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4 Commits

Author SHA1 Message Date
William Moberg 8a8c375d3a Merge remote-tracking branch 'origin/master' into BoxModelCollision 2016-03-10 09:57:33 +01:00
William Moberg 8936b3d6c3 Probably fixed all the jittering, won't need the jitter guard anymore. 2016-03-09 19:45:26 +01:00
William Moberg 8a3564ad49 Merge remote-tracking branch 'origin/master' into BoxModelCollision 2016-03-09 18:03:39 +01:00
William Moberg 9581e9ac84 Don't set the player to previous position when uncrouching. 2016-03-09 17:51:26 +01:00
25 changed files with 6113 additions and 6462 deletions
@@ -19,6 +19,7 @@ public:
virtual const glm::vec3 Rotation() const { return m_Rotation; }
virtual bool Jumping() const { return m_Jumping; }
virtual bool Crouching() const { return m_Crouching; }
virtual bool CrouchingLastFrame() const { return m_CrouchingLastFrame; }
virtual bool DoubleJumping() const { return m_DoubleJumping; }
virtual void SetDoubleJumping(bool isDoubleJumping) {
m_DoubleJumping = isDoubleJumping;
@@ -44,6 +45,7 @@ protected:
bool m_Jumping = false;
bool m_DoubleJumping = false;
bool m_Crouching = false;
bool m_CrouchingLastFrame = false;
//assault dash membervariables - needed to calculate the doubletap- and dashlogic
double m_AssaultDashDoubleTapDeltaTime = 0.0;
//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
@@ -82,6 +84,7 @@ void FirstPersonInputController<EventContext>::Reset()
{
m_Rotation = glm::vec3(0.f, 0.f, 0.f);
m_Jumping = false;
m_CrouchingLastFrame = m_Crouching;
}
template <typename EventContext>
@@ -1,15 +0,0 @@
#ifndef Events_BecomeServerOrClient_h__
#define Events_BecomeServerOrClient_h__
#include "Core/EventBroker.h"
namespace Events
{
struct BecomeServer : public Event { };
struct BecomeClient : public Event { };
}
#endif
@@ -1,19 +0,0 @@
#ifndef EResolutionChanged_h__
#define EResolutionChanged_h__
#include "../Core/Event.h"
#include "../Core/Util/Rectangle.h"
namespace Events
{
// Fired when the framebuffer size changes
struct ResolutionChanged : Event
{
Rectangle OldResolution;
Rectangle NewResolution;
};
}
#endif
+3 -3
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@@ -54,7 +54,7 @@ private:
struct Frustum {
Plane Planes[4];
};
Frustum* m_Frustums = nullptr;
Frustum* m_Frustums;
//This should be a component
struct LightSource {
@@ -74,11 +74,11 @@ private:
glm::vec2 Padding = glm::vec2(1.f, 2.f);
};
LightGrid* m_LightGrid = nullptr;
LightGrid* m_LightGrid;
int m_LightOffset = 0;
float* m_LightIndex = nullptr;
float* m_LightIndex;
};
-3
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@@ -19,7 +19,6 @@
#include "../Core/Octree.h"
#include "../Collision/EntityAABB.h"
#include "../Core/ConfigFile.h"
#include "EResolutionChanged.h"
class RenderSystem : public ImpureSystem
{
@@ -37,8 +36,6 @@ private:
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
Octree<EntityAABB>* m_Octree;
EventRelay<RenderSystem, Events::ResolutionChanged> m_EResolutionChanged;
bool OnResolutionChanged(Events::ResolutionChanged &event);
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(Events::SetCamera &event);
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
+2 -8
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@@ -28,12 +28,10 @@
#include "Util/CommonFunctions.h"
#include "Core/PerformanceTimer.h"
#include "ShadowPass.h"
#include "EResolutionChanged.h"
class Renderer : public IRenderer
{
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
static void glfwWindowSizeCallback(GLFWwindow* window, int width, int height);
public:
Renderer(EventBroker* eventBroker, ConfigFile* config)
@@ -42,14 +40,13 @@ public:
{ }
~Renderer();
virtual void SetResolution(const Rectangle& resolution) override;
virtual void Initialize() override;
virtual void Update(double dt) override;
virtual void Draw(RenderFrame& frame) override;
virtual PickData Pick(glm::vec2 screenCoord) override;
private:
//----------------------Variables----------------------//
@@ -93,14 +90,11 @@ private:
void InputUpdate(double dt);
//void PickingPass(RenderQueueCollection& rq);
//void DrawScreenQuad(GLuint textureToDraw);
void setWindowSize(Rectangle size);
void updateFramebufferSize();
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
void SortRenderJobsByDepth(RenderScene &scene);
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
//--------------------ShaderPrograms-------------------//
//--------------------ShaderPrograms-------------------//
ShaderProgram* m_BasicForwardProgram;
ShaderProgram* m_ExplosionEffectProgram;
+1 -2
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@@ -63,8 +63,7 @@ private:
GLuint m_DepthMap;
FrameBuffer m_DepthBuffer;
ShaderProgram* m_ShadowProgram;
ShaderProgram* m_ShadowProgramSkinned;
ShaderProgram* m_ShadowProgram;
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
std::array<glm::mat4, MAX_SPLITS> m_LightView;
-4
View File
@@ -16,11 +16,7 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
return false;
}
#ifndef DEBUG
#define GLERROR(function) \
_GLERROR(function, __BASE_FILE__, __func__, __LINE__)
#else
#define GLERROR(function) false
#endif
#endif
-6
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@@ -29,7 +29,6 @@
#include "Network/Network.h"
#include "Network/Server.h"
#include "Network/Client.h"
#include "Network/EBecomeServerOrClient.h"
// Sound
#include "Sound/SoundManager.h"
@@ -71,11 +70,6 @@ private:
bool m_IsServer = false;
int parseArgs(int argc, char* argv[]);
EventRelay<Game, Events::BecomeServer> m_EBecomeServer;
bool OnBecomeServer(const Events::BecomeServer& e);
EventRelay<Game, Events::BecomeClient> m_EBecomeClient;
bool OnBecomeClient(const Events::BecomeClient& e);
};
#endif
-1
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@@ -14,7 +14,6 @@
#include "Input/EInputCommand.h"
#include "Network/ESearchForServers.h"
#include "Network/EConnectRequest.h"
#include "Network/EBecomeServerOrClient.h"
class MainMenuSystem : public ImpureSystem
+15 -72
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@@ -319,80 +319,23 @@
</Entity>
</Children>
</Entity>
<Entity name="ButtonPos_5">
</Children>
</Entity>
<Entity name="Popup_Origin">
<Components>
<c:Transform>
<Position X="-0.103822395" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="PlaySpawner">
<Components>
<c:Transform>
<Position X="0" Y="-0.280000001" Z="0"/>
</c:Transform>
<c:Spawner>
<EntityFile>Schema/Entities/ServerList.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children>
<Entity name="Button_5">
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<BlurBackground>true</BlurBackground>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="0.392156869" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Scale X="0.200000003" Y="0.0500000007" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Text">
<Components>
<c:Text>
<Content>Host</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Alignment>
<Right/>
</Alignment>
</c:Text>
<c:Transform>
<Position X="0.0920000002" Y="-0.0150000006" Z="0.00499999989"/>
<Scale X="0.0199999996" Y="0.0199999996" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ButtonCorner_Origin">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="TopRight">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0.0970000029" Y="0.0220000017" Z="0.00499999989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="BottomRight">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0.0970000029" Y="-0.0219999999" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="4.71199989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
<Children/>
</Entity>
</Children>
</Entity>
File diff suppressed because it is too large Load Diff
-29
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@@ -1,29 +0,0 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 Bones[100];
layout (location = 0) in vec3 Position;
layout (location = 4) in vec2 TextureCoords;
layout(location = 5) in vec4 BoneIndices;
layout(location = 6) in vec4 BoneWeights;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
mat4 boneTransform = mat4(1);
if(BoneWeights[0] > 0.0f){
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
}
gl_Position = P * V * M * boneTransform * vec4(Position, 1.0);
Output.TextureCoordinate = TextureCoords;
}
+1
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@@ -470,6 +470,7 @@ bool AABBvsTriangle(const AABB& box,
}
glm::vec3 cornerResolution = (1+t) * diagonal;
cornerResolution = glm::dot(cornerResolution, triNormal) * triNormal;
//Overwrite the smallest resolution if cornerResolution is smaller.
float lenSq = glm::length2(cornerResolution);
if (lenSq < resolveShortest.DistanceSq) {
+1 -2
View File
@@ -88,12 +88,11 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
bool isOnGround = (bool)cPhysics["IsOnGround"];
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
(glm::vec3&)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
cPhysics["Velocity"] = inOutVelocity;
if (isOnGround) {
+1 -2
View File
@@ -22,8 +22,7 @@ Server::Server(World* world, EventBroker* eventBroker, int port)
port = config->Get<float>("Networking.Port", 27666);
}
m_Port = port;
printf("Server initialized and bound to port %i\n", port);
LOG_INFO("Server initialized and bound to port %i", port);
}
Server::~Server()
+3 -3
View File
@@ -127,12 +127,12 @@ void AnimationSystem::UpdateAnimations(double dt)
void AnimationSystem::UpdateWeights(double dt)
{
for (auto it = m_AutoBlendQueues.begin(); it != m_AutoBlendQueues.end(); ) {
/* LOG_INFO("%s", it->first.Name().c_str());
it->second.PrintQueue();*/
LOG_INFO("%s", it->first.Name().c_str());
it->second.PrintQueue();
if(it->second.HasActiveBlendJob()) {
AutoBlendQueue::AutoBlendJob& blendJob = it->second.GetActiveBlendJob();
//LOG_INFO("%s", blendJob.RootNode.Name().c_str());
LOG_INFO("%s", blendJob.RootNode.Name().c_str());
std::shared_ptr<BlendTree> blendTree = it->second.GetBlendTree();
if (blendTree != nullptr) {
if (blendJob.Duration != 0.0) {
@@ -42,15 +42,6 @@ void LightCullingPass::SetSSBOSizes()
{
m_NumberOfTiles = (int)(m_Renderer->GetViewportSize().Width/TILE_SIZE) * (int)(m_Renderer->GetViewportSize().Height/TILE_SIZE);
if (m_Frustums != nullptr) {
delete[] m_Frustums;
}
if (m_LightGrid != nullptr) {
delete[] m_LightGrid;
}
if (m_LightIndex != nullptr) {
delete[] m_LightIndex;
}
m_Frustums = new Frustum[m_NumberOfTiles];
m_LightGrid = new LightGrid[m_NumberOfTiles];
m_LightIndex = new float[m_NumberOfTiles*MAX_LIGHTS_PER_TILE];
+1 -1
View File
@@ -219,7 +219,7 @@ void PickingPass::Draw(RenderScene& scene)
m_PickingSkinnedProgram->Bind();
lastShader = m_PickingSkinnedProgram->GetHandle();
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
std::vector<glm::mat4> frameBones;
+1 -9
View File
@@ -9,11 +9,10 @@ RenderSystem::RenderSystem(SystemParams params, const IRenderer* renderer, Rende
, m_Octree(frustumCullOctree)
{
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
EVENT_SUBSCRIBE_MEMBER(m_EResolutionChanged, &RenderSystem::OnResolutionChanged);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &RenderSystem::OnPlayerSpawned);
m_Camera = new Camera((float)m_Renderer->GetViewportSize().Width / m_Renderer->GetViewportSize().Height, glm::radians(45.f), 0.01f, 5000.f);
m_Camera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f);
}
RenderSystem::~RenderSystem()
@@ -21,13 +20,6 @@ RenderSystem::~RenderSystem()
delete m_Camera;
}
bool RenderSystem::OnResolutionChanged(Events::ResolutionChanged& e)
{
// Update camera aspect ration on resolution change
m_Camera->SetAspectRatio((float)e.NewResolution.Width / e.NewResolution.Height);
return true;
}
bool RenderSystem::OnSetCamera(Events::SetCamera& e)
{
ComponentWrapper cTransform = e.CameraEntity["Transform"];
+8 -42
View File
@@ -36,24 +36,16 @@ void Renderer::Initialize()
m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
}
void Renderer::glfwWindowSizeCallback(GLFWwindow* window, int width, int height)
{
m_WindowToRenderer[window]->setWindowSize(Rectangle(width, height));
}
void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height)
{
m_WindowToRenderer[window]->updateFramebufferSize();
}
void Renderer::SetResolution(const Rectangle& resolution)
{
m_Resolution = resolution;
if (m_Window != nullptr) {
setWindowSize(resolution);
updateFramebufferSize();
}
glViewport(0, 0, width, height);
Renderer* currentRenderer = m_WindowToRenderer[window];
currentRenderer->m_ViewportSize = Rectangle(width, height);
currentRenderer->m_PickingPass->OnWindowResize();
currentRenderer->m_DrawFinalPass->OnWindowResize();
currentRenderer->m_LightCullingPass->OnWindowResize();
currentRenderer->m_DrawBloomPass->OnWindowResize();
currentRenderer->m_SSAOPass->OnWindowResize();
}
void Renderer::InitializeWindow()
@@ -75,7 +67,6 @@ void Renderer::InitializeWindow()
LOG_ERROR("GLFW: Failed to create window");
exit(EXIT_FAILURE);
}
glfwSetWindowSizeCallback(m_Window, &glfwWindowSizeCallback);
glfwSetFramebufferSizeCallback(m_Window, &glfwFrameBufferCallback);
glfwMakeContextCurrent(m_Window);
@@ -120,30 +111,6 @@ void Renderer::InputUpdate(double dt)
}
void Renderer::setWindowSize(Rectangle size)
{
glfwSetWindowSize(m_Window, size.Width, size.Height);
}
void Renderer::updateFramebufferSize()
{
Events::ResolutionChanged e;
e.OldResolution = m_ViewportSize;
int width, height;
glfwGetFramebufferSize(m_Window, &width, &height);
glViewport(0, 0, width, height);
m_ViewportSize = Rectangle(width, height);
m_PickingPass->OnWindowResize();
m_DrawFinalPass->OnWindowResize();
m_LightCullingPass->OnWindowResize();
m_DrawBloomPass->OnWindowResize();
m_SSAOPass->OnWindowResize();
e.NewResolution = m_ViewportSize;
m_EventBroker->Publish(e);
}
void Renderer::Update(double dt)
{
m_EventBroker->Process<Renderer>();
@@ -296,7 +263,6 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
GLERROR("Texture initialization failed");
}
void Renderer::InitializeRenderPasses()
{
m_PickingPass = new PickingPass(this, m_EventBroker);
+3 -55
View File
@@ -156,12 +156,7 @@ void ShadowPass::InitializeShaderPrograms()
m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
m_ShadowProgram->Link();
m_ShadowProgramSkinned = ResourceManager::Load<ShaderProgram>("#ShadowProgramSkinned");
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowSkinned.vert.glsl")));
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
m_ShadowProgramSkinned->Compile();
m_ShadowProgramSkinned->BindFragDataLocation(0, "ShadowMap");
m_ShadowProgramSkinned->Link();
}
void ShadowPass::ClearBuffer()
@@ -217,7 +212,8 @@ void ShadowPass::Draw(RenderScene & scene)
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
m_ShadowProgram->Bind();
GLuint shaderHandle = m_ShadowProgram->GetHandle();
glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
@@ -225,11 +221,7 @@ void ShadowPass::Draw(RenderScene & scene)
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
GLuint shaderHandle;
for (auto &job : scene.Jobs.DirectionalLight) {
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
if (directionalLightJob) {
@@ -240,19 +232,9 @@ void ShadowPass::Draw(RenderScene & scene)
//RadiusToLightspace(m_shadowFrusta[i]);
m_LightProjection[i] = glm::ortho(m_shadowFrusta[i].LRBT[LEFT], m_shadowFrusta[i].LRBT[RIGHT], m_shadowFrusta[i].LRBT[BOTTOM], m_shadowFrusta[i].LRBT[TOP], m_NearFarPlane[NEAR], m_NearFarPlane[FAR]);
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
GLERROR("ShadowLight ERROR");
for (auto &objectJob : scene.Jobs.OpaqueObjects) {
@@ -263,23 +245,6 @@ void ShadowPass::Draw(RenderScene & scene)
continue;
}
if(modelJob->Model->IsSkinned()) {
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
@@ -300,23 +265,6 @@ void ShadowPass::Draw(RenderScene & scene)
continue;
}
if (modelJob->Model->IsSkinned()) {
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
+17 -44
View File
@@ -58,6 +58,7 @@ Game::Game(int argc, char* argv[])
ResourceManager::RegisterType<EntityFile>("EntityFile");
ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
ResourceManager::RegisterType<Font>("FontFile");
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
DisableMemoryPool::Value = m_Config->Get<bool>("Debug.DisableMemoryPool", false);
@@ -65,8 +66,6 @@ Game::Game(int argc, char* argv[])
// Create the core event broker
m_EventBroker = new EventBroker();
EVENT_SUBSCRIBE_MEMBER(m_EBecomeServer, &Game::OnBecomeServer);
EVENT_SUBSCRIBE_MEMBER(m_EBecomeClient, &Game::OnBecomeClient);
// Create the renderer
m_Renderer = new Renderer(m_EventBroker, m_Config);
@@ -77,7 +76,7 @@ Game::Game(int argc, char* argv[])
0,
m_Config->Get<int>("Video.Width", 1280),
m_Config->Get<int>("Video.Height", 720)
));
));
m_Renderer->Initialize();
//m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
m_RenderFrame = new RenderFrame();
@@ -100,7 +99,21 @@ Game::Game(int argc, char* argv[])
// Create the sound manager
m_SoundManager = new SoundManager(m_World, m_EventBroker);
// Initialize network
if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
if (m_IsServer) {
m_NetworkServer = new Server(m_World, m_EventBroker, m_NetworkPort);
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " SERVER");
} else if (m_IsClient) {
m_NetworkClient = new Client(m_World, m_EventBroker, std::make_unique<MultiplayerSnapshotFilter>(m_EventBroker));
m_NetworkClient->Connect(m_NetworkAddress, m_NetworkPort);
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " CLIENT");
}
} else {
// If network is disabled, pretend we're a server
m_IsClient = true;
m_IsServer = true;
}
// Create Octrees
// TODO: Perhaps the world bounds should be set in some non-arbitrary way instead of this.
@@ -175,8 +188,6 @@ Game::~Game()
delete m_OctreeCollision;
delete m_OctreeTrigger;
delete m_SoundManager;
m_EventBroker->Unsubscribe(m_EBecomeServer);
m_EventBroker->Unsubscribe(m_EBecomeClient);
if (m_NetworkClient != nullptr) {
delete m_NetworkClient;
}
@@ -199,7 +210,6 @@ void Game::Tick()
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
m_EventBroker->Process<Game>();
// Handle input in a weird looking but responsive way
m_EventBroker->Process<InputManager>();
m_EventBroker->Swap();
@@ -274,40 +284,3 @@ int Game::parseArgs(int argc, char* argv[])
return 0;
}
bool Game::OnBecomeServer(const Events::BecomeServer& e)
{
// if (m_IsServer) {
// m_NetworkServer = new Server(m_World, m_EventBroker, m_NetworkPort);
// m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " SERVER");
// } else if (m_IsClient) {
// m_NetworkClient = new Client(m_World, m_EventBroker, std::make_unique<MultiplayerSnapshotFilter>(m_EventBroker));
// m_NetworkClient->Connect(m_NetworkAddress, m_NetworkPort);
// m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " CLIENT");
// }
if (m_NetworkServer != nullptr) {
delete m_NetworkServer;
}
if (m_NetworkClient != nullptr) {
delete m_NetworkClient;
}
m_NetworkServer = new Server(m_World, m_EventBroker, m_NetworkPort);
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " SERVER");
return true;
}
bool Game::OnBecomeClient(const Events::BecomeClient& e)
{
if (m_NetworkServer != nullptr) {
delete m_NetworkServer;
}
if (m_NetworkClient != nullptr) {
delete m_NetworkClient;
}
m_NetworkClient = new Client(m_World, m_EventBroker, std::make_unique<MultiplayerSnapshotFilter>(m_EventBroker));
m_NetworkClient->Connect(m_NetworkAddress, m_NetworkPort);
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " CLIENT");
return true;
}
+4 -10
View File
@@ -21,7 +21,7 @@ bool MainMenuSystem::OnButtonClick(const Events::ButtonClicked& e)
if (e.EntityName == "ServerIdentityConnect") {
EntityWrapper entity = e.Entity;
EntityWrapper serverIdentityEntity = entity.FirstParentWithComponent("ServerIdentity");
if (serverIdentityEntity.Valid()) {
if(serverIdentityEntity.Valid()) {
Events::ConnectRequest event;
event.IP = (std::string)serverIdentityEntity["ServerIdentity"]["IP"];
event.Port = (int)serverIdentityEntity["ServerIdentity"]["Port"];
@@ -44,13 +44,7 @@ bool MainMenuSystem::OnButtonPress(const Events::ButtonPressed& e)
bool MainMenuSystem::OnInputCommand(const Events::InputCommand& e)
{
if (e.Command == "Host" && e.Value == 1) {
printf("Sending event...\n");
m_EventBroker->Publish(Events::BecomeServer());
return true;
}
if (e.Command == "Play" && e.Value == 1) {
m_EventBroker->Publish(Events::BecomeClient());
if(e.Command == "Play" && e.Value == 1) {
auto menus = m_World->GetComponents("Menu");
if (menus == nullptr) {
return 0;
@@ -70,7 +64,7 @@ bool MainMenuSystem::OnInputCommand(const Events::InputCommand& e)
break;
}
} else if (!m_OpenSubMenu.HasComponent("ServerList")) {
} else if(!m_OpenSubMenu.HasComponent("ServerList")) {
//Menu is open, but not the right one, delete the old one and open a new one.
m_World->DeleteEntity(m_OpenSubMenu.ID);
m_OpenSubMenu = EntityWrapper::Invalid;
@@ -91,7 +85,7 @@ bool MainMenuSystem::OnInputCommand(const Events::InputCommand& e)
m_World->DeleteEntity(m_OpenSubMenu.ID);
m_OpenSubMenu = EntityWrapper::Invalid;
}
} else if (e.Command == "RefreshServerList" && e.Value == 1) {
} else if (e.Command == "RefreshServerList" && e.Value == 1){
Events::SearchForServers event;
m_EventBroker->Publish(event);
}
@@ -264,6 +264,11 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
size = glm::vec3(1.f, 1.f, 1.f);
} else {
size = glm::vec3(1.f, 1.6f, 1.f);
if (controller->CrouchingLastFrame() && isOnGround) {
// The collision should resolve this anyway, but
// this is more reliable, since the box gets larger.
((glm::vec3&)cTransform["Position"]).y += 0.3f;
}
}
}