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62 Commits

Author SHA1 Message Date
Jocke e45d0e8232 fix. 2016-03-11 14:32:55 +01:00
Jocke 62d1cb9a69 fixed request. 2016-03-11 14:24:59 +01:00
Jocke 06bddd9d54 Fixed requests. 2016-03-11 14:07:03 +01:00
Jocke 5f959ded89 Did changes upon pull request's request. 2016-03-11 12:54:59 +01:00
Jocke 0fbc482f9c Changed getters to return reinterpret_casted data. 2016-03-11 12:22:55 +01:00
Jocke 2eb863757b renamed variabels 2016-03-11 11:55:16 +01:00
Jocke 7febb7681c Merge remote-tracking branch 'origin/master' into SplitSnapshots 2016-03-11 11:05:41 +01:00
Jocke 33627f917c removed debug info. 2016-03-11 11:01:10 +01:00
verysecrethero 0869afd529 Merge pull request #193 from teamfisk/BoxModelCollision
Removed collision jittering effects
2016-03-11 10:48:25 +01:00
Adam Byléhn 56a13d03fc Merge pull request #197 from teamfisk/SpectatorCamera
Properly unlocked mouse
2016-03-11 10:43:29 +01:00
Adam Byléhn dad18a200f Merge pull request #202 from teamfisk/Trigger
Triggersystem updated for the capturepoints
2016-03-11 10:38:20 +01:00
FakeShemp 937bf823f3 Merge branch 'master' of github.com:teamfisk/TacticalZ 2016-03-10 21:59:23 +01:00
FakeShemp e35b09cc68 Add alpha clipping
Tobbe sa att jag fick pusha direkt
2016-03-10 21:59:01 +01:00
William Moberg b172526e62 Merge pull request #199 from teamfisk/CapturePointTake
The children of the CapturePointModels now also get their visibility changed
2016-03-10 16:37:53 +01:00
verysecrethero 551745b0a6 Merge remote-tracking branch 'origin/master' into CapturePointTake 2016-03-10 16:14:18 +01:00
William Moberg d6e3a47182 Merge branch 'master' into Trigger 2016-03-10 16:14:17 +01:00
verysecrethero 8b89df0095 Changed to a better validator 2016-03-10 16:09:54 +01:00
William Moberg 038a706e28 Don't collide against disabled (invisible) models. Triggers uses model vs. box instead of only box vs. box. 2016-03-10 16:05:30 +01:00
Jocke a8a4b5d2a2 Disconnect on udp 2016-03-10 15:59:55 +01:00
Jace 777f382772 Merge branch 'master' of github.com:teamfisk/TacticalZ 2016-03-10 15:48:05 +01:00
Jace 78129cf432 Fixed picking depth values after depth buffer was changed to a texture. 2016-03-10 15:47:47 +01:00
Jace e734d0c953 Oops. 2016-03-10 15:47:32 +01:00
William Moberg c9fef65c4f Merge pull request #198 from teamfisk/Menu
Menu
2016-03-10 15:38:06 +01:00
Tleety 7e6288c597 Some merge fixes and some sprite fixes. 2016-03-10 15:36:33 +01:00
Tleety 4322a5d8da Some fixes for sprites 2016-03-10 15:21:11 +01:00
FakeShemp b094b9feca Merge branch 'master' of github.com:teamfisk/TacticalZ 2016-03-10 15:01:27 +01:00
Jocke 67dfbfff01 Fixed multiply connections 2016-03-10 14:44:06 +01:00
verysecrethero 0a94373f3f The children of the CapturePointModels now also get their visibility on/off. This is done since a capturepoint is actually 2 models and not just 1 2016-03-10 14:38:20 +01:00
Tleety 79d0ef4529 Changed default value of glow intensity 2016-03-10 14:01:45 +01:00
Jace dd63f4a1b4 Fixed FOV being used to calculate projection matrix being degrees when it should be radians, AGAIN. FOV angles are now correct! 2016-03-10 13:51:18 +01:00
Tleety 50dbbb4ed4 SSAO now send in 0 as Lod level and some optimizations in SSAO and Blur pass. 2016-03-10 13:47:16 +01:00
Tleety 329a15e08b Bloom bad edge clamp fixed 2016-03-10 13:42:33 +01:00
stiffly 28de31d84d FIX #196: Some variables had not been properly initialized and would cause the game to crash. 2016-03-10 13:28:38 +01:00
Jace e9ef0e7060 Disabled GLERROR macro for release builds 2016-03-10 13:19:26 +01:00
Jace 416f55b6ce Merge pull request #196 from teamfisk/RendererBugFixes
Fixed on window resize memory leak
2016-03-10 13:11:23 +01:00
Jace 0346f81234 Renderer resizing updated to send EResolutionChanged when the resolution is updated so cameras can update their aspect ratio and have a correct FOV. Renderer::SetResolution actually changes the resolution now too. 2016-03-10 13:09:34 +01:00
Tleety c3255519bf Blur is now looking like real blur 2016-03-10 13:07:41 +01:00
William Moberg bdcb33d992 Mouse always unlocked on game start and on disconnecting (i.e when menu shows). 2016-03-10 12:46:06 +01:00
Teejoon a6ef026db5 Fixed on window resize memory leak 2016-03-10 12:27:25 +01:00
Tleety a2244e87ad WIP, trying to get blur to work with mipmaps 2016-03-10 12:18:06 +01:00
Jocke a0d60160dd Increased size of socket buffer 2016-03-10 10:58:26 +01:00
Jocke 15c54d2be6 Merge remote-tracking branch 'origin/master' into SplitSnapshots 2016-03-10 10:52:51 +01:00
Viktor Ljung f26b24ef6b Merge pull request #195 from teamfisk/AnimationPickingFixes
Forgot one console spammer
2016-03-10 10:49:05 +01:00
viktorljung b0e9cd3965 Forgot one console spammer 2016-03-10 10:47:58 +01:00
Adam Byléhn 5e747f53db Merge pull request #194 from teamfisk/AnimationPickingFixes
Animation picking fixes
2016-03-10 10:33:29 +01:00
Tleety 592edf7dba Sprites can now be rendered with the texture ratio in mind 2016-03-09 23:31:54 +01:00
viktorljung 3a213be679 Picking on animated models fixed 2016-03-09 23:06:53 +01:00
viktorljung 4e6ff16e58 Shadows for animated models and removed spam in console 2016-03-09 22:43:04 +01:00
Tleety 087facc22e Textures are now able to keep their scale even though the sprite is scaled. 2016-03-09 22:22:32 +01:00
Tleety f9935cad42 Merge branch 'master' into Menu 2016-03-09 21:07:40 +01:00
Jocke 37355b1afc Hot fix 2016-03-09 20:12:08 +01:00
Jocke ad49af2f8c Merge remote-tracking branch 'origin/master' into SplitSnapshots 2016-03-09 19:43:48 +01:00
Jocke 5a7034dfcd popped the right amount of the header 2016-03-09 19:43:18 +01:00
Jocke 9721cb6a7d Merge remote-tracking branch 'origin/master' into SplitSnapshots
# Conflicts:
#	include/Engine/Network/Client.h
#	src/Engine/Network/Client.cpp
2016-03-09 19:14:10 +01:00
Tleety 90b2c70215 Some sprite fixes 2016-03-09 19:12:06 +01:00
Jocke c36c7d1ea6 Merge remote-tracking branch 'origin/master' into SplitSnapshots
# Conflicts:
#	src/Engine/Network/Server.cpp
2016-03-09 18:41:01 +01:00
Jocke 3209e36176 We can now send more data with UDP than previously, the splitting seems to work fine but receiving has some problems. 2016-03-09 18:26:33 +01:00
FakeShemp 7ced9e6767 Merge branch 'master' of github.com:teamfisk/TacticalZ 2016-03-08 17:25:03 +01:00
Jocke 3828616b60 Made it easier to maintain changes in packet header, prepared for reliable UDP packets. 2016-03-08 14:44:35 +01:00
Jocke 9cbc582be2 Kinda works like before 2016-03-08 11:29:47 +01:00
Jocke 68a88ed756 We are now using udp again 2016-03-07 16:07:54 +01:00
Jocke 078d6eb712 Added sequnceNumber and totalNumberOfPackets to packet for packet splitting. 2016-03-07 14:22:09 +01:00
64 changed files with 4805 additions and 4026 deletions
+1 -1
Submodule assets updated: 3af64d8b1f...007b54bd67
+12
View File
@@ -84,6 +84,18 @@ bool AABBvsTriangles(const AABB& box,
const std::vector<unsigned int>& modelIndices, const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix); const glm::mat4& modelMatrix);
enum Output
{
OutContained,
OutSeparated,
OutIntersecting
};
//Detects intersection and containment.
Output AABBvsTrianglesWContainment(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix);
//Return true if the boxes are intersecting. //Return true if the boxes are intersecting.
bool AABBVsAABB(const AABB& a, const AABB& b); bool AABBVsAABB(const AABB& a, const AABB& b);
//Return true if the boxes are intersecting. //Return true if the boxes are intersecting.
+3 -3
View File
@@ -42,7 +42,7 @@ public:
void Connect(std::string address, int port); void Connect(std::string address, int port);
void Update() override; void Update() override;
private: private:
//UDPClient m_Unreliable; UDPClient m_Unreliable;
TCPClient m_Reliable; TCPClient m_Reliable;
std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents; std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
void parseSpawnEvents(); void parseSpawnEvents();
@@ -81,7 +81,7 @@ private:
std::vector<Events::InputCommand> m_InputCommandBuffer; std::vector<Events::InputCommand> m_InputCommandBuffer;
// Private member functions // Private member functions
size_t receive(char* data); size_t receive(char* data);
void disconnect(); void disconnect();
void parseMessageType(Packet& packet); void parseMessageType(Packet& packet);
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID); void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID);
@@ -139,7 +139,7 @@ private:
std::vector<ServerInfo> m_Serverlist; std::vector<ServerInfo> m_Serverlist;
bool m_SearchingForServers = false; bool m_SearchingForServers = false;
std::clock_t m_StartSearchTime; std::clock_t m_StartSearchTime;
double m_SearchingTime = 2000; // Config I guess double m_SearchingTime = 200; // Config I guess
}; };
#endif #endif
+1
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@@ -39,6 +39,7 @@ protected:
void logReceivedData(int bytesReceived); void logReceivedData(int bytesReceived);
void saveToFile(); void saveToFile();
void updateNetworkData(); void updateNetworkData();
void popNetworkSegmentOfHeader(Packet& packet);
}; };
#endif #endif
+19 -3
View File
@@ -16,7 +16,9 @@ public:
Packet(char* data, const size_t sizeOfPacket); Packet(char* data, const size_t sizeOfPacket);
Packet(MessageType type); Packet(MessageType type);
~Packet(); ~Packet();
void Init(MessageType type, unsigned int& packetID); void Init(MessageType type, unsigned int& packetID,
int groupIndex, int groupSize,
int packetGroup);
// Add primitive types like int, float, char... // Add primitive types like int, float, char...
template<typename T> template<typename T>
@@ -25,7 +27,8 @@ public:
// Check if we are trying to add more than the package can fit. // Check if we are trying to add more than the package can fit.
if (m_MaxPacketSize < m_Offset + sizeof(T)) { if (m_MaxPacketSize < m_Offset + sizeof(T)) {
if (m_MaxPacketSize >= 32000) { if (m_MaxPacketSize >= 32000) {
LOG_WARNING("Package::WritePrimitive(): New size is huge %i bytes\n", m_MaxPacketSize*2); // This will spam couse 8 players are over 100 000 bytes
//LOG_WARNING("Package::WritePrimitive(): New size is huge %i bytes\n", m_MaxPacketSize*2);
} }
resizeData(); resizeData();
} }
@@ -57,13 +60,19 @@ public:
void UpdateSize(); void UpdateSize();
char* ReadData(int SizeOfData); char* ReadData(int SizeOfData);
void ChangePacketID(unsigned int& packetID); void ChangePacketID(unsigned int& packetID);
void ChangeGroupIndex(int groupIndex);
void ChangeGroupSize(int groupSize);
void ChangeGroup(int group);
size_t Size() { return m_Offset; }; size_t Size() { return m_Offset; };
char* Data() { return m_Data; }; char* Data() { return m_Data; };
MessageType GetMessageType(); MessageType GetMessageType();
size_t Group();
size_t DataReadSize() { return m_ReturnDataOffset; } size_t DataReadSize() { return m_ReturnDataOffset; }
size_t MaxSize() { return m_MaxPacketSize; } size_t MaxSize() { return m_MaxPacketSize; }
size_t HeaderSize() { return m_HeaderSize; } size_t HeaderSize() { return m_HeaderSize; }
size_t GroupIndex();
size_t GroupSize();
size_t PacketID();
private: private:
char* m_Data; char* m_Data;
size_t m_ReturnDataOffset = 0; size_t m_ReturnDataOffset = 0;
@@ -72,6 +81,13 @@ private:
size_t m_HeaderSize = 0; size_t m_HeaderSize = 0;
void resizeData(); void resizeData();
void resizeData(int size); void resizeData(int size);
size_t packetSizeOffset = 0;
size_t groupOffset = 0;
size_t groupIndexOffset = 0;
size_t groupSizeOffset = 0;
size_t messageTypeOffset = 0;
size_t packetIDOffset = 0;
}; };
#endif #endif
@@ -14,6 +14,7 @@ struct PlayerDefinition {
unsigned short TCPPort; unsigned short TCPPort;
// use for tcp connections // use for tcp connections
boost::shared_ptr<boost::asio::ip::tcp::socket> TCPSocket; boost::shared_ptr<boost::asio::ip::tcp::socket> TCPSocket;
int PacketGroup = 1;
}; };
#endif #endif
+1 -1
View File
@@ -36,7 +36,7 @@ public:
private: private:
// Network channels // Network channels
TCPServer m_Reliable; TCPServer m_Reliable;
//UDPServer m_Unreliable; UDPServer m_Unreliable;
UDPServer m_ServerlistRequest; UDPServer m_ServerlistRequest;
// dont forget to set these in the childrens receive logic // dont forget to set these in the childrens receive logic
boost::asio::ip::address m_Address; boost::asio::ip::address m_Address;
+14 -1
View File
@@ -1,5 +1,7 @@
#ifndef UDPClient_h__ #ifndef UDPClient_h__
#define UDPClient_h__ #define UDPClient_h__
#include <map>
#include <algorithm>
#include <boost/asio.hpp> #include <boost/asio.hpp>
#include "Network/NetworkClient.h" #include "Network/NetworkClient.h"
@@ -13,16 +15,27 @@ public:
bool Connect(std::string playerName, std::string address, int port); bool Connect(std::string playerName, std::string address, int port);
void Disconnect(); void Disconnect();
void Receive(Packet& packet); void Receive(Packet& packet);
void Send(Packet & packet); void ReceivePackets();
void Send(Packet& packet);
void Broadcast(Packet& packet, int port); void Broadcast(Packet& packet, int port);
bool IsSocketAvailable(); bool IsSocketAvailable();
// Returns false if no packets are available
bool GetNextPacket(Packet& packet);
private: private:
typedef std::map<unsigned int, std::vector<std::pair<int, boost::shared_ptr<char>>>> PacketMap;
// Assio UDP logic // Assio UDP logic
boost::asio::io_service m_IOService; boost::asio::io_service m_IOService;
boost::asio::ip::udp::endpoint m_ReceiverEndpoint; boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket; boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket;
int m_LastReceivedSnapshotGroup = 0;
int readBuffer(); int readBuffer();
void readPartOfPacket();
PacketID m_SendPacketID = 0; PacketID m_SendPacketID = 0;
//map:(packetGroup, vector:(pair:(groupIndex, packetData)))
PacketMap m_PacketSegmentMap;
bool hasReceivedPacket(int packetGroup, int groupIndex);
// 2^19
const int m_SizeOfSocketBuffer = 524288;
}; };
#endif #endif
+2
View File
@@ -3,6 +3,7 @@
#include "NetworkServer.h" #include "NetworkServer.h"
#include <boost/asio/ip/udp.hpp> #include <boost/asio/ip/udp.hpp>
#define MAXPACKETSIZE 64000
class UDPServer : public NetworkServer class UDPServer : public NetworkServer
{ {
@@ -13,6 +14,7 @@ public:
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers); void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
void Receive(Packet & packet, PlayerDefinition & playerDefinition); void Receive(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet, PlayerDefinition & playerDefinition); void Send(Packet & packet, PlayerDefinition & playerDefinition);
void SendToConnectedPlayers(Packet & packet, std::map<PlayerID, PlayerDefinition>& playersTosendTo);
void Send(Packet & packet); void Send(Packet & packet);
void Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint); void Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint);
void Broadcast(Packet & packet, int port); void Broadcast(Packet & packet, int port);
+9 -3
View File
@@ -33,12 +33,14 @@ public:
if (m_Quality == 0) { if (m_Quality == 0) {
return m_BlackTexture->m_Texture; return m_BlackTexture->m_Texture;
} else { } else {
return m_GaussianTexture_vert; return m_FinalGaussianTexture;
} }
} }
private: private:
void GaussianLodPass(GLuint mipMap, GLuint texture);
void CombineGaussianBlur();
Texture* m_BlackTexture; Texture* m_BlackTexture;
Model* m_ScreenQuad; Model* m_ScreenQuad;
@@ -47,15 +49,19 @@ private:
//const LightCullingPass* m_LightCullingPass //const LightCullingPass* m_LightCullingPass
int m_Iterations; int m_Iterations;
int m_Quality = 0; int m_Quality = 0;
int m_BloomLod = 5;
GLuint m_GaussianTexture_horiz = 0; GLuint m_GaussianTexture_horiz = 0;
GLuint m_GaussianTexture_vert = 0; GLuint m_GaussianTexture_vert = 0;
GLuint m_FinalGaussianTexture = 0;
FrameBuffer m_GaussianFrameBuffer_horiz; FrameBuffer* m_GaussianFrameBuffer_horiz = nullptr;
FrameBuffer m_GaussianFrameBuffer_vert; FrameBuffer* m_GaussianFrameBuffer_vert = nullptr;
FrameBuffer m_GaussianCombineBuffer;
ShaderProgram* m_GaussianProgram_horiz; ShaderProgram* m_GaussianProgram_horiz;
ShaderProgram* m_GaussianProgram_vert; ShaderProgram* m_GaussianProgram_vert;
ShaderProgram* m_GaussianCombineProgram;
}; };
@@ -0,0 +1,19 @@
#ifndef EResolutionChanged_h__
#define EResolutionChanged_h__
#include "../Core/Event.h"
#include "../Core/Util/Rectangle.h"
namespace Events
{
// Fired when the framebuffer size changes
struct ResolutionChanged : Event
{
Rectangle OldResolution;
Rectangle NewResolution;
};
}
#endif
+8 -7
View File
@@ -7,11 +7,12 @@
class BufferResource class BufferResource
{ {
public: public:
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment); BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod);
GLuint* m_ResourceHandle; GLuint* m_ResourceHandle;
GLenum m_ResourceType; GLenum m_ResourceType;
GLenum m_Attachment; GLenum m_Attachment;
GLuint m_MipMapLod = 0;
private: private:
}; };
@@ -20,15 +21,15 @@ template <GLenum RESOURCETYPE>
class ResourceType : public BufferResource class ResourceType : public BufferResource
{ {
public: public:
ResourceType(GLuint* resourceHandle, GLenum attachment) ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod)
: BufferResource(resourceHandle, RESOURCETYPE, attachment) { } : BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { }
}; };
class Texture2D : public ResourceType<GL_TEXTURE_2D> class Texture2D : public ResourceType<GL_TEXTURE_2D>
{ {
public: public:
Texture2D(GLuint* resourceHandle, GLenum attachment) Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
: ResourceType(resourceHandle, attachment) { }; : ResourceType(resourceHandle, attachment, mipMapLod) { };
~Texture2D(); ~Texture2D();
}; };
@@ -37,7 +38,7 @@ class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
{ {
public: public:
RenderBuffer(GLuint* resourceHandle, GLenum attachment) RenderBuffer(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment) : ResourceType(resourceHandle, attachment, 0)
{ }; { };
~RenderBuffer(); ~RenderBuffer();
@@ -47,7 +48,7 @@ class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
{ {
public: public:
Texture2DArray(GLuint* resourceHandle, GLenum attachment) Texture2DArray(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment) : ResourceType(resourceHandle, attachment, 0)
{ }; { };
~Texture2DArray(); ~Texture2DArray();
+3 -3
View File
@@ -54,7 +54,7 @@ private:
struct Frustum { struct Frustum {
Plane Planes[4]; Plane Planes[4];
}; };
Frustum* m_Frustums; Frustum* m_Frustums = nullptr;
//This should be a component //This should be a component
struct LightSource { struct LightSource {
@@ -74,11 +74,11 @@ private:
glm::vec2 Padding = glm::vec2(1.f, 2.f); glm::vec2 Padding = glm::vec2(1.f, 2.f);
}; };
LightGrid* m_LightGrid; LightGrid* m_LightGrid = nullptr;
int m_LightOffset = 0; int m_LightOffset = 0;
float* m_LightIndex; float* m_LightIndex = nullptr;
}; };
+3
View File
@@ -19,6 +19,7 @@
#include "../Core/Octree.h" #include "../Core/Octree.h"
#include "../Collision/EntityAABB.h" #include "../Collision/EntityAABB.h"
#include "../Core/ConfigFile.h" #include "../Core/ConfigFile.h"
#include "EResolutionChanged.h"
class RenderSystem : public ImpureSystem class RenderSystem : public ImpureSystem
{ {
@@ -36,6 +37,8 @@ private:
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid; EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
Octree<EntityAABB>* m_Octree; Octree<EntityAABB>* m_Octree;
EventRelay<RenderSystem, Events::ResolutionChanged> m_EResolutionChanged;
bool OnResolutionChanged(Events::ResolutionChanged &event);
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera; EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(Events::SetCamera &event); bool OnSetCamera(Events::SetCamera &event);
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand; EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
+8 -2
View File
@@ -28,10 +28,12 @@
#include "Util/CommonFunctions.h" #include "Util/CommonFunctions.h"
#include "Core/PerformanceTimer.h" #include "Core/PerformanceTimer.h"
#include "ShadowPass.h" #include "ShadowPass.h"
#include "EResolutionChanged.h"
class Renderer : public IRenderer class Renderer : public IRenderer
{ {
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height); static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
static void glfwWindowSizeCallback(GLFWwindow* window, int width, int height);
public: public:
Renderer(EventBroker* eventBroker, ConfigFile* config) Renderer(EventBroker* eventBroker, ConfigFile* config)
@@ -40,13 +42,14 @@ public:
{ } { }
~Renderer(); ~Renderer();
virtual void SetResolution(const Rectangle& resolution) override;
virtual void Initialize() override; virtual void Initialize() override;
virtual void Update(double dt) override; virtual void Update(double dt) override;
virtual void Draw(RenderFrame& frame) override; virtual void Draw(RenderFrame& frame) override;
virtual PickData Pick(glm::vec2 screenCoord) override; virtual PickData Pick(glm::vec2 screenCoord) override;
private: private:
//----------------------Variables----------------------// //----------------------Variables----------------------//
@@ -90,11 +93,14 @@ private:
void InputUpdate(double dt); void InputUpdate(double dt);
//void PickingPass(RenderQueueCollection& rq); //void PickingPass(RenderQueueCollection& rq);
//void DrawScreenQuad(GLuint textureToDraw); //void DrawScreenQuad(GLuint textureToDraw);
void setWindowSize(Rectangle size);
void updateFramebufferSize();
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); } static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
void SortRenderJobsByDepth(RenderScene &scene); void SortRenderJobsByDepth(RenderScene &scene);
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type); void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
//--------------------ShaderPrograms-------------------//
//--------------------ShaderPrograms-------------------//
ShaderProgram* m_BasicForwardProgram; ShaderProgram* m_BasicForwardProgram;
ShaderProgram* m_ExplosionEffectProgram; ShaderProgram* m_ExplosionEffectProgram;
+2 -1
View File
@@ -63,7 +63,8 @@ private:
GLuint m_DepthMap; GLuint m_DepthMap;
FrameBuffer m_DepthBuffer; FrameBuffer m_DepthBuffer;
ShaderProgram* m_ShadowProgram; ShaderProgram* m_ShadowProgram;
ShaderProgram* m_ShadowProgramSkinned;
std::array<glm::mat4, MAX_SPLITS> m_LightProjection; std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
std::array<glm::mat4, MAX_SPLITS> m_LightView; std::array<glm::mat4, MAX_SPLITS> m_LightView;
+26 -2
View File
@@ -21,14 +21,15 @@ struct SpriteJob : RenderJob
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator) SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
: RenderJob() : RenderJob()
{ {
Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh"); Model = ResourceManager::Load<::Model>((std::string)cSprite["Model"]);
::RawModel::MaterialProperties matProp = Model->MaterialGroups().front(); ::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
TextureID = 0; TextureID = 0;
DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]); DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]);
IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]); IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
Linear = (bool)cSprite["Linear"];
StartIndex = matProp.material->StartIndex; StartIndex = matProp.material->StartIndex;
EndIndex = matProp.material->EndIndex; EndIndex = matProp.material->EndIndex;
Matrix = matrix; Matrix = matrix;
@@ -48,6 +49,26 @@ struct SpriteJob : RenderJob
FillColor = fillColor; FillColor = fillColor;
FillPercentage = fillPercentage; FillPercentage = fillPercentage;
glm::vec3 scale = Transform::AbsoluteScale(world, cSprite.EntityID);
if((bool)cSprite["KeepRatio"] == true) {
if(scale.y >= scale.x) {
ScaleY = (scale.x)/(scale.y);
ScaleX = 1.f;
} else {
ScaleY = 1.f;
ScaleX = (scale.x)/(scale.y);
}
} else {
if ((bool)cSprite["KeepRatioX"] == true) {
ScaleX = scale.x;
}
if ((bool)cSprite["KeepRatioY"] == true) {
ScaleY = scale.y;
}
}
}; };
unsigned int TextureID; unsigned int TextureID;
@@ -69,6 +90,9 @@ struct SpriteJob : RenderJob
bool Pickable; bool Pickable;
bool IsIndicator = false; bool IsIndicator = false;
bool BlurBackground = false; bool BlurBackground = false;
float ScaleX = 1;
float ScaleY = 1;
bool Linear = false;
glm::vec4 FillColor = glm::vec4(0); glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0; float FillPercentage = 0.0;
+4
View File
@@ -16,7 +16,11 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
return false; return false;
} }
#ifdef DEBUG
#define GLERROR(function) \ #define GLERROR(function) \
_GLERROR(function, __BASE_FILE__, __func__, __LINE__) _GLERROR(function, __BASE_FILE__, __func__, __LINE__)
#else
#define GLERROR(function) false
#endif
#endif #endif
@@ -30,6 +30,7 @@ private:
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e); bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
EventRelay<CapturePointSystem, Events::Captured> m_ECaptured; EventRelay<CapturePointSystem, Events::Captured> m_ECaptured;
bool CapturePointSystem::OnCaptured(const Events::Captured& e); bool CapturePointSystem::OnCaptured(const Events::Captured& e);
void ChangeCapturePointModelsVisibility(EntityWrapper &capturePointModels, bool isOwner);
bool m_WinnerWasFound = false; bool m_WinnerWasFound = false;
//need to track these variables for the captureSystem to work as per design! //need to track these variables for the captureSystem to work as per design!
@@ -3,6 +3,7 @@
#include "Core/System.h" #include "Core/System.h"
#include "Input/EInputCommand.h" #include "Input/EInputCommand.h"
#include "Network/EPlayerDisconnected.h"
class SpectatorCameraSystem : public ImpureSystem class SpectatorCameraSystem : public ImpureSystem
{ {
@@ -17,6 +18,8 @@ private:
EventRelay<SpectatorCameraSystem, Events::InputCommand> m_EInputCommand; EventRelay<SpectatorCameraSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e); bool OnInputCommand(const Events::InputCommand& e);
EventRelay<SpectatorCameraSystem, Events::PlayerDisconnected> m_EDisconnect;
bool OnDisconnect(const Events::PlayerDisconnected& e);
}; };
#endif #endif
+3 -1
View File
@@ -29,4 +29,6 @@ K=TakeDamage,1500
F2=PerformanceTimingResetAllTimers F2=PerformanceTimingResetAllTimers
F3=PerformanceTimingCreateExcelData F3=PerformanceTimingCreateExcelData
Comma=SwapToClassPick Comma=SwapToClassPick
Period=SwapToTeamPick Period=SwapToTeamPick
Enter=PickClass,1
F5=DisconnectFromServer
+1 -1
View File
@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Camera xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Camera.xsd"> <Camera xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Camera.xsd">
<FOV>45</FOV> <FOV>59</FOV> <!-- 90 horizontal FOV at 1080p -->
<NearClip>0.01</NearClip> <NearClip>0.01</NearClip>
<FarClip>5000</FarClip> <FarClip>5000</FarClip>
</Camera> </Camera>
+1 -1
View File
@@ -9,5 +9,5 @@
<SpecularMap>true</SpecularMap> <SpecularMap>true</SpecularMap>
<GlowMap>true</GlowMap> <GlowMap>true</GlowMap>
<Shadow>true</Shadow> <Shadow>true</Shadow>
<GlowIntensity>3.0</GlowIntensity> <GlowIntensity>1.0</GlowIntensity>
</Model> </Model>
+5
View File
@@ -1,9 +1,14 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Sprite xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Sprite.xsd"> <Sprite xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Sprite.xsd">
<Model>Models/Core/UnitQuad.mesh</Model>
<DiffuseTexture></DiffuseTexture> <DiffuseTexture></DiffuseTexture>
<GlowMap></GlowMap> <GlowMap></GlowMap>
<Color R="1" G="1" B="1" A="1"/> <Color R="1" G="1" B="1" A="1"/>
<Visible>true</Visible> <Visible>true</Visible>
<DepthSort>true</DepthSort> <DepthSort>true</DepthSort>
<KeepRatioX>false</KeepRatioX>
<KeepRatioY>false</KeepRatioY>
<KeepRatio>false</KeepRatio>
<Linear>false</Linear>
<BlurBackground>false</BlurBackground> <BlurBackground>false</BlurBackground>
</Sprite> </Sprite>
+18 -3
View File
@@ -9,14 +9,17 @@
</xs:annotation> </xs:annotation>
<xs:complexType> <xs:complexType>
<xs:all> <xs:all>
<xs:element name="Model" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>The model the sprite will use.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="DiffuseTexture" type="t:string" minOccurs="0"> <xs:element name="DiffuseTexture" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>Diffuse Texture file</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Diffuse Texture file.</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="GlowMap" type="t:string" minOccurs="0"> <xs:element name="GlowMap" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>GlowMap file</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>GlowMap file.</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="Color" type="t:Color" minOccurs="0"> <xs:element name="Color" type="t:Color" minOccurs="0">
<xs:annotation><xs:documentation>Color tint</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Color tint.</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="Visible" type="t:bool" minOccurs="0"> <xs:element name="Visible" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the model is visible or not</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Whether the model is visible or not</xs:documentation></xs:annotation>
@@ -24,6 +27,18 @@
<xs:element name="DepthSort" type="t:bool" minOccurs="0"> <xs:element name="DepthSort" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the sprite should be sorted with depth or not. Only use false for textures that are on HUD</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Whether the sprite should be sorted with depth or not. Only use false for textures that are on HUD</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="KeepRatioX" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Wether the sprite should repeat in x instead of stretch when scaled.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="KeepRatioY" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Wether the sprite should repeat in y instead of stretch when scaled.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="KeepRatio" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Keep a 1:1 ratio between X and Y.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Linear" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>If it should use Linear or Nearest sampling method.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="BlurBackground" type="t:bool" minOccurs="0"> <xs:element name="BlurBackground" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
</xs:element> </xs:element>
File diff suppressed because it is too large Load Diff
+94 -73
View File
@@ -8,7 +8,7 @@
</c:RaptorCopter> </c:RaptorCopter>
<c:Transform> <c:Transform>
<Position X="0" Y="-4" Z="0"/> <Position X="0" Y="-4" Z="0"/>
<Orientation X="0" Y="55.3495064" Z="0"/> <Orientation X="0" Y="58.3794823" Z="0"/>
</c:Transform> </c:Transform>
</Components> </Components>
@@ -34,13 +34,49 @@
</c:Transform> </c:Transform>
</Components> </Components>
<Children> <Children>
<Entity name="AssaultClassPick">
<Components>
<c:Button/>
<c:Sprite>
<DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Icons/Classes/Assault-01.png</DiffuseTexture>
</c:Sprite>
<c:InputCmdButton>
<Command>PickClass</Command>
<PressValue>1</PressValue>
</c:InputCmdButton>
<c:Transform>
<Position X="-0.150000006" Y="-0.0500000007" Z="0"/>
<Scale X="0.0799999982" Y="0.0799999982" Z="1"/>
</c:Transform>
</Components>
<Children>
<Entity name="AssaultText">
<Components>
<c:Text>
<Content>Assault</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="0" G="1" R="0.784313738"/>
</c:Text>
<c:Transform>
<Position X="0" Y="0.800000012" Z="0"/>
<Scale X="0.310000002" Y="0.310000002" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="DefenderClassPick"> <Entity name="DefenderClassPick">
<Components> <Components>
<c:Button/> <c:Button/>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Icons/Classes/Defender-01.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Icons/Classes/Defender-01.png</DiffuseTexture>
</c:Sprite> </c:Sprite>
<c:InputCmdButton> <c:InputCmdButton>
<Command>PickClass</Command> <Command>PickClass</Command>
@@ -72,9 +108,10 @@
<Components> <Components>
<c:Button/> <c:Button/>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Icons/Classes/Sniper-01.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Icons/Classes/Sniper-01.png</DiffuseTexture>
</c:Sprite> </c:Sprite>
<c:InputCmdButton> <c:InputCmdButton>
<Command>PickClass</Command> <Command>PickClass</Command>
@@ -102,40 +139,6 @@
</Entity> </Entity>
</Children> </Children>
</Entity> </Entity>
<Entity name="AssaultClassPick">
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Icons/Classes/Assault-01.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
</c:Sprite>
<c:InputCmdButton>
<Command>PickClass</Command>
<PressValue>1</PressValue>
</c:InputCmdButton>
<c:Transform>
<Position X="-0.150000006" Y="-0.0500000007" Z="0"/>
<Scale X="0.0799999982" Y="0.0799999982" Z="1"/>
</c:Transform>
</Components>
<Children>
<Entity name="AssaultText">
<Components>
<c:Text>
<Content>Assault</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="0" G="1" R="0.784313738"/>
</c:Text>
<c:Transform>
<Position X="0" Y="0.800000012" Z="0"/>
<Scale X="0.310000002" Y="0.310000002" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="ClassPickText"> <Entity name="ClassPickText">
<Components> <Components>
<c:Text> <c:Text>
@@ -154,9 +157,10 @@
<Components> <Components>
<c:Button/> <c:Button/>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="1" B="0" G="1" R="0.509803951"/> <Color A="1" B="0" G="1" R="0.509803951"/>
</c:Sprite> </c:Sprite>
<c:InputCmdButton> <c:InputCmdButton>
@@ -232,9 +236,10 @@
<Components> <Components>
<c:Button/> <c:Button/>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="1" B="0" G="1" R="0.509803951"/> <Color A="1" B="0" G="1" R="0.509803951"/>
</c:Sprite> </c:Sprite>
<c:InputCmdButton> <c:InputCmdButton>
@@ -266,10 +271,11 @@
<Components> <Components>
<c:Button/> <c:Button/>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture> <Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap> <GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="1" B="0" G="0.294117659" R="0.980392158"/> <Color A="1" B="0" G="0.294117659" R="0.980392158"/>
<Linear>true</Linear>
</c:Sprite> </c:Sprite>
<c:InputCmdButton> <c:InputCmdButton>
<Command>PickTeam</Command> <Command>PickTeam</Command>
@@ -300,10 +306,12 @@
<Components> <Components>
<c:Button/> <c:Button/>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="1" B="0.980392158" G="0.294117659" R="0"/> <Color A="1" B="0.980392158" G="0.294117659" R="0"/>
<Linear>true</Linear>
</c:Sprite> </c:Sprite>
<c:InputCmdButton> <c:InputCmdButton>
<Command>PickTeam</Command> <Command>PickTeam</Command>
@@ -334,9 +342,10 @@
<Components> <Components>
<c:Button/> <c:Button/>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="1" B="0" G="1" R="0.509803951"/> <Color A="1" B="0" G="1" R="0.509803951"/>
<Visible>false</Visible> <Visible>false</Visible>
</c:Sprite> </c:Sprite>
@@ -422,9 +431,10 @@
<Entity name="BackgroundHexagon"> <Entity name="BackgroundHexagon">
<Components> <Components>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="0.300000012" B="1" G="1" R="1"/> <Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
@@ -441,9 +451,10 @@
<CapturePointNumber>3</CapturePointNumber> <CapturePointNumber>3</CapturePointNumber>
</c:CapturePointHUD> </c:CapturePointHUD>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/> <Position X="0" Y="0" Z="0.00999999978"/>
@@ -458,9 +469,10 @@
<Entity name="BackgroundHexagon"> <Entity name="BackgroundHexagon">
<Components> <Components>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/> <Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
@@ -477,9 +489,10 @@
<CapturePointNumber>4</CapturePointNumber> <CapturePointNumber>4</CapturePointNumber>
</c:CapturePointHUD> </c:CapturePointHUD>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/> <Position X="0" Y="0" Z="0.00999999978"/>
@@ -494,9 +507,10 @@
<Entity name="BackgroundHexagon"> <Entity name="BackgroundHexagon">
<Components> <Components>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="0.300000012" B="1" G="1" R="1"/> <Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
@@ -513,9 +527,10 @@
<CapturePointNumber>2</CapturePointNumber> <CapturePointNumber>2</CapturePointNumber>
</c:CapturePointHUD> </c:CapturePointHUD>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/> <Position X="0" Y="0" Z="0.00999999978"/>
@@ -530,9 +545,10 @@
<Entity name="BackgroundHexagon"> <Entity name="BackgroundHexagon">
<Components> <Components>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="0.300000012" B="1" G="1" R="1"/> <Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
@@ -550,9 +566,10 @@
<CapturePointNumber>1</CapturePointNumber> <CapturePointNumber>1</CapturePointNumber>
</c:CapturePointHUD> </c:CapturePointHUD>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/> <Position X="0" Y="0" Z="0.00999999978"/>
@@ -567,9 +584,10 @@
<Entity name="BackgroundHexagon"> <Entity name="BackgroundHexagon">
<Components> <Components>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="0.699999988" B="0" G="0" R="1"/> <Color A="0.699999988" B="0" G="0" R="1"/>
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
@@ -584,9 +602,10 @@
</c:Fill> </c:Fill>
<c:CapturePointHUD/> <c:CapturePointHUD/>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/> <Position X="0" Y="0" Z="0.00999999978"/>
@@ -604,9 +623,10 @@
<Components> <Components>
<c:Button/> <c:Button/>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="1" B="0" G="1" R="0.509803951"/> <Color A="1" B="0" G="1" R="0.509803951"/>
</c:Sprite> </c:Sprite>
<c:InputCmdButton> <c:InputCmdButton>
@@ -651,9 +671,10 @@
<Components> <Components>
<c:Button/> <c:Button/>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="1" B="0" G="1" R="0.509803951"/> <Color A="1" B="0" G="1" R="0.509803951"/>
</c:Sprite> </c:Sprite>
<c:InputCmdButton> <c:InputCmdButton>
@@ -99,7 +99,7 @@
</c:Team> </c:Team>
<c:PlayerSpawn/> <c:PlayerSpawn/>
<c:Spawner> <c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile> <EntityFile>Schema/Entities/PlayerRed.xml</EntityFile>
</c:Spawner> </c:Spawner>
<c:Transform/> <c:Transform/>
</Components> </Components>
@@ -225,6 +225,11 @@
</Team> </Team>
</c:Team> </c:Team>
<c:Trigger/> <c:Trigger/>
<c:Model>
<Resource></Resource>
<Color A="0.300000012" B="0" G="0" R="1"/>
<Visible>false</Visible>
</c:Model>
<c:Transform> <c:Transform>
<Position X="0" Y="0" Z="-4.10000038"/> <Position X="0" Y="0" Z="-4.10000038"/>
</c:Transform> </c:Transform>
@@ -239,7 +244,17 @@
<Scale X="2.70000005" Y="3.4000001" Z="4.60000038"/> <Scale X="2.70000005" Y="3.4000001" Z="4.60000038"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children>
<Entity>
<Components>
<c:Model>
<Resource></Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity> </Entity>
<Entity name="Blue"> <Entity name="Blue">
<Components> <Components>
@@ -0,0 +1,21 @@
#version 430
layout (binding = 0) uniform sampler2D Texture;
uniform int MaxMipMap;
in VertexData{
vec2 TextureCoordinate;
}Input;
out vec4 fragmentColor;
void main()
{
vec4 result = vec4(0.0, 0.0, 0.0, 0.0);
for(int i = 0; i < MaxMipMap; i++) {
result += textureLod(Texture, Input.TextureCoordinate, i);
}
fragmentColor = result;
}
@@ -0,0 +1,13 @@
#version 430
layout (location = 0) in vec3 Position;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
}
+4 -1
View File
@@ -2,6 +2,7 @@
#extension GL_EXT_gpu_shader4 : enable #extension GL_EXT_gpu_shader4 : enable
layout (binding = 0) uniform sampler2D Texture; layout (binding = 0) uniform sampler2D Texture;
uniform int Lod;
in VertexData{ in VertexData{
vec2 TextureCoordinate; vec2 TextureCoordinate;
@@ -10,12 +11,14 @@ in VertexData{
out vec4 fragmentColor; out vec4 fragmentColor;
uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216); uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
//uniform float weight[3] = float[](0.265495, 0.226535, 0.140718);
void main() void main()
{ {
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0); vec2 tex_offset = 1.0 / textureSize(Texture, Lod);
vec3 center = texture(Texture, Input.TextureCoordinate).rgb; vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
vec3 result = center * weight[0]; vec3 result = center * weight[0];
for(int i = 1; i < 5; ++i) { for(int i = 1; i < 5; ++i) {
vec4 eastFragments = texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0)); vec4 eastFragments = texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0));
vec4 westFragments = texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0)); vec4 westFragments = texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0));
+4 -1
View File
@@ -2,6 +2,7 @@
#extension GL_EXT_gpu_shader4 : enable #extension GL_EXT_gpu_shader4 : enable
layout (binding = 0) uniform sampler2D Texture; layout (binding = 0) uniform sampler2D Texture;
uniform int Lod;
in VertexData{ in VertexData{
vec2 TextureCoordinate; vec2 TextureCoordinate;
@@ -10,12 +11,14 @@ in VertexData{
out vec4 fragmentColor; out vec4 fragmentColor;
uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216); uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
//uniform float weight[3] = float[](0.265495, 0.226535, 0.140718);
void main() void main()
{ {
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0); vec2 tex_offset = 1.0 / textureSize(Texture, Lod);
vec3 center = texture(Texture, Input.TextureCoordinate).rgb; vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
vec3 result = center * weight[0]; vec3 result = center * weight[0];
for(int i = 1; i < 5; ++i) { for(int i = 1; i < 5; ++i) {
vec4 northFragments = texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i)); vec4 northFragments = texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i));
vec4 southFragments = texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i)); vec4 southFragments = texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i));
+29
View File
@@ -0,0 +1,29 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 Bones[100];
layout (location = 0) in vec3 Position;
layout (location = 4) in vec2 TextureCoords;
layout(location = 5) in vec4 BoneIndices;
layout(location = 6) in vec4 BoneWeights;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
mat4 boneTransform = mat4(1);
if(BoneWeights[0] > 0.0f){
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
}
gl_Position = P * V * M * boneTransform * vec4(Position, 1.0);
Output.TextureCoordinate = TextureCoords;
}
+8 -5
View File
@@ -3,6 +3,8 @@
uniform vec4 Color; uniform vec4 Color;
uniform vec4 FillColor; uniform vec4 FillColor;
uniform float FillPercentage; uniform float FillPercentage;
uniform float ScaleX;
uniform float ScaleY;
uniform mat4 P; uniform mat4 P;
layout (binding = 1) uniform sampler2D DiffuseTexture; layout (binding = 1) uniform sampler2D DiffuseTexture;
@@ -21,15 +23,16 @@ out vec4 bloomColor;
void main() void main()
{ {
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate); vec4 diffuseTexel = texture2D(DiffuseTexture, vec2(Input.TextureCoordinate.x*ScaleX, Input.TextureCoordinate.y*ScaleY));
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate); vec4 glowTexel = texture2D(GlowMapTexture, vec2(Input.TextureCoordinate.x*ScaleX, Input.TextureCoordinate.y*ScaleY));
vec4 color_result = Color * diffuseTexel; vec4 color_result = Color * diffuseTexel;
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0; float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
if(pos <= FillPercentage) { float fillResult = floor(pos*FillPercentage);
color_result = FillColor*diffuseTexel.a;
} color_result = FillColor*diffuseTexel.a*fillResult + color_result*(1-fillResult);
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1)); sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
//bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0); //bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
+49 -14
View File
@@ -360,7 +360,14 @@ constexpr bool FaceIsGround(float faceNormalY)
//An array containing 3 int pairs { 0, 2 }, { 0, 1 }, { 1, 2 } //An array containing 3 int pairs { 0, 2 }, { 0, 1 }, { 1, 2 }
constexpr std::array<std::pair<int, int>, 3> dimensionPairs({ std::pair<int, int>(0, 2), std::pair<int, int>(0, 1), std::pair<int, int>(1, 2) }); constexpr std::array<std::pair<int, int>, 3> dimensionPairs({ std::pair<int, int>(0, 2), std::pair<int, int>(0, 1), std::pair<int, int>(1, 2) });
bool AABBvsTriangle(const AABB& box, enum class BoxTriRes
{
Front,
Behind,
Intersect
};
BoxTriRes AABBvsTriangle(const AABB& box,
const std::array<glm::vec3, 3>& triPos, const std::array<glm::vec3, 3>& triPos,
const glm::vec3& originalBoxVelocity, const glm::vec3& originalBoxVelocity,
float verticalStepHeight, float verticalStepHeight,
@@ -374,7 +381,7 @@ bool AABBvsTriangle(const AABB& box,
//Less checks, and we should be able to walk out from models if we are trapped inside. //Less checks, and we should be able to walk out from models if we are trapped inside.
glm::vec3 triNormal = glm::cross(triPos[1] - triPos[0], triPos[2] - triPos[0]); glm::vec3 triNormal = glm::cross(triPos[1] - triPos[0], triPos[2] - triPos[0]);
if (!vectorHasLength(triNormal) || (glm::dot(triNormal, originalBoxVelocity) > 0)) { if (!vectorHasLength(triNormal) || (glm::dot(triNormal, originalBoxVelocity) > 0)) {
return false; return BoxTriRes::Behind;
} }
triNormal = glm::normalize(triNormal); triNormal = glm::normalize(triNormal);
@@ -409,6 +416,9 @@ bool AABBvsTriangle(const AABB& box,
const glm::vec3& min = box.MinCorner(); const glm::vec3& min = box.MinCorner();
const glm::vec3& max = box.MaxCorner(); const glm::vec3& max = box.MaxCorner();
// If there is no intersection, whether the box center is in front of or behind the triangle.
BoxTriRes noIntersection = glm::dot(triNormal, origin - triPos[0]) > 0 ? BoxTriRes::Front : BoxTriRes::Behind;
//For each projection in xy-, xz-, and yx-planes. //For each projection in xy-, xz-, and yx-planes.
for (std::pair<int, int> dim : dimensionPairs) { for (std::pair<int, int> dim : dimensionPairs) {
//2D Triangle. //2D Triangle.
@@ -426,7 +436,7 @@ bool AABBvsTriangle(const AABB& box,
bool pushedFromTriangleLine; bool pushedFromTriangleLine;
//if projections don't overlap, return false. //if projections don't overlap, return false.
if (!rectangleVsTriangle(boxMin, boxMax, t2D, resolutionVector, resolutionDist, pushedFromTriangleLine)) { if (!rectangleVsTriangle(boxMin, boxMax, t2D, resolutionVector, resolutionDist, pushedFromTriangleLine)) {
return false; return noIntersection;
} else if (resolveCollision) { } else if (resolveCollision) {
//Overwrite the smallest resolution if this is smaller. //Overwrite the smallest resolution if this is smaller.
if (resolutionDist < resolveShortest.DistanceSq) { if (resolutionDist < resolveShortest.DistanceSq) {
@@ -462,11 +472,11 @@ bool AABBvsTriangle(const AABB& box,
float t = glm::dot(triNormal, triPos[0] - origin) / glm::dot(triNormal, diagonal); float t = glm::dot(triNormal, triPos[0] - origin) / glm::dot(triNormal, diagonal);
//If intersection point between plane and diagonal is within the box. //If intersection point between plane and diagonal is within the box.
if (glm::abs(t) > 1) { if (glm::abs(t) > 1) {
return false; return noIntersection;
} }
if (!resolveCollision) { if (!resolveCollision) {
return true; return BoxTriRes::Intersect;
} }
glm::vec3 cornerResolution = (1+t) * diagonal; glm::vec3 cornerResolution = (1+t) * diagonal;
@@ -499,7 +509,7 @@ bool AABBvsTriangle(const AABB& box,
case ResolveDimZ: case ResolveDimZ:
//If we get here, the resolution is along one coordinate axis. //If we get here, the resolution is along one coordinate axis.
//set velocity to 0 in y if it is along y-axis. //set velocity to 0 in y if it is along y-axis.
return true; return BoxTriRes::Intersect;
case Line: case Line:
projNorm = glm::normalize(outResolution); projNorm = glm::normalize(outResolution);
break; break;
@@ -534,10 +544,10 @@ bool AABBvsTriangle(const AABB& box,
boxVelocity = boxVelocity - glm::dot(boxVelocity, projNorm) * projNorm; boxVelocity = boxVelocity - glm::dot(boxVelocity, projNorm) * projNorm;
} }
} }
return true; return BoxTriRes::Intersect;
} }
bool AABBvsTriangles(const AABB& box, Output AABBvsTriangles(const AABB& box,
const RawModel::Vertex* modelVertices, const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices, const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix, const glm::mat4& modelMatrix,
@@ -547,8 +557,8 @@ bool AABBvsTriangles(const AABB& box,
glm::vec3& outResolutionVector, glm::vec3& outResolutionVector,
bool resolveCollision) bool resolveCollision)
{ {
bool hit = false; bool intersect = false;
Output out = Output::OutContained;
bool everHitTheGround = false; bool everHitTheGround = false;
AABB newBox = box; AABB newBox = box;
outResolutionVector = glm::vec3(0.f); outResolutionVector = glm::vec3(0.f);
@@ -561,20 +571,27 @@ bool AABBvsTriangles(const AABB& box,
}; };
glm::vec3 outVec; glm::vec3 outVec;
bool collideWithGround = isOnGround; bool collideWithGround = isOnGround;
if (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec, resolveCollision)) { switch (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec, resolveCollision)) {
hit = true; case Collision::BoxTriRes::Front:
out = Output::OutSeparated;
break;
case Collision::BoxTriRes::Intersect:
intersect = true;
outResolutionVector += outVec; outResolutionVector += outVec;
newBox = AABB::FromOriginSize(newBox.Origin() + outVec, newBox.Size()); newBox = AABB::FromOriginSize(newBox.Origin() + outVec, newBox.Size());
if (collideWithGround) { if (collideWithGround) {
everHitTheGround = isOnGround = true; everHitTheGround = isOnGround = true;
} }
break;
default:
break;
} }
} }
if (!everHitTheGround) { if (!everHitTheGround) {
isOnGround = false; isOnGround = false;
} }
return hit; return intersect ? Output::OutIntersecting : out;
} }
bool AABBvsTriangles(const AABB& box, bool AABBvsTriangles(const AABB& box,
@@ -594,13 +611,31 @@ bool AABBvsTriangles(const AABB& box,
verticalStepHeight, verticalStepHeight,
isOnGround, isOnGround,
outResolutionVector, outResolutionVector,
true); true) == Output::OutIntersecting;
} }
bool AABBvsTriangles(const AABB& box, bool AABBvsTriangles(const AABB& box,
const RawModel::Vertex* modelVertices, const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices, const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix) const glm::mat4& modelMatrix)
{
glm::vec3 vel, outres;
bool g;
return AABBvsTriangles(box,
modelVertices,
modelIndices,
modelMatrix,
vel,
0.f,
g,
outres,
false) == Output::OutIntersecting;
}
Output AABBvsTrianglesWContainment(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix)
{ {
glm::vec3 vel, outres; glm::vec3 vel, outres;
bool g; bool g;
+9 -1
View File
@@ -37,6 +37,10 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
bool hit; bool hit;
float dist; float dist;
if (boxB.Entity.HasComponent("Model")) { if (boxB.Entity.HasComponent("Model")) {
if (!((bool)boxB.Entity["Model"]["Visible"])) {
// Don't collide against invisible models.
continue;
}
RawModel* model; RawModel* model;
std::string res = (std::string)boxB.Entity["Model"]["Resource"]; std::string res = (std::string)boxB.Entity["Model"]["Resource"];
try { try {
@@ -77,7 +81,11 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
} }
if (boxB.Entity.HasComponent("Model") && Collision::AABBVsAABB(boxA, boxB)) { if (boxB.Entity.HasComponent("Model") && Collision::AABBVsAABB(boxA, boxB)) {
//Here we know boxB is a entity with Collideable, AABB, and Model. // Here we know boxB is a entity with Collideable, AABB, and Model.
if (!((bool)boxB.Entity["Model"]["Visible"])) {
// Don't collide against invisible models.
continue;
}
RawModel* model; RawModel* model;
try { try {
model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]); model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
+31 -10
View File
@@ -10,6 +10,16 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
return; return;
} }
RawModel* triggerModel = nullptr;
glm::mat4 triggerModelMat;
if (triggerEntity.HasComponent("Model")) {
try {
triggerModel = ResourceManager::Load<RawModel, true>(triggerEntity["Model"]["Resource"]);
triggerModelMat = Transform::ModelMatrix(triggerEntity);
} catch (const std::exception&) {
}
}
m_OctreeOut.clear(); m_OctreeOut.clear();
m_Octree->ObjectsInSameRegion(*triggerBox, m_OctreeOut); m_Octree->ObjectsInSameRegion(*triggerBox, m_OctreeOut);
@@ -22,7 +32,17 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
if (colliderFitsInTrigger) { if (colliderFitsInTrigger) {
completelyInsideBox = AABB::FromOriginSize((*triggerBox).Origin(), (*triggerBox).Size() - 2.0f * colliderBox.Size()); completelyInsideBox = AABB::FromOriginSize((*triggerBox).Origin(), (*triggerBox).Size() - 2.0f * colliderBox.Size());
} }
if (colliderFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, colliderBox)) {
// We know the entity is inside the trigger box, but perhaps not the model yet.
Collision::Output out = triggerModel == nullptr
? Collision::Output::OutContained
: Collision::AABBvsTrianglesWContainment(
colliderBox,
triggerModel->Vertices(),
triggerModel->m_Indices,
triggerModelMat);
if (colliderFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, colliderBox) && out == Collision::Output::OutContained) {
// Entity is completely inside the trigger. // Entity is completely inside the trigger.
// If it was only touching before, it is erased. // If it was only touching before, it is erased.
m_EntitiesTouchingTrigger[triggerEntity].erase(colliderEntity); m_EntitiesTouchingTrigger[triggerEntity].erase(colliderEntity);
@@ -32,7 +52,8 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
completeSet.insert(colliderEntity); completeSet.insert(colliderEntity);
publish<Events::TriggerEnter>(colliderEntity, triggerEntity); publish<Events::TriggerEnter>(colliderEntity, triggerEntity);
} }
} else { continue;
} else if (out != Collision::Output::OutSeparated) {
// Entity is only touching the trigger. // Entity is only touching the trigger.
auto& touchSet = m_EntitiesTouchingTrigger[triggerEntity]; auto& touchSet = m_EntitiesTouchingTrigger[triggerEntity];
auto& completeSet = m_EntitiesCompletelyInTrigger[triggerEntity]; auto& completeSet = m_EntitiesCompletelyInTrigger[triggerEntity];
@@ -47,17 +68,17 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
touchSet.insert(colliderEntity); touchSet.insert(colliderEntity);
} }
// Else, it was touching the trigger last frame too and nothing is done. // Else, it was touching the trigger last frame too and nothing is done.
}
} else {
// Entity is not touching the trigger,
// Throw event if it was previously.
if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[triggerEntity], colliderEntity, triggerEntity)) {
continue; continue;
} }
// This only occurs if the entity was completely inside the trigger one frame,
// then completely outside the trigger, e.g. when dying and respawning.
throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[triggerEntity], colliderEntity, triggerEntity);
} }
// Only get here if entity is not touching the trigger,
// throw event if it was touching previously.
if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[triggerEntity], colliderEntity, triggerEntity)) {
continue;
}
// This only occurs if the entity was completely inside the trigger one frame,
// then completely outside the trigger, e.g. when dying and respawning.
throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[triggerEntity], colliderEntity, triggerEntity);
} }
} }
+1 -1
View File
@@ -86,7 +86,7 @@ bool EditorRenderSystem::OnSetCamera(Events::SetCamera& e)
{ {
ComponentWrapper cTransform = e.CameraEntity["Transform"]; ComponentWrapper cTransform = e.CameraEntity["Transform"];
ComponentWrapper cCamera = e.CameraEntity["Camera"]; ComponentWrapper cCamera = e.CameraEntity["Camera"];
m_EditorCamera->SetFOV(static_cast<float>((double)cCamera["FOV"])); m_EditorCamera->SetFOV(glm::radians(static_cast<float>((double)cCamera["FOV"])));
m_EditorCamera->SetNearClip(static_cast<float>((double)cCamera["NearClip"])); m_EditorCamera->SetNearClip(static_cast<float>((double)cCamera["NearClip"]));
m_EditorCamera->SetFarClip(static_cast<float>((double)cCamera["FarClip"])); m_EditorCamera->SetFarClip(static_cast<float>((double)cCamera["FarClip"]));
m_EditorCamera->SetPosition(cTransform["Position"]); m_EditorCamera->SetPosition(cTransform["Position"]);
+1
View File
@@ -47,6 +47,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
Enable(); Enable();
} else { } else {
Disable(); Disable();
m_EventBroker->Publish(Events::UnlockMouse());
} }
} }
+37 -23
View File
@@ -1,4 +1,5 @@
#include "Network/Client.h" #include "Network/Client.h"
#include "Network/EPlayerDisconnected.h"
using namespace boost::asio::ip; using namespace boost::asio::ip;
Client::Client(World* world, EventBroker* eventBroker) Client::Client(World* world, EventBroker* eventBroker)
@@ -50,16 +51,19 @@ void Client::Connect(std::string address, int port)
void Client::Update() void Client::Update()
{ {
m_EventBroker->Process<Client>(); m_EventBroker->Process<Client>();
//while (m_Unreliable.IsSocketAvailable()) { while (m_Unreliable.IsSocketAvailable()) {
// // Packet will get real data in receive m_Unreliable.ReceivePackets();
// Packet packet(MessageType::Invalid); }
// m_Unreliable.Receive(packet); // Packet will get real data in GetNextPacket()
// if (packet.GetMessageType() == MessageType::Connect) { Packet parsedPacket(MessageType::Invalid);
// parseUDPConnect(packet); while (m_Unreliable.GetNextPacket(parsedPacket)) {
// } else { if (parsedPacket.GetMessageType() == MessageType::Connect) {
// parseMessageType(packet); parseUDPConnect(parsedPacket);
// } } else {
//} parseMessageType(parsedPacket);
}
}
while (m_Reliable.IsSocketAvailable()) { while (m_Reliable.IsSocketAvailable()) {
// Packet will get real data in receive // Packet will get real data in receive
Packet packet(MessageType::Invalid); Packet packet(MessageType::Invalid);
@@ -106,8 +110,9 @@ void Client::Update()
void Client::parseMessageType(Packet& packet) void Client::parseMessageType(Packet& packet)
{ {
// Pop packetSize // Pop packetSize, sequenceNumber and packetsInSequence.
packet.ReadPrimitive<int>(); popNetworkSegmentOfHeader(packet);
int messageType = packet.ReadPrimitive<int>(); int messageType = packet.ReadPrimitive<int>();
if (messageType == -1) if (messageType == -1)
return; return;
@@ -162,26 +167,29 @@ void Client::parseMessageType(Packet& packet)
void Client::parseUDPConnect(Packet& packet) void Client::parseUDPConnect(Packet& packet)
{ {
// Map ServerEntityID and your PlayerID // Map ServerEntityID and your PlayerID
// TODO: If this is not received send a new connect message.
LOG_INFO("I be connected PogChamp"); LOG_INFO("I be connected PogChamp");
} }
void Client::parseTCPConnect(Packet& packet) void Client::parseTCPConnect(Packet& packet)
{ {
LOG_INFO("Received TCP connect from server"); LOG_INFO("Received TCP connect from server");
// Pop size of message int // Pop packetSize, group, groupIndex and groupSize.
packet.ReadPrimitive<int>(); popNetworkSegmentOfHeader(packet);
int messageType = packet.ReadPrimitive<int>(); int messageType = packet.ReadPrimitive<int>();
// Read packet ID // Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
// parse player id and other stuff // parse player id and other stuff
m_PlayerID = packet.ReadPrimitive<int>(); m_PlayerID = packet.ReadPrimitive<int>();
m_PlayerID = packet.ReadPrimitive<int>();
LOG_INFO("A Player connected"); LOG_INFO("A Player connected");
// TODO: If this is not received send a new connect message.
Packet UnreliablePacket(MessageType::Connect, m_SendPacketID); Packet UnreliablePacket(MessageType::Connect, m_SendPacketID);
// Add player id and other stuff // Add player id and other stuff
packet.WritePrimitive(m_PlayerID); packet.WritePrimitive(m_PlayerID);
// m_Unreliable.Send(packet); m_Unreliable.Send(packet);
// LOG_INFO("Sent UDP Connect Server"); // LOG_INFO("Sent UDP Connect Server");
} }
@@ -208,10 +216,11 @@ void Client::parsePing()
void Client::parseServerlist(Packet& packet) void Client::parseServerlist(Packet& packet)
{ {
// Pop size, message type, and ID // Pop packetSize, group, groupIndex and groupSize.
packet.ReadPrimitive<int>(); popNetworkSegmentOfHeader(packet);
packet.ReadPrimitive<int>(); packet.ReadPrimitive<int>();
packet.ReadPrimitive<int>(); packet.ReadPrimitive<int>();
std::string address = packet.ReadString(); std::string address = packet.ReadString();
int port = packet.ReadPrimitive<int>(); int port = packet.ReadPrimitive<int>();
std::string serverName = packet.ReadString(); std::string serverName = packet.ReadString();
@@ -224,7 +233,7 @@ void Client::parseServerlist(Packet& packet)
void Client::parseKick() void Client::parseKick()
{ {
LOG_WARNING("You have been kicked from the server."); LOG_WARNING("You have been kicked from the server.");
m_IsConnected = false; disconnect();
} }
void Client::parseSpawnEvents() void Client::parseSpawnEvents()
@@ -463,7 +472,12 @@ void Client::disconnect()
m_PacketID = 0; m_PacketID = 0;
Packet packet(MessageType::Disconnect, m_SendPacketID); Packet packet(MessageType::Disconnect, m_SendPacketID);
m_Reliable.Send(packet); m_Reliable.Send(packet);
m_Unreliable.Disconnect();
m_Reliable.Disconnect(); m_Reliable.Disconnect();
Events::PlayerDisconnected e;
e.Entity = m_LocalPlayer.ID;
e.PlayerID = -1;
m_EventBroker->Publish(e);
createMainMenu(); createMainMenu();
} }
@@ -475,8 +489,8 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
if (e.Command == "ConnectToServer") { // Connect for now if (e.Command == "ConnectToServer") { // Connect for now
if (e.Value > 0) { if (e.Value > 0) {
//m_Reliable.Connect(m_PlayerName, m_Address, m_Port); m_Reliable.Connect(m_PlayerName, m_Address, m_Port);
// m_Unreliable.Connect(m_PlayerName, m_Address, m_Port); m_Unreliable.Connect(m_PlayerName, m_Address, m_Port);
} }
//LOG_DEBUG("Client::OnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID); //LOG_DEBUG("Client::OnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
return true; return true;
@@ -553,6 +567,7 @@ bool Client::OnConnectRequest(const Events::ConnectRequest& e)
{ {
removeWorld(); removeWorld();
if (m_Reliable.Connect(m_PlayerName, e.IP, e.Port)) { if (m_Reliable.Connect(m_PlayerName, e.IP, e.Port)) {
m_Unreliable.Connect(m_PlayerName, e.IP, e.Port);
// The client sent a successful connect message // The client sent a successful connect message
return true; return true;
@@ -629,7 +644,7 @@ void Client::sendLocalPlayerTransform()
packet.WritePrimitive((int)cAssaultWeapon["Ammo"]); packet.WritePrimitive((int)cAssaultWeapon["Ammo"]);
} }
m_Reliable.Send(packet); m_Unreliable.Send(packet);
} }
void Client::identifyPacketLoss() void Client::identifyPacketLoss()
@@ -691,7 +706,6 @@ void Client::displayServerlist()
} }
} }
void Client::removeWorld() void Client::removeWorld()
{ {
std::vector<EntityID> childrenToBeDeleted; std::vector<EntityID> childrenToBeDeleted;
+9
View File
@@ -83,3 +83,12 @@ void Network::updateNetworkData()
m_NetworkData.DataReceivedThisInterval = 0; m_NetworkData.DataReceivedThisInterval = 0;
} }
} }
void Network::popNetworkSegmentOfHeader(Packet & packet)
{
// Pop packetSize, group, groupIndex and groupSize.
packet.ReadPrimitive<int>();
packet.ReadPrimitive<int>();
packet.ReadPrimitive<int>();
packet.ReadPrimitive<int>();
}
+62 -10
View File
@@ -3,16 +3,22 @@
Packet::Packet(MessageType type, unsigned int& packetID) Packet::Packet(MessageType type, unsigned int& packetID)
{ {
m_Data = new char[m_MaxPacketSize]; m_Data = new char[m_MaxPacketSize];
Init(type, packetID); Init(type, packetID, 1, 1, -1);
} }
// Create message // Create message
Packet::Packet(char* data, const size_t sizeOfPacket) Packet::Packet(char* data, const size_t sizeOfPacket)
{ {
// Create message header
// allocate memory for size of packet, sequenceNumber and totalPacketesInSequence
m_ReturnDataOffset = 0;
m_Offset = 0;
// Resize message // Resize message
m_MaxPacketSize = sizeOfPacket; m_MaxPacketSize = sizeOfPacket;
// Copy data newly allocated memory // Copy data newly allocated memory
m_Data = new char[sizeOfPacket]; m_Data = new char[sizeOfPacket];
unsigned int dummy = 0;
Init(MessageType::Invalid, dummy, 0, 0, 0);
memcpy(m_Data, data, sizeOfPacket); memcpy(m_Data, data, sizeOfPacket);
m_Offset = sizeOfPacket; m_Offset = sizeOfPacket;
} }
@@ -21,7 +27,7 @@ Packet::Packet(MessageType type)
{ {
m_Data = new char[m_MaxPacketSize]; m_Data = new char[m_MaxPacketSize];
unsigned int dummy = 0; unsigned int dummy = 0;
Init(type, dummy); Init(type, dummy, 1, 1, -1);
} }
Packet::~Packet() Packet::~Packet()
@@ -29,16 +35,30 @@ Packet::~Packet()
delete[] m_Data; delete[] m_Data;
} }
void Packet::Init(MessageType type, unsigned int & packetID) void Packet::Init(MessageType type, unsigned int & packetID,
int groupIndex, int groupSize, int group)
{ {
m_ReturnDataOffset = 0; m_ReturnDataOffset = 0;
m_Offset = 0; m_Offset = 0;
// Create message header // Create message header
// allocate memory for size of packet(only used in tcp) // allocate memory for size of packet, sequenceNumber and totalPacketesInSequence
packetSizeOffset = m_Offset;
WritePrimitive<int>(0); WritePrimitive<int>(0);
// packetGroup is the group the packet is in
groupOffset = m_Offset;
WritePrimitive<int>(group);
// What index the packet has in the packetGroup
groupIndexOffset = m_Offset;
WritePrimitive(groupIndex);
// The total amount of packets in a packetGroup
groupSizeOffset = m_Offset;
WritePrimitive(groupSize);
// Add message type // Add message type
int messageType = static_cast<int>(type); int messageType = static_cast<int>(type);
messageTypeOffset = m_Offset;
WritePrimitive<int>(messageType); WritePrimitive<int>(messageType);
// Packet ID
packetIDOffset = m_Offset;
WritePrimitive<int>(packetID); WritePrimitive<int>(packetID);
packetID++; packetID++;
m_HeaderSize = m_Offset; m_HeaderSize = m_Offset;
@@ -104,8 +124,7 @@ void Packet::ReconstructFromData(char * data, size_t sizeOfData)
void Packet::UpdateSize() void Packet::UpdateSize()
{ {
int whatisoffset = m_Offset; memcpy(m_Data + packetSizeOffset, &m_Offset, sizeof(int));
memcpy(m_Data, &m_Offset, sizeof(int));
} }
char * Packet::ReadData(int sizeOfData) char * Packet::ReadData(int sizeOfData)
@@ -123,14 +142,47 @@ void Packet::ChangePacketID(unsigned int & packetID)
{ {
packetID = packetID + 1; packetID = packetID + 1;
// Overwrite old PacketID // Overwrite old PacketID
memcpy(m_Data + 2*sizeof(int), &packetID, sizeof(int)); memcpy(m_Data + packetIDOffset, &packetID, sizeof(int));
}
void Packet::ChangeGroupIndex(int groupIndex)
{
memcpy(m_Data + groupIndexOffset, &groupIndex, sizeof(int));
}
void Packet::ChangeGroupSize(int groupSize)
{
memcpy(m_Data + groupSizeOffset, &groupSize, sizeof(int));
}
void Packet::ChangeGroup(int group)
{
memcpy(m_Data + groupOffset, &group, sizeof(int));
} }
MessageType Packet::GetMessageType() MessageType Packet::GetMessageType()
{ {
MessageType messagType; return *reinterpret_cast<MessageType*>(m_Data + messageTypeOffset);
memcpy(&messagType, m_Data + sizeof(int), sizeof(int)); }
return messagType;
size_t Packet::Group()
{
return *reinterpret_cast<size_t*>(m_Data + groupOffset);
}
size_t Packet::GroupIndex()
{
return *reinterpret_cast<size_t*>(m_Data + groupIndexOffset);
}
size_t Packet::GroupSize()
{
return *reinterpret_cast<size_t*>(m_Data + groupSizeOffset);
}
size_t Packet::PacketID()
{
return *reinterpret_cast<size_t*>(m_Data + packetIDOffset);
} }
void Packet::resizeData() void Packet::resizeData()
+48 -53
View File
@@ -49,19 +49,19 @@ void Server::Update()
} }
} }
//PlayerDefinition pd; PlayerDefinition pd;
//while (m_Unreliable.IsSocketAvailable()) { while (m_Unreliable.IsSocketAvailable()) {
// // Packet will get real data in receive // Packet will get real data in receive
// Packet packet(MessageType::Invalid); Packet packet(MessageType::Invalid);
// m_Unreliable.Receive(packet, pd); m_Unreliable.Receive(packet, pd);
// m_Address = pd.Endpoint.address(); m_Address = pd.Endpoint.address();
// m_Port = pd.Endpoint.port(); m_Port = pd.Endpoint.port();
// if (packet.GetMessageType() == MessageType::Connect) { if (packet.GetMessageType() == MessageType::Connect) {
// parseUDPConnect(packet); parseUDPConnect(packet);
// } else { } else {
// parseMessageType(packet); parseMessageType(packet);
// } }
//} }
while (m_ServerlistRequest.IsSocketAvailable()) { while (m_ServerlistRequest.IsSocketAvailable()) {
Packet packet(MessageType::Invalid); Packet packet(MessageType::Invalid);
@@ -69,9 +69,11 @@ void Server::Update()
localArea.Endpoint = boost::asio::ip::udp::endpoint(); localArea.Endpoint = boost::asio::ip::udp::endpoint();
m_ServerlistRequest.Receive(packet, localArea); m_ServerlistRequest.Receive(packet, localArea);
if (packet.GetMessageType() == MessageType::ServerlistRequest) { if (packet.GetMessageType() == MessageType::ServerlistRequest) {
packet.ReadPrimitive<int>(); // Pop size // Pop header
packet.ReadPrimitive<int>(); // Pop MsgType popNetworkSegmentOfHeader(packet);
packet.ReadPrimitive<int>(); // Pop packet ID packet.ReadPrimitive<int>();
packet.ReadPrimitive<int>();
int port = packet.ReadPrimitive<int>(); int port = packet.ReadPrimitive<int>();
std::string address = localArea.Endpoint.address().to_string(); std::string address = localArea.Endpoint.address().to_string();
parseServerlistRequest(boost::asio::ip::udp::endpoint(boost::asio::ip::address().from_string(address), port)); parseServerlistRequest(boost::asio::ip::udp::endpoint(boost::asio::ip::address().from_string(address), port));
@@ -109,9 +111,9 @@ void Server::Update()
void Server::parseMessageType(Packet& packet) void Server::parseMessageType(Packet& packet)
{ {
// Pop packetSize which is used by TCP Client to // Pop packetSize, sequenceNumber and packetsInSequence.
// create a packet of the correct size // create a packet of the correct size
packet.ReadPrimitive<int>(); popNetworkSegmentOfHeader(packet);
int messageType = packet.ReadPrimitive<int>(); // Read what type off message was sent from server int messageType = packet.ReadPrimitive<int>(); // Read what type off message was sent from server
// Read packet ID // Read packet ID
@@ -162,10 +164,7 @@ void Server::reliableBroadcast(Packet& packet)
void Server::unreliableBroadcast(Packet& packet) void Server::unreliableBroadcast(Packet& packet)
{ {
for (auto& kv : m_ConnectedPlayers) { m_Unreliable.SendToConnectedPlayers(packet, m_ConnectedPlayers);
packet.ChangePacketID(kv.second.PacketID);
// m_Unreliable.Send(packet, kv.second);
}
} }
// Send snapshot fields // Send snapshot fields
@@ -174,7 +173,8 @@ void Server::sendSnapshot()
Packet packet(MessageType::Snapshot); Packet packet(MessageType::Snapshot);
addInputCommandsToPacket(packet); addInputCommandsToPacket(packet);
addPlayersToPacket(packet, EntityID_Invalid); addPlayersToPacket(packet, EntityID_Invalid);
reliableBroadcast(packet); //addChildrenToPacket(packet, EntityID_Invalid);
unreliableBroadcast(packet);
} }
void Server::addInputCommandsToPacket(Packet& packet) void Server::addInputCommandsToPacket(Packet& packet)
@@ -299,8 +299,6 @@ void Server::sendPing()
reliableBroadcast(packet); reliableBroadcast(packet);
} }
void Server::checkForTimeOuts() void Server::checkForTimeOuts()
{ {
double startPing = 1000 * m_StartPingTime double startPing = 1000 * m_StartPingTime
@@ -317,38 +315,35 @@ void Server::checkForTimeOuts()
} }
} }
} }
for (size_t i = 0; i < playersToRemove.size(); i++) { for (int i = playersToRemove.size() - 1; i >= 0; i--) {
disconnect(playersToRemove.at(i)); disconnect(playersToRemove.at(i));
} }
} }
//void Server::parseUDPConnect(Packet & packet) void Server::parseUDPConnect(Packet & packet)
//{ {
// // Pop size of message int //Pop packetSize, sequenceNumber and packetsInSequence.
// packet.ReadPrimitive<int>(); popNetworkSegmentOfHeader(packet);
// int messageType = packet.ReadPrimitive<int>(); int messageType = packet.ReadPrimitive<int>();
// // Read packet ID // Read packet ID
// m_PreviousPacketID = m_PacketID; // Set previous packet id m_PreviousPacketID = m_PacketID; // Set previous packet id
// m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
// // parse player id and other stuff // parse player id and other stuff
// PlayerID playerID = packet.ReadPrimitive<int>(); PlayerID playerID = packet.ReadPrimitive<int>();
// if (!EntityWrapper(m_World, playerID).Valid()) { boost::asio::ip::udp::endpoint endpoint(m_Address, m_Port);
// m_ConnectedPlayers.at(playerID).Endpoint = endpoint;
// } LOG_INFO("parseUDPConnect: Spectator \"%s\" connected on IP: %s", m_ConnectedPlayers.at(playerID).Name.c_str(), m_ConnectedPlayers.at(playerID).Endpoint.address().to_string().c_str());
// // Do something here? // Send a message to the player that connected
// boost::asio::ip::udp::endpoint endpoint(m_Address, m_Port); Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID);
// m_ConnectedPlayers.at(playerID).Endpoint = endpoint; m_Unreliable.Send(connnectPacket);
// LOG_INFO("parseUDPConnect: Spectator \"%s\" connected on IP: %s", m_ConnectedPlayers.at(playerID).Name.c_str(), m_ConnectedPlayers.at(playerID).Endpoint.address().to_string().c_str()); LOG_INFO("UDP Connect sent to client");
// // Send a message to the player that connected }
// Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID);
// m_Unreliable.Send(connnectPacket);
// LOG_INFO("UDP Connect sent to client");
//}
void Server::parseTCPConnect(Packet & packet) void Server::parseTCPConnect(Packet & packet)
{ {
// Pop size of message int // Pop packetSize, sequenceNumber and packetsInSequence.
packet.ReadPrimitive<int>(); popNetworkSegmentOfHeader(packet);
int messageType = packet.ReadPrimitive<int>(); int messageType = packet.ReadPrimitive<int>();
// Read packet ID // Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id m_PreviousPacketID = m_PacketID; // Set previous packet id
@@ -356,9 +351,9 @@ void Server::parseTCPConnect(Packet & packet)
LOG_INFO("Parsing connections"); LOG_INFO("Parsing connections");
// Check if player is already connected // Check if player is already connected
// Ska vara till lagd i TCPServer receive
PlayerID playerID = getPlayerIDFromEndpoint(); PlayerID playerID = getPlayerIDFromEndpoint();
if (playerID == -1) { if (playerID == -1) {
LOG_INFO("Server::parseTCPConnect: Not connected");
return; return;
} }
// Create a new player // Create a new player
@@ -381,7 +376,7 @@ void Server::parseTCPConnect(Packet & packet)
Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID); Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID);
// Write playerID to packet // Write playerID to packet
connnectPacket.WritePrimitive(playerID); connnectPacket.WritePrimitive(playerID);
m_Reliable.Send(connnectPacket); m_Reliable.Send(connnectPacket, m_ConnectedPlayers.at(playerID));
Packet firstSnapshot(MessageType::Snapshot); Packet firstSnapshot(MessageType::Snapshot);
addInputCommandsToPacket(firstSnapshot); addInputCommandsToPacket(firstSnapshot);
@@ -668,4 +663,4 @@ PlayerID Server::getPlayerIDFromEntityID(EntityID entityID)
} }
} }
return -1; return -1;
} }
+7 -24
View File
@@ -3,25 +3,14 @@
using namespace boost::asio::ip; using namespace boost::asio::ip;
TCPClient::TCPClient() TCPClient::TCPClient()
{ { }
}
TCPClient::~TCPClient() TCPClient::~TCPClient()
{ { }
}
bool TCPClient::Connect(std::string playerName, std::string address, int port) bool TCPClient::Connect(std::string playerName, std::string address, int port)
{ {
if (m_Socket) { if (!m_Socket) {
if (m_IsConnected) {
Packet packet(MessageType::Connect, m_SendPacketID);
packet.WriteString(playerName);
Send(packet);
LOG_INFO("Connect message sent again!");
}
return true;
}
else if (!m_IsConnected) {
boost::system::error_code error = boost::asio::error::host_not_found; boost::system::error_code error = boost::asio::error::host_not_found;
m_Endpoint = tcp::endpoint(boost::asio::ip::address::from_string(address), port); m_Endpoint = tcp::endpoint(boost::asio::ip::address::from_string(address), port);
m_Socket = std::unique_ptr<tcp::socket>(new tcp::socket(m_IOService)); m_Socket = std::unique_ptr<tcp::socket>(new tcp::socket(m_IOService));
@@ -36,9 +25,7 @@ bool TCPClient::Connect(std::string playerName, std::string address, int port)
Send(packet); Send(packet);
LOG_INFO("Connect message sent!"); LOG_INFO("Connect message sent!");
return true; return true;
} } else { // If error
// If error
else {
m_Socket->close(); m_Socket->close();
m_Socket = nullptr; m_Socket = nullptr;
return false; return false;
@@ -47,14 +34,10 @@ bool TCPClient::Connect(std::string playerName, std::string address, int port)
} }
void TCPClient::Disconnect() void TCPClient::Disconnect()
{ {
if (!m_IsConnected) {
return;
}
m_Socket->shutdown(boost::asio::ip::tcp::socket::shutdown_both); m_Socket->shutdown(boost::asio::ip::tcp::socket::shutdown_both);
m_Socket->close(); m_Socket->close();
m_Socket = nullptr; m_Socket = nullptr;
m_IsConnected = false;
} }
void TCPClient::Receive(Packet& packet) void TCPClient::Receive(Packet& packet)
@@ -66,7 +49,7 @@ void TCPClient::Receive(Packet& packet)
} }
size_t TCPClient::readBuffer() size_t TCPClient::readBuffer()
{ {
if (!m_Socket) { if (!m_Socket) {
return 0; return 0;
} }
@@ -92,7 +75,7 @@ size_t TCPClient::readBuffer()
while (sizeOfPacket > bytesReceived) { while (sizeOfPacket > bytesReceived) {
// Read the rest of the message // Read the rest of the message
bytesReceived += m_Socket->read_some(boost bytesReceived += m_Socket->read_some(boost
::asio::buffer((void*)(m_ReadBuffer), sizeOfPacket - bytesReceived), ::asio::buffer((void*)(m_ReadBuffer + bytesReceived), sizeOfPacket - bytesReceived),
error); error);
if (error) { if (error) {
//LOG_ERROR("receive: %s", error.message().c_str()); //LOG_ERROR("receive: %s", error.message().c_str());
+1
View File
@@ -48,6 +48,7 @@ void TCPServer::Send(Packet & packet, PlayerDefinition & playerDefinition)
{ {
packet.UpdateSize(); packet.UpdateSize();
try { try {
// Crashed once TCPSocket was NULL
int bytesSent = playerDefinition.TCPSocket->send( int bytesSent = playerDefinition.TCPSocket->send(
boost::asio::buffer(packet.Data(), packet.Size()), boost::asio::buffer(packet.Data(), packet.Size()),
0); 0);
+135 -10
View File
@@ -1,14 +1,13 @@
#include "Network/UDPClient.h" #include "Network/UDPClient.h"
#include "boost/asio/basic_datagram_socket.hpp"
using namespace boost::asio::ip; using namespace boost::asio::ip;
UDPClient::UDPClient() UDPClient::UDPClient()
{ { }
}
UDPClient::~UDPClient() UDPClient::~UDPClient()
{ { }
}
bool UDPClient::Connect(std::string playerName, std::string address, int port) bool UDPClient::Connect(std::string playerName, std::string address, int port)
{ {
@@ -18,22 +17,35 @@ bool UDPClient::Connect(std::string playerName, std::string address, int port)
m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address().from_string(address), port); m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address().from_string(address), port);
m_Socket = boost::shared_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService)); m_Socket = boost::shared_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService));
m_Socket->open(boost::asio::ip::udp::v4()); m_Socket->open(boost::asio::ip::udp::v4());
boost::asio::socket_base::receive_buffer_size option(m_SizeOfSocketBuffer);
m_Socket->set_option(option);
return true; return true;
} }
void UDPClient::Disconnect() void UDPClient::Disconnect()
{ {
m_Socket->shutdown(boost::asio::ip::tcp::socket::shutdown_both);
m_Socket->close();
m_Socket = nullptr;
m_LastReceivedSnapshotGroup = 0;
m_PacketSegmentMap.clear();
PacketID m_SendPacketID = 0;
} }
void UDPClient::Receive(Packet& packet) void UDPClient::Receive(Packet& packet)
{ {
int bytesRead = readBuffer(); int bytesRead = readBuffer();
if (bytesRead > 0) { if (bytesRead > 0) {
packet.ReconstructFromData(m_ReadBuffer, bytesRead); packet.ReconstructFromData(m_ReadBuffer, bytesRead);
} }
} }
void UDPClient::ReceivePackets()
{
readPartOfPacket();
}
int UDPClient::readBuffer() int UDPClient::readBuffer()
{ {
if (!m_Socket) { if (!m_Socket) {
@@ -41,9 +53,9 @@ int UDPClient::readBuffer()
} }
boost::system::error_code error; boost::system::error_code error;
// Read size of packet // Read size of packet
m_Socket->receive(boost m_Socket->receive(boost
::asio::buffer((void*)m_ReadBuffer, sizeof(int)), ::asio::buffer((void*)m_ReadBuffer, sizeof(int)),
boost::asio::ip::udp::socket::message_peek, error); boost::asio::ip::udp::socket::message_peek, error);
int sizeOfPacket = 0; int sizeOfPacket = 0;
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int)); memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
if (sizeOfPacket > m_Socket->available()) { if (sizeOfPacket > m_Socket->available()) {
@@ -72,6 +84,72 @@ int UDPClient::readBuffer()
return bytesReceived; return bytesReceived;
} }
void UDPClient::readPartOfPacket()
{
if (!m_Socket) {
return;
}
boost::system::error_code error;
// Peek header
m_Socket->receive(boost
::asio::buffer((void*)m_ReadBuffer, 5 * sizeof(int)),
boost::asio::ip::udp::socket::message_peek, error);
int sizeOfPacket = 0;
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
if (sizeOfPacket == 0) {
return;
}
int packetGroup = *reinterpret_cast<int*>(m_ReadBuffer + sizeof(int));
int packetGroupIndex = *reinterpret_cast<int*>(m_ReadBuffer + 2 * sizeof(int));
int packetGroupSize = *reinterpret_cast<int*>(m_ReadBuffer + 3 * sizeof(int));
//LOG_INFO("Packet group: %i. Group index: %i. Group size: %i. Packet size: %i.", packetGroup, packetGroupIndex, packetGroupSize, sizeOfPacket);
if (sizeOfPacket > m_Socket->available()) {
LOG_WARNING("UDPClient::readBuffer(): We haven't got the whole packet yet.");
// return;
}
// if the buffer is to small increase the size of it
boost::shared_ptr<char> packetData(new char[sizeOfPacket]);
// Read the message
size_t bytesReceived = m_Socket->receive_from(boost
::asio::buffer((void*)(packetData.get()),
sizeOfPacket),
m_ReceiverEndpoint, 0, error);
if (error) {
LOG_ERROR("UDPClient::readPartOfPacket: %s", error.message().c_str());
}
// Might want to do this earlier when i figure out a good way to
// remove data from network buffer.
if (hasReceivedPacket(packetGroup, packetGroupIndex)) {
return;
}
// If group exists
PacketMap::iterator it;
it = m_PacketSegmentMap.find(packetGroup);
if (it != m_PacketSegmentMap.end()) {
it->second.push_back(std::make_pair(packetGroupIndex, std::move(packetData)));
} else { // Create group and add element
m_PacketSegmentMap[packetGroup].push_back(std::make_pair(packetGroupIndex, std::move(packetData)));
}
return;
}
bool UDPClient::hasReceivedPacket(int packetGroup, int groupIndex)
{
PacketMap::iterator it;
it = m_PacketSegmentMap.find(packetGroup);
if (it != m_PacketSegmentMap.end()) {
const std::vector<std::pair<int, boost::shared_ptr<char>>>& loopPacketGroup = it->second;
for (size_t i = 0; i < loopPacketGroup.size(); i++) {
if (loopPacketGroup.at(i).first == groupIndex) {
return true;
}
}
}
return false;
}
void UDPClient::Send(Packet& packet) void UDPClient::Send(Packet& packet)
{ {
packet.UpdateSize(); packet.UpdateSize();
@@ -79,7 +157,7 @@ void UDPClient::Send(Packet& packet)
packet.Data(), packet.Data(),
packet.Size()), packet.Size()),
m_ReceiverEndpoint, 0); m_ReceiverEndpoint, 0);
} }
void UDPClient::Broadcast(Packet& packet, int port) void UDPClient::Broadcast(Packet& packet, int port)
{ {
@@ -95,8 +173,55 @@ void UDPClient::Broadcast(Packet& packet, int port)
bool UDPClient::IsSocketAvailable() bool UDPClient::IsSocketAvailable()
{ {
if (!m_Socket) { if (!m_Socket) {
return false; return false;
} }
return m_Socket->available(); return m_Socket->available();
} }
bool UDPClient::GetNextPacket(Packet & packet)
{
// A duplicate packet should not be present in the vector!
// Soo we will assume that this is true and only look if size
// of vector is correct.
PacketMap::iterator it = m_PacketSegmentMap.begin();
while (it != m_PacketSegmentMap.end()) {
// pair(Group index, packetData)
std::vector<std::pair<int, boost::shared_ptr<char>>>& currentVector = it->second;
Packet headerInfoPacket(currentVector.at(0).second.get(), packet.HeaderSize());
int groupSize = headerInfoPacket.GroupSize();
//LOG_INFO("UDPClient::GetNextPacket: Packet group : %i.Group index : %i.Group size : %i. lastReceivedSnapshotGroup: %i. MessageType(Ples 4): %i", headerInfoPacket.Group(), headerInfoPacket.GroupIndex(), groupSize, lastReceivedSnapshotGroup, headerInfoPacket.GetMessageType());
//LOG_INFO("UDPClient::GetNextPacket: Packet group : %i.lastReceivedSnapshotGroup: %i. MessageType(Ples 4): %i", headerInfoPacket.Group(), lastReceivedSnapshotGroup, headerInfoPacket.GetMessageType());
int mapSize = m_PacketSegmentMap.size();
if (mapSize > 5) {
it = m_PacketSegmentMap.erase(it);
LOG_INFO("The map is increasing in size, size is %i", mapSize);
continue;
}
if (headerInfoPacket.GetMessageType() == MessageType::Snapshot && m_LastReceivedSnapshotGroup > headerInfoPacket.Group()) {
it = m_PacketSegmentMap.erase(it);
continue;
//LOG_INFO("Deleted old entry");
}
if (currentVector.size() == groupSize) {
std::sort(currentVector.begin(), currentVector.end());
// Add the first packet in vector
packet.ReconstructFromData(currentVector.at(0).second.get(), packet.HeaderSize());
// Add the rest of the packets.
int sizeOfData = 0;
for (auto& packetSegment : currentVector) {
memcpy(&sizeOfData, packetSegment.second.get(), sizeof(int));
packet.WriteData(packetSegment.second.get() + packet.HeaderSize(), sizeOfData - packet.HeaderSize());
}
if (headerInfoPacket.GetMessageType() == MessageType::Snapshot) {
m_LastReceivedSnapshotGroup = packet.Group();
}
// No need to get next it as we are returning.
m_PacketSegmentMap.erase(it);
return true;
} else {
++it;
}
}
return false;
}
+95 -19
View File
@@ -12,34 +12,110 @@ UDPServer::UDPServer(int port)
UDPServer::~UDPServer() UDPServer::~UDPServer()
{ } { }
// TODO: Fix correct groups
void UDPServer::Send(Packet& packet, PlayerDefinition & playerDefinition) void UDPServer::Send(Packet& packet, PlayerDefinition& playerDefinition)
{ {
packet.UpdateSize(); packet.UpdateSize();
try { try {
int bytesSent = m_Socket->send_to( // Remove header from packet.
boost::asio::buffer(packet.Data(), packet.Size()), packet.ReadData(packet.HeaderSize());
playerDefinition.Endpoint, int totalBytesSent = 0;
0); int groupIndex = 1;
LOG_INFO("Size of packet is %i", bytesSent); int groupSize = std::ceil((float)packet.Size() / MAXPACKETSIZE);
int packetDataSent = 0;
int packetDataSize = packet.Size() - packet.HeaderSize();
while (packetDataSize > packetDataSent) {
Packet splitPacket(packet.GetMessageType(), playerDefinition.PacketID);
splitPacket.ChangeGroupIndex(groupIndex);
splitPacket.ChangeGroupSize(groupSize);
splitPacket.ChangeGroup(playerDefinition.PacketGroup);
int amountToSend = packetDataSize - packetDataSent;
if (amountToSend > MAXPACKETSIZE) {
amountToSend = MAXPACKETSIZE;
}
splitPacket.WriteData(packet.ReadData(amountToSend), amountToSend);
splitPacket.UpdateSize();
// Remove header size from bytes sent soo that we only
// count data in the packet
int bytesSent = 0;
bytesSent = m_Socket->send_to(
boost::asio::buffer(splitPacket.Data(), splitPacket.Size()),
playerDefinition.Endpoint,
0);
packetDataSent += bytesSent - splitPacket.HeaderSize();
totalBytesSent += bytesSent;
//LOG_INFO("bytesSent size %i, groupIndex: %i. Number of packets: %i", bytesSent, sequenceNumber, totalMessages);
++groupIndex;
}
playerDefinition.PacketGroup++;
} catch (const boost::system::system_error& e) { } catch (const boost::system::system_error& e) {
LOG_INFO(e.what()); LOG_INFO(e.what());
// TODO: Clean up invalid endpoints out of m_ConnectedPlayers later // TODO: Clean up invalid endpoints out of m_ConnectedPlayers later
playerDefinition.Endpoint = boost::asio::ip::udp::endpoint(); playerDefinition.Endpoint = boost::asio::ip::udp::endpoint();
} }
} }
void UDPServer::SendToConnectedPlayers(Packet& packet, std::map<PlayerID, PlayerDefinition>& playersTosendTo)
{
packet.UpdateSize();
// Remove header from packet.
packet.ReadData(packet.HeaderSize());
int totalBytesSent = 0;
int groupIndex = 1;
int groupSize = std::ceil((float)packet.Size() / MAXPACKETSIZE);
int packetDataSent = 0;
int packetDataSize = packet.Size() - packet.HeaderSize();
while (packetDataSize > packetDataSent) {
Packet splitPacket(packet.GetMessageType());
splitPacket.ChangeGroupIndex(groupIndex);
splitPacket.ChangeGroupSize(groupSize);
int amountToSend = packetDataSize - packetDataSent;
if (amountToSend > MAXPACKETSIZE) {
amountToSend = MAXPACKETSIZE;
}
splitPacket.WriteData(packet.ReadData(amountToSend), amountToSend);
splitPacket.UpdateSize();
// Remove header size from bytes sent soo that we only
// count data in the packet
int bytesSent = 0;
for (auto& kv : playersTosendTo) {
try {
splitPacket.ChangeGroup(kv.second.PacketGroup);
bytesSent = m_Socket->send_to(
boost::asio::buffer(splitPacket.Data(), splitPacket.Size()),
kv.second.Endpoint,
0);
// LOG_INFO("bytesSent: %i", bytesSent);
} catch (const boost::system::system_error& e) {
LOG_INFO("UDPServer::SendToConnectedPlayers: Disconnected client. %s", e.what());
// TODO: Clean up invalid endpoints out of m_ConnectedPlayers later
kv.second.Endpoint = boost::asio::ip::udp::endpoint();
}
}
packetDataSent += splitPacket.Size() - splitPacket.HeaderSize();
totalBytesSent += splitPacket.Size();
//LOG_INFO("bytesSent size %i, groupIndex: %i. Number of packets: %i", bytesSent, sequenceNumber, totalMessages);
++groupIndex;
}
for (auto& kv : playersTosendTo) {
kv.second.PacketGroup++;
}
}
// Send back to endpoint of received packet // Send back to endpoint of received packet
void UDPServer::Send(Packet & packet) void UDPServer::Send(Packet & packet)
{ {
packet.UpdateSize(); packet.UpdateSize();
size_t bytesSent = m_Socket->send_to( size_t bytesSent = m_Socket->send_to(
boost::asio::buffer( boost::asio::buffer(
packet.Data(), packet.Data(),
packet.Size()), packet.Size()),
m_ReceiverEndpoint, m_ReceiverEndpoint,
0); 0);
LOG_INFO("Size of packet is %i", bytesSent); //LOG_INFO("Size of packet is %i", bytesSent);
} }
// Broadcasting respond specific logic // Broadcasting respond specific logic
@@ -52,7 +128,7 @@ void UDPServer::Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint)
packet.Size()), packet.Size()),
endpoint, endpoint,
0); 0);
LOG_INFO("Size of packet is %i", bytesSent); //LOG_INFO("Size of packet is %i", bytesSent);
} }
// Broadcasting // Broadcasting
@@ -64,7 +140,7 @@ void UDPServer::Broadcast(Packet & packet, int port)
boost::asio::buffer( boost::asio::buffer(
packet.Data(), packet.Data(),
packet.Size()), packet.Size()),
boost::asio::ip::udp::endpoint(boost::asio::ip::address_v4().broadcast(),port), boost::asio::ip::udp::endpoint(boost::asio::ip::address_v4().broadcast(), port),
0); 0);
m_Socket->set_option(boost::asio::socket_base::broadcast(false)); m_Socket->set_option(boost::asio::socket_base::broadcast(false));
} }
@@ -91,7 +167,7 @@ int UDPServer::readBuffer()
int addasdasd = m_Socket->available(); int addasdasd = m_Socket->available();
boost::system::error_code error; boost::system::error_code error;
// Read size of packet // Read size of packet
m_Socket->receive_from(boost m_Socket->receive_from(boost
::asio::buffer((void*)m_ReadBuffer, sizeof(int)), ::asio::buffer((void*)m_ReadBuffer, sizeof(int)),
m_ReceiverEndpoint, boost::asio::ip::udp::socket::message_peek, error); m_ReceiverEndpoint, boost::asio::ip::udp::socket::message_peek, error);
unsigned int sizeOfPacket = 0; unsigned int sizeOfPacket = 0;
@@ -114,13 +190,13 @@ int UDPServer::readBuffer()
::asio::buffer((void*)(m_ReadBuffer), ::asio::buffer((void*)(m_ReadBuffer),
sizeOfPacket), sizeOfPacket),
m_ReceiverEndpoint, 0, error); m_ReceiverEndpoint, 0, error);
if (error) { if (error) {
//LOG_ERROR("receive: %s", error.message().c_str()); //LOG_ERROR("receive: %s", error.message().c_str());
} }
if (sizeOfPacket > 1000000) if (sizeOfPacket > 1000000)
LOG_WARNING("The packets received are bigger than 1MB"); LOG_WARNING("The packets received are bigger than 1MB");
return bytesReceived; return bytesReceived;
} }
void UDPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers) void UDPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
+3 -3
View File
@@ -127,12 +127,12 @@ void AnimationSystem::UpdateAnimations(double dt)
void AnimationSystem::UpdateWeights(double dt) void AnimationSystem::UpdateWeights(double dt)
{ {
for (auto it = m_AutoBlendQueues.begin(); it != m_AutoBlendQueues.end(); ) { for (auto it = m_AutoBlendQueues.begin(); it != m_AutoBlendQueues.end(); ) {
LOG_INFO("%s", it->first.Name().c_str()); /* LOG_INFO("%s", it->first.Name().c_str());
it->second.PrintQueue(); it->second.PrintQueue();*/
if(it->second.HasActiveBlendJob()) { if(it->second.HasActiveBlendJob()) {
AutoBlendQueue::AutoBlendJob& blendJob = it->second.GetActiveBlendJob(); AutoBlendQueue::AutoBlendJob& blendJob = it->second.GetActiveBlendJob();
LOG_INFO("%s", blendJob.RootNode.Name().c_str()); //LOG_INFO("%s", blendJob.RootNode.Name().c_str());
std::shared_ptr<BlendTree> blendTree = it->second.GetBlendTree(); std::shared_ptr<BlendTree> blendTree = it->second.GetBlendTree();
if (blendTree != nullptr) { if (blendTree != nullptr) {
if (blendJob.Duration != 0.0) { if (blendJob.Duration != 0.0) {
+7 -3
View File
@@ -97,14 +97,14 @@ void BlurHUD::ClearBuffer()
glClearStencil(0x00); glClearStencil(0x00);
glStencilMask(~0); glStencilMask(~0);
glDisable(GL_SCISSOR_TEST); glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_GaussianFrameBuffer_horiz.Unbind(); m_GaussianFrameBuffer_horiz.Unbind();
m_GaussianFrameBuffer_vert.Bind(); m_GaussianFrameBuffer_vert.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f); glClearColor(0.f, 0.f, 0.f, 0.f);
glClearStencil(0x00); glClearStencil(0x00);
glStencilMask(~0); glStencilMask(~0);
glDisable(GL_SCISSOR_TEST); glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_GaussianFrameBuffer_vert.Unbind(); m_GaussianFrameBuffer_vert.Unbind();
m_CombinedTextureBuffer.Bind(); m_CombinedTextureBuffer.Bind();
@@ -211,12 +211,16 @@ void BlurHUD::FillStencil(RenderScene& scene)
RenderState state; RenderState state;
state.BindFramebuffer(m_GaussianFrameBuffer_horiz.GetHandle()); state.BindFramebuffer(m_GaussianFrameBuffer_horiz.GetHandle());
state.Disable(GL_DEPTH_TEST); state.Enable(GL_DEPTH_TEST);
state.Enable(GL_CULL_FACE); state.Enable(GL_CULL_FACE);
state.Enable(GL_STENCIL_TEST); state.Enable(GL_STENCIL_TEST);
state.StencilFunc(GL_ALWAYS, 1, 0xFF); state.StencilFunc(GL_ALWAYS, 1, 0xFF);
state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
state.StencilMask(0xFF); state.StencilMask(0xFF);
state.AlphaFunc(GL_GEQUAL, 0.95f);
state.Enable(GL_ALPHA_TEST);
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality); glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
m_FillDepthStencilProgram->Bind(); m_FillDepthStencilProgram->Bind();
+116 -45
View File
@@ -12,6 +12,7 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
DrawBloomPass::~DrawBloomPass() { DrawBloomPass::~DrawBloomPass() {
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz); CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert); CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
CommonFunctions::DeleteTexture(&m_FinalGaussianTexture);
} }
void DrawBloomPass::InitializeTextures() void DrawBloomPass::InitializeTextures()
@@ -30,9 +31,8 @@ void DrawBloomPass::ChangeQuality(int quality)
if (m_Quality == 0) { if (m_Quality == 0) {
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz); CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert); CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
m_GaussianTexture_horiz = 0; CommonFunctions::DeleteTexture(&m_FinalGaussianTexture);
m_GaussianTexture_vert = 0;
return; return;
} }
InitializeTextures(); InitializeTextures();
@@ -62,22 +62,50 @@ void DrawBloomPass::InitializeShaderPrograms()
m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor"); m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor");
m_GaussianProgram_vert->Link(); m_GaussianProgram_vert->Link();
} }
m_GaussianCombineProgram = ResourceManager::Load<ShaderProgram>("#GaussianCombineProgram");
if (m_GaussianCombineProgram->GetHandle() == 0) {
m_GaussianCombineProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/CombineGaussianTexture.vert.glsl")));
m_GaussianCombineProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/CombineGaussianTexture.frag.glsl")));
m_GaussianCombineProgram->Compile();
m_GaussianCombineProgram->BindFragDataLocation(0, "fragmentColor");
m_GaussianCombineProgram->Link();
}
} }
void DrawBloomPass::InitializeBuffers() void DrawBloomPass::InitializeBuffers()
{ {
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); CommonFunctions::GenerateMipMapTexture(
&m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
, GL_RGB, GL_FLOAT, m_BloomLod);
CommonFunctions::GenerateMipMapTexture(
&m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
, GL_RGB, GL_FLOAT, m_BloomLod);
CommonFunctions::GenerateTexture(&m_FinalGaussianTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) { if (m_GaussianCombineBuffer.GetHandle() == 0) {
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0))); m_GaussianCombineBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_FinalGaussianTexture, GL_COLOR_ATTACHMENT0)));
} }
m_GaussianFrameBuffer_horiz.Generate(); m_GaussianCombineBuffer.Generate();
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); if(m_GaussianFrameBuffer_horiz == nullptr) {
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) { m_GaussianFrameBuffer_horiz = new FrameBuffer[m_BloomLod];
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0))); }
} if (m_GaussianFrameBuffer_vert == nullptr) {
m_GaussianFrameBuffer_vert.Generate(); m_GaussianFrameBuffer_vert = new FrameBuffer[m_BloomLod];
}
for (int i = 0; i < m_BloomLod; i++) {
if(m_GaussianFrameBuffer_horiz[i].GetHandle() == 0) {
m_GaussianFrameBuffer_horiz[i].AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0, i)));
}
m_GaussianFrameBuffer_horiz[i].Generate();
if (m_GaussianFrameBuffer_vert[i].GetHandle() == 0) {
m_GaussianFrameBuffer_vert[i].AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0, i)));
}
m_GaussianFrameBuffer_vert[i].Generate();
}
} }
@@ -87,33 +115,75 @@ void DrawBloomPass::ClearBuffer()
return; return;
} }
GLERROR("PRE"); GLERROR("PRE");
m_GaussianFrameBuffer_horiz.Bind(); for (int i = 0; i < m_BloomLod; i++) {
m_GaussianFrameBuffer_horiz[i].Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_GaussianFrameBuffer_horiz[i].Unbind();
m_GaussianFrameBuffer_vert[i].Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_GaussianFrameBuffer_vert[i].Unbind();
}
m_GaussianCombineBuffer.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f); glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
m_GaussianFrameBuffer_horiz.Unbind(); m_GaussianCombineBuffer.Unbind();
m_GaussianFrameBuffer_vert.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_GaussianFrameBuffer_vert.Unbind();
GLERROR("END"); GLERROR("END");
} }
void DrawBloomPass::Draw(GLuint texture) void DrawBloomPass::Draw(GLuint texture)
{
if (m_Quality == 0) {
return;
}
for (int i = 0; i < m_BloomLod; i++) {
GaussianLodPass(i, texture);
}
CombineGaussianBlur();
}
void DrawBloomPass::OnWindowResize()
{ {
if (m_Quality == 0) { if (m_Quality == 0) {
return; return;
} }
GLERROR("DrawBloomPass::Draw: Pre"); CommonFunctions::GenerateMipMapTexture(
&m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
, GL_RGB, GL_FLOAT, m_BloomLod);
CommonFunctions::GenerateMipMapTexture(
&m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
, GL_RGB, GL_FLOAT, m_BloomLod);
for (int i = 0; i < m_BloomLod; i++) {
m_GaussianFrameBuffer_vert[i].Generate();
m_GaussianFrameBuffer_horiz[i].Generate();
}
}
void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture)
{
GLERROR("DrawBloomPass::Draw: Pre");
glViewport(0, 0, m_Renderer->GetViewportSize().Width/(glm::pow(2, mipMap)), m_Renderer->GetViewportSize().Height/(glm::pow(2, mipMap)));
DrawBloomPassState state; DrawBloomPassState state;
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle(); GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle(); GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
m_GaussianProgram_vert->Bind();
glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), mipMap);
m_GaussianProgram_horiz->Bind();
glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), mipMap);
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer. //Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
m_GaussianFrameBuffer_horiz.Bind(); m_GaussianFrameBuffer_horiz[mipMap].Bind();
m_GaussianProgram_horiz->Bind();
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture); glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(m_ScreenQuad->VAO); glBindVertexArray(m_ScreenQuad->VAO);
@@ -123,55 +193,56 @@ void DrawBloomPass::Draw(GLuint texture)
//Iterate some times to make it more gaussian. //Iterate some times to make it more gaussian.
for (int i = 1; i < m_Iterations; i++) { for (int i = 1; i < m_Iterations; i++) {
//Vertical pass //Vertical pass
m_GaussianFrameBuffer_vert.Bind(); m_GaussianFrameBuffer_vert[mipMap].Bind();
m_GaussianProgram_vert->Bind(); m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//horizontal pass //horizontal pass
m_GaussianFrameBuffer_vert.Unbind(); m_GaussianFrameBuffer_vert[mipMap].Unbind();
m_GaussianFrameBuffer_horiz.Bind(); m_GaussianFrameBuffer_horiz[mipMap].Bind();
m_GaussianProgram_horiz->Bind(); m_GaussianProgram_horiz->Bind();
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
m_GaussianFrameBuffer_horiz.Unbind(); m_GaussianFrameBuffer_horiz[mipMap].Unbind();
} }
//final vertical gaussian after the iterations are done //final vertical gaussian after the iterations are done
m_GaussianFrameBuffer_vert.Bind(); m_GaussianFrameBuffer_vert[mipMap].Bind();
m_GaussianProgram_vert->Bind(); m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
GLERROR("DrawBloomPass::Draw: END"); GLERROR("DrawBloomPass::Draw: END");
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
m_GaussianFrameBuffer_vert[mipMap].Unbind();
} }
void DrawBloomPass::CombineGaussianBlur()
void DrawBloomPass::OnWindowResize()
{ {
if (m_Quality == 0) { m_GaussianCombineBuffer.Bind();
return; m_GaussianCombineProgram->Bind();
} glUniform1i(glGetUniformLocation(m_GaussianCombineProgram->GetHandle(), "MaxMipMap"), m_BloomLod);
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_vert.Generate(); glActiveTexture(GL_TEXTURE0);
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
m_GaussianFrameBuffer_horiz.Generate(); glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
} }
+20 -6
View File
@@ -32,9 +32,9 @@ void DrawFinalPass::InitializeTextures()
void DrawFinalPass::InitializeFrameBuffers() void DrawFinalPass::InitializeFrameBuffers()
{ {
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); //GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4); //GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT); //GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
@@ -311,6 +311,8 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
GLERROR("TransparentObjects"); GLERROR("TransparentObjects");
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
stateSprite->Enable(GL_DEPTH_TEST); stateSprite->Enable(GL_DEPTH_TEST);
//stateSprite->AlphaFunc(GL_GEQUAL, 0.05f);
//stateSprite->Enable(GL_ALPHA_TEST);
DrawSprites(scene.Jobs.SpriteJob, scene); DrawSprites(scene.Jobs.SpriteJob, scene);
GLERROR("SpriteJobs"); GLERROR("SpriteJobs");
@@ -343,8 +345,8 @@ void DrawFinalPass::OnWindowResize()
//InitializeFrameBuffers(); //InitializeFrameBuffers();
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST, CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8); glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_FinalPassFrameBuffer.Generate(); m_FinalPassFrameBuffer.Generate();
GLERROR("Error changing texture resolutions"); GLERROR("Error changing texture resolutions");
@@ -1269,23 +1271,34 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position())); glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
RenderState* jobState = new RenderState();
for(auto& job : jobs) { for(auto& job : jobs) {
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job); auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
RenderState jobState;
if (spriteJob) { if (spriteJob) {
if(spriteJob->Depth == 0) { if(spriteJob->Depth == 0) {
jobState.Disable(GL_DEPTH_TEST); jobState->Disable(GL_DEPTH_TEST);
} }
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix)); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix));
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color)); glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor)); glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage); glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
glUniform1f(glGetUniformLocation(shaderHandle, "ScaleX"), spriteJob->ScaleX);
glUniform1f(glGetUniformLocation(shaderHandle, "ScaleY"), spriteJob->ScaleY);
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
if (spriteJob->DiffuseTexture != nullptr) { if (spriteJob->DiffuseTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture); glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture);
if (spriteJob->Linear) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} else {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
} else { } else {
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture); glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
} }
@@ -1303,6 +1316,7 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int))); glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
} }
} }
delete jobState;
// m_SpriteProgram->Unbind(); // m_SpriteProgram->Unbind();
} }
@@ -10,6 +10,8 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
Enable(GL_DEPTH_TEST); Enable(GL_DEPTH_TEST);
DepthMask(GL_TRUE); DepthMask(GL_TRUE);
Enable(GL_CULL_FACE); Enable(GL_CULL_FACE);
Enable(GL_ALPHA_TEST);
AlphaFunc(GL_GEQUAL, 0.05f);
// Enable(GL_STENCIL_TEST); // Enable(GL_STENCIL_TEST);
// StencilFunc(GL_NOTEQUAL, 1, 0xFF); // StencilFunc(GL_NOTEQUAL, 1, 0xFF);
// StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); // StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+3 -2
View File
@@ -2,11 +2,12 @@
#include "Rendering/FrameBuffer.h" #include "Rendering/FrameBuffer.h"
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment) BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod)
{ {
m_ResourceHandle = resourceHandle; m_ResourceHandle = resourceHandle;
m_ResourceType = resourceType; m_ResourceType = resourceType;
m_Attachment = attachment; m_Attachment = attachment;
m_MipMapLod = mipMapLod;
} }
Texture2D::~Texture2D() Texture2D::~Texture2D()
@@ -58,7 +59,7 @@ void FrameBuffer::Generate()
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) { for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
switch ((*it)->m_ResourceType) { switch ((*it)->m_ResourceType) {
case GL_TEXTURE_2D: case GL_TEXTURE_2D:
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0); glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, (*it)->m_MipMapLod);
GLERROR("FrameBuffer generate: glFramebufferTexture2D"); GLERROR("FrameBuffer generate: glFramebufferTexture2D");
break; break;
case GL_RENDERBUFFER: case GL_RENDERBUFFER:
@@ -42,6 +42,15 @@ void LightCullingPass::SetSSBOSizes()
{ {
m_NumberOfTiles = (int)(m_Renderer->GetViewportSize().Width/TILE_SIZE) * (int)(m_Renderer->GetViewportSize().Height/TILE_SIZE); m_NumberOfTiles = (int)(m_Renderer->GetViewportSize().Width/TILE_SIZE) * (int)(m_Renderer->GetViewportSize().Height/TILE_SIZE);
if (m_Frustums != nullptr) {
delete[] m_Frustums;
}
if (m_LightGrid != nullptr) {
delete[] m_LightGrid;
}
if (m_LightIndex != nullptr) {
delete[] m_LightIndex;
}
m_Frustums = new Frustum[m_NumberOfTiles]; m_Frustums = new Frustum[m_NumberOfTiles];
m_LightGrid = new LightGrid[m_NumberOfTiles]; m_LightGrid = new LightGrid[m_NumberOfTiles];
m_LightIndex = new float[m_NumberOfTiles*MAX_LIGHTS_PER_TILE]; m_LightIndex = new float[m_NumberOfTiles*MAX_LIGHTS_PER_TILE];
+2 -2
View File
@@ -24,7 +24,7 @@ void PickingPass::InitializeTextures()
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE); glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST, CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT); glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
} }
void PickingPass::InitializeFrameBuffers() void PickingPass::InitializeFrameBuffers()
@@ -219,7 +219,7 @@ void PickingPass::Draw(RenderScene& scene)
m_PickingSkinnedProgram->Bind(); m_PickingSkinnedProgram->Bind();
lastShader = m_PickingSkinnedProgram->GetHandle(); lastShader = m_PickingSkinnedProgram->GetHandle();
} }
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix)); glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
+10 -2
View File
@@ -9,10 +9,11 @@ RenderSystem::RenderSystem(SystemParams params, const IRenderer* renderer, Rende
, m_Octree(frustumCullOctree) , m_Octree(frustumCullOctree)
{ {
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera); EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
EVENT_SUBSCRIBE_MEMBER(m_EResolutionChanged, &RenderSystem::OnResolutionChanged);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand); EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &RenderSystem::OnPlayerSpawned); EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &RenderSystem::OnPlayerSpawned);
m_Camera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f); m_Camera = new Camera((float)m_Renderer->GetViewportSize().Width / m_Renderer->GetViewportSize().Height, glm::radians(45.f), 0.01f, 5000.f);
} }
RenderSystem::~RenderSystem() RenderSystem::~RenderSystem()
@@ -20,11 +21,18 @@ RenderSystem::~RenderSystem()
delete m_Camera; delete m_Camera;
} }
bool RenderSystem::OnResolutionChanged(Events::ResolutionChanged& e)
{
// Update camera aspect ration on resolution change
m_Camera->SetAspectRatio((float)e.NewResolution.Width / e.NewResolution.Height);
return true;
}
bool RenderSystem::OnSetCamera(Events::SetCamera& e) bool RenderSystem::OnSetCamera(Events::SetCamera& e)
{ {
ComponentWrapper cTransform = e.CameraEntity["Transform"]; ComponentWrapper cTransform = e.CameraEntity["Transform"];
ComponentWrapper cCamera = e.CameraEntity["Camera"]; ComponentWrapper cCamera = e.CameraEntity["Camera"];
m_Camera->SetFOV((double)cCamera["FOV"]); m_Camera->SetFOV(glm::radians((double)cCamera["FOV"]));
m_Camera->SetNearClip((double)cCamera["NearClip"]); m_Camera->SetNearClip((double)cCamera["NearClip"]);
m_Camera->SetFarClip((double)cCamera["FarClip"]); m_Camera->SetFarClip((double)cCamera["FarClip"]);
m_Camera->SetPosition(cTransform["Position"]); m_Camera->SetPosition(cTransform["Position"]);
+43 -8
View File
@@ -36,16 +36,24 @@ void Renderer::Initialize()
m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker); m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
} }
void Renderer::glfwWindowSizeCallback(GLFWwindow* window, int width, int height)
{
m_WindowToRenderer[window]->setWindowSize(Rectangle(width, height));
}
void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height) void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height)
{ {
glViewport(0, 0, width, height); m_WindowToRenderer[window]->updateFramebufferSize();
Renderer* currentRenderer = m_WindowToRenderer[window]; }
currentRenderer->m_ViewportSize = Rectangle(width, height);
currentRenderer->m_PickingPass->OnWindowResize(); void Renderer::SetResolution(const Rectangle& resolution)
currentRenderer->m_DrawFinalPass->OnWindowResize(); {
currentRenderer->m_LightCullingPass->OnWindowResize(); m_Resolution = resolution;
currentRenderer->m_DrawBloomPass->OnWindowResize();
currentRenderer->m_SSAOPass->OnWindowResize(); if (m_Window != nullptr) {
setWindowSize(resolution);
updateFramebufferSize();
}
} }
void Renderer::InitializeWindow() void Renderer::InitializeWindow()
@@ -67,6 +75,7 @@ void Renderer::InitializeWindow()
LOG_ERROR("GLFW: Failed to create window"); LOG_ERROR("GLFW: Failed to create window");
exit(EXIT_FAILURE); exit(EXIT_FAILURE);
} }
glfwSetWindowSizeCallback(m_Window, &glfwWindowSizeCallback);
glfwSetFramebufferSizeCallback(m_Window, &glfwFrameBufferCallback); glfwSetFramebufferSizeCallback(m_Window, &glfwFrameBufferCallback);
glfwMakeContextCurrent(m_Window); glfwMakeContextCurrent(m_Window);
@@ -111,6 +120,31 @@ void Renderer::InputUpdate(double dt)
} }
void Renderer::setWindowSize(Rectangle size)
{
m_Resolution = size;
glfwSetWindowSize(m_Window, size.Width, size.Height);
}
void Renderer::updateFramebufferSize()
{
Events::ResolutionChanged e;
e.OldResolution = m_ViewportSize;
int width, height;
glfwGetFramebufferSize(m_Window, &width, &height);
glViewport(0, 0, width, height);
m_ViewportSize = Rectangle(width, height);
m_PickingPass->OnWindowResize();
m_DrawFinalPass->OnWindowResize();
m_LightCullingPass->OnWindowResize();
m_DrawBloomPass->OnWindowResize();
m_SSAOPass->OnWindowResize();
e.NewResolution = m_ViewportSize;
m_EventBroker->Publish(e);
}
void Renderer::Update(double dt) void Renderer::Update(double dt)
{ {
m_EventBroker->Process<Renderer>(); m_EventBroker->Process<Renderer>();
@@ -263,6 +297,7 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
GLERROR("Texture initialization failed"); GLERROR("Texture initialization failed");
} }
void Renderer::InitializeRenderPasses() void Renderer::InitializeRenderPasses()
{ {
m_PickingPass = new PickingPass(this, m_EventBroker); m_PickingPass = new PickingPass(this, m_EventBroker);
+6 -6
View File
@@ -233,6 +233,11 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle(); GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle(); GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
m_GaussianProgram_vert->Bind();
glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), 0);
m_GaussianProgram_horiz->Bind();
glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), 0);
m_GaussianFrameBuffer_horiz.Bind(); m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind(); m_GaussianProgram_horiz->Bind();
@@ -252,8 +257,6 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz); glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1 glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//horizontal pass //horizontal pass
@@ -265,8 +268,6 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_Gaussian_vert); glBindTexture(GL_TEXTURE_2D, m_Gaussian_vert);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1 glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
m_GaussianFrameBuffer_horiz.Unbind(); m_GaussianFrameBuffer_horiz.Unbind();
@@ -279,8 +280,7 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz); glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1 glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
+55 -3
View File
@@ -156,7 +156,12 @@ void ShadowPass::InitializeShaderPrograms()
m_ShadowProgram->BindFragDataLocation(0, "ShadowMap"); m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
m_ShadowProgram->Link(); m_ShadowProgram->Link();
m_ShadowProgramSkinned = ResourceManager::Load<ShaderProgram>("#ShadowProgramSkinned");
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowSkinned.vert.glsl")));
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
m_ShadowProgramSkinned->Compile();
m_ShadowProgramSkinned->BindFragDataLocation(0, "ShadowMap");
m_ShadowProgramSkinned->Link();
} }
void ShadowPass::ClearBuffer() void ShadowPass::ClearBuffer()
@@ -212,8 +217,7 @@ void ShadowPass::Draw(RenderScene & scene)
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle()); ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
m_ShadowProgram->Bind();
GLuint shaderHandle = m_ShadowProgram->GetHandle();
glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight); glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
for (int i = 0; i < m_CurrentNrOfSplits; i++) { for (int i = 0; i < m_CurrentNrOfSplits; i++) {
@@ -221,7 +225,11 @@ void ShadowPass::Draw(RenderScene & scene)
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
GLuint shaderHandle;
for (auto &job : scene.Jobs.DirectionalLight) { for (auto &job : scene.Jobs.DirectionalLight) {
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job); auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
if (directionalLightJob) { if (directionalLightJob) {
@@ -232,9 +240,19 @@ void ShadowPass::Draw(RenderScene & scene)
//RadiusToLightspace(m_shadowFrusta[i]); //RadiusToLightspace(m_shadowFrusta[i]);
m_LightProjection[i] = glm::ortho(m_shadowFrusta[i].LRBT[LEFT], m_shadowFrusta[i].LRBT[RIGHT], m_shadowFrusta[i].LRBT[BOTTOM], m_shadowFrusta[i].LRBT[TOP], m_NearFarPlane[NEAR], m_NearFarPlane[FAR]); m_LightProjection[i] = glm::ortho(m_shadowFrusta[i].LRBT[LEFT], m_shadowFrusta[i].LRBT[RIGHT], m_shadowFrusta[i].LRBT[BOTTOM], m_shadowFrusta[i].LRBT[TOP], m_NearFarPlane[NEAR], m_NearFarPlane[FAR]);
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i])); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i])); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
GLERROR("ShadowLight ERROR"); GLERROR("ShadowLight ERROR");
for (auto &objectJob : scene.Jobs.OpaqueObjects) { for (auto &objectJob : scene.Jobs.OpaqueObjects) {
@@ -245,6 +263,23 @@ void ShadowPass::Draw(RenderScene & scene)
continue; continue;
} }
if(modelJob->Model->IsSkinned()) {
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f); glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
@@ -265,6 +300,23 @@ void ShadowPass::Draw(RenderScene & scene)
continue; continue;
} }
if (modelJob->Model->IsSkinned()) {
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a); glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
+3 -3
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@@ -3,9 +3,9 @@
TextureSprite::TextureSprite(std::string path) TextureSprite::TextureSprite(std::string path)
:Texture(path) :Texture(path)
{ {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLERROR("Texture load"); GLERROR("Texture load");
} }
@@ -25,10 +25,12 @@ void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
{ {
glDeleteTextures(1, texture);
glGenTextures(1, texture); glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture); glBindTexture(GL_TEXTURE_2D, *texture);
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y); glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture); //glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, NULL);
GLERROR("MipMap Texture glTexSubImage2D failed");
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
@@ -36,10 +36,6 @@ ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer*
unsigned char pdata[3]; unsigned char pdata[3];
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata); glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata);
GLERROR("glReadPixels(pdata) Error"); GLERROR("glReadPixels(pdata) Error");
PickDataBuffer->Unbind();
GLERROR("Unbind Error");
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
GLERROR("glBindFramebuffer(DepthBuffer) Error");
float depthData; float depthData;
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData); glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);
GLERROR("glReadPixels(depthData) Error"); GLERROR("glReadPixels(depthData) Error");
+12 -4
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@@ -108,10 +108,10 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
//change what model is displaying (change all in case 2 capturepoints has been captured on the same frame) //change what model is displaying (change all in case 2 capturepoints has been captured on the same frame)
for (int i = 0; i < m_NumberOfCapturePoints; i++) { for (int i = 0; i < m_NumberOfCapturePoints; i++) {
auto owner = (int)m_CapturePointNumberToEntityMap[i]["Team"]["Team"]; auto owner = (int)m_CapturePointNumberToEntityMap[i]["Team"]["Team"];
if (m_CapturePointNumberToEntityMap[i].FirstChildByName("Red").ID != EntityID_Invalid) { if (m_CapturePointNumberToEntityMap[i].FirstChildByName("Red").Valid()) {
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Red")["Model"]["Visible"] = owner == redTeam ? true : false; ChangeCapturePointModelsVisibility(m_CapturePointNumberToEntityMap[i].FirstChildByName("Red"), owner == redTeam);
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Blue")["Model"]["Visible"] = owner == blueTeam ? true : false; ChangeCapturePointModelsVisibility(m_CapturePointNumberToEntityMap[i].FirstChildByName("Blue"), owner == blueTeam);
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Spectator")["Model"]["Visible"] = owner == spectatorTeam ? true : false; ChangeCapturePointModelsVisibility(m_CapturePointNumberToEntityMap[i].FirstChildByName("Spectator"), owner == spectatorTeam);
} }
} }
//save the next cap points and publish the captured event //save the next cap points and publish the captured event
@@ -232,6 +232,14 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
} }
void CapturePointSystem::ChangeCapturePointModelsVisibility(EntityWrapper &capturePointModels, bool isOwner) {
(bool&)capturePointModels["Model"]["Visible"] = isOwner;
for (auto& capModel : capturePointModels.ChildrenWithComponent("Model"))
{
(bool&)capModel["Model"]["Visible"] = isOwner;
}
}
bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e) bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e)
{ {
//personEntered = e.Entity, thingEntered = e.Trigger //personEntered = e.Entity, thingEntered = e.Trigger
+15 -1
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@@ -8,6 +8,7 @@ SpectatorCameraSystem::SpectatorCameraSystem(SystemParams params)
, m_PickedTeam(-1) , m_PickedTeam(-1)
{ {
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &SpectatorCameraSystem::OnInputCommand); EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &SpectatorCameraSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EDisconnect, &SpectatorCameraSystem::OnDisconnect);
} }
void SpectatorCameraSystem::Update(double dt) void SpectatorCameraSystem::Update(double dt)
@@ -87,4 +88,17 @@ bool SpectatorCameraSystem::OnInputCommand(const Events::InputCommand& e)
} }
return true; return true;
} }
bool SpectatorCameraSystem::OnDisconnect(const Events::PlayerDisconnected& e)
{
// If local player gets disconnected, they should be set to
// the spectator camera next time a map loads that has one.
if (e.Entity == LocalPlayer.ID) {
m_CamSetToTeamPick = false;
// They will also be set to menu, so unlock mouse just in case they were in game with locked mouse.
Events::UnlockMouse unlock;
m_EventBroker->Publish(unlock);
}
return true;
}