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+1
-1
Submodule assets updated: 52ea74c5d5...504752c949
@@ -12,7 +12,7 @@
|
||||
#include "../Core/AABB.h"
|
||||
#include "Rendering/RawModelCustom.h"
|
||||
//#include "Rendering/RawModelAssimp.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "../Core/TransformSystem.h"
|
||||
#include "../Core/Entity.h"
|
||||
#include "../Core/EntityWrapper.h"
|
||||
#include "EntityAABB.h"
|
||||
@@ -84,6 +84,18 @@ bool AABBvsTriangles(const AABB& box,
|
||||
const std::vector<unsigned int>& modelIndices,
|
||||
const glm::mat4& modelMatrix);
|
||||
|
||||
enum Output
|
||||
{
|
||||
OutContained,
|
||||
OutSeparated,
|
||||
OutIntersecting
|
||||
};
|
||||
//Detects intersection and containment.
|
||||
Output AABBvsTrianglesWContainment(const AABB& box,
|
||||
const RawModel::Vertex* modelVertices,
|
||||
const std::vector<unsigned int>& modelIndices,
|
||||
const glm::mat4& modelMatrix);
|
||||
|
||||
//Return true if the boxes are intersecting.
|
||||
bool AABBVsAABB(const AABB& a, const AABB& b);
|
||||
//Return true if the boxes are intersecting.
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
#define ComponentInfo_h__
|
||||
|
||||
#include "../Common.h"
|
||||
#include "Entity.h"
|
||||
#include <boost/shared_array.hpp>
|
||||
|
||||
struct ComponentInfo
|
||||
@@ -21,6 +22,7 @@ struct ComponentInfo
|
||||
{
|
||||
std::string Name;
|
||||
std::string Type;
|
||||
unsigned char Index;
|
||||
unsigned int Offset;
|
||||
unsigned int Stride;
|
||||
};
|
||||
@@ -32,6 +34,16 @@ struct ComponentInfo
|
||||
unsigned int Stride = 0;
|
||||
boost::shared_array<char> Defaults = nullptr;
|
||||
std::shared_ptr<Meta_t> Meta = nullptr;
|
||||
|
||||
std::size_t GetHeaderSize() const
|
||||
{
|
||||
std::size_t size = 0;
|
||||
|
||||
// A component block starts with an entity ID
|
||||
size += sizeof(EntityID);
|
||||
|
||||
return size;
|
||||
}
|
||||
};
|
||||
|
||||
template<>
|
||||
|
||||
@@ -5,16 +5,15 @@
|
||||
#include "MemoryPool.h"
|
||||
#include "ComponentInfo.h"
|
||||
#include "ComponentWrapper.h"
|
||||
#include "DirtySet.h"
|
||||
|
||||
|
||||
class ComponentPool;
|
||||
class ComponentPoolForwardIterator
|
||||
: public std::iterator<std::forward_iterator_tag, ComponentWrapper>
|
||||
{
|
||||
public:
|
||||
ComponentPoolForwardIterator(const ComponentInfo& componentInfo, const MemoryPool<char>::iterator begin, const MemoryPool<char>::iterator end)
|
||||
: m_ComponentInfo(componentInfo)
|
||||
, m_MemoryPoolIterator(begin)
|
||||
, m_MemoryPoolEnd(end)
|
||||
{ }
|
||||
ComponentPoolForwardIterator(ComponentPool* pool, const MemoryPool<char>::iterator begin, const MemoryPool<char>::iterator end);
|
||||
|
||||
ComponentPoolForwardIterator(const ComponentPoolForwardIterator& other) = default;
|
||||
ComponentPoolForwardIterator(ComponentPoolForwardIterator&& other) = default;
|
||||
@@ -27,6 +26,7 @@ public:
|
||||
ComponentWrapper operator*() const;
|
||||
|
||||
private:
|
||||
ComponentPool* m_ComponentPool;
|
||||
const ComponentInfo& m_ComponentInfo;
|
||||
MemoryPool<char>::iterator m_MemoryPoolIterator;
|
||||
const MemoryPool<char>::iterator m_MemoryPoolEnd;
|
||||
@@ -34,6 +34,7 @@ private:
|
||||
|
||||
class ComponentPool
|
||||
{
|
||||
friend class ComponentPoolForwardIterator;
|
||||
public:
|
||||
typedef ComponentPoolForwardIterator iterator;
|
||||
typedef ptrdiff_t difference_type;
|
||||
@@ -42,9 +43,10 @@ public:
|
||||
typedef ComponentWrapper* pointer;
|
||||
typedef ComponentWrapper& reference;
|
||||
|
||||
ComponentPool(const ::ComponentInfo& ci)
|
||||
ComponentPool(const ::ComponentInfo& ci, World* world)
|
||||
: m_ComponentInfo(ci)
|
||||
, m_Pool(ci.Meta->Allocation, sizeof(EntityID) + ci.Stride)
|
||||
, m_Pool(ci.Meta->Allocation, ci.GetHeaderSize() + ci.Stride)
|
||||
, m_World(world)
|
||||
{ }
|
||||
~ComponentPool();
|
||||
ComponentPool(const ComponentPool& other);
|
||||
@@ -61,8 +63,8 @@ public:
|
||||
// Delete a component and free its memory
|
||||
void Delete(ComponentWrapper& wrapper);
|
||||
|
||||
iterator begin() const;
|
||||
iterator end() const;
|
||||
iterator begin();
|
||||
iterator end();
|
||||
size_t size() const;
|
||||
|
||||
//Dumps information about what the pool memory looks like right now
|
||||
@@ -80,6 +82,8 @@ private:
|
||||
::ComponentInfo m_ComponentInfo;
|
||||
MemoryPool<char> m_Pool;
|
||||
std::unordered_map<EntityID, char*> m_EntityToComponent;
|
||||
DirtySet m_DirtySet;
|
||||
World* m_World;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -4,46 +4,32 @@
|
||||
#include <boost/shared_array.hpp>
|
||||
#include <boost/any.hpp>
|
||||
#include "../Common.h"
|
||||
#include "../GLM.h"
|
||||
#include "Entity.h"
|
||||
#include "ComponentInfo.h"
|
||||
#include "DirtySet.h"
|
||||
#include "Util/Any.h"
|
||||
|
||||
template <typename T, typename Enable = void>
|
||||
struct ComponentField { };
|
||||
|
||||
template <typename T>
|
||||
struct ComponentField<T, typename std::enable_if<std::is_trivially_copyable<T>::value>::type>
|
||||
{
|
||||
static T& Get(const ComponentInfo::Field_t& info, char* data) { return *reinterpret_cast<T*>(data); }
|
||||
static void Set(const ComponentInfo::Field_t& info, char* data, const T& value) { Get(data) = value; }
|
||||
};
|
||||
|
||||
template <>
|
||||
struct ComponentField<std::string, void>
|
||||
{
|
||||
static std::string& Get(const ComponentInfo::Field_t& info, char* data) { return **reinterpret_cast<std::string**>(data); }
|
||||
static void Set(const ComponentInfo::Field_t& info, char* data, const std::string& value) { Get(info, data) = value; }
|
||||
};
|
||||
class World;
|
||||
|
||||
struct ComponentWrapper
|
||||
{
|
||||
ComponentWrapper(const ComponentInfo& componentInfo, char* data)
|
||||
: Info(componentInfo)
|
||||
, EntityID(*reinterpret_cast<::EntityID*>(data))
|
||||
, Data(data + sizeof(::EntityID))
|
||||
{ }
|
||||
ComponentWrapper(const ComponentInfo& componentInfo, char* data, ::DirtyBitField* dirtyBitField, World* world);
|
||||
|
||||
World* m_World;
|
||||
const ComponentInfo& Info;
|
||||
const ::EntityID EntityID;
|
||||
char* Data;
|
||||
::DirtyBitField* DirtyBitField = nullptr;
|
||||
|
||||
ComponentInfo::EnumType Enum(const char* fieldName, const char* enumKey)
|
||||
{
|
||||
return Info.Meta->FieldEnumDefinitions.at(fieldName).at(enumKey);
|
||||
}
|
||||
ComponentInfo::EnumType Enum(const char* fieldName, const char* enumKey);
|
||||
|
||||
bool Dirty(DirtySetType type, const std::string& fieldName);
|
||||
void SetDirty(DirtySetType type, const std::string& fieldName, bool dirty = true);
|
||||
void SetAllDirty(const std::string& fieldName, bool dirty = true);
|
||||
|
||||
template <typename T>
|
||||
T& Field(std::string name)
|
||||
T& Field(const std::string& name)
|
||||
{
|
||||
const ComponentInfo::Field_t& field = Info.Fields.at(name);
|
||||
if (sizeof(T) > field.Stride) {
|
||||
@@ -55,13 +41,15 @@ struct ComponentWrapper
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
void SetField(std::string name, const T value) { Field<T>(name) = value; }
|
||||
//template <typename T>
|
||||
//void SetField(std::string name, T& value) { Field<T>(name) = value; }
|
||||
void SetField(const std::string& name, const T& value)
|
||||
{
|
||||
Field<T>(name) = value;
|
||||
SetAllDirty(name);
|
||||
}
|
||||
|
||||
// Specialization for string literals
|
||||
template <std::size_t N>
|
||||
void SetField(std::string name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); }
|
||||
void SetField(const std::string& name, const char(&value)[N]) { SetField(name, std::string(value)); }
|
||||
|
||||
void Copy(ComponentWrapper& destination)
|
||||
{
|
||||
@@ -95,40 +83,163 @@ struct ComponentWrapper
|
||||
struct SubscriptProxy
|
||||
{
|
||||
friend struct ComponentWrapper;
|
||||
private:
|
||||
SubscriptProxy(ComponentWrapper* component, std::string propertyName)
|
||||
|
||||
public:
|
||||
SubscriptProxy(ComponentWrapper* component, std::string fieldName)
|
||||
: m_Component(component)
|
||||
, m_PropertyName(propertyName)
|
||||
, m_FieldName(fieldName)
|
||||
{ }
|
||||
|
||||
ComponentWrapper* m_Component;
|
||||
std::string m_PropertyName;
|
||||
std::string m_FieldName;
|
||||
|
||||
public:
|
||||
// Return the integer value of an enum type key for this field
|
||||
ComponentInfo::EnumType Enum(const char* enumKey) { return m_Component->Enum(m_PropertyName.c_str(), enumKey); }
|
||||
ComponentInfo::EnumType Enum(const char* enumKey) { return m_Component->Enum(m_FieldName.c_str(), enumKey); }
|
||||
bool Dirty(DirtySetType type) { return m_Component->Dirty(type, m_FieldName); }
|
||||
void SetDirty(DirtySetType type, bool dirty = true) { m_Component->SetDirty(type, m_FieldName, dirty); }
|
||||
void SetAllDirty(bool dirty = true) { m_Component->SetAllDirty(m_FieldName, dirty); }
|
||||
|
||||
template <typename T>
|
||||
operator T&() { return m_Component->Field<T>(m_PropertyName); }
|
||||
operator const double&() { return m_Component->Field<double>(m_FieldName); }
|
||||
operator const float&() { return m_Component->Field<float>(m_FieldName); }
|
||||
operator const int&() { return m_Component->Field<int>(m_FieldName); }
|
||||
operator const glm::vec3&() { return m_Component->Field<glm::vec3>(m_FieldName); }
|
||||
operator const glm::vec4&() { return m_Component->Field<glm::vec4>(m_FieldName); }
|
||||
operator const glm::quat&() { return m_Component->Field<glm::quat>(m_FieldName); }
|
||||
operator const bool&() { return m_Component->Field<bool>(m_FieldName); }
|
||||
operator const std::string&() { return m_Component->Field<std::string>(m_FieldName); }
|
||||
|
||||
// Don't allow non-const references
|
||||
// If this wasn't deleted, the above overloads would still get called for some reason...
|
||||
template <
|
||||
typename T,
|
||||
typename = typename std::enable_if<!std::is_base_of<::FIELDLOL, T>::value>::type
|
||||
>
|
||||
//operator T&() = delete;
|
||||
operator T&() { static_assert(constexpr(false), "https://github.com/teamfisk/TacticalZ/pull/212"); }
|
||||
|
||||
// Value assignment
|
||||
template <typename T>
|
||||
void operator=(const T val) { m_Component->SetField<T>(m_PropertyName, val); }
|
||||
// TODO: Pass by reference and rvalue (universal reference?)
|
||||
//template <typename T>
|
||||
//void operator=(T& val) { m_Component->SetField<T>(m_PropertyName, val); }
|
||||
void operator=(const T& val) { m_Component->SetField<T>(m_FieldName, val); }
|
||||
|
||||
// Specialization for string literals
|
||||
template <std::size_t N>
|
||||
void operator=(const char(&val)[N]) { m_Component->SetField<N>(m_PropertyName, val); }
|
||||
void operator=(const char(&val)[N]) { m_Component->SetField<N>(m_FieldName, val); }
|
||||
};
|
||||
SubscriptProxy operator[](std::string propertyName) { return SubscriptProxy(this, propertyName); }
|
||||
SubscriptProxy operator[](const std::string& propertyName) { return SubscriptProxy(this, propertyName); }
|
||||
};
|
||||
|
||||
struct FIELDLOL { }; // lol
|
||||
|
||||
template <typename T>
|
||||
struct FieldBase : FIELDLOL
|
||||
{
|
||||
FieldBase(ComponentWrapper::SubscriptProxy& Proxy)
|
||||
: Proxy(Proxy)
|
||||
, Data(Proxy.m_Component->Field<T>(Proxy.m_FieldName))
|
||||
{ }
|
||||
|
||||
void SetAllDirty() { Proxy.SetAllDirty(); }
|
||||
|
||||
FieldBase& operator=(const FieldBase& rhs) { Data = rhs.Data; SetAllDirty(); return *this; }
|
||||
FieldBase& operator=(const T& rhs) { Data = rhs; SetAllDirty(); return *this; }
|
||||
|
||||
template <typename T2> FieldBase& operator+=(const T2& rhs) { Data += rhs; SetAllDirty(); return *this; }
|
||||
template <typename T2> FieldBase& operator-=(const T2& rhs) { Data -= rhs; SetAllDirty(); return *this; }
|
||||
template <typename T2> FieldBase& operator*=(const T2& rhs) { Data *= rhs; SetAllDirty(); return *this; }
|
||||
template <typename T2> FieldBase& operator/=(const T2& rhs) { Data /= rhs; SetAllDirty(); return *this; }
|
||||
template <typename T2> FieldBase& operator%=(const T2& rhs) { Data %= rhs; SetAllDirty(); return *this; }
|
||||
template <typename T2> FieldBase& operator&=(const T2& rhs) { Data &= rhs; SetAllDirty(); return *this; }
|
||||
template <typename T2> FieldBase& operator|=(const T2& rhs) { Data |= rhs; SetAllDirty(); return *this; }
|
||||
template <typename T2> FieldBase& operator^=(const T2& rhs) { Data ^= rhs; SetAllDirty(); return *this; }
|
||||
template <typename T2> FieldBase& operator<<=(const T2& rhs) { Data <<= rhs; SetAllDirty(); return *this; }
|
||||
template <typename T2> FieldBase& operator>>=(const T2& rhs) { Data >>= rhs; SetAllDirty(); return *this; }
|
||||
|
||||
T operator+() const { return +Data; }
|
||||
T operator-() const { return -Data; }
|
||||
T operator~() const { return ~Data; }
|
||||
|
||||
FieldBase& operator++() { Data++; SetAllDirty(); return *this; }
|
||||
T operator++(int) { T tmp = Data; operator++(); return tmp; }
|
||||
FieldBase& operator--() { Data--; SetAllDirty(); return *this; }
|
||||
T operator--(int) { T tmp = Data; operator--(); return tmp; }
|
||||
|
||||
operator const T&() const { return Data; }
|
||||
const T& operator*() const { return operator const T&(); }
|
||||
|
||||
protected:
|
||||
ComponentWrapper::SubscriptProxy Proxy;
|
||||
T& Data;
|
||||
};
|
||||
|
||||
template <typename T>
|
||||
struct Field : FieldBase<T>
|
||||
{
|
||||
using FieldBase<T>::FieldBase;
|
||||
using FieldBase<T>::operator=;
|
||||
};
|
||||
|
||||
template <>
|
||||
struct Field<glm::vec3> : FieldBase<glm::vec3>
|
||||
{
|
||||
using FieldBase<glm::vec3>::FieldBase;
|
||||
using FieldBase<glm::vec3>::operator=;
|
||||
|
||||
glm::vec3::value_type x() const { return Data.x; }
|
||||
void x(glm::vec3::value_type val) { Data.x = val; SetAllDirty(); }
|
||||
glm::vec3::value_type y() const { return Data.y; }
|
||||
void y(glm::vec3::value_type val) { Data.y = val; SetAllDirty(); }
|
||||
glm::vec3::value_type z() const { return Data.z; }
|
||||
void z(glm::vec3::value_type val) { Data.z = val; SetAllDirty(); }
|
||||
|
||||
template <typename T> friend glm::vec3 operator+(const Field<glm::vec3>& lhs, const T& rhs) { return static_cast<glm::vec3>(lhs) + glm::vec3(rhs); }
|
||||
template <typename T> friend glm::vec3 operator-(const Field<glm::vec3>& lhs, const T& rhs) { return static_cast<glm::vec3>(lhs) - glm::vec3(rhs); }
|
||||
template <typename T> friend glm::vec3 operator*(const Field<glm::vec3>& lhs, const T& rhs) { return static_cast<glm::vec3>(lhs) * glm::vec3(rhs); }
|
||||
template <typename T> friend glm::vec3 operator/(const Field<glm::vec3>& lhs, const T& rhs) { return static_cast<glm::vec3>(lhs) / glm::vec3(rhs); }
|
||||
template <typename T> friend glm::vec3 operator+(const T& lhs, const Field<glm::vec3>& rhs) { return glm::vec3(lhs) + static_cast<glm::vec3>(rhs); }
|
||||
template <typename T> friend glm::vec3 operator-(const T& lhs, const Field<glm::vec3>& rhs) { return glm::vec3(lhs) - static_cast<glm::vec3>(rhs); }
|
||||
template <typename T> friend glm::vec3 operator*(const T& lhs, const Field<glm::vec3>& rhs) { return glm::vec3(lhs) * static_cast<glm::vec3>(rhs); }
|
||||
template <typename T> friend glm::vec3 operator/(const T& lhs, const Field<glm::vec3>& rhs) { return glm::vec3(lhs) / static_cast<glm::vec3>(rhs); }
|
||||
|
||||
friend glm::vec3& operator+=(glm::vec3& lhs, const Field<glm::vec3>& rhs) { lhs += *rhs; return lhs; }
|
||||
};
|
||||
|
||||
template <>
|
||||
struct Field<glm::vec4> : FieldBase<glm::vec4>
|
||||
{
|
||||
//Field(glm::vec4& Data)
|
||||
// : FieldBase(Data)
|
||||
//{ }
|
||||
using FieldBase<glm::vec4>::FieldBase;
|
||||
using FieldBase<glm::vec4>::operator=;
|
||||
|
||||
glm::vec4::value_type x() const { return Data.x; }
|
||||
void x(glm::vec4::value_type val) { Data.x = val; SetAllDirty(); }
|
||||
glm::vec4::value_type y() const { return Data.y; }
|
||||
void y(glm::vec4::value_type val) { Data.y = val; SetAllDirty(); }
|
||||
glm::vec4::value_type z() const { return Data.z; }
|
||||
void z(glm::vec4::value_type val) { Data.z = val; SetAllDirty(); }
|
||||
glm::vec4::value_type w() const { return Data.w; }
|
||||
void w(glm::vec4::value_type val) { Data.w = val; SetAllDirty(); }
|
||||
|
||||
template <typename T> friend glm::vec4 operator+(const Field<glm::vec4>& lhs, const T& rhs) { return static_cast<glm::vec4>(lhs) + glm::vec4(rhs); }
|
||||
template <typename T> friend glm::vec4 operator-(const Field<glm::vec4>& lhs, const T& rhs) { return static_cast<glm::vec4>(lhs) - glm::vec4(rhs); }
|
||||
template <typename T> friend glm::vec4 operator*(const Field<glm::vec4>& lhs, const T& rhs) { return static_cast<glm::vec4>(lhs) * glm::vec4(rhs); }
|
||||
template <typename T> friend glm::vec4 operator/(const Field<glm::vec4>& lhs, const T& rhs) { return static_cast<glm::vec4>(lhs) / glm::vec4(rhs); }
|
||||
template <typename T> friend glm::vec4 operator+(const T& lhs, const Field<glm::vec4>& rhs) { return glm::vec4(lhs) + static_cast<glm::vec4>(rhs); }
|
||||
template <typename T> friend glm::vec4 operator-(const T& lhs, const Field<glm::vec4>& rhs) { return glm::vec4(lhs) - static_cast<glm::vec4>(rhs); }
|
||||
template <typename T> friend glm::vec4 operator*(const T& lhs, const Field<glm::vec4>& rhs) { return glm::vec4(lhs) * static_cast<glm::vec4>(rhs); }
|
||||
template <typename T> friend glm::vec4 operator/(const T& lhs, const Field<glm::vec4>& rhs) { return glm::vec4(lhs) / static_cast<glm::vec4>(rhs); }
|
||||
|
||||
friend glm::vec4& operator+=(glm::vec4& lhs, const Field<glm::vec4>& rhs) { lhs += *rhs; return lhs; }
|
||||
};
|
||||
|
||||
|
||||
// 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())
|
||||
: ComponentWrapper(componentInfo, data.get(), nullptr, nullptr)
|
||||
, m_DataReference(data)
|
||||
{ }
|
||||
|
||||
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef DirtySet_h__
|
||||
#define DirtySet_h__
|
||||
|
||||
#include <set>
|
||||
#include "ComponentInfo.h"
|
||||
|
||||
enum class DirtySetType
|
||||
{
|
||||
Transform,
|
||||
Network
|
||||
};
|
||||
|
||||
typedef std::unordered_map<DirtySetType, std::set<decltype(ComponentInfo::Field_t::Index)>> DirtyBitField;
|
||||
typedef std::unordered_map<EntityID, DirtyBitField> DirtySet;
|
||||
|
||||
#endif
|
||||
@@ -1,5 +1,5 @@
|
||||
#ifndef ECaptured_h__
|
||||
#define ECaptured_h__
|
||||
#ifndef Events_Captured_h__
|
||||
#define Events_Captured_h__
|
||||
|
||||
#include "EventBroker.h"
|
||||
#include "../Core/Entity.h"
|
||||
|
||||
@@ -2,14 +2,14 @@
|
||||
#define EEntityDeleted_h__
|
||||
|
||||
#include "Event.h"
|
||||
#include "Entity.h"
|
||||
#include "EntityWrapper.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct EntityDeleted : Event
|
||||
{
|
||||
EntityID DeletedEntity;
|
||||
EntityWrapper DeletedEntity;
|
||||
// True if the entity deletion was triggered because the entity's parent was deleted before it
|
||||
bool Cascaded;
|
||||
};
|
||||
|
||||
@@ -23,7 +23,7 @@ struct EntityWrapper
|
||||
|
||||
static const EntityWrapper Invalid;
|
||||
|
||||
const std::string Name();
|
||||
const std::string Name() const;
|
||||
bool HasComponent(const std::string& componentType);
|
||||
void AttachComponent(const char* componentName);
|
||||
EntityWrapper Parent();
|
||||
@@ -45,8 +45,9 @@ struct EntityWrapper
|
||||
|
||||
private:
|
||||
EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent);
|
||||
EntityWrapper cloneRecursive(EntityWrapper entity, EntityWrapper parent);
|
||||
void childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent);
|
||||
static void fillRelationships(std::unordered_multimap<EntityWrapper, EntityWrapper>& relationMap, EntityWrapper entity);
|
||||
static void recreateRelationships(const std::unordered_multimap<EntityWrapper, EntityWrapper>& relationMap, EntityWrapper templateEntity, EntityWrapper parent = EntityWrapper::Invalid);
|
||||
};
|
||||
|
||||
namespace std
|
||||
|
||||
@@ -19,6 +19,7 @@ class Resource
|
||||
|
||||
protected:
|
||||
Resource() { }
|
||||
virtual ~Resource() = default;
|
||||
|
||||
public:
|
||||
//Should be thrown in a Resource's constructor if it cannot complete because another resource is still loading.
|
||||
|
||||
@@ -81,7 +81,7 @@ public:
|
||||
for (auto& pair : group.PureSystems) {
|
||||
const std::string& componentName = pair.first;
|
||||
auto& systems = pair.second;
|
||||
const ComponentPool* pool = m_World->GetComponents(componentName);
|
||||
ComponentPool* pool = m_World->GetComponents(componentName);
|
||||
if (pool == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -1,25 +0,0 @@
|
||||
#ifndef Transform_h__
|
||||
#define Transform_h__
|
||||
|
||||
#include "../GLM.h"
|
||||
#include "World.h"
|
||||
#include "EntityWrapper.h"
|
||||
|
||||
namespace Transform
|
||||
{
|
||||
|
||||
glm::mat4 AbsoluteTransformation(EntityWrapper entity);
|
||||
glm::vec3 AbsolutePosition(EntityWrapper entity);
|
||||
glm::vec3 AbsolutePosition(World* world, EntityID entity);
|
||||
glm::vec3 AbsoluteOrientationEuler(EntityWrapper entity);
|
||||
glm::quat AbsoluteOrientation(EntityWrapper entity);
|
||||
glm::quat AbsoluteOrientation(World* world, EntityID entity);
|
||||
glm::vec3 AbsoluteScale(EntityWrapper entity);
|
||||
glm::vec3 AbsoluteScale(World* world, EntityID entity);
|
||||
glm::mat4 ModelMatrix(EntityWrapper entity);
|
||||
glm::mat4 ModelMatrix(EntityID entity, World* world);
|
||||
glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix);
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,39 @@
|
||||
#ifndef Transform_h__
|
||||
#define Transform_h__
|
||||
|
||||
#include "../GLM.h"
|
||||
#include "System.h"
|
||||
#include "EEntityDeleted.h"
|
||||
|
||||
class TransformSystem : public System
|
||||
{
|
||||
public:
|
||||
TransformSystem(SystemParams params);
|
||||
|
||||
//glm::mat4 AbsoluteTransformation(EntityWrapper entity);
|
||||
static glm::vec3 AbsolutePosition(EntityWrapper entity);
|
||||
static glm::vec3 AbsolutePosition(World* world, EntityID entity);
|
||||
static glm::vec3 AbsoluteOrientationEuler(EntityWrapper entity);
|
||||
static glm::quat AbsoluteOrientation(EntityWrapper entity);
|
||||
static glm::quat AbsoluteOrientation(World* world, EntityID entity);
|
||||
static glm::vec3 AbsoluteScale(EntityWrapper entity);
|
||||
static glm::vec3 AbsoluteScale(World* world, EntityID entity);
|
||||
static glm::mat4 ModelMatrix(EntityWrapper entity);
|
||||
static glm::mat4 ModelMatrix(EntityID entity, World* world);
|
||||
static glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix);
|
||||
|
||||
static int RecalculatedPositions;
|
||||
static int RecalculatedOrientations;
|
||||
static int RecalculatedScales;
|
||||
|
||||
private:
|
||||
static std::unordered_map<EntityWrapper, glm::vec3> PositionCache;
|
||||
static std::unordered_map<EntityWrapper, glm::quat> OrientationCache;
|
||||
static std::unordered_map<EntityWrapper, glm::vec3> ScaleCache;
|
||||
static std::unordered_map<EntityWrapper, glm::mat4> MatrixCache;
|
||||
|
||||
EventRelay<TransformSystem, Events::EntityDeleted> m_EEntityDeleted;
|
||||
bool OnEntityDeleted(const Events::EntityDeleted& e);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -35,7 +35,7 @@ public:
|
||||
// Delete a component off an entity
|
||||
void DeleteComponent(EntityID entity, const std::string& componentType);
|
||||
// Get all components of the specified type
|
||||
const ComponentPool* GetComponents(const std::string& componentType);
|
||||
ComponentPool* GetComponents(const std::string& componentType);
|
||||
// Get entity parent
|
||||
EntityID GetParent(EntityID entity);
|
||||
// Change the parent of an entity
|
||||
|
||||
@@ -47,6 +47,7 @@ private:
|
||||
// Utility functions
|
||||
EntityWrapper importEntity(EntityWrapper parent, boost::filesystem::path filePath);
|
||||
void setWidgetMode(EditorGUI::WidgetMode mode);
|
||||
bool isAnyParentMissingTransform(EntityID entityID);
|
||||
|
||||
// GUI callbacks
|
||||
void OnEntitySelected(EntityWrapper entity);
|
||||
|
||||
@@ -1,33 +0,0 @@
|
||||
#ifndef MainMenuSystem_h__
|
||||
#define MainMenuSystem_h__
|
||||
|
||||
#include "../Core/System.h"
|
||||
#include "../Rendering/IRenderer.h"
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "../Core/Event.h"
|
||||
|
||||
|
||||
#include "EButtonClicked.h"
|
||||
#include "EButtonPressed.h"
|
||||
#include "EButtonReleased.h"
|
||||
|
||||
|
||||
class MainMenuSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
MainMenuSystem(SystemParams params, IRenderer* renderer);
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
private:
|
||||
IRenderer* m_Renderer;
|
||||
|
||||
EventRelay<MainMenuSystem, Events::ButtonClicked> m_EClicked;
|
||||
bool OnButtonClick(const Events::ButtonClicked& e);
|
||||
EventRelay<MainMenuSystem, Events::ButtonReleased> m_EReleased;
|
||||
bool OnButtonRelease(const Events::ButtonReleased& e);
|
||||
EventRelay<MainMenuSystem, Events::ButtonPressed> m_EPressed;
|
||||
bool OnButtonPress(const Events::ButtonPressed& e);
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -7,6 +7,7 @@
|
||||
#include "../Game/Events/EDashAbility.h"
|
||||
#include "InputHandler.h"
|
||||
#include "Rendering/EAutoAnimationBlend.h"
|
||||
#include "Rendering/ESetBlendWeight.h"
|
||||
|
||||
template <typename EventContext>
|
||||
class FirstPersonInputController : public InputController<EventContext>
|
||||
@@ -18,6 +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;
|
||||
@@ -28,7 +30,7 @@ public:
|
||||
virtual bool OnCommand(const Events::InputCommand& e) override;
|
||||
virtual void Reset();
|
||||
|
||||
void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID);
|
||||
void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, Field<double> assaultDashCoolDownTimer, EntityID playerID);
|
||||
virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
|
||||
virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
|
||||
bool SpecialAbilityKeyDown() const { return m_SpecialAbilityKeyDown; }
|
||||
@@ -43,9 +45,9 @@ 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;
|
||||
double m_DashEffectResetTimer = 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;
|
||||
@@ -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>
|
||||
@@ -110,7 +113,6 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
|
||||
if (e.Command == "Pitch") {
|
||||
float val = glm::radians(e.Value);
|
||||
m_Rotation.x += -val;
|
||||
//m_Rotation.x = glm::clamp(m_Rotation.x, -glm::half_pi<float>(), glm::half_pi<float>());
|
||||
}
|
||||
|
||||
if (e.Command == "Yaw") {
|
||||
@@ -123,22 +125,11 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
|
||||
float val = glm::clamp(e.Value, -1.f, 1.f);
|
||||
m_Movement.z = -val;
|
||||
|
||||
//Animation
|
||||
if (m_PlayerEntity.Valid()) {
|
||||
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
|
||||
if (playerModel.Valid()) {
|
||||
if (val > 0) {
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
|
||||
if(m_Crouching) {
|
||||
aeb.NodeName = "Walk";
|
||||
} else {
|
||||
aeb.NodeName = "Run";
|
||||
}
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Start = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
} else if (val < 0) {
|
||||
if (val > 0) { // Walk/Run
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
if (m_Crouching) {
|
||||
@@ -148,10 +139,46 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
|
||||
}
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Start = true;
|
||||
aeb.SingleLevelBlend = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
} else if (val < 0) { // Walk/run Backwards
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
if (m_Crouching) {
|
||||
aeb.NodeName = "Walk";
|
||||
} else {
|
||||
aeb.NodeName = "Run";
|
||||
}
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Start = true;
|
||||
aeb.SingleLevelBlend = true;
|
||||
aeb.Reverse = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
} else {
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
EntityWrapper firstPersonModel = m_PlayerEntity.FirstChildByName("Hands");
|
||||
if (firstPersonModel.Valid()) {
|
||||
if (val > 0) { // Walk/Run
|
||||
if (!m_Crouching) {
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
aeb.NodeName = "Run";
|
||||
aeb.RootNode = firstPersonModel;
|
||||
aeb.Start = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
} else if (val < 0) { // Walk/run Backwards
|
||||
if (!m_Crouching) {
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
aeb.NodeName = "Run";
|
||||
aeb.RootNode = firstPersonModel;
|
||||
aeb.Start = true;
|
||||
aeb.Reverse = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -160,49 +187,92 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
|
||||
float val = glm::clamp(e.Value, -1.f, 1.f);
|
||||
m_Movement.x = val;
|
||||
|
||||
|
||||
//Animation
|
||||
if (m_PlayerEntity.Valid()) {
|
||||
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
|
||||
|
||||
if (playerModel.Valid()) {
|
||||
if (playerModel.Valid()) { //Right Strafe
|
||||
if (val > 0) {
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
aeb.NodeName = "Right";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.SingleLevelBlend = true;
|
||||
aeb.Start = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
} else if (val < 0) {
|
||||
} else if (val < 0) { //LeftStrafe
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
aeb.NodeName = "Left";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.SingleLevelBlend = true;
|
||||
aeb.Start = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
} else {
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
if (glm::length2(m_Movement) > 0) {
|
||||
m_Movement = glm::normalize(m_Movement);
|
||||
} else {
|
||||
if (m_PlayerEntity.Valid()) {
|
||||
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
|
||||
|
||||
if (playerModel.Valid()) {
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
aeb.NodeName = "Idle";
|
||||
aeb.RootNode = playerModel;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Animation
|
||||
if (glm::length2(m_Movement) < 0.25f) {
|
||||
//Blend to Idle
|
||||
if (m_PlayerEntity.Valid()) {
|
||||
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
|
||||
if (playerModel.Valid()) {
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
aeb.NodeName = "Idle";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Start = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
EntityWrapper firstPersonModel = m_PlayerEntity.FirstChildByName("Hands");
|
||||
if (firstPersonModel.Valid()) {
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
aeb.NodeName = "Idle";
|
||||
aeb.RootNode = firstPersonModel;
|
||||
aeb.Start = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
//Blend to movement
|
||||
if (m_PlayerEntity.Valid()) {
|
||||
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
|
||||
if (playerModel.Valid()) {
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
aeb.NodeName = "DirectionBlend";
|
||||
aeb.RootNode = playerModel;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (glm::length2(m_Movement) > 0) {
|
||||
m_Movement = glm::normalize(m_Movement);
|
||||
|
||||
//Animation
|
||||
// movement direction blend
|
||||
if (m_PlayerEntity.Valid()) {
|
||||
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
|
||||
if (playerModel.Valid()) {
|
||||
glm::vec2 direction = glm::normalize(glm::vec2(m_Movement.x, m_Movement.z));
|
||||
double weight = glm::abs(glm::dot(glm::vec2(1, 0), direction));
|
||||
Events::SetBlendWeight sbw;
|
||||
sbw.NodeName = "DirectionBlend";
|
||||
sbw.Weight = weight;
|
||||
sbw.RootNode = playerModel;
|
||||
m_EventBroker->Publish(sbw);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
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");
|
||||
@@ -235,6 +305,8 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
|
||||
if (e.Command == "Crouch") {
|
||||
m_Crouching = e.Value > 0;
|
||||
|
||||
|
||||
//Animation
|
||||
if (m_PlayerEntity.Valid()) {
|
||||
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
|
||||
if (playerModel.Valid()) {
|
||||
@@ -286,19 +358,12 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
|
||||
}
|
||||
|
||||
template <typename EventContext>
|
||||
void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID) {
|
||||
void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, Field<double> assaultDashCoolDownTimer, EntityID playerID) {
|
||||
m_AssaultDashDoubleTapDeltaTime += dt;
|
||||
m_DashEffectResetTimer += dt;
|
||||
assaultDashCoolDownTimer -= dt;
|
||||
//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
|
||||
if (assaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
|
||||
m_PlayerIsDashing = true;
|
||||
if (m_DashEffectResetTimer > 0.05) {
|
||||
Events::DashAbility e;
|
||||
e.Player = playerID;
|
||||
m_EventBroker->Publish(e);
|
||||
m_DashEffectResetTimer = 0.0;
|
||||
}
|
||||
} else {
|
||||
m_PlayerIsDashing = false;
|
||||
}
|
||||
@@ -310,6 +375,7 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
|
||||
assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
|
||||
m_AssaultDashDoubleTapped = true;
|
||||
m_AssaultDashDoubleTapDeltaTime = 0.f;
|
||||
|
||||
Events::DashAbility e;
|
||||
e.Player = playerID;
|
||||
m_EventBroker->Publish(e);
|
||||
|
||||
@@ -18,7 +18,7 @@ public:
|
||||
|
||||
void LoadBindings(std::string file);
|
||||
void Update(double dt);
|
||||
void Process();
|
||||
void Process(bool suppressNewEvents = false);
|
||||
template <typename T>
|
||||
void AddHandler();
|
||||
void Publish(const Events::InputCommand& e);
|
||||
|
||||
@@ -10,37 +10,31 @@
|
||||
#include <boost/asio.hpp>
|
||||
#include <boost/shared_array.hpp>
|
||||
|
||||
#include "Core/World.h"
|
||||
#include "Core/EntityFile.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/ConfigFile.h"
|
||||
#include "Core/EPlayerDeath.h"
|
||||
#include "Core/EPlayerDamage.h"
|
||||
#include "Core/EPlayerSpawned.h"
|
||||
#include "Core/EAmmoPickup.h"
|
||||
#include "Game/Events/EDoubleJump.h"
|
||||
#include "Game/Events/EDashAbility.h"
|
||||
#include "Game/Events/EReset.h"
|
||||
#include "Input/EInputCommand.h"
|
||||
#include "imgui/imgui.h"
|
||||
#include "Network/Network.h"
|
||||
#include "Network/MessageType.h"
|
||||
#include "Network/PlayerDefinition.h"
|
||||
#include "Network/UDPClient.h"
|
||||
#include "Network/TCPClient.h"
|
||||
#include "Network/SnapshotDefinitions.h"
|
||||
#include "Core/World.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/ConfigFile.h"
|
||||
#include "Core/EPlayerDeath.h"
|
||||
#include "Input/EInputCommand.h"
|
||||
#include "Core/EPlayerDamage.h"
|
||||
#include "../Game/Events/EDoubleJump.h"
|
||||
#include "Network/EDisplayServerlist.h"
|
||||
#include "Network/EConnectRequest.h"
|
||||
#include "Network/EPlayerDisconnected.h"
|
||||
#include "Network/ESearchForServers.h"
|
||||
#include "Network/EInterpolate.h"
|
||||
#include "Network/SnapshotFilter.h"
|
||||
#include "Core/EPlayerSpawned.h"
|
||||
#include "Core/EAmmoPickup.h"
|
||||
#include "Network/ESearchForServers.h"
|
||||
#include "../Game/Events/EDashAbility.h"
|
||||
|
||||
struct ServerInfo
|
||||
{
|
||||
ServerInfo(std::string a, int b, std::string c, int d)
|
||||
{
|
||||
Address = a; Port = b; Name = c; PlayersConnected = d;
|
||||
}
|
||||
std::string Address = "";
|
||||
int Port = 0;
|
||||
std::string Name = "";
|
||||
int PlayersConnected = 0;
|
||||
};
|
||||
|
||||
class Client : public Network
|
||||
{
|
||||
@@ -50,9 +44,9 @@ public:
|
||||
~Client();
|
||||
|
||||
void Connect(std::string address, int port);
|
||||
void Update() override;
|
||||
void Update(double dt) override;
|
||||
private:
|
||||
//UDPClient m_Unreliable;
|
||||
UDPClient m_Unreliable;
|
||||
TCPClient m_Reliable;
|
||||
std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
|
||||
void parseSpawnEvents();
|
||||
@@ -84,14 +78,14 @@ private:
|
||||
// Network logic
|
||||
PlayerDefinition m_PlayerDefinitions[8];
|
||||
SnapshotDefinitions m_NextSnapshot;
|
||||
double m_DurationOfPingTime;
|
||||
std::clock_t m_StartPingTime;
|
||||
std::clock_t m_TimeSinceSentInputs;
|
||||
unsigned int m_SendInputIntervalMs;
|
||||
double m_DurationOfPingTime = 0;
|
||||
double m_StartPingTime = 0;
|
||||
double m_TimeSinceSentInputs = 0;
|
||||
double m_SendInputInterval = 0.033;
|
||||
std::vector<Events::InputCommand> m_InputCommandBuffer;
|
||||
|
||||
// Private member functions
|
||||
size_t receive(char* data);
|
||||
size_t receive(char* data);
|
||||
void disconnect();
|
||||
void parseMessageType(Packet& packet);
|
||||
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID);
|
||||
@@ -110,6 +104,7 @@ private:
|
||||
void parseDoubleJump(Packet& packet);
|
||||
void parseDashEffect(Packet& packet);
|
||||
void parseAmmoPickup(Packet& packet);
|
||||
void parseRemoveWorld(Packet& packet);
|
||||
void InterpolateFields(Packet& packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
|
||||
void parseSnapshot(Packet& packet);
|
||||
void identifyPacketLoss();
|
||||
@@ -119,6 +114,7 @@ private:
|
||||
void sendLocalPlayerTransform();
|
||||
void becomePlayer();
|
||||
void displayServerlist();
|
||||
void createMainMenu();
|
||||
// Mapping Logic
|
||||
// Returns if local EntityID exist in map
|
||||
bool clientServerMapsHasEntity(EntityID clientEntityID);
|
||||
@@ -139,13 +135,15 @@ private:
|
||||
bool OnDoubleJump(Events::DoubleJump & e);
|
||||
EventRelay<Client, Events::DashAbility> m_EDashAbility;
|
||||
bool OnDashAbility(const Events::DashAbility& e);
|
||||
EventRelay<Client, Events::ConnectRequest> m_EConnectRequest;
|
||||
bool OnConnectRequest(const Events::ConnectRequest& e);
|
||||
|
||||
bool OnSearchForServers(const Events::SearchForServers& e);
|
||||
UDPClient m_ServerlistRequest;
|
||||
std::vector<ServerInfo> m_Serverlist;
|
||||
bool m_SearchingForServers = false;
|
||||
std::clock_t m_StartSearchTime;
|
||||
double m_SearchingTime = 2000; // Config I guess
|
||||
double m_TimeSearched = 0;
|
||||
double m_SearchingTime = 0.2; // Config I guess
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Events_ConnectRequest_h__
|
||||
#define Events_ConnectRequest_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct ConnectRequest : public Event
|
||||
{
|
||||
std::string IP = "";
|
||||
int Port = 0;
|
||||
};
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
#ifndef Events_DisplayServerlist_h__
|
||||
#define Events_DisplayServerlist_h__
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include "Core/Event.h"
|
||||
|
||||
struct ServerInfo
|
||||
{
|
||||
ServerInfo(std::string address, int port, std::string name, int players)
|
||||
{
|
||||
Address = address; Port = port; Name = name; PlayersConnected = players;
|
||||
}
|
||||
std::string Address = "";
|
||||
int Port = 0;
|
||||
std::string Name = "";
|
||||
int PlayersConnected = 0;
|
||||
};
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct DisplayServerlist : public Event
|
||||
{
|
||||
std::vector<ServerInfo> Serverlist;
|
||||
};
|
||||
|
||||
}
|
||||
#endif
|
||||
@@ -23,6 +23,7 @@ enum class MessageType
|
||||
OnDashEffect,
|
||||
ServerlistRequest,
|
||||
AmmoPickup,
|
||||
RemoveWorld,
|
||||
Invalid
|
||||
};
|
||||
|
||||
|
||||
@@ -22,7 +22,7 @@ public:
|
||||
Network(World* world, EventBroker* eventBroker);
|
||||
virtual ~Network() { };
|
||||
|
||||
virtual void Update() = 0;
|
||||
virtual void Update(double dt) = 0;
|
||||
|
||||
protected:
|
||||
World* m_World;
|
||||
@@ -39,6 +39,8 @@ protected:
|
||||
void logReceivedData(int bytesReceived);
|
||||
void saveToFile();
|
||||
void updateNetworkData();
|
||||
void popNetworkSegmentOfHeader(Packet& packet);
|
||||
void removeWorld();
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -11,7 +11,7 @@ class NetworkClient
|
||||
public:
|
||||
NetworkClient();
|
||||
virtual ~NetworkClient();
|
||||
virtual void Connect(std::string playerName, std::string address, int port) = 0;
|
||||
virtual bool 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;
|
||||
|
||||
@@ -16,7 +16,9 @@ public:
|
||||
Packet(char* data, const size_t sizeOfPacket);
|
||||
Packet(MessageType type);
|
||||
~Packet();
|
||||
void Init(MessageType type, unsigned int& packetID);
|
||||
void Init(MessageType type, unsigned int& packetID,
|
||||
int groupIndex, int groupSize,
|
||||
int packetGroup);
|
||||
|
||||
// Add primitive types like int, float, char...
|
||||
template<typename T>
|
||||
@@ -25,7 +27,8 @@ public:
|
||||
// Check if we are trying to add more than the package can fit.
|
||||
if (m_MaxPacketSize < m_Offset + sizeof(T)) {
|
||||
if (m_MaxPacketSize >= 32000) {
|
||||
LOG_WARNING("Package::WritePrimitive(): New size is huge %i bytes\n", m_MaxPacketSize*2);
|
||||
// This will spam couse 8 players are over 100 000 bytes
|
||||
//LOG_WARNING("Package::WritePrimitive(): New size is huge %i bytes\n", m_MaxPacketSize*2);
|
||||
}
|
||||
resizeData();
|
||||
}
|
||||
@@ -57,13 +60,19 @@ public:
|
||||
void UpdateSize();
|
||||
char* ReadData(int SizeOfData);
|
||||
void ChangePacketID(unsigned int& packetID);
|
||||
void ChangeGroupIndex(int groupIndex);
|
||||
void ChangeGroupSize(int groupSize);
|
||||
void ChangeGroup(int group);
|
||||
size_t Size() { return m_Offset; };
|
||||
char* Data() { return m_Data; };
|
||||
MessageType GetMessageType();
|
||||
size_t Group();
|
||||
size_t DataReadSize() { return m_ReturnDataOffset; }
|
||||
size_t MaxSize() { return m_MaxPacketSize; }
|
||||
size_t HeaderSize() { return m_HeaderSize; }
|
||||
|
||||
size_t GroupIndex();
|
||||
size_t GroupSize();
|
||||
size_t PacketID();
|
||||
private:
|
||||
char* m_Data;
|
||||
size_t m_ReturnDataOffset = 0;
|
||||
@@ -72,6 +81,13 @@ private:
|
||||
size_t m_HeaderSize = 0;
|
||||
void resizeData();
|
||||
void resizeData(int size);
|
||||
|
||||
size_t packetSizeOffset = 0;
|
||||
size_t groupOffset = 0;
|
||||
size_t groupIndexOffset = 0;
|
||||
size_t groupSizeOffset = 0;
|
||||
size_t messageTypeOffset = 0;
|
||||
size_t packetIDOffset = 0;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -14,6 +14,7 @@ struct PlayerDefinition {
|
||||
unsigned short TCPPort;
|
||||
// use for tcp connections
|
||||
boost::shared_ptr<boost::asio::ip::tcp::socket> TCPSocket;
|
||||
int PacketGroup = 1;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
#include "Network/MessageType.h"
|
||||
#include "Network/PlayerDefinition.h"
|
||||
#include "Core/World.h"
|
||||
#include "Core/EntityFile.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "../Network/Network.h"
|
||||
#include "Input/EInputCommand.h"
|
||||
@@ -24,6 +25,8 @@
|
||||
#include "Core/EPlayerDeath.h"
|
||||
#include "Network/EPlayerConnected.h"
|
||||
#include "Network/EKillDeath.h"
|
||||
#include "Core/EWin.h"
|
||||
#include "Game/Events/EReset.h"
|
||||
|
||||
class Server : public Network
|
||||
{
|
||||
@@ -31,16 +34,17 @@ public:
|
||||
Server(World* world, EventBroker* eventBroker, int port);
|
||||
~Server();
|
||||
|
||||
void Update() override;
|
||||
void Update(double dt) override;
|
||||
|
||||
private:
|
||||
// Network channels
|
||||
TCPServer m_Reliable;
|
||||
//UDPServer m_Unreliable;
|
||||
UDPServer m_Unreliable;
|
||||
UDPServer m_ServerlistRequest;
|
||||
// dont forget to set these in the childrens receive logic
|
||||
boost::asio::ip::address m_Address;
|
||||
int m_Port = 27666;
|
||||
bool m_GameIsOver = false;
|
||||
// Sending messages to client logic
|
||||
std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers;
|
||||
std::vector<PlayerID> m_PlayersToDisconnect;
|
||||
@@ -48,18 +52,19 @@ private:
|
||||
char readBuffer[BUFFERSIZE] = { 0 };
|
||||
size_t bytesRead = 0;
|
||||
// time for previouse message
|
||||
std::clock_t previousePingMessage = std::clock();
|
||||
std::clock_t previousSnapshotMessage = std::clock();
|
||||
std::clock_t timOutTimer = std::clock();
|
||||
double previousPingMessage = 0;
|
||||
double previousSnapshotMessage = 0;
|
||||
double timeOutTimer = 0;
|
||||
|
||||
// How often we send messages (milliseconds)
|
||||
float pingIntervalMs;
|
||||
float snapshotInterval;
|
||||
int checkTimeOutInterval = 100;
|
||||
// How often we send messages (seconds)
|
||||
double pingInterval = 1;
|
||||
double snapshotInterval = 0.05;
|
||||
double checkTimeOutInterval = 0.1;
|
||||
int m_NextPlayerID = 0;
|
||||
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
|
||||
//Timers
|
||||
std::clock_t m_StartPingTime;
|
||||
std::string m_ServerName = "";
|
||||
|
||||
// Packet loss logic
|
||||
PacketID m_PacketID = 0;
|
||||
@@ -70,6 +75,7 @@ private:
|
||||
void reliableBroadcast(Packet& packet);
|
||||
void unreliableBroadcast(Packet& packet);
|
||||
void sendSnapshot();
|
||||
void createWorldSnapshot(Packet& packet);
|
||||
void addPlayersToPacket(Packet& packet, EntityID entityID);
|
||||
void addChildrenToPacket(Packet& packet, EntityID entityID);
|
||||
void addInputCommandsToPacket(Packet& packet);
|
||||
@@ -82,6 +88,7 @@ private:
|
||||
void kick(PlayerID player);
|
||||
PlayerID getPlayerIDFromEndpoint();
|
||||
PlayerID getPlayerIDFromEntityID(EntityID entityID);
|
||||
void resetMap();
|
||||
void parsePlayerTransform(Packet& packet);
|
||||
void parseOnInputCommand(Packet& packet);
|
||||
void parseClientPing();
|
||||
@@ -109,6 +116,8 @@ private:
|
||||
bool OnAmmoPickup(const Events::AmmoPickup& e);
|
||||
EventRelay<Server, Events::PlayerDeath> m_EPlayerDeath;
|
||||
bool OnPlayerDeath(const Events::PlayerDeath& e);
|
||||
EventRelay<Server, Events::Win> m_EWin;
|
||||
bool OnWin(const Events::Win& e);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -10,7 +10,7 @@ public:
|
||||
TCPClient();
|
||||
~TCPClient();
|
||||
|
||||
void Connect(std::string playerName, std::string address, int port);
|
||||
bool Connect(std::string playerName, std::string address, int port);
|
||||
void Disconnect();
|
||||
void Receive(Packet& packet);
|
||||
void Send(Packet & packet);
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
#ifndef UDPClient_h__
|
||||
#define UDPClient_h__
|
||||
#include <map>
|
||||
#include <algorithm>
|
||||
|
||||
#include <boost/asio.hpp>
|
||||
#include "Network/NetworkClient.h"
|
||||
@@ -10,19 +12,30 @@ public:
|
||||
UDPClient();
|
||||
~UDPClient();
|
||||
|
||||
void Connect(std::string playerName, std::string address, int port);
|
||||
bool Connect(std::string playerName, std::string address, int port);
|
||||
void Disconnect();
|
||||
void Receive(Packet& packet);
|
||||
void Send(Packet & packet);
|
||||
void ReceivePackets();
|
||||
void Send(Packet& packet);
|
||||
void Broadcast(Packet& packet, int port);
|
||||
bool IsSocketAvailable();
|
||||
// Returns false if no packets are available
|
||||
bool GetNextPacket(Packet& packet);
|
||||
private:
|
||||
typedef std::map<unsigned int, std::vector<std::pair<int, boost::shared_ptr<char>>>> PacketMap;
|
||||
// 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 m_LastReceivedSnapshotGroup = 0;
|
||||
int readBuffer();
|
||||
void readPartOfPacket();
|
||||
PacketID m_SendPacketID = 0;
|
||||
//map:(packetGroup, vector:(pair:(groupIndex, packetData)))
|
||||
PacketMap m_PacketSegmentMap;
|
||||
bool hasReceivedPacket(int packetGroup, int groupIndex);
|
||||
// 2^19
|
||||
const int m_SizeOfSocketBuffer = 524288;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
#include "NetworkServer.h"
|
||||
#include <boost/asio/ip/udp.hpp>
|
||||
#define MAXPACKETSIZE 64000
|
||||
|
||||
class UDPServer : public NetworkServer
|
||||
{
|
||||
@@ -13,6 +14,7 @@ public:
|
||||
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
|
||||
void Receive(Packet & packet, PlayerDefinition & playerDefinition);
|
||||
void Send(Packet & packet, PlayerDefinition & playerDefinition);
|
||||
void SendToConnectedPlayers(Packet & packet, std::map<PlayerID, PlayerDefinition>& playersTosendTo);
|
||||
void Send(Packet & packet);
|
||||
void Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint);
|
||||
void Broadcast(Packet & packet, int port);
|
||||
|
||||
@@ -13,6 +13,8 @@
|
||||
#include "../Core/EntityWrapper.h"
|
||||
#include "Rendering/AutoBlendQueue.h"
|
||||
#include "../Input/EInputCommand.h"
|
||||
#include "../Core/EEntityDeleted.h"
|
||||
#include "Rendering/ESetBlendWeight.h"
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
class AnimationSystem : public ImpureSystem
|
||||
@@ -28,6 +30,13 @@ private:
|
||||
|
||||
EventRelay<AnimationSystem, Events::AutoAnimationBlend> m_EAutoAnimationBlend;
|
||||
bool OnAutoAnimationBlend(Events::AutoAnimationBlend& e);
|
||||
|
||||
EventRelay<AnimationSystem, Events::EntityDeleted> m_EEntityDeleted;
|
||||
bool OnEntityDeleted(Events::EntityDeleted& e);
|
||||
|
||||
EventRelay<AnimationSystem, Events::SetBlendWeight> m_ESetBlendWeight;
|
||||
bool OnSetBlendWeight(Events::SetBlendWeight& e);
|
||||
|
||||
std::unordered_map<EntityWrapper, AutoBlendQueue> m_AutoBlendQueues;
|
||||
};
|
||||
|
||||
|
||||
@@ -37,6 +37,8 @@ public:
|
||||
std::shared_ptr<BlendTree> GetBlendTree();
|
||||
|
||||
AutoBlendQueue::AutoBlendJob& GetActiveBlendJob();
|
||||
|
||||
bool Empty() { return m_BlendQueue.empty(); }
|
||||
private:
|
||||
std::list<AutoblendNode> m_BlendQueue;
|
||||
|
||||
|
||||
@@ -75,7 +75,6 @@ public:
|
||||
std::vector<glm::mat4> GetFinalPose() { return m_FinalPose; }
|
||||
glm::mat4 GetBoneTransform(int boneID);
|
||||
bool IsValid() { return (m_Root == nullptr ? false : true); }
|
||||
|
||||
void PrintTree();
|
||||
BlendTree::AutoBlendInfo AutoBlendStep(AutoBlendInfo blendInfo);
|
||||
|
||||
@@ -84,16 +83,20 @@ public:
|
||||
|
||||
EntityWrapper GetSubTreeRoot(std::string nodeName);
|
||||
|
||||
std::vector<EntityWrapper> GetSingleLevelRoots(std::string name);
|
||||
std::vector<EntityWrapper> GetEntitesByName(std::string name);
|
||||
|
||||
void SetWeightByName(std::string name, double weight);
|
||||
|
||||
private:
|
||||
Skeleton* m_Skeleton = nullptr;
|
||||
Node* m_Root = nullptr;
|
||||
|
||||
std::vector<glm::mat4> m_FinalPose;
|
||||
std::map<int, glm::mat4> m_FinalBoneTransforms;
|
||||
|
||||
std::vector<BlendTree::Node*> FindNodesByName(std::string name);
|
||||
std::vector<glm::mat4> AccumulateFinalPose();
|
||||
BlendTree::Node* FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity);
|
||||
std::vector<BlendTree::Node*> FindNodesByName(std::string name);
|
||||
|
||||
void Blend(std::map<int, Skeleton::PoseData>& pose);
|
||||
};
|
||||
|
||||
@@ -0,0 +1,70 @@
|
||||
#ifndef BlurHUD_h__
|
||||
#define BlurHUD_h__
|
||||
|
||||
#include "IRenderer.h"
|
||||
#include "DrawBloomPassState.h"
|
||||
//#include "LightCullingPass.h" Finalpass om den skall skickas in
|
||||
#include "FrameBuffer.h"
|
||||
#include "ShaderProgram.h"
|
||||
//#include "Util/UnorderedMapVec2.h"
|
||||
#include "Texture.h"
|
||||
|
||||
class BlurHUD
|
||||
{
|
||||
public:
|
||||
BlurHUD(IRenderer* renderer);
|
||||
~BlurHUD() { }
|
||||
void InitializeTextures();
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
void InitializeBuffers();
|
||||
void ClearBuffer();
|
||||
|
||||
void FillGaussianBuffer(FrameBuffer* fb);
|
||||
|
||||
GLuint Draw(GLuint texture, RenderScene& scene);
|
||||
|
||||
void OnWindowResize();
|
||||
void FillStencil(RenderScene& scene);
|
||||
GLuint CombineTextures(GLuint texture1, GLuint texture2);
|
||||
|
||||
//Getters
|
||||
//Return the blurred result of the texture that was sent into draw
|
||||
GLuint GaussianTexture() const {
|
||||
if (m_Quality == 0) {
|
||||
return m_BlackTexture->m_Texture;
|
||||
} else {
|
||||
return m_GaussianTexture_vert;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
Texture* m_BlackTexture;
|
||||
Model* m_ScreenQuad;
|
||||
|
||||
const IRenderer* m_Renderer;
|
||||
ConfigFile* m_Config;
|
||||
//const LightCullingPass* m_LightCullingPass
|
||||
int m_Iterations = 3;
|
||||
int m_Quality = 0;
|
||||
float m_BlurQuality = 4.f;
|
||||
|
||||
GLuint m_GaussianTexture_horiz = 0;
|
||||
GLuint m_GaussianTexture_vert = 0;
|
||||
GLuint m_DepthStencil_horiz = 0;
|
||||
GLuint m_DepthStencil_vert = 0;
|
||||
GLuint m_CombinedTexture = 0;
|
||||
|
||||
FrameBuffer m_GaussianFrameBuffer_horiz;
|
||||
FrameBuffer m_GaussianFrameBuffer_vert;
|
||||
FrameBuffer m_CombinedTextureBuffer;
|
||||
|
||||
ShaderProgram* m_GaussianProgram_horiz;
|
||||
ShaderProgram* m_GaussianProgram_vert;
|
||||
ShaderProgram* m_FillDepthStencilProgram;
|
||||
ShaderProgram* m_CombineTexturesProgram;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
#include "IRenderer.h"
|
||||
#include "ShaderProgram.h"
|
||||
#include "PNG.h"
|
||||
|
||||
class CubeMapPass
|
||||
{
|
||||
@@ -15,13 +16,13 @@ public:
|
||||
void GenerateCubeMapTexture();
|
||||
|
||||
//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
|
||||
GLuint m_CubeMapTexture = -1;
|
||||
GLuint m_CubeMapTexture = 0;
|
||||
|
||||
private:
|
||||
IRenderer* m_Renderer;
|
||||
std::string m_PreviusCubeMapTexture;
|
||||
|
||||
std::vector<Texture*> m_CubeMapTextures;
|
||||
std::vector<std::string> m_CubeMapTextures;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -7,7 +7,7 @@
|
||||
#include "../GLM.h"
|
||||
#include "../Core/ComponentWrapper.h"
|
||||
#include "RenderJob.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "../Core/TransformSystem.h"
|
||||
#include "../Core/World.h"
|
||||
|
||||
struct DirectionalLightJob : RenderJob
|
||||
@@ -16,7 +16,7 @@ struct DirectionalLightJob : RenderJob
|
||||
: RenderJob()
|
||||
{
|
||||
|
||||
Direction = glm::vec4(0,0,-1,0) * glm::inverse(Transform::AbsoluteOrientation(m_World, transformComponent.EntityID));
|
||||
Direction = glm::vec4(0,0,-1,0) * glm::inverse(TransformSystem::AbsoluteOrientation(m_World, transformComponent.EntityID));
|
||||
//Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f);
|
||||
Color = (glm::vec4)directionalLightComponent["Color"];
|
||||
Intensity = (double)directionalLightComponent["Intensity"];
|
||||
|
||||
@@ -13,7 +13,7 @@ class DrawBloomPass
|
||||
{
|
||||
public:
|
||||
DrawBloomPass(IRenderer* renderer, ConfigFile* config);
|
||||
~DrawBloomPass() { }
|
||||
~DrawBloomPass();
|
||||
void InitializeTextures();
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
@@ -33,12 +33,14 @@ public:
|
||||
if (m_Quality == 0) {
|
||||
return m_BlackTexture->m_Texture;
|
||||
} else {
|
||||
return m_GaussianTexture_vert;
|
||||
return m_FinalGaussianTexture;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
void GaussianLodPass(GLuint mipMap, GLuint texture);
|
||||
void CombineGaussianBlur();
|
||||
Texture* m_BlackTexture;
|
||||
Model* m_ScreenQuad;
|
||||
|
||||
@@ -47,15 +49,19 @@ private:
|
||||
//const LightCullingPass* m_LightCullingPass
|
||||
int m_Iterations;
|
||||
int m_Quality = 0;
|
||||
int m_BloomLod = 5;
|
||||
|
||||
GLuint m_GaussianTexture_horiz = 0;
|
||||
GLuint m_GaussianTexture_vert = 0;
|
||||
GLuint m_FinalGaussianTexture = 0;
|
||||
|
||||
FrameBuffer m_GaussianFrameBuffer_horiz;
|
||||
FrameBuffer m_GaussianFrameBuffer_vert;
|
||||
FrameBuffer* m_GaussianFrameBuffer_horiz = nullptr;
|
||||
FrameBuffer* m_GaussianFrameBuffer_vert = nullptr;
|
||||
FrameBuffer m_GaussianCombineBuffer;
|
||||
|
||||
ShaderProgram* m_GaussianProgram_horiz;
|
||||
ShaderProgram* m_GaussianProgram_vert;
|
||||
ShaderProgram* m_GaussianCombineProgram;
|
||||
|
||||
};
|
||||
|
||||
|
||||
@@ -11,16 +11,18 @@
|
||||
#include "Util/UnorderedMapVec2.h"
|
||||
#include "Util/CommonFunctions.h"
|
||||
#include "Texture.h"
|
||||
#include "ShadowPass.h"
|
||||
#include "BlurHUD.h"
|
||||
|
||||
class DrawFinalPass
|
||||
{
|
||||
public:
|
||||
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
|
||||
~DrawFinalPass() { }
|
||||
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass);
|
||||
~DrawFinalPass();
|
||||
void InitializeTextures();
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
void Draw(RenderScene& scene);
|
||||
void Draw(RenderScene& scene, BlurHUD* blurHUDPass);
|
||||
void ClearBuffer();
|
||||
void OnWindowResize();
|
||||
|
||||
@@ -28,6 +30,10 @@ public:
|
||||
GLuint BloomTexture() const { return m_BloomTexture; }
|
||||
//Return the texture with diffuse and lighting of the scene.
|
||||
GLuint SceneTexture() const { return m_SceneTexture; }
|
||||
//Return the SceneTexture with the blurred HUD bits.
|
||||
GLuint CombinedSceneTexture() const { return m_CombinedTexture; }
|
||||
//Return the blurred scene texture.
|
||||
GLuint FullBlurredTexture() const { return m_FullBlurredTexture; }
|
||||
//Return the framebuffer used in the scene rendering stage.
|
||||
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
|
||||
|
||||
@@ -52,11 +58,13 @@ private:
|
||||
|
||||
FrameBuffer m_FinalPassFrameBuffer;
|
||||
FrameBuffer m_ShieldDepthFrameBuffer;
|
||||
GLuint m_BloomTexture;
|
||||
GLuint m_SceneTexture;
|
||||
GLuint m_DepthBuffer;
|
||||
GLuint m_ShieldBuffer;
|
||||
GLuint m_CubeMapTexture;
|
||||
GLuint m_BloomTexture = 0;
|
||||
GLuint m_SceneTexture = 0;
|
||||
GLuint m_DepthBuffer = 0;
|
||||
GLuint m_ShieldBuffer = 0;
|
||||
GLuint m_CubeMapTexture = 0;
|
||||
GLuint m_FullBlurredTexture;
|
||||
GLuint m_CombinedTexture; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
|
||||
|
||||
//maqke this component based i guess?
|
||||
GLuint m_ShieldPixelRate = 16;
|
||||
@@ -65,6 +73,7 @@ private:
|
||||
const LightCullingPass* m_LightCullingPass;
|
||||
const CubeMapPass* m_CubeMapPass;
|
||||
const SSAOPass* m_SSAOPass;
|
||||
const ShadowPass* m_ShadowPass;
|
||||
|
||||
ShaderProgram* m_ForwardPlusProgram;
|
||||
ShaderProgram* m_ExplosionEffectProgram;
|
||||
|
||||
@@ -18,7 +18,6 @@ struct AutoAnimationBlend : Event
|
||||
bool Reverse = false;
|
||||
bool Restart = false;
|
||||
bool SingleLevelBlend = false;
|
||||
|
||||
double Weight = -1.0;
|
||||
|
||||
EntityWrapper AnimationEntity = EntityWrapper::Invalid;
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
#ifndef EResolutionChanged_h__
|
||||
#define EResolutionChanged_h__
|
||||
|
||||
#include "../Core/Event.h"
|
||||
#include "../Core/Util/Rectangle.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
// Fired when the framebuffer size changes
|
||||
struct ResolutionChanged : Event
|
||||
{
|
||||
Rectangle OldResolution;
|
||||
Rectangle NewResolution;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,20 @@
|
||||
#ifndef Events_SetBlendWeight_h__
|
||||
#define Events_SetBlendWeight_h__
|
||||
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "../Core/EntityWrapper.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
//Sets the blend weight for all nodes with "NodeName"
|
||||
struct SetBlendWeight : Event
|
||||
{
|
||||
EntityWrapper RootNode = EntityWrapper::Invalid;
|
||||
std::string NodeName;
|
||||
double Weight;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -15,18 +15,20 @@
|
||||
|
||||
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, bool isShielded)
|
||||
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded)
|
||||
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
|
||||
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded, shadow)
|
||||
{
|
||||
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"];
|
||||
ExplosionOrigin = (Field<glm::vec3>)explosionEffectComponent["ExplosionOrigin"];
|
||||
TimeSinceDeath = (Field<double>)explosionEffectComponent["TimeSinceDeath"];
|
||||
ExplosionDuration = (Field<double>)explosionEffectComponent["ExplosionDuration"];
|
||||
EndColor = (Field<glm::vec4>)explosionEffectComponent["EndColor"];
|
||||
Randomness = (Field<bool>)explosionEffectComponent["Randomness"];
|
||||
RandomnessScalar = (Field<double>)explosionEffectComponent["RandomnessScalar"];
|
||||
Velocity = (Field<glm::vec2>)explosionEffectComponent["Velocity"];
|
||||
ColorByDistance = (Field<bool>)explosionEffectComponent["ColorByDistance"];
|
||||
ExponentialAccelaration = (Field<bool>)explosionEffectComponent["ExponentialAccelaration"];
|
||||
Reverse = (Field<bool>)explosionEffectComponent["Reverse"];Reverse = (bool)explosionEffectComponent["Reverse"];
|
||||
ColorDistanceScalar = (Field<double>)explosionEffectComponent["ColorDistanceScalar"];ColorDistanceScalar = (double)explosionEffectComponent["ColorDistanceScalar"];
|
||||
};
|
||||
|
||||
glm::vec3 ExplosionOrigin;
|
||||
@@ -38,12 +40,14 @@ struct ExplosionEffectJob : ModelJob
|
||||
glm::vec4 EndColor;
|
||||
bool Randomness = false;
|
||||
|
||||
float RandomnessScalar = 1.f;
|
||||
double RandomnessScalar = 1.f;
|
||||
glm::vec2 Velocity;
|
||||
bool ColorByDistance = false;
|
||||
//bool ReverseAnimation = false;
|
||||
//bool Wireframe = false;
|
||||
bool ExponentialAccelaration = false;
|
||||
bool Reverse = false;
|
||||
double ColorDistanceScalar = 1.f;
|
||||
|
||||
std::array<float, 50> RandomNumbers = {
|
||||
0.3257552917701f,
|
||||
|
||||
@@ -7,11 +7,12 @@
|
||||
class BufferResource
|
||||
{
|
||||
public:
|
||||
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment);
|
||||
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod);
|
||||
|
||||
GLuint* m_ResourceHandle;
|
||||
GLenum m_ResourceType;
|
||||
GLenum m_Attachment;
|
||||
GLuint m_MipMapLod = 0;
|
||||
private:
|
||||
|
||||
};
|
||||
@@ -20,15 +21,15 @@ template <GLenum RESOURCETYPE>
|
||||
class ResourceType : public BufferResource
|
||||
{
|
||||
public:
|
||||
ResourceType(GLuint* resourceHandle, GLenum attachment)
|
||||
: BufferResource(resourceHandle, RESOURCETYPE, attachment) { }
|
||||
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod)
|
||||
: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { }
|
||||
};
|
||||
|
||||
class Texture2D : public ResourceType<GL_TEXTURE_2D>
|
||||
{
|
||||
public:
|
||||
Texture2D(GLuint* resourceHandle, GLenum attachment)
|
||||
: ResourceType(resourceHandle, attachment) { };
|
||||
Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
|
||||
: ResourceType(resourceHandle, attachment, mipMapLod) { };
|
||||
|
||||
~Texture2D();
|
||||
};
|
||||
@@ -37,12 +38,22 @@ class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
|
||||
{
|
||||
public:
|
||||
RenderBuffer(GLuint* resourceHandle, GLenum attachment)
|
||||
: ResourceType(resourceHandle, attachment)
|
||||
: ResourceType(resourceHandle, attachment, 0)
|
||||
{ };
|
||||
|
||||
~RenderBuffer();
|
||||
};
|
||||
|
||||
class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
|
||||
{
|
||||
public:
|
||||
Texture2DArray(GLuint* resourceHandle, GLenum attachment)
|
||||
: ResourceType(resourceHandle, attachment, 0)
|
||||
{ };
|
||||
|
||||
~Texture2DArray();
|
||||
};
|
||||
|
||||
class FrameBuffer
|
||||
{
|
||||
public:
|
||||
|
||||
@@ -3,6 +3,8 @@
|
||||
|
||||
struct Image
|
||||
{
|
||||
virtual ~Image() = default;
|
||||
|
||||
enum class ImageFormat
|
||||
{
|
||||
Unknown,
|
||||
|
||||
@@ -54,7 +54,7 @@ private:
|
||||
struct Frustum {
|
||||
Plane Planes[4];
|
||||
};
|
||||
Frustum* m_Frustums;
|
||||
Frustum* m_Frustums = nullptr;
|
||||
|
||||
//This should be a component
|
||||
struct LightSource {
|
||||
@@ -74,11 +74,11 @@ private:
|
||||
glm::vec2 Padding = glm::vec2(1.f, 2.f);
|
||||
};
|
||||
|
||||
LightGrid* m_LightGrid;
|
||||
LightGrid* m_LightGrid = nullptr;
|
||||
|
||||
int m_LightOffset = 0;
|
||||
|
||||
float* m_LightIndex;
|
||||
float* m_LightIndex = nullptr;
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -12,38 +12,27 @@
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "Camera.h"
|
||||
#include "../Core/World.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "../Core/TransformSystem.h"
|
||||
#include "Skeleton.h"
|
||||
#include "ShaderProgram.h"
|
||||
#include "BlendTree.h"
|
||||
|
||||
struct ModelJob : RenderJob
|
||||
{
|
||||
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
|
||||
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
|
||||
: RenderJob()
|
||||
{
|
||||
Model = model;
|
||||
ModelID = model->ResourceID;
|
||||
Type = matProp.type;
|
||||
::RawModel::MaterialBasic* matGroup = matProp.material;
|
||||
ShaderID = matProp.ShaderID;
|
||||
switch(matProp.type){
|
||||
case ::RawModel::MaterialType::Basic:
|
||||
if (Model->IsSkinned()) {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
|
||||
}
|
||||
TextureID = 0;
|
||||
break;
|
||||
case ::RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (Model->IsSkinned()) {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
|
||||
}
|
||||
::RawModel::MaterialSingleTextures* singleTextures = static_cast<::RawModel::MaterialSingleTextures*>(matProp.material);
|
||||
TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
|
||||
if (modelComponent["DiffuseTexture"]) {
|
||||
@@ -65,12 +54,6 @@ struct ModelJob : RenderJob
|
||||
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;
|
||||
@@ -111,10 +94,11 @@ struct ModelJob : RenderJob
|
||||
Color = modelComponent["Color"];
|
||||
GlowIntensity = ((double)modelComponent["GlowIntensity"]);
|
||||
Entity = modelComponent.EntityID;
|
||||
glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
|
||||
glm::vec3 abspos = glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);
|
||||
glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
|
||||
Depth = worldpos.z;
|
||||
World = world;
|
||||
Shadow = shadow;
|
||||
|
||||
FillColor = fillColor;
|
||||
FillPercentage = fillPercentage;
|
||||
@@ -162,9 +146,13 @@ struct ModelJob : RenderJob
|
||||
glm::vec4 FillColor = glm::vec4(0);
|
||||
float FillPercentage = 0.0;
|
||||
bool IsShielded;
|
||||
bool Shadow;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = ShaderID << 20 + ModelID << 10 + TextureID;
|
||||
Hash = TextureID;
|
||||
Hash += ModelID << 10;
|
||||
Hash += ShaderID << 20;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -52,8 +52,8 @@ private:
|
||||
|
||||
std::unordered_map<glm::ivec2, PickingInfo> m_PickingColorsToEntity;
|
||||
|
||||
GLuint m_PickingTexture;
|
||||
GLuint m_DepthBuffer;
|
||||
GLuint m_PickingTexture = 0;
|
||||
GLuint m_DepthBuffer = 0;
|
||||
|
||||
FrameBuffer m_PickingBuffer;
|
||||
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
#include "../GLM.h"
|
||||
#include "../Core/ComponentWrapper.h"
|
||||
#include "RenderJob.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "../Core/TransformSystem.h"
|
||||
#include "../Core/World.h"
|
||||
|
||||
struct PointLightJob : RenderJob
|
||||
@@ -16,7 +16,7 @@ struct PointLightJob : RenderJob
|
||||
: RenderJob()
|
||||
{
|
||||
Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f);
|
||||
Position = glm::vec4(Transform::AbsolutePosition(m_World, transformComponent.EntityID), 1.f);
|
||||
Position = glm::vec4(TransformSystem::AbsolutePosition(m_World, transformComponent.EntityID), 1.f);
|
||||
Color = (glm::vec4)pointLightComponent["Color"];
|
||||
Radius = (double)pointLightComponent["Radius"];
|
||||
Intensity = (double)pointLightComponent["Intensity"];
|
||||
|
||||
@@ -18,6 +18,7 @@
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "Texture.h"
|
||||
#include "Skeleton.h"
|
||||
#include "ShaderProgram.h"
|
||||
|
||||
#include "boost\endian\buffers.hpp"
|
||||
|
||||
@@ -87,6 +88,7 @@ public:
|
||||
struct MaterialProperties {
|
||||
MaterialType type;
|
||||
MaterialBasic* material;
|
||||
unsigned int ShaderID = 0;
|
||||
};
|
||||
|
||||
const Vertex* Vertices() const {
|
||||
|
||||
@@ -16,16 +16,15 @@ struct RenderJob
|
||||
public:
|
||||
float Depth;
|
||||
|
||||
bool operator<(const RenderJob& rhs)
|
||||
{
|
||||
return this->Hash < rhs.Hash;
|
||||
}
|
||||
|
||||
protected:
|
||||
uint64_t Hash;
|
||||
|
||||
virtual void CalculateHash() = 0;
|
||||
|
||||
bool operator<(const RenderJob& rhs)
|
||||
{
|
||||
return this->Hash < rhs.Hash;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -33,6 +33,7 @@ struct RenderScene
|
||||
|
||||
Rectangle Viewport;
|
||||
bool ClearDepth = false;
|
||||
bool ShouldBlur = false;
|
||||
glm::vec4 AmbientColor;
|
||||
|
||||
void Clear()
|
||||
|
||||
@@ -14,11 +14,12 @@
|
||||
#include "ModelJob.h"
|
||||
#include "Renderer.h"
|
||||
#include "PointLightJob.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "../Core/TransformSystem.h"
|
||||
#include "../Core/EPlayerSpawned.h"
|
||||
#include "../Core/Octree.h"
|
||||
#include "../Collision/EntityAABB.h"
|
||||
#include "../Core/ConfigFile.h"
|
||||
#include "EResolutionChanged.h"
|
||||
|
||||
class RenderSystem : public ImpureSystem
|
||||
{
|
||||
@@ -36,6 +37,8 @@ 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;
|
||||
|
||||
@@ -18,24 +18,31 @@
|
||||
#include "DrawColorCorrectionPass.h"
|
||||
#include "SSAOPass.h"
|
||||
#include "CubeMapPass.h"
|
||||
#include "BlurHUD.h"
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "ImGuiRenderPass.h"
|
||||
#include "Camera.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "../Core/TransformSystem.h"
|
||||
#include "imgui/imgui.h"
|
||||
#include "TextPass.h"
|
||||
#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)
|
||||
: m_EventBroker(eventBroker)
|
||||
, m_Config(config)
|
||||
{ }
|
||||
~Renderer();
|
||||
|
||||
virtual void SetResolution(const Rectangle& resolution) override;
|
||||
|
||||
virtual void Initialize() override;
|
||||
virtual void Update(double dt) override;
|
||||
@@ -43,7 +50,6 @@ public:
|
||||
|
||||
virtual PickData Pick(glm::vec2 screenCoord) override;
|
||||
|
||||
|
||||
private:
|
||||
//----------------------Variables----------------------//
|
||||
|
||||
@@ -75,6 +81,8 @@ private:
|
||||
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
|
||||
SSAOPass* m_SSAOPass;
|
||||
CubeMapPass* m_CubeMapPass;
|
||||
ShadowPass* m_ShadowPass;
|
||||
BlurHUD* m_BlurHUDPass;
|
||||
|
||||
//----------------------Functions----------------------//
|
||||
void InitializeWindow();
|
||||
@@ -85,11 +93,14 @@ 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;
|
||||
|
||||
|
||||
@@ -14,7 +14,7 @@ class SSAOPass
|
||||
{
|
||||
public:
|
||||
SSAOPass(IRenderer* renderer, ConfigFile* config);
|
||||
~SSAOPass() { };
|
||||
~SSAOPass();
|
||||
|
||||
void ChangeQuality(int quality);
|
||||
|
||||
|
||||
@@ -21,6 +21,8 @@ public:
|
||||
std::string GetFileName() const;
|
||||
GLuint GetHandle() const;
|
||||
bool IsCompiled() const;
|
||||
static std::string ReadFile(std::string fileName);
|
||||
private:
|
||||
protected:
|
||||
GLenum m_ShaderType;
|
||||
std::string m_FileName;
|
||||
|
||||
@@ -0,0 +1,88 @@
|
||||
#ifndef ShadowPass_h__
|
||||
#define ShadowPass_h__
|
||||
|
||||
#include "IRenderer.h"
|
||||
#include "FrameBuffer.h"
|
||||
#include "ShaderProgram.h"
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "../Core/World.h"
|
||||
#include "ShadowPassState.h"
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
#define MAX_SPLITS 4
|
||||
|
||||
enum NearFar { NEAR = 0, FAR = 1 };
|
||||
enum LRBT { LEFT = 0, RIGHT = 1, BOTTOM = 2, TOP = 3 };
|
||||
|
||||
struct ShadowFrustum
|
||||
{
|
||||
float NearClip;
|
||||
float FarClip;
|
||||
float FOV;
|
||||
float AspectRatio;
|
||||
glm::vec3 MiddlePoint;
|
||||
float Radius;
|
||||
std::array<float, 4> LRBT;
|
||||
std::array<glm::vec3, 8> CornerPoint;
|
||||
};
|
||||
|
||||
class ShadowPass
|
||||
{
|
||||
public:
|
||||
ShadowPass(IRenderer* renderer);
|
||||
ShadowPass(IRenderer * renderer, int ShadowResX, int ShadowResY);
|
||||
~ShadowPass();
|
||||
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
void ClearBuffer();
|
||||
void Draw(RenderScene& scene);
|
||||
|
||||
void DebugGUI();
|
||||
|
||||
GLuint DepthMap() const { return m_DepthMap; }
|
||||
std::array<glm::mat4, MAX_SPLITS> LightP() const { return m_LightProjection; }
|
||||
std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
|
||||
std::array<float, MAX_SPLITS> FarDistance() const { std::array<float, MAX_SPLITS> f; for (int i = 0; i < MAX_SPLITS; i++) f[i] = m_shadowFrusta[i].FarClip; return f; }
|
||||
int CurrentNrOfSplits() const { return m_CurrentNrOfSplits; }
|
||||
|
||||
void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; };
|
||||
private:
|
||||
void InitializeCameras(RenderScene & scene);
|
||||
void UpdateSplitDist(std::array<ShadowFrustum, MAX_SPLITS>& frusta, float near_distance, float far_distance);
|
||||
void UpdateFrustumPoints(ShadowFrustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir);
|
||||
void UpdateFrustumPoints(ShadowFrustum& frustum, glm::mat4 p, glm::mat4 v);
|
||||
|
||||
void PointsToLightspace(ShadowFrustum& frustum, glm::mat4 v);
|
||||
|
||||
float FindRadius(ShadowFrustum& frustum);
|
||||
void RadiusToLightspace(ShadowFrustum& frustum);
|
||||
|
||||
EventBroker* m_EventBroker;
|
||||
const IRenderer* m_Renderer;
|
||||
|
||||
GLuint m_DepthMap;
|
||||
FrameBuffer m_DepthBuffer;
|
||||
ShaderProgram* m_ShadowProgram;
|
||||
ShaderProgram* m_ShadowProgramSkinned;
|
||||
|
||||
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
|
||||
std::array<glm::mat4, MAX_SPLITS> m_LightView;
|
||||
|
||||
GLfloat m_NearFarPlane[2] = { -34.f, 27.f };
|
||||
GLuint m_ResolutionSizeWidth = 1024 * 2;
|
||||
GLuint m_ResolutionSizeHeight = 1024 * 2;
|
||||
|
||||
bool m_TransparentObjects = false;
|
||||
bool m_TexturedShadows = false;
|
||||
bool m_EnableShadows = true;
|
||||
|
||||
int m_CurrentNrOfSplits = 4;
|
||||
float m_SplitWeight = 0.962f;
|
||||
|
||||
std::array<ShadowFrustum, MAX_SPLITS> m_shadowFrusta;
|
||||
|
||||
Texture* m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,15 @@
|
||||
#ifndef ShadowPassState_h_
|
||||
#define ShadowPassState_h_
|
||||
|
||||
#include "Rendering/RenderState.h"
|
||||
|
||||
class ShadowPassState : public RenderState
|
||||
{
|
||||
public:
|
||||
ShadowPassState(GLuint frameBuffer);
|
||||
~ShadowPassState();
|
||||
|
||||
private:
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -7,12 +7,13 @@
|
||||
#include "../GLM.h"
|
||||
#include "../Core/ComponentWrapper.h"
|
||||
#include "Texture.h"
|
||||
#include "TextureSprite.h"
|
||||
#include "Model.h"
|
||||
#include "RenderJob.h"
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "Camera.h"
|
||||
#include "../Core/World.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "../Core/TransformSystem.h"
|
||||
#include "Skeleton.h"
|
||||
|
||||
struct SpriteJob : RenderJob
|
||||
@@ -20,20 +21,23 @@ struct SpriteJob : RenderJob
|
||||
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
|
||||
: RenderJob()
|
||||
{
|
||||
Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
|
||||
Model = ResourceManager::Load<::Model>((std::string)cSprite["Model"]);
|
||||
::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
|
||||
TextureID = 0;
|
||||
|
||||
DiffuseTexture = CommonFunctions::LoadTexture(cSprite["DiffuseTexture"], true);
|
||||
DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]);
|
||||
IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
|
||||
|
||||
IncandescenceTexture = CommonFunctions::LoadTexture(cSprite["GlowMap"], true);
|
||||
Linear = (bool)cSprite["Linear"];
|
||||
|
||||
StartIndex = matProp.material->StartIndex;
|
||||
EndIndex = matProp.material->EndIndex;
|
||||
Matrix = matrix;
|
||||
Color = cSprite["Color"];
|
||||
BlurBackground = (bool)cSprite["BlurBackground"];
|
||||
|
||||
Entity = cSprite.EntityID;
|
||||
Position = Transform::AbsolutePosition(world, cSprite.EntityID);
|
||||
Position = TransformSystem::AbsolutePosition(world, cSprite.EntityID);
|
||||
Depth = 0;
|
||||
if (depthSorted) {
|
||||
glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1));
|
||||
@@ -45,6 +49,26 @@ struct SpriteJob : RenderJob
|
||||
|
||||
FillColor = fillColor;
|
||||
FillPercentage = fillPercentage;
|
||||
|
||||
glm::vec3 scale = TransformSystem::AbsoluteScale(world, cSprite.EntityID);
|
||||
|
||||
if((bool)cSprite["KeepRatio"] == true) {
|
||||
if(scale.y >= scale.x) {
|
||||
ScaleY = (scale.x)/(scale.y);
|
||||
ScaleX = 1.f;
|
||||
} else {
|
||||
ScaleY = 1.f;
|
||||
ScaleX = (scale.x)/(scale.y);
|
||||
}
|
||||
} else {
|
||||
if ((bool)cSprite["KeepRatioX"] == true) {
|
||||
ScaleX = scale.x;
|
||||
}
|
||||
if ((bool)cSprite["KeepRatioY"] == true) {
|
||||
ScaleY = scale.y;
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
unsigned int TextureID;
|
||||
@@ -65,6 +89,10 @@ struct SpriteJob : RenderJob
|
||||
|
||||
bool Pickable;
|
||||
bool IsIndicator = false;
|
||||
bool BlurBackground = false;
|
||||
float ScaleX = 1;
|
||||
float ScaleY = 1;
|
||||
bool Linear = false;
|
||||
|
||||
glm::vec4 FillColor = glm::vec4(0);
|
||||
float FillPercentage = 0.0;
|
||||
|
||||
@@ -17,8 +17,8 @@ struct TextJob : RenderJob
|
||||
: RenderJob()
|
||||
{
|
||||
Matrix = matrix;
|
||||
Color = (glm::vec4)textComponent["Color"];
|
||||
Content = (std::string)textComponent["Content"];
|
||||
Color = (const glm::vec4&)textComponent["Color"];
|
||||
Content = (const std::string&)textComponent["Content"];
|
||||
Resource = font;
|
||||
|
||||
if ((int)textComponent["Alignment"] == textComponent["Alignment"].Enum("Left")) {
|
||||
|
||||
@@ -23,6 +23,7 @@ public:
|
||||
|
||||
private:
|
||||
void renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix);
|
||||
std::string parseColors(std::string text, std::map<int, glm::vec4>& colorChanges, glm::vec4 originalColor);
|
||||
|
||||
Font* font;
|
||||
GLuint VAO, VBO;
|
||||
|
||||
@@ -9,7 +9,7 @@ class Texture : public BaseTexture
|
||||
{
|
||||
friend class ResourceManager;
|
||||
|
||||
private:
|
||||
protected:
|
||||
Texture(std::string path);
|
||||
|
||||
public:
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
#ifndef TextureSprite_h__
|
||||
#define TextureSprite_h__
|
||||
|
||||
#include "../OpenGL.h"
|
||||
#include "BaseTexture.h"
|
||||
#include "Texture.h"
|
||||
#include "PNG.h"
|
||||
|
||||
class TextureSprite : public Texture
|
||||
{
|
||||
friend class ResourceManager;
|
||||
|
||||
protected:
|
||||
TextureSprite(std::string path);
|
||||
|
||||
public:
|
||||
void Bind(GLenum textureUnit = GL_TEXTURE0);
|
||||
|
||||
GLuint m_Texture = 0;
|
||||
unsigned char* Data = nullptr;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -8,7 +8,23 @@
|
||||
|
||||
namespace CommonFunctions
|
||||
{
|
||||
Texture* LoadTexture(std::string path, bool threaded);
|
||||
|
||||
//Loads Texture/SpriteTexture and return null if it fails
|
||||
template <typename T, bool threaded>
|
||||
Texture* TryLoadResource(std::string path)
|
||||
{
|
||||
Texture* img;
|
||||
try {
|
||||
img = ResourceManager::Load<T, threaded>(path);
|
||||
} catch (const Resource::StillLoadingException&) {
|
||||
img = ResourceManager::Load<T>("Textures/Core/ErrorTexture.png");
|
||||
} catch (const std::exception&) {
|
||||
img = nullptr;
|
||||
}
|
||||
|
||||
return img;
|
||||
}
|
||||
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||
void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat);
|
||||
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps);
|
||||
|
||||
@@ -16,7 +16,11 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
|
||||
return false;
|
||||
}
|
||||
|
||||
#ifdef DEBUG
|
||||
#define GLERROR(function) \
|
||||
_GLERROR(function, __BASE_FILE__, __func__, __LINE__)
|
||||
#else
|
||||
#define GLERROR(function) false
|
||||
#endif
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef Events_ChangeBGM_h__
|
||||
#define Events_ChangeBGM_h__
|
||||
|
||||
#include <string>
|
||||
#include "../Engine/Core/EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct ChangeBGM : Event
|
||||
{
|
||||
std::string FilePath = "";
|
||||
};
|
||||
|
||||
}
|
||||
#endif // Events_ChangeBGM_h__
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Events_PlayAnnouncerVoice_h__
|
||||
#define Events_PlayAnnouncerVoice_h__
|
||||
|
||||
#include <string>
|
||||
#include "../Engine/Core/EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct PlayAnonuncerVoice : public Event
|
||||
{
|
||||
std::string FilePath = "";
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -12,7 +12,8 @@ namespace Events
|
||||
// Sound behavior is thereby specified in the SoundEmitter component.
|
||||
struct PlaySoundOnEntity : public Event
|
||||
{
|
||||
EntityID EmitterID = 0;
|
||||
EntityWrapper Emitter = EntityWrapper::Invalid;
|
||||
float Gain = 1.f;
|
||||
std::string FilePath = "";
|
||||
};
|
||||
|
||||
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef Events_SetAnnouncerGain_h__
|
||||
#define Events_SetAnnouncerGain_h__
|
||||
|
||||
#include "../Engine/Core/EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct SetAnnouncerGain : public Event
|
||||
{
|
||||
float Gain = 1;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif //
|
||||
@@ -9,32 +9,35 @@
|
||||
#include "OpenAL/al.h"
|
||||
#include "OpenAL/alc.h"
|
||||
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
#include "Core/World.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "../Engine/Core/World.h"
|
||||
#include "../Engine/Core/EventBroker.h"
|
||||
#include "../Engine/Core/ResourceManager.h"
|
||||
#include "../Engine/Core/ConfigFile.h"
|
||||
#include "Core/Transform.h" // Absolute transform
|
||||
#include "Sound/Sound.h"
|
||||
#include "../Engine/Core/TransformSystem.h"
|
||||
#include "../Engine/Sound/Sound.h"
|
||||
#include "../Engine/Sound/EPlayQueueOnEntity.h"
|
||||
#include "Sound/EPlaySoundOnEntity.h"
|
||||
#include "Sound/EPlaySoundOnPosition.h"
|
||||
#include "Sound/EPlayBackgroundMusic.h"
|
||||
#include "Sound/EPauseSound.h"
|
||||
#include "Sound/EContinueSound.h"
|
||||
#include "Sound/EStopSound.h"
|
||||
#include "Sound/ESetBGMGain.h"
|
||||
#include "Sound/ESetSFXGain.h"
|
||||
#include "Core/EPause.h"
|
||||
#include "Core/EComponentAttached.h"
|
||||
#include "../Engine/Sound/EPlaySoundOnEntity.h"
|
||||
#include "../Engine/Sound/EPlaySoundOnPosition.h"
|
||||
#include "../Engine/Sound/EPlayBackgroundMusic.h"
|
||||
#include "../Engine/Sound/EPlayAnnouncerVoice.h"
|
||||
#include "../Engine/Sound/EPauseSound.h"
|
||||
#include "../Engine/Sound/EContinueSound.h"
|
||||
#include "../Engine/Sound/EStopSound.h"
|
||||
#include "../Engine/Sound/ESetBGMGain.h"
|
||||
#include "../Engine/Sound/ESetSFXGain.h"
|
||||
#include "../Engine/Sound/ESetAnnouncerGain.h"
|
||||
#include "../Engine/Sound/EChangeBGM.h"
|
||||
#include "../Engine/Core/EPause.h"
|
||||
#include "../Engine/Core/EComponentAttached.h"
|
||||
#include "../Core/EPlayerSpawned.h"
|
||||
|
||||
|
||||
typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
|
||||
|
||||
enum class SoundType {
|
||||
SFX,
|
||||
BGM
|
||||
BGM,
|
||||
Announcer
|
||||
};
|
||||
|
||||
struct Source
|
||||
@@ -43,6 +46,7 @@ struct Source
|
||||
Sound* SoundResource = nullptr;
|
||||
ALuint ALsource;
|
||||
SoundType Type;
|
||||
float Duration;
|
||||
};
|
||||
|
||||
class SoundManager
|
||||
@@ -74,14 +78,20 @@ private:
|
||||
ALenum getSourceState(ALuint source);
|
||||
void setGain(Source* source, float gain);
|
||||
void setSoundProperties(Source* source, ComponentWrapper* soundComponent);
|
||||
float getDurationSeconds(Source* source);
|
||||
float getTimeOffsetSeconds(Source* source);
|
||||
|
||||
// Specific logic
|
||||
void playSound(Source* source);
|
||||
// Need to be the same format (sample rate etc)
|
||||
// Needs 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;
|
||||
void matchBGMLoop();
|
||||
Source* m_CurrentBGM = nullptr;
|
||||
Source* m_CurrentBGMCombo = nullptr;
|
||||
bool m_DrumLoopHasBeenStarted = false;
|
||||
|
||||
// Logic
|
||||
World* m_World = nullptr;
|
||||
@@ -93,6 +103,7 @@ private:
|
||||
|
||||
float m_BGMVolumeChannel = 1.0f;
|
||||
float m_SFXVolumeChannel = 1.0f;
|
||||
float m_AnnouncerVolumeChannel = 1.0f;
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper();
|
||||
|
||||
// Events
|
||||
@@ -102,6 +113,8 @@ private:
|
||||
bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
|
||||
EventRelay<SoundManager, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
|
||||
bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e);
|
||||
EventRelay<SoundManager, Events::PlayAnonuncerVoice> m_EPlayAnnouncerVoice;
|
||||
bool OnPlayAnnouncerVoice(const Events::PlayAnonuncerVoice& e);
|
||||
EventRelay<SoundManager, Events::PauseSound> m_EPauseSound;
|
||||
bool OnPauseSound(const Events::PauseSound &e);
|
||||
EventRelay<SoundManager, Events::StopSound> m_EStopSound;
|
||||
@@ -112,6 +125,8 @@ private:
|
||||
bool OnSetBGMGain(const Events::SetBGMGain &e);
|
||||
EventRelay<SoundManager, Events::SetSFXGain> m_ESetSFXGain;
|
||||
bool OnSetSFXGain(const Events::SetSFXGain &e);
|
||||
EventRelay<SoundManager, Events::SetAnnouncerGain> m_ESetAnnouncerGain;
|
||||
bool OnSetAnnouncerGain(const Events::SetAnnouncerGain& e);
|
||||
EventRelay<SoundManager, Events::ComponentAttached> m_EComponentAttached;
|
||||
bool OnComponentAttached(const Events::ComponentAttached &e);
|
||||
EventRelay<SoundManager, Events::Pause> m_EPause;
|
||||
@@ -122,6 +137,8 @@ private:
|
||||
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
|
||||
EventRelay<SoundManager, Events::PlayQueueOnEntity> m_EPlayQueueOnEntity;
|
||||
bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
|
||||
EventRelay<SoundManager, Events::ChangeBGM> m_EChangeBGM;
|
||||
bool OnChangeBGM(const Events::ChangeBGM &e);
|
||||
|
||||
|
||||
};
|
||||
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef Events_Reset_h__
|
||||
#define Events_Reset_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/EntityWrapper.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct Reset : Event
|
||||
{
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -2,7 +2,7 @@
|
||||
#define AmmoPickupSystem_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/Transform.h"
|
||||
#include "Core/TransformSystem.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Core/EntityFile.h"
|
||||
#include "Core/EPickupSpawned.h"
|
||||
@@ -40,5 +40,17 @@ private:
|
||||
};
|
||||
std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
|
||||
void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
|
||||
//class
|
||||
enum class PlayerClass {
|
||||
Assault,
|
||||
Defender,
|
||||
Sniper,
|
||||
None
|
||||
};
|
||||
//helper methods
|
||||
bool DoesPlayerHaveMaxAmmo(EntityWrapper &player);
|
||||
PlayerClass DetermineClass(EntityWrapper &player);
|
||||
void SetPlayerAmmo(EntityWrapper &player, int ammoGain);
|
||||
int GetPlayerMaxAmmo(EntityWrapper &player);
|
||||
};
|
||||
#endif
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
#include "Common.h"
|
||||
#include "Core/System.h"
|
||||
#include "Core/Transform.h"
|
||||
#include "Core/TransformSystem.h"
|
||||
#include "Core/ECaptured.h"
|
||||
|
||||
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "Engine/Collision/ETrigger.h"
|
||||
#include "Core/ECaptured.h"
|
||||
#include "Core/EWin.h"
|
||||
#include "Game/Events/EReset.h"
|
||||
|
||||
#include <tuple>
|
||||
#include <vector>
|
||||
@@ -23,6 +24,7 @@ public:
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
|
||||
|
||||
private:
|
||||
void Init();
|
||||
//methods which will take care of specific events
|
||||
EventRelay<CapturePointSystem, Events::TriggerTouch> m_ETriggerTouch;
|
||||
bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e);
|
||||
@@ -30,6 +32,9 @@ private:
|
||||
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
|
||||
EventRelay<CapturePointSystem, Events::Captured> m_ECaptured;
|
||||
bool CapturePointSystem::OnCaptured(const Events::Captured& e);
|
||||
EventRelay<CapturePointSystem, Events::Reset> m_EReset;
|
||||
bool CapturePointSystem::OnReset(const Events::Reset& e);
|
||||
void ChangeCapturePointModelsVisibility(EntityWrapper &capturePointModels, bool isOwner);
|
||||
|
||||
bool m_WinnerWasFound = false;
|
||||
//need to track these variables for the captureSystem to work as per design!
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
#define DamageIndicatorSystem_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/Transform.h"
|
||||
#include "Core/TransformSystem.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Core/EntityFile.h"
|
||||
#include "Core/EPlayerDamage.h"
|
||||
@@ -15,6 +15,7 @@
|
||||
|
||||
#include "Rendering/Util/CommonFunctions.h"
|
||||
//#define INDICATOR_TEST
|
||||
#include "Core/ConfigFile.h"
|
||||
|
||||
class DamageIndicatorSystem : public ImpureSystem
|
||||
{
|
||||
@@ -40,6 +41,8 @@ private:
|
||||
std::vector<DamageIndicatorStruct> updateDamageIndicatorVector;
|
||||
float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos);
|
||||
|
||||
bool m_NetworkEnabled;
|
||||
|
||||
//for tests
|
||||
#ifdef INDICATOR_TEST
|
||||
glm::vec3 DamageIndicatorTest(EntityWrapper player);
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
#include "Common.h"
|
||||
#include "Core/System.h"
|
||||
#include "Engine/GLM.h"
|
||||
|
||||
class ExplosionEffectSystem : public PureSystem
|
||||
{
|
||||
|
||||
@@ -12,8 +12,8 @@ public:
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
|
||||
{
|
||||
ComponentWrapper& transform = m_World->GetComponent(component.EntityID, "Transform");
|
||||
(double&)component["Time"] += dt;
|
||||
(glm::vec3&)transform["Position"] = (float)(double)component["Amplitude"] * glm::sin((glm::two_pi<float>() / (float)(double)component["Period"]) * (float)(double)component["Time"]) * (glm::vec3)component["Axis"];
|
||||
(Field<double>)component["Time"] += dt;
|
||||
(Field<glm::vec3>)transform["Position"] = (float)(double)component["Amplitude"] * glm::sin((glm::two_pi<float>() / (float)(double)component["Period"]) * (float)(double)component["Time"]) * (glm::vec3)component["Axis"];
|
||||
|
||||
}
|
||||
};
|
||||
@@ -0,0 +1,44 @@
|
||||
#ifndef MainMenuSystem_h__
|
||||
#define MainMenuSystem_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Rendering/IRenderer.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Core/Event.h"
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
|
||||
#include "GUI/EButtonClicked.h"
|
||||
#include "GUI/EButtonPressed.h"
|
||||
#include "GUI/EButtonReleased.h"
|
||||
#include "Input/EInputCommand.h"
|
||||
#include "Network/ESearchForServers.h"
|
||||
#include "Network/EConnectRequest.h"
|
||||
|
||||
|
||||
class MainMenuSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
MainMenuSystem(SystemParams params, IRenderer* renderer);
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
private:
|
||||
IRenderer* m_Renderer;
|
||||
void OpenSubMenu(const Events::InputCommand& e);
|
||||
void OpenDropDown(const Events::InputCommand& e);
|
||||
|
||||
EventRelay<MainMenuSystem, Events::ButtonClicked> m_EClicked;
|
||||
bool OnButtonClick(const Events::ButtonClicked& e);
|
||||
EventRelay<MainMenuSystem, Events::ButtonReleased> m_EReleased;
|
||||
bool OnButtonRelease(const Events::ButtonReleased& e);
|
||||
EventRelay<MainMenuSystem, Events::ButtonPressed> m_EPressed;
|
||||
bool OnButtonPress(const Events::ButtonPressed& e);
|
||||
EventRelay<MainMenuSystem, Events::InputCommand> m_EInputCommand;
|
||||
bool OnInputCommand(const Events::InputCommand& e);
|
||||
|
||||
std::string m_CurrentCommand = "";
|
||||
EntityWrapper m_OpenSubMenu = EntityWrapper::Invalid;
|
||||
EntityWrapper m_DropDown = EntityWrapper::Invalid;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -2,7 +2,7 @@
|
||||
#define PickupSpawnSystem_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/Transform.h"
|
||||
#include "Core/TransformSystem.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Core/EntityFile.h"
|
||||
#include "Core/EPickupSpawned.h"
|
||||
|
||||
@@ -24,7 +24,10 @@ private:
|
||||
bool OnPlayerDeath(Events::PlayerDeath& e);
|
||||
EventRelay<PlayerDeathSystem, Events::EntityDeleted> m_EEntityDeleted;
|
||||
bool OnEntityDeleted(Events::EntityDeleted& e);
|
||||
EventRelay<PlayerDeathSystem, Events::InputCommand> m_EInputCommand;
|
||||
bool OnInputCommand(Events::InputCommand& e);
|
||||
|
||||
void setSpectatorCamera();
|
||||
void createDeathEffect(EntityWrapper player);
|
||||
|
||||
};
|
||||
|
||||
@@ -33,7 +33,7 @@ private:
|
||||
// Used to track afterimages for sprint effect.
|
||||
float m_SprintEffectTimer;
|
||||
// The logic for making the sound play when player is moving
|
||||
void playerStep(double dt);
|
||||
void playerStep(double dt, EntityWrapper player);
|
||||
// Spawn a hexagon at origin of an Entity
|
||||
void spawnHexagon(EntityWrapper target);
|
||||
|
||||
|
||||
@@ -15,10 +15,19 @@ public:
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
private:
|
||||
// This enum must correspond to the command values for PickTeam buttons.
|
||||
enum class PlayerClass
|
||||
{
|
||||
None = 0,
|
||||
Assault,
|
||||
Defender,
|
||||
Sniper
|
||||
};
|
||||
struct SpawnRequest
|
||||
{
|
||||
int PlayerID;
|
||||
ComponentInfo::EnumType Team;
|
||||
PlayerClass Class;
|
||||
};
|
||||
|
||||
bool m_NetworkEnabled = false;
|
||||
|
||||
@@ -1,6 +1,25 @@
|
||||
#include "Common.h"
|
||||
#include "Core/System.h"
|
||||
|
||||
|
||||
|
||||
//struct FSubscriptProxy
|
||||
// {
|
||||
// friend struct ComponentWrapper;
|
||||
// FSubscriptProxy(ComponentWrapper* component, std::string fieldName)
|
||||
// : m_Component(component)
|
||||
// , m_FieldName(fieldName)
|
||||
// { }
|
||||
|
||||
// ComponentWrapper* m_Component;
|
||||
// std::string m_FieldName;
|
||||
|
||||
// public:
|
||||
// template <typename T>
|
||||
// operator Field<T>() { return Field<T>(m_Component->Field<T>(m_FieldName)); }
|
||||
|
||||
// };
|
||||
|
||||
class RaptorCopterSystem : public PureSystem
|
||||
{
|
||||
public:
|
||||
@@ -9,9 +28,11 @@ public:
|
||||
, PureSystem("RaptorCopter")
|
||||
{ }
|
||||
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cRaptorCopter, double dt) override
|
||||
{
|
||||
ComponentWrapper& transform = m_World->GetComponent(component.EntityID, "Transform");
|
||||
(glm::vec3&)transform["Orientation"] += (float)(double)component["Speed"] * (float)dt * (glm::vec3)component["Axis"];
|
||||
ComponentWrapper& cTransform = entity["Transform"];
|
||||
//FSubscriptProxy subOri(&cTransform, "Orientation");
|
||||
//Field<glm::vec3> orientation = subOri;
|
||||
(Field<glm::vec3>)cTransform["Orientation"] += (float)(const double&)cRaptorCopter["Speed"] * (float)dt * (glm::vec3)cRaptorCopter["Axis"];
|
||||
}
|
||||
};
|
||||
@@ -8,6 +8,8 @@
|
||||
#include "Core/EPlayerSpawned.h"
|
||||
#include "Network/EPlayerConnected.h"
|
||||
#include "Network/EPlayerDisconnected.h"
|
||||
#include "Game/Events/EReset.h"
|
||||
#include "Engine/Input/EInputCommand.h"
|
||||
#include "GLM.h"
|
||||
|
||||
class ScoreScreenSystem : public PureSystem
|
||||
@@ -25,6 +27,10 @@ public:
|
||||
bool OnPlayerConnected(const Events::PlayerConnected& e);
|
||||
EventRelay<ScoreScreenSystem, Events::PlayerDisconnected> m_EPlayerDisconnected;
|
||||
bool OnPlayerDisconnected(const Events::PlayerDisconnected& e);
|
||||
EventRelay<ScoreScreenSystem, Events::Reset> m_EReset;
|
||||
bool OnReset(const Events::Reset& e);
|
||||
EventRelay<ScoreScreenSystem, Events::InputCommand> m_EInputCommand;
|
||||
bool OnInputCommand(const Events::InputCommand& e);
|
||||
|
||||
private:
|
||||
struct PlayerData {
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
#ifndef ServerListSystem_h__
|
||||
#define ServerListSystem_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Rendering/IRenderer.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Core/Event.h"
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
#include "Network/ESearchForServers.h"
|
||||
#include "Network/EDisplayServerlist.h"
|
||||
|
||||
class ServerListSystem : public PureSystem
|
||||
{
|
||||
public:
|
||||
ServerListSystem(SystemParams params, IRenderer* renderer);
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cServerList, double dt) override;
|
||||
|
||||
void RefreshList();
|
||||
|
||||
private:
|
||||
IRenderer* m_Renderer;
|
||||
|
||||
EventRelay<ServerListSystem, Events::DisplayServerlist> m_EServerListRecieved;
|
||||
bool OnServerListRecieved(const Events::DisplayServerlist& e);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -2,6 +2,7 @@
|
||||
#define Systems_SoundSystem_h__
|
||||
|
||||
#include <random>
|
||||
#include <chrono>
|
||||
|
||||
#include "../Engine/Core/System.h"
|
||||
#include "../Engine/Core/ResourceManager.h"
|
||||
@@ -20,9 +21,10 @@
|
||||
#include "../Engine/Collision/ETrigger.h"
|
||||
#include "../Engine/Sound/EPlaySoundOnEntity.h"
|
||||
#include "../Engine/Sound/EPlayBackgroundMusic.h"
|
||||
#include "../Engine/Sound/EPlayAnnouncerVoice.h"
|
||||
#include "../Game/Events/EDoubleJump.h"
|
||||
#include "../Game/Events/EDashAbility.h"
|
||||
|
||||
#include "../Engine/Sound/EChangeBGM.h"
|
||||
|
||||
class SoundSystem : public PureSystem, ImpureSystem
|
||||
{
|
||||
@@ -33,14 +35,10 @@ public:
|
||||
private:
|
||||
std::string m_Announcer = "";
|
||||
// Logic for playing a sound when a player jumps
|
||||
void playerJumps();
|
||||
|
||||
// Temporary solution for play test.
|
||||
bool m_DrumsIsPlaying = false;
|
||||
double m_DrumTimer = 0.0;
|
||||
bool drumTimer(double dt);
|
||||
void playerJumps(EntityWrapper player);
|
||||
|
||||
std::default_random_engine generator;
|
||||
std::default_random_engine m_RandomGenerator;
|
||||
std::uniform_int_distribution<int> m_RandIntDistribution;
|
||||
|
||||
EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
|
||||
@@ -48,10 +46,6 @@ private:
|
||||
bool OnInputCommand(const Events::InputCommand &e);
|
||||
EventRelay<SoundSystem, Events::DoubleJump> m_EDoubleJump;
|
||||
bool OnDoubleJump(const Events::DoubleJump &e);
|
||||
EventRelay<SoundSystem, Events::DashAbility> m_EDashAbility;
|
||||
bool OnDashAbility(const Events::DashAbility &e);
|
||||
EventRelay<SoundSystem, Events::TriggerTouch> m_ETriggerTouch;
|
||||
bool OnTriggerTouch(const Events::TriggerTouch &e);
|
||||
EventRelay<SoundSystem, Events::Captured> m_ECaptured;
|
||||
bool OnCaptured(const Events::Captured &e);
|
||||
EventRelay<SoundSystem, Events::PlayerDamage> m_EPlayerDamage;
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#include "GLM.h"
|
||||
#include "Core/System.h"
|
||||
#include "Events/ESpawnerSpawn.h"
|
||||
#include "Core/Transform.h"
|
||||
#include "Core/TransformSystem.h"
|
||||
#include "Core/EntityFile.h"
|
||||
|
||||
class SpawnerSystem : public System
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
#ifndef SpectatorCameraSystem_h__
|
||||
#define SpectatorCameraSystem_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Input/EInputCommand.h"
|
||||
#include "Network/EPlayerDisconnected.h"
|
||||
#include "Game/Events/EReset.h"
|
||||
|
||||
class SpectatorCameraSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
SpectatorCameraSystem(SystemParams params);
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
private:
|
||||
int m_PickedTeam;
|
||||
bool m_CamSetToTeamPick;
|
||||
void reset();
|
||||
|
||||
EventRelay<SpectatorCameraSystem, Events::InputCommand> m_EInputCommand;
|
||||
bool OnInputCommand(const Events::InputCommand& e);
|
||||
EventRelay<SpectatorCameraSystem, Events::PlayerDisconnected> m_EDisconnect;
|
||||
bool OnDisconnect(const Events::PlayerDisconnected& e);
|
||||
EventRelay<SpectatorCameraSystem, Events::Reset> m_EReset;
|
||||
bool OnReset(const Events::Reset& e);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,23 @@
|
||||
#ifndef StartSystem_h__
|
||||
#define StartSystem_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Core/Event.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Rendering/ESetCamera.h"
|
||||
|
||||
class StartSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
StartSystem(SystemParams params);
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
private:
|
||||
EntityWrapper m_ActiveCamera = EntityWrapper::Invalid;
|
||||
|
||||
EventRelay<StartSystem, Events::SetCamera> m_ECameraActivated;
|
||||
bool OnCameraActivated(const Events::SetCamera& e);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -5,6 +5,7 @@
|
||||
#include "Collision/Collision.h"
|
||||
#include "Core/EPlayerDamage.h"
|
||||
#include "Sound/EPlaySoundOnEntity.h"
|
||||
#include "Sound/EPlaySoundOnEntity.h"
|
||||
|
||||
class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour>
|
||||
{
|
||||
|
||||
@@ -32,20 +32,19 @@ public:
|
||||
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override
|
||||
{
|
||||
EntityWrapper firstPersonWeapon = entity.FirstChildByName("Hands").FirstChildByName("AssaultWeapon");
|
||||
EntityWrapper thirdPersonWeapon = entity.FirstChildByName("PlayerModel").FirstChildByName("AssaultWeapon");
|
||||
if (IsClient && (firstPersonWeapon.Valid() || thirdPersonWeapon.Valid())) {
|
||||
if (m_ActiveWeapons.count(entity) == 0) {
|
||||
/* EntityWrapper firstPersonWeapon = entity.FirstChildByName("Hands").FirstChildByName("AssaultWeapon");
|
||||
EntityWrapper thirdPersonWeapon = entity.FirstChildByName("PlayerModel").FirstChildByName("AssaultWeapon");
|
||||
if (IsClient && (firstPersonWeapon.Valid() || thirdPersonWeapon.Valid())) {
|
||||
if (m_ActiveWeapons.count(entity) == 0) {
|
||||
WeaponInfo& wi = m_ActiveWeapons[entity];
|
||||
wi.Player = entity;
|
||||
wi.WeaponEntity = entity;
|
||||
wi.FirstPersonEntity = firstPersonWeapon;
|
||||
wi.ThirdPersonEntity = thirdPersonWeapon;
|
||||
|
||||
WeaponInfo& wi = m_ActiveWeapons[entity];
|
||||
wi.Player = entity;
|
||||
wi.WeaponEntity = entity;
|
||||
wi.FirstPersonEntity = firstPersonWeapon;
|
||||
wi.ThirdPersonEntity = thirdPersonWeapon;
|
||||
|
||||
OnEquip(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
OnEquip(cWeapon, wi);
|
||||
}
|
||||
}*/
|
||||
|
||||
auto weapon = getActiveWeapon(entity);
|
||||
if (!weapon) {
|
||||
@@ -61,7 +60,9 @@ protected:
|
||||
EntityWrapper Player;
|
||||
EntityWrapper WeaponEntity;
|
||||
EntityWrapper FirstPersonEntity;
|
||||
EntityWrapper FirstPersonPlayerModel;
|
||||
EntityWrapper ThirdPersonEntity;
|
||||
EntityWrapper ThirdPersonPlayerModel;
|
||||
};
|
||||
|
||||
IRenderer* m_Renderer;
|
||||
@@ -89,7 +90,7 @@ protected:
|
||||
|
||||
// Returns wi.FirstPersonEntity or wi.ThirdPersonEntity depending on
|
||||
// if the player is in first person mode or not.
|
||||
EntityWrapper getRelevantWeaponModelEntity(WeaponInfo& wi)
|
||||
EntityWrapper getRelevantWeaponEntity(WeaponInfo& wi)
|
||||
{
|
||||
if (isPlayerInFirstPerson(wi.Player)) {
|
||||
return wi.FirstPersonEntity;
|
||||
@@ -137,7 +138,7 @@ protected:
|
||||
|
||||
void playAnimationAndReturn(EntityWrapper weaponModelEntity, const std::string& subTreeName, const std::string& animationNodeName)
|
||||
{
|
||||
EntityWrapper root = weaponModelEntity.FirstParentWithComponent("Model");
|
||||
EntityWrapper root = weaponModelEntity;
|
||||
if (!root.Valid()) {
|
||||
return;
|
||||
}
|
||||
@@ -254,9 +255,9 @@ private:
|
||||
|
||||
void selectWeapon(ComponentWrapper cWeapon, EntityWrapper player)
|
||||
{
|
||||
if (!IsServer) {
|
||||
return;
|
||||
}
|
||||
//if (!IsServer) {
|
||||
// return;
|
||||
//}
|
||||
|
||||
// Don't reselect weapon if it's already active
|
||||
if (getActiveWeapon(player)) {
|
||||
@@ -269,7 +270,8 @@ private:
|
||||
EntityWrapper thirdPersonAttachment;
|
||||
for (auto& attachment : weaponAttachments) {
|
||||
ComponentWrapper cWeaponAttachment = attachment["WeaponAttachment"];
|
||||
if ((std::string&)cWeaponAttachment["Weapon"] == m_ComponentType) {
|
||||
Field<std::string> weaponType = cWeaponAttachment["Weapon"];
|
||||
if (*weaponType == m_ComponentType) {
|
||||
ComponentWrapper::SubscriptProxy person = cWeaponAttachment["Person"];
|
||||
if ((ComponentInfo::EnumType)person == person.Enum("FirstPerson")) {
|
||||
firstPersonAttachment = attachment;
|
||||
@@ -287,11 +289,11 @@ private:
|
||||
// Spawn the weapon(s)
|
||||
EntityWrapper firstPersonWeapon;
|
||||
EntityWrapper thirdPersonWeapon;
|
||||
//if (IsClient) {
|
||||
if (IsClient) {
|
||||
if (firstPersonAttachment.Valid()) {
|
||||
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
|
||||
}
|
||||
//}
|
||||
}
|
||||
if (thirdPersonAttachment.Valid()) {
|
||||
thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
|
||||
}
|
||||
@@ -300,7 +302,9 @@ private:
|
||||
wi.Player = player;
|
||||
wi.WeaponEntity = player;
|
||||
wi.FirstPersonEntity = firstPersonWeapon;
|
||||
wi.FirstPersonPlayerModel = firstPersonWeapon;
|
||||
wi.ThirdPersonEntity = thirdPersonWeapon;
|
||||
wi.ThirdPersonPlayerModel = thirdPersonWeapon.FirstParentWithComponent("Model");
|
||||
|
||||
OnEquip(cWeapon, wi);
|
||||
}
|
||||
|
||||
@@ -39,6 +39,7 @@ ResourceLoading=true
|
||||
[Sound]
|
||||
BGMVolume=1.0
|
||||
SFXVolume=1.0
|
||||
AnnouncerVolume=1.0
|
||||
Announcer=female
|
||||
|
||||
[SSAO]
|
||||
|
||||
@@ -28,4 +28,7 @@ P=SwitchToPlayer
|
||||
K=TakeDamage,1500
|
||||
F2=PerformanceTimingResetAllTimers
|
||||
F3=PerformanceTimingCreateExcelData
|
||||
F4=SwapToClassPick
|
||||
Comma=SwapToClassPick
|
||||
Period=SwapToTeamPick
|
||||
Enter=PickClass,1
|
||||
F5=DisconnectFromServer
|
||||
@@ -66,4 +66,8 @@
|
||||
<xs:include schemaLocation="Components/ScoreScreen.xsd"/>
|
||||
<xs:include schemaLocation="Components/ScoreIdentity.xsd"/>
|
||||
<xs:include schemaLocation="Components/NetworkComponent.xsd"/>
|
||||
<xs:include schemaLocation="Components/ServerIdentity.xsd"/>
|
||||
<xs:include schemaLocation="Components/ServerList.xsd"/>
|
||||
<xs:include schemaLocation="Components/ConfigBtnResolution.xsd"/>
|
||||
<xs:include schemaLocation="Components/ConfigBtnFloat.xsd"/>
|
||||
</xs:schema>
|
||||
@@ -4,7 +4,7 @@
|
||||
<Time>0</Time>
|
||||
<Play>false</Play>
|
||||
<Reverse>false</Reverse>
|
||||
<Speed>0</Speed>
|
||||
<Speed>1</Speed>
|
||||
<Loop>true</Loop>
|
||||
<Additive>false</Additive>
|
||||
</Animation>
|
||||
@@ -1,6 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Camera xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Camera.xsd">
|
||||
<FOV>45</FOV>
|
||||
<FOV>59</FOV> <!-- 90 horizontal FOV at 1080p -->
|
||||
<NearClip>0.01</NearClip>
|
||||
<FarClip>5000</FarClip>
|
||||
</Camera>
|
||||
@@ -2,4 +2,5 @@
|
||||
<CapturePointGameMode xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="CapturePointGameMode.xsd">
|
||||
<RespawnTime>0.0</RespawnTime>
|
||||
<MaxRespawnTime>8.0</MaxRespawnTime>
|
||||
<ResetCountdown>10.0</ResetCountdown>
|
||||
</CapturePointGameMode>
|
||||
@@ -12,6 +12,9 @@
|
||||
<xs:element name="MaxRespawnTime" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Players will be spawned when RespawnTime reaches this.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="ResetCountdown" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The map will be reset when time reaches 0.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
|
||||
@@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<ConfigBtnFloat xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ConfigBtnFloat.xsd">
|
||||
<Header></Header>
|
||||
<Field></Field>
|
||||
<PressValue></PressValue>
|
||||
</ConfigBtnFloat>
|
||||
@@ -0,0 +1,22 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="ConfigBtnFloat">
|
||||
<xs:annotation><xs:documentation>Used with a Button component, this button will change a variable in the config file.</xs:documentation></xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="Header" type="t:string" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The header of the section in config.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Field" type="t:string" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The name of the field to be changed in the config.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="PressValue" type="t:float" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The value to give the field.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<ConfigBtnResolution xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ConfigBtnResolution.xsd">
|
||||
<Header></Header>
|
||||
<Field></Field>
|
||||
<PressValue></PressValue>
|
||||
</ConfigBtnResolution>
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user