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Author SHA1 Message Date
Teejoon 09249c970a Commitiing assets 2016-02-24 17:42:55 +01:00
124 changed files with 1227 additions and 2907 deletions
+1 -1
Submodule assets updated: 10a611659d...651f65a98d
@@ -24,7 +24,6 @@ public:
private: private:
Octree<EntityAABB>* m_Octree; Octree<EntityAABB>* m_Octree;
std::vector<EntityAABB> m_OctreeResult; std::vector<EntityAABB> m_OctreeResult;
std::unordered_map<EntityWrapper, glm::vec3> m_PrevPositions;
}; };
#endif #endif
-6
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@@ -29,22 +29,16 @@ struct EntityWrapper
EntityWrapper Parent(); EntityWrapper Parent();
EntityWrapper FirstChildByName(const std::string& name); EntityWrapper FirstChildByName(const std::string& name);
EntityWrapper FirstParentWithComponent(const std::string& componentType); EntityWrapper FirstParentWithComponent(const std::string& componentType);
EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid);
std::vector<EntityWrapper> ChildrenWithComponent(const std::string& componentType);
void DeleteChildren();
bool IsChildOf(EntityWrapper potentialParent); bool IsChildOf(EntityWrapper potentialParent);
bool Valid() const; bool Valid() const;
ComponentWrapper operator[](const char* componentName); ComponentWrapper operator[](const char* componentName);
ComponentWrapper operator[](const std::string& componentName);
bool operator==(const EntityWrapper& e) const; bool operator==(const EntityWrapper& e) const;
bool operator!=(const EntityWrapper& e) const; bool operator!=(const EntityWrapper& e) const;
explicit operator EntityID() const; explicit operator EntityID() const;
private: private:
EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent); EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent);
EntityWrapper cloneRecursive(EntityWrapper entity, EntityWrapper parent);
void childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent);
}; };
namespace std namespace std
+1 -1
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@@ -68,7 +68,7 @@ protected:
const std::string m_ComponentType; const std::string m_ComponentType;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) = 0; virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) = 0;
}; };
class ImpureSystem : public virtual System class ImpureSystem : public virtual System
+1 -1
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@@ -40,7 +40,7 @@ public:
// Change the parent of an entity // Change the parent of an entity
void SetParent(EntityID entity, EntityID parent); void SetParent(EntityID entity, EntityID parent);
// Get children of an entity // Get children of an entity
const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> GetDirectChildren(EntityID entity); const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> GetChildren(EntityID entity);
// Get all component pools // Get all component pools
const std::unordered_map<std::string, ComponentPool*>& GetComponentPools() const { return m_ComponentPools; } const std::unordered_map<std::string, ComponentPool*>& GetComponentPools() const { return m_ComponentPools; }
// Get the entity children map // Get the entity children map
-8
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@@ -73,12 +73,6 @@ public:
// Called when the user means to rename an entity. // Called when the user means to rename an entity.
typedef std::function<void(EntityWrapper, const std::string&)> OnEntityChangeName_t; typedef std::function<void(EntityWrapper, const std::string&)> OnEntityChangeName_t;
void SetEntityChangeNameCallback(OnEntityChangeName_t f) { m_OnEntityChangeName = f; } void SetEntityChangeNameCallback(OnEntityChangeName_t f) { m_OnEntityChangeName = f; }
// Called when the user pastes an entity previously "copied"
// @param EntityWrapper The entity to copy
// @param EntityWrapper The entity to parent the new copy to
// @return The new copy of the entity
typedef std::function<EntityWrapper(EntityWrapper, EntityWrapper)> OnEntityPaste_t;
void SetEntityPasteCallback(OnEntityPaste_t f) { m_OnEntityPaste = f; }
// Called when the user means to attach a new component to an entity. // Called when the user means to attach a new component to an entity.
typedef std::function<void(EntityWrapper, const std::string&)> OnComponentAttach_t; typedef std::function<void(EntityWrapper, const std::string&)> OnComponentAttach_t;
void SetComponentAttachCallback(OnComponentAttach_t f) { m_OnComponentAttach = f; } void SetComponentAttachCallback(OnComponentAttach_t f) { m_OnComponentAttach = f; }
@@ -117,7 +111,6 @@ private:
std::string m_DroppedFile = ""; std::string m_DroppedFile = "";
bool m_Paused = false; bool m_Paused = false;
bool m_MouseLocked = false; bool m_MouseLocked = false;
EntityWrapper m_CopyTarget = EntityWrapper::Invalid;
// Callbacks // Callbacks
OnEntitySelectedCallback_t m_OnEntitySelected = nullptr; OnEntitySelectedCallback_t m_OnEntitySelected = nullptr;
@@ -131,7 +124,6 @@ private:
OnComponentDelete_t m_OnComponentDelete = nullptr; OnComponentDelete_t m_OnComponentDelete = nullptr;
OnWidgetMode_t m_OnWidgetMode = nullptr; OnWidgetMode_t m_OnWidgetMode = nullptr;
OnWidgetSpace_t m_OnWidgetSpace = nullptr; OnWidgetSpace_t m_OnWidgetSpace = nullptr;
OnEntityPaste_t m_OnEntityPaste = nullptr;
// Events // Events
EventRelay<EditorGUI, Events::KeyDown> m_EKeyDown; EventRelay<EditorGUI, Events::KeyDown> m_EKeyDown;
-1
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@@ -56,7 +56,6 @@ private:
void OnEntityDelete(EntityWrapper entity); void OnEntityDelete(EntityWrapper entity);
void OnEntityChangeParent(EntityWrapper entity, EntityWrapper parent); void OnEntityChangeParent(EntityWrapper entity, EntityWrapper parent);
void OnEntityChangeName(EntityWrapper entity, const std::string& name); void OnEntityChangeName(EntityWrapper entity, const std::string& name);
EntityWrapper OnEntityPaste(EntityWrapper entityToCopy, EntityWrapper parent);
void OnComponentAttach(EntityWrapper entity, const std::string& componentType); void OnComponentAttach(EntityWrapper entity, const std::string& componentType);
void OnComponentDelete(EntityWrapper entity, const std::string& componentType); void OnComponentDelete(EntityWrapper entity, const std::string& componentType);
void OnWidgetSpace(EditorGUI::WidgetSpace widgetSpace); void OnWidgetSpace(EditorGUI::WidgetSpace widgetSpace);
@@ -27,7 +27,7 @@ public:
virtual bool OnCommand(const Events::InputCommand& e) override; virtual bool OnCommand(const Events::InputCommand& e) override;
virtual void Reset(); virtual void Reset();
void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer); void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer);
virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; } virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; } virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
@@ -41,6 +41,7 @@ protected:
bool m_Crouching = false; bool m_Crouching = false;
//assault dash membervariables - needed to calculate the doubletap- and dashlogic //assault dash membervariables - needed to calculate the doubletap- and dashlogic
double m_AssaultDashDoubleTapDeltaTime = 0.0; double m_AssaultDashDoubleTapDeltaTime = 0.0;
double m_AssaultDashCoolDownTimer = 0.0;
//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable), //i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
//and its very unlikely that someone wants to change that value //and its very unlikely that someone wants to change that value
const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f; const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
@@ -190,21 +191,21 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
} }
template <typename EventContext> template <typename EventContext>
void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer) { void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer) {
m_AssaultDashDoubleTapDeltaTime += dt; m_AssaultDashDoubleTapDeltaTime += dt;
assaultDashCoolDownTimer -= dt; m_AssaultDashCoolDownTimer -= dt;
//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work) //cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
if (assaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) { if (m_AssaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
m_PlayerIsDashing = true; m_PlayerIsDashing = true;
} else { } else {
m_PlayerIsDashing = false; m_PlayerIsDashing = false;
} }
//dashing with shift //dashing with shift
if (m_ShiftDashing && assaultDashCoolDownTimer <= 0.0f) { if (m_ShiftDashing && m_AssaultDashCoolDownTimer <= 0.0f) {
//player is dashing with shift //player is dashing with shift
//the wanted-direction is set in playermovement already so we dont need to check what direction we want to dash in! //the wanted-direction is set in playermovement already so we dont need to check what direction we want to dash in!
assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer; m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
m_AssaultDashDoubleTapped = true; m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f; m_AssaultDashDoubleTapDeltaTime = 0.f;
return; return;
@@ -226,7 +227,7 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
} }
m_ValidDoubleTap = false; m_ValidDoubleTap = false;
if (!(assaultDashCoolDownTimer <= 0.0f)) { if (!(m_AssaultDashCoolDownTimer <= 0.0f)) {
//if we cant dash at the moment, then just reset the tap-sensitivity-timer //if we cant dash at the moment, then just reset the tap-sensitivity-timer
m_AssaultDashDoubleTapDeltaTime = 0.f; m_AssaultDashDoubleTapDeltaTime = 0.f;
return; return;
@@ -234,7 +235,7 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
//ok, we have a valid tap, lets do it //ok, we have a valid tap, lets do it
m_AssaultDashDoubleTapped = true; m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f; m_AssaultDashDoubleTapDeltaTime = 0.f;
assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer; m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
Events::DashAbility e; Events::DashAbility e;
m_EventBroker->Publish(e); m_EventBroker->Publish(e);
+5 -31
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@@ -19,26 +19,11 @@
#include "Core/World.h" #include "Core/World.h"
#include "Core/EventBroker.h" #include "Core/EventBroker.h"
#include "Core/ConfigFile.h" #include "Core/ConfigFile.h"
#include "Core/EPlayerDeath.h"
#include "Input/EInputCommand.h" #include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h" #include "Core/EPlayerDamage.h"
#include "../Game/Events/EDoubleJump.h"
#include "Network/EInterpolate.h" #include "Network/EInterpolate.h"
#include "Network/SnapshotFilter.h" #include "Network/SnapshotFilter.h"
#include "Core/EPlayerSpawned.h" #include "Core/EPlayerSpawned.h"
#include "Network/ESearchForServers.h"
struct ServerInfo
{
ServerInfo(std::string a, int b, std::string c, int d)
{
Address = a; Port = b; Name = c; PlayersConnected = d;
}
std::string Address = "";
int Port = 0;
std::string Name = "";
int PlayersConnected = 0;
};
class Client : public Network class Client : public Network
{ {
@@ -49,9 +34,7 @@ public:
void Connect(std::string address, int port); void Connect(std::string address, int port);
void Update() override; void Update() override;
private:
UDPClient m_Unreliable;
TCPClient m_Reliable;
std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents; std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
void parseSpawnEvents(); void parseSpawnEvents();
// Save for children // Save for children
@@ -99,13 +82,10 @@ private:
void parseTCPConnect(Packet& packet); void parseTCPConnect(Packet& packet);
void parsePlayerConnected(Packet& packet); void parsePlayerConnected(Packet& packet);
void parsePing(); void parsePing();
void parseServerlist(Packet& packet);
void parseKick(); void parseKick();
void parsePlayersSpawned(Packet& packet); void parsePlayersSpawned(Packet& packet);
void parseEntityDeletion(Packet& packet); void parseEntityDeletion(Packet& packet);
void parsePlayerDamage(Packet& packet);
void parseComponentDeletion(Packet& packet); void parseComponentDeletion(Packet& packet);
void parseDoubleJump(Packet& packet);
void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType); void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
void parseSnapshot(Packet& packet); void parseSnapshot(Packet& packet);
void identifyPacketLoss(); void identifyPacketLoss();
@@ -114,7 +94,6 @@ private:
void sendInputCommands(); void sendInputCommands();
void sendLocalPlayerTransform(); void sendLocalPlayerTransform();
void becomePlayer(); void becomePlayer();
void displayServerlist();
// Mapping Logic // Mapping Logic
// Returns if local EntityID exist in map // Returns if local EntityID exist in map
bool clientServerMapsHasEntity(EntityID clientEntityID); bool clientServerMapsHasEntity(EntityID clientEntityID);
@@ -130,15 +109,10 @@ private:
bool OnPlayerDamage(const Events::PlayerDamage& e); bool OnPlayerDamage(const Events::PlayerDamage& e);
EventRelay<Client, Events::PlayerSpawned> m_EPlayerSpawned; EventRelay<Client, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned& e); bool OnPlayerSpawned(const Events::PlayerSpawned& e);
EventRelay< Client, Events::SearchForServers> m_ESearchForServers; void parsePlayerDamage(Packet& packet);
EventRelay<Client, Events::DoubleJump> m_EDoubleJump; private:
bool OnDoubleJump(Events::DoubleJump & e); UDPClient m_Unreliable;
bool OnSearchForServers(const Events::SearchForServers& e); TCPClient m_Reliable;
UDPClient m_ServerlistRequest;
std::vector<ServerInfo> m_Serverlist;
bool m_SearchingForServers = false;
std::clock_t m_StartSearchTime;
double m_SearchingTime = 2000; // Config I guess
}; };
#endif #endif
@@ -1,12 +0,0 @@
#ifndef Events_SearchForServers_h__
#define Events_SearchForServers_h__
#include "Core/Event.h"
namespace Events
{
struct SearchForServers : public Event { };
}
#endif
+13
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@@ -0,0 +1,13 @@
#ifndef HybridClient_h__
#define HybridClient_h__
class HybridClient
{
public:
HybridClient();
~HybridClient();
private:
};
#endif
+12
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@@ -0,0 +1,12 @@
#ifndef HybridServer_h__
#define HybridServer_h__
class HybridServer
{
public:
HybridServer();
~HybridServer();
private:
};
#endif
-2
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@@ -19,8 +19,6 @@ enum class MessageType
EntityDeleted, EntityDeleted,
ComponentDeleted, ComponentDeleted,
PlayerTransform, PlayerTransform,
OnDoubleJump,
ServerlistRequest,
Invalid Invalid
}; };
+1 -4
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@@ -9,16 +9,13 @@ typedef unsigned int PacketID;
class NetworkClient class NetworkClient
{ {
public: public:
NetworkClient();
virtual ~NetworkClient();
virtual void Connect(std::string playerName, std::string address, int port) = 0; virtual void Connect(std::string playerName, std::string address, int port) = 0;
virtual void Disconnect() = 0; virtual void Disconnect() = 0;
virtual void Receive(Packet& packet) = 0; virtual void Receive(Packet& packet) = 0;
virtual void Send(Packet & packet) = 0; virtual void Send(Packet & packet) = 0;
virtual bool IsSocketAvailable() = 0; virtual bool IsSocketAvailable() = 0;
protected: protected:
char* m_ReadBuffer; char m_ReadBuffer[BUFFERSIZE] = { 0 };
unsigned int m_BufferSize = BUFFERSIZE;
}; };
#endif #endif
+1 -4
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@@ -10,15 +10,12 @@ typedef unsigned int PacketID;
class NetworkServer class NetworkServer
{ {
public: public:
NetworkServer();
virtual ~NetworkServer();
virtual void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers) = 0; virtual void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers) = 0;
virtual void Receive(Packet & packet, PlayerDefinition & playerDefinition) = 0; virtual void Receive(Packet & packet, PlayerDefinition & playerDefinition) = 0;
virtual void Send(Packet & packet, PlayerDefinition & playerDefinition) = 0; virtual void Send(Packet & packet, PlayerDefinition & playerDefinition) = 0;
virtual void Send(Packet & packet) = 0; virtual void Send(Packet & packet) = 0;
protected: protected:
char* m_ReadBuffer; char m_ReadBuffer[BUFFERSIZE] = { 0 };
unsigned int m_BufferSize = BUFFERSIZE;
}; };
#endif #endif
+2 -7
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@@ -17,7 +17,6 @@
#include "Core/EPlayerDamage.h" #include "Core/EPlayerDamage.h"
#include "Network/EPlayerDisconnected.h" #include "Network/EPlayerDisconnected.h"
#include "Core/EPlayerSpawned.h" #include "Core/EPlayerSpawned.h"
#include "../Game/Events/EDoubleJump.h"
#include "Core/EEntityDeleted.h" #include "Core/EEntityDeleted.h"
#include "Core/EComponentDeleted.h" #include "Core/EComponentDeleted.h"
@@ -33,7 +32,6 @@ private:
// Network channels // Network channels
TCPServer m_Reliable; TCPServer m_Reliable;
UDPServer m_Unreliable; UDPServer m_Unreliable;
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;
int m_Port = 27666; int m_Port = 27666;
@@ -66,7 +64,6 @@ private:
void reliableBroadcast(Packet& packet); void reliableBroadcast(Packet& packet);
void unreliableBroadcast(Packet& packet); void unreliableBroadcast(Packet& packet);
void sendSnapshot(); void sendSnapshot();
void addPlayersToPacket(Packet& packet, EntityID entityID);
void addChildrenToPacket(Packet& packet, EntityID entityID); void addChildrenToPacket(Packet& packet, EntityID entityID);
void addInputCommandsToPacket(Packet& packet); void addInputCommandsToPacket(Packet& packet);
void sendPing(); void sendPing();
@@ -81,11 +78,9 @@ private:
void parseOnInputCommand(Packet& packet); void parseOnInputCommand(Packet& packet);
void parseClientPing(); void parseClientPing();
void parsePing(); void parsePing();
bool parseDoubleJump(Packet& packet); void parseUDPConnect(Packet & packet);
void parseUDPConnect(Packet& packet); void parseTCPConnect(Packet & packet);
void parseTCPConnect(Packet& packet);
void parseDisconnect(); void parseDisconnect();
void parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint);
bool shouldSendToClient(EntityWrapper childEntity); bool shouldSendToClient(EntityWrapper childEntity);
// Debug event // Debug event
+1 -1
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@@ -20,7 +20,7 @@ private:
boost::asio::ip::tcp::endpoint m_Endpoint; boost::asio::ip::tcp::endpoint m_Endpoint;
boost::asio::io_service m_IOService; boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::tcp::socket> m_Socket; std::unique_ptr<boost::asio::ip::tcp::socket> m_Socket;
size_t readBuffer(); size_t readBuffer(char* data);
PacketID m_SendPacketID = 0; PacketID m_SendPacketID = 0;
bool m_IsConnected = false; bool m_IsConnected = false;
}; };
+4 -10
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@@ -16,22 +16,16 @@ public:
void Send(Packet & packet, PlayerDefinition & playerDefinition); void Send(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet); void Send(Packet & packet);
void Disconnect(); void Disconnect();
int Port() { return m_Port; }
std::string Address() { return m_Address; }
private: private:
// TCP logic // TCP logic
boost::asio::io_service m_IOService; boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::tcp::acceptor> acceptor; std::unique_ptr<boost::asio::ip::tcp::acceptor> acceptor;
boost::shared_ptr<boost::asio::ip::tcp::socket> lastReceivedSocket; boost::shared_ptr<boost::asio::ip::tcp::socket> lastReceivedSocket;
int readBuffer(PlayerDefinition& playerDefinition); void handle_accept(boost::shared_ptr<boost::asio::ip::tcp::socket> socket,
PlayerID getPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers, int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
boost::asio::ip::address address, unsigned short port); const boost::system::error_code& error);
int GetPort(); int readBuffer(char* data, PlayerDefinition& playerDefinition);
std::string GetAddress();
int m_Port = 0;
std::string m_Address = "";
}; };
#endif #endif
+1 -2
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@@ -14,14 +14,13 @@ public:
void Disconnect(); void Disconnect();
void Receive(Packet& packet); void Receive(Packet& packet);
void Send(Packet & packet); void Send(Packet & packet);
void Broadcast(Packet& packet, int port);
bool IsSocketAvailable(); bool IsSocketAvailable();
private: private:
// 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 readBuffer(); int readBuffer(char* data);
PacketID m_SendPacketID = 0; PacketID m_SendPacketID = 0;
}; };
+1 -4
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@@ -8,21 +8,18 @@ class UDPServer : public NetworkServer
{ {
public: public:
UDPServer(); UDPServer();
UDPServer(int port);
~UDPServer(); ~UDPServer();
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 Send(Packet & packet); void Send(Packet & packet);
void Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint);
void Broadcast(Packet & packet, int port);
bool IsSocketAvailable(); bool IsSocketAvailable();
private: private:
// UDP logic // 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;
std::unique_ptr<boost::asio::ip::udp::socket> m_Socket; std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
int readBuffer(); int readBuffer(char* data);
}; };
#endif #endif
-27
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@@ -1,27 +0,0 @@
#ifndef CubeMapPass_h__
#define CubeMapPass_h__
#include "IRenderer.h"
#include "ShaderProgram.h"
class CubeMapPass
{
public:
CubeMapPass(IRenderer* renderer);
~CubeMapPass() { }
void LoadTextures(std::string input);
void FillCubeMap(glm::vec3 originPosition);
void GenerateCubeMapTexture();
//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
GLuint m_CubeMapTexture = -1;
private:
IRenderer* m_Renderer;
std::string m_PreviusCubeMapTexture;
std::vector<Texture*> m_CubeMapTextures;
};
#endif
+8 -15
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@@ -12,7 +12,7 @@
class DrawBloomPass class DrawBloomPass
{ {
public: public:
DrawBloomPass(IRenderer* renderer, ConfigFile* config); DrawBloomPass(IRenderer* renderer /* ,Texture or finalpass*/ );
~DrawBloomPass() { } ~DrawBloomPass() { }
void InitializeTextures(); void InitializeTextures();
void InitializeFrameBuffers(); void InitializeFrameBuffers();
@@ -23,33 +23,26 @@ public:
void FillGaussianBuffer(FrameBuffer* fb); void FillGaussianBuffer(FrameBuffer* fb);
void Draw(GLuint texture); void Draw(GLuint texture);
void ChangeQuality(int quality);
void OnWindowResize(); void OnWindowResize();
//Getters //Getters
//Return the blurred result of the texture that was sent into draw //Return the blurred result of the texture that was sent into draw
GLuint GaussianTexture() const { GLuint GaussianTexture() const { return m_GaussianTexture_vert; }
if (m_Quality == 0) {
return m_BlackTexture->m_Texture;
} else {
return m_GaussianTexture_vert;
}
}
private: private:
Texture* m_BlackTexture; void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
Texture* m_WhiteTexture;
Model* m_ScreenQuad; Model* m_ScreenQuad;
const IRenderer* m_Renderer; const IRenderer* m_Renderer;
ConfigFile* m_Config;
//const LightCullingPass* m_LightCullingPass //const LightCullingPass* m_LightCullingPass
int m_Iterations; GLuint m_iterations = 9;
int m_Quality = 0;
GLuint m_GaussianTexture_horiz = 0; GLuint m_GaussianTexture_horiz;
GLuint m_GaussianTexture_vert = 0; GLuint m_GaussianTexture_vert;
FrameBuffer m_GaussianFrameBuffer_horiz; FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert; FrameBuffer m_GaussianFrameBuffer_vert;
+7 -9
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@@ -4,8 +4,6 @@
#include "IRenderer.h" #include "IRenderer.h"
#include "DrawFinalPassState.h" #include "DrawFinalPassState.h"
#include "LightCullingPass.h" #include "LightCullingPass.h"
#include "CubeMapPass.h"
#include "SSAOPass.h"
#include "FrameBuffer.h" #include "FrameBuffer.h"
#include "ShaderProgram.h" #include "ShaderProgram.h"
#include "Util/UnorderedMapVec2.h" #include "Util/UnorderedMapVec2.h"
@@ -15,12 +13,12 @@
class DrawFinalPass class DrawFinalPass
{ {
public: public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, GLuint* depthBuffer); DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
~DrawFinalPass() { } ~DrawFinalPass() { }
void InitializeTextures(); void InitializeTextures();
void InitializeFrameBuffers(); void InitializeFrameBuffers();
void InitializeShaderPrograms(); void InitializeShaderPrograms();
void Draw(RenderScene& scene); void Draw(RenderScene& scene, GLuint SSAOTexture);
void ClearBuffer(); void ClearBuffer();
void OnWindowResize(); void OnWindowResize();
@@ -35,8 +33,11 @@ public:
FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; } FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
private: private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene); void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene); void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture);
void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene); void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene); void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene); void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
@@ -59,17 +60,14 @@ private:
GLuint m_SceneTexture; GLuint m_SceneTexture;
GLuint m_BloomTextureLowRes; GLuint m_BloomTextureLowRes;
GLuint m_SceneTextureLowRes; GLuint m_SceneTextureLowRes;
GLuint* m_DepthBuffer; GLuint m_DepthBuffer;
GLuint m_DepthBufferLowRes; GLuint m_DepthBufferLowRes;
GLuint m_CubeMapTexture;
//maqke this component based i guess? //maqke this component based i guess?
GLuint m_ShieldPixelRate = 16; GLuint m_ShieldPixelRate = 16;
const IRenderer* m_Renderer; const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass; const LightCullingPass* m_LightCullingPass;
const CubeMapPass* m_CubeMapPass;
const SSAOPass* m_SSAOPass;
ShaderProgram* m_ForwardPlusProgram; ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram; ShaderProgram* m_ExplosionEffectProgram;
-2
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@@ -5,13 +5,11 @@
#include "../OpenGL.h" #include "../OpenGL.h"
#include "../GLM.h" #include "../GLM.h"
#include "../Core/Util/Rectangle.h" #include "../Core/Util/Rectangle.h"
#include "../Core/ConfigFile.h"
#include "Util/ScreenCoords.h" #include "Util/ScreenCoords.h"
#include "Camera.h" #include "Camera.h"
#include "RenderQueue.h" #include "RenderQueue.h"
#include "Model.h" #include "Model.h"
#include "../Core/World.h" //So temp #include "../Core/World.h" //So temp
#include "Util/CommonFunctions.h"
struct PickData struct PickData
+3 -1
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@@ -28,13 +28,15 @@ public:
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; } const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; } //const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
GLuint PickingTexture() const { return m_PickingTexture; } GLuint PickingTexture() const { return m_PickingTexture; }
GLuint* DepthBuffer() { return &m_DepthBuffer; } GLuint DepthBuffer() const { return m_DepthBuffer; }
const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; } const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; }
PickData Pick(glm::vec2 screenCoord); PickData Pick(glm::vec2 screenCoord);
private: private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
EventBroker* m_EventBroker; EventBroker* m_EventBroker;
const IRenderer* m_Renderer; const IRenderer* m_Renderer;
-2
View File
@@ -24,8 +24,6 @@ public:
bool StencilFunc(GLenum func, GLint ref, GLuint mask); bool StencilFunc(GLenum func, GLint ref, GLuint mask);
bool StencilMask(GLuint mask); bool StencilMask(GLuint mask);
bool DepthMask(GLboolean flag); bool DepthMask(GLboolean flag);
bool DepthFunc(GLenum func);
bool AlphaFunc(GLenum func, GLclampf thresholder);
private: private:
std::vector<std::function<void(void)>> m_ResetFunctions; std::vector<std::function<void(void)>> m_ResetFunctions;
+8 -9
View File
@@ -17,7 +17,6 @@
#include "DrawBloomPass.h" #include "DrawBloomPass.h"
#include "DrawColorCorrectionPass.h" #include "DrawColorCorrectionPass.h"
#include "SSAOPass.h" #include "SSAOPass.h"
#include "CubeMapPass.h"
#include "../Core/EventBroker.h" #include "../Core/EventBroker.h"
#include "ImGuiRenderPass.h" #include "ImGuiRenderPass.h"
#include "Camera.h" #include "Camera.h"
@@ -32,9 +31,8 @@ class Renderer : public IRenderer
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height); static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
public: public:
Renderer(EventBroker* eventBroker, ConfigFile* config) Renderer(EventBroker* eventBroker)
: m_EventBroker(eventBroker) : m_EventBroker(eventBroker)
, m_Config(config)
{ } { }
virtual void Initialize() override; virtual void Initialize() override;
@@ -48,7 +46,6 @@ private:
//----------------------Variables----------------------// //----------------------Variables----------------------//
static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer; static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
ConfigFile* m_Config;
EventBroker* m_EventBroker; EventBroker* m_EventBroker;
TextPass* m_TextPass; TextPass* m_TextPass;
@@ -61,10 +58,13 @@ private:
Model* m_UnitSphere; Model* m_UnitSphere;
int m_DebugTextureToDraw = 0; int m_DebugTextureToDraw = 0;
int m_CubeMapTexture = 0;
bool m_ResizeWindow = false; bool m_ResizeWindow = false;
int m_SSAO_Quality = 0; float m_SSAO_Radius = 1.0f;
int m_GLOW_Quality = 2; float m_SSAO_Bias = 0.05f;
float m_SSAO_Contrast = 1.5f;
float m_SSAO_IntensityScale = 1.0f;
int m_SSAO_NumOfSamples = 24;
int m_SSAO_NumOfTurns = 7;
PickingPass* m_PickingPass; PickingPass* m_PickingPass;
LightCullingPass* m_LightCullingPass; LightCullingPass* m_LightCullingPass;
@@ -74,7 +74,6 @@ private:
DrawBloomPass* m_DrawBloomPass; DrawBloomPass* m_DrawBloomPass;
DrawColorCorrectionPass* m_DrawColorCorrectionPass; DrawColorCorrectionPass* m_DrawColorCorrectionPass;
SSAOPass* m_SSAOPass; SSAOPass* m_SSAOPass;
CubeMapPass* m_CubeMapPass;
//----------------------Functions----------------------// //----------------------Functions----------------------//
void InitializeWindow(); void InitializeWindow();
+10 -36
View File
@@ -13,32 +13,15 @@
class SSAOPass class SSAOPass
{ {
public: public:
SSAOPass(IRenderer* renderer, ConfigFile* config); SSAOPass(IRenderer* rendere);
~SSAOPass() { }; ~SSAOPass() { };
void ChangeQuality(int quality);
void Draw(GLuint depthBuffer, Camera* camera); void Draw(GLuint depthBuffer, Camera* camera);
void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality); void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns);
void ClearBuffer(); void ClearBuffer();
void OnWindowResize();
//Return the SSAO of the texture sent to Draw //Return the SSAO of the texture sent to Draw
GLuint SSAOTexture() const { GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
if (m_Quality == 0) {
return m_WhiteTexture->m_Texture;
} else {
return m_Gaussian_vert;
}
}
int TextureQuality() const {
if (m_Quality == 0) {
return 13;
} else {
return m_TextureQuality;
}
}
private: private:
void InitializeTexture(); void InitializeTexture();
@@ -46,13 +29,15 @@ private:
void InitializeShaderProgram(); void InitializeShaderProgram();
void InitializeBuffer(); void InitializeBuffer();
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void ComputeAO(GLuint depthBuffer, Camera* camera);
//void blurHorizontal(GLuint depthBuffer); //void blurHorizontal(GLuint depthBuffer);
//void blurVertical(GLuint depthBuffer); //void blurVertical(GLuint depthBuffer);
Model* m_ScreenQuad; Model* m_ScreenQuad;
const IRenderer* m_Renderer; const IRenderer* m_Renderer;
ConfigFile* m_Config;
float m_Radius; float m_Radius;
float m_Bias; float m_Bias;
@@ -60,28 +45,17 @@ private:
float m_IntensityScale; float m_IntensityScale;
int m_NumOfSamples; int m_NumOfSamples;
int m_NumOfTurns; int m_NumOfTurns;
int m_Iterations;
int m_TextureQuality;
int m_Quality = 0;
Texture* m_WhiteTexture; GLuint m_SSAOTexture;
GLuint m_SSAOTexture = 0;
FrameBuffer m_SSAOFramBuffer; FrameBuffer m_SSAOFramBuffer;
GLuint m_SSAOViewSpaceZTexture = 0; GLuint m_SSAOViewSpaceZTexture;
FrameBuffer m_SSAOViewSpaceZFramBuffer; FrameBuffer m_SSAOViewSpaceZFramBuffer;
GLuint m_Gaussian_horiz = 0;
GLuint m_Gaussian_vert = 0;
FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert;
ShaderProgram* m_SSAOProgram; ShaderProgram* m_SSAOProgram;
ShaderProgram* m_SSAOViewSpaceZProgram; ShaderProgram* m_SSAOViewSpaceZProgram;
ShaderProgram* m_GaussianProgram_horiz;
ShaderProgram* m_GaussianProgram_vert; DrawBloomPass* m_DrawBloomPass;
}; };
#endif #endif
-1
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@@ -18,7 +18,6 @@ public:
void Bind(GLenum textureUnit = GL_TEXTURE0); void Bind(GLenum textureUnit = GL_TEXTURE0);
GLuint m_Texture = 0; GLuint m_Texture = 0;
unsigned char* Data = nullptr;
}; };
@@ -9,10 +9,6 @@
namespace CommonFunctions namespace CommonFunctions
{ {
Texture* LoadTexture(std::string path, bool threaded); Texture* LoadTexture(std::string path, bool threaded);
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat);
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps);
void DeleteTexture(GLuint* texture);
}; };
#endif #endif
+1 -1
View File
@@ -8,7 +8,7 @@ namespace Events
struct DoubleJump : public Event struct DoubleJump : public Event
{ {
EntityID entityID;
}; };
} }
-1
View File
@@ -26,7 +26,6 @@ private:
double AmmoGain; double AmmoGain;
double RespawnTimer; double RespawnTimer;
double DecreaseThisRespawnTimer; double DecreaseThisRespawnTimer;
EntityID parentID;
}; };
std::vector<NewAmmoPickup> m_ETriggerTouchVector; std::vector<NewAmmoPickup> m_ETriggerTouchVector;
}; };
+1 -17
View File
@@ -14,13 +14,11 @@
#include <glm/gtx/vector_angle.hpp> #include <glm/gtx/vector_angle.hpp>
#include "Rendering/Util/CommonFunctions.h" #include "Rendering/Util/CommonFunctions.h"
//#define INDICATOR_TEST
class DamageIndicatorSystem : public ImpureSystem class DamageIndicatorSystem : public System
{ {
public: public:
DamageIndicatorSystem(SystemParams params); DamageIndicatorSystem(SystemParams params);
virtual void Update(double dt) override;
private: private:
EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage; EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage;
@@ -30,20 +28,6 @@ private:
bool OnSetCamera(const Events::SetCamera& e); bool OnSetCamera(const Events::SetCamera& e);
EntityID m_CurrentCamera = -1; EntityID m_CurrentCamera = -1;
struct DamageIndicatorStruct {
EntityWrapper spriteEntity;
glm::vec3 enemyPosition;
DamageIndicatorStruct(EntityWrapper sprite, glm::vec3 pos)
: spriteEntity(sprite)
, enemyPosition(pos) {}
};
std::vector<DamageIndicatorStruct> updateDamageIndicatorVector;
float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos);
//for tests
#ifdef INDICATOR_TEST
glm::vec3 DamageIndicatorTest(EntityWrapper player);
int m_TestVar = 0;
#endif
}; };
#endif #endif
-1
View File
@@ -27,7 +27,6 @@ private:
double HealthGain; double HealthGain;
double RespawnTimer; double RespawnTimer;
double DecreaseThisRespawnTimer; double DecreaseThisRespawnTimer;
EntityID parentID;
}; };
std::vector<NewHealthPickup> m_ETriggerTouchVector; std::vector<NewHealthPickup> m_ETriggerTouchVector;
}; };
+1 -5
View File
@@ -34,14 +34,10 @@ private:
glm::vec3 m_LastPosition = glm::vec3(); glm::vec3 m_LastPosition = glm::vec3();
// The logic for making the sound play when player is moving // The logic for making the sound play when player is moving
void playerStep(double dt); void playerStep(double dt);
// Spawn a hexagon at origin of an Entity
void spawnHexagon(EntityWrapper target);
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned; EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e); bool OnPlayerSpawned(Events::PlayerSpawned& e);
EventRelay<PlayerMovementSystem, Events::DoubleJump> m_EDoubleJump;
bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e);
void updateMovementControllers(double dt); void updateMovementControllers(double dt);
void updateVelocity(EntityWrapper player, double dt); void updateVelocity(double dt);
}; };
+4 -2
View File
@@ -14,6 +14,8 @@ public:
virtual void Update(double dt) override; virtual void Update(double dt) override;
static void SetRespawnTime(float respawnTime) { m_RespawnTime = respawnTime; };
private: private:
struct SpawnRequest struct SpawnRequest
{ {
@@ -29,8 +31,8 @@ private:
//EntityWrapper ID -> Player ID. //EntityWrapper ID -> Player ID.
std::map<EntityID, int> m_PlayerIDs; std::map<EntityID, int> m_PlayerIDs;
float m_ForcedRespawnTime; static float m_RespawnTime;
bool m_DbgConfigForceRespawn; float m_Timer;
EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand; EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
bool OnInputCommand(Events::InputCommand& e); bool OnInputCommand(Events::InputCommand& e);
@@ -1,33 +1,37 @@
#ifndef AssaultWeaponBehaviour_h__
#define AssaultWeaponBehaviour_h__
#include "Sound/EPlaySoundOnEntity.h" #include "Sound/EPlaySoundOnEntity.h"
#include "Collision/Collision.h" #include "Collision/Collision.h"
#include "Rendering/AnimationSystem.h"
#include "Core/ConfigFile.h" #include "Core/ConfigFile.h"
#include "WeaponBehaviour.h" #include "WeaponBehaviour.h"
#include "../SpawnerSystem.h" #include "../SpawnerSystem.h"
#include "Core/EPlayerDamage.h" #include "Core/EPlayerDamage.h"
#include "Core/EShoot.h" #include "Core/EShoot.h"
class AssaultWeaponBehaviour : public WeaponBehaviour<AssaultWeaponBehaviour>
class AssaultWeaponBehaviour : public WeaponBehaviour
{ {
public: public:
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree) AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
: WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
{ }
protected: virtual void Fire() override;
virtual void OnPrimaryFire(WeaponInfo& wi) override; virtual void CeaseFire() override;
virtual void OnCeasePrimaryFire(WeaponInfo& wi) override; virtual void Reload() override;
virtual void OnReload(WeaponInfo& wi) override;
virtual void Update(double dt) override;
private: private:
EntityWrapper m_FirstPersonModel;
EntityWrapper m_ThirdPersonModel;
// State // State
bool m_Firing = false; bool m_Firing = false;
bool m_Reloading = false; bool m_Reloading = false;
double m_ReloadTimer = 0.0; double m_ReloadTimer = 0.0;
EntityWrapper m_FirstPersonReloadImpersonator;
EntityWrapper m_ThirdPersonReloadImpersonator;
double m_TimeSinceLastFire = 0.0; double m_TimeSinceLastFire = 0.0;
EntityWrapper m_FirstPersonReloadImpostor;
EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
bool OnAnimationComplete(Events::AnimationComplete& e);
bool hasAmmo(); bool hasAmmo();
void fireRound(); void fireRound();
@@ -43,5 +47,3 @@ private:
bool shoot(double damage); bool shoot(double damage);
void showHitMarker(); void showHitMarker();
}; };
#endif
@@ -1,38 +0,0 @@
#include "WeaponBehaviour.h"
#include "Collision/Collision.h"
#include "Core/EPlayerDamage.h"
#include "Rendering/ESetCamera.h"
class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour>
{
public:
DefenderWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(systemParams)
, WeaponBehaviour(systemParams, "DefenderWeapon", renderer, collisionOctree)
, m_RandomEngine(m_RandomDevice())
{
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DefenderWeaponBehaviour::OnSetCamera);
}
void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
void UpdateWeapon(WeaponInfo& wi, double dt) override;
void OnPrimaryFire(WeaponInfo& wi) override;
void OnCeasePrimaryFire(WeaponInfo& wi) override;
bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) override;
private:
std::random_device m_RandomDevice;
std::mt19937 m_RandomEngine;
EntityWrapper m_CurrentCamera;
EventRelay<DefenderWeaponBehaviour, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera& e);
// Weapon functions
void fireShell(WeaponInfo& wi);
void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
// Utility
float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
Camera cameraFromEntity(EntityWrapper camera);
};
+13 -160
View File
@@ -5,177 +5,30 @@
#include "Rendering/IRenderer.h" #include "Rendering/IRenderer.h"
#include "Core/Octree.h" #include "Core/Octree.h"
#include "Collision/EntityAABB.h" #include "Collision/EntityAABB.h"
#include "Input/EInputCommand.h"
#include "Systems/SpawnerSystem.h"
template <typename ETYPE> class WeaponBehaviour : public System
class WeaponBehaviour : public PureSystem
{ {
friend class WeaponSystem;
public: public:
WeaponBehaviour(SystemParams params, std::string componentType, IRenderer* renderer, Octree<EntityAABB>* collisionOctree) WeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
: System(params) : System(systemParams)
, PureSystem(componentType)
, m_Renderer(renderer) , m_Renderer(renderer)
, m_CollisionOctree(collisionOctree) , m_CollisionOctree(collisionOctree)
{ , m_Player(player)
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand) { }
}
virtual ~WeaponBehaviour() = default; virtual ~WeaponBehaviour() = default;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override WeaponBehaviour(const WeaponBehaviour&) = delete;
{ WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
auto weapon = getActiveWeapon(entity);
if (!weapon) { virtual void Fire() = 0;
return; virtual void CeaseFire() { }
} else { virtual void Reload() { }
UpdateWeapon(*weapon, dt); virtual void Update(double dt) { }
}
}
protected: protected:
struct WeaponInfo
{
std::string WeaponComponent;
EntityWrapper Player;
EntityWrapper WeaponEntity;
EntityWrapper FirstPersonEntity;
EntityWrapper ThirdPersonEntity;
ComponentWrapper GetComponent() { return WeaponEntity[WeaponComponent]; }
};
IRenderer* m_Renderer; IRenderer* m_Renderer;
Octree<EntityAABB>* m_CollisionOctree; Octree<EntityAABB>* m_CollisionOctree;
std::unordered_map<EntityWrapper, WeaponInfo> m_ActiveWeapons; EntityWrapper m_Player;
virtual void UpdateWeapon(WeaponInfo& wi, double dt) { }
virtual void OnPrimaryFire(WeaponInfo& wi) { }
virtual void OnCeasePrimaryFire(WeaponInfo& wi) { }
virtual void OnReload(WeaponInfo& wi) { }
virtual bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) { return false; }
private:
EventRelay<ETYPE, Events::InputCommand> m_EInputCommand;
bool _OnInputCommand(const Events::InputCommand& e)
{
EntityWrapper player = e.Player;
if (e.PlayerID == -1) {
player = LocalPlayer;
}
// Make sure the player is alive
if (!player.Valid()) {
return false;
}
// Make sure the player has this weapon
auto weapon = getWeaponComponent(player);
if (!weapon) {
return false;
}
// Weapon selection
if (e.Command == "SelectWeapon") {
if (static_cast<ComponentInfo::EnumType>(e.Value) == static_cast<ComponentInfo::EnumType>((*weapon)["Slot"])) {
selectWeapon(player);
}
}
// Only handle weapon actions if the weapon is active
auto activeWeapon = getActiveWeapon(player);
if (!activeWeapon) {
return false;
}
// Fire
if (e.Command == "PrimaryFire") {
if (e.Value > 0) {
OnPrimaryFire(*activeWeapon);
} else {
OnCeasePrimaryFire(*activeWeapon);
}
}
// Reload
if (e.Command == "Reload" && e.Value != 0) {
OnReload(*activeWeapon);
}
return OnInputCommand(*activeWeapon, e);
}
boost::optional<ComponentWrapper> getWeaponComponent(EntityWrapper player)
{
if (!player.HasComponent(m_ComponentType)) {
return boost::none;
}
return player[m_ComponentType];
}
boost::optional<WeaponInfo&> getActiveWeapon(EntityWrapper player)
{
auto it = m_ActiveWeapons.find(player);
if (it == m_ActiveWeapons.end()) {
return boost::none;
}
WeaponInfo& activeWeapon = it->second;
if (!activeWeapon.FirstPersonEntity.Valid() && !activeWeapon.ThirdPersonEntity.Valid()) {
return boost::none;
}
return activeWeapon;
}
void selectWeapon(EntityWrapper player)
{
// Find the weapon attachments matching the weapon type
std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
EntityWrapper firstPersonAttachment;
EntityWrapper thirdPersonAttachment;
for (auto& attachment : weaponAttachments) {
ComponentWrapper cWeaponAttachment = attachment["WeaponAttachment"];
if ((std::string&)cWeaponAttachment["Weapon"] == m_ComponentType) {
ComponentWrapper::SubscriptProxy person = cWeaponAttachment["Person"];
if ((ComponentInfo::EnumType)person == person.Enum("FirstPerson")) {
firstPersonAttachment = attachment;
} else if ((ComponentInfo::EnumType)person == person.Enum("ThirdPerson")) {
thirdPersonAttachment = attachment;
}
}
}
if (!firstPersonAttachment.Valid() && !thirdPersonAttachment.Valid()) {
LOG_WARNING("No weapon attachment found for %s of player #%i", m_ComponentType.c_str(), player.ID);
return;
}
// Purge other weapon entities
for (auto& attachment : weaponAttachments) {
//if (attachment == firstPersonAttachment || attachment == thirdPersonAttachment) {
// continue;
//}
attachment.DeleteChildren();
}
// Spawn the weapon(s)
EntityWrapper firstPersonWeapon;
EntityWrapper thirdPersonWeapon;
if (firstPersonAttachment.Valid()) {
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
}
if (thirdPersonAttachment.Valid()) {
thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
}
m_ActiveWeapons[player].WeaponComponent = m_ComponentType;
m_ActiveWeapons[player].Player = player;
m_ActiveWeapons[player].WeaponEntity = player;
m_ActiveWeapons[player].FirstPersonEntity = firstPersonWeapon;
m_ActiveWeapons[player].ThirdPersonEntity = thirdPersonWeapon;
}
}; };
#endif #endif
-33
View File
@@ -37,36 +37,3 @@ ResourceLoading=true
BGMVolume=1.0 BGMVolume=1.0
SFXVolume=1.0 SFXVolume=1.0
Announcer=female Announcer=female
[SSAO]
Quality=0
[SSAO1]
Radius=1.0
Bias=0.02
Contrast=1.5
Intensity=1.0
NumSamples=8
NumTurns=3
NumIterations=5
TextureQuality=2
[SSAO2]
Radius=1.0
Bias=0.02
Contrast=1.5
Intensity=1.0
NumSamples=16
NumTurns=13
NumIterations=9
TextureQuality=1
[SSAO3]
Radius=1.0
Bias=0.02
Contrast=1.5
Intensity=1.0
NumSamples=24
NumTurns=17
NumIterations=13
TextureQuality=0
-4
View File
@@ -46,8 +46,4 @@
<xs:include schemaLocation="Components/Page.xsd"/> <xs:include schemaLocation="Components/Page.xsd"/>
<xs:include schemaLocation="Components/SpriteIndicator.xsd"/> <xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
<xs:include schemaLocation="Components/Button.xsd"/> <xs:include schemaLocation="Components/Button.xsd"/>
<xs:include schemaLocation="Components/DoubleJump.xsd"/>
<xs:include schemaLocation="Components/WeaponAttachment.xsd"/>
<xs:include schemaLocation="Components/DefenderWeapon.xsd"/>
<xs:include schemaLocation="Components/CapturePointGameMode.xsd"/>
</xs:schema> </xs:schema>
@@ -8,5 +8,4 @@
<RPM>120</RPM> <RPM>120</RPM>
<ViewPunch>0.01</ViewPunch> <ViewPunch>0.01</ViewPunch>
<ReloadTime>2</ReloadTime> <ReloadTime>2</ReloadTime>
<Slot><Primary/></Slot>
</AssaultWeapon> </AssaultWeapon>
@@ -2,7 +2,6 @@
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types"> <xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/> <xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
<xs:element name="AssaultWeapon"> <xs:element name="AssaultWeapon">
<xs:complexType> <xs:complexType>
@@ -29,7 +28,6 @@
<xs:element name="ReloadTime" type="t:double" minOccurs="0"> <xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to reload the weapon in seconds</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Time it takes to reload the weapon in seconds</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
</xs:all> </xs:all>
</xs:complexType> </xs:complexType>
</xs:element> </xs:element>
@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<CapturePointGameMode xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="CapturePointGameMode.xsd">
<RespawnTime>0.0</RespawnTime>
<MaxRespawnTime>8.0</MaxRespawnTime>
</CapturePointGameMode>
@@ -1,18 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="CapturePointGameMode">
<xs:complexType>
<xs:all>
<xs:element name="RespawnTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>The time since the last respawn wave. Players will be spawned when this reaches MaxRespawnTime.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MaxRespawnTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Players will be spawned when RespawnTime reaches this.</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,5 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<DashAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DashAbility.xsd"> <DashAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DashAbility.xsd">
<CoolDownMaxTimer>2.0</CoolDownMaxTimer> <CoolDownMaxTimer>2.0</CoolDownMaxTimer>
<CoolDownTimer>0.0</CoolDownTimer>
</DashAbility> </DashAbility>
+1 -4
View File
@@ -10,10 +10,7 @@
<xs:complexType> <xs:complexType>
<xs:all> <xs:all>
<xs:element name="CoolDownMaxTimer" type="t:double" minOccurs="0"> <xs:element name="CoolDownMaxTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the max cooldown on dash</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>This is the cooldown on dash</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="CoolDownTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the current cooldown on dash</xs:documentation></xs:annotation>
</xs:element> </xs:element>
</xs:all> </xs:all>
</xs:complexType> </xs:complexType>
@@ -1,16 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<DefenderWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DefenderWeapon.xsd">
<MagazineAmmo>8</MagazineAmmo>
<MagazineSize>8</MagazineSize>
<Ammo>64</Ammo>
<MaxAmmo>64</MaxAmmo>
<BaseDamage>90</BaseDamage>
<SpreadAngle>0.174533</SpreadAngle> <!-- 0.174533 = 10 degrees -->
<NumPellets>10</NumPellets>
<RPM>120</RPM>
<ViewPunch>0.01</ViewPunch>
<ReloadTime>0.5</ReloadTime>
<Slot><Primary/></Slot>
<IsFiring>false</IsFiring>
<TimeSinceLastFire>0</TimeSinceLastFire>
</DefenderWeapon>
@@ -1,44 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
<xs:element name="DefenderWeapon">
<xs:complexType>
<xs:all>
<xs:element name="MagazineAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MagazineSize" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Max number of rounds in a magazine</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Ammo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Current ammo carried</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MaxAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Maximum ammo able to be carried</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="BaseDamage" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Damage dealt if all shotgun pellets hit</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="SpreadAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Spread angle in radians</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="NumPellets" type="t:int" minOccurs="0"/>
<xs:element name="RPM" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
<xs:element name="IsFiring" type="t:bool" minOccurs="0"/>
<xs:element name="TimeSinceLastFire" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,4 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<DoubleJump xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DoubleJump.xsd">
<DoubleJumpSpeed>4.0</DoubleJumpSpeed>
</DoubleJump>
@@ -1,16 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="DoubleJump">
<xs:annotation><xs:documentation>Enables a Player to double jump.</xs:documentation></xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="DoubleJumpSpeed" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Vertical velocity set on double jump.</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+1
View File
@@ -2,6 +2,7 @@
<Physics xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Physics.xsd"> <Physics xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Physics.xsd">
<Velocity X="0" Y="0" Z="0"/> <Velocity X="0" Y="0" Z="0"/>
<Gravity>true</Gravity> <Gravity>true</Gravity>
<PrevOrigin X="-9876.5" Y="-9876.5" Z="-9876.5"/>
<IsOnGround>false</IsOnGround> <IsOnGround>false</IsOnGround>
<VerticalStepHeight>0.33</VerticalStepHeight> <VerticalStepHeight>0.33</VerticalStepHeight>
</Physics> </Physics>
+1
View File
@@ -13,6 +13,7 @@
<xs:annotation><xs:documentation>m/s^2</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>m/s^2</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="Gravity" type="t:bool" minOccurs="0"/> <xs:element name="Gravity" type="t:bool" minOccurs="0"/>
<xs:element name="PrevOrigin" type="t:Vector" minOccurs="0"/>
<xs:element name="IsOnGround" type="t:bool" minOccurs="0"/> <xs:element name="IsOnGround" type="t:bool" minOccurs="0"/>
<xs:element name="VerticalStepHeight" type="t:double" minOccurs="0"> <xs:element name="VerticalStepHeight" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>The largest height of a "stair-step" that can be walked over</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>The largest height of a "stair-step" that can be walked over</xs:documentation></xs:annotation>
-2
View File
@@ -2,7 +2,5 @@
<Player xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Player.xsd"> <Player xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Player.xsd">
<MovementSpeed>3</MovementSpeed> <MovementSpeed>3</MovementSpeed>
<CrouchSpeed>1.5</CrouchSpeed> <CrouchSpeed>1.5</CrouchSpeed>
<JumpSpeed>4.0</JumpSpeed>
<CurrentWishDirection X="0" Y="0" Z="0"/> <CurrentWishDirection X="0" Y="0" Z="0"/>
<CurrentWeapon></CurrentWeapon>
</Player> </Player>
-4
View File
@@ -11,11 +11,7 @@
<xs:all> <xs:all>
<xs:element name="MovementSpeed" type="t:float" minOccurs="0"/> <xs:element name="MovementSpeed" type="t:float" minOccurs="0"/>
<xs:element name="CrouchSpeed" type="t:float" minOccurs="0"/> <xs:element name="CrouchSpeed" type="t:float" minOccurs="0"/>
<xs:element name="JumpSpeed" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Vertical velocity set when jumping.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="CurrentWishDirection" type="t:Vector" minOccurs="0"/> <xs:element name="CurrentWishDirection" type="t:Vector" minOccurs="0"/>
<xs:element name="CurrentWeapon" type="t:string" minOccurs="0"/>
</xs:all> </xs:all>
</xs:complexType> </xs:complexType>
</xs:element> </xs:element>
+3
View File
@@ -0,0 +1,3 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Trigger xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Trigger.xsd">
</Trigger>
+17
View File
@@ -0,0 +1,17 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Weapon">
<xs:complexType>
<xs:all>
<xs:element name="MagSize" type="t:int" minOccurs="0"/>
<xs:element name="MaxAmmo" type="t:int" minOccurs="0"/>
<xs:element name="CurrentAmmoInMag" type="t:int" minOccurs="0"/>
<xs:element name="CurrentAmmo" type="t:int" minOccurs="0"/>
<xs:element name="RPM" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<WeaponAttachment xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="WeaponAttachment.xsd">
<Weapon></Weapon>
<Person><FirstPerson/></Person>
</WeaponAttachment>
@@ -1,28 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:complexType name="PersonEnum" mixed="true">
<xs:complexContent>
<xs:extension base="t:enum">
<xs:choice>
<xs:element name="FirstPerson" type="t:int" fixed="0" minOccurs="0"/>
<xs:element name="ThirdPerson" type="t:int" fixed="1" minOccurs="0"/>
</xs:choice>
</xs:extension>
</xs:complexContent>
</xs:complexType>
<xs:element name="WeaponAttachment">
<xs:annotation><xs:documentation>Combine with a spawner to define a weapon attachment point</xs:documentation></xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Weapon" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>The weapon component type this attachment refers to</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Person" type="PersonEnum" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+5 -5
View File
@@ -2,18 +2,18 @@
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd"> <Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components> <Components>
<c:AABB/>
<c:AmmoPickup/> <c:AmmoPickup/>
<c:Model> <c:Model>
<Resource>Models/Props/PickUps/AmmoPickUp.mesh</Resource> <Resource>Models/Props/PickUps/AmmoPickUp.mesh</Resource>
</c:Model> </c:Model>
<c:RaptorCopter> <c:RaptorCopter>
<Speed>8</Speed> <Speed>0.1</Speed>
<Axis X="0" Y="0.100000001" Z="0"/> <Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter> </c:RaptorCopter>
<c:Transform> <c:Transform>
<Position X="0" Y="2.36784196" Z="0"/> <Position X="0" Y="1" Z="0"/>
<Scale X="0.600000024" Y="0.600000024" Z="0.600000024"/> <Scale X="0.3" Y="0.3" Z="0.3"/>
<Orientation X="0" Y="18717.9453" Z="0"/>
</c:Transform> </c:Transform>
<c:Trigger/> <c:Trigger/>
</Components> </Components>
@@ -1,99 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.12043038" Y="-0.244988307" Z="-0.181454808"/>
<Orientation X="0.010404544" Y="-0.00268173823" Z="0.0428441577"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -1,40 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.163429111" Y="1.0235405" Z="-0.215489209"/>
<Orientation X="-0.0631071255" Y="-0.0576644838" Z="0.118255548"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -1,40 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Shield" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="Shield">
<Components>
<c:Model>
<Resource>Models/Core/UnitPlane.mesh</Resource>
</c:Model>
<c:Shield/>
<c:Transform>
<Scale X="1.11800003" Y="0.0320000015" Z="1.9180001"/>
<Orientation X="-1.57079995" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="VisibleSide">
<Components>
<c:Shielded/>
<c:Model>
<Resource>Models/Core/UnitHexagon.mesh</Resource>
<Color A="0" B="1" G="0" R="0"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="0" Z="0.0179871861"/>
<Scale X="1.01900005" Y="0.0120000001" Z="1.91000009"/>
<Orientation X="-1.57079995" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -1,99 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<PositionOffset X="0" Y="0.0480000004" Z="-0.183000013"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/DefenderGunBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.120430306" Y="0.775375426" Z="1.36542225"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00191565475" Y="0.0324025005" Z="-0.2021029"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0490000024" Y="0.0520000011" Z="-0.063000001"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -1,99 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<PositionOffset X="0" Y="0.0480000004" Z="-0.183000013"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/DefenderGunRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.120430306" Y="0.775375426" Z="1.36542225"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00191565475" Y="0.0324025005" Z="-0.2021029"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0490000024" Y="0.0520000011" Z="-0.063000001"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -1,41 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<PositionOffset X="0" Y="0.0320000015" Z="-0.165000007"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/DefenderGunBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.162026152" Y="1.05794585" Z="-0.380744517"/>
<Orientation X="-0.0628969446" Y="-0.0509683639" Z="0.118739031"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.000284185546" Y="0.0318552479" Z="-0.193328083"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -1,41 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<PositionOffset X="0" Y="0.0320000015" Z="-0.165000007"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/DefenderGunRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.162026152" Y="1.05794585" Z="-0.380744517"/>
<Orientation X="-0.0628969446" Y="-0.0509683639" Z="0.118739031"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.000284185546" Y="0.0318552479" Z="-0.193328083"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+5 -5
View File
@@ -2,18 +2,18 @@
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd"> <Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components> <Components>
<c:AABB/>
<c:HealthPickup/> <c:HealthPickup/>
<c:Model> <c:Model>
<Resource>Models/Props/PickUps/HealthPickUp.mesh</Resource> <Resource>Models/Props/PickUps/HealthPickUp.mesh</Resource>
</c:Model> </c:Model>
<c:RaptorCopter> <c:RaptorCopter>
<Speed>8</Speed> <Speed>0.1</Speed>
<Axis X="0" Y="0.100000001" Z="0"/> <Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter> </c:RaptorCopter>
<c:Transform> <c:Transform>
<Position X="0" Y="2.36784196" Z="0"/> <Position X="0" Y="1" Z="0"/>
<Scale X="0.600000024" Y="0.600000024" Z="0.600000024"/> <Scale X="0.3" Y="0.3" Z="0.3"/>
<Orientation X="0" Y="18767.0273" Z="0"/>
</c:Transform> </c:Transform>
<c:Trigger/> <c:Trigger/>
</Components> </Components>
+252 -1
View File
@@ -10,7 +10,7 @@
<Components> <Components>
<c:PlayerSpawn/> <c:PlayerSpawn/>
<c:Spawner> <c:Spawner>
<EntityFile>Schema/Entities/PlayerRed.xml</EntityFile> <EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner> </c:Spawner>
<c:Team> <c:Team>
<Team> <Team>
@@ -118,6 +118,257 @@
</Entity> </Entity>
</Children> </Children>
</Entity> </Entity>
<Entity name="Player">
<Components>
<c:AABB>
<Origin X="0" Y="0.772000015" Z="0"/>
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:AssaultWeapon>
<RPM>600</RPM>
</c:AssaultWeapon>
<c:Collidable/>
<c:DashAbility/>
<c:Health/>
<c:Physics>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
<MovementSpeed>5</MovementSpeed>
</c:Player>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform>
<Position X="0" Y="0.0288832653" Z="2.64837074"/>
</c:Transform>
</Components>
<Children>
<Entity name="Camera">
<Components>
<c:Camera/>
<c:Transform>
<Position X="0" Y="1.27700007" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="PlayerName">
<Components>
<c:Text>
<Resource>Fonts/DroidSans.ttf,100</Resource>
<Color A="1" B="0" G="1" R="0"/>
</c:Text>
<c:Transform>
<Position X="0.100000001" Y="0.248000011" Z="-0.248000011"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="CameraModel">
<Components>
<c:Model>
<Resource>Models/Widgets/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.0331346765" Z="-0.0792061687"/>
<Scale X="1.30000007" Y="1.50000012" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="HUD">
<Components>
<c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
</c:Transform>
</Components>
<Children>
<Entity name="HealthBar">
<Components>
<c:Fill>
<Percentage>1</Percentage>
<Color A="0" B="1" G="0" R="0"/>
</c:Fill>
<c:HealthHUD/>
<c:Model>
<Resource>Models/Core/UnitHexagon.mesh</Resource>
<Color A="1" B="0.70588237" G="0.70588237" R="0.70588237"/>
</c:Model>
<c:Transform>
<Position X="-0.383000016" Y="-0.185000002" Z="0"/>
<Scale X="0.150000006" Y="0.150000006" Z="0.150000006"/>
<Orientation X="0" Y="0.594000041" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Crosshair">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
<DepthSort>false</DepthSort>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.200000003"/>
<Scale X="0.0250000004" Y="0.0250000004" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Hands">
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.9569972344146196</Time1>
<Speed1>1</Speed1>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
<Transparent>true</Transparent>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponModel">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0.120748013" Y="-0.228470564" Z="-0.151475638"/>
<Orientation X="0.010404693" Y="-0.00268176314" Z="0.0428441502"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/WeaponReloadEffect.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="ThirdPersonCamera">
<Components>
<c:Camera/>
<c:Model>
<Resource>Models/Widgets/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="-0.284000009" Y="1.83800006" Z="1.18900001"/>
<Orientation X="5.95600033" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PlayerModel">
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.8055945618467364</Time1>
<Speed1>1</Speed1>
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
<Time>0.5</Time>
</c:AnimationOffset>
<c:HiddenForLocalPlayer/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="ThirdPersonWeaponModel">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0.158578917" Y="1.02878916" Z="-0.215411991"/>
<Orientation X="-0.0626687407" Y="-0.0361274257" Z="0.120101407"/>
</c:Transform>
</Components>
<Children>
<Entity name="ThirdPersonWeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="AABBStanding">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.427450985" B="1" G="1" R="1"/>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.772000015" Z="0"/>
<Scale X="1" Y="1.60000002" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AABBCrouching">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.745098054" B="1" G="0" R="1"/>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.772000015" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children> </Children>
</Entity> </Entity>
+131 -72
View File
@@ -7,31 +7,24 @@
<Size X="1" Y="1.60000002" Z="1"/> <Size X="1" Y="1.60000002" Z="1"/>
</c:AABB> </c:AABB>
<c:AssaultWeapon> <c:AssaultWeapon>
<Slot> <RPM>600</RPM>
<Secondary/>
</Slot>
</c:AssaultWeapon> </c:AssaultWeapon>
<c:Collidable/> <c:Collidable/>
<c:DefenderWeapon> <c:DashAbility/>
<TimeSinceLastFire>1.6944730461160304</TimeSinceLastFire>
</c:DefenderWeapon>
<c:DoubleJump/>
<c:Health/> <c:Health/>
<c:Physics> <c:Physics>
<PrevOrigin X="0" Y="0.772000015" Z="0"/>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/> <Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics> </c:Physics>
<c:Player> <c:Player>
<MovementSpeed>5</MovementSpeed> <MovementSpeed>5</MovementSpeed>
<CurrentWeapon></CurrentWeapon>
</c:Player> </c:Player>
<c:Team> <c:Team>
<Team> <Team>
<Blue/> <Blue/>
</Team> </Team>
</c:Team> </c:Team>
<c:Transform> <c:Transform/>
<Position X="-1.42731023" Y="0.0288832653" Z="3.63052702"/>
</c:Transform>
</Components> </Components>
<Children> <Children>
@@ -372,7 +365,7 @@
<Components> <Components>
<c:Animation> <c:Animation>
<AnimationName1>Idle</AnimationName1> <AnimationName1>Idle</AnimationName1>
<Time1>0.67172915251515519</Time1> <Time1>0.97725610639912475</Time1>
<Speed1>1</Speed1> <Speed1>1</Speed1>
<AnimationName2></AnimationName2> <AnimationName2></AnimationName2>
<AnimationName3></AnimationName3> <AnimationName3></AnimationName3>
@@ -384,29 +377,100 @@
<c:Transform/> <c:Transform/>
</Components> </Components>
<Children> <Children>
<Entity name="PrimaryAttachment"> <Entity name="WeaponModel">
<Components> <Components>
<c:Spawner> <c:BoneAttachment>
<EntityFile>Schema/Entities/DefenderWeaponView.xml</EntityFile> <BoneName>R_Arm_Weapon_Joint</BoneName>
</c:Spawner> </c:BoneAttachment>
<c:Transform/> <c:Model>
<c:WeaponAttachment> <Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Weapon>DefenderWeapon</Weapon> </c:Model>
</c:WeaponAttachment> <c:Transform>
<Position X="0.12043038" Y="-0.244988307" Z="-0.181454808"/>
<Orientation X="0.010404544" Y="-0.00268173823" Z="0.0428441577"/>
</c:Transform>
</Components> </Components>
<Children/> <Children>
</Entity> <Entity name="WeaponMuzzle">
<Entity name="SecondaryAttachment"> <Components>
<Components> <c:Spawner>
<c:Spawner> <EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile> </c:Spawner>
</c:Spawner> <c:Transform>
<c:Transform/> <Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
<c:WeaponAttachment> </c:Transform>
<Weapon>AssaultWeapon</Weapon> </Components>
</c:WeaponAttachment> <Children/>
</Components> </Entity>
<Children/> <Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity> </Entity>
</Children> </Children>
</Entity> </Entity>
@@ -430,6 +494,7 @@
<Components> <Components>
<c:Animation> <c:Animation>
<AnimationName1>Idle</AnimationName1> <AnimationName1>Idle</AnimationName1>
<Time1>0.87583812735846323</Time1>
<Speed1>1</Speed1> <Speed1>1</Speed1>
<AnimationName2></AnimationName2> <AnimationName2></AnimationName2>
<AnimationName3></AnimationName3> <AnimationName3></AnimationName3>
@@ -438,7 +503,6 @@
<AnimationName>AimRifle</AnimationName> <AnimationName>AimRifle</AnimationName>
<Time>0.5</Time> <Time>0.5</Time>
</c:AnimationOffset> </c:AnimationOffset>
<c:Shielded/>
<c:HiddenForLocalPlayer/> <c:HiddenForLocalPlayer/>
<c:Model> <c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource> <Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
@@ -447,35 +511,41 @@
<c:Transform/> <c:Transform/>
</Components> </Components>
<Children> <Children>
<Entity name="PrimaryAttachment"> <Entity name="ThirdPersonWeaponModel">
<Components> <Components>
<c:Spawner> <c:BoneAttachment>
<EntityFile>Schema/Entities/DefenderWeaponWorld.xml</EntityFile> <BoneName>R_Arm_Weapon_Joint</BoneName>
</c:Spawner> </c:BoneAttachment>
<c:Transform/> <c:Model>
<c:WeaponAttachment> <Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Weapon>DefenderWeapon</Weapon> </c:Model>
<Person> <c:Transform>
<ThirdPerson/> <Position X="0.163429111" Y="1.0235405" Z="-0.215489209"/>
</Person> <Orientation X="-0.0631071255" Y="-0.0576644838" Z="0.118255548"/>
</c:WeaponAttachment> </c:Transform>
</Components> </Components>
<Children/> <Children>
</Entity> <Entity name="ThirdPersonWeaponMuzzle">
<Entity name="SecondaryAttachment"> <Components>
<Components> <c:Spawner>
<c:Spawner> <EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile> </c:Spawner>
</c:Spawner> <c:Transform>
<c:Transform/> <Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
<c:WeaponAttachment> </c:Transform>
<Weapon>AssaultWeapon</Weapon> </Components>
<Person> <Children/>
<ThirdPerson/> </Entity>
</Person> <Entity name="ThirdPersonReloadSpawner">
</c:WeaponAttachment> <Components>
</Components> <c:Spawner>
<Children/> <EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity> </Entity>
</Children> </Children>
</Entity> </Entity>
@@ -541,17 +611,6 @@
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
<Entity name="ShieldAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderShield.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0.859000027" Z="-0.976999998"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children> </Children>
</Entity> </Entity>
+135 -76
View File
@@ -7,31 +7,24 @@
<Size X="1" Y="1.60000002" Z="1"/> <Size X="1" Y="1.60000002" Z="1"/>
</c:AABB> </c:AABB>
<c:AssaultWeapon> <c:AssaultWeapon>
<Slot> <RPM>600</RPM>
<Secondary/>
</Slot>
</c:AssaultWeapon> </c:AssaultWeapon>
<c:Collidable/> <c:Collidable/>
<c:DefenderWeapon> <c:DashAbility/>
<TimeSinceLastFire>1.6944730461160304</TimeSinceLastFire>
</c:DefenderWeapon>
<c:DoubleJump/>
<c:Health/> <c:Health/>
<c:Physics> <c:Physics>
<PrevOrigin X="0" Y="0.772000015" Z="0"/>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/> <Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics> </c:Physics>
<c:Player> <c:Player>
<MovementSpeed>5</MovementSpeed> <MovementSpeed>5</MovementSpeed>
<CurrentWeapon></CurrentWeapon>
</c:Player> </c:Player>
<c:Team> <c:Team>
<Team> <Team>
<Red/> <Red/>
</Team> </Team>
</c:Team> </c:Team>
<c:Transform> <c:Transform/>
<Position X="0" Y="0.0288832653" Z="3.63052702"/>
</c:Transform>
</Components> </Components>
<Children> <Children>
@@ -372,7 +365,7 @@
<Components> <Components>
<c:Animation> <c:Animation>
<AnimationName1>Idle</AnimationName1> <AnimationName1>Idle</AnimationName1>
<Time1>0.67172915251515519</Time1> <Time1>1.2667383999985162</Time1>
<Speed1>1</Speed1> <Speed1>1</Speed1>
<AnimationName2></AnimationName2> <AnimationName2></AnimationName2>
<AnimationName3></AnimationName3> <AnimationName3></AnimationName3>
@@ -384,29 +377,100 @@
<c:Transform/> <c:Transform/>
</Components> </Components>
<Children> <Children>
<Entity name="PrimaryAttachment"> <Entity name="WeaponModel">
<Components> <Components>
<c:Spawner> <c:BoneAttachment>
<EntityFile>Schema/Entities/DefenderWeaponViewRed.xml</EntityFile> <BoneName>R_Arm_Weapon_Joint</BoneName>
</c:Spawner> </c:BoneAttachment>
<c:Transform/> <c:Model>
<c:WeaponAttachment> <Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
<Weapon>DefenderWeapon</Weapon> </c:Model>
</c:WeaponAttachment> <c:Transform>
<Position X="0.120430425" Y="-0.242105931" Z="-0.181454822"/>
<Orientation X="0.010404665" Y="-0.00268179877" Z="0.0428443067"/>
</c:Transform>
</Components> </Components>
<Children/> <Children>
</Entity> <Entity name="WeaponMuzzle">
<Entity name="SecondaryAttachment"> <Components>
<Components> <c:Spawner>
<c:Spawner> <EntityFile>Schema/Entities/RayRed.xml</EntityFile>
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile> </c:Spawner>
</c:Spawner> <c:Transform>
<c:Transform/> <Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
<c:WeaponAttachment> </c:Transform>
<Weapon>AssaultWeapon</Weapon> </Components>
</c:WeaponAttachment> <Children/>
</Components> </Entity>
<Children/> <Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectViewRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity> </Entity>
</Children> </Children>
</Entity> </Entity>
@@ -430,6 +494,7 @@
<Components> <Components>
<c:Animation> <c:Animation>
<AnimationName1>Idle</AnimationName1> <AnimationName1>Idle</AnimationName1>
<Time1>0.26532318661337229</Time1>
<Speed1>1</Speed1> <Speed1>1</Speed1>
<AnimationName2></AnimationName2> <AnimationName2></AnimationName2>
<AnimationName3></AnimationName3> <AnimationName3></AnimationName3>
@@ -438,7 +503,6 @@
<AnimationName>AimRifle</AnimationName> <AnimationName>AimRifle</AnimationName>
<Time>0.5</Time> <Time>0.5</Time>
</c:AnimationOffset> </c:AnimationOffset>
<c:Shielded/>
<c:HiddenForLocalPlayer/> <c:HiddenForLocalPlayer/>
<c:Model> <c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource> <Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
@@ -447,35 +511,41 @@
<c:Transform/> <c:Transform/>
</Components> </Components>
<Children> <Children>
<Entity name="PrimaryAttachment"> <Entity name="ThirdPersonWeaponModel">
<Components> <Components>
<c:Spawner> <c:BoneAttachment>
<EntityFile>Schema/Entities/DefenderWeaponWorldRed.xml</EntityFile> <BoneName>R_Arm_Weapon_Joint</BoneName>
</c:Spawner> </c:BoneAttachment>
<c:Transform/> <c:Model>
<c:WeaponAttachment> <Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
<Weapon>DefenderWeapon</Weapon> </c:Model>
<Person> <c:Transform>
<ThirdPerson/> <Position X="0.159282878" Y="1.0300566" Z="-0.216084003"/>
</Person> <Orientation X="-0.0626799241" Y="-0.0390551724" Z="0.119761385"/>
</c:WeaponAttachment> </c:Transform>
</Components> </Components>
<Children/> <Children>
</Entity> <Entity name="ThirdPersonWeaponMuzzle">
<Entity name="SecondaryAttachment"> <Components>
<Components> <c:Spawner>
<c:Spawner> <EntityFile>Schema/Entities/RayRed.xml</EntityFile>
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile> </c:Spawner>
</c:Spawner> <c:Transform>
<c:Transform/> <Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
<c:WeaponAttachment> </c:Transform>
<Weapon>AssaultWeapon</Weapon> </Components>
<Person> <Children/>
<ThirdPerson/> </Entity>
</Person> <Entity name="ThirdPersonReloadSpawner">
</c:WeaponAttachment> <Components>
</Components> <c:Spawner>
<Children/> <EntityFile>Schema/Entities/ReloadEffectWorldRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity> </Entity>
</Children> </Children>
</Entity> </Entity>
@@ -514,20 +584,20 @@
<Color A="1" B="0" G="1" R="0"/> <Color A="1" B="0" G="1" R="0"/>
</c:Text> </c:Text>
<c:Transform> <c:Transform>
<Position X="0.100000001" Y="1.50176644" Z="-0.248000011"/> <Position X="0.100000001" Y="1.50199997" Z="-0.248000011"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/> <Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
<Orientation X="0" Y="3.14199996" Z="0"/> <Orientation X="0" Y="3.14199996" Z="0"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
<Entity name="Indicator"> <Entity>
<Components> <Components>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Icons/Arrow.png</DiffuseTexture> <DiffuseTexture>Textures/Icons/Arrow.png</DiffuseTexture>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<GlowMap></GlowMap> <GlowMap></GlowMap>
<Color A="1" B="1" G="0.309803933" R="0"/> <Color A="1" B="0" G="0" R="1"/>
</c:Sprite> </c:Sprite>
<c:HiddenForLocalPlayer/> <c:HiddenForLocalPlayer/>
<c:SpriteIndicator> <c:SpriteIndicator>
@@ -535,23 +605,12 @@
<VisibleForSingleTeamOnly>true</VisibleForSingleTeamOnly> <VisibleForSingleTeamOnly>true</VisibleForSingleTeamOnly>
</c:SpriteIndicator> </c:SpriteIndicator>
<c:Transform> <c:Transform>
<Position X="0" Y="1.84019077" Z="0"/> <Position X="0" Y="1.84000003" Z="0"/>
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/> <Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
<Entity name="ShieldAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderShield.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0.859000027" Z="-0.976999998"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children> </Children>
</Entity> </Entity>
-2
View File
@@ -50,8 +50,6 @@
<xs:element ref="c:Menu" minOccurs="0"/> <xs:element ref="c:Menu" minOccurs="0"/>
<xs:element ref="c:Page" minOccurs="0"/> <xs:element ref="c:Page" minOccurs="0"/>
<xs:element ref="c:Button" minOccurs="0"/> <xs:element ref="c:Button" minOccurs="0"/>
<xs:element ref="c:WeaponAttachment" minOccurs="0"/>
<xs:element ref="c:DefenderWeapon" minOccurs="0"/>
</xs:all> </xs:all>
</xs:complexType> </xs:complexType>
</xs:element> </xs:element>
-16
View File
@@ -1,16 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" elementFormDefault="unqualified" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:complexType name="WeaponSlotEnum" mixed="true">
<xs:complexContent>
<xs:extension base="t:enum">
<xs:choice>
<xs:element name="Primary" type="t:int" fixed="1" minOccurs="0"/>
<xs:element name="Secondary" type="t:int" fixed="2" minOccurs="0"/>
</xs:choice>
</xs:extension>
</xs:complexContent>
</xs:complexType>
</xs:schema>
+4 -15
View File
@@ -12,8 +12,6 @@ uniform vec4 FillColor;
uniform vec4 AmbientColor; uniform vec4 AmbientColor;
uniform float FillPercentage; uniform float FillPercentage;
uniform float GlowIntensity = 10; uniform float GlowIntensity = 10;
uniform vec3 CameraPosition;
uniform int SSAOQuality;
uniform vec2 DiffuseUVRepeat; uniform vec2 DiffuseUVRepeat;
uniform vec2 NormalUVRepeat; uniform vec2 NormalUVRepeat;
@@ -24,7 +22,6 @@ layout (binding = 1) uniform sampler2D DiffuseTexture;
layout (binding = 2) uniform sampler2D NormalMapTexture; layout (binding = 2) uniform sampler2D NormalMapTexture;
layout (binding = 3) uniform sampler2D SpecularMapTexture; layout (binding = 3) uniform sampler2D SpecularMapTexture;
layout (binding = 4) uniform sampler2D GlowMapTexture; layout (binding = 4) uniform sampler2D GlowMapTexture;
layout (binding = 5) uniform samplerCube CubeMap;
#define TILE_SIZE 16 #define TILE_SIZE 16
@@ -79,7 +76,7 @@ struct LightResult {
}; };
float CalcAttenuation(float radius, float dist, float falloff) { float CalcAttenuation(float radius, float dist, float falloff) {
return 1.0 - smoothstep(radius * falloff, radius, dist); return 1.0 - smoothstep(radius * 0.3, radius, dist);
} }
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) { vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
@@ -126,7 +123,7 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
void main() void main()
{ {
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r; float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT); ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat); vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat); vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
@@ -136,10 +133,6 @@ void main()
normal = normalize(normal); normal = normalize(normal);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0)); //vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-position); vec4 viewVec = normalize(-position);
vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
vec3 R = reflect(-I, Input.Normal);
//R = vec3(P * vec4(R, 1.0));
vec4 reflectionColor = texture(CubeMap, R);
vec2 tilePos; vec2 tilePos;
tilePos.x = int(gl_FragCoord.x/TILE_SIZE); tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
@@ -170,9 +163,6 @@ void main()
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed); vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)); color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
vec4 reflectionTotal = reflectionColor * (1-specularTexel.a) * color_result.a;
color_result = color_result * clamp(1/specularTexel.a, 0, 1) + reflectionTotal;
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color; //vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
@@ -182,10 +172,9 @@ void main()
color_result += FillColor; color_result += FillColor;
} }
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1)); sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
//sceneColor = vec4(reflectionColor.xyz, 1); color_result += glowTexel*GlowIntensity;
color_result.xyz += glowTexel.xyz*GlowIntensity;
bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1)); bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
//Tiled Debug Code //Tiled Debug Code
/* /*
+4 -4
View File
@@ -23,12 +23,12 @@ out VertexData{
void main() void main()
{ {
gl_Position = P*V*M * vec4(Position, 1.0); gl_Position = P*V*M * vec4(Position, 1.0);
mat4 TIM = transpose(inverse(M));
Output.Position = Position; Output.Position = Position;
Output.TextureCoordinate = TextureCoords; Output.TextureCoordinate = TextureCoords;
Output.Normal = vec3(TIM * vec4(Normal, 0.0)); Output.Normal = vec3(M * vec4(Normal, 0.0));
Output.Tangent = vec3(TIM * vec4(Tangent, 0.0)); Output.Tangent = vec3(M * vec4(Tangent, 0.0));
Output.BiTangent = vec3(TIM * vec4(BiTangent, 0.0)); Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
Output.ExplosionColor = vec4(1.0); Output.ExplosionColor = vec4(1.0);
Output.ExplosionPercentageElapsed = 0.0; Output.ExplosionPercentageElapsed = 0.0;
} }
@@ -11,7 +11,6 @@ uniform vec4 DiffuseColor;
uniform vec4 FillColor; uniform vec4 FillColor;
uniform vec4 Color; uniform vec4 Color;
uniform vec4 AmbientColor; uniform vec4 AmbientColor;
uniform int SSAOQuality;
//Get bineded at the same time as the textures //Get bineded at the same time as the textures
uniform vec2 DiffuseUVRepeat1; uniform vec2 DiffuseUVRepeat1;
@@ -178,7 +177,7 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
void main() void main()
{ {
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r; float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT); ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate); vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
+12 -7
View File
@@ -2,11 +2,11 @@
//Number of samples per pixel //Number of samples per pixel
uniform int uNumOfSamples; uniform int uNumOfSamples;
//#define uNumOfSamples (11) //#define NUM_SAMPLES (11)
//Number of turns around the cirle //Number of turns around the cirle
uniform int uNumOfTurns; uniform int uNumOfTurns;
//#define uNumOfTurns (7) //#define NUM_TURNS (7)
layout (binding = 0) uniform sampler2D ViewSpaceZ; layout (binding = 0) uniform sampler2D ViewSpaceZ;
@@ -16,16 +16,15 @@ uniform float uProjScale;
//#define ProjScale 500 //#define ProjScale 500
uniform float uRadius; uniform float uRadius;
//#define uRadius 1.0f //#define Radius 1.0f
uniform float uBias; uniform float uBias;
//#define uBias 0.05f //#define Bias 0.012f
uniform float uContrast; uniform float uContrast;
//#define uContrast 1.5f //#define IntensityDivR6 1
uniform float uIntensityScale; uniform float uIntensityScale;
//#define uIntensityScale 1.0f
out float AO; out float AO;
@@ -89,7 +88,13 @@ void main() {
vec3 origin = getVSPosition(originScreenCoord); vec3 origin = getVSPosition(originScreenCoord);
float radius = min(origin.z, uRadius); float radius;
if(origin.z < uRadius){
radius = origin.z;
} else {
radius = uRadius;
}
vec3 originNormal = getVSFaceNormal(origin); vec3 originNormal = getVSFaceNormal(origin);
-5
View File
@@ -2,12 +2,7 @@
layout (location = 0) in vec3 Position; layout (location = 0) in vec3 Position;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main() void main()
{ {
gl_Position = vec4(Position, 1.0); gl_Position = vec4(Position, 1.0);
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
} }
+1 -5
View File
@@ -3,15 +3,11 @@
layout (binding = 0) uniform sampler2D DepthBuffer; layout (binding = 0) uniform sampler2D DepthBuffer;
uniform vec3 ClipInfo; uniform vec3 ClipInfo;
in VertexData{
vec2 TextureCoordinate;
}Input;
out float depthLinear; out float depthLinear;
//Just for Debug, should be depthLinear //Just for Debug, should be depthLinear
//out vec4 fragmentColor; //out vec4 fragmentColor;
void main() { void main() {
float depthSample = texture2D(DepthBuffer, Input.TextureCoordinate).r; float depthSample = texelFetch(DepthBuffer, ivec2(gl_FragCoord.xy), 0).r;
depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]); depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]);
//float depthLinear = (NearClip) / ( -depthSample + 1.0f); //float depthLinear = (NearClip) / ( -depthSample + 1.0f);
//fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f); //fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f);
+44 -49
View File
@@ -12,56 +12,55 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
if (!boundingBox) { if (!boundingBox) {
return; return;
} }
ComponentWrapper& cTransform = entity["Transform"]; ComponentWrapper& cTransform = entity["Transform"];
EntityAABB& boxA = *boundingBox; EntityAABB& boxA = *boundingBox;
bool everHitTheGround = false; bool everHitTheGround = false;
auto prevPosIt = m_PrevPositions.find(entity); glm::vec3 size = boxA.Size();
if (prevPosIt != m_PrevPositions.end()) { float diameter = std::min(size.x, size.z);
glm::vec3 size = boxA.Size(); glm::vec3 prevOrigin = (glm::vec3)cPhysics["PrevOrigin"];
float diameter = std::min(size.x, size.z); glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
glm::vec3 prevOrigin = prevPosIt->second; float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin; //If the entity has moved farther than the size of its box, we need to handle it specially.
float rayLength = glm::length(toCurrentPos) + 0.5f*diameter; bool traceCollision = rayLength > diameter;
//If the entity has moved farther than the size of its box, we need to handle it specially. //hack solution: If prevOrigin is less than -9000 in all dimensions,
if (rayLength > diameter) { //then it means it is not set, i.e. this is the first collision check for the entity.
Ray ray(prevOrigin, toCurrentPos); if (traceCollision && glm::any(glm::greaterThan((glm::vec3)cPhysics["PrevOrigin"], glm::vec3(-9000.f)))) {
m_OctreeResult.clear(); Ray ray(prevOrigin, toCurrentPos);
m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult); m_OctreeResult.clear();
for (auto& boxB : m_OctreeResult) { m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
if (boxA.Entity == boxB.Entity) { for (auto& boxB : m_OctreeResult) {
if (boxA.Entity == boxB.Entity) {
continue;
}
bool hit;
float dist;
if (boxB.Entity.HasComponent("Model")) {
RawModel* model;
std::string res = (std::string)boxB.Entity["Model"]["Resource"];
try {
model = ResourceManager::Load<RawModel, true>(res);
} catch (const std::exception&) {
continue; continue;
} }
bool hit; float u, v;
float dist; hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
if (boxB.Entity.HasComponent("Model")) { } else {
RawModel* model; hit = Collision::RayVsAABB(ray, boxB, dist);
std::string res = (std::string)boxB.Entity["Model"]["Resource"]; }
try { if (hit && dist < rayLength) {
model = ResourceManager::Load<RawModel, true>(res); //Set the entity to where it was colliding, minus the maximum box size.
} catch (const std::exception&) { //TODO: Perhaps this should be done slightly more properly.
continue; glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
} glm::vec3 resolve = newOriginPos - boxA.Origin();
float u, v; (glm::vec3&)cTransform["Position"] += resolve;
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v); boxA = *Collision::EntityAbsoluteAABB(entity);
} else { if (resolve.y > 0) {
hit = Collision::RayVsAABB(ray, boxB, dist); everHitTheGround = true;
} (bool)cPhysics["IsOnGround"] = true;
if (hit && dist < rayLength) { ((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
//Set the entity to where it was colliding, minus the maximum box size.
//TODO: Perhaps this should be done slightly more properly.
glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
glm::vec3 resolve = newOriginPos - boxA.Origin();
(glm::vec3&)cTransform["Position"] += resolve;
boxA = *Collision::EntityAbsoluteAABB(entity);
if (resolve.y > 0) {
everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true;
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
}
break;
} }
break;
} }
} }
} }
@@ -87,13 +86,10 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity); glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"]; glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
bool isOnGround = (bool)cPhysics["IsOnGround"]; bool isOnGround = (bool)cPhysics["IsOnGround"];
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"]; float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) { if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector. (glm::vec3&)cTransform["Position"] += resolutionVector;
(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
cPhysics["Velocity"] = inOutVelocity; cPhysics["Velocity"] = inOutVelocity;
if (isOnGround) { if (isOnGround) {
everHitTheGround = true; everHitTheGround = true;
@@ -103,7 +99,6 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) { } else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
//Enter here if boxB has no Model. //Enter here if boxB has no Model.
(glm::vec3&)cTransform["Position"] += resolutionVector; (glm::vec3&)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
if (resolutionVector.y > 0) { if (resolutionVector.y > 0) {
everHitTheGround = true; everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true; (bool)cPhysics["IsOnGround"] = true;
@@ -117,5 +112,5 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
(bool)cPhysics["IsOnGround"] = false; (bool)cPhysics["IsOnGround"] = false;
} }
m_PrevPositions[entity] = boxA.Origin(); (glm::vec3&)cPhysics["PrevOrigin"] = boxA.Origin();
} }
+1 -79
View File
@@ -51,40 +51,6 @@ EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& compone
return EntityWrapper::Invalid; return EntityWrapper::Invalid;
} }
EntityWrapper EntityWrapper::Clone(EntityWrapper parent /*= Invalid*/)
{
if (!Valid()) {
return EntityWrapper::Invalid;
}
EntityWrapper clone = cloneRecursive(*this, EntityWrapper::Invalid);
this->World->SetParent(clone.ID, parent.ID);
return clone;
}
std::vector<EntityWrapper> EntityWrapper::ChildrenWithComponent(const std::string& componentType)
{
std::vector<EntityWrapper> childrenWithComponent;
childrenWithComponentRecursive(componentType, *this, childrenWithComponent);
return childrenWithComponent;
}
void EntityWrapper::DeleteChildren()
{
auto itPair = this->World->GetDirectChildren(this->ID);
if (itPair.first == itPair.second) {
return;
}
std::vector<EntityID> entitiesToDelete;
for (auto it = itPair.first; it != itPair.second; it++) {
entitiesToDelete.push_back(it->second);
}
for (auto& e : entitiesToDelete) {
this->World->DeleteEntity(e);
}
}
bool EntityWrapper::IsChildOf(EntityWrapper potentialParent) bool EntityWrapper::IsChildOf(EntityWrapper potentialParent)
{ {
EntityWrapper entity = *this; EntityWrapper entity = *this;
@@ -124,11 +90,6 @@ ComponentWrapper EntityWrapper::operator[](const char* componentName)
} }
} }
ComponentWrapper EntityWrapper::operator[](const std::string& componentName)
{
return this->operator[](componentName.c_str());
}
bool EntityWrapper::operator==(const EntityWrapper& e) const bool EntityWrapper::operator==(const EntityWrapper& e) const
{ {
return (this->ID == e.ID) && (this->World == e.World); return (this->ID == e.ID) && (this->World == e.World);
@@ -150,7 +111,7 @@ EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name,
return EntityWrapper::Invalid; return EntityWrapper::Invalid;
} }
auto itPair = this->World->GetDirectChildren(parent); auto itPair = this->World->GetChildren(parent);
if (itPair.first == itPair.second) { if (itPair.first == itPair.second) {
return EntityWrapper::Invalid; return EntityWrapper::Invalid;
} }
@@ -170,42 +131,3 @@ EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name,
return EntityWrapper::Invalid; return EntityWrapper::Invalid;
} }
EntityWrapper EntityWrapper::cloneRecursive(EntityWrapper entity, EntityWrapper parent)
{
EntityWrapper clone = EntityWrapper(entity.World, entity.World->CreateEntity(parent.ID));
entity.World->SetName(clone.ID, entity.Name());
// Clone components
for (auto& kv : entity.World->GetComponentPools()) {
if (kv.second->KnowsEntity(entity.ID)) {
ComponentWrapper c1 = kv.second->GetByEntity(entity.ID);
ComponentWrapper c2 = entity.World->AttachComponent(clone.ID, kv.first);
c1.Copy(c2);
}
}
// Clone children
auto children = entity.World->GetDirectChildren(entity.ID);
for (auto it = children.first; it != children.second; ++it) {
EntityWrapper child(entity.World, it->second);
cloneRecursive(child, clone);
}
return clone;
}
void EntityWrapper::childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent)
{
auto itPair = this->World->GetDirectChildren(entity.ID);
if (itPair.first == itPair.second) {
return;
}
for (auto it = itPair.first; it != itPair.second; ++it) {
EntityWrapper child = EntityWrapper(entity.World, it->second);
if (child.HasComponent(componentType)) {
childrenWithComponent.push_back(child);
}
childrenWithComponentRecursive(componentType, child, childrenWithComponent);
}
}
+2 -2
View File
@@ -33,8 +33,8 @@ void _LOG(_LOG_LEVEL logLevel, const char* file, const char* func, unsigned int
va_end(args); va_end(args);
if (logLevel == LOG_LEVEL_ERROR) { if (logLevel == LOG_LEVEL_ERROR) {
//std::cerr << file << ":" << line << " " << func << std::endl; std::cerr << file << ":" << line << " " << func << std::endl;
//std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl; std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
} else { } else {
std::cout << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl; std::cout << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
} }
+1 -1
View File
@@ -127,7 +127,7 @@ void World::SetParent(EntityID entity, EntityID parent)
m_EntityChildren.insert(std::make_pair(parent, entity)); m_EntityChildren.insert(std::make_pair(parent, entity));
} }
const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> World::GetDirectChildren(EntityID entity) const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> World::GetChildren(EntityID entity)
{ {
return m_EntityChildren.equal_range(entity); return m_EntityChildren.equal_range(entity);
} }
-18
View File
@@ -580,11 +580,6 @@ void EditorGUI::createWidgetToolButton(WidgetMode mode)
bool EditorGUI::OnKeyDown(const Events::KeyDown& e) bool EditorGUI::OnKeyDown(const Events::KeyDown& e)
{ {
ImGuiIO& io = ImGui::GetIO();
if (io.WantCaptureKeyboard) {
return false;
}
if (e.ModCtrl && e.KeyCode == GLFW_KEY_S) { if (e.ModCtrl && e.KeyCode == GLFW_KEY_S) {
if (m_CurrentSelection.Valid()) { if (m_CurrentSelection.Valid()) {
EntityWrapper baseParent = m_CurrentSelection; EntityWrapper baseParent = m_CurrentSelection;
@@ -603,19 +598,6 @@ bool EditorGUI::OnKeyDown(const Events::KeyDown& e)
entityImport(m_World); entityImport(m_World);
} }
if (e.ModCtrl && e.KeyCode == GLFW_KEY_C) {
m_CopyTarget = m_CurrentSelection;
}
if (e.ModCtrl && e.KeyCode == GLFW_KEY_V) {
if (m_OnEntityPaste != nullptr) {
EntityWrapper copy = m_OnEntityPaste(m_CopyTarget, m_CurrentSelection);
if (copy != EntityWrapper::Invalid) {
SelectEntity(copy);
}
}
}
if (e.KeyCode == GLFW_KEY_DELETE) { if (e.KeyCode == GLFW_KEY_DELETE) {
if (m_CurrentSelection.Valid()) { if (m_CurrentSelection.Valid()) {
entityDelete(m_CurrentSelection); entityDelete(m_CurrentSelection);
-6
View File
@@ -28,7 +28,6 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
m_EditorGUI->SetEntityDeleteCallback(std::bind(&EditorSystem::OnEntityDelete, this, std::placeholders::_1)); m_EditorGUI->SetEntityDeleteCallback(std::bind(&EditorSystem::OnEntityDelete, this, std::placeholders::_1));
m_EditorGUI->SetEntityChangeParentCallback(std::bind(&EditorSystem::OnEntityChangeParent, this, std::placeholders::_1, std::placeholders::_2)); m_EditorGUI->SetEntityChangeParentCallback(std::bind(&EditorSystem::OnEntityChangeParent, this, std::placeholders::_1, std::placeholders::_2));
m_EditorGUI->SetEntityChangeNameCallback(std::bind(&EditorSystem::OnEntityChangeName, this, std::placeholders::_1, std::placeholders::_2)); m_EditorGUI->SetEntityChangeNameCallback(std::bind(&EditorSystem::OnEntityChangeName, this, std::placeholders::_1, std::placeholders::_2));
m_EditorGUI->SetEntityPasteCallback(std::bind(&EditorSystem::OnEntityPaste, this, std::placeholders::_1, std::placeholders::_2));
m_EditorGUI->SetComponentAttachCallback(std::bind(&EditorSystem::OnComponentAttach, this, std::placeholders::_1, std::placeholders::_2)); m_EditorGUI->SetComponentAttachCallback(std::bind(&EditorSystem::OnComponentAttach, this, std::placeholders::_1, std::placeholders::_2));
m_EditorGUI->SetComponentDeleteCallback(std::bind(&EditorSystem::OnComponentDelete, this, std::placeholders::_1, std::placeholders::_2)); m_EditorGUI->SetComponentDeleteCallback(std::bind(&EditorSystem::OnComponentDelete, this, std::placeholders::_1, std::placeholders::_2));
m_EditorGUI->SetWidgetModeCallback(std::bind(&EditorSystem::setWidgetMode, this, std::placeholders::_1)); m_EditorGUI->SetWidgetModeCallback(std::bind(&EditorSystem::setWidgetMode, this, std::placeholders::_1));
@@ -161,11 +160,6 @@ void EditorSystem::OnEntityChangeName(EntityWrapper entity, const std::string& n
} }
} }
EntityWrapper EditorSystem::OnEntityPaste(EntityWrapper entityToCopy, EntityWrapper parent)
{
return entityToCopy.Clone(parent);
}
void EditorSystem::OnComponentAttach(EntityWrapper entity, const std::string& componentType) void EditorSystem::OnComponentAttach(EntityWrapper entity, const std::string& componentType)
{ {
if (entity.Valid()) { if (entity.Valid()) {
+8 -116
View File
@@ -13,8 +13,6 @@ Client::Client(World* world, EventBroker* eventBroker)
m_PlayerName = config->Get<std::string>("Networking.Name", "Raptorcopter"); m_PlayerName = config->Get<std::string>("Networking.Name", "Raptorcopter");
m_SendInputIntervalMs = config->Get<int>("Networking.SendInputIntervalMs", 33); m_SendInputIntervalMs = config->Get<int>("Networking.SendInputIntervalMs", 33);
LOG_INFO("Client initialized"); LOG_INFO("Client initialized");
m_ServerlistRequest.Connect(m_PlayerName, "192.168.1.255", 32554);
} }
Client::Client(World* world, EventBroker* eventBroker, std::unique_ptr<SnapshotFilter> snapshotFilter) Client::Client(World* world, EventBroker* eventBroker, std::unique_ptr<SnapshotFilter> snapshotFilter)
@@ -32,8 +30,6 @@ void Client::Connect(std::string address, int port)
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Client::OnInputCommand); EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Client::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Client::OnPlayerDamage); EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Client::OnPlayerDamage);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Client::OnPlayerSpawned); EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Client::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &Client::OnDoubleJump);
EVENT_SUBSCRIBE_MEMBER(m_ESearchForServers, &Client::OnSearchForServers);
auto config = ResourceManager::Load<ConfigFile>("Config.ini"); auto config = ResourceManager::Load<ConfigFile>("Config.ini");
m_Address = address; m_Address = address;
if (address.empty()) { if (address.empty()) {
@@ -70,21 +66,6 @@ void Client::Update()
} }
while (m_ServerlistRequest.IsSocketAvailable()) {
Packet packet(MessageType::Invalid);
m_ServerlistRequest.Receive(packet);
if (packet.GetMessageType() == MessageType::ServerlistRequest) {
parseServerlist(packet);
}
}
if (m_SearchingForServers) {
if (m_SearchingTime < (1000* (std::clock() - m_StartSearchTime) / (double)CLOCKS_PER_SEC)) {
m_SearchingForServers = false;
displayServerlist();
}
}
if (m_IsConnected) { if (m_IsConnected) {
// Don't send 1 input in 1 packet, bunch em up. // Don't send 1 input in 1 packet, bunch em up.
if (m_SendInputIntervalMs < (1000 * (std::clock() - m_TimeSinceSentInputs) / (double)CLOCKS_PER_SEC)) { if (m_SendInputIntervalMs < (1000 * (std::clock() - m_TimeSinceSentInputs) / (double)CLOCKS_PER_SEC)) {
@@ -141,9 +122,6 @@ void Client::parseMessageType(Packet& packet)
case MessageType::OnPlayerDamage: case MessageType::OnPlayerDamage:
parsePlayerDamage(packet); parsePlayerDamage(packet);
break; break;
case MessageType::OnDoubleJump:
parseDoubleJump(packet);
break;
default: default:
break; break;
} }
@@ -195,22 +173,6 @@ void Client::parsePing()
m_Reliable.Send(packet); m_Reliable.Send(packet);
} }
void Client::parseServerlist(Packet& packet)
{
// Pop size, message type, and ID
packet.ReadPrimitive<int>();
packet.ReadPrimitive<int>();
packet.ReadPrimitive<int>();
std::string address = packet.ReadString();
int port = packet.ReadPrimitive<int>();
std::string serverName = packet.ReadString();
int playersConnected = packet.ReadPrimitive<int>();
//TODO: This should not happen when a client is connected to a server
m_Serverlist.push_back({ address, port, serverName, playersConnected });
}
void Client::parseKick() void Client::parseKick()
{ {
LOG_WARNING("You have been kicked from the server."); LOG_WARNING("You have been kicked from the server.");
@@ -233,7 +195,7 @@ void Client::parseSpawnEvents()
m_EventBroker->Publish(e); m_EventBroker->Publish(e);
} }
m_PlayerSpawnEvents = tempSpawn; m_PlayerSpawnEvents = tempSpawn;
// m_PlayerSpawnEvents.clear(); // m_PlayerSpawnEvents.clear();
} }
void Client::parsePlayersSpawned(Packet& packet) void Client::parsePlayersSpawned(Packet& packet)
@@ -261,14 +223,8 @@ void Client::parseEntityDeletion(Packet & packet)
if (m_ServerIDToClientID.find(entityToDelete) != m_ServerIDToClientID.end()) { if (m_ServerIDToClientID.find(entityToDelete) != m_ServerIDToClientID.end()) {
EntityID localEntity = m_ServerIDToClientID.at(entityToDelete); EntityID localEntity = m_ServerIDToClientID.at(entityToDelete);
if (m_World->ValidEntity(localEntity)) { if (m_World->ValidEntity(localEntity)) {
if (m_World->HasComponent(localEntity,"Player")) { m_World->DeleteEntity(localEntity);
Events::PlayerDeath e; deleteFromServerClientMaps(entityToDelete, localEntity);
e.Player = EntityWrapper(m_World, localEntity);
m_EventBroker->Publish(e);
} else {
m_World->DeleteEntity(localEntity);
deleteFromServerClientMaps(entityToDelete, localEntity);
}
} }
} }
} }
@@ -282,20 +238,6 @@ void Client::parseComponentDeletion(Packet & packet)
} }
} }
void Client::parseDoubleJump(Packet & packet)
{
EntityID serverID = packet.ReadPrimitive<EntityID>();
if (!serverClientMapsHasEntity(serverID)) {
return;
}
Events::DoubleJump e;
e.entityID = m_ServerIDToClientID.at(serverID);
// If player is local player do not publish to prevent infinite feedback loop
if (e.entityID != m_LocalPlayer.ID) {
m_EventBroker->Publish(e);
}
}
void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID) void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID)
{ {
for (auto field : componentInfo.FieldsInOrder) { for (auto field : componentInfo.FieldsInOrder) {
@@ -370,9 +312,9 @@ void Client::parseSnapshot(Packet& packet)
if (serverClientMapsHasEntity(serverEntityID)) { if (serverClientMapsHasEntity(serverEntityID)) {
EntityID localEntityID = m_ServerIDToClientID.at(serverEntityID); EntityID localEntityID = m_ServerIDToClientID.at(serverEntityID);
EntityWrapper localEntity(m_World, localEntityID); EntityWrapper localEntity(m_World, localEntityID);
// Update entity // Update entity
if (m_World->HasComponent(localEntityID, componentType)) { if (m_World->HasComponent(localEntityID, componentType)) {
// TODO Fix memory leak here
SharedComponentWrapper newComponent = createSharedComponent(packet, localEntityID, componentInfo); SharedComponentWrapper newComponent = createSharedComponent(packet, localEntityID, componentInfo);
bool shouldApply = true; bool shouldApply = true;
// Apply potential filter function // Apply potential filter function
@@ -383,7 +325,6 @@ void Client::parseSnapshot(Packet& packet)
ComponentWrapper currentComponent = m_World->GetComponent(localEntityID, componentType); ComponentWrapper currentComponent = m_World->GetComponent(localEntityID, componentType);
memcpy(currentComponent.Data, newComponent.Data, componentInfo.Stride); memcpy(currentComponent.Data, newComponent.Data, componentInfo.Stride);
} }
//if (localEntity != m_LocalPlayer && !localEntity.IsChildOf(m_LocalPlayer)) { //if (localEntity != m_LocalPlayer && !localEntity.IsChildOf(m_LocalPlayer)) {
// updateFields(packet, componentInfo, localEntityID); // updateFields(packet, componentInfo, localEntityID);
//} else { //} else {
@@ -400,11 +341,7 @@ void Client::parseSnapshot(Packet& packet)
if (serverParentID == EntityID_Invalid) { if (serverParentID == EntityID_Invalid) {
newLocalEntityID = m_World->CreateEntity(EntityID_Invalid); newLocalEntityID = m_World->CreateEntity(EntityID_Invalid);
} else { } else {
if (serverClientMapsHasEntity(serverParentID)) { newLocalEntityID = m_World->CreateEntity(m_ServerIDToClientID.at(serverParentID));
newLocalEntityID = m_World->CreateEntity(m_ServerIDToClientID.at(serverParentID));
} else {
newLocalEntityID = m_World->CreateEntity(EntityID_Invalid);
}
} }
m_World->SetName(newLocalEntityID, serverEntityName); m_World->SetName(newLocalEntityID, serverEntityName);
insertIntoServerClientMaps(serverEntityID, newLocalEntityID); insertIntoServerClientMaps(serverEntityID, newLocalEntityID);
@@ -414,11 +351,9 @@ void Client::parseSnapshot(Packet& packet)
} }
// Parent logic // Parent logic
// This should be enough beacause we know that the entities arives in pre-order (there will always be a parent) // This should be enough beacause we know that the entities arives in pre-order (there will always be a parent)
if (serverParentID != EntityID_Invalid && serverClientMapsHasEntity(serverParentID)) { if (serverParentID != EntityID_Invalid) {
EntityID localEntityID = m_ServerIDToClientID.at(serverEntityID); EntityID localEntityID = m_ServerIDToClientID.at(serverEntityID);
if (m_World->GetParent(localEntityID) != m_ServerIDToClientID.at(serverParentID)) { m_World->SetParent(localEntityID, m_ServerIDToClientID.at(serverParentID));
m_World->SetParent(localEntityID, m_ServerIDToClientID.at(serverParentID));
}
} }
} }
parseSpawnEvents(); parseSpawnEvents();
@@ -436,12 +371,6 @@ void Client::disconnect()
bool Client::OnInputCommand(const Events::InputCommand & e) bool Client::OnInputCommand(const Events::InputCommand & e)
{ {
// TEMP
if (e.Command == "SearchForServers" && e.Value > 0) {
Events::SearchForServers e;
m_EventBroker->Publish(e);
}
if (e.PlayerID != -1) { if (e.PlayerID != -1) {
return false; return false;
} }
@@ -486,11 +415,6 @@ bool Client::OnPlayerDamage(const Events::PlayerDamage & e)
if (e.Inflictor != m_LocalPlayer) { if (e.Inflictor != m_LocalPlayer) {
return false; return false;
} }
// Could this happen?
//if (!clientServerMapsHasEntity(e.Inflictor.ID)
// || !clientServerMapsHasEntity(e.Victim.ID)) {
// return;
//}
Packet packet(MessageType::OnPlayerDamage, m_SendPacketID); Packet packet(MessageType::OnPlayerDamage, m_SendPacketID);
packet.WritePrimitive(m_ClientIDToServerID.at(e.Inflictor.ID)); packet.WritePrimitive(m_ClientIDToServerID.at(e.Inflictor.ID));
@@ -509,23 +433,12 @@ bool Client::OnPlayerSpawned(const Events::PlayerSpawned& e)
return true; return true;
} }
bool Client::OnSearchForServers(const Events::SearchForServers& e)
{
m_SearchingForServers = true;
m_StartSearchTime = std::clock();
m_Serverlist.clear();
LOG_INFO("Searching for LAN servers...\n");
Packet packet(MessageType::ServerlistRequest);
m_ServerlistRequest.Broadcast(packet, 13); // TODO: Config
return true;
}
void Client::parsePlayerDamage(Packet& packet) void Client::parsePlayerDamage(Packet& packet)
{ {
Events::PlayerDamage e; Events::PlayerDamage e;
PlayerID victimID = packet.ReadPrimitive<EntityID>(); PlayerID victimID = packet.ReadPrimitive<EntityID>();
PlayerID inflictorID = packet.ReadPrimitive<EntityID>(); PlayerID inflictorID = packet.ReadPrimitive<EntityID>();
if (!serverClientMapsHasEntity(victimID) || !serverClientMapsHasEntity(inflictorID)) { if(!serverClientMapsHasEntity(victimID) || !serverClientMapsHasEntity(inflictorID)){
return; return;
} }
e.Inflictor = EntityWrapper(m_World, m_ServerIDToClientID.at(victimID)); e.Inflictor = EntityWrapper(m_World, m_ServerIDToClientID.at(victimID));
@@ -537,17 +450,6 @@ void Client::parsePlayerDamage(Packet& packet)
} }
} }
bool Client::OnDoubleJump(Events::DoubleJump & e)
{
if (!clientServerMapsHasEntity(e.entityID) || e.entityID != m_LocalPlayer.ID) {
return false;
}
Packet packet(MessageType::OnDoubleJump);
packet.WritePrimitive(m_ClientIDToServerID.at(e.entityID));
m_Reliable.Send(packet);
return true;
}
void Client::sendLocalPlayerTransform() void Client::sendLocalPlayerTransform()
{ {
if (!m_LocalPlayer.Valid()) { if (!m_LocalPlayer.Valid()) {
@@ -626,16 +528,6 @@ void Client::becomePlayer()
m_Reliable.Send(packet); m_Reliable.Send(packet);
} }
void Client::displayServerlist()
{
LOG_INFO("This is a serverlist:\n");
for (int i = 0; i < m_Serverlist.size(); i++) {
ServerInfo si = m_Serverlist[i];
LOG_INFO("%s:%i\t%s\t%i\n", si.Address.c_str(), si.Port, si.Name.c_str(), si.PlayersConnected);
}
}
bool Client::clientServerMapsHasEntity(EntityID clientEntityID) bool Client::clientServerMapsHasEntity(EntityID clientEntityID)
{ {
if (m_ClientIDToServerID.find(clientEntityID) != m_ClientIDToServerID.end()) { if (m_ClientIDToServerID.find(clientEntityID) != m_ClientIDToServerID.end()) {
+10
View File
@@ -0,0 +1,10 @@
#include "Network/HybridClient.h"
HybridClient::HybridClient()
{
}
HybridClient::~HybridClient()
{
}
+9
View File
@@ -0,0 +1,9 @@
#include "Network/HybridServer.h"
HybridServer::HybridServer()
{
}
HybridServer::~HybridServer()
{
}
-11
View File
@@ -1,11 +0,0 @@
#include "Network/NetworkClient.h"
NetworkClient::NetworkClient()
{
m_ReadBuffer = new char[m_BufferSize];
}
NetworkClient::~NetworkClient()
{
delete[] m_ReadBuffer;
}
-11
View File
@@ -1,11 +0,0 @@
#include "Network/NetworkServer.h"
NetworkServer::NetworkServer()
{
m_ReadBuffer = new char[m_BufferSize];
}
NetworkServer::~NetworkServer()
{
delete[] m_ReadBuffer;
}
+13 -110
View File
@@ -2,7 +2,6 @@
Server::Server(World* world, EventBroker* eventBroker, int port) Server::Server(World* world, EventBroker* eventBroker, int port)
: Network(world, eventBroker) : Network(world, eventBroker)
, m_ServerlistRequest(13)
{ {
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini"); ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
snapshotInterval = 1000 * config->Get<float>("Networking.SnapshotInterval", 0.05f); snapshotInterval = 1000 * config->Get<float>("Networking.SnapshotInterval", 0.05f);
@@ -14,7 +13,7 @@ Server::Server(World* world, EventBroker* eventBroker, int port)
EVENT_SUBSCRIBE_MEMBER(m_EComponentDeleted, &Server::OnComponentDeleted); EVENT_SUBSCRIBE_MEMBER(m_EComponentDeleted, &Server::OnComponentDeleted);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Server::OnPlayerDamage); EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Server::OnPlayerDamage);
// BindWW // Bind
if (port == 0) { if (port == 0) {
port = config->Get<float>("Networking.Port", 27666); port = config->Get<float>("Networking.Port", 27666);
} }
@@ -29,8 +28,9 @@ Server::~Server()
void Server::Update() void Server::Update()
{ {
m_Reliable.AcceptNewConnections(m_NextPlayerID, m_ConnectedPlayers); PlayerDefinition pd;
m_Reliable.AcceptNewConnections(m_NextPlayerID, m_ConnectedPlayers);
for (auto& kv : m_ConnectedPlayers) { for (auto& kv : m_ConnectedPlayers) {
while (kv.second.TCPSocket->available()) { while (kv.second.TCPSocket->available()) {
// Packet will get real data in receive // Packet will get real data in receive
@@ -46,7 +46,6 @@ void Server::Update()
} }
} }
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);
@@ -59,22 +58,6 @@ void Server::Update()
parseMessageType(packet); parseMessageType(packet);
} }
} }
while (m_ServerlistRequest.IsSocketAvailable()) {
Packet packet(MessageType::Invalid);
PlayerDefinition localArea;
localArea.Endpoint = boost::asio::ip::udp::endpoint();
m_ServerlistRequest.Receive(packet, localArea);
if (packet.GetMessageType() == MessageType::ServerlistRequest) {
packet.ReadPrimitive<int>(); // Pop size
packet.ReadPrimitive<int>(); // Pop MsgType
packet.ReadPrimitive<int>(); // Pop packet ID
int port = packet.ReadPrimitive<int>();
std::string address = localArea.Endpoint.address().to_string();
parseServerlistRequest(boost::asio::ip::udp::endpoint(boost::asio::ip::address().from_string(address), port));
}
}
// Check if players have disconnected // Check if players have disconnected
for (int i = 0; i < m_PlayersToDisconnect.size(); i++) { for (int i = 0; i < m_PlayersToDisconnect.size(); i++) {
disconnect(m_PlayersToDisconnect.at(i)); disconnect(m_PlayersToDisconnect.at(i));
@@ -92,7 +75,6 @@ void Server::Update()
sendPing(); sendPing();
previousePingMessage = currentTime; previousePingMessage = currentTime;
} }
// Time out logic // Time out logic
if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) { if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
checkForTimeOuts(); checkForTimeOuts();
@@ -138,9 +120,6 @@ void Server::parseMessageType(Packet& packet)
case MessageType::PlayerTransform: case MessageType::PlayerTransform:
parsePlayerTransform(packet); parsePlayerTransform(packet);
break; break;
case MessageType::OnDoubleJump:
parseDoubleJump(packet);
break;
default: default:
break; break;
} }
@@ -167,7 +146,7 @@ void Server::sendSnapshot()
{ {
Packet packet(MessageType::Snapshot); Packet packet(MessageType::Snapshot);
addInputCommandsToPacket(packet); addInputCommandsToPacket(packet);
addPlayersToPacket(packet, EntityID_Invalid); addChildrenToPacket(packet, EntityID_Invalid);
unreliableBroadcast(packet); unreliableBroadcast(packet);
} }
@@ -184,61 +163,19 @@ void Server::addInputCommandsToPacket(Packet& packet)
m_InputCommandsToBroadcast.clear(); m_InputCommandsToBroadcast.clear();
} }
void Server::addPlayersToPacket(Packet & packet, EntityID entityID) void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
{ {
auto itPair = m_World->GetDirectChildren(entityID); auto itPair = m_World->GetChildren(entityID);
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools(); std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
// Loop through every child // Loop through every child
for (auto it = itPair.first; it != itPair.second; it++) { for (auto it = itPair.first; it != itPair.second; it++) {
EntityID childEntityID = it->second; EntityID childEntityID = it->second;
// HACK: Only sync players for now, since the map turned out to be TOO LARGE to send in one snapshot and Simon's computer shits itself // HACK: Only sync players for now, since the map turned out to be TOO LARGE to send in one snapshot and Simon's computer shits itself
// HACK: Also checked CapturePointHUD for now. (this would get out of sync);
EntityWrapper childEntity(m_World, childEntityID); EntityWrapper childEntity(m_World, childEntityID);
if (shouldSendToClient(childEntity)) { if (!shouldSendToClient(childEntity)) {
// Write EntityID and parentsID and Entity name continue;
packet.WritePrimitive(childEntityID);
packet.WritePrimitive(entityID);
packet.WriteString(m_World->GetName(childEntityID));
// Write components to child
int numberOfComponents = 0;
for (auto& i : worldComponentPools) {
if (i.second->KnowsEntity(childEntityID)) {
numberOfComponents++;
}
}
// Write how many components should be read
packet.WritePrimitive(numberOfComponents);
for (auto& i : worldComponentPools) {
// If the entity exist in the pool
if (i.second->KnowsEntity(childEntityID)) {
ComponentWrapper componentWrapper = i.second->GetByEntity(childEntityID);
// ComponentType
packet.WriteString(componentWrapper.Info.Name);
// Loop through fields
for (auto& componentField : componentWrapper.Info.FieldsInOrder) {
ComponentInfo::Field_t fieldInfo = componentWrapper.Info.Fields.at(componentField);
if (fieldInfo.Type == "string") {
std::string& value = componentWrapper[componentField];
packet.WriteString(value);
} else {
packet.WriteData(componentWrapper.Data + fieldInfo.Offset, fieldInfo.Stride);
}
}
}
}
} }
// Go to to your children
addPlayersToPacket(packet, childEntityID);
}
}
void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
{
auto itPair = m_World->GetDirectChildren(entityID);
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
// Loop through every child
for (auto it = itPair.first; it != itPair.second; it++) {
EntityID childEntityID = it->second;
// Write EntityID and parentsID and Entity name // Write EntityID and parentsID and Entity name
packet.WritePrimitive(childEntityID); packet.WritePrimitive(childEntityID);
packet.WritePrimitive(entityID); packet.WritePrimitive(entityID);
@@ -293,8 +230,6 @@ void Server::sendPing()
reliableBroadcast(packet); reliableBroadcast(packet);
} }
void Server::checkForTimeOuts() void Server::checkForTimeOuts()
{ {
double startPing = 1000 * m_StartPingTime double startPing = 1000 * m_StartPingTime
@@ -369,11 +304,6 @@ void Server::parseTCPConnect(Packet & packet)
connnectPacket.WritePrimitive(playerID); connnectPacket.WritePrimitive(playerID);
m_Reliable.Send(connnectPacket); m_Reliable.Send(connnectPacket);
Packet firstSnapshot(MessageType::Snapshot);
addInputCommandsToPacket(firstSnapshot);
addChildrenToPacket(firstSnapshot, EntityID_Invalid);
m_Reliable.Send(firstSnapshot);
// Send notification that a player has connected // Send notification that a player has connected
//Packet notificationPacket(MessageType::PlayerConnected); //Packet notificationPacket(MessageType::PlayerConnected);
//broadcast(notificationPacket); //broadcast(notificationPacket);
@@ -392,17 +322,6 @@ void Server::parseDisconnect()
} }
} }
void Server::parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint)
{
Packet packet(MessageType::ServerlistRequest);
packet.WriteString(m_Reliable.Address());
packet.WritePrimitive<int>(m_Reliable.Port());
packet.WriteString("SERVERNAME");
packet.WritePrimitive<int>(m_ConnectedPlayers.size());
m_ServerlistRequest.Send(packet);
}
void Server::disconnect(PlayerID playerID) void Server::disconnect(PlayerID playerID)
{ {
//broadcast("A player disconnected"); //broadcast("A player disconnected");
@@ -427,7 +346,6 @@ void Server::parseOnPlayerDamage(Packet & packet)
e.Victim = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>()); e.Victim = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
e.Damage = packet.ReadPrimitive<double>(); e.Damage = packet.ReadPrimitive<double>();
m_EventBroker->Publish(e); m_EventBroker->Publish(e);
//LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str()); //LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str());
} }
@@ -456,7 +374,8 @@ bool Server::OnInputCommand(const Events::InputCommand & e)
} }
isReadingData = !isReadingData; isReadingData = !isReadingData;
m_SaveDataTimer = std::clock(); m_SaveDataTimer = std::clock();
} else if (e.Command == "KickPlayer" && e.Value > 0) { }
if (e.Command == "KickPlayer" && e.Value > 0) {
kick(0); kick(0);
} }
@@ -507,7 +426,7 @@ bool Server::OnPlayerDamage(const Events::PlayerDamage& e)
packet.WritePrimitive(e.Damage); packet.WritePrimitive(e.Damage);
reliableBroadcast(packet); reliableBroadcast(packet);
return true; return false;
} }
void Server::parseClientPing() void Server::parseClientPing()
@@ -527,21 +446,13 @@ void Server::parsePing()
{ {
for (auto& kv : m_ConnectedPlayers) { for (auto& kv : m_ConnectedPlayers) {
if (kv.second.TCPAddress == m_Address && if (kv.second.TCPAddress == m_Address &&
kv.second.TCPPort == m_Port kv.second.TCPPort == m_Port) {
|| (kv.second.Endpoint.address() == m_Address
&& kv.second.Endpoint.port() == m_Port)) {
kv.second.StopTime = std::clock(); kv.second.StopTime = std::clock();
break; break;
} }
} }
} }
bool Server::parseDoubleJump(Packet & packet)
{
reliableBroadcast(packet);
return true;
}
void Server::parseOnInputCommand(Packet& packet) void Server::parseOnInputCommand(Packet& packet)
{ {
PlayerID player = -1; PlayerID player = -1;
@@ -601,15 +512,7 @@ void Server::parsePlayerTransform(Packet& packet)
bool Server::shouldSendToClient(EntityWrapper childEntity) bool Server::shouldSendToClient(EntityWrapper childEntity)
{ {
auto children = m_World->GetDirectChildren(childEntity.ID); return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid();
for (auto it = children.first; it != children.second; it++) {
EntityWrapper child(m_World, it->second);
if(child.HasComponent("CapturePoint")) {
return true;
}
}
return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid()
|| childEntity.HasComponent("CapturePoint");
} }
PlayerID Server::GetPlayerIDFromEndpoint() PlayerID Server::GetPlayerIDFromEndpoint()
+10 -20
View File
@@ -56,42 +56,32 @@ void TCPClient::Disconnect()
void TCPClient::Receive(Packet& packet) void TCPClient::Receive(Packet& packet)
{ {
size_t bytesRead = readBuffer(); size_t bytesRead = readBuffer(m_ReadBuffer);
if (bytesRead > 0) { if (bytesRead > 0) {
packet.ReconstructFromData(m_ReadBuffer, bytesRead); packet.ReconstructFromData(m_ReadBuffer, bytesRead);
} }
} }
size_t TCPClient::readBuffer() size_t TCPClient::readBuffer(char* data)
{ {
if (!m_Socket) { if (!m_Socket) {
return 0; return 0;
} }
boost::system::error_code error; boost::system::error_code error;
// Read size of packet // Read size of packet
m_Socket->receive(boost
::asio::buffer((void*)m_ReadBuffer, sizeof(int)),
boost::asio::ip::tcp::socket::message_peek, error);
unsigned int sizeOfPacket = 0;
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
// if the buffer is to small increase the size of it
// TODO if message is huge 1 time the buffer will not decrease.
if (sizeOfPacket > m_BufferSize) {
delete[] m_ReadBuffer;
m_ReadBuffer = new char[sizeOfPacket];
m_BufferSize = sizeOfPacket;
}
// Read the rest of the message
size_t bytesReceived = m_Socket->read_some(boost size_t bytesReceived = m_Socket->read_some(boost
::asio::buffer((void*)(m_ReadBuffer), sizeOfPacket), ::asio::buffer((void*)data, sizeof(int)),
error);
int sizeOfPacket = 0;
memcpy(&sizeOfPacket, data, sizeof(int));
// Read the rest of the message
bytesReceived += m_Socket->read_some(boost
::asio::buffer((void*)(data + 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());
} }
if (sizeOfPacket > 1000000)
LOG_WARNING("The packets received are bigger than 1MB");
return bytesReceived; return bytesReceived;
} }
+36 -53
View File
@@ -4,35 +4,22 @@ using namespace boost::asio::ip;
TCPServer::TCPServer() TCPServer::TCPServer()
{ {
acceptor = std::unique_ptr<tcp::acceptor>(new tcp::acceptor(m_IOService, tcp::endpoint(tcp::v4(), 27666))); acceptor = std::unique_ptr<tcp::acceptor>(new tcp::acceptor(m_IOService, tcp::endpoint(tcp::v4(), 27666)));
// Make the acceptor non-blocking so we wont get stuck in AcceptNewConnections().
acceptor->non_blocking(true);
m_Port = GetPort();
m_Address = GetAddress();
} }
TCPServer::~TCPServer() TCPServer::~TCPServer()
{ } {
}
void TCPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers) void TCPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
{ {
boost::system::error_code error;
boost::shared_ptr<tcp::socket> newSocket = boost::shared_ptr<tcp::socket>(new tcp::socket(m_IOService)); boost::shared_ptr<tcp::socket> newSocket = boost::shared_ptr<tcp::socket>(new tcp::socket(m_IOService));
acceptor->accept(*newSocket, error); m_IOService.poll();
// If no error occured add new tcp connection acceptor->async_accept(*newSocket,
if (!error) { boost::bind(&TCPServer::handle_accept, this, newSocket, boost::ref(nextPlayerID), boost::ref(connectedPlayers),
// Add tcp socket to connections boost::asio::placeholders::error));
boost::asio::ip::tcp::no_delay option(true);
newSocket->set_option(option);
PlayerDefinition pd;
pd.StopTime = std::clock();
pd.TCPSocket = newSocket;
pd.TCPAddress = newSocket.get()->remote_endpoint().address();
pd.TCPPort = newSocket.get()->remote_endpoint().port();
connectedPlayers[nextPlayerID++] = pd;
}
} }
PlayerID TCPServer::getPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers, PlayerID GetPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers,
boost::asio::ip::address address, unsigned short port) boost::asio::ip::address address, unsigned short port)
{ {
for (auto& kv : connectedPlayers) { for (auto& kv : connectedPlayers) {
@@ -44,10 +31,28 @@ PlayerID TCPServer::getPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefin
return -1; return -1;
} }
void TCPServer::handle_accept(boost::shared_ptr<tcp::socket> socket,
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
const boost::system::error_code& error)
{
if (!error && GetPlayerIDFromEndpoint(connectedPlayers, socket->remote_endpoint().address(),
socket->remote_endpoint().port()) == -1) {
// Add tcp socket to connections
boost::asio::ip::tcp::no_delay option(true);
socket->set_option(option);
PlayerDefinition pd;
pd.StopTime = std::clock();
pd.TCPSocket = socket;
pd.TCPAddress = socket.get()->remote_endpoint().address();
pd.TCPPort = socket.get()->remote_endpoint().port();
connectedPlayers[nextPlayerID++] = pd;
}
}
void TCPServer::Send(Packet & packet, PlayerDefinition & playerDefinition) void TCPServer::Send(Packet & packet, PlayerDefinition & playerDefinition)
{ {
packet.UpdateSize();
try { try {
packet.UpdateSize();
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);
@@ -69,59 +74,37 @@ void TCPServer::Send(Packet & packet)
void TCPServer::Disconnect() void TCPServer::Disconnect()
{ {
}
int TCPServer::GetPort()
{
return acceptor->local_endpoint().port();
}
std::string TCPServer::GetAddress()
{
boost::asio::ip::tcp::resolver resolver(m_IOService);
boost::asio::ip::tcp::resolver::query query(boost::asio::ip::tcp::v4(), boost::asio::ip::host_name(), "");
boost::asio::ip::tcp::resolver::iterator it = resolver.resolve(query);
boost::asio::ip::tcp::endpoint endpoint = *it;
return endpoint.address().to_string().c_str();
} }
void TCPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition) void TCPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition)
{ {
int bytesRead = readBuffer(playerDefinition); int bytesRead = readBuffer(m_ReadBuffer, playerDefinition);
if (bytesRead > 0) { if (bytesRead > 0) {
packet.ReconstructFromData(m_ReadBuffer, bytesRead); packet.ReconstructFromData(m_ReadBuffer, bytesRead);
} }
lastReceivedSocket = playerDefinition.TCPSocket; lastReceivedSocket = playerDefinition.TCPSocket;
} }
int TCPServer::readBuffer(PlayerDefinition & playerDefinition) int TCPServer::readBuffer(char* data, PlayerDefinition & playerDefinition)
{ {
if (!playerDefinition.TCPSocket) { if (!playerDefinition.TCPSocket) {
return 0; return 0;
} }
boost::system::error_code error; boost::system::error_code error;
// Read size of packet // Read size of packet
playerDefinition.TCPSocket->receive(boost
::asio::buffer((void*)m_ReadBuffer, sizeof(int)),
boost::asio::ip::tcp::socket::message_peek, error);
unsigned int sizeOfPacket = 0;
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
// if the buffer is to small increase the size of it
if (sizeOfPacket > m_BufferSize) {
delete[] m_ReadBuffer;
m_ReadBuffer = new char[sizeOfPacket];
m_BufferSize = sizeOfPacket;
}
// Read the rest of the message
size_t bytesReceived = playerDefinition.TCPSocket->read_some(boost size_t bytesReceived = playerDefinition.TCPSocket->read_some(boost
::asio::buffer((void*)(m_ReadBuffer), sizeOfPacket), ::asio::buffer((void*)data, sizeof(int)),
error);
int sizeOfPacket = 0;
memcpy(&sizeOfPacket, data, sizeof(int));
// Read the rest of the message
bytesReceived += playerDefinition.TCPSocket->read_some(boost
::asio::buffer((void*)(data + 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());
} }
if (sizeOfPacket > 1000000)
LOG_WARNING("The packets received are bigger than 1MB");
return bytesReceived; return bytesReceived;
} }
+8 -40
View File
@@ -15,9 +15,9 @@ void UDPClient::Connect(std::string playerName, std::string address, int port)
if (m_Socket) { if (m_Socket) {
return; return;
} }
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->connect(m_ReceiverEndpoint);
} }
void UDPClient::Disconnect() void UDPClient::Disconnect()
@@ -27,68 +27,36 @@ void UDPClient::Disconnect()
void UDPClient::Receive(Packet& packet) void UDPClient::Receive(Packet& packet)
{ {
int bytesRead = readBuffer(); int bytesRead = readBuffer(m_ReadBuffer);
if (bytesRead > 0) { if (bytesRead > 0) {
packet.ReconstructFromData(m_ReadBuffer, bytesRead); packet.ReconstructFromData(m_ReadBuffer, bytesRead);
} }
} }
int UDPClient::readBuffer() int UDPClient::readBuffer(char* data)
{ {
if (!m_Socket) { if (!m_Socket) {
return 0; return 0;
} }
boost::system::error_code error; boost::system::error_code error;
// Read size of packet int bytesReceived = m_Socket->receive_from(boost
m_Socket->receive(boost ::asio::buffer((void*)data, BUFFERSIZE),
::asio::buffer((void*)m_ReadBuffer, sizeof(int)), m_ReceiverEndpoint,
boost::asio::ip::udp::socket::message_peek, error); 0, error);
int sizeOfPacket = 0;
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
// if the buffer is to small increase the size of it
if (sizeOfPacket > m_BufferSize) {
delete[] m_ReadBuffer;
m_ReadBuffer = new char[sizeOfPacket];
m_BufferSize = sizeOfPacket;
}
size_t availableData = m_Socket->available();
// Read the rest of the message
size_t bytesReceived = m_Socket->receive_from(boost
::asio::buffer((void*)(m_ReadBuffer),
sizeOfPacket),
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)
LOG_WARNING("The packets received are bigger than 1MB");
return bytesReceived; return bytesReceived;
} }
void UDPClient::Send(Packet& packet) void UDPClient::Send(Packet& packet)
{ {
packet.UpdateSize();
m_Socket->send_to(boost::asio::buffer( m_Socket->send_to(boost::asio::buffer(
packet.Data(), packet.Data(),
packet.Size()), packet.Size()),
m_ReceiverEndpoint, 0); m_ReceiverEndpoint, 0);
} }
void UDPClient::Broadcast(Packet& packet, int port)
{
packet.UpdateSize();
m_Socket->set_option(boost::asio::socket_base::broadcast(true));
m_Socket->send_to(boost::asio::buffer(
packet.Data(),
packet.Size()),
udp::endpoint(boost::asio::ip::address_v4().broadcast(), port)
, 0);
m_Socket->set_option(boost::asio::socket_base::broadcast(false));
}
bool UDPClient::IsSocketAvailable() bool UDPClient::IsSocketAvailable()
{ {
if (!m_Socket) { if (!m_Socket) {
+10 -65
View File
@@ -5,17 +5,11 @@ UDPServer::UDPServer()
m_Socket = std::unique_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService, boost::asio::ip::udp::endpoint(boost::asio::ip::udp::v4(), 27666))); m_Socket = std::unique_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService, boost::asio::ip::udp::endpoint(boost::asio::ip::udp::v4(), 27666)));
} }
UDPServer::UDPServer(int port)
{
m_Socket = std::unique_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService, boost::asio::ip::udp::endpoint(boost::asio::ip::udp::v4(), port)));
}
UDPServer::~UDPServer() UDPServer::~UDPServer()
{ } { }
void UDPServer::Send(Packet& packet, PlayerDefinition & playerDefinition) void UDPServer::Send(Packet& packet, PlayerDefinition & playerDefinition)
{ {
packet.UpdateSize();
try { try {
int bytesSent = m_Socket->send_to( int bytesSent = m_Socket->send_to(
boost::asio::buffer(packet.Data(), packet.Size()), boost::asio::buffer(packet.Data(), packet.Size()),
@@ -29,7 +23,6 @@ void UDPServer::Send(Packet& packet, PlayerDefinition & playerDefinition)
// 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();
m_Socket->send_to( m_Socket->send_to(
boost::asio::buffer( boost::asio::buffer(
packet.Data(), packet.Data(),
@@ -38,35 +31,9 @@ void UDPServer::Send(Packet & packet)
0); 0);
} }
// Broadcasting respond specific logic
void UDPServer::Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint)
{
packet.UpdateSize();
m_Socket->send_to(
boost::asio::buffer(
packet.Data(),
packet.Size()),
endpoint,
0);
}
// Broadcasting
void UDPServer::Broadcast(Packet & packet, int port)
{
packet.UpdateSize();
m_Socket->set_option(boost::asio::socket_base::broadcast(true));
m_Socket->send_to(
boost::asio::buffer(
packet.Data(),
packet.Size()),
boost::asio::ip::udp::endpoint(boost::asio::ip::address_v4().broadcast(),port),
0);
m_Socket->set_option(boost::asio::socket_base::broadcast(false));
}
void UDPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition) void UDPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition)
{ {
int bytesRead = readBuffer(); int bytesRead = readBuffer(m_ReadBuffer);
if (bytesRead > 0) { if (bytesRead > 0) {
packet.ReconstructFromData(m_ReadBuffer, bytesRead); packet.ReconstructFromData(m_ReadBuffer, bytesRead);
} }
@@ -78,39 +45,17 @@ bool UDPServer::IsSocketAvailable()
return m_Socket->available(); return m_Socket->available();
} }
int UDPServer::readBuffer() int UDPServer::readBuffer(char* data)
{ {
if (!m_Socket) { boost::system::error_code error = boost::asio::error::host_not_found;
return 0; unsigned int length = m_Socket->receive_from(
boost::asio::buffer((void*)data
, BUFFERSIZE)
, m_ReceiverEndpoint, 0, error);
if (error) {
LOG_WARNING(error.message().c_str());
} }
int addasdasd = m_Socket->available(); return length;
boost::system::error_code error;
// Read size of packet
m_Socket->receive_from(boost
::asio::buffer((void*)m_ReadBuffer, sizeof(int)),
m_ReceiverEndpoint, boost::asio::ip::udp::socket::message_peek, error);
unsigned int sizeOfPacket = 0;
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
// if the buffer is to small increase the size of it
if (sizeOfPacket > m_BufferSize) {
delete[] m_ReadBuffer;
m_ReadBuffer = new char[sizeOfPacket];
m_BufferSize = sizeOfPacket;
}
// Read the rest of the message
size_t bytesReceived = m_Socket->receive_from(boost
::asio::buffer((void*)(m_ReadBuffer),
sizeOfPacket),
m_ReceiverEndpoint, 0, error);
if (error) {
//LOG_ERROR("receive: %s", error.message().c_str());
}
if (sizeOfPacket > 1000000)
LOG_WARNING("The packets received are bigger than 1MB");
return bytesReceived;
} }
void UDPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers) void UDPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
-41
View File
@@ -1,41 +0,0 @@
#include "Rendering/CubeMapPass.h"
CubeMapPass::CubeMapPass(IRenderer* renderer)
:m_Renderer(renderer)
{
LoadTextures("Nevada");
}
void CubeMapPass::LoadTextures(std::string input)
{
if (m_PreviusCubeMapTexture != input) {
m_CubeMapTextures.clear();
for (int i = 0; i < 6; i++) {
std::string str;
str = "Textures/Test/CubeMap/" + input + "/CubeMapTest0" + std::to_string(i) + ".png";
Texture* img = ResourceManager::Load<Texture>(str);
m_CubeMapTextures.push_back(img);
}
GenerateCubeMapTexture();
m_PreviusCubeMapTexture = input;
}
}
void CubeMapPass::GenerateCubeMapTexture()
{
if (m_CubeMapTexture == -1) {
glGenTextures(1, &m_CubeMapTexture);
}
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapTexture);
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA32F, m_CubeMapTextures[0]->Width, m_CubeMapTextures[0]->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_CubeMapTextures[i]->Data);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
GLERROR("Generate Cubemap");
}
+33 -61
View File
@@ -1,41 +1,19 @@
#include "Rendering/DrawBloomPass.h" #include "Rendering/DrawBloomPass.h"
DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config) DrawBloomPass::DrawBloomPass(IRenderer* renderer)
: m_Renderer(renderer)
, m_Config(config)
{ {
InitializeTextures(); m_Renderer = renderer;
ChangeQuality(m_Config->Get<int>("GLOW.Quality", 2)); m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
InitializeTextures();
InitializeBuffers();
InitializeShaderPrograms();
} }
void DrawBloomPass::InitializeTextures() void DrawBloomPass::InitializeTextures()
{ {
m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false); m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
}
void DrawBloomPass::ChangeQuality(int quality)
{
if (m_Quality == quality) {
return;
}
m_Quality = quality;
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
if (m_Quality == 0) {
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
m_GaussianTexture_horiz = 0;
m_GaussianTexture_vert = 0;
return;
}
InitializeTextures();
InitializeBuffers();
InitializeShaderPrograms();
std::string qStr = std::to_string(m_Quality);
m_Iterations = m_Config->Get<float>("GLOW" + qStr + ".NumIterations", 0);
} }
void DrawBloomPass::InitializeShaderPrograms() void DrawBloomPass::InitializeShaderPrograms()
@@ -57,45 +35,35 @@ void DrawBloomPass::InitializeShaderPrograms()
} }
} }
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); 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);
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) { m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0))); m_GaussianFrameBuffer_horiz.Generate();
}
m_GaussianFrameBuffer_horiz.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); 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_vert.GetHandle() == 0) {
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0))); m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
} m_GaussianFrameBuffer_vert.Generate();
m_GaussianFrameBuffer_vert.Generate();
} }
void DrawBloomPass::ClearBuffer() void DrawBloomPass::ClearBuffer()
{ {
if (m_Quality == 0) {
return;
}
GLERROR("PRE");
m_GaussianFrameBuffer_horiz.Bind(); m_GaussianFrameBuffer_horiz.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 | 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);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_GaussianFrameBuffer_vert.Unbind(); m_GaussianFrameBuffer_vert.Unbind();
GLERROR("END");
} }
void DrawBloomPass::Draw(GLuint texture) void DrawBloomPass::Draw(GLuint texture)
{ {
if (m_Quality == 0) {
return;
}
GLERROR("DrawBloomPass::Draw: Pre"); GLERROR("DrawBloomPass::Draw: Pre");
DrawBloomPassState state; DrawBloomPassState state;
@@ -114,12 +82,11 @@ void DrawBloomPass::Draw(GLuint texture)
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);
//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.Bind();
m_GaussianProgram_vert->Bind(); m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
glBindVertexArray(m_ScreenQuad->VAO); glBindVertexArray(m_ScreenQuad->VAO);
@@ -127,19 +94,16 @@ void DrawBloomPass::Draw(GLuint texture)
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_horiz.Bind(); m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind(); m_GaussianProgram_horiz->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
glBindVertexArray(m_ScreenQuad->VAO); glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->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();
} }
//final vertical gaussian after the iterations are done //final vertical gaussian after the iterations are done
@@ -147,7 +111,6 @@ void DrawBloomPass::Draw(GLuint texture)
m_GaussianFrameBuffer_vert.Bind(); m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind(); m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
glBindVertexArray(m_ScreenQuad->VAO); glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
@@ -160,11 +123,20 @@ void DrawBloomPass::Draw(GLuint texture)
void DrawBloomPass::OnWindowResize() void DrawBloomPass::OnWindowResize()
{ {
if (m_Quality == 0) { 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);
return;
}
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(); m_GaussianFrameBuffer_vert.Generate();
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); 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);
m_GaussianFrameBuffer_horiz.Generate(); m_GaussianFrameBuffer_horiz.Generate();
} }
void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
GLERROR("Texture initialization failed");
}
+61 -68
View File
@@ -1,12 +1,10 @@
#include "Rendering/DrawFinalPass.h" #include "Rendering/DrawFinalPass.h"
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, GLuint* depthBuffer)
: m_Renderer(renderer) DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
, m_LightCullingPass(lightCullingPass)
, m_CubeMapPass(cubeMapPass)
, m_SSAOPass(ssaoPass)
, m_DepthBuffer(depthBuffer)
{ {
//TODO: Make sure that uniforms are not sent into shader if not needed. //TODO: Make sure that uniforms are not sent into shader if not needed.
m_Renderer = renderer;
m_LightCullingPass = lightCullingPass;
m_ShieldPixelRate = 8; m_ShieldPixelRate = 8;
InitializeTextures(); InitializeTextures();
InitializeShaderPrograms(); InitializeShaderPrograms();
@@ -24,13 +22,19 @@ 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); glGenRenderbuffers(1, &m_DepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("RenderBuffer generation");
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);
//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); 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);
//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);
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT))); m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
//m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT))); //m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0))); m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1))); m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
@@ -42,9 +46,9 @@ void DrawFinalPass::InitializeFrameBuffers()
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate));
GLERROR("RenderBufferLowRes generation"); GLERROR("RenderBufferLowRes generation");
CommonFunctions::GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT); GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), 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_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT); GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), 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);
@@ -157,26 +161,27 @@ void DrawFinalPass::InitializeShaderPrograms()
m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram"); m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl"))); m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
//m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl"))); m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
m_FillDepthBufferProgram->Compile(); m_FillDepthBufferProgram->Compile();
m_FillDepthBufferProgram->Link(); m_FillDepthBufferProgram->Link();
GLERROR("Creating DepthFill program"); GLERROR("Creating DepthFill program");
m_FillDepthBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned"); m_FillDepthBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl"))); m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl")));
//m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl"))); m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
m_FillDepthBufferSkinnedProgram->Compile(); m_FillDepthBufferSkinnedProgram->Compile();
m_FillDepthBufferSkinnedProgram->Link(); m_FillDepthBufferSkinnedProgram->Link();
GLERROR("Creating DepthFill program"); GLERROR("Creating DepthFill program");
} }
void DrawFinalPass::Draw(RenderScene& scene) void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
{ {
GLERROR("Pre"); GLERROR("Pre");
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle()); DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
if (scene.ClearDepth) { if (scene.ClearDepth) {
//glClear(GL_DEPTH_BUFFER_BIT); //glClear(GL_DEPTH_BUFFER_BIT);
state->Disable(GL_DEPTH_TEST); state->Disable(GL_DEPTH_TEST);
state->DepthMask(GL_FALSE);
} }
//TODO: Do we need check for this or will it be per scene always? //TODO: Do we need check for this or will it be per scene always?
glClearStencil(0x00); glClearStencil(0x00);
@@ -185,15 +190,10 @@ void DrawFinalPass::Draw(RenderScene& scene)
//Fill depth buffer //Fill depth buffer
state->StencilMask(0x00); state->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene); DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
GLERROR("OpaqueObjects"); GLERROR("OpaqueObjects");
//state->BlendFunc(GL_ONE, GL_ONE); DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
GLERROR("TransparentObjects"); GLERROR("TransparentObjects");
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DrawSprites(scene.Jobs.SpriteJob, scene); DrawSprites(scene.Jobs.SpriteJob, scene);
GLERROR("SpriteJobs"); GLERROR("SpriteJobs");
@@ -207,11 +207,11 @@ void DrawFinalPass::Draw(RenderScene& scene)
//Draw Opaque shielded objects //Draw Opaque shielded objects
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF); state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
state->StencilMask(0x00); state->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene, SSAOTexture); //might need changing
GLERROR("Shielded Opaque object"); GLERROR("Shielded Opaque object");
//Draw Transparen Shielded objects //Draw Transparen Shielded objects
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene, SSAOTexture); //might need changing
GLERROR("Shielded Transparent objects"); GLERROR("Shielded Transparent objects");
GLERROR("END"); GLERROR("END");
@@ -247,9 +247,9 @@ void DrawFinalPass::Draw(RenderScene& scene)
stateLowRes->Enable(GL_DEPTH_TEST); stateLowRes->Enable(GL_DEPTH_TEST);
stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF); stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
stateLowRes->StencilMask(0x00); stateLowRes->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene); DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
GLERROR("OpaqueObjects"); GLERROR("OpaqueObjects");
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene); DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
GLERROR("TransparentObjects"); GLERROR("TransparentObjects");
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
@@ -259,57 +259,70 @@ void DrawFinalPass::Draw(RenderScene& scene)
void DrawFinalPass::ClearBuffer() void DrawFinalPass::ClearBuffer()
{ {
GLERROR("PRE");
m_FinalPassFrameBufferLowRes.Bind(); m_FinalPassFrameBufferLowRes.Bind();
GLERROR("Bind LowRes");
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate); glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("ViewPort,Scissor LowRes");
glClearColor(0.f, 0.f, 0.f, 0.f); glClearColor(0.f, 0.f, 0.f, 0.f);
GLERROR("1"); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
GLERROR("2");
glDisable(GL_SCISSOR_TEST); glDisable(GL_SCISSOR_TEST);
GLERROR("3");
m_FinalPassFrameBufferLowRes.Unbind(); m_FinalPassFrameBufferLowRes.Unbind();
GLERROR("prebind HighRes");
m_FinalPassFrameBuffer.Bind(); m_FinalPassFrameBuffer.Bind();
GLERROR("Bind HighRes");
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("ViewPort,Scissor LowRes");
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 | GL_DEPTH_BUFFER_BIT);
m_FinalPassFrameBuffer.Unbind(); m_FinalPassFrameBuffer.Unbind();
GLERROR("END");
} }
void DrawFinalPass::OnWindowResize() void DrawFinalPass::OnWindowResize()
{ {
//InitializeFrameBuffers(); //InitializeFrameBuffers();
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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); 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_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);
m_FinalPassFrameBuffer.Generate(); m_FinalPassFrameBuffer.Generate();
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBufferLowRes); glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBufferLowRes);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate));
CommonFunctions::GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT); GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT); GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
m_FinalPassFrameBufferLowRes.Generate(); m_FinalPassFrameBufferLowRes.Generate();
GLERROR("Error changing texture resolutions"); GLERROR("Error changing texture resolutions");
} }
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene) void DrawFinalPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
GLERROR("Texture initialization failed");
}
void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
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);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
GLERROR("MipMap Texture initialization failed");
}
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture)
{ {
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle(); GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
GLERROR("forwardHandle"); GLERROR("forwardHandle");
@@ -333,7 +346,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO()); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture()); glBindTexture(GL_TEXTURE_2D, SSAOTexture);
for (auto &job : jobs) { for (auto &job : jobs) {
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job); auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
@@ -343,17 +356,12 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
case RawModel::MaterialType::SingleTextures: case RawModel::MaterialType::SingleTextures:
{ {
if (explosionEffectJob->Model->IsSkinned()) { if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSkinnedProgram->Bind(); m_ExplosionEffectSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSkinned program"); GLERROR("Bind ExplosionEffectSkinned program");
//bind uniforms //bind uniforms
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene); BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
//bind textures //bind textures
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob); BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
if (explosionEffectJob->AnimationOffset.animation != nullptr) { if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset); frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
@@ -368,10 +376,6 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene); BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
//bind textures //bind textures
BindExplosionTextures(explosionHandle, explosionEffectJob); BindExplosionTextures(explosionHandle, explosionEffectJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(explosionHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
} }
break; break;
} }
@@ -430,10 +434,6 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindModelUniforms(forwardSkinnedHandle, modelJob, scene); BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
//bind textures //bind textures
BindModelTextures(forwardSkinnedHandle, modelJob); BindModelTextures(forwardSkinnedHandle, modelJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) { if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset); frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
@@ -449,9 +449,6 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindModelUniforms(forwardHandle, modelJob, scene); BindModelUniforms(forwardHandle, modelJob, scene);
//bind textures //bind textures
BindModelTextures(forwardHandle, modelJob); BindModelTextures(forwardHandle, modelJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
} }
break; break;
} }
@@ -722,7 +719,6 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene) void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
{ {
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
GLERROR("Bind 1 uniform"); GLERROR("Bind 1 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix)); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
GLERROR("Bind 2 uniform"); GLERROR("Bind 2 uniform");
@@ -771,7 +767,6 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene) void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
{ {
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
GLERROR("Bind 1 uniform"); GLERROR("Bind 1 uniform");
GLint Location_M = glGetUniformLocation(shaderHandle, "M"); GLint Location_M = glGetUniformLocation(shaderHandle, "M");
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix)); glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
@@ -812,8 +807,6 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job) void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job)
{ {
switch (job->Type) { switch (job->Type) {
case RawModel::MaterialType::SingleTextures: case RawModel::MaterialType::SingleTextures:
case RawModel::MaterialType::Basic: case RawModel::MaterialType::Basic:
@@ -8,8 +8,6 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
Enable(GL_BLEND); Enable(GL_BLEND);
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Enable(GL_DEPTH_TEST); Enable(GL_DEPTH_TEST);
DepthMask(GL_FALSE);
DepthFunc(GL_LEQUAL);
Enable(GL_CULL_FACE); Enable(GL_CULL_FACE);
Enable(GL_STENCIL_TEST); Enable(GL_STENCIL_TEST);
StencilFunc(GL_NOTEQUAL, 1, 0xFF); StencilFunc(GL_NOTEQUAL, 1, 0xFF);
+21 -21
View File
@@ -42,33 +42,33 @@ void FrameBuffer::Generate()
GLERROR("PRE"); GLERROR("PRE");
std::vector<GLenum> attachments; std::vector<GLenum> attachments;
if (m_BufferHandle == 0) {
glGenFramebuffers(1, &m_BufferHandle); glGenFramebuffers(1, &m_BufferHandle);
}
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle); glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
GLERROR("1"); GLERROR("1");
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); glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
GLERROR("FrameBuffer generate: glFramebufferTexture2D"); GLERROR("FrameBuffer generate: glFramebufferTexture2D");
break; break;
case GL_RENDERBUFFER: case GL_RENDERBUFFER:
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle); glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer"); GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
break; break;
} }
GLERROR("2"); GLERROR("2");
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) { if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
attachments.push_back((*it)->m_Attachment); attachments.push_back((*it)->m_Attachment);
} }
GLERROR("Attachment"); GLERROR("Attachment");
}
GLERROR("3");
}
GLERROR("3");
GLenum* bufferTextures = &attachments[0]; GLenum* bufferTextures = &attachments[0];
glDrawBuffers(attachments.size(), bufferTextures); glDrawBuffers(attachments.size(), bufferTextures);

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