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Author SHA1 Message Date
Jocke ac0c6ff952 WIP started on reliable messages 2016-01-27 18:22:28 +01:00
354 changed files with 3194 additions and 28348 deletions
-3
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@@ -12,6 +12,3 @@ tools/MayaExporter/x64/Debug/
tools/MayaExporter/MayaExporter/Debug/ tools/MayaExporter/MayaExporter/Debug/
tools/MayaExporter/MayaExporter/GeneratedFiles/ tools/MayaExporter/MayaExporter/GeneratedFiles/
tools/MayaExporter/MayaExporter/x64/*
tools/MayaExporter/x64/*
-9
View File
@@ -14,9 +14,6 @@ endif()
if(CMAKE_COMPILER_IS_GNUCXX) if(CMAKE_COMPILER_IS_GNUCXX)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14") set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14")
elseif(MSVC)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP")
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
endif() endif()
#set(BUILD_SHARED_LIBS FALSE) #set(BUILD_SHARED_LIBS FALSE)
@@ -37,12 +34,6 @@ foreach(OUTPUTCONFIG ${CMAKE_CONFIGURATION_TYPES})
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_${OUTPUTCONFIG} ${CMAKE_ARCHIVE_OUTPUT_DIRECTORY}) set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_${OUTPUTCONFIG} ${CMAKE_ARCHIVE_OUTPUT_DIRECTORY})
endforeach(OUTPUTCONFIG CMAKE_CONFIGURATION_TYPES) endforeach(OUTPUTCONFIG CMAKE_CONFIGURATION_TYPES)
# DEBUG definition
set_property(DIRECTORY APPEND PROPERTY COMPILE_DEFINITIONS
$<$<CONFIG:Debug>:DEBUG>
$<$<CONFIG:RelWithDebInfo>:DEBUG>
)
include(cotire) include(cotire)
add_subdirectory(src/Engine) add_subdirectory(src/Engine)
add_subdirectory(src/Game) add_subdirectory(src/Game)
+1 -1
Submodule assets updated: 078e014f3d...068fbb2d20
+1 -1
Submodule deps updated: ed45883a44...bf83f099ba
@@ -0,0 +1,24 @@
#ifndef CollidableOctreeSystem_h__
#define CollidableOctreeSystem_h__
#include "../Core/System.h"
#include "../Core/Octree.h"
#include "Collision.h"
class CollidableOctreeSystem : public ImpureSystem, public PureSystem
{
public:
CollidableOctreeSystem(World* world, EventBroker* eventBroker, Octree<AABB>* octree)
: System(world, eventBroker)
, PureSystem("Collidable")
, m_Octree(octree)
{ }
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
private:
Octree<AABB>* m_Octree;
};
#endif
+8 -40
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@@ -15,14 +15,10 @@
#include "../Core/Transform.h" #include "../Core/Transform.h"
#include "../Core/Entity.h" #include "../Core/Entity.h"
#include "../Core/EntityWrapper.h" #include "../Core/EntityWrapper.h"
#include "EntityAABB.h"
class World; class World;
struct ComponentWrapper; struct ComponentWrapper;
template<typename T>
class Octree;
namespace Collision namespace Collision
{ {
//Return true if the ray hits the box. //Return true if the ray hits the box.
@@ -31,51 +27,30 @@ bool RayVsAABB(const Ray& ray, const AABB& box);
//Return true if the ray hits the box, also outputs distance from ray origin to intersection point in [outDistance]. //Return true if the ray hits the box, also outputs distance from ray origin to intersection point in [outDistance].
bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance); bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance);
//Return true if the ray hits the triangle.
bool RayVsTriangle(const Ray& ray,
const glm::vec3& v0,
const glm::vec3& v1,
const glm::vec3& v2,
bool trueOnNegativeDistance = false);
//Return true if the ray hits the triangle, and the distance is less than outDistance.
bool RayVsTriangle(const Ray& ray,
const glm::vec3& v0,
const glm::vec3& v1,
const glm::vec3& v2,
float& outDistance,
float& outUCoord,
float& outVCoord,
bool trueOnNegativeDistance = false);
//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected. //Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
bool RayVsModel(const Ray& ray, bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices, const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices, const std::vector<unsigned int>& modelIndices);
const glm::mat4& modelMatrix);
//Return true if the ray hits any of the triangles in the model. //Return true if the ray hits any of the triangles in the model.
//Also returns the position of the intersection point. Will loop through all the whole model indices. //Also returns the position of the intersection point. Will loop through all the whole model indices.
bool RayVsModel(const Ray& ray, bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices, const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices, const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& outHitPosition); glm::vec3& outHitPosition);
//Return true if the ray hits any of the triangles in the model. //Return true if the ray hits any of the triangles in the model.
//Also returns the distance from the ray origin to the closest //Also returns the distance from the ray origin to the closest
//intersection point, and the barycentric u,v-coordinates. Will loop through all the whole model indices. //intersection point, and the barycentric u,v-coordinates. Will loop through all the whole model indices.
bool RayVsModel(const Ray& ray, bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices, const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices, const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
float& outDistance, float& outDistance,
float& outUCoord, float& outUCoord,
float& outVCoord); float& outVCoord);
bool AABBvsTriangles(const AABB& box, bool AABBvsTriangles(const AABB& box,
const RawModel::Vertex* modelVertices, const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices, const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix, const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
float verticalStepHeight,
bool& isOnGround,
glm::vec3& outResolutionVector); glm::vec3& outResolutionVector);
//Return true if the boxes are intersecting. //Return true if the boxes are intersecting.
@@ -83,17 +58,10 @@ bool AABBVsAABB(const AABB& a, const AABB& b);
//Return true if the boxes are intersecting. //Return true if the boxes are intersecting.
//Also outputs the minimum translation that box [a] would need in order to resolve collision. //Also outputs the minimum translation that box [a] would need in order to resolve collision.
bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation); bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon = 0.0001f);
// Calculates an absolute AABB from an entity AABB component // Calculates an absolute AABB from an entity AABB component
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox = false); boost::optional<AABB> EntityAbsoluteAABB(EntityWrapper& entity);
boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity);
//Returns the first entity hit by the input ray. entitiesPotentiallyHitSorted needs to be sorted
//by their distance to the ray, e.g. result from Octree<EntityAABB>::ObjectsPossiblyHitByRay.
//Returns boost::none if none was hit. outDistance will be the distance to the intersection point if the ray intersects.
boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float& outDistance, glm::vec3& outIntersectPos);
//Returns the first entity hit by the input ray that exists in the octree.
//outDistance will be the distance to the intersection point if the ray intersects.
boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, Octree<EntityAABB>* octree, float& outDistance, glm::vec3& outIntersectPos);
} }
+13 -6
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@@ -7,23 +7,30 @@
#include "../Common.h" #include "../Common.h"
#include "../Core/System.h" #include "../Core/System.h"
#include "../Core/EventBroker.h" #include "../Core/EventBroker.h"
#include "../Core/EKeyUp.h"
#include "../Core/Octree.h" #include "../Core/Octree.h"
#include "EntityAABB.h"
class CollisionSystem : public PureSystem class CollisionSystem : public PureSystem
{ {
public: public:
CollisionSystem(SystemParams params, Octree<EntityAABB>* octree) CollisionSystem(World* world, EventBroker* eventBroker, Octree<AABB>* octree)
: System(params) : System(world, eventBroker)
, PureSystem("Collidable") , PureSystem("Collidable")
, m_Octree(octree) , m_Octree(octree)
{ } , zPress(false)
{
//TODO: Debug stuff, remove later.
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &CollisionSystem::OnKeyUp);
}
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override; virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
private: private:
Octree<EntityAABB>* m_Octree; Octree<AABB>* m_Octree;
std::vector<EntityAABB> m_OctreeResult; bool zPress;
EventRelay<CollisionSystem, Events::KeyUp> m_EKeyUp;
bool OnKeyUp(const Events::KeyUp &event);
}; };
#endif #endif
+7 -7
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@@ -2,7 +2,7 @@
#define Events_TriggerEnter_h__ #define Events_TriggerEnter_h__
#include "../Core/EventBroker.h" #include "../Core/EventBroker.h"
#include "../Core/EntityWrapper.h" #include "../Core/Entity.h"
namespace Events namespace Events
{ {
@@ -11,27 +11,27 @@ namespace Events
struct TriggerTouch : Event struct TriggerTouch : Event
{ {
/** The id of the entity that touches the trigger. */ /** The id of the entity that touches the trigger. */
EntityWrapper Entity; EntityID Entity;
/** The id of the trigger entity. */ /** The id of the trigger entity. */
EntityWrapper Trigger; EntityID Trigger;
}; };
/** Thrown once, when an entity has completely left a trigger. */ /** Thrown once, when an entity has completely left a trigger. */
struct TriggerLeave : Event struct TriggerLeave : Event
{ {
/** The id of the entity that left the trigger. */ /** The id of the entity that left the trigger. */
EntityWrapper Entity; EntityID Entity;
/** The id of the trigger entity. */ /** The id of the trigger entity. */
EntityWrapper Trigger; EntityID Trigger;
}; };
/** Thrown once, when an entity is completely contained inside a trigger. */ /** Thrown once, when an entity is completely contained inside a trigger. */
struct TriggerEnter : Event struct TriggerEnter : Event
{ {
/** The id of the entity that entered the trigger. */ /** The id of the entity that entered the trigger. */
EntityWrapper Entity; EntityID Entity;
/** The id of the trigger entity. */ /** The id of the trigger entity. */
EntityWrapper Trigger; EntityID Trigger;
}; };
} }
-22
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@@ -1,22 +0,0 @@
#ifndef EntityAABB_h__
#define EntityAABB_h__
#include "../Core/AABB.h"
#include "../Core/EntityWrapper.h"
struct EntityAABB : AABB
{
EntityAABB() = default;
EntityAABB(const glm::vec3& minPos, const glm::vec3& maxPos)
: AABB(minPos, maxPos)
{ }
EntityAABB(const AABB& aabb)
: AABB(aabb)
{ }
EntityWrapper Entity;
};
#endif
@@ -1,25 +0,0 @@
#ifndef FillFrustumOctreeSystem_h__
#define FillFrustumOctreeSystem_h__
#include "../Core/System.h"
#include "../Core/Octree.h"
#include "Collision.h"
#include "EntityAABB.h"
class FillFrustumOctreeSystem : public ImpureSystem, public PureSystem
{
public:
FillFrustumOctreeSystem(SystemParams params, Octree<EntityAABB>* octree)
: System(params)
, PureSystem("Model")
, m_Octree(octree)
{ }
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
private:
Octree<EntityAABB>* m_Octree;
};
#endif
@@ -1,25 +0,0 @@
#ifndef FillOctreeSystem_h__
#define FillOctreeSystem_h__
#include "../Core/System.h"
#include "../Core/Octree.h"
#include "Collision.h"
#include "EntityAABB.h"
class FillOctreeSystem : public ImpureSystem, public PureSystem
{
public:
FillOctreeSystem(SystemParams params, Octree<EntityAABB>* octree, const std::string& fillComponentType)
: System(params)
, PureSystem(fillComponentType)
, m_Octree(octree)
{ }
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
private:
Octree<EntityAABB>* m_Octree;
};
#endif
+9 -11
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@@ -8,15 +8,14 @@
#include "../Core/EventBroker.h" #include "../Core/EventBroker.h"
#include "../Core/Octree.h" #include "../Core/Octree.h"
#include "ETrigger.h" #include "ETrigger.h"
#include "EntityAABB.h"
class AABB; class AABB;
class TriggerSystem : public PureSystem class TriggerSystem : public PureSystem
{ {
public: public:
TriggerSystem(SystemParams params, Octree<EntityAABB>* octree) TriggerSystem(World* world, EventBroker* eventBroker, Octree<AABB>* octree)
: System(params) : System(world, eventBroker)
, PureSystem("Trigger") , PureSystem("Trigger")
, m_Octree(octree) , m_Octree(octree)
{ {
@@ -28,10 +27,9 @@ public:
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override; virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
private: private:
Octree<EntityAABB>* m_Octree; Octree<AABB>* m_Octree;
std::vector<EntityAABB> m_OctreeOut; std::unordered_map<EntityID, std::unordered_set<EntityID>> m_EntitiesTouchingTrigger;
std::unordered_map<EntityWrapper, std::unordered_set<EntityWrapper>> m_EntitiesTouchingTrigger; std::unordered_map<EntityID, std::unordered_set<EntityID>> m_EntitiesCompletelyInTrigger;
std::unordered_map<EntityWrapper, std::unordered_set<EntityWrapper>> m_EntitiesCompletelyInTrigger;
//TODO: Only exists for debug purposes, remove later. //TODO: Only exists for debug purposes, remove later.
EventRelay<TriggerSystem, Events::TriggerEnter> m_EEnter; EventRelay<TriggerSystem, Events::TriggerEnter> m_EEnter;
@@ -42,13 +40,13 @@ private:
bool OnLeave(const Events::TriggerLeave &event); bool OnLeave(const Events::TriggerLeave &event);
//True if leave event was thrown. //True if leave event was thrown.
bool throwLeaveIfWasInTrigger(std::unordered_set<EntityWrapper>& triggerSet, EntityWrapper colliderENtity, EntityWrapper triggerEntity); bool throwLeaveIfWasInTrigger(std::unordered_set<EntityID>& triggerSet, EntityID pId, EntityID tId);
template<typename Event> template<typename Event>
void publish(EntityWrapper collider, EntityWrapper trigger) void publish(EntityID pId, EntityID tId)
{ {
Event e; Event e;
e.Trigger = trigger; e.Trigger = tId;
e.Entity = collider; e.Entity = pId;
m_EventBroker->Publish(e); m_EventBroker->Publish(e);
} }
}; };
-1
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@@ -5,7 +5,6 @@
#include <map> #include <map>
#include <unordered_map> #include <unordered_map>
#include <algorithm> #include <algorithm>
#include <array>
#include "Core/Util/Logging.h" #include "Core/Util/Logging.h"
#include "Core/Util/IfDebug.h" #include "Core/Util/IfDebug.h"
+1
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@@ -9,6 +9,7 @@ public:
AABB() = default; AABB() = default;
//No checks are made. Values in minPos must be less than values in maxPos, i.e. min.x < max.x, etc. //No checks are made. Values in minPos must be less than values in maxPos, i.e. min.x < max.x, etc.
AABB(const glm::vec3& minPos, const glm::vec3& maxPos); AABB(const glm::vec3& minPos, const glm::vec3& maxPos);
AABB(const glm::vec4& minPos, const glm::vec4& maxPos);
//No checks are made. Size must consist of non-negative numbers. //No checks are made. Size must consist of non-negative numbers.
static AABB FromOriginSize(const glm::vec3& origin, const glm::vec3& size); static AABB FromOriginSize(const glm::vec3& origin, const glm::vec3& size);
virtual ~AABB(); virtual ~AABB();
-1
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@@ -13,7 +13,6 @@ struct ComponentInfo
unsigned int Allocation = 0; unsigned int Allocation = 0;
std::map<std::string, std::string> FieldAnnotations; std::map<std::string, std::string> FieldAnnotations;
std::map<std::string, std::map<std::string, EnumType>> FieldEnumDefinitions; std::map<std::string, std::map<std::string, EnumType>> FieldEnumDefinitions;
bool NetworkReplicated = true;
}; };
struct Field_t struct Field_t
+1 -19
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@@ -1,7 +1,6 @@
#ifndef ComponentWrapper_h__ #ifndef ComponentWrapper_h__
#define ComponentWrapper_h__ #define ComponentWrapper_h__
#include <boost/shared_array.hpp>
#include "../Common.h" #include "../Common.h"
#include "Entity.h" #include "Entity.h"
#include "ComponentInfo.h" #include "ComponentInfo.h"
@@ -44,11 +43,6 @@ struct ComponentWrapper
// Specialization for string literals // Specialization for string literals
template <std::size_t N> template <std::size_t N>
void SetField(std::string name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); } void SetField(std::string name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); }
void Copy(ComponentWrapper& destination)
{
memcpy(destination.Data, this->Data, Info.Stride);
}
struct SubscriptProxy struct SubscriptProxy
{ {
@@ -82,24 +76,12 @@ struct ComponentWrapper
SubscriptProxy operator[](std::string propertyName) { return SubscriptProxy(this, propertyName); } SubscriptProxy operator[](std::string propertyName) { return SubscriptProxy(this, propertyName); }
}; };
// A component wrapper that "owns" its data through a shared pointer
struct SharedComponentWrapper : ComponentWrapper
{
SharedComponentWrapper(const ComponentInfo& componentInfo, boost::shared_array<char> data)
: ComponentWrapper(componentInfo, data.get())
, m_DataReference(data)
{ }
private:
boost::shared_array<char> m_DataReference;
};
// TODO: Move this to Tests once entity importing is finished // TODO: Move this to Tests once entity importing is finished
class ComponentWrapperFactory class ComponentWrapperFactory
{ {
public: public:
ComponentWrapperFactory() = default; ComponentWrapperFactory() = default;
ComponentWrapperFactory(std::string componentTypeName, unsigned int allocation = 0) ComponentWrapperFactory(std::string componentTypeName, std::size_t allocation = 0)
{ {
m_ComponentInfo.Name = componentTypeName; m_ComponentInfo.Name = componentTypeName;
m_ComponentInfo.Meta->Allocation = allocation; m_ComponentInfo.Meta->Allocation = allocation;
-18
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@@ -1,18 +0,0 @@
#ifndef EAmmoPickup_h__
#define EAmmoPickup_h__
#include "EventBroker.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
struct AmmoPickup : Event
{
EntityWrapper Player;
int AmmoGain;
};
}
#endif
-17
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@@ -1,17 +0,0 @@
#ifndef EPickupSpawned_h__
#define EPickupSpawned_h__
#include "Core/Event.h"
#include "Core/EntityWrapper.h"
namespace Events
{
struct PickupSpawned : Event
{
EntityWrapper Pickup;
};
}
#endif
+1 -2
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@@ -9,8 +9,7 @@ namespace Events
struct PlayerDamage : Event struct PlayerDamage : Event
{ {
EntityWrapper Inflictor; EntityWrapper Player;
EntityWrapper Victim;
double Damage; double Damage;
}; };
+3 -2
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@@ -2,7 +2,7 @@
#define EPlayerDeath_h__ #define EPlayerDeath_h__
#include "EventBroker.h" #include "EventBroker.h"
#include "../Core/EntityWrapper.h" #include "../Core/Entity.h"
namespace Events namespace Events
{ {
@@ -10,7 +10,8 @@ namespace Events
struct PlayerDeath : Event struct PlayerDeath : Event
{ {
//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system //KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
EntityWrapper Player; EntityID KilledBy;
EntityID PlayerID;
std::string KilledByWhat; std::string KilledByWhat;
}; };
+6 -6
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@@ -2,16 +2,16 @@
#define EPlayerHealthPickup_h__ #define EPlayerHealthPickup_h__
#include "EventBroker.h" #include "EventBroker.h"
#include "../Core/EntityWrapper.h" #include "../Core/Entity.h"
namespace Events namespace Events
{ {
struct PlayerHealthPickup : Event struct PlayerHealthPickup : Event
{ {
EntityWrapper Player; double HealthAmount;
double HealthAmount; EntityID PlayerHealedID;
}; };
} }
+1 -2
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@@ -9,8 +9,7 @@ namespace Events
struct Shoot : Event struct Shoot : Event
{ {
EntityWrapper Inflictor; EntityWrapper Player;
double Damage;
}; };
} }
+1 -1
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@@ -143,7 +143,7 @@ private:
~EntityFile(); ~EntityFile();
public: public:
static unsigned int GetTypeStride(std::string typeName); static std::size_t GetTypeStride(std::string typeName);
static void WriteAttributeData(char* outData, const ComponentInfo::Field_t& field, const std::map<std::string, std::string>& attributes); static void WriteAttributeData(char* outData, const ComponentInfo::Field_t& field, const std::map<std::string, std::string>& attributes);
static void WriteValueData(char* outData, const ComponentInfo::Field_t& field, const char* valueData); static void WriteValueData(char* outData, const ComponentInfo::Field_t& field, const char* valueData);
@@ -3,8 +3,6 @@
#include <xercesc/framework/psvi/XSElementDeclaration.hpp> #include <xercesc/framework/psvi/XSElementDeclaration.hpp>
#include <xercesc/framework/psvi/XSComplexTypeDefinition.hpp> #include <xercesc/framework/psvi/XSComplexTypeDefinition.hpp>
#include <xercesc/framework/psvi/XSAttributeUse.hpp>
#include <xercesc/framework/psvi/XSAttributeDeclaration.hpp>
#include <xercesc/framework/psvi/XSParticle.hpp> #include <xercesc/framework/psvi/XSParticle.hpp>
#include <xercesc/framework/psvi/XSModelGroup.hpp> #include <xercesc/framework/psvi/XSModelGroup.hpp>
#include <xercesc/framework/psvi/XSModelGroupDefinition.hpp> #include <xercesc/framework/psvi/XSModelGroupDefinition.hpp>
+2 -6
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@@ -23,22 +23,18 @@ struct EntityWrapper
static const EntityWrapper Invalid; static const EntityWrapper Invalid;
const std::string Name();
bool HasComponent(const std::string& componentType); bool HasComponent(const std::string& componentType);
void AttachComponent(const char* componentName);
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);
bool IsChildOf(EntityWrapper potentialParent); bool IsChildOf(EntityWrapper potentialParent);
bool Valid() const; bool Valid();
ComponentWrapper operator[](const char* componentName); ComponentWrapper operator[](const char* 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;
operator bool();
private:
EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent);
}; };
namespace std namespace std
+1 -2
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@@ -5,7 +5,6 @@
#include <functional> #include <functional>
#include <list> #include <list>
#include <tuple> #include <tuple>
#include <set>
#include "../Common.h" #include "../Common.h"
#include "Event.h" #include "Event.h"
@@ -108,7 +107,7 @@ private:
typedef std::unordered_map<ContextTypeName_t, EventRelays_t> ContextRelays_t; typedef std::unordered_map<ContextTypeName_t, EventRelays_t> ContextRelays_t;
ContextRelays_t m_ContextRelays; ContextRelays_t m_ContextRelays;
std::vector<BaseEventRelay*> m_RelaysToSubscribe; std::vector<BaseEventRelay*> m_RelaysToSubscribe;
std::unordered_map<BaseEventRelay*, std::tuple<EventID, ContextTypeName_t, EventTypeName_t>> m_RelaysToUnsubscribe; std::vector<std::tuple<EventID, ContextTypeName_t, EventTypeName_t>> m_RelaysToUnsubscribe;
typedef std::list<std::pair<EventTypeName_t, std::shared_ptr<Event>>> EventQueue_t; typedef std::list<std::pair<EventTypeName_t, std::shared_ptr<Event>>> EventQueue_t;
std::shared_ptr<EventQueue_t> m_EventQueueRead; std::shared_ptr<EventQueue_t> m_EventQueueRead;
-77
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@@ -1,77 +0,0 @@
#ifndef Frustum_h__
#define Frustum_h__
#include "../GLM.h"
#include "AABB.h"
#include <bitset>
//A frustum defined by 6 planes.
struct Frustum
{
//Contains points P in: dot(normal, P) + d = 0
struct Plane
{
glm::vec3 Normal;
float Distance;
};
enum class Output
{
Inside,
Outside,
Intersects
};
Plane Planes[6];
Frustum() = default;
Frustum(glm::mat4x4 viewProjMatrix)
{
//Order: Right, left, top, bottom, far, near.
int sign = 1;
for (int i = 0; i < 6; ++i) {
sign = -sign;
int index = i / 2;
Plane& plane = Planes[i];
plane.Normal.x = viewProjMatrix[0].w + sign * viewProjMatrix[0][index];
plane.Normal.y = viewProjMatrix[1].w + sign * viewProjMatrix[1][index];
plane.Normal.z = viewProjMatrix[2].w + sign * viewProjMatrix[2][index];
plane.Distance = viewProjMatrix[3].w + sign * viewProjMatrix[3][index];
float divByNormalLength = 1.0f / glm::length(plane.Normal);
plane.Normal *= divByNormalLength;
plane.Distance *= divByNormalLength;
}
}
Output VsAABB(const AABB& box) const
{
const glm::vec3& maxCorner = box.MaxCorner();
const glm::vec3& minCorner = box.MinCorner();
bool completelyInside = true;
for (const Plane& p : Planes) {
bool anyWasInside = false;
bool anyWasOutside = false;
//If points are on both sides of the plane, we can stop.
for (int i = 0; i < 8 && (!anyWasInside || !anyWasOutside); ++i) {
std::bitset<3> bits(i);
glm::vec3 corner;
corner.x = bits.test(0) ? maxCorner.x : minCorner.x;
corner.y = bits.test(1) ? maxCorner.y : minCorner.y;
corner.z = bits.test(2) ? maxCorner.z : minCorner.z;
if (glm::dot(p.Normal, corner) > -p.Distance) {
anyWasInside = true;
} else {
anyWasOutside = true;
}
}
if (!anyWasInside) {
return Output::Outside;
}
if (anyWasOutside) {
completelyInside = false;
}
}
return completelyInside ? Output::Inside : Output::Intersects;
}
};
#endif
+1 -1
View File
@@ -102,7 +102,7 @@ public:
m_ExtraMemory.push_back((char*)malloc(m_Stride)); m_ExtraMemory.push_back((char*)malloc(m_Stride));
//We should preferably not enter here to avoid performance issues. Set more numMaxElements in constructor instead. //We should preferably not enter here to avoid performance issues. Set more numMaxElements in constructor instead.
if (!DisableMemoryPool::Value) { if (!DisableMemoryPool::Value) {
LOG_DEBUG("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size()); LOG_WARNING("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
} }
return m_ExtraMemory.back(); return m_ExtraMemory.back();
} }
+4 -131
View File
@@ -5,8 +5,9 @@
#include "../Common.h" #include "../Common.h"
#include "AABB.h" #include "AABB.h"
#include "Frustum.h"
#include "Ray.h" //Fwd declarations.
class Ray;
namespace OctSpace namespace OctSpace
{ {
@@ -39,10 +40,6 @@ public:
//The type Box must be AABB, or inherit from AABB. //The type Box must be AABB, or inherit from AABB.
template<typename Box> template<typename Box>
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects); void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects);
//Get the objects that are inside the frustum, the objects are put in outObjects.
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects);
//Get objects, which AABB the input ray intersects, the objects are put in outObjects.
void ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects);
//Empty the tree of all objects, static and dynamic. //Empty the tree of all objects, static and dynamic.
void ClearObjects(); void ClearObjects();
//Empty the tree of all dynamic objects. Static objects remain in the tree. //Empty the tree of all dynamic objects. Static objects remain in the tree.
@@ -100,10 +97,6 @@ struct Child
void AddStaticObject(const AABB& box); void AddStaticObject(const AABB& box);
template<typename T, typename Box> template<typename T, typename Box>
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects) const; void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects) const;
template<typename T>
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const;
template<typename T>
void ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects) const;
void ClearObjects(); void ClearObjects();
void ClearDynamicObjects(); void ClearDynamicObjects();
bool RayCollides(const Ray& ray, Output& data) const; bool RayCollides(const Ray& ray, Output& data) const;
@@ -118,20 +111,11 @@ struct Child
std::vector<ContainedObject>& m_StaticObjectsRef; std::vector<ContainedObject>& m_StaticObjectsRef;
std::vector<ContainedObject>& m_DynamicObjectsRef; std::vector<ContainedObject>& m_DynamicObjectsRef;
inline bool hasChildren() const { return m_Children[0] != nullptr; } bool hasChildren() const;
int childIndexContainingPoint(const glm::vec3& point) const; int childIndexContainingPoint(const glm::vec3& point) const;
std::vector<int> childIndicesContainingBox(const AABB& box) const; std::vector<int> childIndicesContainingBox(const AABB& box) const;
}; };
//To be able to sort child nodes and contained objects based on distance to ray origin.
struct RaySorterInfo
{
int Index;
float Distance;
};
bool isFirstLower(const RaySorterInfo& first, const RaySorterInfo& second);
} }
template<typename T> template<typename T>
@@ -170,20 +154,6 @@ void Octree<T>::ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects)
m_Root->ObjectsInSameRegion(box, outObjects); m_Root->ObjectsInSameRegion(box, outObjects);
} }
template<typename T>
void Octree<T>::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects)
{
falsifyObjectChecks();
m_Root->ObjectsInFrustum(frustum, outObjects, false);
}
template<typename T>
void Octree<T>::ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects)
{
falsifyObjectChecks();
m_Root->ObjectsPossiblyHitByRay(ray, outObjects);
}
template<typename T> template<typename T>
void Octree<T>::ClearObjects() void Octree<T>::ClearObjects()
{ {
@@ -260,101 +230,4 @@ void OctSpace::Child::ObjectsInSameRegion(const Box& box, std::vector<T>& outObj
} }
} }
template<typename T>
void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const
{
if (hasChildren()) {
for (const Child* c : m_Children) {
Frustum::Output out = Frustum::Output::Inside;
if (!takeAllDontTest) {
out = frustum.VsAABB(c->m_Box);
if (out == Frustum::Output::Outside) {
continue;
}
}
c->ObjectsInFrustum(frustum, outObjects, out == Frustum::Output::Inside);
}
} else {
size_t startIndex = outObjects.size();
int numDuplicates = 0;
outObjects.resize(outObjects.size() + m_StaticObjIndices.size() + m_DynamicObjIndices.size());
for (size_t i = 0; i < m_StaticObjIndices.size(); ++i) {
ContainedObject& obj = m_StaticObjectsRef[m_StaticObjIndices[i]];
if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
++numDuplicates;
} else {
obj.Checked = true;
outObjects[startIndex + i - numDuplicates] = *static_cast<T*>(obj.Box.get());
}
}
for (size_t i = 0; i < m_DynamicObjIndices.size(); ++i) {
ContainedObject& obj = m_DynamicObjectsRef[m_DynamicObjIndices[i]];
if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
++numDuplicates;
} else {
obj.Checked = true;
outObjects[startIndex + i - numDuplicates] = *static_cast<T*>(obj.Box.get());
}
}
for (size_t i = 0; i < numDuplicates; ++i) {
outObjects.pop_back();
}
}
}
template<typename T>
void OctSpace::Child::ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects) const
{
//If the node AABB is missed, everything it contains is missed.
if (Collision::RayAABBIntr(ray, m_Box)) {
//If the ray shoots the tree, and it is a parent.
if (hasChildren()) {
//Sort children according to their distance from the ray origin.
std::vector<RaySorterInfo> childInfos;
childInfos.resize(8);
for (int i = 0; i < 8; ++i) {
childInfos[i] = { i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Origin()) };
}
std::sort(childInfos.begin(), childInfos.end(), isFirstLower);
//Loop through the children, starting with the one closest to the ray origin. I.e the first to be hit.
for (const RaySorterInfo& info : childInfos) {
m_Children[info.Index]->ObjectsPossiblyHitByRay(ray, outObjects);
}
} else {
//Check against boxes in the node.
bool intersected = false;
float dist;
//Sort all contained objects according to the distance from the ray origin to
//the intersection, if they are intersecting.
std::vector<RaySorterInfo> objectHitInfos;
objectHitInfos.reserve(m_StaticObjIndices.size() + m_DynamicObjIndices.size());
for (int i : m_StaticObjIndices) {
//If we haven't tested against this object before, and the ray hits.
if (!m_StaticObjectsRef[i].Checked &&
Collision::RayVsAABB(ray, *m_StaticObjectsRef[i].Box, dist)) {
objectHitInfos.push_back({ i, dist });
}
m_StaticObjectsRef[i].Checked = true;
}
for (int i : m_DynamicObjIndices) {
//If we haven't tested against this object before, and the ray hits.
if (!m_DynamicObjectsRef[i].Checked &&
Collision::RayVsAABB(ray, *m_DynamicObjectsRef[i].Box, dist)) {
objectHitInfos.push_back({ i + (int)m_StaticObjIndices.size(), dist });
}
m_DynamicObjectsRef[i].Checked = true;
}
std::sort(objectHitInfos.begin(), objectHitInfos.end(), isFirstLower);
int startSize = (int)outObjects.size();
outObjects.resize(startSize + objectHitInfos.size());
for (int i = 0; i < objectHitInfos.size(); ++i) {
outObjects[startSize + i] = (objectHitInfos[i].Index < m_StaticObjIndices.size()) ?
*static_cast<T*>(m_StaticObjectsRef[objectHitInfos[i].Index].Box.get()) :
*static_cast<T*>(m_DynamicObjectsRef[objectHitInfos[i].Index - m_StaticObjIndices.size()].Box.get());
}
}
}
}
#endif #endif
-4
View File
@@ -7,10 +7,6 @@
class Ray class Ray
{ {
public: public:
Ray()
: m_Origin(glm::vec3(0.f))
, m_Direction(glm::vec3(0, 0, 1))
{}
Ray(const glm::vec3& origin, const glm::vec3& dir) Ray(const glm::vec3& origin, const glm::vec3& dir)
: m_Origin(origin) : m_Origin(origin)
, m_Direction(glm::normalize(dir)) , m_Direction(glm::normalize(dir))
+7 -10
View File
@@ -200,16 +200,13 @@ static T* ResourceManager::Load(const std::string& resourceName, Resource* paren
} }
//If resource has already been cached and completely loaded. //If resource has already been cached and completely loaded.
{ it = m_ResourceCache.find(cacheKey);
boost::lock_guard<decltype(m_Mutex)> guard(m_Mutex); if (it != m_ResourceCache.end()) {
it = m_ResourceCache.find(cacheKey); if (it->second != nullptr) {
if (it != m_ResourceCache.end()) { return static_cast<T*>(it->second);
if (it->second != nullptr) { } else {
return static_cast<T*>(it->second); //Don't return null on failure, exception instead.
} else { throw Resource::FailedLoadingException();
//Don't return null on failure, exception instead.
throw Resource::FailedLoadingException();
}
} }
} }
+6 -40
View File
@@ -5,55 +5,21 @@
#include "World.h" #include "World.h"
#include "EntityWrapper.h" #include "EntityWrapper.h"
#include "ComponentWrapper.h" #include "ComponentWrapper.h"
#include "EPlayerSpawned.h"
struct SystemParams
{
SystemParams(::World* World, ::EventBroker* EventBroker, bool IsClient, bool IsServer)
: World(World)
, EventBroker(EventBroker)
, IsClient(IsClient)
, IsServer(IsServer)
{ }
::World* World;
::EventBroker* EventBroker;
bool IsClient = false;
bool IsServer = false;
};
class System class System
{ {
friend class SystemPipeline; friend class SystemPipeline;
protected: protected:
System(SystemParams params) System(World* world, EventBroker) { }
: m_World(params.World) System(World* world, EventBroker* eventBroker)
, m_EventBroker(params.EventBroker) : m_World(world)
, IsClient(params.IsClient) , m_EventBroker(eventBroker)
, IsServer(params.IsServer) { }
{
if (IsClient) {
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &System::setLocalPlayer);
}
}
virtual ~System() = default; virtual ~System() = default;
World* m_World; World* m_World;
EventBroker* m_EventBroker; EventBroker* m_EventBroker;
bool IsClient = false;
bool IsServer = false;
EntityWrapper LocalPlayer = EntityWrapper::Invalid;
private:
EventRelay<System, Events::PlayerSpawned> m_EPlayerSpawned;
virtual bool setLocalPlayer(Events::PlayerSpawned& e)
{
if (e.PlayerID == -1) {
LocalPlayer = e.Player;
}
return true;
}
}; };
class PureSystem : public virtual System class PureSystem : public virtual System
@@ -68,7 +34,7 @@ protected:
const std::string m_ComponentType; const std::string m_ComponentType;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) = 0; virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) = 0;
}; };
class ImpureSystem : public virtual System class ImpureSystem : public virtual System
+2 -9
View File
@@ -10,11 +10,9 @@
class SystemPipeline class SystemPipeline
{ {
public: public:
SystemPipeline(World* world, EventBroker* eventBroker, bool isClient, bool isServer) SystemPipeline(World* world, EventBroker* eventBroker)
: m_World(world) : m_World(world)
, m_EventBroker(eventBroker) , m_EventBroker(eventBroker)
, m_IsClient(isClient)
, m_IsServer(isServer)
{ {
EVENT_SUBSCRIBE_MEMBER(m_EPause, &SystemPipeline::OnPause); EVENT_SUBSCRIBE_MEMBER(m_EPause, &SystemPipeline::OnPause);
EVENT_SUBSCRIBE_MEMBER(m_EResume, &SystemPipeline::OnResume); EVENT_SUBSCRIBE_MEMBER(m_EResume, &SystemPipeline::OnResume);
@@ -37,7 +35,7 @@ public:
m_OrderedSystemGroups.resize(updateOrderLevel + 1); m_OrderedSystemGroups.resize(updateOrderLevel + 1);
} }
UnorderedSystems& group = m_OrderedSystemGroups[updateOrderLevel]; UnorderedSystems& group = m_OrderedSystemGroups[updateOrderLevel];
System* system = new T(SystemParams(m_World, m_EventBroker, m_IsClient, m_IsServer), args...); System* system = new T(m_World, m_EventBroker, args...);
group.Systems[typeid(T).name()] = system; group.Systems[typeid(T).name()] = system;
PureSystem* pureSystem = dynamic_cast<PureSystem*>(system); PureSystem* pureSystem = dynamic_cast<PureSystem*>(system);
@@ -61,9 +59,6 @@ public:
dt = 0.0; dt = 0.0;
} }
// Process utility events for the System base class
m_EventBroker->Process<System>();
for (UnorderedSystems& group : m_OrderedSystemGroups) { for (UnorderedSystems& group : m_OrderedSystemGroups) {
// Process events // Process events
for (auto& pair : group.Systems) { for (auto& pair : group.Systems) {
@@ -93,8 +88,6 @@ public:
private: private:
World* m_World; World* m_World;
EventBroker* m_EventBroker; EventBroker* m_EventBroker;
bool m_IsClient = false;
bool m_IsServer = false;
bool m_Paused = false; bool m_Paused = false;
struct UnorderedSystems struct UnorderedSystems
-3
View File
@@ -8,17 +8,14 @@
namespace Transform namespace Transform
{ {
glm::mat4 AbsoluteTransformation(EntityWrapper entity);
glm::vec3 AbsolutePosition(EntityWrapper entity); glm::vec3 AbsolutePosition(EntityWrapper entity);
glm::vec3 AbsolutePosition(World* world, EntityID entity); glm::vec3 AbsolutePosition(World* world, EntityID entity);
glm::vec3 AbsoluteOrientationEuler(EntityWrapper entity);
glm::quat AbsoluteOrientation(EntityWrapper entity); glm::quat AbsoluteOrientation(EntityWrapper entity);
glm::quat AbsoluteOrientation(World* world, EntityID entity); glm::quat AbsoluteOrientation(World* world, EntityID entity);
glm::vec3 AbsoluteScale(EntityWrapper entity); glm::vec3 AbsoluteScale(EntityWrapper entity);
glm::vec3 AbsoluteScale(World* world, EntityID entity); glm::vec3 AbsoluteScale(World* world, EntityID entity);
glm::mat4 ModelMatrix(EntityWrapper entity); glm::mat4 ModelMatrix(EntityWrapper entity);
glm::mat4 ModelMatrix(EntityID entity, World* world); glm::mat4 ModelMatrix(EntityID entity, World* world);
glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix);
} }
+1 -1
View File
@@ -8,7 +8,7 @@
class UniformScaleSystem : public PureSystem class UniformScaleSystem : public PureSystem
{ {
public: public:
UniformScaleSystem(SystemParams params); UniformScaleSystem(World* world, EventBroker* eventBroker);
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cUniformScale, double dt) override; virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cUniformScale, double dt) override;
+2 -2
View File
@@ -42,7 +42,7 @@ enum class FileWatcher::FileEventFlags
}; };
inline FileWatcher::FileEventFlags operator|(FileWatcher::FileEventFlags a, FileWatcher::FileEventFlags b) { return static_cast<FileWatcher::FileEventFlags>(static_cast<int>(a) | static_cast<int>(b)); } inline FileWatcher::FileEventFlags operator|(FileWatcher::FileEventFlags a, FileWatcher::FileEventFlags b) { return static_cast<FileWatcher::FileEventFlags>(static_cast<int>(a) | static_cast<int>(b)); }
inline bool operator&(FileWatcher::FileEventFlags a, FileWatcher::FileEventFlags b) { return (static_cast<int>(a) & static_cast<int>(b)) != 0; } inline bool operator&(FileWatcher::FileEventFlags a, FileWatcher::FileEventFlags b) { return static_cast<int>(a)& static_cast<int>(b); }
class FileWatcher::Worker class FileWatcher::Worker
{ {
@@ -54,7 +54,7 @@ public:
private: private:
struct FileInfo struct FileInfo
{ {
std::size_t Size; int Size;
std::time_t Timestamp; std::time_t Timestamp;
}; };
+1 -1
View File
@@ -4,7 +4,7 @@
// } // }
// NOTE: condition statement is not executed at all in release mode. // NOTE: condition statement is not executed at all in release mode.
#ifndef DEBUG_IF #ifndef DEBUG_IF
#ifdef DEBUG #ifndef DEBUG
#define DEBUG_IF(c) if(c) #define DEBUG_IF(c) if(c)
#else #else
#define DEBUG_IF(c) if(false) #define DEBUG_IF(c) if(false)
+34 -6
View File
@@ -29,9 +29,41 @@ enum _LOG_LEVEL
extern _LOG_LEVEL LOG_LEVEL; extern _LOG_LEVEL LOG_LEVEL;
extern const char* _LOG_LEVEL_PREFIX[]; const static char* _LOG_LEVEL_PREFIX[] =
{
"EE: ",
"",
"WW: ",
"DD: "
};
extern void _LOG(_LOG_LEVEL logLevel, const char* file, const char* func, unsigned int line, const char* format, ...); static void _LOG(_LOG_LEVEL logLevel, const char* file, const char* func, unsigned int line, const char* format, ...)
{
if (logLevel > LOG_LEVEL) {
return;
}
char* message = nullptr;
va_list args;
va_start(args, format);
size_t size = vsnprintf(message, 0, format, args) + 1;
va_end(args);
va_start(args, format);
message = new char[size];
vsnprintf(message, size, format, args);
va_end(args);
if (logLevel == LOG_LEVEL_ERROR) {
std::cerr << file << ":" << line << " " << func << std::endl;
std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
} else {
std::cout << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
}
delete[] message;
}
#define LOG(logLevel, format, ...) \ #define LOG(logLevel, format, ...) \
_LOG(logLevel, __BASE_FILE__, __func__, __LINE__, format, ##__VA_ARGS__) _LOG(logLevel, __BASE_FILE__, __func__, __LINE__, format, ##__VA_ARGS__)
@@ -45,11 +77,7 @@ extern void _LOG(_LOG_LEVEL logLevel, const char* file, const char* func, unsign
#define LOG_INFO(format, ...) \ #define LOG_INFO(format, ...) \
LOG(LOG_LEVEL_INFO, format, ##__VA_ARGS__) LOG(LOG_LEVEL_INFO, format, ##__VA_ARGS__)
#ifdef DEBUG
#define LOG_DEBUG(format, ...) \ #define LOG_DEBUG(format, ...) \
LOG(LOG_LEVEL_DEBUG, format, ##__VA_ARGS__) LOG(LOG_LEVEL_DEBUG, format, ##__VA_ARGS__)
#else
#define LOG_DEBUG(format, ...)
#endif
#endif // Logging_h__ #endif // Logging_h__
@@ -23,7 +23,7 @@ public:
m_SpeedMultiplier = m_Config->Get<float>("Editor.CameraSpeed", 3.f); m_SpeedMultiplier = m_Config->Get<float>("Editor.CameraSpeed", 3.f);
} }
virtual const glm::vec3 Movement() const override { return m_Movement * static_cast<float>(m_SpeedMultiplier); } virtual const glm::vec3 Movement() const override { return m_Movement * m_SpeedMultiplier; }
void Enable() { m_Enabled = true; } void Enable() { m_Enabled = true; }
void Disable() { m_Enabled = false; } void Disable() { m_Enabled = false; }
@@ -69,7 +69,7 @@ public:
protected: protected:
ConfigFile* m_Config; ConfigFile* m_Config;
bool m_Enabled = false; bool m_Enabled = false;
double m_SpeedMultiplier = 1.f; float m_SpeedMultiplier = 1.f;
EventRelay<EventContext, Events::MousePress> m_EMousePress; EventRelay<EventContext, Events::MousePress> m_EMousePress;
bool OnMousePress(const Events::MousePress& e) bool OnMousePress(const Events::MousePress& e)
@@ -105,7 +105,7 @@ protected:
return false; return false;
} }
m_SpeedMultiplier += e.DeltaY * (0.1 * m_SpeedMultiplier); m_SpeedMultiplier += e.DeltaY * (0.1f * m_SpeedMultiplier);
m_Config->Set("Editor.CameraSpeed", m_SpeedMultiplier); m_Config->Set("Editor.CameraSpeed", m_SpeedMultiplier);
m_Config->SaveToDisk(); m_Config->SaveToDisk();
return true; return true;
-30
View File
@@ -7,7 +7,6 @@
#include <nativefiledialog/nfd.h> #include <nativefiledialog/nfd.h>
#include <boost/filesystem.hpp> #include <boost/filesystem.hpp>
#include <boost/any.hpp> #include <boost/any.hpp>
#include <boost/algorithm/string/replace.hpp>
#include "../Common.h" #include "../Common.h"
#include "../GLM.h" #include "../GLM.h"
#include <glm/gtx/common.hpp> #include <glm/gtx/common.hpp>
@@ -19,8 +18,6 @@
#include "../Core/ResourceManager.h" #include "../Core/ResourceManager.h"
#include "../Core/EPause.h" #include "../Core/EPause.h"
#include "../Core/EKeyDown.h" #include "../Core/EKeyDown.h"
#include "../Core/ELockMouse.h"
#include "../Core/EFileDropped.h"
#include "../Rendering/Texture.h" #include "../Rendering/Texture.h"
class EditorGUI class EditorGUI
@@ -35,12 +32,6 @@ public:
Scale Scale
}; };
enum class WidgetSpace
{
Global,
Local
};
void Draw(); void Draw();
void SelectEntity(EntityWrapper entity); void SelectEntity(EntityWrapper entity);
@@ -82,9 +73,6 @@ public:
// Called when the user selects a widget mode. // Called when the user selects a widget mode.
typedef std::function<void(WidgetMode)> OnWidgetMode_t; typedef std::function<void(WidgetMode)> OnWidgetMode_t;
void SetWidgetModeCallback(OnWidgetMode_t f) { m_OnWidgetMode = f; } void SetWidgetModeCallback(OnWidgetMode_t f) { m_OnWidgetMode = f; }
// Called when the user selects a widget space.
typedef std::function<void(WidgetSpace)> OnWidgetSpace_t;
void SetWidgetSpaceCallback(OnWidgetSpace_t f) { m_OnWidgetSpace = f; }
private: private:
World* m_World; World* m_World;
@@ -105,12 +93,8 @@ private:
EntityWrapper m_CurrentlyDragging = EntityWrapper::Invalid; EntityWrapper m_CurrentlyDragging = EntityWrapper::Invalid;
std::string m_LastErrorMessage; std::string m_LastErrorMessage;
WidgetMode m_CurrentWidgetMode = WidgetMode::Translate; WidgetMode m_CurrentWidgetMode = WidgetMode::Translate;
WidgetSpace m_CurrentWidgetSpace = WidgetSpace::Global;
std::set<std::string> m_ModalsToOpen; std::set<std::string> m_ModalsToOpen;
std::map<std::string, boost::any> m_ModalData; std::map<std::string, boost::any> m_ModalData;
std::string m_DroppedFile = "";
bool m_Paused = false;
bool m_MouseLocked = false;
// Callbacks // Callbacks
OnEntitySelectedCallback_t m_OnEntitySelected = nullptr; OnEntitySelectedCallback_t m_OnEntitySelected = nullptr;
@@ -123,21 +107,10 @@ private:
OnComponentAttach_t m_OnComponentAttach = nullptr; OnComponentAttach_t m_OnComponentAttach = nullptr;
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;
// Events // Events
EventRelay<EditorGUI, Events::KeyDown> m_EKeyDown; EventRelay<EditorGUI, Events::KeyDown> m_EKeyDown;
bool OnKeyDown(const Events::KeyDown& e); bool OnKeyDown(const Events::KeyDown& e);
EventRelay<EditorGUI, Events::FileDropped> m_EFileDropped;
bool OnFileDropped(const Events::FileDropped& e);
EventRelay<EditorGUI, Events::Pause> m_EPause;
bool OnPause(const Events::Pause& e);
EventRelay<EditorGUI, Events::Resume> m_EResume;
bool OnResume(const Events::Resume& e);
EventRelay<EditorGUI, Events::LockMouse> m_ELockMouse;
bool OnLockMouse(const Events::LockMouse& e);
EventRelay<EditorGUI, Events::UnlockMouse> m_EUnlockMouse;
bool OnUnlockMouse(const Events::UnlockMouse& e);
// Utility functions // Utility functions
boost::filesystem::path fileOpenDialog(); boost::filesystem::path fileOpenDialog();
@@ -145,9 +118,6 @@ private:
const std::string formatEntityName(EntityWrapper entity); const std::string formatEntityName(EntityWrapper entity);
GLuint tryLoadTexture(std::string filePath); GLuint tryLoadTexture(std::string filePath);
void openModal(const std::string& modal); void openModal(const std::string& modal);
void setWidgetMode(WidgetMode mode);
void toggleWidgetSpace();
static bool compareCharArray(const char* c1, const char* c2);
// Entity file handling methods // Entity file handling methods
void entityImport(World* world); void entityImport(World* world);
+1 -1
View File
@@ -10,7 +10,7 @@
class EditorRenderSystem : public ImpureSystem class EditorRenderSystem : public ImpureSystem
{ {
public: public:
EditorRenderSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame); EditorRenderSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
virtual void Update(double dt) override; virtual void Update(double dt) override;
+1 -3
View File
@@ -17,7 +17,7 @@
class EditorSystem : public ImpureSystem class EditorSystem : public ImpureSystem
{ {
public: public:
EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame); EditorSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
~EditorSystem(); ~EditorSystem();
void Update(double dt); void Update(double dt);
@@ -41,7 +41,6 @@ private:
double m_LastTime = 0.f; double m_LastTime = 0.f;
bool m_Enabled = true; bool m_Enabled = true;
EditorGUI::WidgetMode m_WidgetMode = EditorGUI::WidgetMode::Translate; EditorGUI::WidgetMode m_WidgetMode = EditorGUI::WidgetMode::Translate;
EditorGUI::WidgetSpace m_WidgetSpace = EditorGUI::WidgetSpace::Global;
EntityWrapper m_Widget = EntityWrapper::Invalid; EntityWrapper m_Widget = EntityWrapper::Invalid;
EntityWrapper m_CurrentSelection = EntityWrapper::Invalid; EntityWrapper m_CurrentSelection = EntityWrapper::Invalid;
@@ -58,7 +57,6 @@ private:
void OnEntityChangeName(EntityWrapper entity, const std::string& name); void OnEntityChangeName(EntityWrapper entity, const std::string& name);
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);
// Events // Events
EventRelay<EditorSystem, Events::MousePress> m_EMousePress; EventRelay<EditorSystem, Events::MousePress> m_EMousePress;
+1 -1
View File
@@ -25,7 +25,7 @@ struct WidgetDelta : Event
class EditorWidgetSystem : public ImpureSystem, PureSystem class EditorWidgetSystem : public ImpureSystem, PureSystem
{ {
public: public:
EditorWidgetSystem(SystemParams params, IRenderer* renderer); EditorWidgetSystem(World* world, EventBroker* eventBroker, IRenderer* renderer);
virtual void Update(double dt) override; virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cEditorWidget, double dt) override; virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cEditorWidget, double dt) override;
+2 -3
View File
@@ -3,7 +3,6 @@
#include "Frame.h" #include "Frame.h"
#include "../Rendering/Texture.h" #include "../Rendering/Texture.h"
#include "../Rendering/Util/CommonFunctions.h"
namespace GUI namespace GUI
{ {
@@ -56,10 +55,10 @@ public:
return; return;
} }
m_Texture = CommonFunctions::LoadTexture(resourceName, false); m_Texture = ResourceManager::Load<Texture>(resourceName);
m_TextureName = resourceName; m_TextureName = resourceName;
if (m_Texture == nullptr) { if (m_Texture == nullptr) {
m_Texture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false); m_Texture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
} }
SizeToTexture(); SizeToTexture();
-2
View File
@@ -2,7 +2,6 @@
#define Events_InputCommand_h__ #define Events_InputCommand_h__
#include "Core/EventBroker.h" #include "Core/EventBroker.h"
#include "Core/EntityWrapper.h"
namespace Events namespace Events
{ {
@@ -11,7 +10,6 @@ struct InputCommand : Event
{ {
/** Numerical ID of the player. */ /** Numerical ID of the player. */
int PlayerID; int PlayerID;
EntityWrapper Player;
/** The command that was sent. */ /** The command that was sent. */
std::string Command; std::string Command;
/** The value of the command. */ /** The value of the command. */
@@ -4,8 +4,6 @@
#include "../GLM.h" #include "../GLM.h"
#include "../Core/InputController.h" #include "../Core/InputController.h"
#include "../Core/ELockMouse.h" #include "../Core/ELockMouse.h"
#include "../Game/Events/EDashAbility.h"
#include "InputHandler.h"
template <typename EventContext> template <typename EventContext>
class FirstPersonInputController : public InputController<EventContext> class FirstPersonInputController : public InputController<EventContext>
@@ -17,46 +15,20 @@ public:
virtual const glm::vec3 Rotation() const { return m_Rotation; } virtual const glm::vec3 Rotation() const { return m_Rotation; }
virtual bool Jumping() const { return m_Jumping; } virtual bool Jumping() const { return m_Jumping; }
virtual bool Crouching() const { return m_Crouching; } virtual bool Crouching() const { return m_Crouching; }
virtual bool DoubleJumping() const { return m_DoubleJumping; }
virtual void SetDoubleJumping(bool isDoubleJumping) {
m_DoubleJumping = isDoubleJumping;
}
void LockMouse(); void LockMouse();
void UnlockMouse(); void UnlockMouse();
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);
virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
protected: protected:
const int m_PlayerID; const int m_PlayerID;
bool m_MouseLocked = false; bool m_MouseLocked = false;
glm::vec3 m_Rotation; glm::vec3 m_Rotation;
glm::vec3 m_Movement; glm::vec3 m_Movement;
bool m_Jumping = false; bool m_Jumping = false;
bool m_DoubleJumping = false;
bool m_Crouching = false; bool m_Crouching = false;
//assault dash membervariables - needed to calculate the doubletap- and dashlogic
double m_AssaultDashDoubleTapDeltaTime = 0.0;
double m_AssaultDashCoolDownTimer = 0.0;
//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
//and its very unlikely that someone wants to change that value
const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
std::string m_AssaultDashTapDirection = "";
std::string m_CurrentDirectionVector = "";
bool m_AssaultDashDoubleTapped = false;
bool m_PlayerIsDashing = false;
bool m_ShiftDashing = false;
bool m_ValidDoubleTap = false;
//specialabilitys
bool m_MovementKeyDown = false;
bool m_SpecialAbilityKeyDown = false;
int m_NumberOfMovementKeysDown = 0;
EventRelay<EventContext, Events::LockMouse> m_ELockMouse; EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
bool OnLockMouse(const Events::LockMouse& e); bool OnLockMouse(const Events::LockMouse& e);
EventRelay<EventContext, Events::UnlockMouse> m_EUnlockMouse; EventRelay<EventContext, Events::UnlockMouse> m_EUnlockMouse;
@@ -64,7 +36,7 @@ protected:
}; };
template <typename EventContext> template <typename EventContext>
FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID) FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID)
: InputController(eventBroker) : InputController(eventBroker)
, m_PlayerID(playerID) , m_PlayerID(playerID)
{ {
@@ -127,31 +99,6 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
} }
} }
if (e.Command == "Forward" || e.Command == "Right") {
if (e.Value != 0) {
m_CurrentDirectionVector = e.Command == "Right" ? (e.Value > 0 ? "Right" : "Left") : (e.Value > 0 ? "Forward" : "Backward");
}
//if value = 0 then you have just released this key
if (e.Value != 0) {
m_NumberOfMovementKeysDown++;
m_MovementKeyDown = true;
//if you pressed the same key within m_AssaultDashDoubleTapSensitivityTimer then you have doubletapped it
if (m_AssaultDashDoubleTapDeltaTime < m_AssaultDashDoubleTapSensitivityTimer && m_AssaultDashTapDirection == m_CurrentDirectionVector) {
m_ValidDoubleTap = true;
}
} else {
//== 0
m_NumberOfMovementKeysDown--;
if (m_NumberOfMovementKeysDown == 0) {
m_MovementKeyDown = false;
}
//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
m_AssaultDashTapDirection = m_CurrentDirectionVector;
m_AssaultDashDoubleTapDeltaTime = 0.f;
}
}
if (e.Command == "Jump") { if (e.Command == "Jump") {
m_Jumping = e.Value > 0; m_Jumping = e.Value > 0;
} }
@@ -160,85 +107,21 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
m_Crouching = e.Value > 0; m_Crouching = e.Value > 0;
} }
if (e.Command == "SpecialAbility") {
if (e.Value > 0) {
m_SpecialAbilityKeyDown = true;
} else {
m_SpecialAbilityKeyDown = false;
}
}
if (m_SpecialAbilityKeyDown && m_MovementKeyDown) {
m_ShiftDashing = true;
} else {
m_ShiftDashing = false;
}
return true; return true;
} }
template <typename EventContext> template <typename EventContext>
bool FirstPersonInputController<EventContext>::OnUnlockMouse(const Events::UnlockMouse& e) bool FirstPersonInputController<EventContext>::OnUnlockMouse(const Events::UnlockMouse& e)
{ {
m_MouseLocked = false; m_MouseLocked = false;
return true; return true;
} }
template <typename EventContext> template <typename EventContext>
bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMouse& e) bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMouse& e)
{ {
m_MouseLocked = true; m_MouseLocked = true;
return true; return true;
} }
template <typename EventContext>
void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer) {
m_AssaultDashDoubleTapDeltaTime += dt;
m_AssaultDashCoolDownTimer -= dt;
//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
if (m_AssaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
m_PlayerIsDashing = true;
} else {
m_PlayerIsDashing = false;
}
//dashing with shift
if (m_ShiftDashing && m_AssaultDashCoolDownTimer <= 0.0f && !isJumping) {
//player is dashing with shift
//the wanted-direction is set in playermovement already so we dont need to check what direction we want to dash in!
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
return;
}
//reset the DoubleTapped state in case we recently doubleTapped (doubletap will only happen during 1 frame)
if (m_AssaultDashDoubleTapped) {
m_AssaultDashDoubleTapped = false;
}
//dashing with doubletap - check if doubletap to dash enabled
if (!ResourceManager::Load<ConfigFile>("Input.ini")->Get<bool>("Keyboard.DoubleTapToDash", false)) {
return;
}
//check if we have received a valid doubletap
if (!m_ValidDoubleTap) {
return;
}
m_ValidDoubleTap = false;
if (!(m_AssaultDashCoolDownTimer <= 0.0f && !isJumping)) {
//if we cant dash at the moment, then just reset the tap-sensitivity-timer
m_AssaultDashDoubleTapDeltaTime = 0.f;
return;
}
//ok, we have a valid tap, lets do it
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
Events::DashAbility e;
m_EventBroker->Publish(e);
}
#endif #endif
+20 -26
View File
@@ -13,8 +13,6 @@
#include "Network/Network.h" #include "Network/Network.h"
#include "Network/MessageType.h" #include "Network/MessageType.h"
#include "Network/PlayerDefinition.h" #include "Network/PlayerDefinition.h"
#include "Network/UDPClient.h"
#include "Network/TCPClient.h"
#include "Network/SnapshotDefinitions.h" #include "Network/SnapshotDefinitions.h"
#include "Core/World.h" #include "Core/World.h"
#include "Core/EventBroker.h" #include "Core/EventBroker.h"
@@ -22,37 +20,36 @@
#include "Input/EInputCommand.h" #include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h" #include "Core/EPlayerDamage.h"
#include "Network/EInterpolate.h" #include "Network/EInterpolate.h"
#include "Network/SnapshotFilter.h"
#include "Core/EPlayerSpawned.h" #include "Core/EPlayerSpawned.h"
class Client : public Network class Client : public Network
{ {
public: public:
Client(World* world, EventBroker* eventBroker); Client(ConfigFile* config);
Client(World* world, EventBroker* eventBroker, std::unique_ptr<SnapshotFilter> snapshotFilter);
~Client(); ~Client();
void Start(World* world, EventBroker* eventBroker) override;
void Connect(std::string address, int port);
void Update() override; void Update() override;
private:
// Assio UDP logic
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
boost::asio::ip::udp::socket m_Socket;
std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
void parseSpawnEvents();
// Save for children
std::unique_ptr<SnapshotFilter> m_SnapshotFilter = nullptr;
std::string m_Address;
int m_Port = 0;
// Sending message to server logic // Sending message to server logic
size_t bytesRead = 0; int bytesRead = -1;
char readBuf[INPUTSIZE] = { 0 };
// Packet loss logic // Packet loss logic
PacketID m_PacketID = 0; PacketID m_PacketID = 0;
PacketID m_PreviousPacketID = 0; PacketID m_PreviousPacketID = 0;
PacketID m_SendPacketID = 0; PacketID m_SendPacketID = 0;
AckBitPattern ackBitField = 0;
// Game logic // Game logic
World* m_World;
std::string m_PlayerName; std::string m_PlayerName;
PlayerID m_PlayerID = -1; PlayerID m_PlayerID = -1;
EntityID m_ServerEntityID = std::numeric_limits<EntityID>::max();
bool m_IsConnected = false; bool m_IsConnected = false;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid; EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
// Server Client Lookup map // Server Client Lookup map
@@ -72,14 +69,14 @@ public:
std::vector<Events::InputCommand> m_InputCommandBuffer; std::vector<Events::InputCommand> m_InputCommandBuffer;
// Private member functions // Private member functions
size_t receive(char* data); void readFromServer();
int receive(char* data);
void send(Packet& packet);
void connect();
void disconnect(); void disconnect();
void parseMessageType(Packet& packet); void parseMessageType(Packet& packet);
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID); void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType);
SharedComponentWrapper createSharedComponent(Packet& packet, EntityID entityID, const ComponentInfo& componentInfo); void parseConnect(Packet& packet);
void ignoreFields(Packet& packet, const ComponentInfo& componentInfo);
void parseUDPConnect(Packet& packet);
void parseTCPConnect(Packet& packet);
void parsePlayerConnected(Packet& packet); void parsePlayerConnected(Packet& packet);
void parsePing(); void parsePing();
void parseKick(); void parseKick();
@@ -89,7 +86,7 @@ public:
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();
void hasServerTimedOut(); bool hasServerTimedOut();
EntityID createPlayer(); EntityID createPlayer();
void sendInputCommands(); void sendInputCommands();
void sendLocalPlayerTransform(); void sendLocalPlayerTransform();
@@ -103,16 +100,13 @@ public:
void deleteFromServerClientMaps(EntityID serverEntityID, EntityID clientEntityID); void deleteFromServerClientMaps(EntityID serverEntityID, EntityID clientEntityID);
// Events // Events
EventBroker* m_EventBroker;
EventRelay<Client, Events::InputCommand> m_EInputCommand; EventRelay<Client, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e); bool OnInputCommand(const Events::InputCommand& e);
EventRelay<Client, Events::PlayerDamage> m_EPlayerDamage; EventRelay<Client, Events::PlayerDamage> m_EPlayerDamage;
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);
void parsePlayerDamage(Packet& packet);
private:
UDPClient m_Unreliable;
TCPClient m_Reliable;
}; };
#endif #endif
+2 -7
View File
@@ -11,13 +11,8 @@ namespace Events
struct Interpolate : Event struct Interpolate : Event
{ {
Interpolate(EntityWrapper Entity, SharedComponentWrapper Component) EntityID Entity;
: Entity(Entity) boost::shared_array<char> DataArray;
, Component(Component)
{ }
EntityWrapper Entity;
SharedComponentWrapper Component;
}; };
} }
-13
View File
@@ -1,13 +0,0 @@
#ifndef HybridClient_h__
#define HybridClient_h__
class HybridClient
{
public:
HybridClient();
~HybridClient();
private:
};
#endif
-12
View File
@@ -1,12 +0,0 @@
#ifndef HybridServer_h__
#define HybridServer_h__
class HybridServer
{
public:
HybridServer();
~HybridServer();
private:
};
#endif
+1 -2
View File
@@ -18,8 +18,7 @@ enum class MessageType
OnPlayerSpawned, OnPlayerSpawned,
EntityDeleted, EntityDeleted,
ComponentDeleted, ComponentDeleted,
PlayerTransform, PlayerTransform
Invalid
}; };
#endif #endif
+6 -10
View File
@@ -11,34 +11,30 @@
#include "Core/ConfigFile.h" #include "Core/ConfigFile.h"
#include <fstream> #include <fstream>
#include <iostream> #include <iostream>
#include <bitset>
#define BUFFERSIZE 32000 #define INPUTSIZE 4097
typedef unsigned int PlayerID; typedef unsigned int PlayerID;
typedef unsigned int PacketID; typedef unsigned int PacketID;
typedef unsigned int AckBitPattern;
class Network class Network
{ {
public: public:
Network(World* world, EventBroker* eventBroker);
virtual ~Network() { }; virtual ~Network() { };
virtual void Start(World* m_world, EventBroker *eventBroker) = 0;
virtual void Update() = 0; virtual void Update() = 0;
protected: protected:
World* m_World;
EventBroker* m_EventBroker;
// For Debug // For Debug
bool isReadingData = false; bool isReadingData = false;
NetworkData m_NetworkData; NetworkData m_NetworkData;
unsigned int m_SaveDataIntervalMs = 1000; unsigned int m_SaveDataIntervalMs = 1000;
std::clock_t m_SaveDataTimer; std::clock_t m_SaveDataTimer;
unsigned int m_MaxConnections; unsigned int m_MaxConnections;
double m_TimeoutMs; unsigned int m_TimeoutMs;
void logSentData(int bytesSent);
void logReceivedData(int bytesReceived);
void saveToFile(); void saveToFile();
void updateNetworkData(); void updateNetworkData();
void initialize();
}; };
#endif #endif
-21
View File
@@ -1,21 +0,0 @@
#ifndef NetworkClient_h__
#define NetworkClient_h__
#include "Network/Packet.h"
#define BUFFERSIZE 64000
typedef unsigned int PlayerID;
typedef unsigned int PacketID;
class NetworkClient
{
public:
virtual void Connect(std::string playerName, std::string address, int port) = 0;
virtual void Disconnect() = 0;
virtual void Receive(Packet& packet) = 0;
virtual void Send(Packet & packet) = 0;
virtual bool IsSocketAvailable() = 0;
protected:
char m_ReadBuffer[BUFFERSIZE] = { 0 };
};
#endif
+8 -8
View File
@@ -3,16 +3,16 @@
#include <vector> #include <vector>
struct NetworkData { struct NetworkData {
double TotalTime = 0; unsigned int TotalTime = 0;
size_t TotalDataReceived = 0; unsigned int TotalDataReceived = 0;
size_t TotalDataSent = 0; unsigned int TotalDataSent = 0;
size_t AmountOfMessagesReceived = 0; unsigned int AmountOfMessagesReceived = 0;
unsigned int AmountOfMessagesSent = 0; unsigned int AmountOfMessagesSent = 0;
// Interval based // Interval based
size_t DataReceivedThisInterval = 0; unsigned int DataReceivedThisInterval = 0;
size_t DataSentThisInterval = 0; unsigned int DataSentThisInterval = 0;
// pair: first=reveived, second=send // pair: first=reveived, second=send
std::vector<std::pair<size_t, size_t>> BandwidthBytes; std::vector<std::pair<unsigned int, unsigned int>> BandwidthBytes;
}; };
#endif #endif
-21
View File
@@ -1,21 +0,0 @@
#ifndef NetworkServer_h__
#define NetworkServer_h__
#include <boost/asio.hpp>
#include "Network/Packet.h"
#include "Network/PlayerDefinition.h"
#define BUFFERSIZE 64000
typedef unsigned int PlayerID;
typedef unsigned int PacketID;
class NetworkServer
{
public:
virtual void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers) = 0;
virtual void Receive(Packet & packet, PlayerDefinition & playerDefinition) = 0;
virtual void Send(Packet & packet, PlayerDefinition & playerDefinition) = 0;
virtual void Send(Packet & packet) = 0;
protected:
char m_ReadBuffer[BUFFERSIZE] = { 0 };
};
#endif
+14 -18
View File
@@ -11,12 +11,12 @@ class Packet
public: public:
// arg1: Type of message (Connect, Disconnect...) // arg1: Type of message (Connect, Disconnect...)
// arg2: PacketID for identifying packet loss. // arg2: PacketID for identifying packet loss.
Packet(MessageType type, unsigned int& packetID); Packet(MessageType type, unsigned int& packetID, unsigned int lastReceivedPacket, unsigned int ackBitField);
// Used to create packet from already existing data buffer. // Used to create packet from already existing data buffer.
Packet(char* data, const size_t sizeOfPacket); Packet(char* data, const int sizeOfPacket);
Packet(MessageType type); Packet(MessageType type);
~Packet(); ~Packet();
void Init(MessageType type, unsigned int& packetID); void Init(MessageType type, unsigned int& packetID, unsigned int lastReceivedPacket, unsigned int ackBitField);
// Add primitive types like int, float, char... // Add primitive types like int, float, char...
template<typename T> template<typename T>
@@ -49,27 +49,23 @@ public:
void WriteData(char* data, int sizeOfData); void WriteData(char* data, int sizeOfData);
// Pops the first element as if it was a string. // Pops the first element as if it was a string.
std::string ReadString(); std::string ReadString();
// Construct a packet
void ReconstructFromData(char* data, size_t SizeOfData);
// Update size of packet variable in header
void UpdateSize();
char* ReadData(int SizeOfData); char* ReadData(int SizeOfData);
void ChangePacketID(unsigned int& packetID); // No purpose any more
size_t Size() { return m_Offset; }; //void ChangePacketID(unsigned int& packetID);
void ChangeHeaderInfo(unsigned int& packetID, unsigned int lastReceivedPacket, unsigned int ackBitField);
int Size() { return m_Offset; };
char* Data() { return m_Data; }; char* Data() { return m_Data; };
MessageType GetMessageType(); unsigned int DataReadSize() { return m_ReturnDataOffset; }
size_t DataReadSize() { return m_ReturnDataOffset; } unsigned int MaxSize() { return m_MaxPacketSize; }
size_t MaxSize() { return m_MaxPacketSize; } unsigned int HeaderSize() { return m_HeaderSize; }
size_t HeaderSize() { return m_HeaderSize; }
private: private:
char* m_Data; char* m_Data;
size_t m_ReturnDataOffset = 0; unsigned int m_ReturnDataOffset = 0;
size_t m_Offset = 0; int m_Offset = 0;
size_t m_MaxPacketSize = 512; unsigned int m_MaxPacketSize = 512;
size_t m_HeaderSize = 0; unsigned int m_HeaderSize = 0;
void resizeData(); void resizeData();
void resizeData(int size);
}; };
#endif #endif
+6 -5
View File
@@ -2,18 +2,19 @@
#define PlayerDefinition_h__ #define PlayerDefinition_h__
#include <string> #include <string>
#include "../Core/Entity.h" #include "../Core/Entity.h"
#include <boost/asio.hpp>
struct PlayerDefinition { struct PlayerDefinition {
::EntityID EntityID = EntityID_Invalid; ::EntityID EntityID = EntityID_Invalid;
std::string Name = ""; std::string Name = "";
boost::asio::ip::udp::endpoint Endpoint; boost::asio::ip::udp::endpoint Endpoint;
// The ID of the last sent packet. (Local sequence number)
unsigned int PacketID; unsigned int PacketID;
// The ID of the last received packet. (Remote sequence number)
// This is sent as the ackNumber.
unsigned int LastPacketReceivedID;
// The bit pattern of the last 32 received packets.
unsigned int AckBitField;
std::clock_t StopTime; std::clock_t StopTime;
boost::asio::ip::address TCPAddress;
unsigned short TCPPort;
// use for tcp connections
boost::shared_ptr<boost::asio::ip::tcp::socket> TCPSocket;
}; };
#endif #endif
+33 -38
View File
@@ -5,9 +5,8 @@
#include <ctime> #include <ctime>
#include <glm/common.hpp> #include <glm/common.hpp>
#include <boost/asio/ip/udp.hpp>
#include "Network/TCPServer.h"
#include "Network/UDPServer.h"
#include "Network/MessageType.h" #include "Network/MessageType.h"
#include "Network/PlayerDefinition.h" #include "Network/PlayerDefinition.h"
#include "Core/World.h" #include "Core/World.h"
@@ -23,66 +22,63 @@
class Server : public Network class Server : public Network
{ {
public: public:
Server(World* world, EventBroker* eventBroker, int port); Server();
~Server(); ~Server();
void Start(World* m_world, EventBroker *eventBroker) override;
void Update() override; void Update() override;
private: private:
// Network channels // UDP logic
TCPServer m_Reliable; boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
UDPServer m_Unreliable; boost::asio::io_service m_IOService;
// dont forget to set these in the childrens receive logic boost::asio::ip::udp::socket m_Socket;
boost::asio::ip::address m_Address;
int m_Port = 27666;
// Sending messages to client logic // Sending messages to client logic
std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers; std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers;
std::vector<PlayerID> m_PlayersToDisconnect; char readBuffer[INPUTSIZE] = { 0 };
// HACK: Fix INPUTSIZE int bytesRead = 0;
char readBuffer[BUFFERSIZE] = { 0 };
size_t bytesRead = 0;
// time for previouse message // time for previouse message
std::clock_t previousePingMessage = std::clock(); std::clock_t previousPingMessage = std::clock();
std::clock_t previousSnapshotMessage = std::clock(); std::clock_t previousSnapshotMessage = std::clock();
std::clock_t timOutTimer = std::clock(); std::clock_t timOutTimer = std::clock();
// How often we send messages (milliseconds) // How often we send messages (milliseconds)
float pingIntervalMs; int pingIntervalMs;
float snapshotInterval; int snapshotInterval;
int checkTimeOutInterval = 100; int checkTimeOutInterval = 100;
int m_NextPlayerID = 0; int m_NextPlayerID = 0;
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
//Timers //Timers
std::clock_t m_StartPingTime; std::clock_t m_StartPingTime;
// Game logic
World* m_World;
EventBroker* m_EventBroker;
// Packet loss logic // Packet loss logic
PacketID m_PacketID = 0; PacketID m_PacketID = 0;
PacketID m_PreviousPacketID = 0; PacketID m_PreviousPacketID = 0;
// Private member functions // Private member functions
//int receive(char* data);
void reliableBroadcast(Packet& packet);
void unreliableBroadcast(Packet& packet);
void sendSnapshot();
void addChildrenToPacket(Packet& packet, EntityID entityID); void addChildrenToPacket(Packet& packet, EntityID entityID);
void addInputCommandsToPacket(Packet& packet); void broadcast(Packet& packet);
void sendPing();
void checkForTimeOuts(); void checkForTimeOuts();
void disconnect(PlayerID playerID); void disconnect(PlayerID playerID);
void parseMessageType(Packet& packet);
void parseOnPlayerDamage(Packet& packet);
void identifyPacketLoss(); void identifyPacketLoss();
void kick(PlayerID player); void kick(PlayerID player);
PlayerID GetPlayerIDFromEndpoint(); int receive(char* data);
void parsePlayerTransform(Packet& packet); void readFromClients();
void parseOnInputCommand(Packet& packet); void send(PlayerID playerID, Packet& packet);
void parseClientPing(); void send(Packet& packet);
void parsePing(); void sendSnapshot();
void parseUDPConnect(Packet & packet); void sendPing();
void parseTCPConnect(Packet & packet); void parseClientPing(PlayerID playerID);
void parseConnect(Packet& packet, PlayerID playerID);
void parseDisconnect(); void parseDisconnect();
bool shouldSendToClient(EntityWrapper childEntity); void parseMessageType(Packet& packet);
void parseOnInputCommand(Packet& packet);
void parseOnPlayerDamage(Packet& packet);
void parsePing();
PlayerID GetPlayerIDFromEndpoint(boost::asio::ip::udp::endpoint endpoint);
// Debug event // Debug event
EventRelay<Server, Events::InputCommand> m_EInputCommand; EventRelay<Server, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e); bool OnInputCommand(const Events::InputCommand& e);
@@ -92,8 +88,7 @@ private:
bool OnEntityDeleted(const Events::EntityDeleted& e); bool OnEntityDeleted(const Events::EntityDeleted& e);
EventRelay<Server, Events::ComponentDeleted> m_EComponentDeleted; EventRelay<Server, Events::ComponentDeleted> m_EComponentDeleted;
bool OnComponentDeleted(const Events::ComponentDeleted& e); bool OnComponentDeleted(const Events::ComponentDeleted& e);
EventRelay<Server, Events::PlayerDamage> m_EPlayerDamage; void parsePlayerTransform(Packet& packet);
bool OnPlayerDamage(const Events::PlayerDamage& e);
}; };
#endif #endif
-19
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@@ -1,19 +0,0 @@
#ifndef SnapshotFilter_h__
#define SnapshotFilter_h__
#include "../Core/EntityWrapper.h"
#include "../Core/ComponentWrapper.h"
class SnapshotFilter
{
public:
// Filters an incoming snapshot.
// Modify the component and return true if the component snapshot should be applied.
// Otherwise return false and it will be ignored.
virtual bool FilterComponent(EntityWrapper entity, SharedComponentWrapper& component)
{
return true;
}
};
#endif
-28
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@@ -1,28 +0,0 @@
#ifndef TCPClient_h__
#define TCPClient_h__
#include <boost/asio.hpp>
#include "NetworkClient.h"
class TCPClient : public NetworkClient
{
public:
TCPClient();
~TCPClient();
void Connect(std::string playerName, std::string address, int port);
void Disconnect();
void Receive(Packet& packet);
void Send(Packet & packet);
bool IsSocketAvailable();
private:
// Assio TCP logic
boost::asio::ip::tcp::endpoint m_Endpoint;
boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::tcp::socket> m_Socket;
size_t readBuffer(char* data);
PacketID m_SendPacketID = 0;
bool m_IsConnected = false;
};
#endif
-31
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@@ -1,31 +0,0 @@
#ifndef TCPServer_h__
#define TCPServer_h__
#include <boost/asio.hpp>
#include <boost/bind.hpp>
#include <map>
#include "NetworkServer.h"
class TCPServer : public NetworkServer
{
public:
TCPServer();
~TCPServer();
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
void Receive(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet);
void Disconnect();
private:
// TCP logic
boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::tcp::acceptor> acceptor;
boost::shared_ptr<boost::asio::ip::tcp::socket> lastReceivedSocket;
void handle_accept(boost::shared_ptr<boost::asio::ip::tcp::socket> socket,
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
const boost::system::error_code& error);
int readBuffer(char* data, PlayerDefinition& playerDefinition);
};
#endif
-27
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@@ -1,27 +0,0 @@
#ifndef UDPClient_h__
#define UDPClient_h__
#include <boost/asio.hpp>
#include "Network/NetworkClient.h"
class UDPClient : public NetworkClient
{
public:
UDPClient();
~UDPClient();
void Connect(std::string playerName, std::string address, int port);
void Disconnect();
void Receive(Packet& packet);
void Send(Packet & packet);
bool IsSocketAvailable();
private:
// Assio UDP logic
boost::asio::io_service m_IOService;
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket;
int readBuffer(char* data);
PacketID m_SendPacketID = 0;
};
#endif
-25
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@@ -1,25 +0,0 @@
#ifndef UDPServer_h__
#define UDPServer_h__
#include "NetworkServer.h"
#include <boost/asio/ip/udp.hpp>
class UDPServer : public NetworkServer
{
public:
UDPServer();
~UDPServer();
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
void Receive(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet);
bool IsSocketAvailable();
private:
// UDP logic
boost::asio::io_service m_IOService;
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
int readBuffer(char* data);
};
#endif
@@ -1,29 +0,0 @@
#ifndef AnimationSystem_h__
#define AnimationSystem_h__
#include "GLM.h"
#include "Common.h"
#include "Core/System.h"
#include "Core/ResourceManager.h"
#include "Rendering/Model.h"
#include "Rendering/EAnimationComplete.h"
#include "Rendering/Skeleton.h"
#include <imgui/imgui.h>
class AnimationSystem : public PureSystem
{
public:
AnimationSystem(SystemParams params)
: System(params)
, PureSystem("Animation")
{
}
~AnimationSystem() { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
private:
};
#endif
@@ -1,29 +0,0 @@
#ifndef BoneAttachmentSystem_h__
#define BoneAttachmentSystem_h__
#include "GLM.h"
#include "Common.h"
#include "Core/System.h"
#include "Core/ResourceManager.h"
#include "Rendering/Model.h"
#include "Rendering/Skeleton.h"
//Needs to be a higher orderlevel than AnimationSystem
class BoneAttachmentSystem : public PureSystem
{
public:
BoneAttachmentSystem(SystemParams params)
: System(params)
, PureSystem("BoneAttachment")
{
}
~BoneAttachmentSystem() { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& BoneAttachmentComponent, double dt) override;
private:
};
#endif
-2
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@@ -33,8 +33,6 @@ public:
glm::mat4 ViewMatrix() const { return m_ViewMatrix; } glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
void SetViewMatrix(glm::mat4 val); void SetViewMatrix(glm::mat4 val);
glm::mat4 BillboardMatrix();
float AspectRatio() const { return m_AspectRatio; } float AspectRatio() const { return m_AspectRatio; }
void SetAspectRatio(float val); void SetAspectRatio(float val);
@@ -7,7 +7,6 @@
#include "ShaderProgram.h" #include "ShaderProgram.h"
//#include "Util/UnorderedMapVec2.h" //#include "Util/UnorderedMapVec2.h"
#include "Texture.h" #include "Texture.h"
#include "imgui/imgui.h"
class DrawColorCorrectionPass class DrawColorCorrectionPass
{ {
@@ -17,13 +16,14 @@ public:
void InitializeFrameBuffers(); void InitializeFrameBuffers();
void InitializeShaderPrograms(); void InitializeShaderPrograms();
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure); void Draw(GLuint sceneTexture, GLuint bloomTexture);
private: private:
const IRenderer* m_Renderer; const IRenderer* m_Renderer;
ShaderProgram* m_ColorCorrectionProgram; ShaderProgram* m_ColorCorrectionProgram;
Model* m_ScreenQuad; Model* m_ScreenQuad;
GLfloat m_Exposure;
}; };
#endif #endif
-41
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@@ -7,7 +7,6 @@
#include "FrameBuffer.h" #include "FrameBuffer.h"
#include "ShaderProgram.h" #include "ShaderProgram.h"
#include "Util/UnorderedMapVec2.h" #include "Util/UnorderedMapVec2.h"
#include "Util/CommonFunctions.h"
#include "Texture.h" #include "Texture.h"
class DrawFinalPass class DrawFinalPass
@@ -23,67 +22,27 @@ public:
//Return the texture that is used in later stages to apply the bloom effect //Return the texture that is used in later stages to apply the bloom effect
GLuint BloomTexture() const { return m_BloomTexture; } GLuint BloomTexture() const { return m_BloomTexture; }
GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; }
//Return the texture with diffuse and lighting of the scene. //Return the texture with diffuse and lighting of the scene.
GLuint SceneTexture() const { return m_SceneTexture; } GLuint SceneTexture() const { return m_SceneTexture; }
GLuint SceneTextureLowRes() const { return m_SceneTextureLowRes; }
//Return the framebuffer used in the scene rendering stage.
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; } FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
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 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 GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
void BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job);
void BindModelTextures(GLuint shaderHandle, std::shared_ptr<ModelJob>& job);
Texture* m_WhiteTexture; Texture* m_WhiteTexture;
Texture* m_BlackTexture; Texture* m_BlackTexture;
Texture* m_NeutralNormalTexture;
Texture* m_GreyTexture;
Texture* m_ErrorTexture;
FrameBuffer m_FinalPassFrameBuffer; FrameBuffer m_FinalPassFrameBuffer;
FrameBuffer m_FinalPassFrameBufferLowRes;
GLuint m_BloomTexture; GLuint m_BloomTexture;
GLuint m_SceneTexture; GLuint m_SceneTexture;
GLuint m_BloomTextureLowRes;
GLuint m_SceneTextureLowRes;
GLuint m_DepthBuffer; GLuint m_DepthBuffer;
GLuint m_DepthBufferLowRes;
//maqke this component based i guess?
GLuint m_ShieldPixelRate = 16;
const IRenderer* m_Renderer; const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass; const LightCullingPass* m_LightCullingPass;
ShaderProgram* m_ForwardPlusProgram; ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
ShaderProgram* m_ExplosionEffectSplatMapProgram;
ShaderProgram* m_SpriteProgram;
ShaderProgram* m_ForwardPlusSplatMapProgram;
ShaderProgram* m_ShieldToStencilProgram;
ShaderProgram* m_FillDepthBufferProgram;
ShaderProgram* m_ForwardPlusSkinnedProgram;
ShaderProgram* m_ExplosionEffectSkinnedProgram;
ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
ShaderProgram* m_ShieldToStencilSkinnedProgram;
ShaderProgram* m_FillDepthBufferSkinnedProgram;
}; };
#endif #endif
@@ -12,11 +12,4 @@ private:
}; };
class DrawStencilState : public RenderState
{
public:
DrawStencilState(GLuint frameBuffer);
~DrawStencilState();
};
#endif #endif
@@ -1,18 +0,0 @@
#ifndef Events_AnimationComplete_h__
#define Events_AnimationComplete_h__
#include "../Core/EventBroker.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
struct AnimationComplete : Event
{
EntityWrapper Entity;
std::string Name;
};
}
#endif
@@ -1,106 +0,0 @@
#ifndef ExplosionEffectJob_h__
#define ExplosionEffectJob_h__
#include <cstdint>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/ComponentWrapper.h"
#include "Texture.h"
#include "Model.h"
#include "RenderJob.h"
#include "../Core/ResourceManager.h"
#include "Camera.h"
#include "../Core/World.h"
struct ExplosionEffectJob : ModelJob
{
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
{
ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
ExplosionDuration = (double)explosionEffectComponent["ExplosionDuration"];
EndColor = (glm::vec4)explosionEffectComponent["EndColor"];
Randomness = (bool)explosionEffectComponent["Randomness"];
RandomnessScalar = (double)explosionEffectComponent["RandomnessScalar"];
Velocity = (glm::vec2)explosionEffectComponent["Velocity"];
ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"];
ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"];
};
glm::vec3 ExplosionOrigin;
double TimeSinceDeath = 0.f; //Seconds
double ExplosionDuration = 2.f;
//bool Gravity = true;
//double GravityForce = 1.f; // Speed
//double ObjectRadius = 2.f; // TODO: Change this for object radius when it's available
glm::vec4 EndColor;
bool Randomness = false;
float RandomnessScalar = 1.f;
glm::vec2 Velocity;
bool ColorByDistance = false;
//bool ReverseAnimation = false;
//bool Wireframe = false;
bool ExponentialAccelaration = false;
std::array<float, 50> RandomNumbers = {
0.3257552917701f,
0.07601508315467f,
0.57408909014151f,
0.0f,
0.8618231368539f,
0.074957156588769f,
0.39413607511396f,
0.54579346698979f,
0.83222648353885f,
0.83635707285086f,
0.34473986148124f,
0.98092448710507f,
0.46346380070944f,
0.7308761201477f,
0.70832470371776f,
0.28268750909841f,
0.26291620883295f,
0.07685032816457f,
0.30760929515008f,
0.2781575388639f ,
0.016950582161988f ,
0.25787915254844f ,
0.76293767279151f ,
0.67730279903733f ,
0.49042877018937f ,
0.13002237823327f ,
0.62803373841012f ,
0.94525353747665f ,
0.32893980076953f ,
0.95952951719962f ,
0.056386206790985f ,
0.012030893476694f ,
0.93090049220757f,
0.83579883064879f,
0.79733513938139f,
0.8796381046435f ,
0.94160434600972f ,
0.76901855588379f ,
0.50253688101775f ,
0.82457069578793f ,
0.80157403359263f ,
0.87291810189975f ,
0.64679548919517f ,
0.42664138899494f ,
0.77171308303797f ,
0.75567959237643f ,
0.45190826265696f ,
0.59844922628181f ,
0.56534937655802f ,
0.195656257307f};
void CalculateHash() override
{
Hash = 0;
}
};
#endif
+5 -10
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@@ -25,31 +25,26 @@ class IRenderer
{ {
public: public:
GLFWwindow* Window() const { return m_Window; } GLFWwindow* Window() const { return m_Window; }
//Returns screen size including window border and header
Rectangle Resolution() const { return m_Resolution; } Rectangle Resolution() const { return m_Resolution; }
virtual void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; } void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; }
bool Fullscreen() { return m_Fullscreen; } bool Fullscreen() { return m_Fullscreen; }
virtual void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; } void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
bool VSYNC() const { return m_VSYNC; } bool VSYNC() const { return m_VSYNC; }
virtual void SetVSYNC(bool vsync) { m_VSYNC = vsync; } void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
std::string WindowTitle() const { return m_WindowTitle; }
virtual void SetWindowTitle(const std::string& title) { glfwSetWindowTitle(m_Window, title.c_str()); m_WindowTitle = title; }
//Returns screen size excluding window border and header
Rectangle GetViewportSize() const { return m_ViewportSize; }
virtual void Initialize() = 0; virtual void Initialize() = 0;
virtual void Update(double dt) = 0; virtual void Update(double dt) = 0;
virtual void Draw(RenderFrame& rq) = 0; virtual void Draw(RenderFrame& rq) = 0;
virtual PickData Pick(glm::vec2 screenCord) = 0; virtual PickData Pick(glm::vec2 screenCord) = 0;
World* m_World; //Temp world, untill viktor merge.
protected: protected:
Rectangle m_Resolution = Rectangle::Rectangle(1280, 720); Rectangle m_Resolution = Rectangle::Rectangle(1280, 720);
Rectangle m_ViewportSize = Rectangle::Rectangle(1280, 720);
bool m_Fullscreen = false; bool m_Fullscreen = false;
bool m_VSYNC = false; bool m_VSYNC = false;
int m_GLVersion[2]; int m_GLVersion[2];
std::string m_GLVendor; std::string m_GLVendor;
GLFWwindow* m_Window = nullptr; GLFWwindow* m_Window = nullptr;
std::string m_WindowTitle;
}; };
#endif // Renderer_h__ #endif // Renderer_h__
+4 -9
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@@ -2,10 +2,8 @@
#define Model_h__ #define Model_h__
#include "Rendering/RawModelCustom.h" #include "Rendering/RawModelCustom.h"
#include "Util/CommonFunctions.h"
//#include "Rendering/RawModelAssimp.h" //#include "Rendering/RawModelAssimp.h"
#include "../OpenGL.h" #include "../OpenGL.h"
#include "Core/AABB.h"
class Model : public ThreadUnsafeResource class Model : public ThreadUnsafeResource
{ {
@@ -16,19 +14,16 @@ private:
public: public:
~Model(); ~Model();
const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_RawModel->m_Materials; } const std::vector<RawModel::MaterialGroup>& MaterialGroups() const { return m_RawModel->MaterialGroups; }
const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; } const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); } const std::vector<RawModel::Vertex>& Vertices() const { return m_RawModel->m_Vertices; }
unsigned int NumberOfVertices() const { return m_RawModel->NumVertices(); }
const AABB& Box() const { return m_Box; }
bool IsSkinned() const { return m_RawModel->IsSkinned(); }
GLuint VAO; GLuint VAO;
GLuint ElementBuffer; GLuint ElementBuffer;
RawModel* m_RawModel; RawModel* m_RawModel;
private: private:
AABB m_Box;
GLuint VertexBuffer; GLuint VertexBuffer;
GLuint NormalBuffer; GLuint NormalBuffer;
GLuint TangentNormalsBuffer; GLuint TangentNormalsBuffer;
+16 -139
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@@ -13,99 +13,23 @@
#include "Camera.h" #include "Camera.h"
#include "../Core/World.h" #include "../Core/World.h"
#include "../Core/Transform.h" #include "../Core/Transform.h"
#include "Skeleton.h"
#include "ShaderProgram.h"
struct ModelJob : RenderJob struct ModelJob : RenderJob
{ {
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage) ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, World* world)
: RenderJob() : RenderJob()
{ {
Model = model; Model = model;
ModelID = model->ResourceID; TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
Type = matProp.type; DiffuseTexture = matGroup.Texture.get();
::RawModel::MaterialBasic* matGroup = matProp.material; NormalTexture = matGroup.NormalMap.get();
switch(matProp.type){ SpecularTexture = matGroup.SpecularMap.get();
case ::RawModel::MaterialType::Basic: IncandescenceTexture = matGroup.IncandescenceMap.get();
if (Model->IsSkinned()) { DiffuseColor = matGroup.DiffuseColor;
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID; SpecularColor = matGroup.SpecularColor;
} IncandescenceColor = matGroup.IncandescenceColor;
else { StartIndex = matGroup.StartIndex;
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID; EndIndex = matGroup.EndIndex;
}
TextureID = 0;
break;
case ::RawModel::MaterialType::SingleTextures:
{
if (Model->IsSkinned()) {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
}
else {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
}
::RawModel::MaterialSingleTextures* singleTextures = static_cast<::RawModel::MaterialSingleTextures*>(matProp.material);
TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
if (modelComponent["DiffuseTexture"]) {
DiffuseTexture.push_back(&singleTextures->ColorMap);
}
if (modelComponent["NormalMap"]) {
NormalTexture.push_back(&singleTextures->NormalMap);
}
if (modelComponent["SpecularMap"]) {
SpecularTexture.push_back(&singleTextures->SpecularMap);
}
if (modelComponent["GlowMap"]) {
IncandescenceTexture.push_back(&singleTextures->IncandescenceMap);
}
}
break;
case ::RawModel::MaterialType::SplatMapping:
{
if (Model->IsSkinned()) {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
}
else {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
}
::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
SplatMap = &SplatTextures->SplatMap;
TextureID = (SplatTextures->ColorMaps[0].Texture) ? SplatTextures->ColorMaps[0].Texture->ResourceID : 0;
if (modelComponent["DiffuseTexture"]) {
for (auto& texture : SplatTextures->ColorMaps) {
DiffuseTexture.push_back(&texture);
}
}
if (modelComponent["NormalMap"]) {
for (auto& texture : SplatTextures->NormalMaps) {
NormalTexture.push_back(&texture);
}
}
if (modelComponent["SpecularMap"]) {
for (auto& texture : SplatTextures->SpecularMaps) {
SpecularTexture.push_back(&texture);
}
}
if (modelComponent["GlowMap"]) {
for (auto& texture : SplatTextures->IncandescenceMaps) {
IncandescenceTexture.push_back(&texture);
}
}
}
break;
}
DiffuseColor = matGroup->DiffuseColor;
SpecularColor = matGroup->SpecularColor;
IncandescenceColor = matGroup->IncandescenceColor;
StartIndex = matGroup->StartIndex;
EndIndex = matGroup->EndIndex;
Matrix = matrix; Matrix = matrix;
Color = modelComponent["Color"]; Color = modelComponent["Color"];
Entity = modelComponent.EntityID; Entity = modelComponent.EntityID;
@@ -113,64 +37,20 @@ struct ModelJob : RenderJob
glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1)); glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
Depth = worldpos.z; Depth = worldpos.z;
World = world; World = world;
FillColor = fillColor;
FillPercentage = fillPercentage;
if (model->IsSkinned()) {
Skeleton = Model->m_RawModel->m_Skeleton;
if (Skeleton != nullptr) {
if (world->HasComponent(Entity, "Animation")) {
auto animationComponent = world->GetComponent(Entity, "Animation");
for (int i = 1; i <= 3; i++) {
::Skeleton::AnimationData animationData;
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
if (animationData.animation == nullptr) {
continue;
}
animationData.time = (double)animationComponent["Time" + std::to_string(i)];
animationData.weight = (double)animationComponent["Weight" + std::to_string(i)];
Animations.push_back(animationData);
}
}
if (world->HasComponent(Entity, "AnimationOffset")) {
auto animationOffsetComponent = world->GetComponent(Entity, "AnimationOffset");
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationOffsetComponent["AnimationName"]);
AnimationOffset.time = (double)animationOffsetComponent["Time"];
} else {
AnimationOffset.animation = nullptr;
}
}
}
}; };
unsigned int TextureID; unsigned int TextureID;
unsigned int ShaderID; unsigned int ShaderID;
unsigned int ModelID;
::RawModel::MaterialType Type;
EntityID Entity; EntityID Entity;
glm::mat4 Matrix; glm::mat4 Matrix;
const ::RawModel::TextureProperties* SplatMap; const Texture* DiffuseTexture;
std::vector<const ::RawModel::TextureProperties*> DiffuseTexture; const Texture* NormalTexture;
std::vector<const ::RawModel::TextureProperties*> NormalTexture; const Texture* SpecularTexture;
std::vector<const ::RawModel::TextureProperties*> SpecularTexture; const Texture* IncandescenceTexture;
std::vector<const ::RawModel::TextureProperties*> IncandescenceTexture;
float Shininess = 0.f; float Shininess = 0.f;
glm::vec4 Color; glm::vec4 Color;
const ::Model* Model = nullptr; const ::Model* Model = nullptr;
::Skeleton* Skeleton = nullptr;
std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
glm::vec4 DiffuseColor; glm::vec4 DiffuseColor;
glm::vec4 SpecularColor; glm::vec4 SpecularColor;
glm::vec4 IncandescenceColor; glm::vec4 IncandescenceColor;
@@ -178,12 +58,9 @@ struct ModelJob : RenderJob
unsigned int EndIndex = 0; unsigned int EndIndex = 0;
World* World; World* World;
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
void CalculateHash() override void CalculateHash() override
{ {
Hash = TextureID + ModelID << 10 + ShaderID << 20; Hash = TextureID;
} }
}; };
+1 -2
View File
@@ -6,10 +6,9 @@
#include <png.h> #include <png.h>
#include "../Common.h" #include "../Common.h"
#include "../Core/ResourceManager.h"
#include "Image.h" #include "Image.h"
class PNG : public Image, public Resource class PNG : public Image
{ {
public: public:
PNG(std::string path); PNG(std::string path);
+4 -2
View File
@@ -1,6 +1,8 @@
#ifndef PickingPass_h__ #ifndef PickingPass_h__
#define PickingPass_h__ #define PickingPass_h__
#include "IRenderer.h" #include "IRenderer.h"
#include "PickingPassState.h" #include "PickingPassState.h"
#include "FrameBuffer.h" #include "FrameBuffer.h"
@@ -8,7 +10,8 @@
#include "Util/UnorderedMapiVec2.h" #include "Util/UnorderedMapiVec2.h"
#include "../Core/EventBroker.h" #include "../Core/EventBroker.h"
#include "../Core/World.h" #include "../Core/World.h"
#include "Rendering/Skeleton.h"
class PickingPass class PickingPass
{ {
@@ -40,7 +43,6 @@ private:
const IRenderer* m_Renderer; const IRenderer* m_Renderer;
ShaderProgram* m_PickingProgram; ShaderProgram* m_PickingProgram;
ShaderProgram* m_PickingSkinnedProgram;
Camera* m_Camera; Camera* m_Camera;
struct PickingInfo struct PickingInfo
+30 -87
View File
@@ -33,27 +33,18 @@ protected:
public: public:
~RawModelCustom(); ~RawModelCustom();
struct Vertex struct Vertex
{ {
glm::vec3 Position; glm::vec3 Position;
glm::vec3 Normal; glm::vec3 Normal;
glm::vec3 Tangent; glm::vec3 Tangent;
glm::vec3 BiNormal; glm::vec3 BiNormal;
glm::vec2 TextureCoords; glm::vec2 TextureCoords;
};
struct SkinedVertex : public Vertex {
glm::vec4 BoneIndices; glm::vec4 BoneIndices;
glm::vec4 BoneWeights; glm::vec4 BoneWeights;
}; };
struct TextureProperties { struct MaterialGroup
std::string TexturePath;
glm::vec2 UVRepeat;
Texture* Texture;
};
struct MaterialBasic
{ {
float SpecularExponent; float SpecularExponent;
float ReflectionFactor; float ReflectionFactor;
@@ -63,90 +54,42 @@ public:
unsigned int StartIndex; unsigned int StartIndex;
unsigned int EndIndex; unsigned int EndIndex;
//float Transparency; //float Transparency;
std::string TexturePath;
std::shared_ptr<::Texture> Texture;
std::string NormalMapPath;
std::shared_ptr<::Texture> NormalMap;
std::string SpecularMapPath;
std::shared_ptr<::Texture> SpecularMap;
std::string IncandescenceMapPath;
std::shared_ptr<::Texture> IncandescenceMap;
}; };
struct MaterialSplatMapping : public MaterialBasic std::vector<MaterialGroup> MaterialGroups;
{
TextureProperties SplatMap;
std::vector<TextureProperties> ColorMaps;
std::vector<TextureProperties> NormalMaps;
std::vector<TextureProperties> SpecularMaps;
std::vector<TextureProperties> IncandescenceMaps;
};
struct MaterialSingleTextures : public MaterialBasic
{
TextureProperties ColorMap;
TextureProperties NormalMap;
TextureProperties SpecularMap;
TextureProperties IncandescenceMap;
};
enum class MaterialType { Basic = 1, SplatMapping, SingleTextures };
struct MaterialProperties {
MaterialType type;
MaterialBasic* material;
};
const Vertex* Vertices() const {
if (hasSkin) {
return m_SkinedVertices.data();
} else {
return m_Vertices.data();
}
};
unsigned int VertexSize() const {
if (hasSkin) {
return sizeof(SkinedVertex);
}
else {
return sizeof(Vertex);
}
};
unsigned int NumVertices() const {
if (hasSkin) {
return m_SkinedVertices.size();
} else {
return m_Vertices.size();
}
};
bool IsSkinned() const { return hasSkin; };
std::vector<MaterialProperties> m_Materials;
std::vector<Vertex> m_Vertices;
std::vector<unsigned int> m_Indices; std::vector<unsigned int> m_Indices;
Skeleton* m_Skeleton = nullptr; Skeleton* m_Skeleton = nullptr;
glm::mat4 m_Matrix; glm::mat4 m_Matrix;
private: private:
bool hasSkin;
std::vector<Vertex> m_Vertices;
std::vector<SkinedVertex> m_SkinedVertices;
void ReadMeshFile(std::string filePath); void ReadMeshFile(std::string filePath);
void ReadMeshFileHeader(std::size_t& offset, char* fileData); void ReadMeshFileHeader(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
void ReadMesh(std::size_t& offset, char* fileData, const unsigned int& fileByteSize); void ReadMesh(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
void ReadVertices(std::size_t& offset, char* fileData, const unsigned int& fileByteSize); void ReadVertices(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
void ReadIndices(std::size_t& offset, char* fileData, const unsigned int& fileByteSize); void ReadIndices(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
void ReadMaterialFile(std::string filePath); void ReadMaterialFile(std::string filePath);
void ReadMaterials(std::size_t& offset, char* fileData, const unsigned int& fileByteSize); void ReadMaterials(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
void ReadMaterialSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize); void ReadMaterialSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
void ReadMaterialBasic(MaterialBasic* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadMaterialSingleTexture(MaterialSingleTextures* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadMaterialSplatMapping(MaterialSplatMapping* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadMaterialTextureProperties(TextureProperties& texture, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadAnimationFile(std::string filePath); void ReadAnimationFile(std::string filePath);
void ReadAnimationBindPoses(std::size_t& offset, char* fileData, const unsigned int& fileByteSize); void ReadAnimationBindPoses(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
void ReadAnimationJoint(std::size_t& offset, char* fileData, const unsigned int& fileByteSize); void ReadAnimationJoint(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
void ReadAnimationClips(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfClips); void ReadAnimationClips(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int numberOfClips);
void ReadAnimationClipSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int clipIndex); void ReadAnimationClipSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int clipIndex);
void ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, std::vector<Skeleton::Animation::Keyframe>& animation); void ReadAnimationKeyFrame(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int numberOfJoints, Skeleton::Animation& animation);
//void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID); //void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
}; };
+8 -25
View File
@@ -14,46 +14,29 @@
#include "TextJob.h" #include "TextJob.h"
#include "PointLightJob.h" #include "PointLightJob.h"
#include "DirectionalLightJob.h" #include "DirectionalLightJob.h"
#include "ExplosionEffectJob.h"
#include "SpriteJob.h"
struct RenderScene struct RenderScene
{ {
::Camera* Camera = nullptr; ::Camera* Camera = nullptr;
struct Queues { std::list<std::shared_ptr<RenderJob>> ForwardJobs;
std::list<std::shared_ptr<RenderJob>> OpaqueObjects; std::list<std::shared_ptr<RenderJob>> PointLightJobs;
std::list<std::shared_ptr<RenderJob>> TransparentObjects; std::list<std::shared_ptr<RenderJob>> TextJobs;
std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects; std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
std::list<std::shared_ptr<RenderJob>> ShieldObjects;
std::list<std::shared_ptr<RenderJob>> SpriteJob;
std::list<std::shared_ptr<RenderJob>> PointLight;
std::list<std::shared_ptr<RenderJob>> Text;
std::list<std::shared_ptr<RenderJob>> DirectionalLight;
} Jobs;
Rectangle Viewport; Rectangle Viewport;
bool ClearDepth = false; bool ClearDepth = false;
glm::vec4 AmbientColor;
void Clear() void Clear()
{ {
Jobs.OpaqueObjects.clear(); ForwardJobs.clear();
Jobs.TransparentObjects.clear(); PointLightJobs.clear();
Jobs.OpaqueShieldedObjects.clear(); TextJobs.clear();
Jobs.TransparentShieldedObjects.clear(); DirectionalLightJobs.clear();
Jobs.ShieldObjects.clear();
Jobs.SpriteJob.clear();
Jobs.DirectionalLight.clear();
} }
}; };
struct RenderFrame struct RenderFrame
{ {
public: public:
//TODO: Getters
GLfloat Gamma = 2.2f;
GLfloat Exposure = 1.f;
void Add(RenderScene &scene) void Add(RenderScene &scene)
{ {
-4
View File
@@ -2,7 +2,6 @@
#define RenderState_h__ #define RenderState_h__
#include <functional> #include <functional>
#include <boost/range/adaptor/reversed.hpp>
#include "../Common.h" #include "../Common.h"
#include "../OpenGL.h" #include "../OpenGL.h"
#include "../GLM.h" #include "../GLM.h"
@@ -20,9 +19,6 @@ public:
bool BindFramebuffer(GLint framebuffer); bool BindFramebuffer(GLint framebuffer);
bool BlendEquation(GLenum mode); bool BlendEquation(GLenum mode);
bool BlendFunc(GLenum sfactor, GLenum dfactor); bool BlendFunc(GLenum sfactor, GLenum dfactor);
bool StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);
bool StencilFunc(GLenum func, GLint ref, GLuint mask);
bool StencilMask(GLuint mask);
bool DepthMask(GLboolean flag); bool DepthMask(GLboolean flag);
private: private:
+7 -16
View File
@@ -16,14 +16,11 @@
#include "PointLightJob.h" #include "PointLightJob.h"
#include "../Core/Transform.h" #include "../Core/Transform.h"
#include "../Core/EPlayerSpawned.h" #include "../Core/EPlayerSpawned.h"
#include "../Core/Octree.h"
#include "../Collision/EntityAABB.h"
#include "../Core/ConfigFile.h"
class RenderSystem : public ImpureSystem class RenderSystem : public ImpureSystem
{ {
public: public:
RenderSystem(SystemParams params, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree); RenderSystem(World* world, EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
~RenderSystem(); ~RenderSystem();
virtual void Update(double dt) override; virtual void Update(double dt) override;
@@ -34,26 +31,20 @@ private:
Camera* m_Camera; Camera* m_Camera;
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid; EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid; EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
Octree<EntityAABB>* m_Octree;
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera; EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(Events::SetCamera &event); bool OnSetCamera(Events::SetCamera &event);
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
void fillModels(RenderScene::Queues &jobs);
void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world); void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world); void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world); void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs);
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs); void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
void fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
bool isEntityVisible(EntityWrapper& entity); EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
bool isChildOfACamera(EntityWrapper entity);
bool isChildOfCurrentCamera(EntityWrapper entity);
}; };
#endif #endif
-3
View File
@@ -22,7 +22,6 @@
#include "../Core/Transform.h" #include "../Core/Transform.h"
#include "imgui/imgui.h" #include "imgui/imgui.h"
#include "TextPass.h" #include "TextPass.h"
#include "Util/CommonFunctions.h"
class Renderer : public IRenderer class Renderer : public IRenderer
{ {
@@ -74,8 +73,6 @@ private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type); void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
//--------------------ShaderPrograms-------------------// //--------------------ShaderPrograms-------------------//
ShaderProgram* m_BasicForwardProgram; ShaderProgram* m_BasicForwardProgram;
ShaderProgram* m_ExplosionEffectProgram;
}; };
#endif #endif
+16 -46
View File
@@ -5,7 +5,6 @@
#include "Common.h" #include "Common.h"
#include "../GLM.h" #include "../GLM.h"
#include <glm/gtx/matrix_decompose.hpp> #include <glm/gtx/matrix_decompose.hpp>
#include <imgui/imgui.h>
//struct Bone //struct Bone
//{ //{
@@ -54,39 +53,22 @@ public:
{ {
struct BoneProperty struct BoneProperty
{ {
glm::vec3 Position; int ID;
glm::quat Rotation; glm::vec3 Position;
glm::quat Rotation;
glm::vec3 Scale = glm::vec3(1); glm::vec3 Scale = glm::vec3(1);
}; };
int Index = 0; int Index = 0;
double Time = 0.0; double Time = 0.0;
BoneProperty BoneProperties; std::map<int, Keyframe::BoneProperty> BoneProperties;
}; };
std::string Name;
double Duration; std::string Name;
std::map<int, std::vector<Keyframe>> JointAnimations; double Duration;
std::vector<Keyframe> Keyframes;
}; };
struct AnimationData
{
const Animation* animation;
float time;
float weight;
};
struct JointFrameTransform {
glm::vec3 PositionInterp = glm::vec3(0);
glm::quat RotationInterp = glm::quat();
glm::vec3 ScaleInterp = glm::vec3(0);
float Weight;
};
struct AnimationOffset {
const Animation* animation;
float time;
};
Skeleton() { } Skeleton() { }
~Skeleton(); ~Skeleton();
@@ -100,29 +82,17 @@ public:
int GetBoneID(std::string name); int GetBoneID(std::string name);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false); const Animation* GetAnimation(std::string name);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false); std::vector<glm::mat4> GetFrameBones(const Animation& animation, double time, bool noRootMotion = false);
void AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
const Animation* GetAnimation(std::string name); void PrintSkeleton();
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
void PrintSkeleton();
void PrintSkeleton(const Bone* parent, int depthCount); void PrintSkeleton(const Bone* parent, int depthCount);
std::map<std::string, Animation> Animations; std::map<std::string, Animation> Animations;
glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, AnimationOffset animationOffset, glm::mat4 childMatrix);
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix);
int GetKeyframe(const Animation& animation, double time);
private: private:
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
std::map<std::string, Bone*> m_BonesByName; std::map<std::string, Bone*> m_BonesByName;
int GetKeyframe(const Animation& animation, double time);
}; };
#endif #endif
-73
View File
@@ -1,73 +0,0 @@
#ifndef SpriteJob_h__
#define SpriteJob_h__
#include <cstdint>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/ComponentWrapper.h"
#include "Texture.h"
#include "Model.h"
#include "RenderJob.h"
#include "../Core/ResourceManager.h"
#include "Camera.h"
#include "../Core/World.h"
#include "../Core/Transform.h"
#include "Skeleton.h"
struct SpriteJob : RenderJob
{
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted)
: RenderJob()
{
Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
TextureID = 0;
DiffuseTexture = CommonFunctions::LoadTexture(cSprite["DiffuseTexture"], true);
IncandescenceTexture = CommonFunctions::LoadTexture(cSprite["GlowMap"], true);
StartIndex = matProp.material->StartIndex;
EndIndex = matProp.material->EndIndex;
Matrix = matrix;
Color = cSprite["Color"];
Entity = cSprite.EntityID;
Position = Transform::AbsolutePosition(world, cSprite.EntityID);
Depth = 0;
if (depthSorted) {
glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1));
Depth = viewpos.z;
}
World = world;
FillColor = fillColor;
FillPercentage = fillPercentage;
};
unsigned int TextureID;
EntityID Entity;
glm::mat4 Matrix;
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
const Texture* IncandescenceTexture;
float Shininess = 0.f;
glm::vec4 Color;
glm::vec3 Position;
const ::Model* Model = nullptr;
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
World* World;
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
void CalculateHash() override
{
Hash = TextureID;
}
};
#endif
@@ -4,11 +4,14 @@
#include "../../Common.h" #include "../../Common.h"
#include "../../OpenGL.h" #include "../../OpenGL.h"
#include "../../GLM.h" #include "../../GLM.h"
#include "../Texture.h"
namespace CommonFunctions class CommonFuntions
{ {
Texture* LoadTexture(std::string path, bool threaded); public:
CommonFuntions() = delete;
private:
}; };
#endif #endif
+1 -1
View File
@@ -9,7 +9,7 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
GLenum error = glGetError(); GLenum error = glGetError();
if (error != GL_NO_ERROR) if (error != GL_NO_ERROR)
{ {
_LOG(LOG_LEVEL_ERROR, file, func, line, "GL Error: %s\nError code: %i, %s\n", info, error, gluErrorString(error)); _LOG(LOG_LEVEL_ERROR, file, func, line, "GL Error: %s, %i, %s", info, error, gluErrorString(error));
return true; return true;
} }
-18
View File
@@ -1,18 +0,0 @@
#ifndef Events_PlayQueueOnEntity_h__
#define Events_PlayQueueOnEntity_h__
#include "../Core/Event.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
struct PlayQueueOnEntity : public Event
{
EntityWrapper Emitter;
std::vector<std::string> FilePaths;
};
}
#endif
-3
View File
@@ -1,9 +1,6 @@
#ifndef Sound_h__ #ifndef Sound_h__
#define Sound_h__ #define Sound_h__
#include <OpenAL/al.h>
#include <OpenAL/alc.h>
#include "Core/ResourceManager.h" #include "Core/ResourceManager.h"
class Sound : public Resource class Sound : public Resource
@@ -1,23 +1,17 @@
#ifndef SoundManager_h__ #ifndef SoundSystem_h__
#define SoundManager_h__ #define SoundSystem_h__
#include <unordered_map> #include <unordered_map>
#include <random>
#include "glm/common.hpp" #include "glm/common.hpp"
#include "glm/gtx/rotate_vector.hpp" // Calculate Up vector #include "glm/gtx/rotate_vector.hpp" // Calculate Up vector
#include "OpenAL/al.h" #include "OpenAL/al.h"
#include "OpenAL/alc.h" #include "OpenAL/alc.h"
#include "imgui/imgui.h"
#include "Core/World.h" #include "Core/World.h"
#include "Core/EventBroker.h" #include "Core/EventBroker.h"
#include "../Engine/Core/ResourceManager.h"
#include "../Engine/Core/ConfigFile.h"
#include "Core/Transform.h" // Absolute transform #include "Core/Transform.h" // Absolute transform
#include "Sound/Sound.h" #include "Sound/Sound.h"
#include "../Engine/Sound/EPlayQueueOnEntity.h"
#include "Sound/EPlaySoundOnEntity.h" #include "Sound/EPlaySoundOnEntity.h"
#include "Sound/EPlaySoundOnPosition.h" #include "Sound/EPlaySoundOnPosition.h"
#include "Sound/EPlayBackgroundMusic.h" #include "Sound/EPlayBackgroundMusic.h"
@@ -26,11 +20,6 @@
#include "Sound/EStopSound.h" #include "Sound/EStopSound.h"
#include "Sound/ESetBGMGain.h" #include "Sound/ESetBGMGain.h"
#include "Sound/ESetSFXGain.h" #include "Sound/ESetSFXGain.h"
#include "Core/EPause.h"
#include "Core/EComponentAttached.h"
#include "../Core/EPlayerSpawned.h"
typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
enum class SoundType { enum class SoundType {
SFX, SFX,
@@ -45,15 +34,14 @@ struct Source
SoundType Type; SoundType Type;
}; };
class SoundManager class SoundSystem
{ {
public: public:
SoundManager() { } SoundSystem() { }
SoundManager(World* world, EventBroker* eventBroker); SoundSystem(World* world, EventBroker* eventBroker, bool editorMode);
~SoundManager(); ~SoundSystem();
// Update emitters / listener // Update emitters / listener
void Update(double dt); void Update(double dt);
private: private:
// Help functions for working with OpenaAL // Help functions for working with OpenaAL
void setListenerPos(glm::vec3 pos) { alListener3f(AL_POSITION, pos.x, pos.y, pos.z); }; void setListenerPos(glm::vec3 pos) { alListener3f(AL_POSITION, pos.x, pos.y, pos.z); };
@@ -68,62 +56,46 @@ private:
// Logic // Logic
void initOpenAL(); void initOpenAL();
void updateEmitters(double dt); void updateEmitters(double dt);
void deleteInactiveEmitters();
void stopEmitters();
void updateListener(double dt); void updateListener(double dt);
void deleteInactiveEmitters();
void addNewEmitters(double dt);
Source* createSource(std::string filePath);
void playSound(Source* source);
void stopSound(Source* source);
void stopEmitters();
ALenum getSourceState(ALuint source); ALenum getSourceState(ALuint source);
void setGain(Source* source, float gain); void setGain(Source* source, float gain);
void setSoundProperties(Source* source, ComponentWrapper* soundComponent); void setSoundProperties(ALuint source, ComponentWrapper* soundComponent);
// Specific logic
void playSound(Source* source);
// Need to be the same format (sample rate etc)
void playQueue(QueuedBuffers qb);
void stopSound(Source* source);
Source* createSource(std::string filePath);
std::unordered_map<EntityID, Source*> m_Sources;
// Logic
World* m_World = nullptr;
EventBroker* m_EventBroker = nullptr;
// OpenAL system variables // OpenAL system variables
ALCdevice* m_ALCdevice = nullptr; ALCdevice* m_ALCdevice = nullptr;
ALCcontext* m_ALCcontext = nullptr; ALCcontext* m_ALCcontext = nullptr;
// Logic
World* m_World = nullptr;
EventBroker* m_EventBroker = nullptr;
std::unordered_map<EntityID, Source*> m_Sources;
float m_BGMVolumeChannel = 1.0f; float m_BGMVolumeChannel = 1.0f;
float m_SFXVolumeChannel = 1.0f; float m_SFXVolumeChannel = 1.f;
EntityWrapper m_LocalPlayer = EntityWrapper(); bool m_EditorEnabled = false;
// Events // Events
EventRelay<SoundManager, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity; EventRelay<SoundSystem, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
bool OnPlaySoundOnEntity(const Events::PlaySoundOnEntity &e); bool OnPlaySoundOnEntity(const Events::PlaySoundOnEntity &e);
EventRelay<SoundManager, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition; EventRelay<SoundSystem, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e); bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
EventRelay<SoundManager, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic; EventRelay<SoundSystem, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e); bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e);
EventRelay<SoundManager, Events::PauseSound> m_EPauseSound; EventRelay<SoundSystem, Events::PauseSound> m_EPauseSound;
bool OnPauseSound(const Events::PauseSound &e); bool OnPauseSound(const Events::PauseSound &e);
EventRelay<SoundManager, Events::StopSound> m_EStopSound; EventRelay<SoundSystem, Events::StopSound> m_EStopSound;
bool OnStopSound(const Events::StopSound &e); bool OnStopSound(const Events::StopSound &e);
EventRelay<SoundManager, Events::ContinueSound> m_EContinueSound; EventRelay<SoundSystem, Events::ContinueSound> m_EContinueSound;
bool OnContinueSound(const Events::ContinueSound &e); bool OnContinueSound(const Events::ContinueSound &e);
EventRelay<SoundManager, Events::SetBGMGain> m_ESetBGMGain; EventRelay<SoundSystem, Events::SetBGMGain> m_ESetBGMGain;
bool OnSetBGMGain(const Events::SetBGMGain &e); bool OnSetBGMGain(const Events::SetBGMGain &e); // Not tested
EventRelay<SoundManager, Events::SetSFXGain> m_ESetSFXGain; EventRelay<SoundSystem, Events::SetSFXGain> m_ESetSFXGain;
bool OnSetSFXGain(const Events::SetSFXGain &e); bool OnSetSFXGain(const Events::SetSFXGain &e); // Not tested
EventRelay<SoundManager, Events::ComponentAttached> m_EComponentAttached;
bool OnComponentAttached(const Events::ComponentAttached &e);
EventRelay<SoundManager, Events::Pause> m_EPause;
bool OnPause(const Events::Pause &e);
EventRelay<SoundManager, Events::Resume> m_EResume;
bool OnResume(const Events::Resume &e);
EventRelay<SoundManager, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
EventRelay<SoundManager, Events::PlayQueueOnEntity> m_EPlayQueueOnEntity;
bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
}; };
#endif #endif
-13
View File
@@ -1,13 +0,0 @@
#ifndef Events_DashAbility_h__
#define Events_DashAbility_h__
#include "Core/Event.h"
namespace Events
{
struct DashAbility : public Event { };
}
#endif
-16
View File
@@ -1,16 +0,0 @@
#ifndef Events_DoubleJump_h__
#define Events_DoubleJump_h__
#include "Core/Event.h"
namespace Events
{
struct DoubleJump : public Event
{
};
}
#endif
+20 -19
View File
@@ -1,8 +1,6 @@
#ifndef Game_h__ #ifndef Game_h__
#define Game_h__ #define Game_h__
#include <boost/program_options.hpp>
#include "Core/ResourceManager.h" #include "Core/ResourceManager.h"
#include "Core/ConfigFile.h" #include "Core/ConfigFile.h"
#include "Core/EventBroker.h" #include "Core/EventBroker.h"
@@ -16,7 +14,6 @@
#include "Core/EKeyDown.h" #include "Core/EKeyDown.h"
#include "Core/EntityFilePreprocessor.h" #include "Core/EntityFilePreprocessor.h"
#include "Core/SystemPipeline.h" #include "Core/SystemPipeline.h"
#include "Systems/ExplosionEffectSystem.h"
#include "Editor/EditorSystem.h" #include "Editor/EditorSystem.h"
#include "Core/EntityFile.h" #include "Core/EntityFile.h"
#include "Rendering/RenderSystem.h" #include "Rendering/RenderSystem.h"
@@ -24,7 +21,6 @@
#include "Core/Octree.h" #include "Core/Octree.h"
#include "Rendering/Font.h" #include "Rendering/Font.h"
#include "Systems/InterpolationSystem.h" #include "Systems/InterpolationSystem.h"
#include "Collision/EntityAABB.h"
// Network // Network
#include <boost/thread.hpp> #include <boost/thread.hpp>
#include "Network/Network.h" #include "Network/Network.h"
@@ -32,8 +28,7 @@
#include "Network/Client.h" #include "Network/Client.h"
// Sound // Sound
#include "Sound/SoundManager.h" #include "Sound/SoundSystem.h"
#include "Systems/SoundSystem.h"
class Game class Game
{ {
@@ -45,9 +40,7 @@ public:
void Tick(); void Tick();
private: private:
std::string m_NetworkAddress; double m_LastTime;
int m_NetworkPort = 0;
ConfigFile* m_Config = nullptr; ConfigFile* m_Config = nullptr;
EventBroker* m_EventBroker; EventBroker* m_EventBroker;
IRenderer* m_Renderer; IRenderer* m_Renderer;
@@ -55,20 +48,28 @@ private:
InputProxy* m_InputProxy; InputProxy* m_InputProxy;
GUI::Frame* m_FrameStack; GUI::Frame* m_FrameStack;
World* m_World; World* m_World;
Octree<EntityAABB>* m_OctreeCollision; Octree<AABB>* m_OctreeCollision;
Octree<EntityAABB>* m_OctreeTrigger; Octree<AABB>* m_OctreeFrustrumCulling;
Octree<EntityAABB>* m_OctreeFrustrumCulling;
SystemPipeline* m_SystemPipeline; SystemPipeline* m_SystemPipeline;
RenderFrame* m_RenderFrame; RenderFrame* m_RenderFrame;
Client* m_NetworkClient = nullptr; // Network variables
Server* m_NetworkServer = nullptr; boost::thread m_NetworkThread;
SoundManager* m_SoundManager;
double m_LastTime;
bool m_IsClient = false; // Network methods
bool m_IsServer = false; void networkFunction();
Network* m_ClientOrServer;
bool m_IsClientOrServer = false;
// Sound
SoundSystem* m_SoundSystem;
//EventRelay<Game, Events::InputCommand> m_EInputCommand;
//bool debugOnInputCommand(const Events::InputCommand& e);
void debugInitialize();
void debugTick(double dt);
EventRelay<Client, Events::KeyDown> m_EKeyDown;
int parseArgs(int argc, char* argv[]);
}; };
#endif #endif
@@ -1,25 +0,0 @@
#ifndef MultiplayerSnapshotFilter_h__
#define MultiplayerSnapshotFilter_h__
#include "Core/EventBroker.h"
#include "Core/EPlayerSpawned.h"
#include "Network/SnapshotFilter.h"
#include "Network/EInterpolate.h"
class MultiplayerSnapshotFilter : public SnapshotFilter
{
public:
MultiplayerSnapshotFilter(EventBroker* eventBroker);
virtual bool FilterComponent(EntityWrapper entity, SharedComponentWrapper& component) override;
private:
EventBroker* m_EventBroker;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
EventRelay<MultiplayerSnapshotFilter, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned ePlayerSpawned);
};
#endif
-32
View File
@@ -1,32 +0,0 @@
#ifndef AmmoPickupSystem_h__
#define AmmoPickupSystem_h__
#include "Core/System.h"
#include "Core/Transform.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFileParser.h"
#include "Core/EPickupSpawned.h"
#include "Core/EAmmoPickup.h"
#include "Engine/Collision/ETrigger.h"
#include "Common.h"
class AmmoPickupSystem : public ImpureSystem
{
public:
AmmoPickupSystem(SystemParams params);
virtual void Update(double dt) override;
private:
EventRelay<AmmoPickupSystem, Events::TriggerTouch> m_ETriggerTouch;
bool OnTriggerTouch(Events::TriggerTouch& e);
struct NewAmmoPickup {
glm::vec3 Pos;
double AmmoGain;
double RespawnTimer;
double DecreaseThisRespawnTimer;
};
std::vector<NewAmmoPickup> m_ETriggerTouchVector;
};
#endif
@@ -1,17 +0,0 @@
#ifndef AmmunitionHUDSystem_h__
#define AmmunitionHUDSystem_h__
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
class AmmunitionHUDSystem : public ImpureSystem
{
public:
AmmunitionHUDSystem(SystemParams params)
: System(params)
{ }
virtual void Update(double dt) override;
};
#endif
@@ -1,22 +0,0 @@
#ifndef CapturePointHUDSystem_h__
#define CapturePointHUDSystem_h__
#include <GLFW/glfw3.h>
#include <glm/common.hpp>
#include <glm/gtc/quaternion.hpp>
#include "Common.h"
#include "Core/System.h"
#include "Engine/Collision/ETrigger.h"
class CapturePointHUDSystem : public ImpureSystem
{
public:
CapturePointHUDSystem(SystemParams params);
virtual void Update(double dt) override;
private:
};
#endif
+5 -4
View File
@@ -17,7 +17,7 @@ class CapturePointSystem : public PureSystem
{ {
public: public:
//WARNING: on new map, destroy all info in the vectors, as well as reset all variables (just make new?) //WARNING: on new map, destroy all info in the vectors, as well as reset all variables (just make new?)
CapturePointSystem(SystemParams params); CapturePointSystem(World* world, EventBroker* eventBroker);
//updatecomponent //updatecomponent
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override; virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
@@ -40,15 +40,16 @@ private:
int m_BlueTeamHomeCapturePoint = m_NotACapturePoint; int m_BlueTeamHomeCapturePoint = m_NotACapturePoint;
int m_NumberOfCapturePoints = 0; int m_NumberOfCapturePoints = 0;
std::map<int, EntityWrapper> m_CapturePointNumberToEntityMap; std::map<int, EntityID> m_CapturePointNumberToEntityIDMap;
//std::vector<ComponentWrapper> //std::vector<ComponentWrapper>
const double m_CaptureTimeToTakeOver = 15.0;
bool m_ResetTimers = false; bool m_ResetTimers = false;
//vectors which will keep track of enter/leave changes //vectors which will keep track of enter/leave changes
std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerTouchVector; std::vector<std::tuple<EntityID, EntityID>> m_ETriggerTouchVector;
std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerLeaveVector; std::vector<std::tuple<EntityID, EntityID>> m_ETriggerLeaveVector;
}; };
#endif #endif
@@ -1,33 +0,0 @@
#ifndef DamageIndicatorSystem_h__
#define DamageIndicatorSystem_h__
#include "Core/System.h"
#include "Core/Transform.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFileParser.h"
#include "Core/EPlayerDamage.h"
#include "Common.h"
#include <tuple>
#include "Rendering/ESetCamera.h"
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/vector_angle.hpp>
#include "Rendering/Util/CommonFunctions.h"
class DamageIndicatorSystem : public System
{
public:
DamageIndicatorSystem(SystemParams params);
private:
EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage;
bool OnPlayerDamage(Events::PlayerDamage& e);
EventRelay<DamageIndicatorSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera& e);
EntityID m_CurrentCamera = -1;
};
#endif
@@ -1,18 +0,0 @@
#ifndef ExplosionEffectSystem_h__
#define ExplosionEffectSystem_h__
#include "Common.h"
#include "Core/System.h"
class ExplosionEffectSystem : public PureSystem
{
public:
ExplosionEffectSystem(SystemParams params)
: System(params)
, PureSystem("ExplosionEffect")
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
};
#endif
-17
View File
@@ -1,17 +0,0 @@
#ifndef PlayerHUD_h__
#define PlayerHUD_h__
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
class HealthHUDSystem : public ImpureSystem
{
public:
HealthHUDSystem(SystemParams params)
: System(params)
{ }
virtual void Update(double dt) override;
};
#endif
+4 -8
View File
@@ -9,16 +9,14 @@
#include "Core/EPlayerDamage.h" #include "Core/EPlayerDamage.h"
#include "Core/EPlayerHealthPickup.h" #include "Core/EPlayerHealthPickup.h"
#include "Core/EPlayerDeath.h" #include "Core/EPlayerDeath.h"
#include "../Engine/Input/EInputCommand.h"
#include <tuple> #include <tuple>
#include <vector> #include <vector>
#include <algorithm>
class HealthSystem : public PureSystem class HealthSystem : public PureSystem
{ {
public: public:
HealthSystem(SystemParams params); HealthSystem(World* world, EventBroker* eventBroker);
//updatecomponent //updatecomponent
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override; virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
@@ -26,12 +24,10 @@ public:
private: private:
//methods which will take care of specific events //methods which will take care of specific events
EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage; EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e); bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e);
EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup; EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e); bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e);
EventRelay<HealthSystem, Events::InputCommand> m_InputCommand;
bool HealthSystem::OnInputCommand(Events::InputCommand& e);
//vector which will keep track of health changes //vector which will keep track of health changes
std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector; std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;

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