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Author SHA1 Message Date
Tleety f3aba6748b Warning fixes. 2016-02-08 16:02:23 +01:00
269 changed files with 2557 additions and 15316 deletions
-3
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@@ -12,6 +12,3 @@ tools/MayaExporter/x64/Debug/
tools/MayaExporter/MayaExporter/Debug/
tools/MayaExporter/MayaExporter/GeneratedFiles/
tools/MayaExporter/MayaExporter/x64/*
tools/MayaExporter/x64/*
+1 -1
Submodule assets updated: b040545bc3...091ad5c01b
+1 -1
Submodule deps updated: ed45883a44...bf83f099ba
@@ -1,17 +1,17 @@
#ifndef FillFrustumOctreeSystem_h__
#define FillFrustumOctreeSystem_h__
#ifndef CollidableOctreeSystem_h__
#define CollidableOctreeSystem_h__
#include "../Core/System.h"
#include "../Core/Octree.h"
#include "Collision.h"
#include "EntityAABB.h"
class FillFrustumOctreeSystem : public ImpureSystem, public PureSystem
class CollidableOctreeSystem : public ImpureSystem, public PureSystem
{
public:
FillFrustumOctreeSystem(SystemParams params, Octree<EntityAABB>* octree)
: System(params)
, PureSystem("Model")
CollidableOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
: System(world, eventBroker)
, PureSystem("Collidable")
, m_Octree(octree)
{ }
+2 -21
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@@ -28,21 +28,6 @@ bool RayVsAABB(const Ray& ray, const AABB& box);
//Return true if the ray hits the box, also outputs distance from ray origin to intersection point in [outDistance].
bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance);
//Return true if the ray hits the triangle.
bool RayVsTriangle(const Ray& ray,
const glm::vec3& v0,
const glm::vec3& v1,
const glm::vec3& v2,
bool trueOnNegativeDistance = false);
//Return true if the ray hits the triangle, and the distance is less than outDistance.
bool RayVsTriangle(const Ray& ray,
const glm::vec3& v0,
const glm::vec3& v1,
const glm::vec3& v2,
float& outDistance,
float& outUCoord,
float& outVCoord,
bool trueOnNegativeDistance = false);
//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
@@ -64,12 +49,9 @@ bool RayVsModel(const Ray& ray,
float& outVCoord);
bool AABBvsTriangles(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
float verticalStepHeight,
bool& isOnGround,
glm::vec3& outResolutionVector);
//Return true if the boxes are intersecting.
@@ -79,8 +61,7 @@ bool AABBVsAABB(const AABB& a, const AABB& b);
bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
// Calculates an absolute AABB from an entity AABB component
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox = false);
boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity);
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity);
}
+2 -2
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@@ -13,8 +13,8 @@
class CollisionSystem : public PureSystem
{
public:
CollisionSystem(SystemParams params, Octree<EntityAABB>* octree)
: System(params)
CollisionSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
: System(world, eventBroker)
, PureSystem("Collidable")
, m_Octree(octree)
{ }
@@ -1,25 +0,0 @@
#ifndef FillOctreeSystem_h__
#define FillOctreeSystem_h__
#include "../Core/System.h"
#include "../Core/Octree.h"
#include "Collision.h"
#include "EntityAABB.h"
class FillOctreeSystem : public ImpureSystem, public PureSystem
{
public:
FillOctreeSystem(SystemParams params, Octree<EntityAABB>* octree, const std::string& fillComponentType)
: System(params)
, PureSystem(fillComponentType)
, m_Octree(octree)
{ }
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
private:
Octree<EntityAABB>* m_Octree;
};
#endif
+2 -2
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@@ -15,8 +15,8 @@ class AABB;
class TriggerSystem : public PureSystem
{
public:
TriggerSystem(SystemParams params, Octree<EntityAABB>* octree)
: System(params)
TriggerSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
: System(world, eventBroker)
, PureSystem("Trigger")
, m_Octree(octree)
{
-1
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@@ -13,7 +13,6 @@ struct ComponentInfo
unsigned int Allocation = 0;
std::map<std::string, std::string> FieldAnnotations;
std::map<std::string, std::map<std::string, EnumType>> FieldEnumDefinitions;
bool NetworkReplicated = true;
};
struct Field_t
+1 -19
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@@ -1,7 +1,6 @@
#ifndef ComponentWrapper_h__
#define ComponentWrapper_h__
#include <boost/shared_array.hpp>
#include "../Common.h"
#include "Entity.h"
#include "ComponentInfo.h"
@@ -44,11 +43,6 @@ struct ComponentWrapper
// Specialization for string literals
template <std::size_t N>
void SetField(std::string name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); }
void Copy(ComponentWrapper& destination)
{
memcpy(destination.Data, this->Data, Info.Stride);
}
struct SubscriptProxy
{
@@ -82,24 +76,12 @@ struct ComponentWrapper
SubscriptProxy operator[](std::string propertyName) { return SubscriptProxy(this, propertyName); }
};
// A component wrapper that "owns" its data through a shared pointer
struct SharedComponentWrapper : ComponentWrapper
{
SharedComponentWrapper(const ComponentInfo& componentInfo, boost::shared_array<char> data)
: ComponentWrapper(componentInfo, data.get())
, m_DataReference(data)
{ }
private:
boost::shared_array<char> m_DataReference;
};
// TODO: Move this to Tests once entity importing is finished
class ComponentWrapperFactory
{
public:
ComponentWrapperFactory() = default;
ComponentWrapperFactory(std::string componentTypeName, unsigned int allocation = 0)
ComponentWrapperFactory(std::string componentTypeName, std::size_t allocation = 0)
{
m_ComponentInfo.Name = componentTypeName;
m_ComponentInfo.Meta->Allocation = allocation;
-17
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@@ -1,17 +0,0 @@
#ifndef EPickupSpawned_h__
#define EPickupSpawned_h__
#include "Core/Event.h"
#include "Core/EntityWrapper.h"
namespace Events
{
struct PickupSpawned : Event
{
EntityWrapper Pickup;
};
}
#endif
-1
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@@ -9,7 +9,6 @@ namespace Events
struct PlayerDamage : Event
{
//NOTE: this struct is missing information on what the damageSource is
EntityWrapper Player;
double Damage;
};
+3 -2
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@@ -2,7 +2,7 @@
#define EPlayerDeath_h__
#include "EventBroker.h"
#include "../Core/EntityWrapper.h"
#include "../Core/Entity.h"
namespace Events
{
@@ -10,7 +10,8 @@ namespace Events
struct PlayerDeath : Event
{
//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
EntityWrapper Player;
EntityID KilledBy;
EntityID PlayerID;
std::string KilledByWhat;
};
+6 -6
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@@ -2,16 +2,16 @@
#define EPlayerHealthPickup_h__
#include "EventBroker.h"
#include "../Core/EntityWrapper.h"
#include "../Core/Entity.h"
namespace Events
{
struct PlayerHealthPickup : Event
{
EntityWrapper Player;
double HealthAmount;
};
struct PlayerHealthPickup : Event
{
double HealthAmount;
EntityID PlayerHealedID;
};
}
+1 -1
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@@ -143,7 +143,7 @@ private:
~EntityFile();
public:
static unsigned int GetTypeStride(std::string typeName);
static std::size_t GetTypeStride(std::string typeName);
static void WriteAttributeData(char* outData, const ComponentInfo::Field_t& field, const std::map<std::string, std::string>& attributes);
static void WriteValueData(char* outData, const ComponentInfo::Field_t& field, const char* valueData);
@@ -3,8 +3,6 @@
#include <xercesc/framework/psvi/XSElementDeclaration.hpp>
#include <xercesc/framework/psvi/XSComplexTypeDefinition.hpp>
#include <xercesc/framework/psvi/XSAttributeUse.hpp>
#include <xercesc/framework/psvi/XSAttributeDeclaration.hpp>
#include <xercesc/framework/psvi/XSParticle.hpp>
#include <xercesc/framework/psvi/XSModelGroup.hpp>
#include <xercesc/framework/psvi/XSModelGroupDefinition.hpp>
+1 -2
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@@ -25,12 +25,11 @@ struct EntityWrapper
const std::string Name();
bool HasComponent(const std::string& componentType);
void AttachComponent(const char* componentName);
EntityWrapper Parent();
EntityWrapper FirstChildByName(const std::string& name);
EntityWrapper FirstParentWithComponent(const std::string& componentType);
bool IsChildOf(EntityWrapper potentialParent);
bool Valid() const;
bool Valid();
ComponentWrapper operator[](const char* componentName);
bool operator==(const EntityWrapper& e) const;
+1 -2
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@@ -5,7 +5,6 @@
#include <functional>
#include <list>
#include <tuple>
#include <set>
#include "../Common.h"
#include "Event.h"
@@ -108,7 +107,7 @@ private:
typedef std::unordered_map<ContextTypeName_t, EventRelays_t> ContextRelays_t;
ContextRelays_t m_ContextRelays;
std::vector<BaseEventRelay*> m_RelaysToSubscribe;
std::unordered_map<BaseEventRelay*, std::tuple<EventID, ContextTypeName_t, EventTypeName_t>> m_RelaysToUnsubscribe;
std::vector<std::tuple<EventID, ContextTypeName_t, EventTypeName_t>> m_RelaysToUnsubscribe;
typedef std::list<std::pair<EventTypeName_t, std::shared_ptr<Event>>> EventQueue_t;
std::shared_ptr<EventQueue_t> m_EventQueueRead;
-77
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@@ -1,77 +0,0 @@
#ifndef Frustum_h__
#define Frustum_h__
#include "../GLM.h"
#include "AABB.h"
#include <bitset>
//A frustum defined by 6 planes.
struct Frustum
{
//Contains points P in: dot(normal, P) + d = 0
struct Plane
{
glm::vec3 Normal;
float Distance;
};
enum class Output
{
Inside,
Outside,
Intersects
};
Plane Planes[6];
Frustum() = default;
Frustum(glm::mat4x4 viewProjMatrix)
{
//Order: Right, left, top, bottom, far, near.
int sign = 1;
for (int i = 0; i < 6; ++i) {
sign = -sign;
int index = i / 2;
Plane& plane = Planes[i];
plane.Normal.x = viewProjMatrix[0].w + sign * viewProjMatrix[0][index];
plane.Normal.y = viewProjMatrix[1].w + sign * viewProjMatrix[1][index];
plane.Normal.z = viewProjMatrix[2].w + sign * viewProjMatrix[2][index];
plane.Distance = viewProjMatrix[3].w + sign * viewProjMatrix[3][index];
float divByNormalLength = 1.0f / glm::length(plane.Normal);
plane.Normal *= divByNormalLength;
plane.Distance *= divByNormalLength;
}
}
Output VsAABB(const AABB& box) const
{
const glm::vec3& maxCorner = box.MaxCorner();
const glm::vec3& minCorner = box.MinCorner();
bool completelyInside = true;
for (const Plane& p : Planes) {
bool anyWasInside = false;
bool anyWasOutside = false;
//If points are on both sides of the plane, we can stop.
for (int i = 0; i < 8 && (!anyWasInside || !anyWasOutside); ++i) {
std::bitset<3> bits(i);
glm::vec3 corner;
corner.x = bits.test(0) ? maxCorner.x : minCorner.x;
corner.y = bits.test(1) ? maxCorner.y : minCorner.y;
corner.z = bits.test(2) ? maxCorner.z : minCorner.z;
if (glm::dot(p.Normal, corner) > -p.Distance) {
anyWasInside = true;
} else {
anyWasOutside = true;
}
}
if (!anyWasInside) {
return Output::Outside;
}
if (anyWasOutside) {
completelyInside = false;
}
}
return completelyInside ? Output::Inside : Output::Intersects;
}
};
#endif
+1 -1
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@@ -102,7 +102,7 @@ public:
m_ExtraMemory.push_back((char*)malloc(m_Stride));
//We should preferably not enter here to avoid performance issues. Set more numMaxElements in constructor instead.
if (!DisableMemoryPool::Value) {
LOG_DEBUG("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
LOG_WARNING("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
}
return m_ExtraMemory.back();
}
+5 -57
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@@ -5,8 +5,9 @@
#include "../Common.h"
#include "AABB.h"
#include "Frustum.h"
#include "Ray.h"
//Fwd declarations.
class Ray;
namespace OctSpace
{
@@ -39,8 +40,6 @@ public:
//The type Box must be AABB, or inherit from AABB.
template<typename Box>
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects);
//Get the objects that are inside the frustum, the objects are put in outObjects.
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects);
//Empty the tree of all objects, static and dynamic.
void ClearObjects();
//Empty the tree of all dynamic objects. Static objects remain in the tree.
@@ -98,8 +97,6 @@ struct Child
void AddStaticObject(const AABB& box);
template<typename T, typename Box>
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects) const;
template<typename T>
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const;
void ClearObjects();
void ClearDynamicObjects();
bool RayCollides(const Ray& ray, Output& data) const;
@@ -114,7 +111,7 @@ struct Child
std::vector<ContainedObject>& m_StaticObjectsRef;
std::vector<ContainedObject>& m_DynamicObjectsRef;
inline bool hasChildren() const { return m_Children[0] != nullptr; }
bool hasChildren() const;
int childIndexContainingPoint(const glm::vec3& point) const;
std::vector<int> childIndicesContainingBox(const AABB& box) const;
};
@@ -152,18 +149,11 @@ template<typename T>
template<typename Box>
void Octree<T>::ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects)
{
static_assert(std::is_base_of<AABB, Box>::value, "template argument type Box in Octree<T>::ObjectsInSameRegion must be a subclass of AABB.");
//static_assert(std::is_base_of<AABB, Box>::value, "template argument type Box in Octree<T>::ObjectsInSameRegion must be a subclass of AABB.");
falsifyObjectChecks();
m_Root->ObjectsInSameRegion(box, outObjects);
}
template<typename T>
void Octree<T>::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects)
{
falsifyObjectChecks();
m_Root->ObjectsInFrustum(frustum, outObjects, false);
}
template<typename T>
void Octree<T>::ClearObjects()
{
@@ -240,46 +230,4 @@ void OctSpace::Child::ObjectsInSameRegion(const Box& box, std::vector<T>& outObj
}
}
template<typename T>
void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const
{
if (hasChildren()) {
for (const Child* c : m_Children) {
Frustum::Output out = Frustum::Output::Inside;
if (!takeAllDontTest) {
out = frustum.VsAABB(c->m_Box);
if (out == Frustum::Output::Outside) {
continue;
}
}
c->ObjectsInFrustum(frustum, outObjects, out == Frustum::Output::Inside);
}
} else {
size_t startIndex = outObjects.size();
int numDuplicates = 0;
outObjects.resize(outObjects.size() + m_StaticObjIndices.size() + m_DynamicObjIndices.size());
for (size_t i = 0; i < m_StaticObjIndices.size(); ++i) {
ContainedObject& obj = m_StaticObjectsRef[m_StaticObjIndices[i]];
if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
++numDuplicates;
} else {
obj.Checked = true;
outObjects[startIndex + i - numDuplicates] = *static_cast<T*>(obj.Box.get());
}
}
for (size_t i = 0; i < m_DynamicObjIndices.size(); ++i) {
ContainedObject& obj = m_DynamicObjectsRef[m_DynamicObjIndices[i]];
if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
++numDuplicates;
} else {
obj.Checked = true;
outObjects[startIndex + i - numDuplicates] = *static_cast<T*>(obj.Box.get());
}
}
for (size_t i = 0; i < numDuplicates; ++i) {
outObjects.pop_back();
}
}
}
#endif
-4
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@@ -7,10 +7,6 @@
class Ray
{
public:
Ray()
: m_Origin(glm::vec3(0.f))
, m_Direction(glm::vec3(0, 0, 1))
{}
Ray(const glm::vec3& origin, const glm::vec3& dir)
: m_Origin(origin)
, m_Direction(glm::normalize(dir))
+7 -10
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@@ -200,16 +200,13 @@ static T* ResourceManager::Load(const std::string& resourceName, Resource* paren
}
//If resource has already been cached and completely loaded.
{
boost::lock_guard<decltype(m_Mutex)> guard(m_Mutex);
it = m_ResourceCache.find(cacheKey);
if (it != m_ResourceCache.end()) {
if (it->second != nullptr) {
return static_cast<T*>(it->second);
} else {
//Don't return null on failure, exception instead.
throw Resource::FailedLoadingException();
}
it = m_ResourceCache.find(cacheKey);
if (it != m_ResourceCache.end()) {
if (it->second != nullptr) {
return static_cast<T*>(it->second);
} else {
//Don't return null on failure, exception instead.
throw Resource::FailedLoadingException();
}
}
+6 -40
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@@ -5,55 +5,21 @@
#include "World.h"
#include "EntityWrapper.h"
#include "ComponentWrapper.h"
#include "EPlayerSpawned.h"
struct SystemParams
{
SystemParams(::World* World, ::EventBroker* EventBroker, bool IsClient, bool IsServer)
: World(World)
, EventBroker(EventBroker)
, IsClient(IsClient)
, IsServer(IsServer)
{ }
::World* World;
::EventBroker* EventBroker;
bool IsClient = false;
bool IsServer = false;
};
class System
{
friend class SystemPipeline;
protected:
System(SystemParams params)
: m_World(params.World)
, m_EventBroker(params.EventBroker)
, IsClient(params.IsClient)
, IsServer(params.IsServer)
{
if (IsClient) {
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &System::setLocalPlayer);
}
}
System(World* world, EventBroker) { }
System(World* world, EventBroker* eventBroker)
: m_World(world)
, m_EventBroker(eventBroker)
{ }
virtual ~System() = default;
World* m_World;
EventBroker* m_EventBroker;
bool IsClient = false;
bool IsServer = false;
EntityWrapper LocalPlayer = EntityWrapper::Invalid;
private:
EventRelay<System, Events::PlayerSpawned> m_EPlayerSpawned;
virtual bool setLocalPlayer(Events::PlayerSpawned& e)
{
if (e.PlayerID == -1) {
LocalPlayer = e.Player;
}
return true;
}
};
class PureSystem : public virtual System
@@ -68,7 +34,7 @@ protected:
const std::string m_ComponentType;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) = 0;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) = 0;
};
class ImpureSystem : public virtual System
+2 -9
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@@ -10,11 +10,9 @@
class SystemPipeline
{
public:
SystemPipeline(World* world, EventBroker* eventBroker, bool isClient, bool isServer)
SystemPipeline(World* world, EventBroker* eventBroker)
: m_World(world)
, m_EventBroker(eventBroker)
, m_IsClient(isClient)
, m_IsServer(isServer)
{
EVENT_SUBSCRIBE_MEMBER(m_EPause, &SystemPipeline::OnPause);
EVENT_SUBSCRIBE_MEMBER(m_EResume, &SystemPipeline::OnResume);
@@ -37,7 +35,7 @@ public:
m_OrderedSystemGroups.resize(updateOrderLevel + 1);
}
UnorderedSystems& group = m_OrderedSystemGroups[updateOrderLevel];
System* system = new T(SystemParams(m_World, m_EventBroker, m_IsClient, m_IsServer), args...);
System* system = new T(m_World, m_EventBroker, args...);
group.Systems[typeid(T).name()] = system;
PureSystem* pureSystem = dynamic_cast<PureSystem*>(system);
@@ -61,9 +59,6 @@ public:
dt = 0.0;
}
// Process utility events for the System base class
m_EventBroker->Process<System>();
for (UnorderedSystems& group : m_OrderedSystemGroups) {
// Process events
for (auto& pair : group.Systems) {
@@ -93,8 +88,6 @@ public:
private:
World* m_World;
EventBroker* m_EventBroker;
bool m_IsClient = false;
bool m_IsServer = false;
bool m_Paused = false;
struct UnorderedSystems
-1
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@@ -18,7 +18,6 @@ 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);
}
+1 -1
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@@ -8,7 +8,7 @@
class UniformScaleSystem : public PureSystem
{
public:
UniformScaleSystem(SystemParams params);
UniformScaleSystem(World* world, EventBroker* eventBroker);
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cUniformScale, double dt) override;
+2 -2
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@@ -42,7 +42,7 @@ enum class FileWatcher::FileEventFlags
};
inline FileWatcher::FileEventFlags operator|(FileWatcher::FileEventFlags a, FileWatcher::FileEventFlags b) { return static_cast<FileWatcher::FileEventFlags>(static_cast<int>(a) | static_cast<int>(b)); }
inline bool operator&(FileWatcher::FileEventFlags a, FileWatcher::FileEventFlags b) { return (static_cast<int>(a) & static_cast<int>(b)) != 0; }
inline bool operator&(FileWatcher::FileEventFlags a, FileWatcher::FileEventFlags b) { return static_cast<int>(a)& static_cast<int>(b); }
class FileWatcher::Worker
{
@@ -54,7 +54,7 @@ public:
private:
struct FileInfo
{
std::size_t Size;
int Size;
std::time_t Timestamp;
};
+1 -1
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@@ -4,7 +4,7 @@
// }
// NOTE: condition statement is not executed at all in release mode.
#ifndef DEBUG_IF
#ifdef DEBUG
#ifndef DEBUG
#define DEBUG_IF(c) if(c)
#else
#define DEBUG_IF(c) if(false)
@@ -23,7 +23,7 @@ public:
m_SpeedMultiplier = m_Config->Get<float>("Editor.CameraSpeed", 3.f);
}
virtual const glm::vec3 Movement() const override { return m_Movement * static_cast<float>(m_SpeedMultiplier); }
virtual const glm::vec3 Movement() const override { return m_Movement * m_SpeedMultiplier; }
void Enable() { m_Enabled = true; }
void Disable() { m_Enabled = false; }
@@ -69,7 +69,7 @@ public:
protected:
ConfigFile* m_Config;
bool m_Enabled = false;
double m_SpeedMultiplier = 1.f;
float m_SpeedMultiplier = 1.f;
EventRelay<EventContext, Events::MousePress> m_EMousePress;
bool OnMousePress(const Events::MousePress& e)
@@ -105,7 +105,7 @@ protected:
return false;
}
m_SpeedMultiplier += e.DeltaY * (0.1 * m_SpeedMultiplier);
m_SpeedMultiplier += e.DeltaY * (0.1f * m_SpeedMultiplier);
m_Config->Set("Editor.CameraSpeed", m_SpeedMultiplier);
m_Config->SaveToDisk();
return true;
+1 -1
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@@ -10,7 +10,7 @@
class EditorRenderSystem : public ImpureSystem
{
public:
EditorRenderSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame);
EditorRenderSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
virtual void Update(double dt) override;
+1 -1
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@@ -17,7 +17,7 @@
class EditorSystem : public ImpureSystem
{
public:
EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame);
EditorSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
~EditorSystem();
void Update(double dt);
+1 -1
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@@ -25,7 +25,7 @@ struct WidgetDelta : Event
class EditorWidgetSystem : public ImpureSystem, PureSystem
{
public:
EditorWidgetSystem(SystemParams params, IRenderer* renderer);
EditorWidgetSystem(World* world, EventBroker* eventBroker, IRenderer* renderer);
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cEditorWidget, double dt) override;
+2 -3
View File
@@ -3,7 +3,6 @@
#include "Frame.h"
#include "../Rendering/Texture.h"
#include "../Rendering/Util/CommonFunctions.h"
namespace GUI
{
@@ -56,10 +55,10 @@ public:
return;
}
m_Texture = CommonFunctions::LoadTexture(resourceName, false);
m_Texture = ResourceManager::Load<Texture>(resourceName);
m_TextureName = resourceName;
if (m_Texture == nullptr) {
m_Texture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false);
m_Texture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
}
SizeToTexture();
@@ -4,8 +4,6 @@
#include "../GLM.h"
#include "../Core/InputController.h"
#include "../Core/ELockMouse.h"
#include "../Game/Events/EDashAbility.h"
#include "InputHandler.h"
template <typename EventContext>
class FirstPersonInputController : public InputController<EventContext>
@@ -17,45 +15,20 @@ public:
virtual const glm::vec3 Rotation() const { return m_Rotation; }
virtual bool Jumping() const { return m_Jumping; }
virtual bool Crouching() const { return m_Crouching; }
virtual bool DoubleJumping() const { return m_DoubleJumping; }
virtual void SetDoubleJumping(bool isDoubleJumping) {
m_DoubleJumping = isDoubleJumping;
}
void LockMouse();
void UnlockMouse();
virtual bool OnCommand(const Events::InputCommand& e) override;
virtual void Reset();
void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer);
virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
protected:
const int m_PlayerID;
bool m_MouseLocked = false;
glm::vec3 m_Rotation;
glm::vec3 m_Movement;
bool m_Jumping = false;
bool m_DoubleJumping = false;
bool m_Crouching = false;
//assault dash membervariables - needed to calculate the doubletap- and dashlogic
double m_AssaultDashDoubleTapDeltaTime = 0.0;
double m_AssaultDashCoolDownTimer = 0.0;
//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
//and its very unlikely that someone wants to change that value
const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
std::string m_AssaultDashTapDirection = "";
std::string m_CurrentDirectionVector = "";
bool m_AssaultDashDoubleTapped = false;
bool m_PlayerIsDashing = false;
bool m_ShiftDashing = false;
bool m_ValidDoubleTap = false;
//specialabilitys
bool m_MovementKeyDown = false;
bool m_SpecialAbilityKeyDown = false;
EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
bool OnLockMouse(const Events::LockMouse& e);
EventRelay<EventContext, Events::UnlockMouse> m_EUnlockMouse;
@@ -63,7 +36,7 @@ protected:
};
template <typename EventContext>
FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID)
FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID)
: InputController(eventBroker)
, m_PlayerID(playerID)
{
@@ -126,26 +99,6 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
}
}
if (e.Command == "Forward" || e.Command == "Right") {
if (e.Value != 0) {
m_CurrentDirectionVector = e.Command == "Right" ? (e.Value > 0 ? "Right" : "Left") : (e.Value > 0 ? "Forward" : "Backward");
}
//if value = 0 then you have just released this key
if (e.Value != 0) {
m_MovementKeyDown = true;
//if you pressed the same key within m_AssaultDashDoubleTapSensitivityTimer then you have doubletapped it
if (m_AssaultDashDoubleTapDeltaTime < m_AssaultDashDoubleTapSensitivityTimer && m_AssaultDashTapDirection == m_CurrentDirectionVector) {
m_ValidDoubleTap = true;
}
} else {
//== 0
m_MovementKeyDown = false;
//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
m_AssaultDashTapDirection = m_CurrentDirectionVector;
m_AssaultDashDoubleTapDeltaTime = 0.f;
}
}
if (e.Command == "Jump") {
m_Jumping = e.Value > 0;
}
@@ -154,86 +107,21 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
m_Crouching = e.Value > 0;
}
if (e.Command == "SpecialAbility") {
if (e.Value > 0) {
m_SpecialAbilityKeyDown = true;
} else {
m_SpecialAbilityKeyDown = false;
}
}
if (m_SpecialAbilityKeyDown && m_MovementKeyDown) {
m_ShiftDashing = true;
} else {
m_ShiftDashing = false;
}
return true;
}
template <typename EventContext>
bool FirstPersonInputController<EventContext>::OnUnlockMouse(const Events::UnlockMouse& e)
{
m_MouseLocked = false;
m_MouseLocked = false;
return true;
}
template <typename EventContext>
bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMouse& e)
{
m_MouseLocked = true;
m_MouseLocked = true;
return true;
}
template <typename EventContext>
void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer) {
m_AssaultDashDoubleTapDeltaTime += dt;
m_AssaultDashCoolDownTimer -= dt;
//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
if (m_AssaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
m_PlayerIsDashing = true;
} else {
m_PlayerIsDashing = false;
}
//dashing with shift
if (m_ShiftDashing && m_AssaultDashCoolDownTimer <= 0.0f && !isJumping) {
//player is dashing with shift
//the wanted-direction is set in playermovement already so we dont need to check what direction we want to dash in!
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
//moving to the side has priority
return;
}
//dashing with doubletap - check if doubletap to dash enabled
if (ResourceManager::Load<ConfigFile>("Input.ini")->Get<bool>("Keyboard.DoubleTapToDash", false)) {
return;
}
//reset the DoubleTapped state in case we recently doubleTapped (doubletap will only happen during 1 frame)
if (m_AssaultDashDoubleTapped) {
m_AssaultDashDoubleTapped = false;
}
//check if we have received a valid doubletap
if (!m_ValidDoubleTap) {
return;
}
m_ValidDoubleTap = false;
if (!(m_AssaultDashCoolDownTimer <= 0.0f && !isJumping)) {
//if we cant dash at the moment, then just reset the tap-sensitivity-timer
m_AssaultDashDoubleTapDeltaTime = 0.f;
return;
}
//ok, we have a valid tap, lets do it
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
Events::DashAbility e;
m_EventBroker->Publish(e);
}
#endif
+8 -13
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@@ -20,29 +20,23 @@
#include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h"
#include "Network/EInterpolate.h"
#include "Network/SnapshotFilter.h"
#include "Core/EPlayerSpawned.h"
class Client : public Network
{
public:
Client(World* world, EventBroker* eventBroker);
Client(World* world, EventBroker* eventBroker, std::unique_ptr<SnapshotFilter> snapshotFilter);
Client(ConfigFile* config);
~Client();
void Connect(std::string address, int port);
void Start(World* world, EventBroker* eventBroker) override;
void Update() override;
private:
std::unique_ptr<SnapshotFilter> m_SnapshotFilter = nullptr;
// Assio UDP logic
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
boost::asio::ip::udp::socket m_Socket;
// Sending message to server logic
size_t bytesRead = 0;
int bytesRead = -1;
char readBuf[INPUTSIZE] = { 0 };
// Packet loss logic
@@ -51,8 +45,10 @@ private:
PacketID m_SendPacketID = 0;
// Game logic
World* m_World;
std::string m_PlayerName;
PlayerID m_PlayerID = -1;
EntityID m_ServerEntityID = std::numeric_limits<EntityID>::max();
bool m_IsConnected = false;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
// Server Client Lookup map
@@ -73,14 +69,12 @@ private:
// Private member functions
void readFromServer();
size_t receive(char* data);
int receive(char* data);
void send(Packet& packet);
void connect();
void disconnect();
void parseMessageType(Packet& packet);
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID);
SharedComponentWrapper createSharedComponent(Packet& packet, EntityID entityID, const ComponentInfo& componentInfo);
void ignoreFields(Packet& packet, const ComponentInfo& componentInfo);
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType);
void parseConnect(Packet& packet);
void parsePlayerConnected(Packet& packet);
void parsePing();
@@ -105,6 +99,7 @@ private:
void deleteFromServerClientMaps(EntityID serverEntityID, EntityID clientEntityID);
// Events
EventBroker* m_EventBroker;
EventRelay<Client, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
EventRelay<Client, Events::PlayerDamage> m_EPlayerDamage;
+2 -7
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@@ -11,13 +11,8 @@ namespace Events
struct Interpolate : Event
{
Interpolate(EntityWrapper Entity, SharedComponentWrapper Component)
: Entity(Entity)
, Component(Component)
{ }
EntityWrapper Entity;
SharedComponentWrapper Component;
EntityID Entity;
boost::shared_array<char> DataArray;
};
}
+3 -7
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@@ -19,24 +19,20 @@ typedef unsigned int PacketID;
class Network
{
public:
Network(World* world, EventBroker* eventBroker);
virtual ~Network() { };
virtual void Start(World* m_world, EventBroker *eventBroker) = 0;
virtual void Update() = 0;
protected:
World* m_World;
EventBroker* m_EventBroker;
// For Debug
bool isReadingData = false;
NetworkData m_NetworkData;
unsigned int m_SaveDataIntervalMs = 1000;
std::clock_t m_SaveDataTimer;
unsigned int m_MaxConnections;
double m_TimeoutMs;
unsigned int m_TimeoutMs;
void saveToFile();
void updateNetworkData();
void initialize();
};
#endif
+8 -8
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@@ -3,16 +3,16 @@
#include <vector>
struct NetworkData {
double TotalTime = 0;
size_t TotalDataReceived = 0;
size_t TotalDataSent = 0;
size_t AmountOfMessagesReceived = 0;
unsigned int TotalTime = 0;
unsigned int TotalDataReceived = 0;
unsigned int TotalDataSent = 0;
unsigned int AmountOfMessagesReceived = 0;
unsigned int AmountOfMessagesSent = 0;
// Interval based
size_t DataReceivedThisInterval = 0;
size_t DataSentThisInterval = 0;
unsigned int DataReceivedThisInterval = 0;
unsigned int DataSentThisInterval = 0;
// pair: first=reveived, second=send
std::vector<std::pair<size_t, size_t>> BandwidthBytes;
std::vector<std::pair<unsigned int, unsigned int>> BandwidthBytes;
};
#endif
#endif
+9 -9
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@@ -13,7 +13,7 @@ public:
// arg2: PacketID for identifying packet loss.
Packet(MessageType type, unsigned int& packetID);
// Used to create packet from already existing data buffer.
Packet(char* data, const size_t sizeOfPacket);
Packet(char* data, const int sizeOfPacket);
Packet(MessageType type);
~Packet();
void Init(MessageType type, unsigned int& packetID);
@@ -51,18 +51,18 @@ public:
std::string ReadString();
char* ReadData(int SizeOfData);
void ChangePacketID(unsigned int& packetID);
size_t Size() { return m_Offset; };
int Size() { return m_Offset; };
char* Data() { return m_Data; };
size_t DataReadSize() { return m_ReturnDataOffset; }
size_t MaxSize() { return m_MaxPacketSize; }
size_t HeaderSize() { return m_HeaderSize; }
unsigned int DataReadSize() { return m_ReturnDataOffset; }
unsigned int MaxSize() { return m_MaxPacketSize; }
unsigned int HeaderSize() { return m_HeaderSize; }
private:
char* m_Data;
size_t m_ReturnDataOffset = 0;
size_t m_Offset = 0;
size_t m_MaxPacketSize = 512;
size_t m_HeaderSize = 0;
unsigned int m_ReturnDataOffset = 0;
int m_Offset = 0;
unsigned int m_MaxPacketSize = 512;
unsigned int m_HeaderSize = 0;
void resizeData();
};
+11 -11
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@@ -22,50 +22,50 @@
class Server : public Network
{
public:
Server(World* world, EventBroker* eventBroker, int port);
Server();
~Server();
void Start(World* m_world, EventBroker *eventBroker) override;
void Update() override;
private:
int m_Port = 27666;
// UDP logic
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
boost::asio::ip::udp::socket m_Socket;
// Sending messages to client logic
std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers;
// HACK: Fix INPUTSIZE
char readBuffer[INPUTSIZE] = { 0 };
size_t bytesRead = 0;
int bytesRead = 0;
// time for previouse message
std::clock_t previousePingMessage = std::clock();
std::clock_t previousSnapshotMessage = std::clock();
std::clock_t timOutTimer = std::clock();
// How often we send messages (milliseconds)
float pingIntervalMs;
float snapshotInterval;
int pingIntervalMs;
int snapshotInterval;
int checkTimeOutInterval = 100;
int m_NextPlayerID = 0;
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
//Timers
std::clock_t m_StartPingTime;
// Game logic
World* m_World;
EventBroker* m_EventBroker;
// Packet loss logic
PacketID m_PacketID = 0;
PacketID m_PreviousPacketID = 0;
// Private member functions
size_t receive(char* data);
int receive(char* data);
void readFromClients();
void send(PlayerID player, Packet& packet);
void send(Packet& packet);
void broadcast(Packet& packet);
void sendSnapshot();
void addChildrenToPacket(Packet& packet, EntityID entityID);
void addInputCommandsToPacket(Packet& packet);
void sendPing();
void checkForTimeOuts();
void disconnect(PlayerID playerID);
-19
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@@ -1,19 +0,0 @@
#ifndef SnapshotFilter_h__
#define SnapshotFilter_h__
#include "../Core/EntityWrapper.h"
#include "../Core/ComponentWrapper.h"
class SnapshotFilter
{
public:
// Filters an incoming snapshot.
// Modify the component and return true if the component snapshot should be applied.
// Otherwise return false and it will be ignored.
virtual bool FilterComponent(EntityWrapper entity, SharedComponentWrapper& component)
{
return true;
}
};
#endif
+3 -3
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@@ -9,13 +9,12 @@
#include "Rendering/Model.h"
#include "Rendering/EAnimationComplete.h"
#include "Rendering/Skeleton.h"
#include <imgui/imgui.h>
class AnimationSystem : public PureSystem
{
public:
AnimationSystem(SystemParams params)
: System(params)
AnimationSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
, PureSystem("Animation")
{
@@ -24,6 +23,7 @@ public:
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
private:
};
#endif
@@ -1,29 +0,0 @@
#ifndef BoneAttachmentSystem_h__
#define BoneAttachmentSystem_h__
#include "GLM.h"
#include "Common.h"
#include "Core/System.h"
#include "Core/ResourceManager.h"
#include "Rendering/Model.h"
#include "Rendering/Skeleton.h"
//Needs to be a higher orderlevel than AnimationSystem
class BoneAttachmentSystem : public PureSystem
{
public:
BoneAttachmentSystem(SystemParams params)
: System(params)
, PureSystem("BoneAttachment")
{
}
~BoneAttachmentSystem() { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& BoneAttachmentComponent, double dt) override;
private:
};
#endif
-2
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@@ -33,8 +33,6 @@ public:
glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
void SetViewMatrix(glm::mat4 val);
glm::mat4 BillboardMatrix();
float AspectRatio() const { return m_AspectRatio; }
void SetAspectRatio(float val);
@@ -19,7 +19,7 @@ struct DirectionalLightJob : RenderJob
Direction = glm::vec4(0,0,-1,0) * glm::inverse(Transform::AbsoluteOrientation(m_World, transformComponent.EntityID));
//Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f);
Color = (glm::vec4)directionalLightComponent["Color"];
Intensity = (double)directionalLightComponent["Intensity"];
Intensity = (float)directionalLightComponent["Intensity"];
};
glm::vec4 Direction;
@@ -7,7 +7,6 @@
#include "ShaderProgram.h"
//#include "Util/UnorderedMapVec2.h"
#include "Texture.h"
#include "imgui/imgui.h"
class DrawColorCorrectionPass
{
@@ -17,13 +16,14 @@ public:
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure);
void Draw(GLuint sceneTexture, GLuint bloomTexture);
private:
const IRenderer* m_Renderer;
ShaderProgram* m_ColorCorrectionProgram;
Model* m_ScreenQuad;
GLfloat m_Exposure;
};
#endif
+3 -34
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@@ -7,7 +7,6 @@
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "Util/UnorderedMapVec2.h"
#include "Util/CommonFunctions.h"
#include "Texture.h"
class DrawFinalPass
@@ -23,67 +22,37 @@ public:
//Return the texture that is used in later stages to apply the bloom effect
GLuint BloomTexture() const { return m_BloomTexture; }
GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; }
//Return the texture with diffuse and lighting of the scene.
GLuint SceneTexture() const { return m_SceneTexture; }
GLuint SceneTextureLowRes() const { return m_SceneTextureLowRes; }
//Return the framebuffer used in the scene rendering stage.
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job, RenderScene& scene);
void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
void BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job);
void BindModelTextures(GLuint shaderHandle, std::shared_ptr<ModelJob>& job);
void BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job);
void BindModelTextures(std::shared_ptr<ModelJob>& job);
Texture* m_WhiteTexture;
Texture* m_BlackTexture;
Texture* m_NeutralNormalTexture;
Texture* m_GreyTexture;
Texture* m_ErrorTexture;
FrameBuffer m_FinalPassFrameBuffer;
FrameBuffer m_FinalPassFrameBufferLowRes;
GLuint m_BloomTexture;
GLuint m_SceneTexture;
GLuint m_BloomTextureLowRes;
GLuint m_SceneTextureLowRes;
GLuint m_DepthBuffer;
GLuint m_DepthBufferLowRes;
//maqke this component based i guess?
GLuint m_ShieldPixelRate = 16;
const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass;
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
ShaderProgram* m_ExplosionEffectSplatMapProgram;
ShaderProgram* m_SpriteProgram;
ShaderProgram* m_ForwardPlusSplatMapProgram;
ShaderProgram* m_ShieldToStencilProgram;
ShaderProgram* m_FillDepthBufferProgram;
ShaderProgram* m_ForwardPlusSkinnedProgram;
ShaderProgram* m_ExplosionEffectSkinnedProgram;
ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
ShaderProgram* m_ShieldToStencilSkinnedProgram;
ShaderProgram* m_FillDepthBufferSkinnedProgram;
};
#endif
@@ -12,11 +12,4 @@ private:
};
class DrawStencilState : public RenderState
{
public:
DrawStencilState(GLuint frameBuffer);
~DrawStencilState();
};
#endif
@@ -15,7 +15,7 @@
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)
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
{
ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
@@ -23,7 +23,7 @@ struct ExplosionEffectJob : ModelJob
ExplosionDuration = (double)explosionEffectComponent["ExplosionDuration"];
EndColor = (glm::vec4)explosionEffectComponent["EndColor"];
Randomness = (bool)explosionEffectComponent["Randomness"];
RandomnessScalar = (double)explosionEffectComponent["RandomnessScalar"];
RandomnessScalar = (float)((double)explosionEffectComponent["RandomnessScalar"]);
Velocity = (glm::vec2)explosionEffectComponent["Velocity"];
ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"];
ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"];
-3
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@@ -32,8 +32,6 @@ public:
virtual void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
bool VSYNC() const { return m_VSYNC; }
virtual void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
std::string WindowTitle() const { return m_WindowTitle; }
virtual void SetWindowTitle(const std::string& title) { glfwSetWindowTitle(m_Window, title.c_str()); m_WindowTitle = title; }
//Returns screen size excluding window border and header
Rectangle GetViewportSize() const { return m_ViewportSize; }
virtual void Initialize() = 0;
@@ -49,7 +47,6 @@ protected:
int m_GLVersion[2];
std::string m_GLVendor;
GLFWwindow* m_Window = nullptr;
std::string m_WindowTitle;
};
#endif // Renderer_h__
+4 -9
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@@ -2,10 +2,8 @@
#define Model_h__
#include "Rendering/RawModelCustom.h"
#include "Util/CommonFunctions.h"
//#include "Rendering/RawModelAssimp.h"
#include "../OpenGL.h"
#include "Core/AABB.h"
class Model : public ThreadUnsafeResource
{
@@ -16,19 +14,16 @@ private:
public:
~Model();
const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_RawModel->m_Materials; }
const std::vector<RawModel::MaterialGroup>& MaterialGroups() const { return m_RawModel->MaterialGroups; }
const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
unsigned int NumberOfVertices() const { return m_RawModel->NumVertices(); }
const AABB& Box() const { return m_Box; }
bool IsSkinned() const { return m_RawModel->IsSkinned(); }
const std::vector<RawModel::Vertex>& Vertices() const { return m_RawModel->m_Vertices; }
GLuint VAO;
GLuint ElementBuffer;
RawModel* m_RawModel;
private:
AABB m_Box;
GLuint VertexBuffer;
GLuint NormalBuffer;
GLuint TangentNormalsBuffer;
+39 -101
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@@ -14,98 +14,39 @@
#include "../Core/World.h"
#include "../Core/Transform.h"
#include "Skeleton.h"
#include "ShaderProgram.h"
struct ModelJob : RenderJob
{
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
: RenderJob()
{
Model = model;
ModelID = model->ResourceID;
Type = matProp.type;
::RawModel::MaterialBasic* matGroup = matProp.material;
switch(matProp.type){
case ::RawModel::MaterialType::Basic:
if (Model->IsSkinned()) {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
}
else {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
}
TextureID = 0;
break;
case ::RawModel::MaterialType::SingleTextures:
{
if (Model->IsSkinned()) {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
}
else {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
}
::RawModel::MaterialSingleTextures* singleTextures = static_cast<::RawModel::MaterialSingleTextures*>(matProp.material);
TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
if (modelComponent["DiffuseTexture"]) {
DiffuseTexture.push_back(&singleTextures->ColorMap);
}
if (modelComponent["NormalMap"]) {
NormalTexture.push_back(&singleTextures->NormalMap);
}
if (modelComponent["SpecularMap"]) {
SpecularTexture.push_back(&singleTextures->SpecularMap);
}
if (modelComponent["GlowMap"]) {
IncandescenceTexture.push_back(&singleTextures->IncandescenceMap);
}
}
break;
case ::RawModel::MaterialType::SplatMapping:
{
if (Model->IsSkinned()) {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
}
else {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
}
::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
SplatMap = &SplatTextures->SplatMap;
TextureID = (SplatTextures->ColorMaps[0].Texture) ? SplatTextures->ColorMaps[0].Texture->ResourceID : 0;
if (modelComponent["DiffuseTexture"]) {
for (auto& texture : SplatTextures->ColorMaps) {
DiffuseTexture.push_back(&texture);
}
}
if (modelComponent["NormalMap"]) {
for (auto& texture : SplatTextures->NormalMaps) {
NormalTexture.push_back(&texture);
}
}
if (modelComponent["SpecularMap"]) {
for (auto& texture : SplatTextures->SpecularMaps) {
SpecularTexture.push_back(&texture);
}
}
if (modelComponent["GlowMap"]) {
for (auto& texture : SplatTextures->IncandescenceMaps) {
IncandescenceTexture.push_back(&texture);
}
}
}
break;
}
DiffuseColor = matGroup->DiffuseColor;
SpecularColor = matGroup->SpecularColor;
IncandescenceColor = matGroup->IncandescenceColor;
StartIndex = matGroup->StartIndex;
EndIndex = matGroup->EndIndex;
TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
if (modelComponent["DiffuseTexture"]) {
DiffuseTexture = matGroup.Texture.get();
} else {
DiffuseTexture = nullptr;
}
if (modelComponent["NormalMap"]) {
NormalTexture = matGroup.NormalMap.get();
} else {
NormalTexture = nullptr;
}
if (modelComponent["SpecularMap"]) {
SpecularTexture = matGroup.SpecularMap.get();
} else {
SpecularTexture = nullptr;
}
if (modelComponent["GlowMap"]) {
IncandescenceTexture = matGroup.IncandescenceMap.get();
} else {
IncandescenceTexture = nullptr;
}
DiffuseColor = matGroup.DiffuseColor;
SpecularColor = matGroup.SpecularColor;
IncandescenceColor = matGroup.IncandescenceColor;
StartIndex = matGroup.StartIndex;
EndIndex = matGroup.EndIndex;
Matrix = matrix;
Color = modelComponent["Color"];
Entity = modelComponent.EntityID;
@@ -116,34 +57,31 @@ struct ModelJob : RenderJob
FillColor = fillColor;
FillPercentage = fillPercentage;
Skeleton = Model->m_RawModel->m_Skeleton;
if (model->IsSkinned()) {
Skeleton = Model->m_RawModel->m_Skeleton;
if (world->HasComponent(Entity, "Animation") && Skeleton != nullptr) {
auto animationComponent = world->GetComponent(Entity, "Animation");
Animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["Name"]);
AnimationTime = (float)((double)animationComponent["Time"]);
}
};
unsigned int TextureID;
unsigned int ShaderID;
unsigned int ModelID;
::RawModel::MaterialType Type;
EntityID Entity;
glm::mat4 Matrix;
const ::RawModel::TextureProperties* SplatMap;
std::vector<const ::RawModel::TextureProperties*> DiffuseTexture;
std::vector<const ::RawModel::TextureProperties*> NormalTexture;
std::vector<const ::RawModel::TextureProperties*> SpecularTexture;
std::vector<const ::RawModel::TextureProperties*> IncandescenceTexture;
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
const Texture* IncandescenceTexture;
float Shininess = 0.f;
glm::vec4 Color;
const ::Model* Model = nullptr;
::Skeleton* Skeleton = nullptr;
// const ::Skeleton::Animation* Animation = nullptr;
const ::Skeleton::Animation* Animation = nullptr;
float AnimationTime = 0.f;
glm::vec4 DiffuseColor;
glm::vec4 SpecularColor;
@@ -157,7 +95,7 @@ struct ModelJob : RenderJob
void CalculateHash() override
{
Hash = TextureID + ModelID << 10 + ShaderID << 20;
Hash = TextureID;
}
};
+1 -2
View File
@@ -6,10 +6,9 @@
#include <png.h>
#include "../Common.h"
#include "../Core/ResourceManager.h"
#include "Image.h"
class PNG : public Image, public Resource
class PNG : public Image
{
public:
PNG(std::string path);
-3
View File
@@ -40,7 +40,6 @@ private:
const IRenderer* m_Renderer;
ShaderProgram* m_PickingProgram;
ShaderProgram* m_PickingSkinnedProgram;
Camera* m_Camera;
struct PickingInfo
@@ -59,8 +58,6 @@ private:
int m_ColorCounter[2];
std::map<std::tuple<EntityID, const World*, Camera*>, glm::ivec2> m_EntityColors;
Texture* m_WhiteTexture;
};
#endif
+3 -3
View File
@@ -18,9 +18,9 @@ struct PointLightJob : RenderJob
Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f);
Position = glm::vec4(Transform::AbsolutePosition(m_World, transformComponent.EntityID), 1.f);
Color = (glm::vec4)pointLightComponent["Color"];
Radius = (double)pointLightComponent["Radius"];
Intensity = (double)pointLightComponent["Intensity"];
Falloff = (double)pointLightComponent["Falloff"];
Radius = (float)((double)pointLightComponent["Radius"]);
Intensity = (float)pointLightComponent["Intensity"];
Falloff = (float)pointLightComponent["Falloff"];
};
glm::vec4 Position;
+30 -87
View File
@@ -33,27 +33,18 @@ protected:
public:
~RawModelCustom();
struct Vertex
{
glm::vec3 Position;
glm::vec3 Normal;
glm::vec3 Tangent;
glm::vec3 BiNormal;
glm::vec2 TextureCoords;
};
struct SkinedVertex : public Vertex {
struct Vertex
{
glm::vec3 Position;
glm::vec3 Normal;
glm::vec3 Tangent;
glm::vec3 BiNormal;
glm::vec2 TextureCoords;
glm::vec4 BoneIndices;
glm::vec4 BoneWeights;
};
struct TextureProperties {
std::string TexturePath;
glm::vec2 UVRepeat;
Texture* Texture;
};
struct MaterialBasic
struct MaterialGroup
{
float SpecularExponent;
float ReflectionFactor;
@@ -63,90 +54,42 @@ public:
unsigned int StartIndex;
unsigned int EndIndex;
//float Transparency;
std::string TexturePath;
std::shared_ptr<::Texture> Texture;
std::string NormalMapPath;
std::shared_ptr<::Texture> NormalMap;
std::string SpecularMapPath;
std::shared_ptr<::Texture> SpecularMap;
std::string IncandescenceMapPath;
std::shared_ptr<::Texture> IncandescenceMap;
};
struct MaterialSplatMapping : public MaterialBasic
{
TextureProperties SplatMap;
std::vector<TextureProperties> ColorMaps;
std::vector<TextureProperties> NormalMaps;
std::vector<TextureProperties> SpecularMaps;
std::vector<TextureProperties> IncandescenceMaps;
};
struct MaterialSingleTextures : public MaterialBasic
{
TextureProperties ColorMap;
TextureProperties NormalMap;
TextureProperties SpecularMap;
TextureProperties IncandescenceMap;
};
enum class MaterialType { Basic = 1, SplatMapping, SingleTextures };
struct MaterialProperties {
MaterialType type;
MaterialBasic* material;
};
const Vertex* Vertices() const {
if (hasSkin) {
return m_SkinedVertices.data();
} else {
return m_Vertices.data();
}
};
unsigned int VertexSize() const {
if (hasSkin) {
return sizeof(SkinedVertex);
}
else {
return sizeof(Vertex);
}
};
unsigned int NumVertices() const {
if (hasSkin) {
return m_SkinedVertices.size();
} else {
return m_Vertices.size();
}
};
bool IsSkinned() const { return hasSkin; };
std::vector<MaterialProperties> m_Materials;
std::vector<MaterialGroup> MaterialGroups;
std::vector<Vertex> m_Vertices;
std::vector<unsigned int> m_Indices;
Skeleton* m_Skeleton = nullptr;
glm::mat4 m_Matrix;
private:
bool hasSkin;
std::vector<Vertex> m_Vertices;
std::vector<SkinedVertex> m_SkinedVertices;
void ReadMeshFile(std::string filePath);
void ReadMeshFileHeader(std::size_t& offset, char* fileData);
void ReadMesh(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadVertices(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadIndices(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadMeshFileHeader(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
void ReadMesh(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
void ReadVertices(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
void ReadIndices(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
void ReadMaterialFile(std::string filePath);
void ReadMaterials(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadMaterialSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadMaterialBasic(MaterialBasic* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadMaterialSingleTexture(MaterialSingleTextures* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadMaterialSplatMapping(MaterialSplatMapping* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadMaterialTextureProperties(TextureProperties& texture, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadMaterials(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
void ReadMaterialSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
void ReadAnimationFile(std::string filePath);
void ReadAnimationBindPoses(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadAnimationJoint(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadAnimationClips(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfClips);
void ReadAnimationClipSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int clipIndex);
void ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, std::vector<Skeleton::Animation::Keyframe>& animation);
void ReadAnimationBindPoses(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
void ReadAnimationJoint(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
void ReadAnimationClips(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int numberOfClips);
void ReadAnimationClipSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int clipIndex);
void ReadAnimationKeyFrame(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int numberOfJoints, Skeleton::Animation& animation);
//void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
};
+10 -24
View File
@@ -15,45 +15,31 @@
#include "PointLightJob.h"
#include "DirectionalLightJob.h"
#include "ExplosionEffectJob.h"
#include "SpriteJob.h"
struct RenderScene
{
::Camera* Camera = nullptr;
struct Queues {
std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
std::list<std::shared_ptr<RenderJob>> TransparentObjects;
std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
std::list<std::shared_ptr<RenderJob>> ShieldObjects;
std::list<std::shared_ptr<RenderJob>> SpriteJob;
std::list<std::shared_ptr<RenderJob>> PointLight;
std::list<std::shared_ptr<RenderJob>> Text;
std::list<std::shared_ptr<RenderJob>> DirectionalLight;
} Jobs;
std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
std::list<std::shared_ptr<RenderJob>> TransparentObjects;
std::list<std::shared_ptr<RenderJob>> PointLightJobs;
std::list<std::shared_ptr<RenderJob>> TextJobs;
std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
Rectangle Viewport;
bool ClearDepth = false;
glm::vec4 AmbientColor;
void Clear()
{
Jobs.OpaqueObjects.clear();
Jobs.TransparentObjects.clear();
Jobs.OpaqueShieldedObjects.clear();
Jobs.TransparentShieldedObjects.clear();
Jobs.ShieldObjects.clear();
Jobs.SpriteJob.clear();
Jobs.DirectionalLight.clear();
OpaqueObjects.clear();
TransparentObjects.clear();
PointLightJobs.clear();
TextJobs.clear();
DirectionalLightJobs.clear();
}
};
struct RenderFrame
{
public:
//TODO: Getters
GLfloat Gamma = 2.2f;
GLfloat Exposure = 1.f;
void Add(RenderScene &scene)
{
-4
View File
@@ -2,7 +2,6 @@
#define RenderState_h__
#include <functional>
#include <boost/range/adaptor/reversed.hpp>
#include "../Common.h"
#include "../OpenGL.h"
#include "../GLM.h"
@@ -20,9 +19,6 @@ public:
bool BindFramebuffer(GLint framebuffer);
bool BlendEquation(GLenum mode);
bool BlendFunc(GLenum sfactor, GLenum dfactor);
bool StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);
bool StencilFunc(GLenum func, GLint ref, GLuint mask);
bool StencilMask(GLuint mask);
bool DepthMask(GLboolean flag);
private:
+4 -6
View File
@@ -16,13 +16,11 @@
#include "PointLightJob.h"
#include "../Core/Transform.h"
#include "../Core/EPlayerSpawned.h"
#include "../Core/Octree.h"
#include "../Collision/EntityAABB.h"
class RenderSystem : public ImpureSystem
{
public:
RenderSystem(SystemParams params, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree);
RenderSystem(World* world, EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
~RenderSystem();
virtual void Update(double dt) override;
@@ -31,9 +29,9 @@ private:
const IRenderer* m_Renderer;
RenderFrame* m_RenderFrame;
Camera* m_Camera;
World* m_World;
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
Octree<EntityAABB>* m_Octree;
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(Events::SetCamera &event);
@@ -42,14 +40,14 @@ private:
EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
void fillModels(RenderScene::Queues &jobs);
void fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs);
void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
void fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
bool isChildOfACamera(EntityWrapper entity);
bool isChildOfCurrentCamera(EntityWrapper entity);
};
#endif
-1
View File
@@ -22,7 +22,6 @@
#include "../Core/Transform.h"
#include "imgui/imgui.h"
#include "TextPass.h"
#include "Util/CommonFunctions.h"
class Renderer : public IRenderer
{
+15 -66
View File
@@ -5,7 +5,6 @@
#include "Common.h"
#include "../GLM.h"
#include <glm/gtx/matrix_decompose.hpp>
#include <imgui/imgui.h>
//struct Bone
//{
@@ -54,39 +53,22 @@ public:
{
struct BoneProperty
{
glm::vec3 Position;
glm::quat Rotation;
int ID;
glm::vec3 Position;
glm::quat Rotation;
glm::vec3 Scale = glm::vec3(1);
};
int Index = 0;
double Time = 0.0;
BoneProperty BoneProperties;
int Index = 0;
double Time = 0.0;
std::map<int, Keyframe::BoneProperty> BoneProperties;
};
std::string Name;
double Duration;
std::map<int, std::vector<Keyframe>> JointAnimations;
std::string Name;
double Duration;
std::vector<Keyframe> Keyframes;
};
struct AnimationData
{
const Animation* animation;
float time;
float weight;
};
struct JointFrameTransform {
glm::vec3 PositionInterp = glm::vec3(0);
glm::quat RotationInterp = glm::quat();
glm::vec3 ScaleInterp = glm::vec3(0);
float Weight;
};
struct AnimationOffset {
const Animation* animation;
float time;
};
Skeleton() { }
~Skeleton();
@@ -100,50 +82,17 @@ public:
int GetBoneID(std::string name);
void CalculateFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
void CalculateFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
const Animation* GetAnimation(std::string name);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, const Bone* bone, glm::mat4 parentMatrix);
void PrintSkeleton();
const Animation* GetAnimation(std::string name);
std::vector<glm::mat4> GetFrameBones(const Animation& animation, double time, bool noRootMotion = false);
void AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
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);
int GetKeyframe(const Animation& animation, double time);
std::vector<glm::mat4> GetBones()
{
std::vector<glm::mat4> finalMatrices;
for (auto &kv : m_BoneLocalTransforms) {
finalMatrices.push_back(kv.second);
}
return finalMatrices;;
}
glm::mat4 GetBoneTransformSuper(int boneID)
{
if(m_BoneTransforms.find(boneID) != m_BoneTransforms.end()) {
return m_BoneTransforms.at(boneID);
} else {
return glm::mat4(1);
}
}
private:
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
std::map<std::string, Bone*> m_BonesByName;
float aim = 0.f;
std::map<int, glm::mat4> m_BoneLocalTransforms;
std::map<int, glm::mat4> m_BoneTransforms;
int GetKeyframe(const Animation& animation, double time);
};
#endif
-73
View File
@@ -1,73 +0,0 @@
#ifndef SpriteJob_h__
#define SpriteJob_h__
#include <cstdint>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/ComponentWrapper.h"
#include "Texture.h"
#include "Model.h"
#include "RenderJob.h"
#include "../Core/ResourceManager.h"
#include "Camera.h"
#include "../Core/World.h"
#include "../Core/Transform.h"
#include "Skeleton.h"
struct SpriteJob : RenderJob
{
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted)
: RenderJob()
{
Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
TextureID = 0;
DiffuseTexture = CommonFunctions::LoadTexture(cSprite["DiffuseTexture"], true);
IncandescenceTexture = CommonFunctions::LoadTexture(cSprite["GlowMap"], true);
StartIndex = matProp.material->StartIndex;
EndIndex = matProp.material->EndIndex;
Matrix = matrix;
Color = cSprite["Color"];
Entity = cSprite.EntityID;
Position = Transform::AbsolutePosition(world, cSprite.EntityID);
Depth = 0;
if (depthSorted) {
glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1));
Depth = viewpos.z;
}
World = world;
FillColor = fillColor;
FillPercentage = fillPercentage;
};
unsigned int TextureID;
EntityID Entity;
glm::mat4 Matrix;
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
const Texture* IncandescenceTexture;
float Shininess = 0.f;
glm::vec4 Color;
glm::vec3 Position;
const ::Model* Model = nullptr;
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
World* World;
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
void CalculateHash() override
{
Hash = TextureID;
}
};
#endif
@@ -4,11 +4,14 @@
#include "../../Common.h"
#include "../../OpenGL.h"
#include "../../GLM.h"
#include "../Texture.h"
namespace CommonFunctions
{
Texture* LoadTexture(std::string path, bool threaded);
class CommonFuntions
{
public:
CommonFuntions() = delete;
private:
};
#endif
+1 -1
View File
@@ -9,7 +9,7 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
GLenum error = glGetError();
if (error != GL_NO_ERROR)
{
_LOG(LOG_LEVEL_ERROR, file, func, line, "GL Error: %s\nError code: %i, %s\n", info, error, gluErrorString(error));
_LOG(LOG_LEVEL_ERROR, file, func, line, "GL Error: %s, %i, %s", info, error, gluErrorString(error));
return true;
}
@@ -11,7 +11,7 @@ struct std::hash<glm::ivec2>
{
inline std::size_t operator()(const glm::ivec2 &v) const
{
return boost::hash<float>()(v.x) ^ boost::hash<float>()(v.y);
return boost::hash<int>()(v.x) ^ boost::hash<int>()(v.y);
}
inline bool operator()(const glm::ivec2& a, const glm::ivec2& b)const
-18
View File
@@ -1,18 +0,0 @@
#ifndef Events_PlayQueueOnEntity_h__
#define Events_PlayQueueOnEntity_h__
#include "../Core/Event.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
struct PlayQueueOnEntity : public Event
{
EntityWrapper Emitter;
std::vector<std::string> FilePaths;
};
}
#endif
-3
View File
@@ -1,9 +1,6 @@
#ifndef Sound_h__
#define Sound_h__
#include <OpenAL/al.h>
#include <OpenAL/alc.h>
#include "Core/ResourceManager.h"
class Sound : public Resource
@@ -1,23 +1,17 @@
#ifndef SoundManager_h__
#define SoundManager_h__
#ifndef SoundSystem_h__
#define SoundSystem_h__
#include <unordered_map>
#include <random>
#include "glm/common.hpp"
#include "glm/gtx/rotate_vector.hpp" // Calculate Up vector
#include "OpenAL/al.h"
#include "OpenAL/alc.h"
#include "imgui/imgui.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "../Engine/Core/ResourceManager.h"
#include "../Engine/Core/ConfigFile.h"
#include "Core/Transform.h" // Absolute transform
#include "Sound/Sound.h"
#include "../Engine/Sound/EPlayQueueOnEntity.h"
#include "Sound/EPlaySoundOnEntity.h"
#include "Sound/EPlaySoundOnPosition.h"
#include "Sound/EPlayBackgroundMusic.h"
@@ -26,11 +20,6 @@
#include "Sound/EStopSound.h"
#include "Sound/ESetBGMGain.h"
#include "Sound/ESetSFXGain.h"
#include "Core/EPause.h"
#include "Core/EComponentAttached.h"
#include "../Core/EPlayerSpawned.h"
typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
enum class SoundType {
SFX,
@@ -45,15 +34,14 @@ struct Source
SoundType Type;
};
class SoundManager
class SoundSystem
{
public:
SoundManager() { }
SoundManager(World* world, EventBroker* eventBroker);
~SoundManager();
SoundSystem() { }
SoundSystem(World* world, EventBroker* eventBroker, bool editorMode);
~SoundSystem();
// Update emitters / listener
void Update(double dt);
private:
// Help functions for working with OpenaAL
void setListenerPos(glm::vec3 pos) { alListener3f(AL_POSITION, pos.x, pos.y, pos.z); };
@@ -68,62 +56,46 @@ private:
// Logic
void initOpenAL();
void updateEmitters(double dt);
void deleteInactiveEmitters();
void stopEmitters();
void updateListener(double dt);
void deleteInactiveEmitters();
void addNewEmitters(double dt);
Source* createSource(std::string filePath);
void playSound(Source* source);
void stopSound(Source* source);
void stopEmitters();
ALenum getSourceState(ALuint source);
void setGain(Source* source, float gain);
void setSoundProperties(Source* source, ComponentWrapper* soundComponent);
// Specific logic
void playSound(Source* source);
// Need to be the same format (sample rate etc)
void playQueue(QueuedBuffers qb);
void stopSound(Source* source);
Source* createSource(std::string filePath);
std::unordered_map<EntityID, Source*> m_Sources;
// Logic
World* m_World = nullptr;
EventBroker* m_EventBroker = nullptr;
void setSoundProperties(ALuint source, ComponentWrapper* soundComponent);
// OpenAL system variables
ALCdevice* m_ALCdevice = nullptr;
ALCcontext* m_ALCcontext = nullptr;
// Logic
World* m_World = nullptr;
EventBroker* m_EventBroker = nullptr;
std::unordered_map<EntityID, Source*> m_Sources;
float m_BGMVolumeChannel = 1.0f;
float m_SFXVolumeChannel = 1.0f;
EntityWrapper m_LocalPlayer = EntityWrapper();
float m_SFXVolumeChannel = 1.f;
bool m_EditorEnabled = false;
// Events
EventRelay<SoundManager, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
EventRelay<SoundSystem, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
bool OnPlaySoundOnEntity(const Events::PlaySoundOnEntity &e);
EventRelay<SoundManager, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
EventRelay<SoundSystem, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
EventRelay<SoundManager, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
EventRelay<SoundSystem, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e);
EventRelay<SoundManager, Events::PauseSound> m_EPauseSound;
EventRelay<SoundSystem, Events::PauseSound> m_EPauseSound;
bool OnPauseSound(const Events::PauseSound &e);
EventRelay<SoundManager, Events::StopSound> m_EStopSound;
EventRelay<SoundSystem, Events::StopSound> m_EStopSound;
bool OnStopSound(const Events::StopSound &e);
EventRelay<SoundManager, Events::ContinueSound> m_EContinueSound;
EventRelay<SoundSystem, Events::ContinueSound> m_EContinueSound;
bool OnContinueSound(const Events::ContinueSound &e);
EventRelay<SoundManager, Events::SetBGMGain> m_ESetBGMGain;
bool OnSetBGMGain(const Events::SetBGMGain &e);
EventRelay<SoundManager, Events::SetSFXGain> m_ESetSFXGain;
bool OnSetSFXGain(const Events::SetSFXGain &e);
EventRelay<SoundManager, Events::ComponentAttached> m_EComponentAttached;
bool OnComponentAttached(const Events::ComponentAttached &e);
EventRelay<SoundManager, Events::Pause> m_EPause;
bool OnPause(const Events::Pause &e);
EventRelay<SoundManager, Events::Resume> m_EResume;
bool OnResume(const Events::Resume &e);
EventRelay<SoundManager, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
EventRelay<SoundManager, Events::PlayQueueOnEntity> m_EPlayQueueOnEntity;
bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
EventRelay<SoundSystem, Events::SetBGMGain> m_ESetBGMGain;
bool OnSetBGMGain(const Events::SetBGMGain &e); // Not tested
EventRelay<SoundSystem, Events::SetSFXGain> m_ESetSFXGain;
bool OnSetSFXGain(const Events::SetSFXGain &e); // Not tested
};
#endif
-13
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@@ -1,13 +0,0 @@
#ifndef Events_DashAbility_h__
#define Events_DashAbility_h__
#include "Core/Event.h"
namespace Events
{
struct DashAbility : public Event { };
}
#endif
-16
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@@ -1,16 +0,0 @@
#ifndef Events_DoubleJump_h__
#define Events_DoubleJump_h__
#include "Core/Event.h"
namespace Events
{
struct DoubleJump : public Event
{
};
}
#endif
+24
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@@ -0,0 +1,24 @@
#include "Common.h"
#include "Core/System.h"
class ExplosionEffectSystem : public PureSystem
{
public:
ExplosionEffectSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
, PureSystem("ExplosionEffect")
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
{
if ((double)component["TimeSinceDeath"] > (double)component["ExplosionDuration"]) {
(double)component["TimeSinceDeath"] = 0.f;
}
(double&)component["TimeSinceDeath"] += dt;
//if ((bool)Component["Gravity"] == true) {
// (bool)Component["ExponentialAccelaration"] = false;
//}
}
};
+19 -16
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@@ -1,8 +1,6 @@
#ifndef Game_h__
#define Game_h__
#include <boost/program_options.hpp>
#include "Core/ResourceManager.h"
#include "Core/ConfigFile.h"
#include "Core/EventBroker.h"
@@ -16,7 +14,7 @@
#include "Core/EKeyDown.h"
#include "Core/EntityFilePreprocessor.h"
#include "Core/SystemPipeline.h"
#include "Systems/ExplosionEffectSystem.h"
#include "ExplosionEffectSystem.h"
#include "Editor/EditorSystem.h"
#include "Core/EntityFile.h"
#include "Rendering/RenderSystem.h"
@@ -32,8 +30,7 @@
#include "Network/Client.h"
// Sound
#include "Sound/SoundManager.h"
#include "Systems/SoundSystem.h"
#include "Sound/SoundSystem.h"
class Game
{
@@ -45,9 +42,7 @@ public:
void Tick();
private:
std::string m_NetworkAddress;
int m_NetworkPort = 0;
double m_LastTime;
ConfigFile* m_Config = nullptr;
EventBroker* m_EventBroker;
IRenderer* m_Renderer;
@@ -56,19 +51,27 @@ private:
GUI::Frame* m_FrameStack;
World* m_World;
Octree<EntityAABB>* m_OctreeCollision;
Octree<EntityAABB>* m_OctreeTrigger;
Octree<EntityAABB>* m_OctreeFrustrumCulling;
SystemPipeline* m_SystemPipeline;
RenderFrame* m_RenderFrame;
Client* m_NetworkClient = nullptr;
Server* m_NetworkServer = nullptr;
SoundManager* m_SoundManager;
double m_LastTime;
// Network variables
boost::thread m_NetworkThread;
bool m_IsClient = false;
bool m_IsServer = false;
// Network methods
void networkFunction();
Network* m_ClientOrServer;
bool m_IsClientOrServer = false;
// Sound
SoundSystem* m_SoundSystem;
//EventRelay<Game, Events::InputCommand> m_EInputCommand;
//bool debugOnInputCommand(const Events::InputCommand& e);
void debugInitialize();
void debugTick(double dt);
EventRelay<Client, Events::KeyDown> m_EKeyDown;
int parseArgs(int argc, char* argv[]);
};
#endif
@@ -1,25 +0,0 @@
#ifndef MultiplayerSnapshotFilter_h__
#define MultiplayerSnapshotFilter_h__
#include "Core/EventBroker.h"
#include "Core/EPlayerSpawned.h"
#include "Network/SnapshotFilter.h"
#include "Network/EInterpolate.h"
class MultiplayerSnapshotFilter : public SnapshotFilter
{
public:
MultiplayerSnapshotFilter(EventBroker* eventBroker);
virtual bool FilterComponent(EntityWrapper entity, SharedComponentWrapper& component) override;
private:
EventBroker* m_EventBroker;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
EventRelay<MultiplayerSnapshotFilter, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned ePlayerSpawned);
};
#endif
@@ -1,22 +0,0 @@
#ifndef CapturePointHUDSystem_h__
#define CapturePointHUDSystem_h__
#include <GLFW/glfw3.h>
#include <glm/common.hpp>
#include <glm/gtc/quaternion.hpp>
#include "Common.h"
#include "Core/System.h"
#include "Engine/Collision/ETrigger.h"
class CapturePointHUDSystem : public ImpureSystem
{
public:
CapturePointHUDSystem(SystemParams params);
virtual void Update(double dt) override;
private:
};
#endif
+1 -1
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@@ -17,7 +17,7 @@ class CapturePointSystem : public PureSystem
{
public:
//WARNING: on new map, destroy all info in the vectors, as well as reset all variables (just make new?)
CapturePointSystem(SystemParams params);
CapturePointSystem(World* world, EventBroker* eventBroker);
//updatecomponent
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
@@ -1,18 +0,0 @@
#ifndef ExplosionEffectSystem_h__
#define ExplosionEffectSystem_h__
#include "Common.h"
#include "Core/System.h"
class ExplosionEffectSystem : public PureSystem
{
public:
ExplosionEffectSystem(SystemParams params)
: System(params)
, PureSystem("ExplosionEffect")
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
};
#endif
+2 -3
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@@ -12,12 +12,11 @@
#include <tuple>
#include <vector>
#include <algorithm>
class HealthSystem : public PureSystem
{
public:
HealthSystem(SystemParams params);
HealthSystem(World* world, EventBroker* eventBroker);
//updatecomponent
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
@@ -27,7 +26,7 @@ private:
EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e);
bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e);
//vector which will keep track of health changes
std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
+22 -31
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@@ -16,47 +16,38 @@
#include "Network/EInterpolate.h"
class InterpolationSystem : public ImpureSystem
class InterpolationSystem : public PureSystem
{
public:
InterpolationSystem(SystemParams params);
~InterpolationSystem() { }
virtual void Update(double dt) override;
private:
template <typename T>
struct Interpolation
struct Transform
{
Interpolation(const ComponentWrapper& Component, const std::string& Field, const T& Start, const T& Goal)
: Component(Component)
, Field(Field)
, Start(Start)
, Goal(Goal)
{ }
ComponentWrapper Component;
std::string Field;
T Start;
T Goal;
double Alpha = 0.0;
glm::vec3 Position;
glm::vec3 Scale;
glm::quat Orientation;
double interpolationTime;
};
public:
InterpolationSystem(World* world, EventBroker* eventBroker);
~InterpolationSystem() { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
private:
std::unordered_map<EntityID, Transform> m_NextTransform;
std::unordered_map<EntityID, Transform> m_LastReceivedTransform;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
float m_SnapshotInterval;
std::unordered_map<EntityWrapper, Interpolation<glm::vec3>> m_InterpolatePosition;
std::unordered_map<EntityWrapper, Interpolation<glm::quat>> m_InterpolateOrientation;
std::unordered_map<EntityWrapper, Interpolation<glm::vec3>> m_InterpolateVelocity;
EventRelay<InterpolationSystem, Events::Interpolate> m_EInterpolate;
bool InterpolationSystem::OnInterpolate(Events::Interpolate& e);
//glm::vec3 vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime);
template <typename T>
T vectorInterpolation(T prev, T next, double currentTime)
{
T difference = next - prev;
T vector = difference * (static_cast<float>(currentTime) / m_SnapshotInterval);
T vector = (difference / m_SnapshotInterval) * static_cast<float>(currentTime);
return vector;
}
float m_SnapshotInterval;
EventRelay<InterpolationSystem, Events::Interpolate> m_EInterpolate;
bool InterpolationSystem::OnInterpolate(const Events::Interpolate& e);
EventRelay<InterpolationSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
};
#endif
+3 -5
View File
@@ -6,12 +6,10 @@
class LifetimeSystem : public ImpureSystem, PureSystem
{
public:
LifetimeSystem(SystemParams params)
: System(params)
LifetimeSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
, PureSystem("Lifetime")
{
LOG_INFO("ASDASDASSA");
}
{ }
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cLifetime, double dt) override;
-33
View File
@@ -1,33 +0,0 @@
#ifndef PickupSpawnSystem_h__
#define PickupSpawnSystem_h__
#include "Core/System.h"
#include "Core/Transform.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFileParser.h"
#include "Core/EPickupSpawned.h"
#include "Core/EPlayerHealthPickup.h"
#include "Engine/Collision/ETrigger.h"
#include "Common.h"
#include <tuple>
class PickupSpawnSystem : public ImpureSystem
{
public:
PickupSpawnSystem(SystemParams params);
virtual void Update(double dt) override;
private:
EventRelay<PickupSpawnSystem, Events::TriggerTouch> m_ETriggerTouch;
bool OnTriggerTouch(Events::TriggerTouch& e);
struct NewHealthPickup {
glm::vec3 Pos;
double HealthGain;
double RespawnTimer;
double DecreaseThisRespawnTimer;
};
std::vector<NewHealthPickup> m_ETriggerTouchVector;
};
#endif
-29
View File
@@ -1,29 +0,0 @@
#ifndef PlayerDeathSystem_h__
#define PlayerDeathSystem_h__
#include "Core/System.h"
#include "Input/EInputCommand.h"
#include "GLM.h"
#include "Rendering/ESetCamera.h"
#include "Core/ConfigFile.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include "Core/EPlayerDeath.h"
class PlayerDeathSystem : public ImpureSystem
{
public:
PlayerDeathSystem(SystemParams params);
virtual void Update(double dt) override;
private:
EventRelay<PlayerDeathSystem, Events::PlayerDeath> m_OnPlayerDeath;
bool OnPlayerDeath(Events::PlayerDeath& e);
void createDeathEffect(EntityWrapper player);
};
#endif
@@ -6,14 +6,18 @@
#include "../../Engine/Rendering/ESetCamera.h"
#include <imgui/imgui.h>
class PlayerHUDSystem : public ImpureSystem
class PlayerHUD : public ImpureSystem
{
public:
PlayerHUDSystem(SystemParams params)
: System(params)
{ }
PlayerHUD(World* world, EventBroker* eventBrokerer);
~PlayerHUD();
virtual void Update(double dt) override;
private:
World* m_World;
EventBroker* m_EventBroker;
};
#endif
+3 -20
View File
@@ -4,37 +4,20 @@
#include "Core/EPlayerSpawned.h"
#include "Input/FirstPersonInputController.h"
#include <imgui/imgui.h>
#include "Events/EDoubleJump.h"
#include "../Engine/Sound/EPlaySoundOnEntity.h"
class PlayerMovementSystem : public ImpureSystem
class PlayerMovementSystem : public ImpureSystem, PureSystem
{
public:
PlayerMovementSystem(SystemParams params);
PlayerMovementSystem(World* world, EventBroker* eventBroker);
~PlayerMovementSystem();
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt);
private:
// State
std::unordered_map<EntityWrapper, FirstPersonInputController<PlayerMovementSystem>*> m_PlayerInputControllers;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
// Walking logic
// Keeps track of how far the player has walked within this "key press session".
float m_DistanceMoved = 0.0f;
// How far a step is (How often the step sound will be played).
const float m_PlayerStepLength = 1.75f;
// Determine what sound file to play.
bool m_LeftFoot = false;
// To get a difference when calculating the walking state.
glm::vec3 m_LastPosition = glm::vec3();
// The logic for making the sound play when player is moving
void playerStep(double dt);
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
void updateMovementControllers(double dt);
void updateVelocity(double dt);
};
+1 -2
View File
@@ -3,14 +3,13 @@
#include "Systems/SpawnerSystem.h"
#include "Events/ESpawnerSpawn.h"
#include "Core/EPlayerSpawned.h"
#include "Core/EPlayerDeath.h"
#include "Rendering/ESetCamera.h"
#include "Core/ConfigFile.h"
class PlayerSpawnSystem : public ImpureSystem
{
public:
PlayerSpawnSystem(SystemParams params);
PlayerSpawnSystem(World* world, EventBroker* eventBroker);
virtual void Update(double dt) override;
+2 -2
View File
@@ -4,8 +4,8 @@
class RaptorCopterSystem : public PureSystem
{
public:
RaptorCopterSystem(SystemParams params)
: System(params)
RaptorCopterSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
, PureSystem("RaptorCopter")
{ }
-65
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@@ -1,65 +0,0 @@
#ifndef Systems_SoundSystem_h__
#define Systems_SoundSystem_h__
#include <random>
#include "../Engine/Core/System.h"
#include "../Engine/Core/ResourceManager.h"
#include "../Engine/Core/ConfigFile.h"
#include "../Engine/Sound/Sound.h"
#include "../Engine/Sound/EPlayQueueOnEntity.h"
#include "../Engine/Core/EPlayerSpawned.h"
#include "../Engine/Input/EInputCommand.h"
#include "../Engine/Core/EShoot.h"
#include "../Engine/Core/EPlayerSpawned.h"
#include "../Engine/Input/EInputCommand.h"
#include "../Engine/Core/ECaptured.h"
#include "../Engine/Core/EPlayerDamage.h"
#include "../Engine/Core/EPlayerDeath.h"
#include "../Engine/Core/EPlayerHealthPickup.h"
#include "../Engine/Collision/ETrigger.h"
#include "../Engine/Sound/EPlaySoundOnEntity.h"
#include "../Engine/Sound/EPlayBackgroundMusic.h"
#include "../Game/Events/EDoubleJump.h"
#include "../Game/Events/EDashAbility.h"
class SoundSystem : public PureSystem, ImpureSystem
{
public:
SoundSystem(SystemParams params);
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) override;
virtual void Update(double dt) override;
private:
std::string m_Announcer = "";
// Logic for playing a sound when a player jumps
void playerJumps();
// Temporary solution for play test.
bool m_DrumsIsPlaying = false;
double m_DrumTimer = 0.0;
bool drumTimer(double dt);
std::default_random_engine generator;
EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
EventRelay<SoundSystem, Events::InputCommand> m_InputCommand;
bool OnInputCommand(const Events::InputCommand &e);
EventRelay<SoundSystem, Events::DoubleJump> m_EDoubleJump;
bool OnDoubleJump(const Events::DoubleJump &e);
EventRelay<SoundSystem, Events::DashAbility> m_EDashAbility;
bool OnDashAbility(const Events::DashAbility &e);
EventRelay<SoundSystem, Events::TriggerTouch> m_ETriggerTouch;
bool OnTriggerTouch(const Events::TriggerTouch &e);
EventRelay<SoundSystem, Events::Captured> m_ECaptured;
bool OnCaptured(const Events::Captured &e);
EventRelay<SoundSystem, Events::PlayerDamage> m_EPlayerDamage;
bool OnPlayerDamage(const Events::PlayerDamage &e);
EventRelay<SoundSystem, Events::PlayerDeath> m_EPlayerDeath;
bool OnPlayerDeath(const Events::PlayerDeath &e);
EventRelay<SoundSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
bool OnPlayerHealthPickup(const Events::PlayerHealthPickup &e);
};
#endif
+1 -1
View File
@@ -13,7 +13,7 @@
class SpawnerSystem : public System
{
public:
SpawnerSystem(SystemParams params);
SpawnerSystem(World* world, EventBroker* eventBroker);
static EntityWrapper Spawn(EntityWrapper spawner, EntityWrapper parent = EntityWrapper::Invalid);
+10 -159
View File
@@ -13,180 +13,31 @@
#include "Input/EInputCommand.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include "Core/Octree.h"
#include "Collision/EntityAABB.h"
#include "Systems/SpawnerSystem.h"
#include "Sound/EPlaySoundOnEntity.h"
class WeaponBehaviour;
#include <tuple>
#include <vector>
class WeaponSystem : public PureSystem, ImpureSystem
class WeaponSystem : public ImpureSystem
{
public:
WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree);
WeaponSystem(World* world, EventBroker* eventBroker, IRenderer* renderer);
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) override;
private:
SystemParams m_SystemParams;
IRenderer* m_Renderer;
Octree<EntityAABB>* m_CollisionOctree;
std::unordered_map<EntityWrapper, std::shared_ptr<WeaponBehaviour>> m_ActiveWeapons;
// State
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
// Events
EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e);
EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
bool OnShoot(Events::Shoot& e);
bool WeaponSystem::OnShoot(Events::Shoot& e);
EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(Events::InputCommand& e);
void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot);
};
class WeaponBehaviour : public System
{
public:
WeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
: System(systemParams)
, m_CollisionOctree(collisionOctree)
, m_Entity(weaponEntity)
{ }
virtual ~WeaponBehaviour() = default;
WeaponBehaviour(const WeaponBehaviour&) = delete;
WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
virtual void Fire() = 0;
virtual void CeaseFire() { }
virtual void Reload() { }
virtual void Update(double dt) { }
protected:
Octree<EntityAABB>* m_CollisionOctree;
EntityWrapper m_Entity;
};
class AssaultWeaponBehaviour : public WeaponBehaviour
{
public:
AssaultWeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
: WeaponBehaviour(systemParams, collisionOctree, weaponEntity)
{ }
virtual void Fire() override
{
m_TimeSinceLastFire = 0.0;
m_Firing = true;
fireRound();
}
virtual void CeaseFire() override
{
m_Firing = false;
}
virtual void Reload() override
{
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
int magSize = cAssaultWeapon["MagazineSize"];
int& ammo = cAssaultWeapon["Ammo"];
// Don't reload if we're already fully loaded
if (magAmmo == magSize) {
return;
}
// Throw away rounds in magazine to incentivise ammo sharing
int toLoad = glm::min(magSize, ammo);
magAmmo = toLoad;
ammo -= toLoad;
}
virtual void Update(double dt) override
{
if (!m_Firing) {
return;
}
m_TimeSinceLastFire += dt;
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
if (m_TimeSinceLastFire >= 1.0 / ((double)cAssaultWeapon["RPM"] / 60.0)) {
fireRound();
}
}
private:
bool m_Firing = false;
double m_TimeSinceLastFire = 0.0;
EntityFile* m_RayRed = nullptr;
EntityFile* m_RayBlue = nullptr;
void fireRound()
{
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
int ammo = cAssaultWeapon["Ammo"];
// Reload if our magazine is empty
if (magAmmo <= 0) {
Reload();
return;
}
// Fire
magAmmo -= 1;
spawnTracer();
playSound();
m_TimeSinceLastFire = 0.0;
}
void spawnTracer()
{
if (!IsClient) {
return;
}
EntityWrapper spawner;
if (m_Entity == LocalPlayer) {
spawner = m_Entity.FirstChildByName("WeaponMuzzle");
} else {
spawner = m_Entity.FirstChildByName("ThirdPersonWeaponMuzzle");
}
if (!spawner.Valid()) {
return;
}
Events::SpawnerSpawn e;
e.Spawner = spawner;
m_EventBroker->Publish(e);
}
float traceRayDistance(glm::vec3 origin, glm::vec3 direction)
{
// TODO: Cast a ray and size tracer appropriately
return 100.f;
}
void playSound()
{
if (!IsClient) {
return;
}
Events::PlaySoundOnEntity e;
e.EmitterID = m_Entity.ID;
e.FilePath = "Audio/laser/laser1.wav";
m_EventBroker->Publish(e);
}
bool WeaponSystem::OnInputCommand(const Events::InputCommand& e);
};
#endif
-5
View File
@@ -29,8 +29,3 @@ TimeoutMs=15000
[Multithreading]
ResourceLoading=true
[Sound]
BGMVolume=1.0
SFXVolume=1.0
Announcer=female
+1 -4
View File
@@ -13,10 +13,7 @@ A=Right,-1
R=Reload
Space=Jump
LeftControl=Crouch
RightShift=Sprint
LeftShift=SpecialAbility
1=SelectWeapon,1
2=SelectWeapon,2
LeftShift=Sprint
F1=ToggleEditor
C=ConnectToServer
N=SwitchToServer
-10
View File
@@ -11,7 +11,6 @@
<xs:include schemaLocation="Components/AABB.xsd"/>
<xs:include schemaLocation="Components/PointLight.xsd"/>
<xs:include schemaLocation="Components/DirectionalLight.xsd"/>
<xs:include schemaLocation="Components/SceneLight.xsd"/>
<xs:include schemaLocation="Components/Trigger.xsd"/>
<xs:include schemaLocation="Components/ExplosionEffect.xsd"/>
<xs:include schemaLocation="Components/Health.xsd"/>
@@ -28,15 +27,6 @@
<xs:include schemaLocation="Components/HealthHUD.xsd"/>
<xs:include schemaLocation="Components/Animation.xsd"/>
<xs:include schemaLocation="Components/Fill.xsd"/>
<xs:include schemaLocation="Components/BoneAttachment.xsd"/>
<xs:include schemaLocation="Components/Lifetime.xsd"/>
<xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/>
<xs:include schemaLocation="Components/HealthPickup.xsd"/>
<xs:include schemaLocation="Components/AnimationOffset.xsd"/>
<xs:include schemaLocation="Components/DashAbility.xsd"/>
<xs:include schemaLocation="Components/AssaultWeapon.xsd"/>
<xs:include schemaLocation="Components/Shield.xsd"/>
<xs:include schemaLocation="Components/Sprite.xsd"/>
<xs:include schemaLocation="Components/Shielded.xsd"/>
<xs:include schemaLocation="Components/CapturePointHUD.xsd"/>
</xs:schema>
+2 -2
View File
@@ -7,10 +7,10 @@
<xs:complexType>
<xs:all>
<xs:element name="Origin" type="t:Vector" minOccurs="0">
<xs:annotation><xs:documentation>Middle point of the bounding box, in model space</xs:documentation></xs:annotation>
<xs:annotation><xs:documentation>Middle point of the bounding box</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Size" type="t:Vector" minOccurs="0">
<xs:annotation><xs:documentation>Size of the bounding box, in model space</xs:documentation></xs:annotation>
<xs:annotation><xs:documentation>Size of the bounding box</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
+4 -15
View File
@@ -1,18 +1,7 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Animation xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Animation.xsd">
<AnimationName1></AnimationName1>
<Weight1>1.0</Weight1>
<Time1>0</Time1>
<Speed1>0</Speed1>
<Loop1>true</Loop1>
<AnimationName2></AnimationName2>
<Weight2>1.0</Weight2>
<Time2>0</Time2>
<Speed2>0</Speed2>
<Loop2>true</Loop2>
<AnimationName3></AnimationName3>
<Weight3>1.0</Weight3>
<Time3>0</Time3>
<Speed3>0</Speed3>
<Loop3>true</Loop3>
<Name></Name>
<Time>0</Time>
<Speed>0</Speed>
<Loop>true</Loop>
</Animation>
+4 -16
View File
@@ -6,23 +6,11 @@
<xs:element name="Animation">
<xs:complexType>
<xs:all>
<xs:element name="AnimationName1" type="t:string" minOccurs="0"/>
<xs:element name="Weight1" type="t:double" minOccurs="0"/>
<xs:element name="Time1" type="t:double" minOccurs="0"/>
<xs:element name="Speed1" type="t:double" minOccurs="0"/>
<xs:element name="Loop1" type="t:bool" minOccurs="0"/>
<xs:element name="AnimationName2" type="t:string" minOccurs="0"/>
<xs:element name="Weight2" type="t:double" minOccurs="0"/>
<xs:element name="Time2" type="t:double" minOccurs="0"/>
<xs:element name="Speed2" type="t:double" minOccurs="0"/>
<xs:element name="Loop2" type="t:bool" minOccurs="0"/>
<xs:element name="AnimationName3" type="t:string" minOccurs="0"/>
<xs:element name="Weight3" type="t:double" minOccurs="0"/>
<xs:element name="Time3" type="t:double" minOccurs="0"/>
<xs:element name="Speed3" type="t:double" minOccurs="0"/>
<xs:element name="Loop3" type="t:bool" minOccurs="0"/>
<xs:element name="Name" type="t:string" minOccurs="0"/>
<xs:element name="Time" type="t:double" minOccurs="0"/>
<xs:element name="Speed" type="t:double" minOccurs="0"/>
<xs:element name="Loop" type="t:bool" minOccurs="0"/>
</xs:all>
<xs:attribute name="replicated" type="xs:boolean" fixed="true"/>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<AnimationOffset xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AnimationOffset.xsd">
<AnimationName></AnimationName>
<Time>0</Time>
</AnimationOffset>
@@ -1,17 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="AnimationOffset">
<xs:annotation>
<xs:documentation>Aim animation offset for the skeleton</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="AnimationName" type="t:string" minOccurs="0"/>
<xs:element name="Time" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,9 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<AssaultWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AssaultWeapon.xsd">
<MagazineAmmo>32</MagazineAmmo>
<MagazineSize>32</MagazineSize>
<Ammo>360</Ammo>
<MaxAmmo>360</MaxAmmo>
<BaseDamage>5</BaseDamage>
<RPM>120</RPM>
</AssaultWeapon>
@@ -1,28 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="AssaultWeapon">
<xs:complexType>
<xs:all>
<xs:element name="MagazineAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MagazineSize" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Max number of rounds in a magazine</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Ammo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Current ammo carried</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MaxAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Maximum ammo able to be carried</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="BaseDamage" type="t:double" minOccurs="0"/>
<xs:element name="RPM" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,10 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<BoneAttachment xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BoneAttachment.xsd">
<BoneName></BoneName>
<PositionOffset X="0" Y="0" Z="0"/>
<OrientationOffset X="0" Y="0" Z="0"/>
<ScaleOffset X="1" Y="1" Z="1"/>
<InheritPosition>true</InheritPosition>
<InheritOrientation>true</InheritOrientation>
<InheritScale>false</InheritScale>
</BoneAttachment>

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