurVertical(GLuint depthBuffer);
|
||||
|
||||
Model* m_ScreenQuad;
|
||||
|
||||
const IRenderer* m_Renderer;
|
||||
|
||||
float m_Radius;
|
||||
float m_Bias;
|
||||
float m_Contrast;
|
||||
float m_IntensityScale;
|
||||
int m_NumOfSamples;
|
||||
int m_NumOfTurns;
|
||||
|
||||
GLuint m_SSAOTexture;
|
||||
FrameBuffer m_SSAOFramBuffer;
|
||||
|
||||
GLuint m_SSAOViewSpaceZTexture;
|
||||
FrameBuffer m_SSAOViewSpaceZFramBuffer;
|
||||
|
||||
ShaderProgram* m_SSAOProgram;
|
||||
ShaderProgram* m_SSAOViewSpaceZProgram;
|
||||
|
||||
DrawBloomPass* m_DrawBloomPass;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,15 +0,0 @@
|
||||
#ifndef SSAOPassState_h__
|
||||
#define SSAOPassState_h__
|
||||
|
||||
#include "Rendering/RenderState.h"
|
||||
|
||||
class SSAOPassState : public RenderState
|
||||
{
|
||||
public:
|
||||
SSAOPassState();
|
||||
~SSAOPassState();
|
||||
private:
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -5,7 +5,6 @@
|
||||
#include "Common.h"
|
||||
#include "../GLM.h"
|
||||
#include <glm/gtx/matrix_decompose.hpp>
|
||||
#include <imgui/imgui.h>
|
||||
|
||||
//struct Bone
|
||||
//{
|
||||
@@ -54,39 +53,22 @@ public:
|
||||
{
|
||||
struct BoneProperty
|
||||
{
|
||||
glm::vec3 Position;
|
||||
glm::quat Rotation;
|
||||
int ID;
|
||||
glm::vec3 Position;
|
||||
glm::quat Rotation;
|
||||
glm::vec3 Scale = glm::vec3(1);
|
||||
};
|
||||
|
||||
int Index = 0;
|
||||
double Time = 0.0;
|
||||
BoneProperty BoneProperties;
|
||||
int Index = 0;
|
||||
double Time = 0.0;
|
||||
std::map<int, Keyframe::BoneProperty> BoneProperties;
|
||||
};
|
||||
std::string Name;
|
||||
double Duration;
|
||||
std::map<int, std::vector<Keyframe>> JointAnimations;
|
||||
|
||||
std::string Name;
|
||||
double Duration;
|
||||
std::vector<Keyframe> Keyframes;
|
||||
};
|
||||
|
||||
struct AnimationData
|
||||
{
|
||||
const Animation* animation;
|
||||
float time;
|
||||
float weight;
|
||||
};
|
||||
|
||||
struct JointFrameTransform {
|
||||
glm::vec3 PositionInterp = glm::vec3(0);
|
||||
glm::quat RotationInterp = glm::quat();
|
||||
glm::vec3 ScaleInterp = glm::vec3(0);
|
||||
float Weight;
|
||||
};
|
||||
|
||||
struct AnimationOffset {
|
||||
const Animation* animation;
|
||||
float time;
|
||||
};
|
||||
|
||||
Skeleton() { }
|
||||
~Skeleton();
|
||||
|
||||
@@ -100,29 +82,17 @@ public:
|
||||
|
||||
int GetBoneID(std::string name);
|
||||
|
||||
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
|
||||
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
|
||||
|
||||
const Animation* GetAnimation(std::string name);
|
||||
|
||||
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
|
||||
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
|
||||
|
||||
void PrintSkeleton();
|
||||
const Animation* GetAnimation(std::string name);
|
||||
std::vector<glm::mat4> GetFrameBones(const Animation& animation, double time, bool noRootMotion = false);
|
||||
void AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
|
||||
void PrintSkeleton();
|
||||
void PrintSkeleton(const Bone* parent, int depthCount);
|
||||
std::map<std::string, Animation> Animations;
|
||||
|
||||
glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
|
||||
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, AnimationOffset animationOffset, glm::mat4 childMatrix);
|
||||
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix);
|
||||
int GetKeyframe(const Animation& animation, double time);
|
||||
|
||||
private:
|
||||
|
||||
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
|
||||
|
||||
std::map<std::string, Bone*> m_BonesByName;
|
||||
|
||||
|
||||
int GetKeyframe(const Animation& animation, double time);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,78 +0,0 @@
|
||||
#ifndef SpriteJob_h__
|
||||
#define SpriteJob_h__
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#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"
|
||||
#include "../Core/Transform.h"
|
||||
#include "Skeleton.h"
|
||||
|
||||
struct SpriteJob : RenderJob
|
||||
{
|
||||
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
|
||||
: RenderJob()
|
||||
{
|
||||
Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
|
||||
::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
|
||||
TextureID = 0;
|
||||
|
||||
DiffuseTexture = CommonFunctions::LoadTexture(cSprite["DiffuseTexture"], true);
|
||||
|
||||
IncandescenceTexture = CommonFunctions::LoadTexture(cSprite["GlowMap"], true);
|
||||
|
||||
StartIndex = matProp.material->StartIndex;
|
||||
EndIndex = matProp.material->EndIndex;
|
||||
Matrix = matrix;
|
||||
Color = cSprite["Color"];
|
||||
Entity = cSprite.EntityID;
|
||||
Position = Transform::AbsolutePosition(world, cSprite.EntityID);
|
||||
Depth = 0;
|
||||
if (depthSorted) {
|
||||
glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1));
|
||||
Depth = viewpos.z;
|
||||
}
|
||||
World = world;
|
||||
Pickable = world->HasComponent(cSprite.EntityID, "Button");
|
||||
IsIndicator = isIndicator;
|
||||
|
||||
FillColor = fillColor;
|
||||
FillPercentage = fillPercentage;
|
||||
};
|
||||
|
||||
unsigned int TextureID;
|
||||
|
||||
EntityID Entity;
|
||||
glm::mat4 Matrix;
|
||||
const Texture* DiffuseTexture;
|
||||
const Texture* NormalTexture;
|
||||
const Texture* SpecularTexture;
|
||||
const Texture* IncandescenceTexture;
|
||||
float Shininess = 0.f;
|
||||
glm::vec4 Color;
|
||||
glm::vec3 Position;
|
||||
const ::Model* Model = nullptr;
|
||||
unsigned int StartIndex = 0;
|
||||
unsigned int EndIndex = 0;
|
||||
World* World;
|
||||
|
||||
bool Pickable;
|
||||
bool IsIndicator = false;
|
||||
|
||||
glm::vec4 FillColor = glm::vec4(0);
|
||||
float FillPercentage = 0.0;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = TextureID;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -18,7 +18,6 @@ public:
|
||||
void Bind(GLenum textureUnit = GL_TEXTURE0);
|
||||
|
||||
GLuint m_Texture = 0;
|
||||
unsigned char* Data = nullptr;
|
||||
|
||||
};
|
||||
|
||||
|
||||
@@ -4,11 +4,14 @@
|
||||
#include "../../Common.h"
|
||||
#include "../../OpenGL.h"
|
||||
#include "../../GLM.h"
|
||||
#include "../Texture.h"
|
||||
|
||||
namespace CommonFunctions
|
||||
{
|
||||
Texture* LoadTexture(std::string path, bool threaded);
|
||||
class CommonFuntions
|
||||
{
|
||||
public:
|
||||
CommonFuntions() = delete;
|
||||
|
||||
private:
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,18 +0,0 @@
|
||||
#ifndef Events_PlayQueueOnEntity_h__
|
||||
#define Events_PlayQueueOnEntity_h__
|
||||
|
||||
#include "../Core/Event.h"
|
||||
#include "../Core/EntityWrapper.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct PlayQueueOnEntity : public Event
|
||||
{
|
||||
EntityWrapper Emitter;
|
||||
std::vector<std::string> FilePaths;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,9 +1,6 @@
|
||||
#ifndef Sound_h__
|
||||
#define Sound_h__
|
||||
|
||||
#include <OpenAL/al.h>
|
||||
#include <OpenAL/alc.h>
|
||||
|
||||
#include "Core/ResourceManager.h"
|
||||
|
||||
class Sound : public Resource
|
||||
|
||||
@@ -1,23 +1,17 @@
|
||||
#ifndef SoundManager_h__
|
||||
#define SoundManager_h__
|
||||
#ifndef SoundSystem_h__
|
||||
#define SoundSystem_h__
|
||||
|
||||
#include <unordered_map>
|
||||
#include <random>
|
||||
|
||||
#include "glm/common.hpp"
|
||||
#include "glm/gtx/rotate_vector.hpp" // Calculate Up vector
|
||||
#include "OpenAL/al.h"
|
||||
#include "OpenAL/alc.h"
|
||||
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
#include "Core/World.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "../Engine/Core/ResourceManager.h"
|
||||
#include "../Engine/Core/ConfigFile.h"
|
||||
#include "Core/Transform.h" // Absolute transform
|
||||
#include "Sound/Sound.h"
|
||||
#include "../Engine/Sound/EPlayQueueOnEntity.h"
|
||||
#include "Sound/EPlaySoundOnEntity.h"
|
||||
#include "Sound/EPlaySoundOnPosition.h"
|
||||
#include "Sound/EPlayBackgroundMusic.h"
|
||||
@@ -26,11 +20,6 @@
|
||||
#include "Sound/EStopSound.h"
|
||||
#include "Sound/ESetBGMGain.h"
|
||||
#include "Sound/ESetSFXGain.h"
|
||||
#include "Core/EPause.h"
|
||||
#include "Core/EComponentAttached.h"
|
||||
#include "../Core/EPlayerSpawned.h"
|
||||
|
||||
typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
|
||||
|
||||
enum class SoundType {
|
||||
SFX,
|
||||
@@ -45,15 +34,14 @@ struct Source
|
||||
SoundType Type;
|
||||
};
|
||||
|
||||
class SoundManager
|
||||
class SoundSystem
|
||||
{
|
||||
public:
|
||||
SoundManager() { }
|
||||
SoundManager(World* world, EventBroker* eventBroker);
|
||||
~SoundManager();
|
||||
SoundSystem() { }
|
||||
SoundSystem(World* world, EventBroker* eventBroker, bool editorMode);
|
||||
~SoundSystem();
|
||||
// Update emitters / listener
|
||||
void Update(double dt);
|
||||
|
||||
private:
|
||||
// Help functions for working with OpenaAL
|
||||
void setListenerPos(glm::vec3 pos) { alListener3f(AL_POSITION, pos.x, pos.y, pos.z); };
|
||||
@@ -68,62 +56,46 @@ private:
|
||||
// Logic
|
||||
void initOpenAL();
|
||||
void updateEmitters(double dt);
|
||||
void deleteInactiveEmitters();
|
||||
void stopEmitters();
|
||||
void updateListener(double dt);
|
||||
void deleteInactiveEmitters();
|
||||
void addNewEmitters(double dt);
|
||||
Source* createSource(std::string filePath);
|
||||
void playSound(Source* source);
|
||||
void stopSound(Source* source);
|
||||
void stopEmitters();
|
||||
ALenum getSourceState(ALuint source);
|
||||
void setGain(Source* source, float gain);
|
||||
void setSoundProperties(Source* source, ComponentWrapper* soundComponent);
|
||||
|
||||
// Specific logic
|
||||
void playSound(Source* source);
|
||||
// Need to be the same format (sample rate etc)
|
||||
void playQueue(QueuedBuffers qb);
|
||||
void stopSound(Source* source);
|
||||
Source* createSource(std::string filePath);
|
||||
std::unordered_map<EntityID, Source*> m_Sources;
|
||||
|
||||
// Logic
|
||||
World* m_World = nullptr;
|
||||
EventBroker* m_EventBroker = nullptr;
|
||||
void setSoundProperties(ALuint source, ComponentWrapper* soundComponent);
|
||||
|
||||
// OpenAL system variables
|
||||
ALCdevice* m_ALCdevice = nullptr;
|
||||
ALCcontext* m_ALCcontext = nullptr;
|
||||
|
||||
// Logic
|
||||
World* m_World = nullptr;
|
||||
EventBroker* m_EventBroker = nullptr;
|
||||
std::unordered_map<EntityID, Source*> m_Sources;
|
||||
float m_BGMVolumeChannel = 1.0f;
|
||||
float m_SFXVolumeChannel = 1.0f;
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper();
|
||||
|
||||
float m_SFXVolumeChannel = 1.f;
|
||||
bool m_EditorEnabled = false;
|
||||
|
||||
// Events
|
||||
EventRelay<SoundManager, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
|
||||
EventRelay<SoundSystem, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
|
||||
bool OnPlaySoundOnEntity(const Events::PlaySoundOnEntity &e);
|
||||
EventRelay<SoundManager, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
|
||||
EventRelay<SoundSystem, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
|
||||
bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
|
||||
EventRelay<SoundManager, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
|
||||
EventRelay<SoundSystem, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
|
||||
bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e);
|
||||
EventRelay<SoundManager, Events::PauseSound> m_EPauseSound;
|
||||
EventRelay<SoundSystem, Events::PauseSound> m_EPauseSound;
|
||||
bool OnPauseSound(const Events::PauseSound &e);
|
||||
EventRelay<SoundManager, Events::StopSound> m_EStopSound;
|
||||
EventRelay<SoundSystem, Events::StopSound> m_EStopSound;
|
||||
bool OnStopSound(const Events::StopSound &e);
|
||||
EventRelay<SoundManager, Events::ContinueSound> m_EContinueSound;
|
||||
EventRelay<SoundSystem, Events::ContinueSound> m_EContinueSound;
|
||||
bool OnContinueSound(const Events::ContinueSound &e);
|
||||
EventRelay<SoundManager, Events::SetBGMGain> m_ESetBGMGain;
|
||||
bool OnSetBGMGain(const Events::SetBGMGain &e);
|
||||
EventRelay<SoundManager, Events::SetSFXGain> m_ESetSFXGain;
|
||||
bool OnSetSFXGain(const Events::SetSFXGain &e);
|
||||
EventRelay<SoundManager, Events::ComponentAttached> m_EComponentAttached;
|
||||
bool OnComponentAttached(const Events::ComponentAttached &e);
|
||||
EventRelay<SoundManager, Events::Pause> m_EPause;
|
||||
bool OnPause(const Events::Pause &e);
|
||||
EventRelay<SoundManager, Events::Resume> m_EResume;
|
||||
bool OnResume(const Events::Resume &e);
|
||||
EventRelay<SoundManager, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
|
||||
EventRelay<SoundManager, Events::PlayQueueOnEntity> m_EPlayQueueOnEntity;
|
||||
bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
|
||||
|
||||
|
||||
EventRelay<SoundSystem, Events::SetBGMGain> m_ESetBGMGain;
|
||||
bool OnSetBGMGain(const Events::SetBGMGain &e); // Not tested
|
||||
EventRelay<SoundSystem, Events::SetSFXGain> m_ESetSFXGain;
|
||||
bool OnSetSFXGain(const Events::SetSFXGain &e); // Not tested
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,13 +0,0 @@
|
||||
#ifndef Events_DashAbility_h__
|
||||
#define Events_DashAbility_h__
|
||||
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct DashAbility : public Event { };
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,16 +0,0 @@
|
||||
#ifndef Events_DoubleJump_h__
|
||||
#define Events_DoubleJump_h__
|
||||
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct DoubleJump : public Event
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,24 @@
|
||||
#include "Common.h"
|
||||
#include "Core/System.h"
|
||||
|
||||
class ExplosionEffectSystem : public PureSystem
|
||||
{
|
||||
public:
|
||||
ExplosionEffectSystem(World* world, EventBroker* eventBroker)
|
||||
: System(world, eventBroker)
|
||||
, PureSystem("ExplosionEffect")
|
||||
{ }
|
||||
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
|
||||
{
|
||||
|
||||
if ((double)component["TimeSinceDeath"] > (double)component["ExplosionDuration"]) {
|
||||
(double)component["TimeSinceDeath"] = 0.f;
|
||||
}
|
||||
(double&)component["TimeSinceDeath"] += dt;
|
||||
|
||||
//if ((bool)Component["Gravity"] == true) {
|
||||
// (bool)Component["ExponentialAccelaration"] = false;
|
||||
//}
|
||||
}
|
||||
};
|
||||
+21
-18
@@ -1,13 +1,12 @@
|
||||
#ifndef Game_h__
|
||||
#define Game_h__
|
||||
|
||||
#include <boost/program_options.hpp>
|
||||
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Core/ConfigFile.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Rendering/Renderer.h"
|
||||
#include "Core/InputManager.h"
|
||||
#include "GUI/Frame.h"
|
||||
#include "Core/World.h"
|
||||
#include "Input/InputProxy.h"
|
||||
#include "Input/KeyboardInputHandler.h"
|
||||
@@ -15,7 +14,7 @@
|
||||
#include "Core/EKeyDown.h"
|
||||
#include "Core/EntityFilePreprocessor.h"
|
||||
#include "Core/SystemPipeline.h"
|
||||
#include "Systems/ExplosionEffectSystem.h"
|
||||
#include "ExplosionEffectSystem.h"
|
||||
#include "Editor/EditorSystem.h"
|
||||
#include "Core/EntityFile.h"
|
||||
#include "Rendering/RenderSystem.h"
|
||||
@@ -31,11 +30,7 @@
|
||||
#include "Network/Client.h"
|
||||
|
||||
// Sound
|
||||
#include "Sound/SoundManager.h"
|
||||
#include "Systems/SoundSystem.h"
|
||||
|
||||
//Performance
|
||||
#include "Core/PerformanceTimer.h"
|
||||
#include "Sound/SoundSystem.h"
|
||||
|
||||
class Game
|
||||
{
|
||||
@@ -47,29 +42,37 @@ public:
|
||||
void Tick();
|
||||
|
||||
private:
|
||||
std::string m_NetworkAddress;
|
||||
int m_NetworkPort = 0;
|
||||
|
||||
double m_LastTime;
|
||||
ConfigFile* m_Config = nullptr;
|
||||
EventBroker* m_EventBroker;
|
||||
IRenderer* m_Renderer;
|
||||
InputManager* m_InputManager;
|
||||
InputProxy* m_InputProxy;
|
||||
GUI::Frame* m_FrameStack;
|
||||
World* m_World;
|
||||
Octree<EntityAABB>* m_OctreeCollision;
|
||||
Octree<EntityAABB>* m_OctreeTrigger;
|
||||
Octree<EntityAABB>* m_OctreeFrustrumCulling;
|
||||
SystemPipeline* m_SystemPipeline;
|
||||
RenderFrame* m_RenderFrame;
|
||||
Client* m_NetworkClient = nullptr;
|
||||
Server* m_NetworkServer = nullptr;
|
||||
SoundManager* m_SoundManager;
|
||||
double m_LastTime;
|
||||
// Network variables
|
||||
boost::thread m_NetworkThread;
|
||||
|
||||
bool m_IsClient = false;
|
||||
bool m_IsServer = false;
|
||||
// Network methods
|
||||
void networkFunction();
|
||||
Network* m_ClientOrServer;
|
||||
bool m_IsClientOrServer = false;
|
||||
|
||||
// Sound
|
||||
SoundSystem* m_SoundSystem;
|
||||
|
||||
//EventRelay<Game, Events::InputCommand> m_EInputCommand;
|
||||
//bool debugOnInputCommand(const Events::InputCommand& e);
|
||||
|
||||
void debugInitialize();
|
||||
void debugTick(double dt);
|
||||
EventRelay<Client, Events::KeyDown> m_EKeyDown;
|
||||
|
||||
int parseArgs(int argc, char* argv[]);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,8 +0,0 @@
|
||||
#ifndef MiniDump_h__
|
||||
#define MiniDump_h__
|
||||
|
||||
#include <Windows.h>
|
||||
|
||||
void WINAPI Create_Dump(PEXCEPTION_POINTERS pException, BOOL File_Flag, BOOL Show_Flag);
|
||||
|
||||
#endif
|
||||
@@ -1,25 +0,0 @@
|
||||
#ifndef MultiplayerSnapshotFilter_h__
|
||||
#define MultiplayerSnapshotFilter_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/EPlayerSpawned.h"
|
||||
#include "Network/SnapshotFilter.h"
|
||||
#include "Network/EInterpolate.h"
|
||||
|
||||
class MultiplayerSnapshotFilter : public SnapshotFilter
|
||||
{
|
||||
public:
|
||||
MultiplayerSnapshotFilter(EventBroker* eventBroker);
|
||||
|
||||
virtual bool FilterComponent(EntityWrapper entity, SharedComponentWrapper& component) override;
|
||||
|
||||
private:
|
||||
EventBroker* m_EventBroker;
|
||||
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
||||
|
||||
EventRelay<MultiplayerSnapshotFilter, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(Events::PlayerSpawned ePlayerSpawned);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,43 +0,0 @@
|
||||
#ifndef AmmoPickupSystem_h__
|
||||
#define AmmoPickupSystem_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/Transform.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Core/EntityFileParser.h"
|
||||
#include "Core/EPickupSpawned.h"
|
||||
#include "Core/EAmmoPickup.h"
|
||||
#include "Engine/Collision/ETrigger.h"
|
||||
#include "Common.h"
|
||||
|
||||
class AmmoPickupSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
AmmoPickupSystem(SystemParams params);
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
private:
|
||||
EventRelay<AmmoPickupSystem, Events::TriggerTouch> m_ETriggerTouch;
|
||||
bool OnTriggerTouch(Events::TriggerTouch& e);
|
||||
EventRelay<AmmoPickupSystem, Events::TriggerLeave> m_ETriggerLeave;
|
||||
bool OnTriggerLeave(Events::TriggerLeave& e);
|
||||
|
||||
struct NewPickup {
|
||||
glm::vec3 Pos;
|
||||
double AmmoGain;
|
||||
double RespawnTimer;
|
||||
double DecreaseThisRespawnTimer;
|
||||
EntityID parentID;
|
||||
bool isAmmoPickup;
|
||||
};
|
||||
struct EntityAtMaxValuePickupStruct {
|
||||
EntityWrapper player;
|
||||
EntityWrapper pickup;
|
||||
};
|
||||
std::vector<NewPickup> m_ETriggerTouchVector;
|
||||
std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
|
||||
|
||||
void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
|
||||
};
|
||||
#endif
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user