Compare commits

..

2 Commits

399 changed files with 14303 additions and 79183 deletions
+1 -1
Submodule assets updated: b6027bf49f...c82b5716d9
+1 -1
Submodule deps updated: 49ef585366...ed45883a44
+1 -13
View File
@@ -12,7 +12,7 @@
#include "../Core/AABB.h" #include "../Core/AABB.h"
#include "Rendering/RawModelCustom.h" #include "Rendering/RawModelCustom.h"
//#include "Rendering/RawModelAssimp.h" //#include "Rendering/RawModelAssimp.h"
#include "../Core/TransformSystem.h" #include "../Core/Transform.h"
#include "../Core/Entity.h" #include "../Core/Entity.h"
#include "../Core/EntityWrapper.h" #include "../Core/EntityWrapper.h"
#include "EntityAABB.h" #include "EntityAABB.h"
@@ -84,18 +84,6 @@ bool AABBvsTriangles(const AABB& box,
const std::vector<unsigned int>& modelIndices, const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix); const glm::mat4& modelMatrix);
enum Output
{
OutContained,
OutSeparated,
OutIntersecting
};
//Detects intersection and containment.
Output AABBvsTrianglesWContainment(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix);
//Return true if the boxes are intersecting. //Return true if the boxes are intersecting.
bool AABBVsAABB(const AABB& a, const AABB& b); bool AABBVsAABB(const AABB& a, const AABB& b);
//Return true if the boxes are intersecting. //Return true if the boxes are intersecting.
-12
View File
@@ -2,7 +2,6 @@
#define ComponentInfo_h__ #define ComponentInfo_h__
#include "../Common.h" #include "../Common.h"
#include "Entity.h"
#include <boost/shared_array.hpp> #include <boost/shared_array.hpp>
struct ComponentInfo struct ComponentInfo
@@ -22,7 +21,6 @@ struct ComponentInfo
{ {
std::string Name; std::string Name;
std::string Type; std::string Type;
unsigned char Index;
unsigned int Offset; unsigned int Offset;
unsigned int Stride; unsigned int Stride;
}; };
@@ -34,16 +32,6 @@ struct ComponentInfo
unsigned int Stride = 0; unsigned int Stride = 0;
boost::shared_array<char> Defaults = nullptr; boost::shared_array<char> Defaults = nullptr;
std::shared_ptr<Meta_t> Meta = 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<> template<>
+9 -13
View File
@@ -5,15 +5,16 @@
#include "MemoryPool.h" #include "MemoryPool.h"
#include "ComponentInfo.h" #include "ComponentInfo.h"
#include "ComponentWrapper.h" #include "ComponentWrapper.h"
#include "DirtySet.h"
class ComponentPool;
class ComponentPoolForwardIterator class ComponentPoolForwardIterator
: public std::iterator<std::forward_iterator_tag, ComponentWrapper> : public std::iterator<std::forward_iterator_tag, ComponentWrapper>
{ {
public: public:
ComponentPoolForwardIterator(ComponentPool* pool, const MemoryPool<char>::iterator begin, const MemoryPool<char>::iterator end); ComponentPoolForwardIterator(const ComponentInfo& componentInfo, const MemoryPool<char>::iterator begin, const MemoryPool<char>::iterator end)
: m_ComponentInfo(componentInfo)
, m_MemoryPoolIterator(begin)
, m_MemoryPoolEnd(end)
{ }
ComponentPoolForwardIterator(const ComponentPoolForwardIterator& other) = default; ComponentPoolForwardIterator(const ComponentPoolForwardIterator& other) = default;
ComponentPoolForwardIterator(ComponentPoolForwardIterator&& other) = default; ComponentPoolForwardIterator(ComponentPoolForwardIterator&& other) = default;
@@ -26,7 +27,6 @@ public:
ComponentWrapper operator*() const; ComponentWrapper operator*() const;
private: private:
ComponentPool* m_ComponentPool;
const ComponentInfo& m_ComponentInfo; const ComponentInfo& m_ComponentInfo;
MemoryPool<char>::iterator m_MemoryPoolIterator; MemoryPool<char>::iterator m_MemoryPoolIterator;
const MemoryPool<char>::iterator m_MemoryPoolEnd; const MemoryPool<char>::iterator m_MemoryPoolEnd;
@@ -34,7 +34,6 @@ private:
class ComponentPool class ComponentPool
{ {
friend class ComponentPoolForwardIterator;
public: public:
typedef ComponentPoolForwardIterator iterator; typedef ComponentPoolForwardIterator iterator;
typedef ptrdiff_t difference_type; typedef ptrdiff_t difference_type;
@@ -43,10 +42,9 @@ public:
typedef ComponentWrapper* pointer; typedef ComponentWrapper* pointer;
typedef ComponentWrapper& reference; typedef ComponentWrapper& reference;
ComponentPool(const ::ComponentInfo& ci, World* world) ComponentPool(const ::ComponentInfo& ci)
: m_ComponentInfo(ci) : m_ComponentInfo(ci)
, m_Pool(ci.Meta->Allocation, ci.GetHeaderSize() + ci.Stride) , m_Pool(ci.Meta->Allocation, sizeof(EntityID) + ci.Stride)
, m_World(world)
{ } { }
~ComponentPool(); ~ComponentPool();
ComponentPool(const ComponentPool& other); ComponentPool(const ComponentPool& other);
@@ -63,8 +61,8 @@ public:
// Delete a component and free its memory // Delete a component and free its memory
void Delete(ComponentWrapper& wrapper); void Delete(ComponentWrapper& wrapper);
iterator begin(); iterator begin() const;
iterator end(); iterator end() const;
size_t size() const; size_t size() const;
//Dumps information about what the pool memory looks like right now //Dumps information about what the pool memory looks like right now
@@ -82,8 +80,6 @@ private:
::ComponentInfo m_ComponentInfo; ::ComponentInfo m_ComponentInfo;
MemoryPool<char> m_Pool; MemoryPool<char> m_Pool;
std::unordered_map<EntityID, char*> m_EntityToComponent; std::unordered_map<EntityID, char*> m_EntityToComponent;
DirtySet m_DirtySet;
World* m_World;
}; };
#endif #endif
+45 -156
View File
@@ -4,32 +4,46 @@
#include <boost/shared_array.hpp> #include <boost/shared_array.hpp>
#include <boost/any.hpp> #include <boost/any.hpp>
#include "../Common.h" #include "../Common.h"
#include "../GLM.h"
#include "Entity.h" #include "Entity.h"
#include "ComponentInfo.h" #include "ComponentInfo.h"
#include "DirtySet.h"
#include "Util/Any.h" #include "Util/Any.h"
class World; 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; }
};
struct ComponentWrapper struct ComponentWrapper
{ {
ComponentWrapper(const ComponentInfo& componentInfo, char* data, ::DirtyBitField* dirtyBitField, World* world); ComponentWrapper(const ComponentInfo& componentInfo, char* data)
: Info(componentInfo)
, EntityID(*reinterpret_cast<::EntityID*>(data))
, Data(data + sizeof(::EntityID))
{ }
World* m_World;
const ComponentInfo& Info; const ComponentInfo& Info;
const ::EntityID EntityID; const ::EntityID EntityID;
char* Data; char* Data;
::DirtyBitField* DirtyBitField = nullptr;
ComponentInfo::EnumType Enum(const char* fieldName, const char* enumKey); ComponentInfo::EnumType Enum(const char* fieldName, const char* enumKey)
{
bool Dirty(DirtySetType type, const std::string& fieldName); return Info.Meta->FieldEnumDefinitions.at(fieldName).at(enumKey);
void SetDirty(DirtySetType type, const std::string& fieldName, bool dirty = true); }
void SetAllDirty(const std::string& fieldName, bool dirty = true);
template <typename T> template <typename T>
T& Field(const std::string& name) T& Field(std::string name)
{ {
const ComponentInfo::Field_t& field = Info.Fields.at(name); const ComponentInfo::Field_t& field = Info.Fields.at(name);
if (sizeof(T) > field.Stride) { if (sizeof(T) > field.Stride) {
@@ -41,15 +55,13 @@ struct ComponentWrapper
} }
template <typename T> template <typename T>
void SetField(const std::string& name, const T& value) void SetField(std::string name, const T value) { Field<T>(name) = value; }
{ //template <typename T>
Field<T>(name) = value; //void SetField(std::string name, T& value) { Field<T>(name) = value; }
SetAllDirty(name);
}
// Specialization for string literals // Specialization for string literals
template <std::size_t N> template <std::size_t N>
void SetField(const std::string& name, const char(&value)[N]) { SetField(name, std::string(value)); } void SetField(std::string name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); }
void Copy(ComponentWrapper& destination) void Copy(ComponentWrapper& destination)
{ {
@@ -83,163 +95,40 @@ struct ComponentWrapper
struct SubscriptProxy struct SubscriptProxy
{ {
friend struct ComponentWrapper; friend struct ComponentWrapper;
private:
public: SubscriptProxy(ComponentWrapper* component, std::string propertyName)
SubscriptProxy(ComponentWrapper* component, std::string fieldName)
: m_Component(component) : m_Component(component)
, m_FieldName(fieldName) , m_PropertyName(propertyName)
{ } { }
ComponentWrapper* m_Component; ComponentWrapper* m_Component;
std::string m_FieldName; std::string m_PropertyName;
public: public:
// Return the integer value of an enum type key for this field // Return the integer value of an enum type key for this field
ComponentInfo::EnumType Enum(const char* enumKey) { return m_Component->Enum(m_FieldName.c_str(), enumKey); } ComponentInfo::EnumType Enum(const char* enumKey) { return m_Component->Enum(m_PropertyName.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); }
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> template <typename T>
void operator=(const T& val) { m_Component->SetField<T>(m_FieldName, val); } operator T&() { return m_Component->Field<T>(m_PropertyName); }
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); }
// Specialization for string literals // Specialization for string literals
template <std::size_t N> template <std::size_t N>
void operator=(const char(&val)[N]) { m_Component->SetField<N>(m_FieldName, val); } void operator=(const char(&val)[N]) { m_Component->SetField<N>(m_PropertyName, val); }
}; };
SubscriptProxy operator[](const std::string& propertyName) { return SubscriptProxy(this, propertyName); } SubscriptProxy operator[](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 // A component wrapper that "owns" its data through a shared pointer
struct SharedComponentWrapper : ComponentWrapper struct SharedComponentWrapper : ComponentWrapper
{ {
SharedComponentWrapper(const ComponentInfo& componentInfo, boost::shared_array<char> data) SharedComponentWrapper(const ComponentInfo& componentInfo, boost::shared_array<char> data)
: ComponentWrapper(componentInfo, data.get(), nullptr, nullptr) : ComponentWrapper(componentInfo, data.get())
, m_DataReference(data) , m_DataReference(data)
{ } { }
-16
View File
@@ -1,16 +0,0 @@
#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
+2 -2
View File
@@ -1,5 +1,5 @@
#ifndef Events_Captured_h__ #ifndef ECaptured_h__
#define Events_Captured_h__ #define ECaptured_h__
#include "EventBroker.h" #include "EventBroker.h"
#include "../Core/Entity.h" #include "../Core/Entity.h"
+2 -2
View File
@@ -2,14 +2,14 @@
#define EEntityDeleted_h__ #define EEntityDeleted_h__
#include "Event.h" #include "Event.h"
#include "EntityWrapper.h" #include "Entity.h"
namespace Events namespace Events
{ {
struct EntityDeleted : Event struct EntityDeleted : Event
{ {
EntityWrapper DeletedEntity; EntityID DeletedEntity;
// True if the entity deletion was triggered because the entity's parent was deleted before it // True if the entity deletion was triggered because the entity's parent was deleted before it
bool Cascaded; bool Cascaded;
}; };
+2 -3
View File
@@ -10,9 +10,8 @@ namespace Events
struct PlayerDeath : Event struct PlayerDeath : Event
{ {
//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system //KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
EntityWrapper Player = EntityWrapper::Invalid; EntityWrapper Player;
EntityWrapper Killer = EntityWrapper::Invalid; std::string KilledByWhat;
std::string KilledByWhat = "";
}; };
} }
+2 -4
View File
@@ -23,13 +23,12 @@ struct EntityWrapper
static const EntityWrapper Invalid; static const EntityWrapper Invalid;
const std::string Name() const; const std::string Name();
bool HasComponent(const std::string& componentType); bool HasComponent(const std::string& componentType);
void AttachComponent(const char* componentName); void AttachComponent(const char* componentName);
EntityWrapper Parent(); EntityWrapper Parent();
EntityWrapper FirstParentByName(const std::string& parentEntityName); EntityWrapper FirstParentByName(const std::string& parentEntityName);
EntityWrapper FirstChildByName(const std::string& name); EntityWrapper FirstChildByName(const std::string& name);
EntityWrapper FirstLevelChildByName(const std::string& name);
EntityWrapper FirstParentWithComponent(const std::string& componentType); EntityWrapper FirstParentWithComponent(const std::string& componentType);
EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid); EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid);
std::vector<EntityWrapper> ChildrenWithComponent(const std::string& componentType); std::vector<EntityWrapper> ChildrenWithComponent(const std::string& componentType);
@@ -45,9 +44,8 @@ struct EntityWrapper
private: private:
EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent); EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent);
EntityWrapper cloneRecursive(EntityWrapper entity, EntityWrapper parent);
void childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent); 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 namespace std
-5
View File
@@ -2,11 +2,8 @@
#define PerformanceTimer_h__ #define PerformanceTimer_h__
#include "../Common.h" #include "../Common.h"
#ifdef DEBUG
#include <boost/timer/timer.hpp> #include <boost/timer/timer.hpp>
using boost::timer::cpu_timer; using boost::timer::cpu_timer;
#endif //DEBUG
class PerformanceTimer class PerformanceTimer
{ {
@@ -20,11 +17,9 @@ public:
static void CreateExcelData(); static void CreateExcelData();
private: private:
#ifdef DEBUG
static std::map<std::string, cpu_timer> timers; static std::map<std::string, cpu_timer> timers;
static cpu_timer m_Timer; static cpu_timer m_Timer;
static std::string currentTimerRunning; static std::string currentTimerRunning;
#endif //DEBUG
}; };
#endif #endif
-1
View File
@@ -19,7 +19,6 @@ class Resource
protected: protected:
Resource() { } Resource() { }
virtual ~Resource() = default;
public: public:
//Should be thrown in a Resource's constructor if it cannot complete because another resource is still loading. //Should be thrown in a Resource's constructor if it cannot complete because another resource is still loading.
+1 -1
View File
@@ -68,7 +68,7 @@ protected:
const std::string m_ComponentType; const std::string m_ComponentType;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cFade, double dt) = 0; virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) = 0;
}; };
class ImpureSystem : public virtual System class ImpureSystem : public virtual System
+1 -1
View File
@@ -81,7 +81,7 @@ public:
for (auto& pair : group.PureSystems) { for (auto& pair : group.PureSystems) {
const std::string& componentName = pair.first; const std::string& componentName = pair.first;
auto& systems = pair.second; auto& systems = pair.second;
ComponentPool* pool = m_World->GetComponents(componentName); const ComponentPool* pool = m_World->GetComponents(componentName);
if (pool == nullptr) { if (pool == nullptr) {
continue; continue;
} }
+25
View File
@@ -0,0 +1,25 @@
#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
-39
View File
@@ -1,39 +0,0 @@
#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
+1 -1
View File
@@ -35,7 +35,7 @@ public:
// Delete a component off an entity // Delete a component off an entity
void DeleteComponent(EntityID entity, const std::string& componentType); void DeleteComponent(EntityID entity, const std::string& componentType);
// Get all components of the specified type // Get all components of the specified type
ComponentPool* GetComponents(const std::string& componentType); const ComponentPool* GetComponents(const std::string& componentType);
// Get entity parent // Get entity parent
EntityID GetParent(EntityID entity); EntityID GetParent(EntityID entity);
// Change the parent of an entity // Change the parent of an entity
@@ -12,8 +12,8 @@ template <typename EventContext>
class EditorCameraInputController : public FirstPersonInputController<EventContext> class EditorCameraInputController : public FirstPersonInputController<EventContext>
{ {
public: public:
EditorCameraInputController(EventBroker* eventBroker, unsigned int playerID, EntityWrapper playerEntity) EditorCameraInputController(EventBroker* eventBroker, unsigned int playerID)
: FirstPersonInputController(eventBroker, playerID, playerEntity) : FirstPersonInputController(eventBroker, playerID)
{ {
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &EditorCameraInputController::OnMousePress); EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &EditorCameraInputController::OnMousePress);
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &EditorCameraInputController::OnMouseRelease); EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &EditorCameraInputController::OnMouseRelease);
-1
View File
@@ -47,7 +47,6 @@ private:
// Utility functions // Utility functions
EntityWrapper importEntity(EntityWrapper parent, boost::filesystem::path filePath); EntityWrapper importEntity(EntityWrapper parent, boost::filesystem::path filePath);
void setWidgetMode(EditorGUI::WidgetMode mode); void setWidgetMode(EditorGUI::WidgetMode mode);
bool isAnyParentMissingTransform(EntityID entityID);
// GUI callbacks // GUI callbacks
void OnEntitySelected(EntityWrapper entity); void OnEntitySelected(EntityWrapper entity);
+33
View File
@@ -0,0 +1,33 @@
#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
+16 -209
View File
@@ -6,20 +6,17 @@
#include "../Core/ELockMouse.h" #include "../Core/ELockMouse.h"
#include "../Game/Events/EDashAbility.h" #include "../Game/Events/EDashAbility.h"
#include "InputHandler.h" #include "InputHandler.h"
#include "Rendering/EAutoAnimationBlend.h"
#include "Rendering/ESetBlendWeight.h"
template <typename EventContext> template <typename EventContext>
class FirstPersonInputController : public InputController<EventContext> class FirstPersonInputController : public InputController<EventContext>
{ {
public: public:
FirstPersonInputController(EventBroker* eventBroker, int playerID, EntityWrapper playerEntity); FirstPersonInputController(EventBroker* eventBroker, int playerID);
virtual const glm::vec3 Movement() const { return m_Movement; } virtual const glm::vec3 Movement() const { return m_Movement; }
virtual const glm::vec3 Rotation() const { return m_Rotation; } virtual const glm::vec3 Rotation() const { return m_Rotation; }
virtual bool Jumping() const { return m_Jumping; } virtual bool Jumping() const { return m_Jumping; }
virtual bool Crouching() const { return m_Crouching; } virtual bool Crouching() const { return m_Crouching; }
virtual bool CrouchingLastFrame() const { return m_CrouchingLastFrame; }
virtual bool DoubleJumping() const { return m_DoubleJumping; } virtual bool DoubleJumping() const { return m_DoubleJumping; }
virtual void SetDoubleJumping(bool isDoubleJumping) { virtual void SetDoubleJumping(bool isDoubleJumping) {
m_DoubleJumping = isDoubleJumping; m_DoubleJumping = isDoubleJumping;
@@ -30,24 +27,22 @@ public:
virtual bool OnCommand(const Events::InputCommand& e) override; virtual bool OnCommand(const Events::InputCommand& e) override;
virtual void Reset(); virtual void Reset();
void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, Field<double> assaultDashCoolDownTimer, EntityID playerID); void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID);
virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; } virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; } virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
bool SpecialAbilityKeyDown() const { return m_SpecialAbilityKeyDown; } bool SpecialAbilityKeyDown() const { return m_SpecialAbilityKeyDown; }
protected: protected:
const int m_PlayerID; const int m_PlayerID;
EntityWrapper m_PlayerEntity;
bool m_MouseLocked = false; bool m_MouseLocked = false;
glm::vec3 m_Rotation; glm::vec3 m_Rotation;
glm::vec3 m_Movement; glm::vec3 m_Movement;
bool m_Jumping = false; bool m_Jumping = false;
bool m_DoubleJumping = false; bool m_DoubleJumping = false;
bool m_Crouching = false; bool m_Crouching = false;
bool m_CrouchingLastFrame = false;
//assault dash membervariables - needed to calculate the doubletap- and dashlogic //assault dash membervariables - needed to calculate the doubletap- and dashlogic
double m_AssaultDashDoubleTapDeltaTime = 0.0; double m_AssaultDashDoubleTapDeltaTime = 0.0;
double m_DashEffectResetTimer = 0.0;
//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable), //i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
//and its very unlikely that someone wants to change that value //and its very unlikely that someone wants to change that value
const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f; const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
@@ -70,10 +65,9 @@ protected:
}; };
template <typename EventContext> template <typename EventContext>
FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID, EntityWrapper playerEntity) FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID)
: InputController(eventBroker) : InputController(eventBroker)
, m_PlayerID(playerID) , m_PlayerID(playerID)
, m_PlayerEntity(playerEntity)
{ {
EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &FirstPersonInputController::OnLockMouse); EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &FirstPersonInputController::OnLockMouse);
EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &FirstPersonInputController::OnUnlockMouse); EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &FirstPersonInputController::OnUnlockMouse);
@@ -84,7 +78,6 @@ void FirstPersonInputController<EventContext>::Reset()
{ {
m_Rotation = glm::vec3(0.f, 0.f, 0.f); m_Rotation = glm::vec3(0.f, 0.f, 0.f);
m_Jumping = false; m_Jumping = false;
m_CrouchingLastFrame = m_Crouching;
} }
template <typename EventContext> template <typename EventContext>
@@ -113,6 +106,7 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
if (e.Command == "Pitch") { if (e.Command == "Pitch") {
float val = glm::radians(e.Value); float val = glm::radians(e.Value);
m_Rotation.x += -val; m_Rotation.x += -val;
//m_Rotation.x = glm::clamp(m_Rotation.x, -glm::half_pi<float>(), glm::half_pi<float>());
} }
if (e.Command == "Yaw") { if (e.Command == "Yaw") {
@@ -124,181 +118,16 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
if (e.Command == "Forward") { if (e.Command == "Forward") {
float val = glm::clamp(e.Value, -1.f, 1.f); float val = glm::clamp(e.Value, -1.f, 1.f);
m_Movement.z = -val; m_Movement.z = -val;
//Animation
if (m_PlayerEntity.Valid()) {
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
if (val > 0) { // Walk/Run
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;
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);
}
}
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.SingleLevelBlend = true;
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.SingleLevelBlend = true;
aeb.Start = true;
aeb.Reverse = true;
m_EventBroker->Publish(aeb);
}
}
}
}
} }
if (e.Command == "Right") { if (e.Command == "Right") {
float val = glm::clamp(e.Value, -1.f, 1.f); float val = glm::clamp(e.Value, -1.f, 1.f);
m_Movement.x = val; m_Movement.x = val;
}
if (glm::length2(m_Movement) > 0) {
//Animation m_Movement = glm::normalize(m_Movement);
if (m_PlayerEntity.Valid()) {
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
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) { //LeftStrafe
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "Left";
aeb.RootNode = playerModel;
aeb.SingleLevelBlend = true;
aeb.Start = true;
m_EventBroker->Publish(aeb);
}
}
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.SingleLevelBlend = true;
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.SingleLevelBlend = true;
aeb.Start = true;
aeb.Reverse = true;
m_EventBroker->Publish(aeb);
}
}
}
}
} }
} }
if (m_PlayerEntity.Valid()) {
glm::vec2 movementXZ = glm::vec2(m_Movement.x, m_Movement.z);
if (glm::length(movementXZ) < 0.1f) {
//Blend to Idle
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
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::length(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.Command == "Forward" || e.Command == "Right") {
if (e.Value != 0) { if (e.Value != 0) {
m_CurrentDirectionVector = e.Command == "Right" ? (e.Value > 0 ? "Right" : "Left") : (e.Value > 0 ? "Forward" : "Backward"); m_CurrentDirectionVector = e.Command == "Right" ? (e.Value > 0 ? "Right" : "Left") : (e.Value > 0 ? "Forward" : "Backward");
@@ -330,34 +159,6 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
if (e.Command == "Crouch") { if (e.Command == "Crouch") {
m_Crouching = e.Value > 0; m_Crouching = e.Value > 0;
//Animation
if (m_PlayerEntity.Valid()) {
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
if (e.Value == 0.f) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.3;
aeb.NodeName = "StandMovement";
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.Restart = true;
aeb.SingleLevelBlend = true;
m_EventBroker->Publish(aeb);
} else if(e.Value == 1.0f) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.3;
aeb.NodeName = "CrouchMovement";
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.Restart = true;
aeb.SingleLevelBlend = true;
m_EventBroker->Publish(aeb);
}
}
}
} }
if (e.Command == "SpecialAbility") { if (e.Command == "SpecialAbility") {
@@ -384,12 +185,19 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
} }
template <typename EventContext> template <typename EventContext>
void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, Field<double> assaultDashCoolDownTimer, EntityID playerID) { void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID) {
m_AssaultDashDoubleTapDeltaTime += dt; m_AssaultDashDoubleTapDeltaTime += dt;
m_DashEffectResetTimer += dt;
assaultDashCoolDownTimer -= dt; assaultDashCoolDownTimer -= dt;
//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work) //cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
if (assaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) { if (assaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
m_PlayerIsDashing = true; m_PlayerIsDashing = true;
if (m_DashEffectResetTimer > 0.05) {
Events::DashAbility e;
e.Player = playerID;
m_EventBroker->Publish(e);
m_DashEffectResetTimer = 0.0;
}
} else { } else {
m_PlayerIsDashing = false; m_PlayerIsDashing = false;
} }
@@ -401,7 +209,6 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer; assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
m_AssaultDashDoubleTapped = true; m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f; m_AssaultDashDoubleTapDeltaTime = 0.f;
Events::DashAbility e; Events::DashAbility e;
e.Player = playerID; e.Player = playerID;
m_EventBroker->Publish(e); m_EventBroker->Publish(e);
+1 -1
View File
@@ -18,7 +18,7 @@ public:
void LoadBindings(std::string file); void LoadBindings(std::string file);
void Update(double dt); void Update(double dt);
void Process(bool suppressNewEvents = false); void Process();
template <typename T> template <typename T>
void AddHandler(); void AddHandler();
void Publish(const Events::InputCommand& e); void Publish(const Events::InputCommand& e);
+31 -33
View File
@@ -10,33 +10,37 @@
#include <boost/asio.hpp> #include <boost/asio.hpp>
#include <boost/shared_array.hpp> #include <boost/shared_array.hpp>
#include "Network/EKillDeath.h"
#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/Network.h"
#include "Network/MessageType.h" #include "Network/MessageType.h"
#include "Network/PlayerDefinition.h" #include "Network/PlayerDefinition.h"
#include "Network/UDPClient.h" #include "Network/UDPClient.h"
#include "Network/TCPClient.h" #include "Network/TCPClient.h"
#include "Network/SnapshotDefinitions.h" #include "Network/SnapshotDefinitions.h"
#include "Network/EDisplayServerlist.h" #include "Core/World.h"
#include "Network/EConnectRequest.h" #include "Core/EventBroker.h"
#include "Network/EPlayerDisconnected.h" #include "Core/ConfigFile.h"
#include "Network/ESearchForServers.h" #include "Core/EPlayerDeath.h"
#include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h"
#include "../Game/Events/EDoubleJump.h"
#include "Network/EInterpolate.h" #include "Network/EInterpolate.h"
#include "Network/SnapshotFilter.h" #include "Network/SnapshotFilter.h"
#include "Core/EWin.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 class Client : public Network
{ {
@@ -46,7 +50,7 @@ public:
~Client(); ~Client();
void Connect(std::string address, int port); void Connect(std::string address, int port);
void Update(double dt) override; void Update() override;
private: private:
UDPClient m_Unreliable; UDPClient m_Unreliable;
TCPClient m_Reliable; TCPClient m_Reliable;
@@ -80,14 +84,14 @@ private:
// Network logic // Network logic
PlayerDefinition m_PlayerDefinitions[8]; PlayerDefinition m_PlayerDefinitions[8];
SnapshotDefinitions m_NextSnapshot; SnapshotDefinitions m_NextSnapshot;
double m_DurationOfPingTime = 0; double m_DurationOfPingTime;
double m_StartPingTime = 0; std::clock_t m_StartPingTime;
double m_TimeSinceSentInputs = 0; std::clock_t m_TimeSinceSentInputs;
double m_SendInputInterval = 0.033; unsigned int m_SendInputIntervalMs;
std::vector<Events::InputCommand> m_InputCommandBuffer; std::vector<Events::InputCommand> m_InputCommandBuffer;
// Private member functions // Private member functions
size_t receive(char* data); size_t receive(char* data);
void disconnect(); void disconnect();
void parseMessageType(Packet& packet); void parseMessageType(Packet& packet);
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID); void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID);
@@ -106,9 +110,6 @@ private:
void parseDoubleJump(Packet& packet); void parseDoubleJump(Packet& packet);
void parseDashEffect(Packet& packet); void parseDashEffect(Packet& packet);
void parseAmmoPickup(Packet& packet); void parseAmmoPickup(Packet& packet);
void parseRemoveWorld(Packet& packet);
void parseKDEvent(Packet& packet);
void parseWin(Packet& packet);
void InterpolateFields(Packet& packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType); void InterpolateFields(Packet& packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
void parseSnapshot(Packet& packet); void parseSnapshot(Packet& packet);
void identifyPacketLoss(); void identifyPacketLoss();
@@ -118,7 +119,6 @@ private:
void sendLocalPlayerTransform(); void sendLocalPlayerTransform();
void becomePlayer(); void becomePlayer();
void displayServerlist(); void displayServerlist();
void createMainMenu();
// Mapping Logic // Mapping Logic
// Returns if local EntityID exist in map // Returns if local EntityID exist in map
bool clientServerMapsHasEntity(EntityID clientEntityID); bool clientServerMapsHasEntity(EntityID clientEntityID);
@@ -139,15 +139,13 @@ private:
bool OnDoubleJump(Events::DoubleJump & e); bool OnDoubleJump(Events::DoubleJump & e);
EventRelay<Client, Events::DashAbility> m_EDashAbility; EventRelay<Client, Events::DashAbility> m_EDashAbility;
bool OnDashAbility(const Events::DashAbility& e); bool OnDashAbility(const Events::DashAbility& e);
EventRelay<Client, Events::ConnectRequest> m_EConnectRequest;
bool OnConnectRequest(const Events::ConnectRequest& e);
bool OnSearchForServers(const Events::SearchForServers& e); bool OnSearchForServers(const Events::SearchForServers& e);
UDPClient m_ServerlistRequest; UDPClient m_ServerlistRequest;
std::vector<ServerInfo> m_Serverlist; std::vector<ServerInfo> m_Serverlist;
bool m_SearchingForServers = false; bool m_SearchingForServers = false;
double m_TimeSearched = 0; std::clock_t m_StartSearchTime;
double m_SearchingTime = 0.2; // Config I guess double m_SearchingTime = 2000; // Config I guess
}; };
#endif #endif
-17
View File
@@ -1,17 +0,0 @@
#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
@@ -1,29 +0,0 @@
#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
-30
View File
@@ -1,30 +0,0 @@
#ifndef Events_KillDeath_h__
#define Events_KillDeath_h__
#include "Core/EventBroker.h"
typedef unsigned int PlayerID;
namespace Events
{
struct KillDeath : public Event
{
int CasualtyTeam;
PlayerID Casualty = -1;
std::string CasualtyName;
//1 = assault, 2 = defender, 3 = sniper
int CasualtyClass;
int KillerTeam;
PlayerID Killer = -1;
std::string KillerName;
//1 = assault, 2 = defender, 3 = sniper
int KillerClass;
};
}
#endif
-17
View File
@@ -1,17 +0,0 @@
#ifndef Events_PlayerConnected
#define Events_PlayerConnected
#include "Core/EventBroker.h"
namespace Events
{
struct PlayerConnected : public Event
{
std::string PlayerName = "";
int PlayerID = -1;
};
}
#endif // !Events_PlayerConnected
-3
View File
@@ -23,9 +23,6 @@ enum class MessageType
OnDashEffect, OnDashEffect,
ServerlistRequest, ServerlistRequest,
AmmoPickup, AmmoPickup,
RemoveWorld,
KD,
Win,
Invalid Invalid
}; };
+1 -3
View File
@@ -22,7 +22,7 @@ public:
Network(World* world, EventBroker* eventBroker); Network(World* world, EventBroker* eventBroker);
virtual ~Network() { }; virtual ~Network() { };
virtual void Update(double dt) = 0; virtual void Update() = 0;
protected: protected:
World* m_World; World* m_World;
@@ -39,8 +39,6 @@ protected:
void logReceivedData(int bytesReceived); void logReceivedData(int bytesReceived);
void saveToFile(); void saveToFile();
void updateNetworkData(); void updateNetworkData();
void popNetworkSegmentOfHeader(Packet& packet);
void removeWorld();
}; };
#endif #endif
+1 -1
View File
@@ -11,7 +11,7 @@ class NetworkClient
public: public:
NetworkClient(); NetworkClient();
virtual ~NetworkClient(); virtual ~NetworkClient();
virtual bool Connect(std::string playerName, std::string address, int port) = 0; virtual void Connect(std::string playerName, std::string address, int port) = 0;
virtual void Disconnect() = 0; virtual void Disconnect() = 0;
virtual void Receive(Packet& packet) = 0; virtual void Receive(Packet& packet) = 0;
virtual void Send(Packet & packet) = 0; virtual void Send(Packet & packet) = 0;
+3 -19
View File
@@ -16,9 +16,7 @@ public:
Packet(char* data, const size_t sizeOfPacket); Packet(char* data, const size_t sizeOfPacket);
Packet(MessageType type); Packet(MessageType type);
~Packet(); ~Packet();
void Init(MessageType type, unsigned int& packetID, void Init(MessageType type, unsigned int& packetID);
int groupIndex, int groupSize,
int packetGroup);
// Add primitive types like int, float, char... // Add primitive types like int, float, char...
template<typename T> template<typename T>
@@ -27,8 +25,7 @@ public:
// Check if we are trying to add more than the package can fit. // Check if we are trying to add more than the package can fit.
if (m_MaxPacketSize < m_Offset + sizeof(T)) { if (m_MaxPacketSize < m_Offset + sizeof(T)) {
if (m_MaxPacketSize >= 32000) { if (m_MaxPacketSize >= 32000) {
// 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);
//LOG_WARNING("Package::WritePrimitive(): New size is huge %i bytes\n", m_MaxPacketSize*2);
} }
resizeData(); resizeData();
} }
@@ -60,19 +57,13 @@ public:
void UpdateSize(); void UpdateSize();
char* ReadData(int SizeOfData); char* ReadData(int SizeOfData);
void ChangePacketID(unsigned int& packetID); void ChangePacketID(unsigned int& packetID);
void ChangeGroupIndex(int groupIndex);
void ChangeGroupSize(int groupSize);
void ChangeGroup(int group);
size_t Size() { return m_Offset; }; size_t Size() { return m_Offset; };
char* Data() { return m_Data; }; char* Data() { return m_Data; };
MessageType GetMessageType(); MessageType GetMessageType();
size_t Group();
size_t DataReadSize() { return m_ReturnDataOffset; } size_t DataReadSize() { return m_ReturnDataOffset; }
size_t MaxSize() { return m_MaxPacketSize; } size_t MaxSize() { return m_MaxPacketSize; }
size_t HeaderSize() { return m_HeaderSize; } size_t HeaderSize() { return m_HeaderSize; }
size_t GroupIndex();
size_t GroupSize();
size_t PacketID();
private: private:
char* m_Data; char* m_Data;
size_t m_ReturnDataOffset = 0; size_t m_ReturnDataOffset = 0;
@@ -81,13 +72,6 @@ private:
size_t m_HeaderSize = 0; size_t m_HeaderSize = 0;
void resizeData(); void resizeData();
void resizeData(int size); void resizeData(int size);
size_t packetSizeOffset = 0;
size_t groupOffset = 0;
size_t groupIndexOffset = 0;
size_t groupSizeOffset = 0;
size_t messageTypeOffset = 0;
size_t packetIDOffset = 0;
}; };
#endif #endif
@@ -14,7 +14,6 @@ struct PlayerDefinition {
unsigned short TCPPort; unsigned short TCPPort;
// use for tcp connections // use for tcp connections
boost::shared_ptr<boost::asio::ip::tcp::socket> TCPSocket; boost::shared_ptr<boost::asio::ip::tcp::socket> TCPSocket;
int PacketGroup = 1;
}; };
#endif #endif
+9 -24
View File
@@ -11,7 +11,6 @@
#include "Network/MessageType.h" #include "Network/MessageType.h"
#include "Network/PlayerDefinition.h" #include "Network/PlayerDefinition.h"
#include "Core/World.h" #include "Core/World.h"
#include "Core/EntityFile.h"
#include "Core/EventBroker.h" #include "Core/EventBroker.h"
#include "../Network/Network.h" #include "../Network/Network.h"
#include "Input/EInputCommand.h" #include "Input/EInputCommand.h"
@@ -22,11 +21,6 @@
#include "Core/EEntityDeleted.h" #include "Core/EEntityDeleted.h"
#include "Core/EComponentDeleted.h" #include "Core/EComponentDeleted.h"
#include "Core/EAmmoPickup.h" #include "Core/EAmmoPickup.h"
#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 class Server : public Network
{ {
@@ -34,7 +28,7 @@ public:
Server(World* world, EventBroker* eventBroker, int port); Server(World* world, EventBroker* eventBroker, int port);
~Server(); ~Server();
void Update(double dt) override; void Update() override;
private: private:
// Network channels // Network channels
@@ -44,7 +38,6 @@ private:
// dont forget to set these in the childrens receive logic // dont forget to set these in the childrens receive logic
boost::asio::ip::address m_Address; boost::asio::ip::address m_Address;
int m_Port = 27666; int m_Port = 27666;
bool m_GameIsOver = false;
// Sending messages to client logic // Sending messages to client logic
std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers; std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers;
std::vector<PlayerID> m_PlayersToDisconnect; std::vector<PlayerID> m_PlayersToDisconnect;
@@ -52,19 +45,18 @@ private:
char readBuffer[BUFFERSIZE] = { 0 }; char readBuffer[BUFFERSIZE] = { 0 };
size_t bytesRead = 0; size_t bytesRead = 0;
// time for previouse message // time for previouse message
double previousPingMessage = 0; std::clock_t previousePingMessage = std::clock();
double previousSnapshotMessage = 0; std::clock_t previousSnapshotMessage = std::clock();
double timeOutTimer = 0; std::clock_t timOutTimer = std::clock();
// How often we send messages (seconds) // How often we send messages (milliseconds)
double pingInterval = 1; float pingIntervalMs;
double snapshotInterval = 0.05; float snapshotInterval;
double checkTimeOutInterval = 0.1; int checkTimeOutInterval = 100;
int m_NextPlayerID = 0; int m_NextPlayerID = 0;
std::vector<Events::InputCommand> m_InputCommandsToBroadcast; std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
//Timers //Timers
std::clock_t m_StartPingTime; std::clock_t m_StartPingTime;
std::string m_ServerName = "";
// Packet loss logic // Packet loss logic
PacketID m_PacketID = 0; PacketID m_PacketID = 0;
@@ -75,7 +67,6 @@ private:
void reliableBroadcast(Packet& packet); void reliableBroadcast(Packet& packet);
void unreliableBroadcast(Packet& packet); void unreliableBroadcast(Packet& packet);
void sendSnapshot(); void sendSnapshot();
void createWorldSnapshot(Packet& packet);
void addPlayersToPacket(Packet& packet, EntityID entityID); void addPlayersToPacket(Packet& packet, EntityID entityID);
void addChildrenToPacket(Packet& packet, EntityID entityID); void addChildrenToPacket(Packet& packet, EntityID entityID);
void addInputCommandsToPacket(Packet& packet); void addInputCommandsToPacket(Packet& packet);
@@ -86,9 +77,7 @@ private:
void parseOnPlayerDamage(Packet& packet); void parseOnPlayerDamage(Packet& packet);
void identifyPacketLoss(); void identifyPacketLoss();
void kick(PlayerID player); void kick(PlayerID player);
PlayerID getPlayerIDFromEndpoint(); PlayerID GetPlayerIDFromEndpoint();
PlayerID getPlayerIDFromEntityID(EntityID entityID);
void resetMap();
void parsePlayerTransform(Packet& packet); void parsePlayerTransform(Packet& packet);
void parseOnInputCommand(Packet& packet); void parseOnInputCommand(Packet& packet);
void parseClientPing(); void parseClientPing();
@@ -114,10 +103,6 @@ private:
bool OnPlayerDamage(const Events::PlayerDamage& e); bool OnPlayerDamage(const Events::PlayerDamage& e);
EventRelay<Server, Events::AmmoPickup> m_EAmmoPickup; EventRelay<Server, Events::AmmoPickup> m_EAmmoPickup;
bool OnAmmoPickup(const Events::AmmoPickup& e); 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 #endif
+1 -1
View File
@@ -10,7 +10,7 @@ public:
TCPClient(); TCPClient();
~TCPClient(); ~TCPClient();
bool Connect(std::string playerName, std::string address, int port); void Connect(std::string playerName, std::string address, int port);
void Disconnect(); void Disconnect();
void Receive(Packet& packet); void Receive(Packet& packet);
void Send(Packet & packet); void Send(Packet & packet);
+2 -15
View File
@@ -1,7 +1,5 @@
#ifndef UDPClient_h__ #ifndef UDPClient_h__
#define UDPClient_h__ #define UDPClient_h__
#include <map>
#include <algorithm>
#include <boost/asio.hpp> #include <boost/asio.hpp>
#include "Network/NetworkClient.h" #include "Network/NetworkClient.h"
@@ -12,30 +10,19 @@ public:
UDPClient(); UDPClient();
~UDPClient(); ~UDPClient();
bool Connect(std::string playerName, std::string address, int port); void Connect(std::string playerName, std::string address, int port);
void Disconnect(); void Disconnect();
void Receive(Packet& packet); void Receive(Packet& packet);
void ReceivePackets(); void Send(Packet & packet);
void Send(Packet& packet);
void Broadcast(Packet& packet, int port); void Broadcast(Packet& packet, int port);
bool IsSocketAvailable(); bool IsSocketAvailable();
// Returns false if no packets are available
bool GetNextPacket(Packet& packet);
private: private:
typedef std::map<unsigned int, std::vector<std::pair<int, boost::shared_ptr<char>>>> PacketMap;
// Assio UDP logic // Assio UDP logic
boost::asio::io_service m_IOService; boost::asio::io_service m_IOService;
boost::asio::ip::udp::endpoint m_ReceiverEndpoint; boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket; boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket;
int m_LastReceivedSnapshotGroup = 0;
int readBuffer(); int readBuffer();
void readPartOfPacket();
PacketID m_SendPacketID = 0; PacketID m_SendPacketID = 0;
//map:(packetGroup, vector:(pair:(groupIndex, packetData)))
PacketMap m_PacketSegmentMap;
bool hasReceivedPacket(int packetGroup, int groupIndex);
// 2^19
const int m_SizeOfSocketBuffer = 524288;
}; };
#endif #endif
-2
View File
@@ -3,7 +3,6 @@
#include "NetworkServer.h" #include "NetworkServer.h"
#include <boost/asio/ip/udp.hpp> #include <boost/asio/ip/udp.hpp>
#define MAXPACKETSIZE 64000
class UDPServer : public NetworkServer class UDPServer : public NetworkServer
{ {
@@ -14,7 +13,6 @@ public:
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers); void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
void Receive(Packet & packet, PlayerDefinition & playerDefinition); void Receive(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet, PlayerDefinition & playerDefinition); void Send(Packet & packet, PlayerDefinition & playerDefinition);
void SendToConnectedPlayers(Packet & packet, std::map<PlayerID, PlayerDefinition>& playersTosendTo);
void Send(Packet & packet); void Send(Packet & packet);
void Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint); void Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint);
void Broadcast(Packet & packet, int port); void Broadcast(Packet & packet, int port);
+13 -27
View File
@@ -3,41 +3,27 @@
#include "GLM.h" #include "GLM.h"
#include "../Common.h" #include "Common.h"
#include "../Core/System.h" #include "Core/System.h"
#include "../Core/ResourceManager.h" #include "Core/ResourceManager.h"
#include "Rendering/Model.h" #include "Rendering/Model.h"
#include "Rendering/EAnimationComplete.h"
#include "Rendering/Skeleton.h" #include "Rendering/Skeleton.h"
#include "Rendering/BlendTree.h" #include <imgui/imgui.h>
#include "Rendering/EAutoAnimationBlend.h"
#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 class AnimationSystem : public PureSystem
{ {
public: public:
AnimationSystem(SystemParams params); AnimationSystem(SystemParams params)
: System(params)
, PureSystem("Animation")
{
}
~AnimationSystem() { } ~AnimationSystem() { }
virtual void Update(double dt) override; virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
private: private:
void CreateBlendTrees();
void UpdateAnimations(double dt);
void UpdateWeights(double dt);
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;
}; };
#endif #endif
-48
View File
@@ -1,48 +0,0 @@
#ifndef AutoBlendQueue_h__
#define AutoBlendQueue_h__
#include "../Core/ResourceManager.h"
#include "Skeleton.h"
#include "Model.h"
#include "BlendTree.h"
#include "../Core/EntityWrapper.h"
class AutoBlendQueue
{
public:
struct AutoBlendJob
{
EntityWrapper RootNode = EntityWrapper::Invalid;
double Duration;
double CurrentTime = 0.0;
double Delay = 0.0;
EntityWrapper AnimationEntity = EntityWrapper::Invalid;
BlendTree::AutoBlendInfo BlendInfo;
};
struct AutoblendNode
{
AutoBlendJob BlendJob;
double StartTime;
double EndTime;
};
AutoBlendQueue() { };
void Insert(AutoBlendJob autoBlendJob);
void UpdateTime(double dt);
void PrintQueue();
bool HasActiveBlendJob();
std::shared_ptr<BlendTree> GetBlendTree();
AutoBlendQueue::AutoBlendJob& GetActiveBlendJob();
bool Empty() { return m_BlendQueue.empty(); }
private:
std::list<AutoblendNode> m_BlendQueue;
};
#endif
-103
View File
@@ -1,103 +0,0 @@
#ifndef BlendTree_h__
#define BlendTree_h__
#include "Common.h"
#include "../GLM.h"
#include "Skeleton.h"
#include "../Core/EntityWrapper.h"
#include "../Core/World.h"
#include <stack>
class BlendTree
{
public:
enum class NodeType
{
Additive,
Blend,
Override,
Animation,
};
struct Node
{
std::string Name;
EntityWrapper Entity;
Node* Parent = nullptr;
Node* Child[2] = { nullptr, nullptr };
NodeType Type;
std::map<int, Skeleton::PoseData> Pose;
bool SubTreeRoot = false;
double Weight = 0.0;
Node* Next() {
Node* next = this;
if (next->Child[1] == nullptr) {
// Node has no right child
next = this;
while (next->Parent != nullptr && next == next->Parent->Child[1]) {
next = next->Parent;
}
next = next->Parent;
} else {
// Find the leftmost node in the right subtree
next = next->Child[1];
while (next->Child[0] != nullptr) {
next = next->Child[0];
}
}
return next;
}
};
struct AutoBlendInfo
{
std::string NodeName;
double progress;
bool Start;
bool SingleBlend;
double Weight;
std::unordered_map<EntityWrapper, double> StartWeights;
};
BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton);
~BlendTree();
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);
BlendTree::Node* GetCommonParent(std::string NodeName1, std::string NodeName2);
BlendTree::Node* FirstCommonParent(Node* node1, Node* node2);
EntityWrapper GetSubTreeRoot(std::string nodeName);
std::vector<EntityWrapper> GetSubTreeRoots(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);
void Blend(std::map<int, Skeleton::PoseData>& pose);
};
#endif
-70
View File
@@ -1,70 +0,0 @@
#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
@@ -8,7 +8,6 @@
#include "Core/ResourceManager.h" #include "Core/ResourceManager.h"
#include "Rendering/Model.h" #include "Rendering/Model.h"
#include "Rendering/Skeleton.h" #include "Rendering/Skeleton.h"
#include "Rendering/BlendTree.h"
//Needs to be a higher orderlevel than AnimationSystem //Needs to be a higher orderlevel than AnimationSystem
class BoneAttachmentSystem : public PureSystem class BoneAttachmentSystem : public PureSystem
+2 -3
View File
@@ -3,7 +3,6 @@
#include "IRenderer.h" #include "IRenderer.h"
#include "ShaderProgram.h" #include "ShaderProgram.h"
#include "PNG.h"
class CubeMapPass class CubeMapPass
{ {
@@ -16,13 +15,13 @@ public:
void GenerateCubeMapTexture(); void GenerateCubeMapTexture();
//GLuint CubeMapTexture() const { return m_CubeMapTexture; } //GLuint CubeMapTexture() const { return m_CubeMapTexture; }
GLuint m_CubeMapTexture = 0; GLuint m_CubeMapTexture = -1;
private: private:
IRenderer* m_Renderer; IRenderer* m_Renderer;
std::string m_PreviusCubeMapTexture; std::string m_PreviusCubeMapTexture;
std::vector<std::string> m_CubeMapTextures; std::vector<Texture*> m_CubeMapTextures;
}; };
#endif #endif
@@ -7,7 +7,7 @@
#include "../GLM.h" #include "../GLM.h"
#include "../Core/ComponentWrapper.h" #include "../Core/ComponentWrapper.h"
#include "RenderJob.h" #include "RenderJob.h"
#include "../Core/TransformSystem.h" #include "../Core/Transform.h"
#include "../Core/World.h" #include "../Core/World.h"
struct DirectionalLightJob : RenderJob struct DirectionalLightJob : RenderJob
@@ -16,7 +16,7 @@ struct DirectionalLightJob : RenderJob
: RenderJob() : RenderJob()
{ {
Direction = glm::vec4(0,0,-1,0) * glm::inverse(TransformSystem::AbsoluteOrientation(m_World, transformComponent.EntityID)); Direction = glm::vec4(0,0,-1,0) * glm::inverse(Transform::AbsoluteOrientation(m_World, transformComponent.EntityID));
//Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f); //Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f);
Color = (glm::vec4)directionalLightComponent["Color"]; Color = (glm::vec4)directionalLightComponent["Color"];
Intensity = (double)directionalLightComponent["Intensity"]; Intensity = (double)directionalLightComponent["Intensity"];
+4 -10
View File
@@ -13,7 +13,7 @@ class DrawBloomPass
{ {
public: public:
DrawBloomPass(IRenderer* renderer, ConfigFile* config); DrawBloomPass(IRenderer* renderer, ConfigFile* config);
~DrawBloomPass(); ~DrawBloomPass() { }
void InitializeTextures(); void InitializeTextures();
void InitializeFrameBuffers(); void InitializeFrameBuffers();
void InitializeShaderPrograms(); void InitializeShaderPrograms();
@@ -33,14 +33,12 @@ public:
if (m_Quality == 0) { if (m_Quality == 0) {
return m_BlackTexture->m_Texture; return m_BlackTexture->m_Texture;
} else { } else {
return m_FinalGaussianTexture; return m_GaussianTexture_vert;
} }
} }
private: private:
void GaussianLodPass(GLuint mipMap, GLuint texture);
void CombineGaussianBlur();
Texture* m_BlackTexture; Texture* m_BlackTexture;
Model* m_ScreenQuad; Model* m_ScreenQuad;
@@ -49,19 +47,15 @@ private:
//const LightCullingPass* m_LightCullingPass //const LightCullingPass* m_LightCullingPass
int m_Iterations; int m_Iterations;
int m_Quality = 0; int m_Quality = 0;
int m_BloomLod = 5;
GLuint m_GaussianTexture_horiz = 0; GLuint m_GaussianTexture_horiz = 0;
GLuint m_GaussianTexture_vert = 0; GLuint m_GaussianTexture_vert = 0;
GLuint m_FinalGaussianTexture = 0;
FrameBuffer* m_GaussianFrameBuffer_horiz = nullptr; FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer* m_GaussianFrameBuffer_vert = nullptr; FrameBuffer m_GaussianFrameBuffer_vert;
FrameBuffer m_GaussianCombineBuffer;
ShaderProgram* m_GaussianProgram_horiz; ShaderProgram* m_GaussianProgram_horiz;
ShaderProgram* m_GaussianProgram_vert; ShaderProgram* m_GaussianProgram_vert;
ShaderProgram* m_GaussianCombineProgram;
}; };
+13 -85
View File
@@ -11,91 +11,25 @@
#include "Util/UnorderedMapVec2.h" #include "Util/UnorderedMapVec2.h"
#include "Util/CommonFunctions.h" #include "Util/CommonFunctions.h"
#include "Texture.h" #include "Texture.h"
#include "ShadowPass.h"
#include "BlurHUD.h"
class DrawFinalPass class DrawFinalPass
{ {
public: public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass, ConfigFile* config); DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
~DrawFinalPass(); ~DrawFinalPass() { }
void InitializeTextures(); void InitializeTextures();
void InitializeFrameBuffers(); void InitializeFrameBuffers();
void InitializeShaderPrograms(); void InitializeShaderPrograms();
void Draw(RenderScene& scene, BlurHUD* blurHUDPass); void Draw(RenderScene& scene);
void ClearBuffer(); void ClearBuffer();
void OnWindowResize(); void OnWindowResize();
void setMSAA(unsigned int numberOfSamples);
//Return the texture that is used in later stages to apply the bloom effect //Return the texture that is used in later stages to apply the bloom effect
GLuint BloomTexture() { GLuint BloomTexture() const { return m_BloomTexture; }
if (m_MSAA){
m_AntiAliasedFrameBuffer->Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_AntiAliasedFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Read();
glReadBuffer(GL_COLOR_ATTACHMENT1);
m_AntiAliasedFrameBuffer->Draw();
glBlitFramebuffer(
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
return m_AntiAliasedTexture;
}
return m_BloomTexture; }
//Return the texture with diffuse and lighting of the scene. //Return the texture with diffuse and lighting of the scene.
GLuint DrawFinalPass::SceneTexture() { GLuint SceneTexture() const { return m_SceneTexture; }
if (m_MSAA) {
m_AntiAliasedFrameBuffer->Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_AntiAliasedFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Read();
glReadBuffer(GL_COLOR_ATTACHMENT0);
m_AntiAliasedFrameBuffer->Draw();
glBlitFramebuffer(
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
return m_AntiAliasedTexture;
}
return m_SceneTexture;
}
//Return the SceneTexture with the blurred HUD bits.
GLuint CombinedSceneTexture() {
if (m_MSAA) {
m_AntiAliasedFrameBuffer->Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_AntiAliasedFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Read();
m_AntiAliasedFrameBuffer->Draw();
glBlitFramebuffer(
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
return m_AntiAliasedTexture;
}
return m_CombinedTexture; }
//Return the blurred scene texture.
GLuint FullBlurredTexture() {
if (m_MSAA) {
m_AntiAliasedFrameBuffer->Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_AntiAliasedFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Read();
m_AntiAliasedFrameBuffer->Draw();
glBlitFramebuffer(
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
return m_AntiAliasedTexture;
}
return m_FullBlurredTexture; }
//Return the framebuffer used in the scene rendering stage. //Return the framebuffer used in the scene rendering stage.
FrameBuffer* FinalPassFrameBuffer() { return m_FinalPassFrameBuffer; } FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
private: private:
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene); void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
@@ -116,27 +50,21 @@ private:
Texture* m_GreyTexture; Texture* m_GreyTexture;
Texture* m_ErrorTexture; Texture* m_ErrorTexture;
FrameBuffer* m_FinalPassFrameBuffer = nullptr; FrameBuffer m_FinalPassFrameBuffer;
FrameBuffer* m_ShieldDepthFrameBuffer = nullptr; FrameBuffer m_ShieldDepthFrameBuffer;
FrameBuffer* m_AntiAliasedFrameBuffer = nullptr; GLuint m_BloomTexture;
GLuint m_BloomTexture = 0; GLuint m_SceneTexture;
GLuint m_SceneTexture = 0; GLuint m_DepthBuffer;
GLuint m_DepthBuffer = 0; GLuint m_ShieldBuffer;
GLuint m_ShieldBuffer = 0; GLuint m_CubeMapTexture;
GLuint m_CubeMapTexture = 0;
GLuint m_FullBlurredTexture = 0;
GLuint m_CombinedTexture = 0; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
GLuint m_AntiAliasedTexture = 0; //Is only used when MSAA is active;
//maqke this component based i guess? //maqke this component based i guess?
GLuint m_ShieldPixelRate = 16; GLuint m_ShieldPixelRate = 16;
unsigned int m_MSAA = 0;
const IRenderer* m_Renderer; const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass; const LightCullingPass* m_LightCullingPass;
const CubeMapPass* m_CubeMapPass; const CubeMapPass* m_CubeMapPass;
const SSAOPass* m_SSAOPass; const SSAOPass* m_SSAOPass;
const ShadowPass* m_ShadowPass;
ShaderProgram* m_ForwardPlusProgram; ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram; ShaderProgram* m_ExplosionEffectProgram;
@@ -1,28 +0,0 @@
#ifndef Events_AutoAnimationBlend_h__
#define Events_AutoAnimationBlend_h__
#include "../Core/EventBroker.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
struct AutoAnimationBlend : Event
{
EntityWrapper RootNode = EntityWrapper::Invalid;
std::string NodeName;
double Duration = 0.0;
double Delay = 0.0;
bool Start = false;
bool Reverse = false;
bool Restart = false;
bool SingleLevelBlend = false;
double Weight = -1.0;
EntityWrapper AnimationEntity = EntityWrapper::Invalid;
};
}
#endif
@@ -1,19 +0,0 @@
#ifndef EResolutionChanged_h__
#define EResolutionChanged_h__
#include "../Core/Event.h"
#include "../Core/Util/Rectangle.h"
namespace Events
{
// Fired when the framebuffer size changes
struct ResolutionChanged : Event
{
Rectangle OldResolution;
Rectangle NewResolution;
};
}
#endif
@@ -1,20 +0,0 @@
#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
+12 -16
View File
@@ -15,20 +15,18 @@
struct ExplosionEffectJob : ModelJob 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, bool shadow) 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, shadow) : ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded)
{ {
ExplosionOrigin = (Field<glm::vec3>)explosionEffectComponent["ExplosionOrigin"]; ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
TimeSinceDeath = (Field<double>)explosionEffectComponent["TimeSinceDeath"]; TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
ExplosionDuration = (Field<double>)explosionEffectComponent["ExplosionDuration"]; ExplosionDuration = (double)explosionEffectComponent["ExplosionDuration"];
EndColor = (Field<glm::vec4>)explosionEffectComponent["EndColor"]; EndColor = (glm::vec4)explosionEffectComponent["EndColor"];
Randomness = (Field<bool>)explosionEffectComponent["Randomness"]; Randomness = (bool)explosionEffectComponent["Randomness"];
RandomnessScalar = (Field<double>)explosionEffectComponent["RandomnessScalar"]; RandomnessScalar = (double)explosionEffectComponent["RandomnessScalar"];
Velocity = (Field<glm::vec2>)explosionEffectComponent["Velocity"]; Velocity = (glm::vec2)explosionEffectComponent["Velocity"];
ColorByDistance = (Field<bool>)explosionEffectComponent["ColorByDistance"]; ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"];
ExponentialAccelaration = (Field<bool>)explosionEffectComponent["ExponentialAccelaration"]; ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"];
Reverse = (Field<bool>)explosionEffectComponent["Reverse"];Reverse = (bool)explosionEffectComponent["Reverse"];
ColorDistanceScalar = (Field<double>)explosionEffectComponent["ColorDistanceScalar"];ColorDistanceScalar = (double)explosionEffectComponent["ColorDistanceScalar"];
}; };
glm::vec3 ExplosionOrigin; glm::vec3 ExplosionOrigin;
@@ -40,14 +38,12 @@ struct ExplosionEffectJob : ModelJob
glm::vec4 EndColor; glm::vec4 EndColor;
bool Randomness = false; bool Randomness = false;
double RandomnessScalar = 1.f; float RandomnessScalar = 1.f;
glm::vec2 Velocity; glm::vec2 Velocity;
bool ColorByDistance = false; bool ColorByDistance = false;
//bool ReverseAnimation = false; //bool ReverseAnimation = false;
//bool Wireframe = false; //bool Wireframe = false;
bool ExponentialAccelaration = false; bool ExponentialAccelaration = false;
bool Reverse = false;
double ColorDistanceScalar = 1.f;
std::array<float, 50> RandomNumbers = { std::array<float, 50> RandomNumbers = {
0.3257552917701f, 0.3257552917701f,
+7 -33
View File
@@ -7,13 +7,11 @@
class BufferResource class BufferResource
{ {
public: public:
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod, bool multiSampling); BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment);
GLuint* m_ResourceHandle; GLuint* m_ResourceHandle;
GLenum m_ResourceType; GLenum m_ResourceType;
GLenum m_Attachment; GLenum m_Attachment;
GLuint m_MipMapLod = 0;
bool m_MultiSampling = false;
private: private:
}; };
@@ -22,49 +20,29 @@ template <GLenum RESOURCETYPE>
class ResourceType : public BufferResource class ResourceType : public BufferResource
{ {
public: public:
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod, bool multiSampling) ResourceType(GLuint* resourceHandle, GLenum attachment)
: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod, multiSampling) { } : BufferResource(resourceHandle, RESOURCETYPE, attachment) { }
}; };
class Texture2D : public ResourceType<GL_TEXTURE_2D> class Texture2D : public ResourceType<GL_TEXTURE_2D>
{ {
public: public:
Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0) Texture2D(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment, mipMapLod, false) { }; : ResourceType(resourceHandle, attachment) { };
~Texture2D(); ~Texture2D();
}; };
class Texture2DMultiSample : public ResourceType<GL_TEXTURE_2D_MULTISAMPLE>
{
public:
Texture2DMultiSample(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
: ResourceType(resourceHandle, attachment, mipMapLod, true) { };
~Texture2DMultiSample();
};
class RenderBuffer : public ResourceType<GL_RENDERBUFFER> class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
{ {
public: public:
RenderBuffer(GLuint* resourceHandle, GLenum attachment, bool multiSampling = false) RenderBuffer(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment, 0, multiSampling) : ResourceType(resourceHandle, attachment)
{ }; { };
~RenderBuffer(); ~RenderBuffer();
}; };
class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
{
public:
Texture2DArray(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment, 0, false)
{ };
~Texture2DArray();
};
class FrameBuffer class FrameBuffer
{ {
public: public:
@@ -76,13 +54,9 @@ public:
void Generate(); void Generate();
void Bind(); void Bind();
void Unbind(); void Unbind();
void Read();
void Draw();
GLuint GetHandle(); GLuint GetHandle();
bool MultiSampling() { return m_MultiSampling; };
private: private:
bool m_MultiSampling = true;
GLuint m_BufferHandle; GLuint m_BufferHandle;
std::vector<std::shared_ptr<BufferResource>> m_Resources; std::vector<std::shared_ptr<BufferResource>> m_Resources;
}; };
-2
View File
@@ -3,8 +3,6 @@
struct Image struct Image
{ {
virtual ~Image() = default;
enum class ImageFormat enum class ImageFormat
{ {
Unknown, Unknown,
+3 -3
View File
@@ -54,7 +54,7 @@ private:
struct Frustum { struct Frustum {
Plane Planes[4]; Plane Planes[4];
}; };
Frustum* m_Frustums = nullptr; Frustum* m_Frustums;
//This should be a component //This should be a component
struct LightSource { struct LightSource {
@@ -74,11 +74,11 @@ private:
glm::vec2 Padding = glm::vec2(1.f, 2.f); glm::vec2 Padding = glm::vec2(1.f, 2.f);
}; };
LightGrid* m_LightGrid = nullptr; LightGrid* m_LightGrid;
int m_LightOffset = 0; int m_LightOffset = 0;
float* m_LightIndex = nullptr; float* m_LightIndex;
}; };
+48 -22
View File
@@ -12,27 +12,37 @@
#include "../Core/ResourceManager.h" #include "../Core/ResourceManager.h"
#include "Camera.h" #include "Camera.h"
#include "../Core/World.h" #include "../Core/World.h"
#include "../Core/TransformSystem.h" #include "../Core/Transform.h"
#include "Skeleton.h" #include "Skeleton.h"
#include "ShaderProgram.h" #include "ShaderProgram.h"
#include "BlendTree.h"
struct ModelJob : RenderJob struct ModelJob : RenderJob
{ {
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow) ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
: RenderJob() : RenderJob()
{ {
Model = model; Model = model;
ModelID = model->ResourceID; ModelID = model->ResourceID;
Type = matProp.type; Type = matProp.type;
::RawModel::MaterialBasic* matGroup = matProp.material; ::RawModel::MaterialBasic* matGroup = matProp.material;
ShaderID = matProp.ShaderID;
switch(matProp.type){ switch(matProp.type){
case ::RawModel::MaterialType::Basic: case ::RawModel::MaterialType::Basic:
if (Model->IsSkinned()) {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
}
else {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
}
TextureID = 0; TextureID = 0;
break; break;
case ::RawModel::MaterialType::SingleTextures: 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); ::RawModel::MaterialSingleTextures* singleTextures = static_cast<::RawModel::MaterialSingleTextures*>(matProp.material);
TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0; TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
if (modelComponent["DiffuseTexture"]) { if (modelComponent["DiffuseTexture"]) {
@@ -54,6 +64,12 @@ struct ModelJob : RenderJob
break; break;
case ::RawModel::MaterialType::SplatMapping: 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); ::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
SplatMap = &SplatTextures->SplatMap; SplatMap = &SplatTextures->SplatMap;
@@ -94,33 +110,45 @@ struct ModelJob : RenderJob
Color = modelComponent["Color"]; Color = modelComponent["Color"];
GlowIntensity = ((double)modelComponent["GlowIntensity"]); GlowIntensity = ((double)modelComponent["GlowIntensity"]);
Entity = modelComponent.EntityID; Entity = modelComponent.EntityID;
glm::vec3 abspos = glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]); glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1)); glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
Depth = worldpos.z; Depth = worldpos.z;
World = world; World = world;
Shadow = shadow;
FillColor = fillColor; FillColor = fillColor;
FillPercentage = fillPercentage; FillPercentage = fillPercentage;
IsShielded = isShielded; IsShielded = isShielded;
if (world->HasComponent(Entity, "Unpickable")) {
NotPickable = true;
}
if (model->IsSkinned()) { if (model->IsSkinned()) {
Skeleton = Model->m_RawModel->m_Skeleton; Skeleton = Model->m_RawModel->m_Skeleton;
if (Skeleton != nullptr) { if (Skeleton != nullptr) {
EntityWrapper entityWrapper = EntityWrapper(world, modelComponent.EntityID); if (world->HasComponent(Entity, "Animation")) {
auto animationComponent = world->GetComponent(Entity, "Animation");
if(Skeleton->BlendTrees.find(entityWrapper) != Skeleton->BlendTrees.end()) { for (int i = 1; i <= 3; i++) {
BlendTree = Skeleton->BlendTrees.at(entityWrapper); ::Skeleton::AnimationData animationData;
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
if (animationData.animation == nullptr) {
continue;
}
animationData.time = (double)animationComponent["Time" + std::to_string(i)];
animationData.weight = (double)animationComponent["Weight" + std::to_string(i)];
Animations.push_back(animationData);
}
}
if (world->HasComponent(Entity, "AnimationOffset")) {
auto animationOffsetComponent = world->GetComponent(Entity, "AnimationOffset");
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationOffsetComponent["AnimationName"]);
AnimationOffset.time = (double)animationOffsetComponent["Time"];
} else {
AnimationOffset.animation = nullptr;
} }
} }
} }
}; };
unsigned int TextureID; unsigned int TextureID;
@@ -139,7 +167,10 @@ struct ModelJob : RenderJob
glm::vec4 Color; glm::vec4 Color;
const ::Model* Model = nullptr; const ::Model* Model = nullptr;
::Skeleton* Skeleton = nullptr; ::Skeleton* Skeleton = nullptr;
std::shared_ptr<::BlendTree> BlendTree = nullptr; std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
float GlowIntensity = 8.0; float GlowIntensity = 8.0;
glm::vec4 DiffuseColor; glm::vec4 DiffuseColor;
glm::vec4 SpecularColor; glm::vec4 SpecularColor;
@@ -151,14 +182,9 @@ struct ModelJob : RenderJob
glm::vec4 FillColor = glm::vec4(0); glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0; float FillPercentage = 0.0;
bool IsShielded; bool IsShielded;
bool Shadow;
bool NotPickable = false;
void CalculateHash() override void CalculateHash() override
{ {
Hash = TextureID; Hash = ShaderID << 20 + ModelID << 10 + TextureID;
Hash += ModelID << 10;
Hash += ShaderID << 20;
} }
}; };
+2 -2
View File
@@ -52,8 +52,8 @@ private:
std::unordered_map<glm::ivec2, PickingInfo> m_PickingColorsToEntity; std::unordered_map<glm::ivec2, PickingInfo> m_PickingColorsToEntity;
GLuint m_PickingTexture = 0; GLuint m_PickingTexture;
GLuint m_DepthBuffer = 0; GLuint m_DepthBuffer;
FrameBuffer m_PickingBuffer; FrameBuffer m_PickingBuffer;
+2 -2
View File
@@ -7,7 +7,7 @@
#include "../GLM.h" #include "../GLM.h"
#include "../Core/ComponentWrapper.h" #include "../Core/ComponentWrapper.h"
#include "RenderJob.h" #include "RenderJob.h"
#include "../Core/TransformSystem.h" #include "../Core/Transform.h"
#include "../Core/World.h" #include "../Core/World.h"
struct PointLightJob : RenderJob struct PointLightJob : RenderJob
@@ -16,7 +16,7 @@ struct PointLightJob : RenderJob
: RenderJob() : RenderJob()
{ {
Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f); Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f);
Position = glm::vec4(TransformSystem::AbsolutePosition(m_World, transformComponent.EntityID), 1.f); Position = glm::vec4(Transform::AbsolutePosition(m_World, transformComponent.EntityID), 1.f);
Color = (glm::vec4)pointLightComponent["Color"]; Color = (glm::vec4)pointLightComponent["Color"];
Radius = (double)pointLightComponent["Radius"]; Radius = (double)pointLightComponent["Radius"];
Intensity = (double)pointLightComponent["Intensity"]; Intensity = (double)pointLightComponent["Intensity"];
@@ -18,7 +18,6 @@
#include "../Core/ResourceManager.h" #include "../Core/ResourceManager.h"
#include "Texture.h" #include "Texture.h"
#include "Skeleton.h" #include "Skeleton.h"
#include "ShaderProgram.h"
#include "boost\endian\buffers.hpp" #include "boost\endian\buffers.hpp"
@@ -88,7 +87,6 @@ public:
struct MaterialProperties { struct MaterialProperties {
MaterialType type; MaterialType type;
MaterialBasic* material; MaterialBasic* material;
unsigned int ShaderID = 0;
}; };
const Vertex* Vertices() const { const Vertex* Vertices() const {
+6 -5
View File
@@ -16,15 +16,16 @@ struct RenderJob
public: public:
float Depth; float Depth;
bool operator<(const RenderJob& rhs)
{
return this->Hash < rhs.Hash;
}
protected: protected:
uint64_t Hash; uint64_t Hash;
virtual void CalculateHash() = 0; virtual void CalculateHash() = 0;
bool operator<(const RenderJob& rhs)
{
return this->Hash < rhs.Hash;
}
}; };
#endif #endif
-1
View File
@@ -33,7 +33,6 @@ struct RenderScene
Rectangle Viewport; Rectangle Viewport;
bool ClearDepth = false; bool ClearDepth = false;
bool ShouldBlur = false;
glm::vec4 AmbientColor; glm::vec4 AmbientColor;
void Clear() void Clear()
+1 -4
View File
@@ -14,12 +14,11 @@
#include "ModelJob.h" #include "ModelJob.h"
#include "Renderer.h" #include "Renderer.h"
#include "PointLightJob.h" #include "PointLightJob.h"
#include "../Core/TransformSystem.h" #include "../Core/Transform.h"
#include "../Core/EPlayerSpawned.h" #include "../Core/EPlayerSpawned.h"
#include "../Core/Octree.h" #include "../Core/Octree.h"
#include "../Collision/EntityAABB.h" #include "../Collision/EntityAABB.h"
#include "../Core/ConfigFile.h" #include "../Core/ConfigFile.h"
#include "EResolutionChanged.h"
class RenderSystem : public ImpureSystem class RenderSystem : public ImpureSystem
{ {
@@ -37,8 +36,6 @@ private:
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid; EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
Octree<EntityAABB>* m_Octree; Octree<EntityAABB>* m_Octree;
EventRelay<RenderSystem, Events::ResolutionChanged> m_EResolutionChanged;
bool OnResolutionChanged(Events::ResolutionChanged &event);
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera; EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(Events::SetCamera &event); bool OnSetCamera(Events::SetCamera &event);
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand; EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
+3 -15
View File
@@ -18,31 +18,24 @@
#include "DrawColorCorrectionPass.h" #include "DrawColorCorrectionPass.h"
#include "SSAOPass.h" #include "SSAOPass.h"
#include "CubeMapPass.h" #include "CubeMapPass.h"
#include "BlurHUD.h"
#include "../Core/EventBroker.h" #include "../Core/EventBroker.h"
#include "ImGuiRenderPass.h" #include "ImGuiRenderPass.h"
#include "Camera.h" #include "Camera.h"
#include "../Core/TransformSystem.h" #include "../Core/Transform.h"
#include "imgui/imgui.h" #include "imgui/imgui.h"
#include "TextPass.h" #include "TextPass.h"
#include "Util/CommonFunctions.h" #include "Util/CommonFunctions.h"
#include "Core/PerformanceTimer.h" #include "Core/PerformanceTimer.h"
#include "ShadowPass.h"
#include "EResolutionChanged.h"
class Renderer : public IRenderer class Renderer : public IRenderer
{ {
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height); static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
static void glfwWindowSizeCallback(GLFWwindow* window, int width, int height);
public: public:
Renderer(EventBroker* eventBroker, ConfigFile* config) Renderer(EventBroker* eventBroker, ConfigFile* config)
: m_EventBroker(eventBroker) : m_EventBroker(eventBroker)
, m_Config(config) , m_Config(config)
{ } { }
~Renderer();
virtual void SetResolution(const Rectangle& resolution) override;
virtual void Initialize() override; virtual void Initialize() override;
virtual void Update(double dt) override; virtual void Update(double dt) override;
@@ -50,6 +43,7 @@ public:
virtual PickData Pick(glm::vec2 screenCoord) override; virtual PickData Pick(glm::vec2 screenCoord) override;
private: private:
//----------------------Variables----------------------// //----------------------Variables----------------------//
@@ -71,7 +65,6 @@ private:
bool m_ResizeWindow = false; bool m_ResizeWindow = false;
int m_SSAO_Quality = 0; int m_SSAO_Quality = 0;
int m_GLOW_Quality = 2; int m_GLOW_Quality = 2;
unsigned int m_MSAA_Level = 0;
PickingPass* m_PickingPass; PickingPass* m_PickingPass;
LightCullingPass* m_LightCullingPass; LightCullingPass* m_LightCullingPass;
@@ -82,8 +75,6 @@ private:
DrawColorCorrectionPass* m_DrawColorCorrectionPass; DrawColorCorrectionPass* m_DrawColorCorrectionPass;
SSAOPass* m_SSAOPass; SSAOPass* m_SSAOPass;
CubeMapPass* m_CubeMapPass; CubeMapPass* m_CubeMapPass;
ShadowPass* m_ShadowPass;
BlurHUD* m_BlurHUDPass;
//----------------------Functions----------------------// //----------------------Functions----------------------//
void InitializeWindow(); void InitializeWindow();
@@ -94,14 +85,11 @@ private:
void InputUpdate(double dt); void InputUpdate(double dt);
//void PickingPass(RenderQueueCollection& rq); //void PickingPass(RenderQueueCollection& rq);
//void DrawScreenQuad(GLuint textureToDraw); //void DrawScreenQuad(GLuint textureToDraw);
void setWindowSize(Rectangle size);
void updateFramebufferSize();
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); } static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
void SortRenderJobsByDepth(RenderScene &scene); void SortRenderJobsByDepth(RenderScene &scene);
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type); void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
//--------------------ShaderPrograms-------------------//
//--------------------ShaderPrograms-------------------//
ShaderProgram* m_BasicForwardProgram; ShaderProgram* m_BasicForwardProgram;
ShaderProgram* m_ExplosionEffectProgram; ShaderProgram* m_ExplosionEffectProgram;
+1 -1
View File
@@ -14,7 +14,7 @@ class SSAOPass
{ {
public: public:
SSAOPass(IRenderer* renderer, ConfigFile* config); SSAOPass(IRenderer* renderer, ConfigFile* config);
~SSAOPass(); ~SSAOPass() { };
void ChangeQuality(int quality); void ChangeQuality(int quality);
-2
View File
@@ -21,8 +21,6 @@ public:
std::string GetFileName() const; std::string GetFileName() const;
GLuint GetHandle() const; GLuint GetHandle() const;
bool IsCompiled() const; bool IsCompiled() const;
static std::string ReadFile(std::string fileName);
private:
protected: protected:
GLenum m_ShaderType; GLenum m_ShaderType;
std::string m_FileName; std::string m_FileName;
-88
View File
@@ -1,88 +0,0 @@
#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
@@ -1,15 +0,0 @@
#ifndef ShadowPassState_h_
#define ShadowPassState_h_
#include "Rendering/RenderState.h"
class ShadowPassState : public RenderState
{
public:
ShadowPassState(GLuint frameBuffer);
~ShadowPassState();
private:
};
#endif
+56 -26
View File
@@ -6,9 +6,27 @@
#include "../GLM.h" #include "../GLM.h"
#include <glm/gtx/matrix_decompose.hpp> #include <glm/gtx/matrix_decompose.hpp>
#include <imgui/imgui.h> #include <imgui/imgui.h>
#include "../Core/EntityWrapper.h"
class BlendTree; //struct Bone
//{
// Bone(std::string name, glm::mat4 offsetMatrix)
// : Name(name)
// , OffsetMatrix(offsetMatrix)
// { }
//
// ~Bone()
// {
// for (auto kv : Children) {
// delete kv.second;
// }
// }
//
// std::string Name;
// glm::mat4 OffsetMatrix;
// glm::mat4 LocalMatrix;
//
// std::map<std::string, Bone*> Children;
//};
class Skeleton class Skeleton
{ {
@@ -20,14 +38,11 @@ public:
, Parent(parent) , Parent(parent)
, Name(name) , Name(name)
, OffsetMatrix(offsetMatrix) , OffsetMatrix(offsetMatrix)
{ { }
BindTransformMatrix = glm::inverse(offsetMatrix);
}
std::string Name; std::string Name;
glm::mat4 OffsetMatrix; glm::mat4 OffsetMatrix;
int ID; int ID;
glm::mat4 BindTransformMatrix;
Bone* Parent; Bone* Parent;
std::vector<Bone*> Children; std::vector<Bone*> Children;
@@ -53,43 +68,58 @@ public:
std::map<int, std::vector<Keyframe>> JointAnimations; std::map<int, std::vector<Keyframe>> JointAnimations;
}; };
struct PoseData { struct AnimationData
glm::vec3 Translation; {
glm::quat Orientation; const Animation* animation;
glm::vec3 Scale; float time;
float weight;
};
struct JointFrameTransform {
glm::vec3 PositionInterp = glm::vec3(0);
glm::quat RotationInterp = glm::quat();
glm::vec3 ScaleInterp = glm::vec3(0);
float Weight;
};
struct AnimationOffset {
const Animation* animation;
float time;
}; };
Skeleton() { } Skeleton() { }
~Skeleton(); ~Skeleton();
Bone* RootBone; Bone* RootBone;
std::map<int, Bone*> Bones;
std::unordered_map<EntityWrapper, std::shared_ptr<BlendTree>> BlendTrees; std::map<int, Bone*> Bones;
// Attach a new bone to the skeleton // Attach a new bone to the skeleton
// Returns: New bone index // Returns: New bone index
int CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix); int CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix);
int GetBoneID(std::string name); int GetBoneID(std::string name);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
const Animation* GetAnimation(std::string name); const Animation* GetAnimation(std::string name);
std::map<int, Skeleton::PoseData> GetFrameBones(const Animation* animation, double time, bool additive, bool noRootMotion = false); void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
std::map<int, Skeleton::PoseData> BlendPoses(const std::map<int, PoseData>& pose1, const std::map<int, PoseData>& pose2, double weight);
std::map<int, Skeleton::PoseData> OverridePose(const std::map<int, PoseData>& overridePose, const std::map<int, PoseData>& targetPose);
std::map<int, Skeleton::PoseData> BlendPoseAdditive(const std::map<int, PoseData>& additivePose, const std::map<int, PoseData>& targetPose);
void GetFinalPose(std::map<int, Skeleton::PoseData>& boneMatrices, std::vector<glm::mat4>& finalPose, std::map<int, glm::mat4>& boneTransforms);
std::vector<glm::mat4> GetTPose();
void PrintSkeleton();
void PrintSkeleton(const Bone* parent, int depthCount);
std::map<std::string, Animation> Animations;
glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, AnimationOffset animationOffset, glm::mat4 childMatrix);
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix);
int GetKeyframe(const Animation& animation, double time);
std::map<std::string, Animation> Animations;
private: private:
Skeleton::PoseData GetAdditiveBonePose(const Bone* bone, const Animation* animation, double time);
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
void AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, std::map<int, Skeleton::PoseData>& poseDatas, std::map<int, glm::mat4>& boneTransforms, const Bone* bone, glm::mat4 parentMatrix);
void AdditiveBoneTransforms(const Animation* animation, double time, std::map<int, PoseData>& boneMatrices, const Bone* bone);
void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, double time, std::map<int, PoseData>& boneMatrices, const Bone* bone);
std::map<std::string, Bone*> m_BonesByName; std::map<std::string, Bone*> m_BonesByName;
+5 -35
View File
@@ -7,13 +7,12 @@
#include "../GLM.h" #include "../GLM.h"
#include "../Core/ComponentWrapper.h" #include "../Core/ComponentWrapper.h"
#include "Texture.h" #include "Texture.h"
#include "TextureSprite.h"
#include "Model.h" #include "Model.h"
#include "RenderJob.h" #include "RenderJob.h"
#include "../Core/ResourceManager.h" #include "../Core/ResourceManager.h"
#include "Camera.h" #include "Camera.h"
#include "../Core/World.h" #include "../Core/World.h"
#include "../Core/TransformSystem.h" #include "../Core/Transform.h"
#include "Skeleton.h" #include "Skeleton.h"
struct SpriteJob : RenderJob struct SpriteJob : RenderJob
@@ -21,24 +20,20 @@ struct SpriteJob : RenderJob
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator) SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
: RenderJob() : RenderJob()
{ {
Model = ResourceManager::Load<::Model>(cSprite["Model"]); Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
::RawModel::MaterialProperties matProp = Model->MaterialGroups().front(); ::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
TextureID = 0; TextureID = 0;
DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]); DiffuseTexture = CommonFunctions::LoadTexture(cSprite["DiffuseTexture"], true);
IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
Linear = (bool)cSprite["Linear"]; IncandescenceTexture = CommonFunctions::LoadTexture(cSprite["GlowMap"], true);
ClampToBorder = (bool)cSprite["ClampToBorder"];
StartIndex = matProp.material->StartIndex; StartIndex = matProp.material->StartIndex;
EndIndex = matProp.material->EndIndex; EndIndex = matProp.material->EndIndex;
Matrix = matrix; Matrix = matrix;
Color = cSprite["Color"]; Color = cSprite["Color"];
BlurBackground = (bool)cSprite["BlurBackground"];
Entity = cSprite.EntityID; Entity = cSprite.EntityID;
Position = TransformSystem::AbsolutePosition(world, cSprite.EntityID); Position = Transform::AbsolutePosition(world, cSprite.EntityID);
Depth = 0; Depth = 0;
if (depthSorted) { if (depthSorted) {
glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1)); glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1));
@@ -50,26 +45,6 @@ struct SpriteJob : RenderJob
FillColor = fillColor; FillColor = fillColor;
FillPercentage = fillPercentage; FillPercentage = fillPercentage;
glm::vec3 scale = TransformSystem::AbsoluteScale(world, cSprite.EntityID);
if((bool)cSprite["KeepRatio"] == true) {
if(scale.y >= scale.x) {
ScaleY = (scale.y)/(scale.x);
ScaleX = 1.f;
} else {
ScaleY = 1.f;
ScaleX = (scale.x)/(scale.y);
}
} else {
if ((bool)cSprite["KeepRatioX"] == true) {
ScaleX = scale.x;
}
if ((bool)cSprite["KeepRatioY"] == true) {
ScaleY = scale.y;
}
}
}; };
unsigned int TextureID; unsigned int TextureID;
@@ -90,11 +65,6 @@ struct SpriteJob : RenderJob
bool Pickable; bool Pickable;
bool IsIndicator = false; bool IsIndicator = false;
bool BlurBackground = false;
float ScaleX = 1.f;
float ScaleY = 1.f;
bool Linear = false;
bool ClampToBorder = false;
glm::vec4 FillColor = glm::vec4(0); glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0; float FillPercentage = 0.0;
+2 -2
View File
@@ -17,8 +17,8 @@ struct TextJob : RenderJob
: RenderJob() : RenderJob()
{ {
Matrix = matrix; Matrix = matrix;
Color = (const glm::vec4&)textComponent["Color"]; Color = (glm::vec4)textComponent["Color"];
Content = (const std::string&)textComponent["Content"]; Content = (std::string)textComponent["Content"];
Resource = font; Resource = font;
if ((int)textComponent["Alignment"] == textComponent["Alignment"].Enum("Left")) { if ((int)textComponent["Alignment"] == textComponent["Alignment"].Enum("Left")) {
-1
View File
@@ -23,7 +23,6 @@ public:
private: private:
void renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix); 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; Font* font;
GLuint VAO, VBO; GLuint VAO, VBO;
+1 -1
View File
@@ -9,7 +9,7 @@ class Texture : public BaseTexture
{ {
friend class ResourceManager; friend class ResourceManager;
protected: private:
Texture(std::string path); Texture(std::string path);
public: public:
-24
View File
@@ -1,24 +0,0 @@
#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
@@ -8,26 +8,10 @@
namespace CommonFunctions 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 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 GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat);
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type, GLint numMipMaps, GLint MAGFilter, GLint MINFilter); void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps);
void DeleteTexture(GLuint* texture); void DeleteTexture(GLuint* texture);
}; };
-4
View File
@@ -16,11 +16,7 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
return false; return false;
} }
#ifdef DEBUG
#define GLERROR(function) \ #define GLERROR(function) \
_GLERROR(function, __BASE_FILE__, __func__, __LINE__) _GLERROR(function, __BASE_FILE__, __func__, __LINE__)
#else
#define GLERROR(function) false
#endif
#endif #endif
-16
View File
@@ -1,16 +0,0 @@
#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__
@@ -1,17 +0,0 @@
#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
+1 -2
View File
@@ -12,8 +12,7 @@ namespace Events
// Sound behavior is thereby specified in the SoundEmitter component. // Sound behavior is thereby specified in the SoundEmitter component.
struct PlaySoundOnEntity : public Event struct PlaySoundOnEntity : public Event
{ {
EntityWrapper Emitter = EntityWrapper::Invalid; EntityID EmitterID = 0;
float Gain = 1.f;
std::string FilePath = ""; std::string FilePath = "";
}; };
-16
View File
@@ -1,16 +0,0 @@
#ifndef Events_SetAnnouncerGain_h__
#define Events_SetAnnouncerGain_h__
#include "../Engine/Core/EventBroker.h"
namespace Events
{
struct SetAnnouncerGain : public Event
{
float Gain = 1;
};
}
#endif //
+18 -38
View File
@@ -9,36 +9,32 @@
#include "OpenAL/al.h" #include "OpenAL/al.h"
#include "OpenAL/alc.h" #include "OpenAL/alc.h"
#include "../Engine/Core/World.h" #include "imgui/imgui.h"
#include "../Engine/Core/EventBroker.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "../Engine/Core/ResourceManager.h" #include "../Engine/Core/ResourceManager.h"
#include "../Engine/Core/ConfigFile.h" #include "../Engine/Core/ConfigFile.h"
#include "../Engine/Core/TransformSystem.h" #include "Core/Transform.h" // Absolute transform
#include "../Engine/Sound/Sound.h" #include "Sound/Sound.h"
#include "../Engine/Sound/EPlayQueueOnEntity.h" #include "../Engine/Sound/EPlayQueueOnEntity.h"
#include "../Engine/Sound/EPlaySoundOnEntity.h" #include "Sound/EPlaySoundOnEntity.h"
#include "../Engine/Sound/EPlaySoundOnPosition.h" #include "Sound/EPlaySoundOnPosition.h"
#include "../Engine/Sound/EPlayBackgroundMusic.h" #include "Sound/EPlayBackgroundMusic.h"
#include "../Engine/Sound/EPlayAnnouncerVoice.h" #include "Sound/EPauseSound.h"
#include "../Engine/Sound/EPauseSound.h" #include "Sound/EContinueSound.h"
#include "../Engine/Sound/EContinueSound.h" #include "Sound/EStopSound.h"
#include "../Engine/Sound/EStopSound.h" #include "Sound/ESetBGMGain.h"
#include "../Engine/Sound/ESetBGMGain.h" #include "Sound/ESetSFXGain.h"
#include "../Engine/Sound/ESetSFXGain.h" #include "Core/EPause.h"
#include "../Engine/Sound/ESetAnnouncerGain.h" #include "Core/EComponentAttached.h"
#include "../Engine/Sound/EChangeBGM.h"
#include "../Engine/Core/EPause.h"
#include "../Engine/Core/EComponentAttached.h"
#include "../Core/EPlayerSpawned.h" #include "../Core/EPlayerSpawned.h"
#include "../Rendering/ESetCamera.h"
typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers; typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
enum class SoundType { enum class SoundType {
SFX, SFX,
BGM, BGM
Announcer
}; };
struct Source struct Source
@@ -47,7 +43,6 @@ struct Source
Sound* SoundResource = nullptr; Sound* SoundResource = nullptr;
ALuint ALsource; ALuint ALsource;
SoundType Type; SoundType Type;
float Duration;
}; };
class SoundManager class SoundManager
@@ -79,20 +74,14 @@ private:
ALenum getSourceState(ALuint source); ALenum getSourceState(ALuint source);
void setGain(Source* source, float gain); void setGain(Source* source, float gain);
void setSoundProperties(Source* source, ComponentWrapper* soundComponent); void setSoundProperties(Source* source, ComponentWrapper* soundComponent);
float getDurationSeconds(Source* source);
float getTimeOffsetSeconds(Source* source);
void setTimeOffsetSeconds(Source* source, float timeOffset);
// Specific logic // Specific logic
void playSound(Source* source); void playSound(Source* source);
// Needs to be the same format (sample rate etc) // Need to be the same format (sample rate etc)
void playQueue(QueuedBuffers qb); void playQueue(QueuedBuffers qb);
void stopSound(Source* source); void stopSound(Source* source);
Source* createSource(std::string filePath); Source* createSource(std::string filePath);
std::unordered_map<EntityID, Source*> m_Sources; std::unordered_map<EntityID, Source*> m_Sources;
void matchBGMLoop();
Source* m_CurrentBGM = nullptr;
Source* m_CurrentBGMCombo = nullptr;
// Logic // Logic
World* m_World = nullptr; World* m_World = nullptr;
@@ -104,7 +93,6 @@ private:
float m_BGMVolumeChannel = 1.0f; float m_BGMVolumeChannel = 1.0f;
float m_SFXVolumeChannel = 1.0f; float m_SFXVolumeChannel = 1.0f;
float m_AnnouncerVolumeChannel = 1.0f;
EntityWrapper m_LocalPlayer = EntityWrapper(); EntityWrapper m_LocalPlayer = EntityWrapper();
// Events // Events
@@ -114,8 +102,6 @@ private:
bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e); bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
EventRelay<SoundManager, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic; EventRelay<SoundManager, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e); bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e);
EventRelay<SoundManager, Events::PlayAnonuncerVoice> m_EPlayAnnouncerVoice;
bool OnPlayAnnouncerVoice(const Events::PlayAnonuncerVoice& e);
EventRelay<SoundManager, Events::PauseSound> m_EPauseSound; EventRelay<SoundManager, Events::PauseSound> m_EPauseSound;
bool OnPauseSound(const Events::PauseSound &e); bool OnPauseSound(const Events::PauseSound &e);
EventRelay<SoundManager, Events::StopSound> m_EStopSound; EventRelay<SoundManager, Events::StopSound> m_EStopSound;
@@ -126,8 +112,6 @@ private:
bool OnSetBGMGain(const Events::SetBGMGain &e); bool OnSetBGMGain(const Events::SetBGMGain &e);
EventRelay<SoundManager, Events::SetSFXGain> m_ESetSFXGain; EventRelay<SoundManager, Events::SetSFXGain> m_ESetSFXGain;
bool OnSetSFXGain(const Events::SetSFXGain &e); bool OnSetSFXGain(const Events::SetSFXGain &e);
EventRelay<SoundManager, Events::SetAnnouncerGain> m_ESetAnnouncerGain;
bool OnSetAnnouncerGain(const Events::SetAnnouncerGain& e);
EventRelay<SoundManager, Events::ComponentAttached> m_EComponentAttached; EventRelay<SoundManager, Events::ComponentAttached> m_EComponentAttached;
bool OnComponentAttached(const Events::ComponentAttached &e); bool OnComponentAttached(const Events::ComponentAttached &e);
EventRelay<SoundManager, Events::Pause> m_EPause; EventRelay<SoundManager, Events::Pause> m_EPause;
@@ -138,10 +122,6 @@ private:
bool OnPlayerSpawned(const Events::PlayerSpawned &e); bool OnPlayerSpawned(const Events::PlayerSpawned &e);
EventRelay<SoundManager, Events::PlayQueueOnEntity> m_EPlayQueueOnEntity; EventRelay<SoundManager, Events::PlayQueueOnEntity> m_EPlayQueueOnEntity;
bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e); bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
EventRelay<SoundManager, Events::ChangeBGM> m_EChangeBGM;
bool OnChangeBGM(const Events::ChangeBGM &e);
EventRelay<SoundManager, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera& e);
}; };
-16
View File
@@ -1,16 +0,0 @@
#ifndef Events_Reset_h__
#define Events_Reset_h__
#include "Core/EventBroker.h"
#include "Core/EntityWrapper.h"
namespace Events
{
struct Reset : Event
{
};
}
#endif
@@ -12,7 +12,6 @@ public:
{ } { }
virtual void Update(double dt) override; virtual void Update(double dt) override;
private:
}; };
#endif #endif
+1 -13
View File
@@ -2,7 +2,7 @@
#define AmmoPickupSystem_h__ #define AmmoPickupSystem_h__
#include "Core/System.h" #include "Core/System.h"
#include "Core/TransformSystem.h" #include "Core/Transform.h"
#include "Core/ResourceManager.h" #include "Core/ResourceManager.h"
#include "Core/EntityFile.h" #include "Core/EntityFile.h"
#include "Core/EPickupSpawned.h" #include "Core/EPickupSpawned.h"
@@ -40,17 +40,5 @@ private:
}; };
std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum; std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
void DoPickup(EntityWrapper &player, EntityWrapper &trigger); 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 #endif
-3
View File
@@ -6,7 +6,6 @@
#include "Core/EntityFile.h" #include "Core/EntityFile.h"
#include "Core/EPlayerDamage.h" #include "Core/EPlayerDamage.h"
#include "Common.h" #include "Common.h"
#include "SpawnerSystem.h"
class BoostSystem : public System class BoostSystem : public System
{ {
@@ -18,7 +17,5 @@ private:
bool OnPlayerDamage(Events::PlayerDamage& e); bool OnPlayerDamage(Events::PlayerDamage& e);
std::string DetermineClass(EntityWrapper player); std::string DetermineClass(EntityWrapper player);
void giveAmmo(EntityWrapper giver, EntityWrapper receiver);
}; };
#endif #endif
@@ -7,7 +7,7 @@
#include "Common.h" #include "Common.h"
#include "Core/System.h" #include "Core/System.h"
#include "Core/TransformSystem.h" #include "Core/Transform.h"
#include "Core/ECaptured.h" #include "Core/ECaptured.h"
@@ -9,7 +9,6 @@
#include "Engine/Collision/ETrigger.h" #include "Engine/Collision/ETrigger.h"
#include "Core/ECaptured.h" #include "Core/ECaptured.h"
#include "Core/EWin.h" #include "Core/EWin.h"
#include "Game/Events/EReset.h"
#include <tuple> #include <tuple>
#include <vector> #include <vector>
@@ -24,7 +23,6 @@ public:
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override; virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
private: private:
void Init();
//methods which will take care of specific events //methods which will take care of specific events
EventRelay<CapturePointSystem, Events::TriggerTouch> m_ETriggerTouch; EventRelay<CapturePointSystem, Events::TriggerTouch> m_ETriggerTouch;
bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e); bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e);
@@ -32,9 +30,6 @@ private:
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e); bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
EventRelay<CapturePointSystem, Events::Captured> m_ECaptured; EventRelay<CapturePointSystem, Events::Captured> m_ECaptured;
bool CapturePointSystem::OnCaptured(const Events::Captured& e); bool CapturePointSystem::OnCaptured(const Events::Captured& e);
EventRelay<CapturePointSystem, Events::Reset> m_EReset;
bool CapturePointSystem::OnReset(const Events::Reset& e);
void ChangeCapturePointModelsVisibility(EntityWrapper &capturePointModels, bool isOwner);
bool m_WinnerWasFound = false; bool m_WinnerWasFound = false;
//need to track these variables for the captureSystem to work as per design! //need to track these variables for the captureSystem to work as per design!
+1 -4
View File
@@ -2,7 +2,7 @@
#define DamageIndicatorSystem_h__ #define DamageIndicatorSystem_h__
#include "Core/System.h" #include "Core/System.h"
#include "Core/TransformSystem.h" #include "Core/Transform.h"
#include "Core/ResourceManager.h" #include "Core/ResourceManager.h"
#include "Core/EntityFile.h" #include "Core/EntityFile.h"
#include "Core/EPlayerDamage.h" #include "Core/EPlayerDamage.h"
@@ -15,7 +15,6 @@
#include "Rendering/Util/CommonFunctions.h" #include "Rendering/Util/CommonFunctions.h"
//#define INDICATOR_TEST //#define INDICATOR_TEST
#include "Core/ConfigFile.h"
class DamageIndicatorSystem : public ImpureSystem class DamageIndicatorSystem : public ImpureSystem
{ {
@@ -41,8 +40,6 @@ private:
std::vector<DamageIndicatorStruct> updateDamageIndicatorVector; std::vector<DamageIndicatorStruct> updateDamageIndicatorVector;
float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos); float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos);
bool m_NetworkEnabled;
//for tests //for tests
#ifdef INDICATOR_TEST #ifdef INDICATOR_TEST
glm::vec3 DamageIndicatorTest(EntityWrapper player); glm::vec3 DamageIndicatorTest(EntityWrapper player);
-21
View File
@@ -1,21 +0,0 @@
#ifndef EndScreenSystem_h__
#define EndScreenSystem_h__
#include "Core/System.h"
#include "Input/EInputCommand.h"
#include "Rendering/ESetCamera.h"
#include "Core/EWin.h"
class EndScreenSystem : public ImpureSystem
{
public:
EndScreenSystem(SystemParams params);
virtual void Update(double dt) override;
private:
EventRelay<EndScreenSystem, Events::Win> m_EWin;
bool OnWin(const Events::Win& e);
};
#endif
@@ -3,7 +3,6 @@
#include "Common.h" #include "Common.h"
#include "Core/System.h" #include "Core/System.h"
#include "Engine/GLM.h"
class ExplosionEffectSystem : public PureSystem class ExplosionEffectSystem : public PureSystem
{ {
-22
View File
@@ -1,22 +0,0 @@
#ifndef FadeSystem_h__
#define FadeSystem_h__
#include "Core/System.h"
#include "GLM.h"
class FadeSystem : public PureSystem
{
public:
FadeSystem(SystemParams params)
: System(params)
, PureSystem("Fade")
{
}
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cFadeOut, double dt) override;
private:
};
#endif
+2 -2
View File
@@ -12,8 +12,8 @@ public:
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
{ {
ComponentWrapper& transform = m_World->GetComponent(component.EntityID, "Transform"); ComponentWrapper& transform = m_World->GetComponent(component.EntityID, "Transform");
(Field<double>)component["Time"] += dt; (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"]; (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"];
} }
}; };
+7 -20
View File
@@ -3,7 +3,7 @@
#include "../../Engine/Core/System.h" #include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h" #include "../../Engine/GLM.h"
#include "Network/EKillDeath.h" #include "Core/EPlayerDeath.h"
class KillFeedSystem : public ImpureSystem class KillFeedSystem : public ImpureSystem
{ {
@@ -11,7 +11,8 @@ public:
KillFeedSystem(SystemParams params) KillFeedSystem(SystemParams params)
: System(params) : System(params)
{ {
EVENT_SUBSCRIBE_MEMBER(m_EKillDeath, &KillFeedSystem::OnPlayerKillDeath) EVENT_SUBSCRIBE_MEMBER(m_EPlayerDeath, &KillFeedSystem::OnPlayerDeath);
} }
virtual void Update(double dt) override; virtual void Update(double dt) override;
@@ -21,30 +22,16 @@ private:
EventRelay<KillFeedSystem, Events::KillDeath> m_EKillDeath; EventRelay<KillFeedSystem, Events::PlayerDeath> m_EPlayerDeath;
bool KillFeedSystem::OnPlayerKillDeath(Events::KillDeath& e); bool KillFeedSystem::OnPlayerDeath(Events::PlayerDeath& e);
struct KillFeedInfo struct KillFeedInfo
{ {
std::string KillerName = ""; std::string Content;
int KillerClass = 0; glm::vec4 Color;
int KillerID = -1;
int KillerTeam = 0;
std::string KillerColor = "";
std::string VictimName = "";
int VictimClass = 0;
int VictimID = -1;
int VictimTeam = 0;
std::string VictimColor = "";
bool redused;
float TimeToLive = 5.f; float TimeToLive = 5.f;
}; };
std::string m_RedColor = "\\C08366D";
std::string m_BlueColor = "\\C6A1208";
std::list<KillFeedInfo> m_DeathQueue; std::list<KillFeedInfo> m_DeathQueue;
}; };
+1 -1
View File
@@ -10,7 +10,7 @@ public:
: System(params) : System(params)
, PureSystem("Lifetime") , PureSystem("Lifetime")
{ {
LOG_INFO("ASDASDASSA");
} }
virtual void Update(double dt) override; virtual void Update(double dt) override;
-44
View File
@@ -1,44 +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 "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
+1 -1
View File
@@ -2,7 +2,7 @@
#define PickupSpawnSystem_h__ #define PickupSpawnSystem_h__
#include "Core/System.h" #include "Core/System.h"
#include "Core/TransformSystem.h" #include "Core/Transform.h"
#include "Core/ResourceManager.h" #include "Core/ResourceManager.h"
#include "Core/EntityFile.h" #include "Core/EntityFile.h"
#include "Core/EPickupSpawned.h" #include "Core/EPickupSpawned.h"
-3
View File
@@ -24,10 +24,7 @@ private:
bool OnPlayerDeath(Events::PlayerDeath& e); bool OnPlayerDeath(Events::PlayerDeath& e);
EventRelay<PlayerDeathSystem, Events::EntityDeleted> m_EEntityDeleted; EventRelay<PlayerDeathSystem, Events::EntityDeleted> m_EEntityDeleted;
bool OnEntityDeleted(Events::EntityDeleted& e); bool OnEntityDeleted(Events::EntityDeleted& e);
EventRelay<PlayerDeathSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(Events::InputCommand& e);
void setSpectatorCamera();
void createDeathEffect(EntityWrapper player); void createDeathEffect(EntityWrapper player);
}; };
+1 -7
View File
@@ -30,12 +30,8 @@ private:
bool m_LeftFoot = false; bool m_LeftFoot = false;
// To get a difference when calculating the walking state. // To get a difference when calculating the walking state.
glm::vec3 m_LastPosition = glm::vec3(); glm::vec3 m_LastPosition = glm::vec3();
// Used to track afterimages for sprint effect.
float m_SprintEffectTimer;
// Used to track afterimages for dash effect.
float m_DashEffectTimer;
// The logic for making the sound play when player is moving // The logic for making the sound play when player is moving
void playerStep(double dt, EntityWrapper player); void playerStep(double dt);
// Spawn a hexagon at origin of an Entity // Spawn a hexagon at origin of an Entity
void spawnHexagon(EntityWrapper target); void spawnHexagon(EntityWrapper target);
@@ -48,6 +44,4 @@ private:
void updateMovementControllers(double dt); void updateMovementControllers(double dt);
void updateVelocity(EntityWrapper player, double dt); void updateVelocity(EntityWrapper player, double dt);
void setAim(EntityWrapper root, std::string weaponNodeName, double time);
}; };
-9
View File
@@ -15,19 +15,10 @@ public:
virtual void Update(double dt) override; virtual void Update(double dt) override;
private: private:
// This enum must correspond to the command values for PickTeam buttons.
enum class PlayerClass
{
None = 0,
Assault = 1,
Defender = 2,
Sniper = 2
};
struct SpawnRequest struct SpawnRequest
{ {
int PlayerID; int PlayerID;
ComponentInfo::EnumType Team; ComponentInfo::EnumType Team;
PlayerClass Class;
}; };
bool m_NetworkEnabled = false; bool m_NetworkEnabled = false;
+3 -24
View File
@@ -1,25 +1,6 @@
#include "Common.h" #include "Common.h"
#include "Core/System.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 class RaptorCopterSystem : public PureSystem
{ {
public: public:
@@ -28,11 +9,9 @@ public:
, PureSystem("RaptorCopter") , PureSystem("RaptorCopter")
{ } { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cRaptorCopter, double dt) override virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
{ {
ComponentWrapper& cTransform = entity["Transform"]; ComponentWrapper& transform = m_World->GetComponent(component.EntityID, "Transform");
//FSubscriptProxy subOri(&cTransform, "Orientation"); (glm::vec3&)transform["Orientation"] += (float)(double)component["Speed"] * (float)dt * (glm::vec3)component["Axis"];
//Field<glm::vec3> orientation = subOri;
(Field<glm::vec3>)cTransform["Orientation"] += (float)(const double&)cRaptorCopter["Speed"] * (float)dt * (glm::vec3)cRaptorCopter["Axis"];
} }
}; };
-50
View File
@@ -1,50 +0,0 @@
#ifndef ScoreScreenSystem_h__
#define ScoreScreenSystem_h__
#include "Core/System.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFile.h"
#include "Network/EKillDeath.h"
#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
{
public:
ScoreScreenSystem(SystemParams params);
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& scoreScreen, double dt) override;
EventRelay<ScoreScreenSystem, Events::KillDeath> m_EPlayerDeath;
bool OnPlayerDeath(const Events::KillDeath& e);
EventRelay<ScoreScreenSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawn(const Events::PlayerSpawned& e);
EventRelay<ScoreScreenSystem, Events::PlayerConnected> m_EPlayerConnected;
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 {
int ID = -1;
std::string Name = "";
int Team = 1;
int Kills = 0;
int Deaths = 0;
EntityWrapper Player = EntityWrapper::Invalid;
};
std::vector<int> m_DisconnectedIdentities;
int m_PlayerCounter = 0;
std::unordered_map<int, PlayerData> m_PlayerIdentities;
};
#endif
-29
View File
@@ -1,29 +0,0 @@
#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
+12 -6
View File
@@ -2,7 +2,6 @@
#define Systems_SoundSystem_h__ #define Systems_SoundSystem_h__
#include <random> #include <random>
#include <chrono>
#include "../Engine/Core/System.h" #include "../Engine/Core/System.h"
#include "../Engine/Core/ResourceManager.h" #include "../Engine/Core/ResourceManager.h"
@@ -21,10 +20,9 @@
#include "../Engine/Collision/ETrigger.h" #include "../Engine/Collision/ETrigger.h"
#include "../Engine/Sound/EPlaySoundOnEntity.h" #include "../Engine/Sound/EPlaySoundOnEntity.h"
#include "../Engine/Sound/EPlayBackgroundMusic.h" #include "../Engine/Sound/EPlayBackgroundMusic.h"
#include "../Engine/Sound/EPlayAnnouncerVoice.h"
#include "../Game/Events/EDoubleJump.h" #include "../Game/Events/EDoubleJump.h"
#include "../Game/Events/EDashAbility.h" #include "../Game/Events/EDashAbility.h"
#include "../Engine/Sound/EChangeBGM.h"
class SoundSystem : public PureSystem, ImpureSystem class SoundSystem : public PureSystem, ImpureSystem
{ {
@@ -35,10 +33,14 @@ public:
private: private:
std::string m_Announcer = ""; std::string m_Announcer = "";
// Logic for playing a sound when a player jumps // Logic for playing a sound when a player jumps
void playerJumps(EntityWrapper player); void playerJumps();
// Temporary solution for play test.
bool m_DrumsIsPlaying = false;
double m_DrumTimer = 0.0;
bool drumTimer(double dt);
std::default_random_engine m_RandomGenerator; std::default_random_engine generator;
std::uniform_int_distribution<int> m_RandIntDistribution;
EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned; EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned &e); bool OnPlayerSpawned(const Events::PlayerSpawned &e);
@@ -46,6 +48,10 @@ private:
bool OnInputCommand(const Events::InputCommand &e); bool OnInputCommand(const Events::InputCommand &e);
EventRelay<SoundSystem, Events::DoubleJump> m_EDoubleJump; EventRelay<SoundSystem, Events::DoubleJump> m_EDoubleJump;
bool OnDoubleJump(const Events::DoubleJump &e); 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; EventRelay<SoundSystem, Events::Captured> m_ECaptured;
bool OnCaptured(const Events::Captured &e); bool OnCaptured(const Events::Captured &e);
EventRelay<SoundSystem, Events::PlayerDamage> m_EPlayerDamage; EventRelay<SoundSystem, Events::PlayerDamage> m_EPlayerDamage;

Some files were not shown because too many files have changed in this diff Show More