Compare commits
10 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 589ca45936 | |||
| 0cff07101c | |||
| 30474b70df | |||
| 03e226ffea | |||
| 2e7e8d3546 | |||
| 013f911ae2 | |||
| 35624008e7 | |||
| 5d46a10a4e | |||
| 784a04b8ad | |||
| bffc97f310 |
@@ -5,6 +5,7 @@
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#include <boost/filesystem.hpp>
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#include <boost/property_tree/ptree.hpp>
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#include <boost/property_tree/ini_parser.hpp>
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#include <boost/lexical_cast.hpp>
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#include "../Common.h"
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#include "ResourceManager.h"
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@@ -19,12 +20,14 @@ private:
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public:
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template <typename T>
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T Get(std::string key, T defaultValue);
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template <typename T>
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std::vector<std::pair<std::string, T>> GetAll(std::string key);
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template <typename T>
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void Set(std::string key, T value);
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void SaveToDisk();
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private:
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private:
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boost::filesystem::path m_Path;
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boost::property_tree::ptree m_PTreeDefaults;
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boost::property_tree::ptree m_PTreeOverrides;
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@@ -37,6 +40,21 @@ T ConfigFile::Get(std::string key, T defaultValue)
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return m_PTreeMerged.get<T>(key, defaultValue);
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}
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template <typename T>
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std::vector<std::pair<std::string, T>> ConfigFile::GetAll(std::string key)
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{
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std::vector<std::pair<std::string, T>> out;
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auto parent = m_PTreeMerged.find(key);
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if (parent == m_PTreeMerged.not_found()) {
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return out;
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}
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for (auto& child : parent->second) {
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T value = boost::lexical_cast<T>(child.second.data());
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out.push_back(std::make_pair(child.first, value));
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}
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return out;
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}
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template <typename T>
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void ConfigFile::Set(std::string key, T value)
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{
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@@ -11,25 +11,22 @@ template <typename EventContext>
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class InputController
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{
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public:
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InputController(std::shared_ptr<dd::EventBroker> eventBroker)
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: EventBroker(eventBroker)
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InputController(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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{ Initialize(); }
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virtual void Initialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &InputController::OnCommand);
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EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &InputController::OnMouseMove);
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}
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virtual bool OnCommand(const Events::InputCommand &event) { return false; }
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virtual bool OnMouseMove(const Events::MouseMove &event) { return false; }
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virtual bool OnCommand(const Events::InputCommand& e) { return false; }
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protected:
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std::shared_ptr<dd::EventBroker> EventBroker;
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EventBroker* m_EventBroker;
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private:
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EventRelay<EventContext, Events::InputCommand> m_EInputCommand;
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EventRelay<EventContext, Events::MouseMove> m_EMouseMove;
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};
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#endif
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@@ -33,7 +33,6 @@ public:
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void Initialize();
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static const short MAX_GAMEPADS = 4;
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void Update(double dt);
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@@ -50,12 +49,6 @@ private:
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std::array<int, GLFW_KEY_LAST+1> m_LastKeyState;
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std::array<int, GLFW_MOUSE_BUTTON_LAST+1> m_CurrentMouseState;
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std::array<int, GLFW_MOUSE_BUTTON_LAST+1> m_LastMouseState;
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typedef std::array<float, static_cast<int>(Gamepad::Axis::LAST) + 1> GamepadAxisState;
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std::array<GamepadAxisState, MAX_GAMEPADS> m_CurrentGamepadAxisState;
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std::array<GamepadAxisState, MAX_GAMEPADS> m_LastGamepadAxisState;
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typedef std::array<bool, static_cast<int>(Gamepad::Button::LAST) + 1> GamepadButtonState;
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std::array<GamepadButtonState, MAX_GAMEPADS> m_CurrentGamepadButtonState;
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std::array<GamepadButtonState, MAX_GAMEPADS> m_LastGamepadButtonState;
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double m_CurrentMouseX, m_CurrentMouseY;
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double m_LastMouseX, m_LastMouseY;
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@@ -64,6 +57,11 @@ private:
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void PublishGamepadAxisIfChanged(int gamepadID, Gamepad::Axis axis);
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void PublishGamepadButtonIfChanged(int gamepadID, Gamepad::Button button);
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static void GLFWMouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
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{
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LOG_DEBUG("Click! %i %i %i", button, action, mods);
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}
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};
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#endif
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@@ -1,24 +0,0 @@
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#ifndef Events_BindGamepadAxis_h__
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#define Events_BindGamepadAxis_h__
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#include "Core/EventBroker.h"
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#include "Core/EGamepadAxis.h"
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namespace Events
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{
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/** Called to bind a gamepad axis to an input command. */
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struct BindGamepadAxis : Event
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{
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/** The axis to bind. */
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Gamepad::Axis Axis;
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/** The command to send. */
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std::string Command;
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/** The value to send for positive stimulation.
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Multiplied by the 0-1 clamped value of the axis.
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*/
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float Value;
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};
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}
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@@ -1,26 +0,0 @@
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#ifndef Events_BindGamepadButton_h__
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#define Events_BindGamepadButton_h__
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#include "Core/EventBroker.h"
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#include "Core/EGamepadButton.h"
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namespace Events
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{
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/** Called to bind a gamepad button to an input command. */
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struct BindGamepadButton : Event
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{
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/** The gamepad button to bind. */
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Gamepad::Button Button;
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/** The command to send. */
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std::string Command;
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/** The value to send for positive stimulation.
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Multiplied by the 0-1 clamped value of the button.
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*/
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float Value;
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};
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}
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#endif
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@@ -1,25 +0,0 @@
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#ifndef Events_BindKey_h__
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#define Events_BindKey_h__
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#include "Core/EventBroker.h"
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namespace Events
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{
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/** Called to bind a keyboard key to an input command. */
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struct BindKey : Event
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{
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/** The GLFW key code to bind. */
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int KeyCode;
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/** The command to send. */
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std::string Command;
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/** The value to send for positive stimulation.
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Multiplied by the 0-1 clamped value of the key.
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*/
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float Value;
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};
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}
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#endif
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@@ -1,25 +0,0 @@
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#ifndef Events_BindMouseButton_h__
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#define Events_BindMouseButton_h__
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#include "Core/EventBroker.h"
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namespace Events
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{
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/** Called to bind a mouse button to an input command. */
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struct BindMouseButton : Event
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{
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/** The GLFW mouse button code to bind. */
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int Button;
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/** The command to send. */
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std::string Command;
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/** The value to send for positive stimulation.
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Multiplied by the 0-1 clamped value of the button.
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*/
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float Value;
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};
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}
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#endif
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@@ -0,0 +1,22 @@
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#ifndef Events_BindOrigin_h__
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#define Events_BindOrigin_h__
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#include "Core/EventBroker.h"
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namespace Events
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{
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/** Called to bind an input origin to an input command. */
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struct BindOrigin : Event
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{
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/** The input origin to bind. */
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std::string Origin;
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/** The command to send. */
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std::string Command;
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/** The value to send for positive stimulation. */
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float Value = 1.f;
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};
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}
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#endif
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@@ -13,7 +13,7 @@ struct InputCommand : Event
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/** The command that was sent. */
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std::string Command;
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/** The value of the command. */
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float Value;
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float Value = 0;
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};
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}
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@@ -0,0 +1,70 @@
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#ifndef FirstPersonInputController_h__
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#define FirstPersonInputController_h__
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#include "../GLM.h"
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#include "../Core/InputController.h"
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#include "../Core/ELockMouse.h"
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template <typename EventContext>
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class FirstPersonInputController : public InputController<EventContext>
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{
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public:
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FirstPersonInputController(EventBroker* eventBroker, unsigned int playerID)
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: InputController(eventBroker)
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, m_PlayerID(playerID)
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{
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EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &FirstPersonInputController::OnLockMouse);
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EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &FirstPersonInputController::OnUnlockMouse);
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}
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const glm::quat Orientation() const { return m_Orientation; }
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void LockMouse()
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{
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Events::LockMouse e;
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m_EventBroker->Publish(e);
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m_MouseLocked = true;
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}
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void UnlockMouse()
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{
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Events::UnlockMouse e;
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m_EventBroker->Publish(e);
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m_MouseLocked = false;
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}
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virtual bool OnCommand(const Events::InputCommand& e) override
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{
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if (m_PlayerID != e.PlayerID) {
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return false;
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}
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if (m_MouseLocked) {
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if (e.Command == "Pitch") {
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float val = glm::radians(e.Value);
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m_Orientation = m_Orientation * glm::angleAxis<float>(-val, glm::vec3(1, 0, 0));
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return true;
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}
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if (e.Command == "Yaw") {
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float val = glm::radians(e.Value);
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m_Orientation = glm::angleAxis<float>(-val, glm::vec3(0, 1, 0)) * m_Orientation;
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return true;
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}
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}
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return false;
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}
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protected:
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const unsigned int m_PlayerID;
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glm::quat m_Orientation;
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bool m_MouseLocked = false;
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EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
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bool OnLockMouse(const Events::LockMouse& e) { m_MouseLocked = true; return true; }
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EventRelay<EventContext, Events::UnlockMouse> m_EUnlockMouse;
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bool OnUnlockMouse(const Events::UnlockMouse& e) { m_MouseLocked = false; return true; }
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};
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#endif
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@@ -0,0 +1,25 @@
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#ifndef InputHandler_h__
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#define InputHandler_h__
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#include "../Common.h"
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#include "../Core/EventBroker.h"
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#include "InputProxy.h"
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class InputHandler
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{
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public:
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InputHandler(EventBroker* eventBroker, InputProxy* inputProxy)
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: m_EventBroker(eventBroker)
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, m_InputProxy(inputProxy)
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{ }
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virtual bool BindOrigin(std::string origin, std::string command, float value) = 0;
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virtual void Update(double dt) { }
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virtual float GetCommandValue(std::string command) = 0;
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protected:
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EventBroker* m_EventBroker;
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InputProxy* m_InputProxy;
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};
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#endif
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@@ -0,0 +1,46 @@
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#ifndef InputProxy_h__
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#define InputProxy_h__
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#include "../Common.h"
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#include "../Core/ResourceManager.h"
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#include "../Core/ConfigFile.h"
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#include "EInputCommand.h"
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#include "EBindOrigin.h"
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class InputHandler;
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class InputProxy
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{
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public:
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InputProxy(EventBroker* eventBroker);
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~InputProxy();
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|
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void LoadBindings(std::string file);
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void Update(double dt);
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void Process();
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template <typename T>
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void AddHandler();
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void Publish(const Events::InputCommand& e);
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protected:
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EventBroker* m_EventBroker;
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std::vector<InputHandler*> m_Handlers;
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std::map<std::string, std::set<InputHandler*>> m_CommandHandlers;
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// Represents every unique command (has of PlayerID & Command) and all values reported for that command this frame
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std::map<std::pair<unsigned int, std::string>, std::vector<float>> m_CommandQueue;
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|
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std::map<std::string, float> m_CurrentCommandValues;
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std::map<std::string, float> m_LastCommandValues;
|
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|
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EventRelay<InputProxy, Events::BindOrigin> m_EBindOrigin;
|
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bool OnBindOrigin(const Events::BindOrigin& e);
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};
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template <typename T>
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void InputProxy::AddHandler()
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{
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m_Handlers.push_back(new T(m_EventBroker, this));
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}
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#endif
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@@ -1,78 +0,0 @@
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#ifndef InputSystem_h__
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#define InputSystem_h__
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|
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#include <array>
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#include <unordered_map>
|
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|
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#include "Core/System.h"
|
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#include "Core/EKeyUp.h"
|
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#include "Core/EKeyDown.h"
|
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#include "Core/EMousePress.h"
|
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#include "Core/EMouseRelease.h"
|
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#include "Core/EGamepadAxis.h"
|
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#include "Core/EGamepadButton.h"
|
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#include "Core/Util/EnumClassHash.h"
|
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#include "EBindKey.h"
|
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#include "EBindMouseButton.h"
|
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#include "EBindGamepadAxis.h"
|
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#include "EBindGamepadButton.h"
|
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#include "EInputCommand.h"
|
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|
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namespace Systems
|
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{
|
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|
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class InputSystem : public System
|
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{
|
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public:
|
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InputSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
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: System(world, eventBroker)
|
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{ }
|
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|
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void RegisterComponents(ComponentFactory* cf) override;
|
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void Initialize() override;
|
||||
|
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void Update(double dt) override;
|
||||
|
||||
private:
|
||||
std::unordered_map<std::string, std::unordered_map<int, float>> m_CommandKeyboardValues; // command string -> keyboard key value for command
|
||||
std::unordered_map<std::string, std::unordered_map<int, float>> m_CommandMouseButtonValues; // command string -> mouse button value for command
|
||||
std::unordered_map<std::string, std::unordered_map<Gamepad::Axis, float, EnumClassHash>> m_CommandGamepadAxisValues; // command string -> gamepad axis value for command
|
||||
std::unordered_map<std::string, std::unordered_map<Gamepad::Button, float, EnumClassHash>> m_CommandGamepadButtonValues; // command string -> gamepad button value for command
|
||||
// Input binding tables
|
||||
std::unordered_multimap<int, std::tuple<std::string, float>> m_KeyBindings; // GLFW_KEY... -> command string & value
|
||||
std::unordered_multimap<int, std::tuple<std::string, float>> m_MouseButtonBindings; // GLFW_MOUSE_BUTTON... -> command string
|
||||
std::unordered_multimap<Gamepad::Axis, std::tuple<std::string, float>, EnumClassHash> m_GamepadAxisBindings; // Gamepad::Axis -> command string & value
|
||||
std::unordered_multimap<Gamepad::Button, std::tuple<std::string, float>, EnumClassHash> m_GamepadButtonBindings; // Gamepad::Button -> command string
|
||||
|
||||
// Input events
|
||||
EventRelay<InputSystem, Events::KeyDown> m_EKeyDown;
|
||||
bool OnKeyDown(const Events::KeyDown &event);
|
||||
EventRelay<InputSystem, Events::KeyUp> m_EKeyUp;
|
||||
bool OnKeyUp(const Events::KeyUp &event);
|
||||
EventRelay<InputSystem, Events::MousePress> m_EMousePress;
|
||||
bool OnMousePress(const Events::MousePress &event);
|
||||
EventRelay<InputSystem, Events::MouseRelease> m_EMouseRelease;
|
||||
bool OnMouseRelease(const Events::MouseRelease &event);
|
||||
EventRelay<InputSystem, Events::GamepadAxis> m_EGamepadAxis;
|
||||
bool OnGamepadAxis(const Events::GamepadAxis &event);
|
||||
EventRelay<InputSystem, Events::GamepadButtonDown> m_EGamepadButtonDown;
|
||||
bool OnGamepadButtonDown(const Events::GamepadButtonDown &event);
|
||||
EventRelay<InputSystem, Events::GamepadButtonUp> m_EGamepadButtonUp;
|
||||
bool OnGamepadButtonUp(const Events::GamepadButtonUp &event);
|
||||
// Input binding events
|
||||
EventRelay<InputSystem, Events::BindKey> m_EBindKey;
|
||||
bool OnBindKey(const Events::BindKey &event);
|
||||
EventRelay<InputSystem, Events::BindMouseButton> m_EBindMouseButton;
|
||||
bool OnBindMouseButton(const Events::BindMouseButton &event);
|
||||
EventRelay<InputSystem, Events::BindGamepadAxis> m_EBindGamepadAxis;
|
||||
bool OnBindGamepadAxis(const Events::BindGamepadAxis &event);
|
||||
EventRelay<InputSystem, Events::BindGamepadButton> m_EBindGamepadButton;
|
||||
bool OnBindGamepadButton(const Events::BindGamepadButton &event);
|
||||
|
||||
float GetCommandTotalValue(std::string command);
|
||||
void PublishCommand(int playerID, std::string command, float value);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,28 @@
|
||||
#ifndef KeyboardInputHandler_h__
|
||||
#define KeyboardInputHandler_h__
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
#include "InputHandler.h"
|
||||
#include "Core/EKeyDown.h"
|
||||
#include "Core/EKeyUp.h"
|
||||
|
||||
class KeyboardInputHandler : public InputHandler
|
||||
{
|
||||
public:
|
||||
KeyboardInputHandler(EventBroker* eventBroker, InputProxy* inputProxy);
|
||||
|
||||
bool BindOrigin(std::string origin, std::string command, float value) override;
|
||||
virtual float GetCommandValue(std::string command) override;
|
||||
|
||||
private:
|
||||
std::unordered_map<std::string, int> m_OriginKeyCodes;
|
||||
std::unordered_map<int, std::tuple<std::string, float>> m_KeyBindings; // GLFW_KEY... -> command string & value
|
||||
std::unordered_map<std::string, float> m_CommandValues;
|
||||
|
||||
EventRelay<InputHandler, Events::KeyDown> m_EKeyDown;
|
||||
bool OnKeyDown(const Events::KeyDown& e);
|
||||
EventRelay<InputHandler, Events::KeyUp> m_EKeyUp;
|
||||
bool OnKeyUp(const Events::KeyUp& e);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,38 @@
|
||||
#ifndef MouseInputHandler_h__
|
||||
#define MouseInputHandler_h__
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
#include "InputHandler.h"
|
||||
#include "Core/EMousePress.h"
|
||||
#include "Core/EMouseRelease.h"
|
||||
#include "Core/EMouseMove.h"
|
||||
|
||||
class MouseInputHandler : public InputHandler
|
||||
{
|
||||
public:
|
||||
MouseInputHandler(EventBroker* eventBroker, InputProxy* inputProxy);
|
||||
|
||||
bool BindOrigin(std::string origin, std::string command, float value) override;
|
||||
virtual float GetCommandValue(std::string command) override;
|
||||
|
||||
private:
|
||||
std::unordered_map<std::string, int> m_OriginCodes;
|
||||
std::unordered_map<std::string, char> m_OriginAxes;
|
||||
std::unordered_map<int, std::tuple<std::string, float>> m_Bindings; // GLFW_MOUSE_BUTTON... -> command string & value
|
||||
std::unordered_map<char, std::tuple<std::string, float>> m_Axes; // Axis -> command string & value
|
||||
std::unordered_map<std::string, float> m_CommandValues;
|
||||
std::unordered_map<std::string, float> m_ContinuousCommandValues;
|
||||
|
||||
EventRelay<InputHandler, Events::MousePress> m_EMousePress;
|
||||
bool OnMousePress(const Events::MousePress& e);
|
||||
EventRelay<InputHandler, Events::MouseRelease> m_EMouseRelease;
|
||||
bool OnMouseRelease(const Events::MouseRelease& e);
|
||||
EventRelay<InputHandler, Events::MouseMove> m_EMouseMove;
|
||||
bool OnMouseMove(const Events::MouseMove& e);
|
||||
|
||||
bool hasOrigin(std::string origin);
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,40 @@
|
||||
#ifndef XboxControllerInputHandler_h__
|
||||
#define XboxControllerInputHandler_h__
|
||||
|
||||
#include "InputHandler.h"
|
||||
#include "Core/EKeyDown.h"
|
||||
#include "Core/EKeyUp.h"
|
||||
|
||||
struct _XINPUT_STATE;
|
||||
typedef _XINPUT_STATE XINPUT_STATE;
|
||||
|
||||
class XboxControllerInputHandler : public InputHandler
|
||||
{
|
||||
public:
|
||||
XboxControllerInputHandler(EventBroker* eventBroker, InputProxy* inputProxy);
|
||||
|
||||
|
||||
bool BindOrigin(std::string origin, std::string command, float value) override;
|
||||
|
||||
void Update(double dt) override;
|
||||
|
||||
virtual float GetCommandValue(std::string command) override;
|
||||
private:
|
||||
std::unordered_map<std::string, int> m_OriginButtons;
|
||||
std::unordered_map<std::string, int> m_OriginAxes;
|
||||
std::unordered_map<int, std::tuple<std::string, float>> m_ButtonBindings; // GLFW_KEY... -> command string & value
|
||||
std::unordered_map<int, std::tuple<std::string, float>> m_AxisBindings; // GLFW_KEY... -> command string & value
|
||||
std::unordered_map<std::string, float> m_CommandValues;
|
||||
|
||||
static const short MAX_GAMEPADS = 4;
|
||||
|
||||
float getAxisValue(XINPUT_STATE& state, int axis);
|
||||
//typedef std::array<float, static_cast<int>(Gamepad::Axis::LAST) + 1> GamepadAxisState;
|
||||
//std::array<GamepadAxisState, MAX_GAMEPADS> m_CurrentGamepadAxisState;
|
||||
//std::array<GamepadAxisState, MAX_GAMEPADS> m_LastGamepadAxisState;
|
||||
//typedef std::array<bool, static_cast<int>(Gamepad::Button::LAST) + 1> GamepadButtonState;
|
||||
//std::array<GamepadButtonState, MAX_GAMEPADS> m_CurrentGamepadButtonState;
|
||||
//std::array<GamepadButtonState, MAX_GAMEPADS> m_LastGamepadButtonState;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,48 @@
|
||||
#include "../Input/FirstPersonInputController.h"
|
||||
|
||||
template <typename EventContext>
|
||||
class DebugCameraInputController : public FirstPersonInputController<EventContext>
|
||||
{
|
||||
public:
|
||||
DebugCameraInputController(EventBroker* eventBroker, unsigned int playerID)
|
||||
: FirstPersonInputController(eventBroker, playerID)
|
||||
{ }
|
||||
|
||||
const glm::vec3 Position() const { return m_Position; }
|
||||
void SetBaseSpeed(float speed) { m_BaseSpeed = speed; }
|
||||
|
||||
virtual bool OnCommand(const Events::InputCommand& e) override
|
||||
{
|
||||
if (e.Command == "PrimaryFire") {
|
||||
if (e.Value > 0) {
|
||||
LockMouse();
|
||||
} else {
|
||||
UnlockMouse();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
if (e.Command == "Right") {
|
||||
float value = std::max(-1.f, std::min(e.Value, 1.f));
|
||||
m_Velocity.x = value;
|
||||
}
|
||||
if (e.Command == "Forward") {
|
||||
float value = std::max(-1.f, std::min(e.Value, 1.f));
|
||||
m_Velocity.z = -value;
|
||||
}
|
||||
|
||||
return FirstPersonInputController::OnCommand(e);
|
||||
}
|
||||
|
||||
void Update(double dt)
|
||||
{
|
||||
if (glm::length2(m_Velocity) > 0) {
|
||||
m_Position += (m_Orientation * (m_Velocity * m_BaseSpeed)) * (float)dt;
|
||||
}
|
||||
}
|
||||
|
||||
protected:
|
||||
glm::vec3 m_Position = glm::vec3(0, 0, 0);
|
||||
glm::vec3 m_Velocity = glm::vec3(0, 0, 0);
|
||||
float m_BaseSpeed = 2.0f;
|
||||
};
|
||||
@@ -1,36 +0,0 @@
|
||||
#ifndef DrawScenePass_h__
|
||||
#define DrawScenePass_h__
|
||||
|
||||
#include "IRenderer.h"
|
||||
#include "DrawScenePassState.h"
|
||||
#include "FrameBuffer.h"
|
||||
#include "ShaderProgram.h"
|
||||
#include "Util/UnorderedMapVec2.h"
|
||||
#include "Texture.h"
|
||||
|
||||
class DrawScenePass
|
||||
{
|
||||
public:
|
||||
DrawScenePass(IRenderer* renderer);
|
||||
~DrawScenePass() { }
|
||||
void InitializeTextures();
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
|
||||
void Draw(RenderQueueCollection& rq);
|
||||
|
||||
//Getters
|
||||
|
||||
|
||||
private:
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
||||
|
||||
Texture* m_WhiteTexture;
|
||||
|
||||
const IRenderer* m_Renderer;
|
||||
|
||||
ShaderProgram* m_BasicForwardProgram;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,15 +0,0 @@
|
||||
#ifndef DrawScenePassState_h__
|
||||
#define DrawScenePassState_h__
|
||||
|
||||
#include "Rendering/RenderState.h"
|
||||
|
||||
class DrawScenePassState : public RenderState
|
||||
{
|
||||
public:
|
||||
DrawScenePassState();
|
||||
~DrawScenePassState();
|
||||
private:
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,49 +0,0 @@
|
||||
#ifndef PickingPass_h__
|
||||
#define PickingPass_h__
|
||||
|
||||
#include "IRenderer.h"
|
||||
#include "PickingPassState.h"
|
||||
#include "FrameBuffer.h"
|
||||
#include "ShaderProgram.h"
|
||||
#include "Util/UnorderedMapVec2.h"
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "EPicking.h"
|
||||
|
||||
class PickingPass
|
||||
{
|
||||
public:
|
||||
PickingPass(IRenderer* renderer, EventBroker* eb);
|
||||
~PickingPass();
|
||||
void InitializeTextures();
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
|
||||
void Draw(RenderQueueCollection& rq);
|
||||
|
||||
|
||||
//Getters
|
||||
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
|
||||
const std::unordered_map<glm::vec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
|
||||
GLuint PickingTexture() const { return m_PickingTexture; }
|
||||
GLuint DepthBuffer() const { return m_DepthBuffer; }
|
||||
const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; }
|
||||
|
||||
|
||||
private:
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
||||
|
||||
EventBroker* m_EventBroker;
|
||||
|
||||
const IRenderer* m_Renderer;
|
||||
|
||||
ShaderProgram* m_PickingProgram;
|
||||
|
||||
std::unordered_map<glm::vec2, EntityID> m_PickingColorsToEntity;
|
||||
|
||||
GLuint m_PickingTexture;
|
||||
GLuint m_DepthBuffer;
|
||||
|
||||
FrameBuffer m_PickingBuffer;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,15 +0,0 @@
|
||||
#ifndef PickingPassState_h__
|
||||
#define PickingPassState_h__
|
||||
|
||||
#include "Rendering/RenderState.h"
|
||||
|
||||
class PickingPassState : public RenderState
|
||||
{
|
||||
public:
|
||||
PickingPassState(GLuint frameBuffer);
|
||||
~PickingPassState();
|
||||
|
||||
private:
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,23 +0,0 @@
|
||||
#ifndef RenderState_h__
|
||||
#define RenderState_h__
|
||||
|
||||
#include "../Common.h"
|
||||
#include "../OpenGL.h"
|
||||
#include "../GLM.h"
|
||||
|
||||
class RenderState
|
||||
{
|
||||
public:
|
||||
RenderState();
|
||||
~RenderState();
|
||||
bool Enable(GLenum GLEnable);
|
||||
bool CullFace(GLenum GlFaceToCull);
|
||||
bool ClearColor(glm::vec4 color);
|
||||
bool Clear(GLbitfield mask);
|
||||
bool BindBuffer(GLint buffer);
|
||||
private:
|
||||
std::vector<GLenum> m_Enables;
|
||||
float m_preClearColor[4];
|
||||
int m_preBuffer;
|
||||
};
|
||||
#endif
|
||||
@@ -10,13 +10,6 @@
|
||||
#include "Util/UnorderedMapVec2.h"
|
||||
#include "FrameBuffer.h"
|
||||
#include "../Core/World.h"
|
||||
#include "PickingPass.h"
|
||||
#include "DrawScenePass.h"
|
||||
|
||||
|
||||
#define TILE_SIZE 16
|
||||
#define NUM_LIGHTS 5000
|
||||
|
||||
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "EPicking.h"
|
||||
@@ -28,91 +21,44 @@ public:
|
||||
: m_EventBroker(eventBroker)
|
||||
{ }
|
||||
|
||||
virtual void Initialize() override;
|
||||
virtual void Update(double dt) override;
|
||||
virtual void Draw(RenderQueueCollection& rq) override;
|
||||
virtual void Initialize() override;
|
||||
virtual void Update(double dt) override;
|
||||
virtual void Draw(RenderQueueCollection& rq) override;
|
||||
|
||||
private:
|
||||
//----------------------Variables----------------------//
|
||||
//----------------------Variables----------------------//
|
||||
EventBroker* m_EventBroker;
|
||||
|
||||
Texture* m_ErrorTexture;
|
||||
Texture* m_WhiteTexture;
|
||||
float m_CameraMoveSpeed;
|
||||
Texture* m_ErrorTexture;
|
||||
Texture* m_WhiteTexture;
|
||||
float m_CameraMoveSpeed;
|
||||
FrameBuffer m_PickingBuffer;
|
||||
GLuint m_PickingTexture;
|
||||
GLuint m_DepthBuffer;
|
||||
|
||||
Model* m_ScreenQuad;
|
||||
Model* m_UnitQuad;
|
||||
Model* m_UnitSphere;
|
||||
|
||||
DrawScenePass* m_DrawScenePass;
|
||||
PickingPass* m_PickingPass;
|
||||
std::unordered_map<glm::vec2, EntityID> m_PickingColorsToEntity;
|
||||
|
||||
//----------------------Functions----------------------//
|
||||
void InitializeWindow();
|
||||
void InitializeShaders();
|
||||
//----------------------Functions----------------------//
|
||||
void InitializeWindow();
|
||||
void InitializeShaders();
|
||||
void InitializeTextures();
|
||||
void InitializeSSBOs();
|
||||
void InitializeRenderPasses();
|
||||
void InitializeFrameBuffers();
|
||||
//TODO: Renderer: Get InputUpdate out of renderer
|
||||
void InputUpdate(double dt);
|
||||
//void PickingPass(RenderQueueCollection& rq);
|
||||
void InputUpdate(double dt);
|
||||
void PickingPass(RenderQueueCollection& rq);
|
||||
void DrawScreenQuad(GLuint textureToDraw);
|
||||
void DrawScene(RenderQueueCollection& rq);
|
||||
|
||||
//----------------------Forward+-----------------------//
|
||||
void CalculateFrustum();
|
||||
void CullLights();
|
||||
void DrawForwardPlus(RenderQueueCollection& rq);
|
||||
//Frustum
|
||||
struct Plane {
|
||||
glm::vec3 Normal;
|
||||
float d;
|
||||
};
|
||||
|
||||
struct Frustum {
|
||||
Plane Planes[4];
|
||||
};
|
||||
Frustum m_Frustums[80*45]; //TODO: Renderer: Make this change with resolution
|
||||
|
||||
//Lights
|
||||
void TEMPCreateLights();
|
||||
//TODO: Renderer: Add Directionllights, spotlights and area lights to this as type.
|
||||
struct PointLight {
|
||||
glm::vec4 Position = glm::vec4(0.f);
|
||||
glm::vec4 Color = glm::vec4(1.f);
|
||||
float Radius = 5.f;
|
||||
float Intensity = 0.8f;
|
||||
float Falloff = 0.3f;
|
||||
float Padding = 1337;
|
||||
};
|
||||
PointLight m_PointLights[NUM_LIGHTS];
|
||||
|
||||
struct LightGrid {
|
||||
float Start;
|
||||
float Amount;
|
||||
glm::vec2 Padding;
|
||||
};
|
||||
|
||||
LightGrid m_LightGrid[80*45];
|
||||
|
||||
int m_LightOffset = 0;
|
||||
|
||||
float m_LightIndex[80*45*200];
|
||||
|
||||
//-------------------------SSBO------------------------//
|
||||
GLuint m_FrustumSSBO = 0;
|
||||
GLuint m_LightSSBO = 0;
|
||||
GLuint m_LightGridSSBO = 0;
|
||||
GLuint m_LightOffsetSSBO = 0;
|
||||
GLuint m_LightIndexSSBO = 0;
|
||||
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||
//--------------------ShaderPrograms-------------------//
|
||||
ShaderProgram* m_BasicForwardProgram;
|
||||
ShaderProgram* m_DrawScreenQuadProgram;
|
||||
ShaderProgram* m_CalculateFrustumProgram;
|
||||
ShaderProgram* m_LightCullProgram;
|
||||
ShaderProgram* m_ForwardPlusProgram;
|
||||
|
||||
ShaderProgram m_BasicForwardProgram;
|
||||
ShaderProgram m_PickingProgram;
|
||||
ShaderProgram m_DrawScreenQuadProgram;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,9 +1,6 @@
|
||||
#ifndef ShaderProgram_h__
|
||||
#define ShaderProgram_h__
|
||||
|
||||
#include "../Common.h"
|
||||
#include "../OpenGL.h"
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include <fstream>
|
||||
|
||||
class Shader
|
||||
@@ -63,13 +60,11 @@ public:
|
||||
: ShaderType(fileName) { }
|
||||
};
|
||||
|
||||
class ShaderProgram : public Resource
|
||||
class ShaderProgram
|
||||
{
|
||||
friend class ResourceManager;
|
||||
private:
|
||||
ShaderProgram(std::string)
|
||||
: m_ShaderProgramHandle(0) { }
|
||||
public:
|
||||
ShaderProgram()
|
||||
: m_ShaderProgramHandle(0) { }
|
||||
~ShaderProgram();
|
||||
|
||||
void AddShader(std::shared_ptr<Shader> shader);
|
||||
@@ -84,5 +79,3 @@ private:
|
||||
GLuint m_ShaderProgramHandle;
|
||||
std::vector<std::shared_ptr<Shader>> m_Shaders;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -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, %i, %s", info, error, gluErrorString(error));
|
||||
_LOG(LOG_LEVEL_ERROR, file, func, line, "GL Error: %s %i %s", info, error, gluErrorString(error));
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
+9
-4
@@ -9,6 +9,10 @@
|
||||
#include "GUI/Frame.h"
|
||||
#include "Core/World.h"
|
||||
#include "Rendering/RenderQueueFactory.h"
|
||||
#include "Input/InputProxy.h"
|
||||
#include "Input/KeyboardInputHandler.h"
|
||||
#include "Input/MouseInputHandler.h"
|
||||
#include "Input/XboxControllerInputHandler.h"
|
||||
#include "Core/EKeyDown.h"
|
||||
#include "Core/EntityXMLFile.h"
|
||||
#include "Core/SystemPipeline.h"
|
||||
@@ -30,16 +34,17 @@ private:
|
||||
EventBroker* m_EventBroker;
|
||||
IRenderer* m_Renderer;
|
||||
InputManager* m_InputManager;
|
||||
InputProxy* m_InputProxy;
|
||||
GUI::Frame* m_FrameStack;
|
||||
World* m_World;
|
||||
SystemPipeline* m_SystemPipeline;
|
||||
RenderQueueFactory* m_RenderQueueFactory;
|
||||
|
||||
EventRelay<Game, Events::KeyUp> m_EKeyUp;
|
||||
bool testOnKeyUp(const Events::KeyUp& e);
|
||||
EventRelay<Game, Events::InputCommand> m_EInputCommand;
|
||||
bool debugOnInputCommand(const Events::InputCommand& e);
|
||||
|
||||
void testIntialize();
|
||||
void testTick(double dt);
|
||||
void debugInitialize();
|
||||
void debugTick(double dt);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -6,5 +6,4 @@ LoadMap=
|
||||
Fullscreen=false
|
||||
VSYNC=false
|
||||
Width=1280
|
||||
Height=720
|
||||
FOV=45
|
||||
Height=720
|
||||
@@ -0,0 +1,24 @@
|
||||
[Mouse]
|
||||
Sensitivity=0.5
|
||||
InvertPitch=false
|
||||
|
||||
[Bindings]
|
||||
MouseLeft=PrimaryFire
|
||||
MouseX=Yaw
|
||||
MouseY=Pitch
|
||||
W=+Forward
|
||||
S=-Forward
|
||||
D=+Right
|
||||
A=-Right
|
||||
R=Reload
|
||||
Space=Jump
|
||||
LeftControl=Crouch
|
||||
LeftShift=Sprint
|
||||
|
||||
GamepadRightTrigger=PrimaryFire
|
||||
GamepadRightX=Yaw
|
||||
GamepadRightY=-Pitch
|
||||
GamepadA=TestGamepadA
|
||||
GamepadX=TestGamepadX
|
||||
GamepadLeftX=Right
|
||||
GamepadLeftY=Forward
|
||||
@@ -5,18 +5,11 @@
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/DummyScene.obj</Resource>
|
||||
</c:Model>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Scale X="10000" Y="10000" Z="10000"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitPlane.obj</Resource>
|
||||
</c:Model>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
|
||||
@@ -1,131 +0,0 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform vec4 Color;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
|
||||
#define TILE_SIZE 16
|
||||
|
||||
struct PointLight {
|
||||
vec4 Position;
|
||||
vec4 Color;
|
||||
float Radius;
|
||||
float Intensity;
|
||||
float Falloff;
|
||||
float Padding;
|
||||
};
|
||||
|
||||
layout (std430, binding = 1) buffer LightBuffer
|
||||
{
|
||||
PointLight List[];
|
||||
} PointLights;
|
||||
|
||||
struct LightGrid {
|
||||
float Start;
|
||||
float Amount;
|
||||
vec2 Padding;
|
||||
};
|
||||
|
||||
layout (std430, binding = 2) buffer LightGridBuffer
|
||||
{
|
||||
LightGrid Data[];
|
||||
} LightGrids;
|
||||
|
||||
layout (std430, binding = 4) buffer LightIndexBuffer
|
||||
{
|
||||
float LightIndex[];
|
||||
};
|
||||
|
||||
|
||||
in VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 DiffuseColor;
|
||||
}Input;
|
||||
|
||||
out vec4 fragmentColor;
|
||||
|
||||
vec4 scene_ambient = vec4(0.3,0.3,0.3,1);
|
||||
|
||||
struct LightResult {
|
||||
vec4 Diffuse;
|
||||
vec4 Specular;
|
||||
};
|
||||
|
||||
float CalcAttenuation(float radius, float dist) {
|
||||
return 1.0 - smoothstep(radius * 0.3, radius, dist);
|
||||
}
|
||||
|
||||
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
|
||||
vec4 R = normalize( reflect(-lightVec, normal));
|
||||
float RdotV = max( dot(R, viewVec), 0.0);
|
||||
return lightColor * pow(RdotV, 90.0);
|
||||
}
|
||||
|
||||
vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
|
||||
float power = max( dot(normal, lightVec), 0.0);
|
||||
return lightColor * power;
|
||||
}
|
||||
|
||||
LightResult CalcPointLight(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal)
|
||||
{
|
||||
vec4 L = lightPos - position;
|
||||
float dist = length(L);
|
||||
L = normalize(L);
|
||||
|
||||
float attenuation = CalcAttenuation(lightRadius, dist);
|
||||
|
||||
LightResult result;
|
||||
result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
|
||||
result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texel = texture2D(texture0, Input.TextureCoordinate);
|
||||
vec4 position = V * M * vec4(Input.Position, 1.0);
|
||||
vec4 normal = V * vec4(Input.Normal, 0.0);
|
||||
vec4 viewVec = normalize(-position);
|
||||
|
||||
vec2 tilePos;
|
||||
tilePos.x = int(gl_FragCoord.x/16);
|
||||
tilePos.y = int(gl_FragCoord.y/16);
|
||||
|
||||
LightResult totalLighting;
|
||||
totalLighting.Diffuse = scene_ambient;
|
||||
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * 80));
|
||||
|
||||
int start = int(LightGrids.Data[currentTile].Start);
|
||||
int amount = int(LightGrids.Data[currentTile].Amount);
|
||||
//for(int i = 0; i < 3; i++)
|
||||
for(int i = start; i < start + amount; i++)
|
||||
{
|
||||
int l = int(LightIndex[i]);
|
||||
|
||||
LightResult result = CalcPointLight(V * PointLights.List[l].Position, PointLights.List[l].Radius, PointLights.List[l].Color, PointLights.List[l].Intensity, viewVec, position, normal);
|
||||
|
||||
totalLighting.Diffuse += result.Diffuse;
|
||||
totalLighting.Specular += result.Specular;
|
||||
}
|
||||
|
||||
fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
|
||||
//fragmentColor += vec4(0.0, LightGrids.Data[currentTile].Amount/3.0, 0, 1);
|
||||
//fragmentColor = texel * Input.DiffuseColor * Color;
|
||||
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 )
|
||||
{
|
||||
//fragmentColor += vec4(0.5, 0, 0, 0);
|
||||
} else {
|
||||
//fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/3.0, 0, 0, 1);
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -1,34 +0,0 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
||||
layout(location = 2) in vec3 Tangent;
|
||||
layout(location = 3) in vec3 BiTangent;
|
||||
layout(location = 4) in vec2 TextureCoords;
|
||||
layout(location = 5) in vec4 DiffuseVertexColor;
|
||||
layout(location = 6) in vec4 SpecularVertexColor;
|
||||
layout(location = 7) in vec4 BoneIndices1;
|
||||
layout(location = 8) in vec4 BoneIndices2;
|
||||
layout(location = 9) in vec4 BoneWeights1;
|
||||
layout(location = 10) in vec4 BoneWeights2;
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 DiffuseColor;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = P*V*M * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = Position;
|
||||
Output.TextureCoordinate = TextureCoords;
|
||||
Output.Normal = Normal;
|
||||
Output.DiffuseColor = DiffuseVertexColor;
|
||||
}
|
||||
@@ -1,76 +0,0 @@
|
||||
#version 430
|
||||
|
||||
#define TILE_SIZE 16
|
||||
#define NUM_TILES 3600
|
||||
|
||||
uniform mat4 P;
|
||||
uniform vec2 ScreenDimensions;
|
||||
|
||||
struct Plane {
|
||||
vec3 Normal;
|
||||
float d;
|
||||
};
|
||||
struct Frustum {
|
||||
Plane Planes[4];
|
||||
};
|
||||
|
||||
layout (std430, binding = 0) buffer FrustumBuffer
|
||||
{
|
||||
Frustum Data[];
|
||||
} Frustums;
|
||||
|
||||
vec4 ConvertToView(vec4 ScreenCoords)
|
||||
{
|
||||
vec2 normalizedScreenCoords = ScreenCoords.xy / ScreenDimensions;
|
||||
vec4 clipSpace = vec4( vec2(normalizedScreenCoords.x, normalizedScreenCoords.y) * 2.0 - 1.0, ScreenCoords.z, ScreenCoords.w);
|
||||
vec4 view = inverse(P) * clipSpace;
|
||||
view = view / view.w;
|
||||
return view;
|
||||
}
|
||||
|
||||
Plane ComputePlane( vec3 p0, vec3 p1, vec3 p2 )
|
||||
{
|
||||
Plane plane;
|
||||
|
||||
vec3 v0 = p1 - p0;
|
||||
vec3 v2 = p2 - p0;
|
||||
|
||||
plane.Normal = normalize( cross( v0, v2 ) );
|
||||
plane.d = dot( vec3(plane.Normal), p0 ); // Always 0 probably
|
||||
return plane;
|
||||
}
|
||||
|
||||
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
void main ()
|
||||
{
|
||||
//Top-Left = 0 | Top-Right = 1
|
||||
//Bottom-Left = 2 | Bottom-Right = 3
|
||||
vec4 ScreenCoords[4];
|
||||
ScreenCoords[0] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y + 1) * TILE_SIZE, -1.0, 1.0);
|
||||
ScreenCoords[1] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y + 1) * TILE_SIZE, -1.0, 1.0);
|
||||
ScreenCoords[2] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
|
||||
ScreenCoords[3] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
|
||||
|
||||
|
||||
|
||||
vec3 ViewVectors[4];
|
||||
for(int i = 0; i < 4; i++) {
|
||||
ViewVectors[i] = vec3(ConvertToView(ScreenCoords[i]));
|
||||
}
|
||||
|
||||
vec3 EyePos = vec3(0.0, 0.0 ,0.0);
|
||||
|
||||
Frustum f;
|
||||
f.Planes[0] = ComputePlane(EyePos, ViewVectors[2], ViewVectors[0]); // left plane
|
||||
f.Planes[1] = ComputePlane(EyePos, ViewVectors[1], ViewVectors[3]); // right plane
|
||||
f.Planes[2] = ComputePlane(EyePos, ViewVectors[0], ViewVectors[1]); // top plane
|
||||
f.Planes[3] = ComputePlane(EyePos, ViewVectors[3], ViewVectors[2]); // bottom plane
|
||||
|
||||
|
||||
|
||||
|
||||
if ( gl_GlobalInvocationID.x < ScreenDimensions.x / TILE_SIZE && gl_GlobalInvocationID.y < ScreenDimensions.y / TILE_SIZE ) { // inside the screen
|
||||
Frustums.Data[gl_GlobalInvocationID.x + gl_GlobalInvocationID.y*80] = f;
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,154 +0,0 @@
|
||||
#version 430
|
||||
|
||||
//in uvec3 gl_NumWorkGroups; //contains the number of workgroups that have been dispatched to a compute shader
|
||||
//in uvec3 gl_WorkGroupID; //contains the index of the workgroup currently being operated on by a compute shader
|
||||
//in uvec3 gl_LocalInvocationID; //contains the index of work item currently being operated on by a compute shader
|
||||
//in uvec3 gl_GlobalInvocationID; //contains the global index of work item currently being operated on by a compute shader
|
||||
//in uint gl_LocalInvocationIndex; //contains the local linear index of work item currently being operated on by a compute shader
|
||||
|
||||
|
||||
|
||||
#define MAX_LIGHTS_PER_TILE 1024
|
||||
#define NUM_TILES 3600
|
||||
#define TILE_SIZE 16
|
||||
|
||||
uniform mat4 V;
|
||||
|
||||
struct Plane {
|
||||
vec3 Normal;
|
||||
float d;
|
||||
};
|
||||
struct Frustum {
|
||||
Plane Planes[4];
|
||||
};
|
||||
|
||||
layout (std430, binding = 0) buffer FrustumBuffer
|
||||
{
|
||||
Frustum Data[];
|
||||
} Frustums;
|
||||
|
||||
struct PointLight {
|
||||
vec4 Position;
|
||||
vec4 Color;
|
||||
float Radius;
|
||||
float Intensity;
|
||||
float Falloff;
|
||||
float Padding;
|
||||
};
|
||||
|
||||
layout (std430, binding = 1) buffer LightBuffer
|
||||
{
|
||||
PointLight List[];
|
||||
} PointLights;
|
||||
|
||||
struct LightGrid {
|
||||
float Start;
|
||||
float Amount;
|
||||
vec2 Padding;
|
||||
};
|
||||
|
||||
layout (std430, binding = 2) buffer LightGridBuffer
|
||||
{
|
||||
LightGrid Data[];
|
||||
} LightGrids;
|
||||
|
||||
layout (std430, binding = 3) buffer LightOffsetBuffer
|
||||
{
|
||||
int LightOffset[];
|
||||
};
|
||||
|
||||
layout (std430, binding = 4) buffer LightIndexBuffer
|
||||
{
|
||||
float LightIndex[];
|
||||
};
|
||||
|
||||
shared int GroupLightCount;
|
||||
shared int GroupLightIndexStartOffset;
|
||||
shared int GroupLightIndex[MAX_LIGHTS_PER_TILE];
|
||||
shared Frustum GroupFrustum;
|
||||
int GroupIndex;
|
||||
|
||||
bool SphereInsidePlane(vec3 center, float radius, Plane plane)
|
||||
{
|
||||
return dot(plane.Normal, center) - plane.d > -radius;
|
||||
}
|
||||
|
||||
bool SphereInsideFrustrum(vec3 center, float radius, Frustum frustum/*, float zNear, float zFar*/)
|
||||
{
|
||||
|
||||
//Check depth here
|
||||
//if ( sphere.c.z - sphere.r > zNear || sphere.c.z + sphere.r < zFar )
|
||||
//{
|
||||
// result = false;
|
||||
//}
|
||||
|
||||
for (int i =0; i < 4; i++)
|
||||
{
|
||||
if(! SphereInsidePlane(center, radius, frustum.Planes[i]))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void AppendLight(int li)
|
||||
{
|
||||
int index;
|
||||
index = atomicAdd(GroupLightCount, 1);
|
||||
if( index < MAX_LIGHTS_PER_TILE )
|
||||
{
|
||||
GroupLightIndex[index] = int(li);
|
||||
}
|
||||
}
|
||||
|
||||
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
void main ()
|
||||
{
|
||||
GroupIndex = int(gl_WorkGroupID.x + (gl_WorkGroupID.y * 80));
|
||||
if(gl_LocalInvocationIndex == 0)
|
||||
{
|
||||
GroupLightCount = 0;
|
||||
GroupFrustum = Frustums.Data[GroupIndex];
|
||||
}
|
||||
|
||||
barrier();
|
||||
memoryBarrierShared();
|
||||
|
||||
for(int i = int(gl_LocalInvocationIndex); i < PointLights.List.length(); i += TILE_SIZE*TILE_SIZE)
|
||||
{
|
||||
PointLight light = PointLights.List[i];
|
||||
|
||||
//if pointlight
|
||||
//Pos i view antagligen
|
||||
if(SphereInsideFrustrum( vec3(V * light.Position), light.Radius, GroupFrustum))
|
||||
{
|
||||
//TODO: Fix transparent and opaque list, and depth test.
|
||||
AppendLight( i );
|
||||
}
|
||||
|
||||
|
||||
//if conelight
|
||||
|
||||
//if directional
|
||||
|
||||
}
|
||||
|
||||
barrier();
|
||||
memoryBarrierShared();
|
||||
|
||||
if(gl_LocalInvocationIndex == 0)
|
||||
{
|
||||
GroupLightIndexStartOffset = atomicAdd(LightOffset[0], GroupLightCount);
|
||||
LightGrids.Data[GroupIndex].Start = GroupLightIndexStartOffset;
|
||||
LightGrids.Data[GroupIndex].Amount = GroupLightCount;
|
||||
}
|
||||
|
||||
barrier();
|
||||
|
||||
|
||||
for (uint i = gl_LocalInvocationIndex; i < GroupLightCount; i += TILE_SIZE * TILE_SIZE )
|
||||
{
|
||||
LightIndex[GroupLightIndexStartOffset + i] = GroupLightIndex[i];
|
||||
}
|
||||
}
|
||||
@@ -73,7 +73,7 @@ source_group(GUI FILES ${SOURCE_FILES_GUI})
|
||||
set(SOURCE_FILES
|
||||
${SOURCE_FILES_Core}
|
||||
${SOURCE_FILES_Core_Util}
|
||||
#${SOURCE_FILES_Input}
|
||||
${SOURCE_FILES_Input}
|
||||
${SOURCE_FILES_Network}
|
||||
${SOURCE_FILES_GUI}
|
||||
${SOURCE_FILES_Rendering}
|
||||
|
||||
@@ -24,8 +24,11 @@ ConfigFile::ConfigFile(std::string path)
|
||||
if (boost::filesystem::exists(m_Path)) {
|
||||
try {
|
||||
boost::property_tree::ini_parser::read_ini(m_Path.string(), m_PTreeOverrides);
|
||||
for (auto& node : m_PTreeOverrides) {
|
||||
m_PTreeMerged.put_child(node.first, node.second);
|
||||
for (auto& topLevelNode : m_PTreeOverrides) {
|
||||
auto& mergedTopLevelNode = m_PTreeMerged.find(topLevelNode.first);
|
||||
for (auto& childOverrideNode : topLevelNode.second) {
|
||||
mergedTopLevelNode->second.put_child(childOverrideNode.first, childOverrideNode.second);
|
||||
}
|
||||
}
|
||||
} catch (boost::property_tree::ptree_error& e) {
|
||||
LOG_ERROR("Failed to parse \"%s\":\n%s", m_Path.filename().string().c_str(), e.what());
|
||||
|
||||
@@ -8,6 +8,8 @@ void InputManager::Initialize()
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &InputManager::OnLockMouse);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &InputManager::OnUnlockMouse);
|
||||
|
||||
//glfwSetMouseButtonCallback(m_GLFWWindow, &InputManager::GLFWMouseButtonCallback);
|
||||
}
|
||||
|
||||
void InputManager::Update(double dt)
|
||||
@@ -73,6 +75,21 @@ void InputManager::Update(double dt)
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
// Joysticks
|
||||
//for (int i = 0; i < GLFW_JOYSTICK_LAST; i++) {
|
||||
// if (glfwJoystickPresent(i) == GL_FALSE) {
|
||||
// continue;
|
||||
// }
|
||||
|
||||
// int count;
|
||||
// const float* axes = glfwGetJoystickAxes(i, &count);
|
||||
// LOG_DEBUG("Controller %i NumAxes: %i", i, count);
|
||||
// m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftX)] = axes[0];
|
||||
// m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftY)] = axes[1];
|
||||
// m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightX)] = axes[2];
|
||||
// m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightY)] = axes[3];
|
||||
//}
|
||||
|
||||
// // Lock mouse while holding LMB
|
||||
// if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT])
|
||||
// {
|
||||
@@ -91,109 +108,46 @@ void InputManager::Update(double dt)
|
||||
// }
|
||||
|
||||
// TODO: Xbox360 controller
|
||||
/*DWORD dwResult;
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
{
|
||||
XINPUT_STATE state = { 0 };
|
||||
// Simply get the state of the controller from XInput.
|
||||
dwResult = XInputGetState(i, &state);
|
||||
if (dwResult == 0)
|
||||
{
|
||||
if(std::abs(state.Gamepad.sThumbLX) <= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbLX = 0;
|
||||
if(std::abs(state.Gamepad.sThumbLY) <= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbLY = 0;
|
||||
if(std::abs(state.Gamepad.sThumbRX) <= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbRX = 0;
|
||||
if(std::abs(state.Gamepad.sThumbRY) <= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbRY = 0;
|
||||
if(std::abs(state.Gamepad.bLeftTrigger) <= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
|
||||
state.Gamepad.bLeftTrigger = 0;
|
||||
if(std::abs(state.Gamepad.bRightTrigger) <= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
|
||||
state.Gamepad.bRightTrigger = 0;
|
||||
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftX)] = state.Gamepad.sThumbLX / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftY)] = state.Gamepad.sThumbLY / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightX)] = state.Gamepad.sThumbRX / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightY)] = state.Gamepad.sThumbRY / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftTrigger)] = state.Gamepad.bLeftTrigger / 255.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightTrigger)] = state.Gamepad.bRightTrigger / 255.f;
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftX);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftY);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightX);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightY);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftTrigger);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightTrigger);
|
||||
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Up)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Down)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Left)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Right)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Start)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_START);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Back)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_BACK);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::LeftThumb)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::RightThumb)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::LeftShoulder)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::RightShoulder)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::A)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_A);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::B)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_B);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::X)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_X);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Y)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_Y);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Up);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Down);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Left);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Right);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Start);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Back);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::LeftThumb);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::RightThumb);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::LeftShoulder);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::RightShoulder);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::A);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::B);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::X);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Y);
|
||||
}
|
||||
}*/
|
||||
/**/
|
||||
|
||||
m_LastKeyState = m_CurrentKeyState;
|
||||
m_LastMouseState = m_CurrentMouseState;
|
||||
m_LastMouseX = m_CurrentMouseX;
|
||||
m_LastMouseY = m_CurrentMouseY;
|
||||
m_LastGamepadAxisState = m_CurrentGamepadAxisState;
|
||||
m_LastGamepadButtonState = m_CurrentGamepadButtonState;
|
||||
//m_LastGamepadAxisState = m_CurrentGamepadAxisState;
|
||||
//m_LastGamepadButtonState = m_CurrentGamepadButtonState;
|
||||
}
|
||||
|
||||
void InputManager::PublishGamepadAxisIfChanged(int gamepadID, Gamepad::Axis axis)
|
||||
{
|
||||
float currentValue = m_CurrentGamepadAxisState[gamepadID][static_cast<int>(axis)];
|
||||
float lastValue = m_LastGamepadAxisState[gamepadID][static_cast<int>(axis)];
|
||||
if (currentValue != lastValue) {
|
||||
Events::GamepadAxis e;
|
||||
e.GamepadID = gamepadID;
|
||||
e.Axis = axis;
|
||||
e.Value = currentValue;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
//float currentValue = m_CurrentGamepadAxisState[gamepadID][static_cast<int>(axis)];
|
||||
//float lastValue = m_LastGamepadAxisState[gamepadID][static_cast<int>(axis)];
|
||||
//if (currentValue != lastValue) {
|
||||
// Events::GamepadAxis e;
|
||||
// e.GamepadID = gamepadID;
|
||||
// e.Axis = axis;
|
||||
// e.Value = currentValue;
|
||||
// m_EventBroker->Publish(e);
|
||||
//}
|
||||
}
|
||||
|
||||
void InputManager::PublishGamepadButtonIfChanged(int gamepadID, Gamepad::Button button)
|
||||
{
|
||||
bool currentState = m_CurrentGamepadButtonState[gamepadID][static_cast<int>(button)];
|
||||
float lastState = m_LastGamepadButtonState[gamepadID][static_cast<int>(button)];
|
||||
if (currentState != lastState) {
|
||||
if (currentState == true) {
|
||||
Events::GamepadButtonDown e;
|
||||
e.GamepadID = gamepadID;
|
||||
e.Button = button;
|
||||
m_EventBroker->Publish(e);
|
||||
} else {
|
||||
Events::GamepadButtonUp e;
|
||||
e.GamepadID = gamepadID;
|
||||
e.Button = button;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
//bool currentState = m_CurrentGamepadButtonState[gamepadID][static_cast<int>(button)];
|
||||
//float lastState = m_LastGamepadButtonState[gamepadID][static_cast<int>(button)];
|
||||
//if (currentState != lastState) {
|
||||
// if (currentState == true) {
|
||||
// Events::GamepadButtonDown e;
|
||||
// e.GamepadID = gamepadID;
|
||||
// e.Button = button;
|
||||
// m_EventBroker->Publish(e);
|
||||
// } else {
|
||||
// Events::GamepadButtonUp e;
|
||||
// e.GamepadID = gamepadID;
|
||||
// e.Button = button;
|
||||
// m_EventBroker->Publish(e);
|
||||
// }
|
||||
//}
|
||||
}
|
||||
|
||||
bool InputManager::OnLockMouse(const Events::LockMouse &event)
|
||||
|
||||
@@ -0,0 +1,112 @@
|
||||
#include "Input/InputProxy.h"
|
||||
#include "Input/InputHandler.h"
|
||||
|
||||
InputProxy::InputProxy(EventBroker* eventBroker)
|
||||
: m_EventBroker(eventBroker)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindOrigin, &InputProxy::OnBindOrigin);
|
||||
}
|
||||
|
||||
InputProxy::~InputProxy()
|
||||
{
|
||||
for (auto& handler : m_Handlers) {
|
||||
delete handler;
|
||||
}
|
||||
}
|
||||
|
||||
void InputProxy::LoadBindings(std::string file)
|
||||
{
|
||||
auto config = ResourceManager::Load<ConfigFile>(file);
|
||||
for (auto& origin : config->GetAll<std::string>("Bindings")) {
|
||||
Events::BindOrigin e;
|
||||
e.Origin = origin.first;
|
||||
e.Command = origin.second;
|
||||
e.Value = 1.f;
|
||||
if (!e.Command.empty()) {
|
||||
char prefix = e.Command.at(0);
|
||||
if (prefix == '+' || prefix == '-') {
|
||||
e.Command = e.Command.substr(1);
|
||||
if (prefix == '-') {
|
||||
e.Value *= -1.f;
|
||||
}
|
||||
}
|
||||
OnBindOrigin(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void InputProxy::Update(double dt)
|
||||
{
|
||||
m_EventBroker->Process<InputProxy>();
|
||||
m_EventBroker->Process<InputHandler>();
|
||||
for (auto& handler : m_Handlers) {
|
||||
handler->Update(dt);
|
||||
}
|
||||
}
|
||||
|
||||
void InputProxy::Process()
|
||||
{
|
||||
for (auto& pair : m_CommandHandlers) {
|
||||
const std::string& command = pair.first;
|
||||
auto handlers = pair.second;
|
||||
m_CurrentCommandValues[command] = 0.f;
|
||||
for (auto& handler : handlers) {
|
||||
m_CurrentCommandValues[command] += handler->GetCommandValue(command);
|
||||
}
|
||||
|
||||
auto last = m_LastCommandValues.find(command);
|
||||
float currentValue = m_CurrentCommandValues[command];
|
||||
if (last == m_LastCommandValues.end() || last->second != currentValue) {
|
||||
Events::InputCommand e;
|
||||
e.PlayerID = -1;
|
||||
e.Command = command;
|
||||
e.Value = currentValue;
|
||||
m_EventBroker->Publish(e);
|
||||
LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
|
||||
m_LastCommandValues[command] = currentValue;
|
||||
}
|
||||
}
|
||||
|
||||
// Accumulate the input values of all unique commands published by input handlers
|
||||
for (auto& pair : m_CommandQueue) {
|
||||
Events::InputCommand e;
|
||||
e.PlayerID = pair.first.first;
|
||||
e.Command = pair.first.second;
|
||||
e.Value = 0;
|
||||
for (auto& value : pair.second) {
|
||||
e.Value += value;
|
||||
}
|
||||
//e.Value = std::max(-1.f, std::min(e.Value, 1.f));
|
||||
m_EventBroker->Publish(e);
|
||||
LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
|
||||
}
|
||||
m_CommandQueue.clear();
|
||||
}
|
||||
|
||||
void InputProxy::Publish(const Events::InputCommand& e)
|
||||
{
|
||||
auto key = std::make_pair(e.PlayerID, e.Command);
|
||||
m_CommandQueue[key].push_back(e.Value);
|
||||
}
|
||||
|
||||
bool InputProxy::OnBindOrigin(const Events::BindOrigin& e)
|
||||
{
|
||||
bool originBound = false;
|
||||
for (auto& handler : m_Handlers) {
|
||||
bool result = handler->BindOrigin(e.Origin, e.Command, e.Value);
|
||||
if (result) {
|
||||
m_CommandHandlers[e.Command].insert(handler);
|
||||
m_LastCommandValues[e.Command] = 0.f;
|
||||
if (originBound) {
|
||||
LOG_WARNING("Multiple handlers responded to binding input origin \"%s\"!", e.Origin.c_str());
|
||||
}
|
||||
originBound = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!originBound) {
|
||||
LOG_ERROR("No input handler responded to binding input origin \"%s\"!", e.Origin.c_str());
|
||||
}
|
||||
|
||||
return originBound;
|
||||
}
|
||||
@@ -1,221 +0,0 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Input/InputSystem.h"
|
||||
#include "Core/World.h"
|
||||
|
||||
void Systems::InputSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Systems::InputSystem::Initialize()
|
||||
{
|
||||
// Subscribe to events
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Systems::InputSystem::OnKeyDown);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Systems::InputSystem::OnKeyUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &Systems::InputSystem::OnMousePress);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &Systems::InputSystem::OnMouseRelease);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EGamepadAxis, &Systems::InputSystem::OnGamepadAxis);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EGamepadButtonDown, &Systems::InputSystem::OnGamepadButtonDown);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EGamepadButtonUp, &Systems::InputSystem::OnGamepadButtonUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindKey, &Systems::InputSystem::OnBindKey);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindMouseButton, &Systems::InputSystem::OnBindMouseButton);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindGamepadAxis, &Systems::InputSystem::OnBindGamepadAxis);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindGamepadButton, &Systems::InputSystem::OnBindGamepadButton);
|
||||
}
|
||||
|
||||
void Systems::InputSystem::Update(double dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnKeyDown(const Events::KeyDown &event)
|
||||
{
|
||||
auto range = m_KeyBindings.equal_range(event.KeyCode);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandKeyboardValues[command][event.KeyCode] = value;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnKeyUp(const Events::KeyUp &event)
|
||||
{
|
||||
auto range = m_KeyBindings.equal_range(event.KeyCode);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandKeyboardValues[command][event.KeyCode] = 0;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnMousePress(const Events::MousePress &event)
|
||||
{
|
||||
auto range = m_MouseButtonBindings.equal_range(event.Button);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandMouseButtonValues[command][event.Button] = value;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnMouseRelease(const Events::MouseRelease &event)
|
||||
{
|
||||
auto range = m_MouseButtonBindings.equal_range(event.Button);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandMouseButtonValues[command][event.Button] = 0;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnGamepadAxis(const Events::GamepadAxis &event)
|
||||
{
|
||||
auto range = m_GamepadAxisBindings.equal_range(event.Axis);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandGamepadAxisValues[command][event.Axis] = event.Value * value;
|
||||
PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnGamepadButtonDown(const Events::GamepadButtonDown &event)
|
||||
{
|
||||
auto range = m_GamepadButtonBindings.equal_range(event.Button);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandGamepadButtonValues[command][event.Button] = value;
|
||||
PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnGamepadButtonUp(const Events::GamepadButtonUp &event)
|
||||
{
|
||||
auto range = m_GamepadButtonBindings.equal_range(event.Button);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandGamepadButtonValues[command][event.Button] = 0;
|
||||
PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnBindKey(const Events::BindKey &event)
|
||||
{
|
||||
if (event.Command.empty()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
m_KeyBindings.insert(std::make_pair(event.KeyCode, std::make_tuple(event.Command, event.Value)));
|
||||
LOG_DEBUG("Input: Bound key %i to %s", event.KeyCode, event.Command.c_str());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnBindMouseButton(const Events::BindMouseButton &event)
|
||||
{
|
||||
if (event.Command.empty()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
m_MouseButtonBindings.insert(std::make_pair(event.Button, std::make_tuple(event.Command, event.Value)));
|
||||
LOG_DEBUG("Input: Bound mouse button %i to %s", event.Button, event.Command.c_str());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnBindGamepadAxis(const Events::BindGamepadAxis &event)
|
||||
{
|
||||
if (event.Command.empty()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
m_GamepadAxisBindings.insert(std::make_pair(event.Axis, std::make_tuple(event.Command, event.Value)));
|
||||
LOG_DEBUG("Input: Bound gamepad axis %i to %s", event.Axis, event.Command.c_str());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnBindGamepadButton(const Events::BindGamepadButton &event)
|
||||
{
|
||||
if (event.Command.empty()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
m_GamepadButtonBindings.insert(std::make_pair(event.Button, std::make_tuple(event.Command, event.Value)));
|
||||
LOG_DEBUG("Input: Bound gamepad axis %i to %s", event.Button, event.Command.c_str());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
float Systems::InputSystem::GetCommandTotalValue(std::string command)
|
||||
{
|
||||
float value = 0.f;
|
||||
|
||||
auto keyboardIt = m_CommandKeyboardValues.find(command);
|
||||
if (keyboardIt != m_CommandKeyboardValues.end()) {
|
||||
for (auto &key : keyboardIt->second) {
|
||||
value += key.second;
|
||||
}
|
||||
}
|
||||
|
||||
auto mouseButtonIt = m_CommandMouseButtonValues.find(command);
|
||||
if (mouseButtonIt != m_CommandMouseButtonValues.end()) {
|
||||
for (auto &button : mouseButtonIt->second) {
|
||||
value += button.second;
|
||||
}
|
||||
}
|
||||
|
||||
auto gamepadAxisIt = m_CommandGamepadAxisValues.find(command);
|
||||
if (gamepadAxisIt != m_CommandGamepadAxisValues.end()) {
|
||||
for (auto &axis : gamepadAxisIt->second) {
|
||||
value += axis.second;
|
||||
}
|
||||
}
|
||||
|
||||
auto gamepadButtonIt = m_CommandGamepadButtonValues.find(command);
|
||||
if (gamepadButtonIt != m_CommandGamepadButtonValues.end()) {
|
||||
for (auto &button : gamepadButtonIt->second) {
|
||||
value += button.second;
|
||||
}
|
||||
}
|
||||
|
||||
return std::max(-1.f, std::min(value, 1.f));
|
||||
}
|
||||
|
||||
void Systems::InputSystem::PublishCommand(int playerID, std::string command, float value)
|
||||
{
|
||||
Events::InputCommand e;
|
||||
e.PlayerID = playerID;
|
||||
e.Command = command;
|
||||
e.Value = value;
|
||||
EventBroker->Publish(e);
|
||||
|
||||
LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, playerID);
|
||||
}
|
||||
@@ -0,0 +1,181 @@
|
||||
#include "Input/KeyboardInputHandler.h"
|
||||
|
||||
KeyboardInputHandler::KeyboardInputHandler(EventBroker* eventBroker, InputProxy* inputProxy) : InputHandler(eventBroker, inputProxy)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &KeyboardInputHandler::OnKeyDown);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &KeyboardInputHandler::OnKeyUp);
|
||||
|
||||
m_OriginKeyCodes["Space"] = GLFW_KEY_SPACE;
|
||||
m_OriginKeyCodes["Apostrophe"] = GLFW_KEY_APOSTROPHE;
|
||||
m_OriginKeyCodes["Comma"] = GLFW_KEY_COMMA;
|
||||
m_OriginKeyCodes["Minus"] = GLFW_KEY_MINUS;
|
||||
m_OriginKeyCodes["Period"] = GLFW_KEY_PERIOD;
|
||||
m_OriginKeyCodes["Slash"] = GLFW_KEY_SLASH;
|
||||
m_OriginKeyCodes["0"] = GLFW_KEY_0;
|
||||
m_OriginKeyCodes["1"] = GLFW_KEY_1;
|
||||
m_OriginKeyCodes["2"] = GLFW_KEY_2;
|
||||
m_OriginKeyCodes["3"] = GLFW_KEY_3;
|
||||
m_OriginKeyCodes["4"] = GLFW_KEY_4;
|
||||
m_OriginKeyCodes["5"] = GLFW_KEY_5;
|
||||
m_OriginKeyCodes["6"] = GLFW_KEY_6;
|
||||
m_OriginKeyCodes["7"] = GLFW_KEY_7;
|
||||
m_OriginKeyCodes["8"] = GLFW_KEY_8;
|
||||
m_OriginKeyCodes["9"] = GLFW_KEY_9;
|
||||
m_OriginKeyCodes["Semicolon"] = GLFW_KEY_SEMICOLON;
|
||||
m_OriginKeyCodes["Equal"] = GLFW_KEY_EQUAL;
|
||||
m_OriginKeyCodes["A"] = GLFW_KEY_A;
|
||||
m_OriginKeyCodes["B"] = GLFW_KEY_B;
|
||||
m_OriginKeyCodes["C"] = GLFW_KEY_C;
|
||||
m_OriginKeyCodes["D"] = GLFW_KEY_D;
|
||||
m_OriginKeyCodes["E"] = GLFW_KEY_E;
|
||||
m_OriginKeyCodes["F"] = GLFW_KEY_F;
|
||||
m_OriginKeyCodes["G"] = GLFW_KEY_G;
|
||||
m_OriginKeyCodes["H"] = GLFW_KEY_H;
|
||||
m_OriginKeyCodes["I"] = GLFW_KEY_I;
|
||||
m_OriginKeyCodes["J"] = GLFW_KEY_J;
|
||||
m_OriginKeyCodes["K"] = GLFW_KEY_K;
|
||||
m_OriginKeyCodes["L"] = GLFW_KEY_L;
|
||||
m_OriginKeyCodes["M"] = GLFW_KEY_M;
|
||||
m_OriginKeyCodes["N"] = GLFW_KEY_N;
|
||||
m_OriginKeyCodes["O"] = GLFW_KEY_O;
|
||||
m_OriginKeyCodes["P"] = GLFW_KEY_P;
|
||||
m_OriginKeyCodes["Q"] = GLFW_KEY_Q;
|
||||
m_OriginKeyCodes["R"] = GLFW_KEY_R;
|
||||
m_OriginKeyCodes["S"] = GLFW_KEY_S;
|
||||
m_OriginKeyCodes["T"] = GLFW_KEY_T;
|
||||
m_OriginKeyCodes["U"] = GLFW_KEY_U;
|
||||
m_OriginKeyCodes["V"] = GLFW_KEY_V;
|
||||
m_OriginKeyCodes["W"] = GLFW_KEY_W;
|
||||
m_OriginKeyCodes["X"] = GLFW_KEY_X;
|
||||
m_OriginKeyCodes["Y"] = GLFW_KEY_Y;
|
||||
m_OriginKeyCodes["Z"] = GLFW_KEY_Z;
|
||||
m_OriginKeyCodes["LeftBracket"] = GLFW_KEY_LEFT_BRACKET;
|
||||
m_OriginKeyCodes["Backslash"] = GLFW_KEY_BACKSLASH;
|
||||
m_OriginKeyCodes["RightBracket"] = GLFW_KEY_RIGHT_BRACKET;
|
||||
m_OriginKeyCodes["Accent"] = GLFW_KEY_GRAVE_ACCENT;
|
||||
m_OriginKeyCodes["W1"] = GLFW_KEY_WORLD_1;
|
||||
m_OriginKeyCodes["W2"] = GLFW_KEY_WORLD_2;
|
||||
m_OriginKeyCodes["Escape"] = GLFW_KEY_ESCAPE;
|
||||
m_OriginKeyCodes["Enter"] = GLFW_KEY_ENTER;
|
||||
m_OriginKeyCodes["Tab"] = GLFW_KEY_TAB;
|
||||
m_OriginKeyCodes["Backspace"] = GLFW_KEY_BACKSPACE;
|
||||
m_OriginKeyCodes["Insert"] = GLFW_KEY_INSERT;
|
||||
m_OriginKeyCodes["Delete"] = GLFW_KEY_DELETE;
|
||||
m_OriginKeyCodes["Right"] = GLFW_KEY_RIGHT;
|
||||
m_OriginKeyCodes["Left"] = GLFW_KEY_LEFT;
|
||||
m_OriginKeyCodes["Down"] = GLFW_KEY_DOWN;
|
||||
m_OriginKeyCodes["Up"] = GLFW_KEY_UP;
|
||||
m_OriginKeyCodes["PgUp"] = GLFW_KEY_PAGE_UP;
|
||||
m_OriginKeyCodes["PgDn"] = GLFW_KEY_PAGE_DOWN;
|
||||
m_OriginKeyCodes["Home"] = GLFW_KEY_HOME;
|
||||
m_OriginKeyCodes["End"] = GLFW_KEY_END;
|
||||
m_OriginKeyCodes["CapsLock"] = GLFW_KEY_CAPS_LOCK;
|
||||
m_OriginKeyCodes["ScrollLock"] = GLFW_KEY_SCROLL_LOCK;
|
||||
m_OriginKeyCodes["NumLock"] = GLFW_KEY_NUM_LOCK;
|
||||
m_OriginKeyCodes["PrintScreen"] = GLFW_KEY_PRINT_SCREEN;
|
||||
m_OriginKeyCodes["Pause"] = GLFW_KEY_PAUSE;
|
||||
m_OriginKeyCodes["F1"] = GLFW_KEY_F1;
|
||||
m_OriginKeyCodes["F2"] = GLFW_KEY_F2;
|
||||
m_OriginKeyCodes["F3"] = GLFW_KEY_F3;
|
||||
m_OriginKeyCodes["F4"] = GLFW_KEY_F4;
|
||||
m_OriginKeyCodes["F5"] = GLFW_KEY_F5;
|
||||
m_OriginKeyCodes["F6"] = GLFW_KEY_F6;
|
||||
m_OriginKeyCodes["F7"] = GLFW_KEY_F7;
|
||||
m_OriginKeyCodes["F8"] = GLFW_KEY_F8;
|
||||
m_OriginKeyCodes["F9"] = GLFW_KEY_F9;
|
||||
m_OriginKeyCodes["F10"] = GLFW_KEY_F10;
|
||||
m_OriginKeyCodes["F11"] = GLFW_KEY_F11;
|
||||
m_OriginKeyCodes["F12"] = GLFW_KEY_F12;
|
||||
m_OriginKeyCodes["F13"] = GLFW_KEY_F13;
|
||||
m_OriginKeyCodes["F14"] = GLFW_KEY_F14;
|
||||
m_OriginKeyCodes["F15"] = GLFW_KEY_F15;
|
||||
m_OriginKeyCodes["F16"] = GLFW_KEY_F16;
|
||||
m_OriginKeyCodes["F17"] = GLFW_KEY_F17;
|
||||
m_OriginKeyCodes["F18"] = GLFW_KEY_F18;
|
||||
m_OriginKeyCodes["F19"] = GLFW_KEY_F19;
|
||||
m_OriginKeyCodes["F20"] = GLFW_KEY_F20;
|
||||
m_OriginKeyCodes["F21"] = GLFW_KEY_F21;
|
||||
m_OriginKeyCodes["F22"] = GLFW_KEY_F22;
|
||||
m_OriginKeyCodes["F23"] = GLFW_KEY_F23;
|
||||
m_OriginKeyCodes["F24"] = GLFW_KEY_F24;
|
||||
m_OriginKeyCodes["F25"] = GLFW_KEY_F25;
|
||||
m_OriginKeyCodes["KP0"] = GLFW_KEY_KP_0;
|
||||
m_OriginKeyCodes["KP1"] = GLFW_KEY_KP_1;
|
||||
m_OriginKeyCodes["KP2"] = GLFW_KEY_KP_2;
|
||||
m_OriginKeyCodes["KP3"] = GLFW_KEY_KP_3;
|
||||
m_OriginKeyCodes["KP4"] = GLFW_KEY_KP_4;
|
||||
m_OriginKeyCodes["KP5"] = GLFW_KEY_KP_5;
|
||||
m_OriginKeyCodes["KP6"] = GLFW_KEY_KP_6;
|
||||
m_OriginKeyCodes["KP7"] = GLFW_KEY_KP_7;
|
||||
m_OriginKeyCodes["KP8"] = GLFW_KEY_KP_8;
|
||||
m_OriginKeyCodes["KP9"] = GLFW_KEY_KP_9;
|
||||
m_OriginKeyCodes["KPDecimal"] = GLFW_KEY_KP_DECIMAL;
|
||||
m_OriginKeyCodes["KPDivide"] = GLFW_KEY_KP_DIVIDE;
|
||||
m_OriginKeyCodes["KPMultiply"] = GLFW_KEY_KP_MULTIPLY;
|
||||
m_OriginKeyCodes["KPSubtract"] = GLFW_KEY_KP_SUBTRACT;
|
||||
m_OriginKeyCodes["KPAdd"] = GLFW_KEY_KP_ADD;
|
||||
m_OriginKeyCodes["KPEnter"] = GLFW_KEY_KP_ENTER;
|
||||
m_OriginKeyCodes["KPEqual"] = GLFW_KEY_KP_EQUAL;
|
||||
m_OriginKeyCodes["LeftShift"] = GLFW_KEY_LEFT_SHIFT;
|
||||
m_OriginKeyCodes["LeftControl"] = GLFW_KEY_LEFT_CONTROL;
|
||||
m_OriginKeyCodes["LeftAlt"] = GLFW_KEY_LEFT_ALT;
|
||||
m_OriginKeyCodes["LeftSuper"] = GLFW_KEY_LEFT_SUPER;
|
||||
m_OriginKeyCodes["RightShift"] = GLFW_KEY_RIGHT_SHIFT;
|
||||
m_OriginKeyCodes["RightControl"] = GLFW_KEY_RIGHT_CONTROL;
|
||||
m_OriginKeyCodes["RightAlt"] = GLFW_KEY_RIGHT_ALT;
|
||||
m_OriginKeyCodes["RightSuper"] = GLFW_KEY_RIGHT_SUPER;
|
||||
m_OriginKeyCodes["Menu"] = GLFW_KEY_MENU;
|
||||
}
|
||||
|
||||
bool KeyboardInputHandler::BindOrigin(std::string origin, std::string command, float value)
|
||||
{
|
||||
auto originIt = m_OriginKeyCodes.find(origin);
|
||||
if (originIt == m_OriginKeyCodes.end()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
int keyCode = originIt->second;
|
||||
m_KeyBindings[keyCode] = std::make_tuple(command, value);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool KeyboardInputHandler::OnKeyDown(const Events::KeyDown& e)
|
||||
{
|
||||
auto it = m_KeyBindings.find(e.KeyCode);
|
||||
if (it == m_KeyBindings.end()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = it->second;
|
||||
m_CommandValues[command] += value;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool KeyboardInputHandler::OnKeyUp(const Events::KeyUp& e)
|
||||
{
|
||||
auto it = m_KeyBindings.find(e.KeyCode);
|
||||
if (it == m_KeyBindings.end()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = it->second;
|
||||
m_CommandValues[command] -= value;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
float KeyboardInputHandler::GetCommandValue(std::string command)
|
||||
{
|
||||
auto it = m_CommandValues.find(command);
|
||||
if (it != m_CommandValues.end()) {
|
||||
return m_CommandValues[command];
|
||||
} else {
|
||||
return 0.f;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,131 @@
|
||||
#include "Input/MouseInputHandler.h"
|
||||
|
||||
MouseInputHandler::MouseInputHandler(EventBroker* eventBroker, InputProxy* inputProxy)
|
||||
: InputHandler(eventBroker, inputProxy)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &MouseInputHandler::OnMousePress);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &MouseInputHandler::OnMouseRelease);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &MouseInputHandler::OnMouseMove);
|
||||
|
||||
m_OriginCodes["Mouse1"] = GLFW_MOUSE_BUTTON_1;
|
||||
m_OriginCodes["MouseLeft"] = GLFW_MOUSE_BUTTON_LEFT;
|
||||
m_OriginCodes["Mouse2"] = GLFW_MOUSE_BUTTON_2;
|
||||
m_OriginCodes["MouseRight"] = GLFW_MOUSE_BUTTON_RIGHT;
|
||||
m_OriginCodes["Mouse3"] = GLFW_MOUSE_BUTTON_3;
|
||||
m_OriginCodes["MouseMiddle"] = GLFW_MOUSE_BUTTON_MIDDLE;
|
||||
m_OriginCodes["Mouse4"] = GLFW_MOUSE_BUTTON_4;
|
||||
m_OriginCodes["Mouse5"] = GLFW_MOUSE_BUTTON_5;
|
||||
m_OriginCodes["Mouse6"] = GLFW_MOUSE_BUTTON_6;
|
||||
m_OriginCodes["Mouse7"] = GLFW_MOUSE_BUTTON_7;
|
||||
m_OriginCodes["Mouse8"] = GLFW_MOUSE_BUTTON_8;
|
||||
|
||||
m_OriginAxes["MouseX"] = 'X';
|
||||
m_OriginAxes["MouseY"] = 'Y';
|
||||
}
|
||||
|
||||
bool MouseInputHandler::BindOrigin(std::string origin, std::string command, float value)
|
||||
{
|
||||
bool result = false;
|
||||
|
||||
auto originCode = m_OriginCodes.find(origin);
|
||||
if (originCode != m_OriginCodes.end()) {
|
||||
int code = originCode->second;
|
||||
m_Bindings[code] = std::make_tuple(command, value);
|
||||
result = true;
|
||||
}
|
||||
|
||||
auto originAxis = m_OriginAxes.find(origin);
|
||||
if (originAxis != m_OriginAxes.end()) {
|
||||
char axis = originAxis->second;
|
||||
float multiplier = 1.f;
|
||||
// Sensitivity
|
||||
multiplier *= ResourceManager::Load<ConfigFile>("Input.ini")->Get<float>("Mouse.Sensitivity", 1.f);
|
||||
if (axis == 'Y') {
|
||||
if (ResourceManager::Load<ConfigFile>("Input.ini")->Get<bool>("Mouse.InvertPitch", false)) {
|
||||
multiplier *= -1.f;
|
||||
}
|
||||
}
|
||||
m_Axes[axis] = std::make_tuple(command, value * multiplier);
|
||||
result = true;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
float MouseInputHandler::GetCommandValue(std::string command)
|
||||
{
|
||||
auto it = m_CommandValues.find(command);
|
||||
if (it != m_CommandValues.end()) {
|
||||
return m_CommandValues[command];
|
||||
} else {
|
||||
return 0.f;
|
||||
}
|
||||
}
|
||||
|
||||
bool MouseInputHandler::OnMousePress(const Events::MousePress& e)
|
||||
{
|
||||
auto it = m_Bindings.find(e.Button);
|
||||
if (it == m_Bindings.end()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = it->second;
|
||||
m_CommandValues[command] += value;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MouseInputHandler::OnMouseRelease(const Events::MouseRelease& e)
|
||||
{
|
||||
auto it = m_Bindings.find(e.Button);
|
||||
if (it == m_Bindings.end()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = it->second;
|
||||
m_CommandValues[command] -= value;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MouseInputHandler::OnMouseMove(const Events::MouseMove& e)
|
||||
{
|
||||
if (std::abs(e.DeltaX) > 0) {
|
||||
auto it = m_Axes.find('X');
|
||||
if (it != m_Axes.end()) {
|
||||
Events::InputCommand ic;
|
||||
ic.PlayerID = -1;
|
||||
std::tie(ic.Command, ic.Value) = it->second;
|
||||
ic.Value *= e.DeltaX;
|
||||
m_InputProxy->Publish(ic);
|
||||
}
|
||||
}
|
||||
|
||||
if (std::abs(e.DeltaY) > 0) {
|
||||
auto it = m_Axes.find('Y');
|
||||
if (it != m_Axes.end()) {
|
||||
Events::InputCommand ic;
|
||||
ic.PlayerID = -1;
|
||||
std::tie(ic.Command, ic.Value) = it->second;
|
||||
ic.Value *= e.DeltaY;
|
||||
m_InputProxy->Publish(ic);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MouseInputHandler::hasOrigin(std::string origin)
|
||||
{
|
||||
if (m_OriginCodes.find(origin) == m_OriginCodes.end()) {
|
||||
return false;
|
||||
}
|
||||
if (m_OriginAxes.find(origin) == m_OriginAxes.end()) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,187 @@
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#include <windows.h>
|
||||
#include <Xinput.h>
|
||||
#pragma comment(lib, "Xinput.lib")
|
||||
#pragma comment(lib, "Xinput9_1_0.lib")
|
||||
#include "Input/XboxControllerInputHandler.h"
|
||||
|
||||
XboxControllerInputHandler::XboxControllerInputHandler(EventBroker* eventBroker, InputProxy* inputProxy)
|
||||
: InputHandler(eventBroker, inputProxy)
|
||||
{
|
||||
m_OriginButtons["GamepadUp"] = XINPUT_GAMEPAD_DPAD_UP;
|
||||
m_OriginButtons["GamepadDown"] = XINPUT_GAMEPAD_DPAD_DOWN;
|
||||
m_OriginButtons["GamepadLeft"] = XINPUT_GAMEPAD_DPAD_LEFT;
|
||||
m_OriginButtons["GamepadRight"] = XINPUT_GAMEPAD_DPAD_RIGHT;
|
||||
m_OriginButtons["GamepadStart"] = XINPUT_GAMEPAD_START;
|
||||
m_OriginButtons["GamepadBack"] = XINPUT_GAMEPAD_BACK;
|
||||
m_OriginButtons["GamepadLeftStick"] = XINPUT_GAMEPAD_LEFT_THUMB;
|
||||
m_OriginButtons["GamepadRightStick"] = XINPUT_GAMEPAD_RIGHT_THUMB;
|
||||
m_OriginButtons["GamepadLeftBumper"] = XINPUT_GAMEPAD_LEFT_SHOULDER;
|
||||
m_OriginButtons["GamepadRightBumper"] = XINPUT_GAMEPAD_RIGHT_SHOULDER;
|
||||
m_OriginButtons["GamepadA"] = XINPUT_GAMEPAD_A;
|
||||
m_OriginButtons["GamepadB"] = XINPUT_GAMEPAD_B;
|
||||
m_OriginButtons["GamepadX"] = XINPUT_GAMEPAD_X;
|
||||
m_OriginButtons["GamepadY"] = XINPUT_GAMEPAD_Y;
|
||||
m_OriginAxes["GamepadLeftX"] = 0;
|
||||
m_OriginAxes["GamepadLeftY"] = 1;
|
||||
m_OriginAxes["GamepadRightX"] = 2;
|
||||
m_OriginAxes["GamepadRightY"] = 3;
|
||||
m_OriginAxes["GamepadLeftTrigger"] = 4;
|
||||
m_OriginAxes["GamepadRightTrigger"] = 5;
|
||||
}
|
||||
|
||||
bool XboxControllerInputHandler::BindOrigin(std::string origin, std::string command, float value)
|
||||
{
|
||||
bool result = false;
|
||||
|
||||
auto originIt = m_OriginButtons.find(origin);
|
||||
if (originIt != m_OriginButtons.end()) {
|
||||
int button = originIt->second;
|
||||
m_ButtonBindings[button] = std::make_tuple(command, value);
|
||||
result = true;
|
||||
}
|
||||
|
||||
auto originAxis = m_OriginAxes.find(origin);
|
||||
if (originAxis != m_OriginAxes.end()) {
|
||||
char axis = originAxis->second;
|
||||
float multiplier = 0.5f;
|
||||
//// Sensitivity
|
||||
//multiplier *= ResourceManager::Load<ConfigFile>("Input.ini")->Get<float>("Mouse.Sensitivity", 1.f);
|
||||
//if (axis == 'Y') {
|
||||
// if (ResourceManager::Load<ConfigFile>("Input.ini")->Get<bool>("Mouse.InvertPitch", false)) {
|
||||
// multiplier *= -1.f;
|
||||
// }
|
||||
//}
|
||||
m_AxisBindings[axis] = std::make_tuple(command, value * multiplier);
|
||||
result = true;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void XboxControllerInputHandler::Update(double dt)
|
||||
{
|
||||
DWORD dwResult;
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++) {
|
||||
XINPUT_STATE state = { 0 };
|
||||
// Simply get the state of the controller from XInput.
|
||||
dwResult = XInputGetState(i, &state);
|
||||
if (dwResult == 0) {
|
||||
if (std::abs(state.Gamepad.sThumbLX) <= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbLX = 0;
|
||||
if (std::abs(state.Gamepad.sThumbLY) <= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbLY = 0;
|
||||
if (std::abs(state.Gamepad.sThumbRX) <= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbRX = 0;
|
||||
if (std::abs(state.Gamepad.sThumbRY) <= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbRY = 0;
|
||||
if (std::abs(state.Gamepad.bLeftTrigger) <= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
|
||||
state.Gamepad.bLeftTrigger = 0;
|
||||
if (std::abs(state.Gamepad.bRightTrigger) <= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
|
||||
state.Gamepad.bRightTrigger = 0;
|
||||
|
||||
//m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftX)] = state.Gamepad.sThumbLX / 32767.f;
|
||||
//m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftY)] = state.Gamepad.sThumbLY / 32767.f;
|
||||
//m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightX)] = state.Gamepad.sThumbRX / 32767.f;
|
||||
//m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightY)] = state.Gamepad.sThumbRY / 32767.f;
|
||||
//m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftTrigger)] = state.Gamepad.bLeftTrigger / 255.f;
|
||||
//m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightTrigger)] = state.Gamepad.bRightTrigger / 255.f;
|
||||
//PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftX);
|
||||
//PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftY);
|
||||
//PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightX);
|
||||
//PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightY);
|
||||
//PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftTrigger);
|
||||
//PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightTrigger);
|
||||
|
||||
for (auto& pair : m_OriginAxes) {
|
||||
const std::string& origin = pair.first;
|
||||
int axis = pair.second;
|
||||
auto& binding = m_AxisBindings.find(axis);
|
||||
if (binding == m_AxisBindings.end()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = binding->second;
|
||||
|
||||
Events::InputCommand e;
|
||||
e.PlayerID = -1;
|
||||
e.Command = command;
|
||||
e.Value = value * getAxisValue(state, axis);
|
||||
m_InputProxy->Publish(e);
|
||||
}
|
||||
|
||||
for (auto& pair : m_OriginButtons) {
|
||||
auto& binding = m_ButtonBindings.find(pair.second);
|
||||
if (binding == m_ButtonBindings.end()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = binding->second;
|
||||
bool pressed = static_cast<bool>(state.Gamepad.wButtons & binding->first);
|
||||
m_CommandValues[command] = (pressed) ? value : 0.f;
|
||||
}
|
||||
|
||||
//m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Up)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP);
|
||||
//m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Down)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN);
|
||||
//m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Left)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT);
|
||||
//m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Right)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT);
|
||||
//m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Start)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_START);
|
||||
//m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Back)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_BACK);
|
||||
//m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::LeftThumb)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB);
|
||||
//m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::RightThumb)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB);
|
||||
//m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::LeftShoulder)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
|
||||
//m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::RightShoulder)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
|
||||
//m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::A)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_A);
|
||||
//m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::B)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_B);
|
||||
//m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::X)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_X);
|
||||
//m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Y)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_Y);
|
||||
//PublishGamepadButtonIfChanged(i, Gamepad::Button::Up);
|
||||
//PublishGamepadButtonIfChanged(i, Gamepad::Button::Down);
|
||||
//PublishGamepadButtonIfChanged(i, Gamepad::Button::Left);
|
||||
//PublishGamepadButtonIfChanged(i, Gamepad::Button::Right);
|
||||
//PublishGamepadButtonIfChanged(i, Gamepad::Button::Start);
|
||||
//PublishGamepadButtonIfChanged(i, Gamepad::Button::Back);
|
||||
//PublishGamepadButtonIfChanged(i, Gamepad::Button::LeftThumb);
|
||||
//PublishGamepadButtonIfChanged(i, Gamepad::Button::RightThumb);
|
||||
//PublishGamepadButtonIfChanged(i, Gamepad::Button::LeftShoulder);
|
||||
//PublishGamepadButtonIfChanged(i, Gamepad::Button::RightShoulder);
|
||||
//PublishGamepadButtonIfChanged(i, Gamepad::Button::A);
|
||||
//PublishGamepadButtonIfChanged(i, Gamepad::Button::B);
|
||||
//PublishGamepadButtonIfChanged(i, Gamepad::Button::X);
|
||||
//PublishGamepadButtonIfChanged(i, Gamepad::Button::Y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float XboxControllerInputHandler::GetCommandValue(std::string command)
|
||||
{
|
||||
auto it = m_CommandValues.find(command);
|
||||
if (it != m_CommandValues.end()) {
|
||||
return m_CommandValues[command];
|
||||
} else {
|
||||
return 0.f;
|
||||
}
|
||||
}
|
||||
|
||||
float XboxControllerInputHandler::getAxisValue(XINPUT_STATE& state, int axis)
|
||||
{
|
||||
switch (axis) {
|
||||
case 0:
|
||||
return state.Gamepad.sThumbLX / 32767.f;
|
||||
case 1:
|
||||
return state.Gamepad.sThumbLY / 32767.f;
|
||||
case 2:
|
||||
return state.Gamepad.sThumbRX / 32767.f;
|
||||
case 3:
|
||||
return state.Gamepad.sThumbRY / 32767.f;
|
||||
case 4:
|
||||
return state.Gamepad.bLeftTrigger / 255.f;
|
||||
case 5:
|
||||
return state.Gamepad.bRightTrigger / 255.f;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,66 +0,0 @@
|
||||
#include "Rendering/DrawScenePass.h"
|
||||
|
||||
DrawScenePass::DrawScenePass(IRenderer* renderer)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
InitializeTextures();
|
||||
InitializeShaderPrograms();
|
||||
}
|
||||
|
||||
void DrawScenePass::InitializeTextures()
|
||||
{
|
||||
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
|
||||
}
|
||||
|
||||
void DrawScenePass::InitializeShaderPrograms()
|
||||
{
|
||||
//Gör så att shaders är en resource, tex som texture classen. Konstruktorn måste vara privat.
|
||||
m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#BasicForwardProgram");
|
||||
|
||||
m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
|
||||
m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
|
||||
m_BasicForwardProgram->Compile();
|
||||
m_BasicForwardProgram->Link();
|
||||
|
||||
|
||||
}
|
||||
|
||||
void DrawScenePass::Draw(RenderQueueCollection& rq)
|
||||
{
|
||||
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
GLERROR("DrawScenePass::Draw: Pre");
|
||||
|
||||
DrawScenePassState state;
|
||||
m_BasicForwardProgram->Bind();
|
||||
|
||||
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
for (auto &job : rq.Forward) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
GLuint ShaderHandle = m_BasicForwardProgram->GetHandle();
|
||||
|
||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
|
||||
glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
||||
|
||||
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
|
||||
if (modelJob->DiffuseTexture != nullptr) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
GLERROR("DrawScenePass::Draw: End");
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
#include "Rendering/DrawScenePassState.h"
|
||||
|
||||
|
||||
DrawScenePassState::DrawScenePassState()
|
||||
{
|
||||
GLERROR("---");
|
||||
BindBuffer(0);
|
||||
GLERROR("---");
|
||||
Enable(GL_DEPTH_TEST);
|
||||
Enable(GL_CULL_FACE);
|
||||
ClearColor(glm::vec4(255.f / 255, 163.f / 255, 176.f / 255, 0.f));
|
||||
Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
DrawScenePassState::~DrawScenePassState()
|
||||
{
|
||||
|
||||
}
|
||||
@@ -48,21 +48,13 @@ void FrameBuffer::Generate()
|
||||
switch ((*it)->m_ResourceType) {
|
||||
case GL_TEXTURE_2D:
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
|
||||
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
|
||||
|
||||
break;
|
||||
case GL_RENDERBUFFER:
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
|
||||
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
|
||||
if ( (*it)->m_Attachment != GL_COLOR_ATTACHMENT0 ||
|
||||
(*it)->m_Attachment != GL_DEPTH_ATTACHMENT ||
|
||||
(*it)->m_Attachment != GL_STENCIL_ATTACHMENT)
|
||||
{
|
||||
LOG_ERROR("RenderBuffer Attachment not valid.");
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
GLERROR("FrameBuffer generate");
|
||||
|
||||
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT) {
|
||||
attachments.push_back((*it)->m_Attachment);
|
||||
|
||||
@@ -1,118 +0,0 @@
|
||||
#include "Rendering/PickingPass.h"
|
||||
|
||||
PickingPass::PickingPass(IRenderer* renderer, EventBroker* eb)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
m_EventBroker = eb;
|
||||
|
||||
InitializeTextures();
|
||||
InitializeFrameBuffers();
|
||||
InitializeShaderPrograms();
|
||||
}
|
||||
|
||||
PickingPass::~PickingPass()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void PickingPass::InitializeTextures()
|
||||
{
|
||||
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
|
||||
glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
||||
}
|
||||
|
||||
void PickingPass::InitializeFrameBuffers()
|
||||
{
|
||||
glGenRenderbuffers(1, &m_DepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_PickingBuffer.Generate();
|
||||
}
|
||||
|
||||
void PickingPass::InitializeShaderPrograms()
|
||||
{
|
||||
m_PickingProgram = ResourceManager::Load<ShaderProgram>("#PickingProgram");
|
||||
|
||||
m_PickingProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Picking.vert.glsl")));
|
||||
m_PickingProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
|
||||
m_PickingProgram->Compile();
|
||||
m_PickingProgram->BindFragDataLocation(0, "TextureFragment");
|
||||
m_PickingProgram->Link();
|
||||
}
|
||||
|
||||
void PickingPass::Draw(RenderQueueCollection& rq)
|
||||
{
|
||||
m_PickingColorsToEntity.clear();
|
||||
PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
|
||||
|
||||
int r = 1;
|
||||
int g = 0;
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
|
||||
GLuint ShaderHandle = m_PickingProgram->GetHandle();
|
||||
m_PickingProgram->Bind();
|
||||
|
||||
for (auto &job : rq.Forward) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
|
||||
if (modelJob) {
|
||||
//---------------
|
||||
//TODO: Renderer: IMPORTANT: Fixa detta så det inte loopar igenom listan varje frame.
|
||||
//---------------
|
||||
int pickColor[2] = { r, g };
|
||||
for (auto i : m_PickingColorsToEntity) {
|
||||
if (modelJob->Entity == i.second) {
|
||||
pickColor[0] = i.first.x;
|
||||
pickColor[1] = i.first.y;
|
||||
r -= 1;
|
||||
}
|
||||
}
|
||||
m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity;
|
||||
|
||||
//Render picking stuff
|
||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, nullptr, modelJob->StartIndex);
|
||||
r += 1;
|
||||
if (r > 255) {
|
||||
r = 0;
|
||||
g += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
m_PickingBuffer.Unbind();
|
||||
GLERROR("PickingPass Error");
|
||||
|
||||
//Publish pick event every frame with the pick data that can be picked by the event
|
||||
Events::Picking pickEvent = Events::Picking(
|
||||
&m_PickingBuffer,
|
||||
&m_DepthBuffer,
|
||||
m_Renderer->Camera()->ProjectionMatrix(),
|
||||
m_Renderer->Camera()->ViewMatrix(),
|
||||
m_Renderer->Resolution(),
|
||||
&m_PickingColorsToEntity);
|
||||
|
||||
m_EventBroker->Publish(pickEvent);
|
||||
}
|
||||
|
||||
void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
||||
{
|
||||
//TODO: Renderer: Make this in a sparate class
|
||||
glGenTextures(1, texture);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
||||
GLERROR("Texture initialization failed");
|
||||
}
|
||||
@@ -1,20 +0,0 @@
|
||||
#include "Rendering/PickingPassState.h"
|
||||
|
||||
|
||||
PickingPassState::PickingPassState(GLuint frameBuffer)
|
||||
{
|
||||
GLERROR("---2");
|
||||
BindBuffer(frameBuffer);
|
||||
GLERROR("---3");
|
||||
Enable(GL_DEPTH_TEST);
|
||||
Enable(GL_CULL_FACE);
|
||||
|
||||
glm::vec4 clearColor = glm::vec4(0.f);
|
||||
ClearColor(clearColor);
|
||||
Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
PickingPassState::~PickingPassState()
|
||||
{
|
||||
|
||||
}
|
||||
@@ -1,105 +0,0 @@
|
||||
#include "Rendering/RenderState.h"
|
||||
|
||||
RenderState::RenderState()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool RenderState::Enable(GLenum GLEnable)
|
||||
{
|
||||
if(glIsEnabled(GLEnable))
|
||||
{
|
||||
//LOG_WARNING("Trying to enable somthing that is already enabled.");
|
||||
return false;
|
||||
}
|
||||
m_Enables.push_back(GLEnable);
|
||||
glEnable(GLEnable);
|
||||
if (GLERROR("RenderState::Enable"))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RenderState::CullFace(GLenum GLCullFace)
|
||||
{
|
||||
if(!glIsEnabled(GL_CULL_FACE))
|
||||
{
|
||||
//LOG_ERROR("Setting GL_CULL_FACE without enabling it.");
|
||||
Enable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
glCullFace(GLCullFace);
|
||||
if (GLERROR("RenderState::CullFace"))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RenderState::ClearColor(glm::vec4 color)
|
||||
{
|
||||
glGetFloatv(GL_COLOR_CLEAR_VALUE, &m_preClearColor[0]);
|
||||
glClearColor(color.r, color.g, color.b, color.a);
|
||||
if (GLERROR("RenderState::ClearColor")) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RenderState::Clear(GLbitfield mask)
|
||||
{
|
||||
glClear(mask);
|
||||
if (GLERROR("RenderState::Clear")) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RenderState::BindBuffer(GLint buffer)
|
||||
{
|
||||
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_preBuffer);
|
||||
if (buffer == m_preBuffer)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, buffer);
|
||||
if (GLERROR("RenderState::BindBuffer"))
|
||||
{
|
||||
printf("BufferID: %i\npreBufferID: %i\n", buffer, m_preBuffer);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
RenderState::~RenderState()
|
||||
{
|
||||
GLERROR("RenderState::~RenderState Pre");
|
||||
GLint n_buffer = -1;
|
||||
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &n_buffer);
|
||||
|
||||
//Set cullface to default
|
||||
if (glIsEnabled(GL_CULL_FACE)) {
|
||||
glCullFace(GL_BACK);
|
||||
}
|
||||
GLERROR("RenderState::~RenderState glCullFace");
|
||||
|
||||
//Set color to default
|
||||
glClearColor(m_preClearColor[0], m_preClearColor[1], m_preClearColor[2], m_preClearColor[3]);
|
||||
GLERROR("RenderState::~RenderState glClearColor");
|
||||
|
||||
//Disable Enables
|
||||
for (auto i : m_Enables)
|
||||
{
|
||||
glDisable(i);
|
||||
}
|
||||
GLERROR("RenderState::~RenderState glDisable");
|
||||
|
||||
if(m_preBuffer != 0)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
m_Enables.clear();
|
||||
GLERROR("RenderState::~RenderState glBindFramebuffer");
|
||||
}
|
||||
|
||||
+172
-199
@@ -1,22 +1,21 @@
|
||||
#include "Rendering/Renderer.h"
|
||||
#include "Rendering/DebugCameraInputController.h"
|
||||
|
||||
void Renderer::Initialize()
|
||||
{
|
||||
InitializeWindow();
|
||||
// Create default camera
|
||||
m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(90.0f), 0.01f, 5000.f);
|
||||
m_DefaultCamera->SetPosition(glm::vec3(0, 1, 10));
|
||||
m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
|
||||
m_DefaultCamera->SetPosition(glm::vec3(0, 0, 10));
|
||||
if (m_Camera == nullptr) {
|
||||
m_Camera = m_DefaultCamera;
|
||||
}
|
||||
TEMPCreateLights();
|
||||
InitializeRenderPasses();
|
||||
|
||||
glfwSwapInterval(m_VSYNC);
|
||||
InitializeShaders();
|
||||
InitializeTextures();
|
||||
InitializeSSBOs();
|
||||
CalculateFrustum();
|
||||
InitializeFrameBuffers();
|
||||
|
||||
|
||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
|
||||
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
|
||||
@@ -65,33 +64,28 @@ void Renderer::InitializeWindow()
|
||||
|
||||
void Renderer::InitializeShaders()
|
||||
{
|
||||
m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#m_BasicForwardProgram");
|
||||
m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
|
||||
m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
|
||||
m_BasicForwardProgram.Compile();
|
||||
m_BasicForwardProgram.Link();
|
||||
|
||||
m_DrawScreenQuadProgram = ResourceManager::Load<ShaderProgram>("#DrawScreenQuadProgram");
|
||||
m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
|
||||
m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
|
||||
m_DrawScreenQuadProgram->Compile();
|
||||
m_DrawScreenQuadProgram->Link();
|
||||
m_PickingProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Picking.vert.glsl")));
|
||||
m_PickingProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
|
||||
m_PickingProgram.Compile();
|
||||
m_PickingProgram.BindFragDataLocation(0, "TextureFragment");
|
||||
m_PickingProgram.Link();
|
||||
|
||||
m_CalculateFrustumProgram = ResourceManager::Load<ShaderProgram>("#CalculateFrustumProgram");
|
||||
m_CalculateFrustumProgram->AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
|
||||
m_CalculateFrustumProgram->Compile();
|
||||
m_CalculateFrustumProgram->Link();
|
||||
m_DrawScreenQuadProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
|
||||
m_DrawScreenQuadProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
|
||||
m_DrawScreenQuadProgram.Compile();
|
||||
m_DrawScreenQuadProgram.Link();
|
||||
|
||||
m_LightCullProgram = ResourceManager::Load<ShaderProgram>("#LightCullProgram");
|
||||
m_LightCullProgram->AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/cullLights.comp.glsl")));
|
||||
m_LightCullProgram->Compile();
|
||||
m_LightCullProgram->Link();
|
||||
|
||||
m_ForwardPlusProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram");
|
||||
m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||
m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
|
||||
m_ForwardPlusProgram->Compile();
|
||||
m_ForwardPlusProgram->Link();
|
||||
}
|
||||
|
||||
void Renderer::InputUpdate(double dt)
|
||||
{
|
||||
static DebugCameraInputController<Renderer> firstPersonInputController(m_EventBroker, -1);
|
||||
|
||||
glm::vec3 m_Position = m_Camera->Position();
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_O) == GLFW_PRESS)
|
||||
{
|
||||
@@ -121,29 +115,9 @@ void Renderer::InputUpdate(double dt)
|
||||
m_CameraMoveSpeed = 0.5f;
|
||||
}
|
||||
|
||||
static double mousePosX, mousePosY;
|
||||
glfwGetCursorPos(m_Window, &mousePosX, &mousePosY);
|
||||
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_SPACE) == GLFW_PRESS) {
|
||||
|
||||
|
||||
double deltaX, deltaY;
|
||||
deltaX = mousePosX - (float)Resolution().Width / 2;
|
||||
deltaY = mousePosY - (float)Resolution().Height / 2;
|
||||
|
||||
float rotationY = -deltaY / 300.f;
|
||||
float rotationX = -deltaX / 300.f;
|
||||
glm::quat orientation = m_Camera->Orientation();
|
||||
|
||||
|
||||
orientation = orientation * glm::angleAxis<float>(rotationY, glm::vec3(1, 0, 0));
|
||||
orientation = glm::angleAxis<float>(rotationX, glm::vec3(0, 1, 0)) * orientation;
|
||||
|
||||
m_Camera->SetOrientation(orientation);
|
||||
|
||||
glfwSetCursorPos(m_Window, Resolution().Width / 2, Resolution().Height / 2);
|
||||
}
|
||||
m_Camera->SetPosition(m_Position);
|
||||
firstPersonInputController.Update(dt);
|
||||
m_Camera->SetOrientation(firstPersonInputController.Orientation());
|
||||
m_Camera->SetPosition(firstPersonInputController.Position());
|
||||
}
|
||||
|
||||
void Renderer::Update(double dt)
|
||||
@@ -154,170 +128,33 @@ void Renderer::Update(double dt)
|
||||
|
||||
void Renderer::Draw(RenderQueueCollection& rq)
|
||||
{
|
||||
m_PickingPass->Draw(rq);
|
||||
//DrawScreenQuad(m_PickingPass->PickingTexture());
|
||||
CullLights();
|
||||
//TODO: Renderer: Kanske borde vara längst upp i update.
|
||||
PickingPass(rq);
|
||||
DrawScreenQuad(m_PickingTexture);
|
||||
|
||||
//m_DrawScenePass->Draw(rq);
|
||||
DrawForwardPlus(rq);
|
||||
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
|
||||
DrawScene(rq);
|
||||
glfwSwapBuffers(m_Window);
|
||||
}
|
||||
|
||||
void Renderer::DrawScreenQuad(GLuint textureToDraw)
|
||||
void Renderer::DrawScene(RenderQueueCollection& rq)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
glClearColor(0.f, 0.f, 0.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
|
||||
m_DrawScreenQuadProgram->Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, textureToDraw);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->TextureGroups[0].EndIndex - m_ScreenQuad->TextureGroups[0].StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups[0].StartIndex);
|
||||
}
|
||||
|
||||
void Renderer::InitializeTextures()
|
||||
{
|
||||
m_ErrorTexture=ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
|
||||
m_WhiteTexture=ResourceManager::Load<Texture>("Textures/Core/Blank.png");
|
||||
}
|
||||
|
||||
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
|
||||
{
|
||||
glGenTextures(1, texture);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, NULL);//TODO: Renderer: Fix the precision and Resolution
|
||||
GLERROR("Texture initialization failed");
|
||||
}
|
||||
|
||||
void Renderer::InitializeSSBOs()
|
||||
{
|
||||
printf("Size: %i\n", sizeof(m_Frustums));
|
||||
glGenBuffers(1, &m_FrustumSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_Frustums), &m_Frustums, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_FrustumSSBO");
|
||||
|
||||
glGenBuffers(1, &m_LightSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_PointLights), &m_PointLights, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_LightSSBO");
|
||||
|
||||
|
||||
|
||||
glGenBuffers(1, &m_LightGridSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightGrid), &m_LightGrid, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_LightGridSSBO");
|
||||
|
||||
|
||||
glGenBuffers(1, &m_LightOffsetSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_LightOffsetSSBO");
|
||||
|
||||
|
||||
glGenBuffers(1, &m_LightIndexSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightIndexSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightIndex), &m_LightIndex, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_LightIndexSSBO");
|
||||
|
||||
}
|
||||
|
||||
void Renderer::InitializeRenderPasses()
|
||||
{
|
||||
m_DrawScenePass = new DrawScenePass(this);
|
||||
m_PickingPass = new PickingPass(this, m_EventBroker);
|
||||
}
|
||||
|
||||
void Renderer::CalculateFrustum()
|
||||
{
|
||||
GLERROR("CalculateFrustum Error: Pre");
|
||||
|
||||
m_CalculateFrustumProgram->Bind();
|
||||
|
||||
|
||||
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(m_Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Resolution.Width, m_Resolution.Height);
|
||||
glDispatchCompute(5, 3, 1);
|
||||
|
||||
GLERROR("CalculateFrustum Error: End");
|
||||
}
|
||||
|
||||
void Renderer::TEMPCreateLights()
|
||||
{
|
||||
for (int i = 0; i < NUM_LIGHTS; i++)
|
||||
{
|
||||
glm::vec3 pos = glm::vec3(cos(i) * i/10.f , 0.5f, sin(i) * i/10.f);
|
||||
m_PointLights[i].Position = glm::vec4(pos, 1.f);
|
||||
m_PointLights[i].Color = glm::vec4(rand()%255 / 255.f, rand()%255 / 255.f, rand()%255 / 255.f, 1.f);
|
||||
m_PointLights[i].Radius = 5.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::CullLights()
|
||||
{
|
||||
GLERROR("CullLights Error: Pre");
|
||||
m_LightOffset = 0;
|
||||
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
|
||||
|
||||
m_LightCullProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_LightCullProgram->GetHandle(), "V"), 1, false, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
|
||||
glDispatchCompute(m_Resolution.Width / TILE_SIZE, m_Resolution.Height / TILE_SIZE, 1);
|
||||
|
||||
GLERROR("CullLights Error: End");
|
||||
|
||||
}
|
||||
|
||||
void Renderer::DrawForwardPlus(RenderQueueCollection& rq)
|
||||
{
|
||||
GLERROR("Renderer::DrawForwardPlus: Pre");
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
//TODO: Render: Clean up draw code
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glClearColor(200.f / 255, 0.f / 255, 200.f / 255, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_ForwardPlusProgram->Bind();
|
||||
GLuint ShaderHandle = m_ForwardPlusProgram->GetHandle();
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
for (auto &job : rq.Forward) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
GLuint ShaderHandle = m_BasicForwardProgram.GetHandle();
|
||||
|
||||
m_BasicForwardProgram.Bind();
|
||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
@@ -340,6 +177,142 @@ void Renderer::DrawForwardPlus(RenderQueueCollection& rq)
|
||||
continue;
|
||||
}
|
||||
}
|
||||
GLERROR("Renderer::DrawForwardPlus: End");
|
||||
GLERROR("DrawScene Error");
|
||||
}
|
||||
|
||||
void Renderer::PickingPass(RenderQueueCollection& rq)
|
||||
{
|
||||
m_PickingColorsToEntity.clear();
|
||||
m_PickingBuffer.Bind();
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
glClearColor(0.f, 0.f, 0.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
int r = 1;
|
||||
int g = 0;
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
|
||||
|
||||
GLuint ShaderHandle = m_PickingProgram.GetHandle();
|
||||
m_PickingProgram.Bind();
|
||||
|
||||
for (auto &job : rq.Forward) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
|
||||
if (modelJob) {
|
||||
//---------------
|
||||
//TODO: Renderer: IMPORTANT: Fixa detta så det inte loopar igenom listan varje frame.
|
||||
//---------------
|
||||
int pickColor[2] = { r, g };
|
||||
for (auto i : m_PickingColorsToEntity) {
|
||||
if(modelJob->Entity == i.second) {
|
||||
pickColor[0] = i.first.x;
|
||||
pickColor[1] = i.first.y;
|
||||
r -= 1;
|
||||
}
|
||||
}
|
||||
m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity;
|
||||
|
||||
|
||||
//Render picking stuff
|
||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
|
||||
r += 1;
|
||||
if(r > 255) {
|
||||
r = 0;
|
||||
g += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
m_PickingBuffer.Unbind();
|
||||
GLERROR("PickingPass Error");
|
||||
|
||||
//Publish pick event every frame with the pick data that can be picked by the event
|
||||
Events::Picking pickEvent = Events::Picking(
|
||||
&m_PickingBuffer,
|
||||
&m_DepthBuffer,
|
||||
m_Camera->ProjectionMatrix(),
|
||||
m_Camera->ViewMatrix(),
|
||||
m_Resolution,
|
||||
&m_PickingColorsToEntity);
|
||||
|
||||
m_EventBroker->Publish(pickEvent);
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Renderer::DrawScreenQuad(GLuint textureToDraw)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
glClearColor(0.f, 0.f, 0.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
|
||||
m_DrawScreenQuadProgram.Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, textureToDraw);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->TextureGroups[0].EndIndex - m_ScreenQuad->TextureGroups[0].StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups[0].StartIndex);
|
||||
}
|
||||
|
||||
|
||||
void Renderer::InitializeTextures()
|
||||
{
|
||||
m_ErrorTexture=ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
|
||||
m_WhiteTexture=ResourceManager::Load<Texture>("Textures/Core/Blank.png");
|
||||
/*
|
||||
glGenTextures(1, &m_PickingTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_PickingTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, m_Resolution.Width, m_Resolution.Height, 0, GL_RG, GL_FLOAT, NULL);//TODO: Renderer: Fix the precision and Resolution
|
||||
GLERROR("m_PickingTexture initialization failed");
|
||||
*/
|
||||
|
||||
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
|
||||
glm::vec2(m_Resolution.Width, m_Resolution.Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
||||
}
|
||||
|
||||
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
|
||||
{
|
||||
glGenTextures(1, texture);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, NULL);//TODO: Renderer: Fix the precision and Resolution
|
||||
GLERROR("Texture initialization failed");
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Renderer::InitializeFrameBuffers()//TODO: Renderer: Get this to a better location, as its really big
|
||||
{
|
||||
glGenRenderbuffers(1, &m_DepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
|
||||
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_PickingBuffer.Generate();
|
||||
}
|
||||
+20
-11
@@ -6,7 +6,6 @@ Game::Game(int argc, char* argv[])
|
||||
ResourceManager::RegisterType<Model>("Model");
|
||||
ResourceManager::RegisterType<Texture>("Texture");
|
||||
ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
|
||||
ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
|
||||
|
||||
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
|
||||
@@ -27,10 +26,14 @@ Game::Game(int argc, char* argv[])
|
||||
m_Config->Get<int>("Video.Height", 720)
|
||||
));
|
||||
m_Renderer->Initialize();
|
||||
m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
|
||||
|
||||
// Create input manager
|
||||
m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker);
|
||||
m_InputProxy = new InputProxy(m_EventBroker);
|
||||
m_InputProxy->AddHandler<KeyboardInputHandler>();
|
||||
m_InputProxy->AddHandler<MouseInputHandler>();
|
||||
m_InputProxy->AddHandler<XboxControllerInputHandler>();
|
||||
m_InputProxy->LoadBindings("Input.ini");
|
||||
|
||||
// Create the root level GUI frame
|
||||
m_FrameStack = new GUI::Frame(m_EventBroker);
|
||||
@@ -53,7 +56,7 @@ Game::Game(int argc, char* argv[])
|
||||
|
||||
m_LastTime = glfwGetTime();
|
||||
|
||||
testIntialize();
|
||||
debugInitialize();
|
||||
}
|
||||
|
||||
Game::~Game()
|
||||
@@ -68,19 +71,25 @@ void Game::Tick()
|
||||
double dt = currentTime - m_LastTime;
|
||||
m_LastTime = currentTime;
|
||||
|
||||
// Handle input in a weird looking but responsive way
|
||||
m_EventBroker->Process<InputManager>();
|
||||
m_EventBroker->Swap();
|
||||
m_InputManager->Update(dt);
|
||||
m_EventBroker->Swap();
|
||||
m_InputProxy->Update(dt);
|
||||
m_EventBroker->Swap();
|
||||
m_EventBroker->Clear();
|
||||
m_InputProxy->Process();
|
||||
m_EventBroker->Swap();
|
||||
|
||||
// Iterate through systems and update world!
|
||||
m_SystemPipeline->Update(m_World, dt);
|
||||
testTick(dt);
|
||||
debugTick(dt);
|
||||
m_Renderer->Update(dt);
|
||||
|
||||
m_RenderQueueFactory->Update(m_World);
|
||||
GLERROR("Game::Tick m_RenderQueueFactory->Update");
|
||||
m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
|
||||
GLERROR("Game::Tick m_Renderer->Draw");
|
||||
|
||||
m_EventBroker->Swap();
|
||||
m_EventBroker->Clear();
|
||||
|
||||
@@ -88,9 +97,9 @@ void Game::Tick()
|
||||
}
|
||||
|
||||
|
||||
bool Game::testOnKeyUp(const Events::KeyUp& e)
|
||||
bool Game::debugOnInputCommand(const Events::InputCommand& e)
|
||||
{
|
||||
if (e.KeyCode == GLFW_KEY_R) {
|
||||
if (e.Command == "DebugReload" && e.Value == 1) {
|
||||
std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
|
||||
if (!mapToLoad.empty()) {
|
||||
delete m_World;
|
||||
@@ -103,12 +112,12 @@ bool Game::testOnKeyUp(const Events::KeyUp& e)
|
||||
return false;
|
||||
}
|
||||
|
||||
void Game::testIntialize()
|
||||
void Game::debugInitialize()
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Game::testOnKeyUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Game::debugOnInputCommand);
|
||||
}
|
||||
|
||||
void Game::testTick(double dt)
|
||||
void Game::debugTick(double dt)
|
||||
{
|
||||
m_EventBroker->Process<Game>();
|
||||
}
|
||||
|
||||
@@ -21,6 +21,7 @@ RMDIR /S /Q "%DeployLocation%\Shaders"
|
||||
MKLINK "%DeployLocation%\Shaders\" "resources\Shaders" /J
|
||||
:: Configuration files
|
||||
MKLINK "%DeployLocation%\DefaultConfig.ini" "resources\DefaultConfig.ini" /H
|
||||
MKLINK "%DeployLocation%\DefaultInput.ini" "resources\DefaultInput.ini" /H
|
||||
|
||||
:: Platform specific binaries
|
||||
IF "%~1"=="" GOTO :EOF
|
||||
|
||||
Reference in New Issue
Block a user