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43 Commits
SeeTeamMates
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CubeMap
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+1
-1
Submodule assets updated: 1e7adc749e...10a611659d
@@ -24,6 +24,19 @@
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|||||||
#include "Network/EInterpolate.h"
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#include "Network/EInterpolate.h"
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||||||
#include "Network/SnapshotFilter.h"
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#include "Network/SnapshotFilter.h"
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#include "Core/EPlayerSpawned.h"
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#include "Core/EPlayerSpawned.h"
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#include "Network/ESearchForServers.h"
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struct ServerInfo
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{
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ServerInfo(std::string a, int b, std::string c, int d)
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{
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Address = a; Port = b; Name = c; PlayersConnected = d;
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}
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std::string Address = "";
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int Port = 0;
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std::string Name = "";
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int PlayersConnected = 0;
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};
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class Client : public Network
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class Client : public Network
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{
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{
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@@ -82,18 +95,22 @@ public:
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void parseTCPConnect(Packet& packet);
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void parseTCPConnect(Packet& packet);
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void parsePlayerConnected(Packet& packet);
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void parsePlayerConnected(Packet& packet);
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void parsePing();
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void parsePing();
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void parseServerlist(Packet& packet);
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void parseKick();
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void parseKick();
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void parsePlayersSpawned(Packet& packet);
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void parsePlayersSpawned(Packet& packet);
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void parseEntityDeletion(Packet& packet);
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void parseEntityDeletion(Packet& packet);
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void parsePlayerDamage(Packet& packet);
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void parseComponentDeletion(Packet& packet);
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void parseComponentDeletion(Packet& packet);
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void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
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void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
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void parseSnapshot(Packet& packet);
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void parseSnapshot(Packet& packet);
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void UpdateLocalCapturePointHUD(EntityWrapper capturePointHUD);
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void identifyPacketLoss();
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void identifyPacketLoss();
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void hasServerTimedOut();
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void hasServerTimedOut();
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EntityID createPlayer();
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EntityID createPlayer();
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void sendInputCommands();
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void sendInputCommands();
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void sendLocalPlayerTransform();
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void sendLocalPlayerTransform();
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void becomePlayer();
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void becomePlayer();
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void displayServerlist();
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// Mapping Logic
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// Mapping Logic
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// Returns if local EntityID exist in map
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// Returns if local EntityID exist in map
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bool clientServerMapsHasEntity(EntityID clientEntityID);
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bool clientServerMapsHasEntity(EntityID clientEntityID);
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@@ -109,10 +126,16 @@ public:
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bool OnPlayerDamage(const Events::PlayerDamage& e);
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bool OnPlayerDamage(const Events::PlayerDamage& e);
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EventRelay<Client, Events::PlayerSpawned> m_EPlayerSpawned;
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EventRelay<Client, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(const Events::PlayerSpawned& e);
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bool OnPlayerSpawned(const Events::PlayerSpawned& e);
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void parsePlayerDamage(Packet& packet);
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EventRelay< Client, Events::SearchForServers> m_ESearchForServers;
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bool OnSearchForServers(const Events::SearchForServers& e);
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private:
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private:
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UDPClient m_Unreliable;
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UDPClient m_Unreliable;
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UDPClient m_ServerlistRequest;
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TCPClient m_Reliable;
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TCPClient m_Reliable;
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std::vector<ServerInfo> m_Serverlist;
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bool m_SearchingForServers = false;
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std::clock_t m_StartSearchTime;
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double m_SearchingTime = 2000; // Config I guess
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};
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};
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#endif
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#endif
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@@ -0,0 +1,12 @@
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#ifndef Events_SearchForServers_h__
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#define Events_SearchForServers_h__
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#include "Core/Event.h"
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namespace Events
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{
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struct SearchForServers : public Event { };
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}
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#endif
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@@ -1,13 +0,0 @@
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#ifndef HybridClient_h__
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#define HybridClient_h__
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class HybridClient
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{
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public:
|
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HybridClient();
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~HybridClient();
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private:
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|
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|
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};
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|
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#endif
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@@ -1,12 +0,0 @@
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#ifndef HybridServer_h__
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#define HybridServer_h__
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class HybridServer
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{
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public:
|
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HybridServer();
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~HybridServer();
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private:
|
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||||||
};
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|
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#endif
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@@ -19,6 +19,7 @@ enum class MessageType
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EntityDeleted,
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EntityDeleted,
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ComponentDeleted,
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ComponentDeleted,
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PlayerTransform,
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PlayerTransform,
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ServerlistRequest,
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Invalid
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Invalid
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||||||
};
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};
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@@ -9,13 +9,16 @@ typedef unsigned int PacketID;
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class NetworkClient
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class NetworkClient
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{
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{
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public:
|
public:
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NetworkClient();
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virtual ~NetworkClient();
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virtual void Connect(std::string playerName, std::string address, int port) = 0;
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virtual void Connect(std::string playerName, std::string address, int port) = 0;
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virtual void Disconnect() = 0;
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virtual void Disconnect() = 0;
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virtual void Receive(Packet& packet) = 0;
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virtual void Receive(Packet& packet) = 0;
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virtual void Send(Packet & packet) = 0;
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virtual void Send(Packet & packet) = 0;
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virtual bool IsSocketAvailable() = 0;
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virtual bool IsSocketAvailable() = 0;
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protected:
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protected:
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char m_ReadBuffer[BUFFERSIZE] = { 0 };
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char* m_ReadBuffer;
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unsigned int m_BufferSize = BUFFERSIZE;
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};
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};
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#endif
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#endif
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@@ -10,12 +10,15 @@ typedef unsigned int PacketID;
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class NetworkServer
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class NetworkServer
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{
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{
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public:
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public:
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NetworkServer();
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virtual ~NetworkServer();
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virtual void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers) = 0;
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virtual void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers) = 0;
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virtual void Receive(Packet & packet, PlayerDefinition & playerDefinition) = 0;
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virtual void Receive(Packet & packet, PlayerDefinition & playerDefinition) = 0;
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virtual void Send(Packet & packet, PlayerDefinition & playerDefinition) = 0;
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virtual void Send(Packet & packet, PlayerDefinition & playerDefinition) = 0;
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virtual void Send(Packet & packet) = 0;
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virtual void Send(Packet & packet) = 0;
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protected:
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protected:
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char m_ReadBuffer[BUFFERSIZE] = { 0 };
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char* m_ReadBuffer;
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unsigned int m_BufferSize = BUFFERSIZE;
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};
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};
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#endif
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#endif
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@@ -8,6 +8,7 @@
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#include "Network/TCPServer.h"
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#include "Network/TCPServer.h"
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#include "Network/UDPServer.h"
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#include "Network/UDPServer.h"
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#include "Network/UDPClient.h" //LOL
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#include "Network/MessageType.h"
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#include "Network/MessageType.h"
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#include "Network/PlayerDefinition.h"
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#include "Network/PlayerDefinition.h"
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#include "Core/World.h"
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#include "Core/World.h"
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@@ -32,6 +33,7 @@ private:
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// Network channels
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// Network channels
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TCPServer m_Reliable;
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TCPServer m_Reliable;
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UDPServer m_Unreliable;
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UDPServer m_Unreliable;
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UDPServer m_ServerlistRequest;
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// dont forget to set these in the childrens receive logic
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// dont forget to set these in the childrens receive logic
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boost::asio::ip::address m_Address;
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boost::asio::ip::address m_Address;
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int m_Port = 27666;
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int m_Port = 27666;
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@@ -54,7 +56,7 @@ private:
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std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
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std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
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//Timers
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//Timers
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std::clock_t m_StartPingTime;
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std::clock_t m_StartPingTime;
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// Packet loss logic
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// Packet loss logic
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PacketID m_PacketID = 0;
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PacketID m_PacketID = 0;
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PacketID m_PreviousPacketID = 0;
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PacketID m_PreviousPacketID = 0;
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@@ -64,6 +66,7 @@ private:
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void reliableBroadcast(Packet& packet);
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void reliableBroadcast(Packet& packet);
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void unreliableBroadcast(Packet& packet);
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void unreliableBroadcast(Packet& packet);
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void sendSnapshot();
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void sendSnapshot();
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void addPlayersToPacket(Packet& packet, EntityID entityID);
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void addChildrenToPacket(Packet& packet, EntityID entityID);
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void addChildrenToPacket(Packet& packet, EntityID entityID);
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void addInputCommandsToPacket(Packet& packet);
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void addInputCommandsToPacket(Packet& packet);
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void sendPing();
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void sendPing();
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@@ -77,10 +80,11 @@ private:
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void parsePlayerTransform(Packet& packet);
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void parsePlayerTransform(Packet& packet);
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void parseOnInputCommand(Packet& packet);
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void parseOnInputCommand(Packet& packet);
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void parseClientPing();
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void parseClientPing();
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void parsePing();
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void parsePing();
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void parseUDPConnect(Packet & packet);
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void parseUDPConnect(Packet & packet);
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void parseTCPConnect(Packet & packet);
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void parseTCPConnect(Packet & packet);
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void parseDisconnect();
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void parseDisconnect();
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void parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint);
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bool shouldSendToClient(EntityWrapper childEntity);
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bool shouldSendToClient(EntityWrapper childEntity);
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// Debug event
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// Debug event
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@@ -20,7 +20,7 @@ private:
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boost::asio::ip::tcp::endpoint m_Endpoint;
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boost::asio::ip::tcp::endpoint m_Endpoint;
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boost::asio::io_service m_IOService;
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boost::asio::io_service m_IOService;
|
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std::unique_ptr<boost::asio::ip::tcp::socket> m_Socket;
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std::unique_ptr<boost::asio::ip::tcp::socket> m_Socket;
|
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size_t readBuffer(char* data);
|
size_t readBuffer();
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PacketID m_SendPacketID = 0;
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PacketID m_SendPacketID = 0;
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bool m_IsConnected = false;
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bool m_IsConnected = false;
|
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};
|
};
|
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|
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@@ -16,6 +16,9 @@ public:
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void Send(Packet & packet, PlayerDefinition & playerDefinition);
|
void Send(Packet & packet, PlayerDefinition & playerDefinition);
|
||||||
void Send(Packet & packet);
|
void Send(Packet & packet);
|
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void Disconnect();
|
void Disconnect();
|
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|
int Port() { return m_Port; }
|
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|
std::string Address() { return m_Address; }
|
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|
|
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private:
|
private:
|
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// TCP logic
|
// TCP logic
|
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boost::asio::io_service m_IOService;
|
boost::asio::io_service m_IOService;
|
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@@ -25,7 +28,11 @@ private:
|
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void handle_accept(boost::shared_ptr<boost::asio::ip::tcp::socket> socket,
|
void handle_accept(boost::shared_ptr<boost::asio::ip::tcp::socket> socket,
|
||||||
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
|
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
|
||||||
const boost::system::error_code& error);
|
const boost::system::error_code& error);
|
||||||
int readBuffer(char* data, PlayerDefinition& playerDefinition);
|
int readBuffer(PlayerDefinition& playerDefinition);
|
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|
int GetPort();
|
||||||
|
std::string GetAddress();
|
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|
int m_Port = 0;
|
||||||
|
std::string m_Address = "";
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@@ -14,13 +14,14 @@ public:
|
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void Disconnect();
|
void Disconnect();
|
||||||
void Receive(Packet& packet);
|
void Receive(Packet& packet);
|
||||||
void Send(Packet & packet);
|
void Send(Packet & packet);
|
||||||
|
void Broadcast(Packet& packet, int port);
|
||||||
bool IsSocketAvailable();
|
bool IsSocketAvailable();
|
||||||
private:
|
private:
|
||||||
// Assio UDP logic
|
// Assio UDP logic
|
||||||
boost::asio::io_service m_IOService;
|
boost::asio::io_service m_IOService;
|
||||||
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
|
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
|
||||||
boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket;
|
boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket;
|
||||||
int readBuffer(char* data);
|
int readBuffer();
|
||||||
PacketID m_SendPacketID = 0;
|
PacketID m_SendPacketID = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -8,18 +8,21 @@ class UDPServer : public NetworkServer
|
|||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
UDPServer();
|
UDPServer();
|
||||||
|
UDPServer(int port);
|
||||||
~UDPServer();
|
~UDPServer();
|
||||||
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
|
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
|
||||||
void Receive(Packet & packet, PlayerDefinition & playerDefinition);
|
void Receive(Packet & packet, PlayerDefinition & playerDefinition);
|
||||||
void Send(Packet & packet, PlayerDefinition & playerDefinition);
|
void Send(Packet & packet, PlayerDefinition & playerDefinition);
|
||||||
void Send(Packet & packet);
|
void Send(Packet & packet);
|
||||||
|
void Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint);
|
||||||
|
void Broadcast(Packet & packet, int port);
|
||||||
bool IsSocketAvailable();
|
bool IsSocketAvailable();
|
||||||
private:
|
private:
|
||||||
// UDP logic
|
// UDP logic
|
||||||
boost::asio::io_service m_IOService;
|
boost::asio::io_service m_IOService;
|
||||||
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
|
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
|
||||||
std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
|
std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
|
||||||
int readBuffer(char* data);
|
int readBuffer();
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@@ -0,0 +1,27 @@
|
|||||||
|
#ifndef CubeMapPass_h__
|
||||||
|
#define CubeMapPass_h__
|
||||||
|
|
||||||
|
#include "IRenderer.h"
|
||||||
|
#include "ShaderProgram.h"
|
||||||
|
|
||||||
|
class CubeMapPass
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
CubeMapPass(IRenderer* renderer);
|
||||||
|
~CubeMapPass() { }
|
||||||
|
|
||||||
|
void LoadTextures(std::string input);
|
||||||
|
void FillCubeMap(glm::vec3 originPosition);
|
||||||
|
void GenerateCubeMapTexture();
|
||||||
|
|
||||||
|
//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
|
||||||
|
GLuint m_CubeMapTexture = -1;
|
||||||
|
|
||||||
|
private:
|
||||||
|
IRenderer* m_Renderer;
|
||||||
|
std::string m_PreviusCubeMapTexture;
|
||||||
|
|
||||||
|
std::vector<Texture*> m_CubeMapTextures;
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -4,6 +4,7 @@
|
|||||||
#include "IRenderer.h"
|
#include "IRenderer.h"
|
||||||
#include "DrawFinalPassState.h"
|
#include "DrawFinalPassState.h"
|
||||||
#include "LightCullingPass.h"
|
#include "LightCullingPass.h"
|
||||||
|
#include "CubeMapPass.h"
|
||||||
#include "FrameBuffer.h"
|
#include "FrameBuffer.h"
|
||||||
#include "ShaderProgram.h"
|
#include "ShaderProgram.h"
|
||||||
#include "Util/UnorderedMapVec2.h"
|
#include "Util/UnorderedMapVec2.h"
|
||||||
@@ -13,7 +14,7 @@
|
|||||||
class DrawFinalPass
|
class DrawFinalPass
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
|
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass);
|
||||||
~DrawFinalPass() { }
|
~DrawFinalPass() { }
|
||||||
void InitializeTextures();
|
void InitializeTextures();
|
||||||
void InitializeFrameBuffers();
|
void InitializeFrameBuffers();
|
||||||
@@ -62,12 +63,14 @@ private:
|
|||||||
GLuint m_SceneTextureLowRes;
|
GLuint m_SceneTextureLowRes;
|
||||||
GLuint m_DepthBuffer;
|
GLuint m_DepthBuffer;
|
||||||
GLuint m_DepthBufferLowRes;
|
GLuint m_DepthBufferLowRes;
|
||||||
|
GLuint m_CubeMapTexture;
|
||||||
|
|
||||||
//maqke this component based i guess?
|
//maqke this component based i guess?
|
||||||
GLuint m_ShieldPixelRate = 16;
|
GLuint m_ShieldPixelRate = 16;
|
||||||
|
|
||||||
const IRenderer* m_Renderer;
|
const IRenderer* m_Renderer;
|
||||||
const LightCullingPass* m_LightCullingPass;
|
const LightCullingPass* m_LightCullingPass;
|
||||||
|
const CubeMapPass* m_CubeMapPass;
|
||||||
|
|
||||||
ShaderProgram* m_ForwardPlusProgram;
|
ShaderProgram* m_ForwardPlusProgram;
|
||||||
ShaderProgram* m_ExplosionEffectProgram;
|
ShaderProgram* m_ExplosionEffectProgram;
|
||||||
|
|||||||
@@ -17,6 +17,7 @@
|
|||||||
#include "DrawBloomPass.h"
|
#include "DrawBloomPass.h"
|
||||||
#include "DrawColorCorrectionPass.h"
|
#include "DrawColorCorrectionPass.h"
|
||||||
#include "SSAOPass.h"
|
#include "SSAOPass.h"
|
||||||
|
#include "CubeMapPass.h"
|
||||||
#include "../Core/EventBroker.h"
|
#include "../Core/EventBroker.h"
|
||||||
#include "ImGuiRenderPass.h"
|
#include "ImGuiRenderPass.h"
|
||||||
#include "Camera.h"
|
#include "Camera.h"
|
||||||
@@ -58,6 +59,7 @@ private:
|
|||||||
Model* m_UnitSphere;
|
Model* m_UnitSphere;
|
||||||
|
|
||||||
int m_DebugTextureToDraw = 0;
|
int m_DebugTextureToDraw = 0;
|
||||||
|
int m_CubeMapTexture = 0;
|
||||||
bool m_ResizeWindow = false;
|
bool m_ResizeWindow = false;
|
||||||
float m_SSAO_Radius = 1.0f;
|
float m_SSAO_Radius = 1.0f;
|
||||||
float m_SSAO_Bias = 0.05f;
|
float m_SSAO_Bias = 0.05f;
|
||||||
@@ -74,6 +76,7 @@ private:
|
|||||||
DrawBloomPass* m_DrawBloomPass;
|
DrawBloomPass* m_DrawBloomPass;
|
||||||
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
|
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
|
||||||
SSAOPass* m_SSAOPass;
|
SSAOPass* m_SSAOPass;
|
||||||
|
CubeMapPass* m_CubeMapPass;
|
||||||
|
|
||||||
//----------------------Functions----------------------//
|
//----------------------Functions----------------------//
|
||||||
void InitializeWindow();
|
void InitializeWindow();
|
||||||
|
|||||||
@@ -14,11 +14,14 @@ class SSAOPass
|
|||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
SSAOPass(IRenderer* rendere);
|
SSAOPass(IRenderer* rendere);
|
||||||
~SSAOPass() { };
|
~SSAOPass() {
|
||||||
|
delete m_DrawBloomPass;
|
||||||
|
};
|
||||||
|
|
||||||
void Draw(GLuint depthBuffer, Camera* camera);
|
void Draw(GLuint depthBuffer, Camera* camera);
|
||||||
void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns);
|
void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns);
|
||||||
void ClearBuffer();
|
void ClearBuffer();
|
||||||
|
void OnWindowResize();
|
||||||
|
|
||||||
//Return the SSAO of the texture sent to Draw
|
//Return the SSAO of the texture sent to Draw
|
||||||
GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
|
GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
|
||||||
@@ -31,7 +34,6 @@ private:
|
|||||||
|
|
||||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
||||||
|
|
||||||
void ComputeAO(GLuint depthBuffer, Camera* camera);
|
|
||||||
//void blurHorizontal(GLuint depthBuffer);
|
//void blurHorizontal(GLuint depthBuffer);
|
||||||
//void blurVertical(GLuint depthBuffer);
|
//void blurVertical(GLuint depthBuffer);
|
||||||
|
|
||||||
|
|||||||
@@ -18,6 +18,7 @@ public:
|
|||||||
void Bind(GLenum textureUnit = GL_TEXTURE0);
|
void Bind(GLenum textureUnit = GL_TEXTURE0);
|
||||||
|
|
||||||
GLuint m_Texture = 0;
|
GLuint m_Texture = 0;
|
||||||
|
unsigned char* Data = nullptr;
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -14,11 +14,13 @@
|
|||||||
#include <glm/gtx/vector_angle.hpp>
|
#include <glm/gtx/vector_angle.hpp>
|
||||||
|
|
||||||
#include "Rendering/Util/CommonFunctions.h"
|
#include "Rendering/Util/CommonFunctions.h"
|
||||||
|
//#define INDICATOR_TEST
|
||||||
|
|
||||||
class DamageIndicatorSystem : public System
|
class DamageIndicatorSystem : public ImpureSystem
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
DamageIndicatorSystem(SystemParams params);
|
DamageIndicatorSystem(SystemParams params);
|
||||||
|
virtual void Update(double dt) override;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage;
|
EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage;
|
||||||
@@ -28,6 +30,20 @@ private:
|
|||||||
bool OnSetCamera(const Events::SetCamera& e);
|
bool OnSetCamera(const Events::SetCamera& e);
|
||||||
|
|
||||||
EntityID m_CurrentCamera = -1;
|
EntityID m_CurrentCamera = -1;
|
||||||
|
struct DamageIndicatorStruct {
|
||||||
|
EntityWrapper spriteEntity;
|
||||||
|
glm::vec3 enemyPosition;
|
||||||
|
DamageIndicatorStruct(EntityWrapper sprite, glm::vec3 pos)
|
||||||
|
: spriteEntity(sprite)
|
||||||
|
, enemyPosition(pos) {}
|
||||||
|
};
|
||||||
|
std::vector<DamageIndicatorStruct> updateDamageIndicatorVector;
|
||||||
|
float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos);
|
||||||
|
|
||||||
|
//for tests
|
||||||
|
#ifdef INDICATOR_TEST
|
||||||
|
glm::vec3 DamageIndicatorTest(EntityWrapper player);
|
||||||
|
int m_TestVar = 0;
|
||||||
|
#endif
|
||||||
};
|
};
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -39,5 +39,5 @@ private:
|
|||||||
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
||||||
|
|
||||||
void updateMovementControllers(double dt);
|
void updateMovementControllers(double dt);
|
||||||
void updateVelocity(double dt);
|
void updateVelocity(EntityWrapper player, double dt);
|
||||||
};
|
};
|
||||||
@@ -304,8 +304,7 @@
|
|||||||
</Children>
|
</Children>
|
||||||
</Entity>
|
</Entity>
|
||||||
</Children>
|
</Children>
|
||||||
</Entity>
|
</Entity> <Entity name="KillFeed">
|
||||||
<Entity name="KillFeed">
|
|
||||||
<Components>
|
<Components>
|
||||||
<c:KillFeed/>
|
<c:KillFeed/>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
|
|||||||
@@ -12,6 +12,7 @@ uniform vec4 FillColor;
|
|||||||
uniform vec4 AmbientColor;
|
uniform vec4 AmbientColor;
|
||||||
uniform float FillPercentage;
|
uniform float FillPercentage;
|
||||||
uniform float GlowIntensity = 10;
|
uniform float GlowIntensity = 10;
|
||||||
|
uniform vec3 CameraPosition;
|
||||||
|
|
||||||
uniform vec2 DiffuseUVRepeat;
|
uniform vec2 DiffuseUVRepeat;
|
||||||
uniform vec2 NormalUVRepeat;
|
uniform vec2 NormalUVRepeat;
|
||||||
@@ -22,6 +23,7 @@ layout (binding = 1) uniform sampler2D DiffuseTexture;
|
|||||||
layout (binding = 2) uniform sampler2D NormalMapTexture;
|
layout (binding = 2) uniform sampler2D NormalMapTexture;
|
||||||
layout (binding = 3) uniform sampler2D SpecularMapTexture;
|
layout (binding = 3) uniform sampler2D SpecularMapTexture;
|
||||||
layout (binding = 4) uniform sampler2D GlowMapTexture;
|
layout (binding = 4) uniform sampler2D GlowMapTexture;
|
||||||
|
layout (binding = 5) uniform samplerCube CubeMap;
|
||||||
|
|
||||||
#define TILE_SIZE 16
|
#define TILE_SIZE 16
|
||||||
|
|
||||||
@@ -76,7 +78,7 @@ struct LightResult {
|
|||||||
};
|
};
|
||||||
|
|
||||||
float CalcAttenuation(float radius, float dist, float falloff) {
|
float CalcAttenuation(float radius, float dist, float falloff) {
|
||||||
return 1.0 - smoothstep(radius * 0.3, radius, dist);
|
return 1.0 - smoothstep(radius * falloff, radius, dist);
|
||||||
}
|
}
|
||||||
|
|
||||||
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
|
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
|
||||||
@@ -132,7 +134,11 @@ void main()
|
|||||||
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
|
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
|
||||||
normal = normalize(normal);
|
normal = normalize(normal);
|
||||||
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
||||||
vec4 viewVec = normalize(-position);
|
vec4 viewVec = normalize(-position);
|
||||||
|
vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
|
||||||
|
vec3 R = reflect(-I, Input.Normal);
|
||||||
|
//R = vec3(P * vec4(R, 1.0));
|
||||||
|
vec4 reflectionColor = texture(CubeMap, R);
|
||||||
|
|
||||||
vec2 tilePos;
|
vec2 tilePos;
|
||||||
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
|
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
|
||||||
@@ -163,6 +169,8 @@ void main()
|
|||||||
|
|
||||||
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
||||||
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
||||||
|
float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
|
||||||
|
color_result = color_result * clamp(1/specularTexel, 0, 1)*2 + reflectionColor * clamp(specularTexel, 0, 1)/2;
|
||||||
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
|
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
|
||||||
|
|
||||||
|
|
||||||
@@ -172,9 +180,10 @@ void main()
|
|||||||
color_result += FillColor;
|
color_result += FillColor;
|
||||||
}
|
}
|
||||||
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||||
|
//sceneColor = vec4(reflectionColor.xyz, 1);
|
||||||
color_result += glowTexel*GlowIntensity;
|
color_result += glowTexel*GlowIntensity;
|
||||||
|
|
||||||
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
|
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), clamp(color_result.a, 0, 1));
|
||||||
|
|
||||||
//Tiled Debug Code
|
//Tiled Debug Code
|
||||||
/*
|
/*
|
||||||
|
|||||||
@@ -23,12 +23,12 @@ out VertexData{
|
|||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = P*V*M * vec4(Position, 1.0);
|
gl_Position = P*V*M * vec4(Position, 1.0);
|
||||||
|
mat4 TIM = transpose(inverse(M));
|
||||||
Output.Position = Position;
|
Output.Position = Position;
|
||||||
Output.TextureCoordinate = TextureCoords;
|
Output.TextureCoordinate = TextureCoords;
|
||||||
Output.Normal = vec3(M * vec4(Normal, 0.0));
|
Output.Normal = vec3(TIM * vec4(Normal, 0.0));
|
||||||
Output.Tangent = vec3(M * vec4(Tangent, 0.0));
|
Output.Tangent = vec3(TIM * vec4(Tangent, 0.0));
|
||||||
Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
|
Output.BiTangent = vec3(TIM * vec4(BiTangent, 0.0));
|
||||||
Output.ExplosionColor = vec4(1.0);
|
Output.ExplosionColor = vec4(1.0);
|
||||||
Output.ExplosionPercentageElapsed = 0.0;
|
Output.ExplosionPercentageElapsed = 0.0;
|
||||||
}
|
}
|
||||||
@@ -1,7 +1,7 @@
|
|||||||
#include "Network/Client.h"
|
#include "Network/Client.h"
|
||||||
using namespace boost::asio::ip;
|
using namespace boost::asio::ip;
|
||||||
|
|
||||||
Client::Client(World* world, EventBroker* eventBroker)
|
Client::Client(World* world, EventBroker* eventBroker)
|
||||||
: Network(world, eventBroker)
|
: Network(world, eventBroker)
|
||||||
{
|
{
|
||||||
// Asumes root node is EntityID_Invalid
|
// Asumes root node is EntityID_Invalid
|
||||||
@@ -13,6 +13,8 @@ Client::Client(World* world, EventBroker* eventBroker)
|
|||||||
m_PlayerName = config->Get<std::string>("Networking.Name", "Raptorcopter");
|
m_PlayerName = config->Get<std::string>("Networking.Name", "Raptorcopter");
|
||||||
m_SendInputIntervalMs = config->Get<int>("Networking.SendInputIntervalMs", 33);
|
m_SendInputIntervalMs = config->Get<int>("Networking.SendInputIntervalMs", 33);
|
||||||
LOG_INFO("Client initialized");
|
LOG_INFO("Client initialized");
|
||||||
|
|
||||||
|
m_ServerlistRequest.Connect(m_PlayerName, "192.168.1.255", 32554);
|
||||||
}
|
}
|
||||||
|
|
||||||
Client::Client(World* world, EventBroker* eventBroker, std::unique_ptr<SnapshotFilter> snapshotFilter)
|
Client::Client(World* world, EventBroker* eventBroker, std::unique_ptr<SnapshotFilter> snapshotFilter)
|
||||||
@@ -30,6 +32,7 @@ void Client::Connect(std::string address, int port)
|
|||||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Client::OnInputCommand);
|
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Client::OnInputCommand);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Client::OnPlayerDamage);
|
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Client::OnPlayerDamage);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Client::OnPlayerSpawned);
|
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Client::OnPlayerSpawned);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_ESearchForServers, &Client::OnSearchForServers);
|
||||||
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
|
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||||
m_Address = address;
|
m_Address = address;
|
||||||
if (address.empty()) {
|
if (address.empty()) {
|
||||||
@@ -66,6 +69,21 @@ void Client::Update()
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
while (m_ServerlistRequest.IsSocketAvailable()) {
|
||||||
|
Packet packet(MessageType::Invalid);
|
||||||
|
m_ServerlistRequest.Receive(packet);
|
||||||
|
if (packet.GetMessageType() == MessageType::ServerlistRequest) {
|
||||||
|
parseServerlist(packet);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (m_SearchingForServers) {
|
||||||
|
if (m_SearchingTime < (1000* (std::clock() - m_StartSearchTime) / (double)CLOCKS_PER_SEC)) {
|
||||||
|
m_SearchingForServers = false;
|
||||||
|
displayServerlist();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (m_IsConnected) {
|
if (m_IsConnected) {
|
||||||
// Don't send 1 input in 1 packet, bunch em up.
|
// Don't send 1 input in 1 packet, bunch em up.
|
||||||
if (m_SendInputIntervalMs < (1000 * (std::clock() - m_TimeSinceSentInputs) / (double)CLOCKS_PER_SEC)) {
|
if (m_SendInputIntervalMs < (1000 * (std::clock() - m_TimeSinceSentInputs) / (double)CLOCKS_PER_SEC)) {
|
||||||
@@ -173,6 +191,22 @@ void Client::parsePing()
|
|||||||
m_Reliable.Send(packet);
|
m_Reliable.Send(packet);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Client::parseServerlist(Packet& packet)
|
||||||
|
{
|
||||||
|
// Pop size, message type, and ID
|
||||||
|
packet.ReadPrimitive<int>();
|
||||||
|
packet.ReadPrimitive<int>();
|
||||||
|
packet.ReadPrimitive<int>();
|
||||||
|
std::string address = packet.ReadString();
|
||||||
|
int port = packet.ReadPrimitive<int>();
|
||||||
|
std::string serverName = packet.ReadString();
|
||||||
|
int playersConnected = packet.ReadPrimitive<int>();
|
||||||
|
//TODO: This should not happen when a client is connected to a server
|
||||||
|
|
||||||
|
m_Serverlist.push_back({ address, port, serverName, playersConnected });
|
||||||
|
}
|
||||||
|
|
||||||
void Client::parseKick()
|
void Client::parseKick()
|
||||||
{
|
{
|
||||||
LOG_WARNING("You have been kicked from the server.");
|
LOG_WARNING("You have been kicked from the server.");
|
||||||
@@ -190,12 +224,12 @@ void Client::parseSpawnEvents()
|
|||||||
}
|
}
|
||||||
e.Player = EntityWrapper(m_World, m_ServerIDToClientID.at(m_PlayerSpawnEvents.at(i).Player.ID));
|
e.Player = EntityWrapper(m_World, m_ServerIDToClientID.at(m_PlayerSpawnEvents.at(i).Player.ID));
|
||||||
//e.Spawner = EntityWrapper(m_World, m_ServerIDToClientID.at(m_PlayerSpawnEvents.at(i).Spawner.ID));
|
//e.Spawner = EntityWrapper(m_World, m_ServerIDToClientID.at(m_PlayerSpawnEvents.at(i).Spawner.ID));
|
||||||
e.PlayerID = -1;
|
e.PlayerID = -1;
|
||||||
e.PlayerName = m_PlayerSpawnEvents.at(i).PlayerName;
|
e.PlayerName = m_PlayerSpawnEvents.at(i).PlayerName;
|
||||||
m_EventBroker->Publish(e);
|
m_EventBroker->Publish(e);
|
||||||
}
|
}
|
||||||
m_PlayerSpawnEvents = tempSpawn;
|
m_PlayerSpawnEvents = tempSpawn;
|
||||||
// m_PlayerSpawnEvents.clear();
|
// m_PlayerSpawnEvents.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Client::parsePlayersSpawned(Packet& packet)
|
void Client::parsePlayersSpawned(Packet& packet)
|
||||||
@@ -312,16 +346,18 @@ void Client::parseSnapshot(Packet& packet)
|
|||||||
if (serverClientMapsHasEntity(serverEntityID)) {
|
if (serverClientMapsHasEntity(serverEntityID)) {
|
||||||
EntityID localEntityID = m_ServerIDToClientID.at(serverEntityID);
|
EntityID localEntityID = m_ServerIDToClientID.at(serverEntityID);
|
||||||
EntityWrapper localEntity(m_World, localEntityID);
|
EntityWrapper localEntity(m_World, localEntityID);
|
||||||
|
|
||||||
// Update entity
|
// Update entity
|
||||||
if (m_World->HasComponent(localEntityID, componentType)) {
|
if (m_World->HasComponent(localEntityID, componentType)) {
|
||||||
|
if (localEntity.Name() == "CapturePointHUD") {
|
||||||
|
UpdateLocalCapturePointHUD(localEntity);
|
||||||
|
}
|
||||||
SharedComponentWrapper newComponent = createSharedComponent(packet, localEntityID, componentInfo);
|
SharedComponentWrapper newComponent = createSharedComponent(packet, localEntityID, componentInfo);
|
||||||
bool shouldApply = true;
|
bool shouldApply = true;
|
||||||
// Apply potential filter function
|
// Apply potential filter function
|
||||||
if (m_SnapshotFilter != nullptr) {
|
if (m_SnapshotFilter != nullptr) {
|
||||||
shouldApply = m_SnapshotFilter->FilterComponent(localEntity, newComponent);
|
shouldApply = m_SnapshotFilter->FilterComponent(localEntity, newComponent);
|
||||||
}
|
}
|
||||||
if (shouldApply) {
|
if (shouldApply) {
|
||||||
ComponentWrapper currentComponent = m_World->GetComponent(localEntityID, componentType);
|
ComponentWrapper currentComponent = m_World->GetComponent(localEntityID, componentType);
|
||||||
memcpy(currentComponent.Data, newComponent.Data, componentInfo.Stride);
|
memcpy(currentComponent.Data, newComponent.Data, componentInfo.Stride);
|
||||||
}
|
}
|
||||||
@@ -359,6 +395,18 @@ void Client::parseSnapshot(Packet& packet)
|
|||||||
parseSpawnEvents();
|
parseSpawnEvents();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Client::UpdateLocalCapturePointHUD(EntityWrapper capturePointHUD)
|
||||||
|
{
|
||||||
|
//auto children = m_World->GetChildren(capturePointHUD.ID);
|
||||||
|
//for (auto it = children.first; it != children.second; it++) {
|
||||||
|
// it->first
|
||||||
|
//}
|
||||||
|
//
|
||||||
|
//EntityWrapper& localHUD = m_LocalPlayer.FirstChildByName("HUD").FirstChildByName("CapturePointHUD");
|
||||||
|
//m_World->GetComponentPools()
|
||||||
|
}
|
||||||
|
|
||||||
void Client::disconnect()
|
void Client::disconnect()
|
||||||
{
|
{
|
||||||
m_IsConnected = false;
|
m_IsConnected = false;
|
||||||
@@ -371,6 +419,12 @@ void Client::disconnect()
|
|||||||
|
|
||||||
bool Client::OnInputCommand(const Events::InputCommand & e)
|
bool Client::OnInputCommand(const Events::InputCommand & e)
|
||||||
{
|
{
|
||||||
|
// TEMP
|
||||||
|
if (e.Command == "SearchForServers" && e.Value > 0) {
|
||||||
|
Events::SearchForServers e;
|
||||||
|
m_EventBroker->Publish(e);
|
||||||
|
}
|
||||||
|
|
||||||
if (e.PlayerID != -1) {
|
if (e.PlayerID != -1) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
@@ -433,6 +487,17 @@ bool Client::OnPlayerSpawned(const Events::PlayerSpawned& e)
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool Client::OnSearchForServers(const Events::SearchForServers& e)
|
||||||
|
{
|
||||||
|
m_SearchingForServers = true;
|
||||||
|
m_StartSearchTime = std::clock();
|
||||||
|
m_Serverlist.clear();
|
||||||
|
LOG_INFO("Searching for LAN servers...\n");
|
||||||
|
Packet packet(MessageType::ServerlistRequest);
|
||||||
|
m_ServerlistRequest.Broadcast(packet, 13); // TODO: Config
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
void Client::parsePlayerDamage(Packet& packet)
|
void Client::parsePlayerDamage(Packet& packet)
|
||||||
{
|
{
|
||||||
Events::PlayerDamage e;
|
Events::PlayerDamage e;
|
||||||
@@ -467,7 +532,7 @@ void Client::sendLocalPlayerTransform()
|
|||||||
packet.WritePrimitive(orientation.x);
|
packet.WritePrimitive(orientation.x);
|
||||||
packet.WritePrimitive(orientation.y);
|
packet.WritePrimitive(orientation.y);
|
||||||
packet.WritePrimitive(orientation.z);
|
packet.WritePrimitive(orientation.z);
|
||||||
|
|
||||||
bool hasAssaultWeapon = m_LocalPlayer.HasComponent("AssaultWeapon");
|
bool hasAssaultWeapon = m_LocalPlayer.HasComponent("AssaultWeapon");
|
||||||
packet.WritePrimitive(hasAssaultWeapon);
|
packet.WritePrimitive(hasAssaultWeapon);
|
||||||
if (hasAssaultWeapon) {
|
if (hasAssaultWeapon) {
|
||||||
@@ -475,7 +540,7 @@ void Client::sendLocalPlayerTransform()
|
|||||||
packet.WritePrimitive((int)cAssaultWeapon["MagazineAmmo"]);
|
packet.WritePrimitive((int)cAssaultWeapon["MagazineAmmo"]);
|
||||||
packet.WritePrimitive((int)cAssaultWeapon["Ammo"]);
|
packet.WritePrimitive((int)cAssaultWeapon["Ammo"]);
|
||||||
}
|
}
|
||||||
|
|
||||||
m_Unreliable.Send(packet);
|
m_Unreliable.Send(packet);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -528,6 +593,16 @@ void Client::becomePlayer()
|
|||||||
m_Reliable.Send(packet);
|
m_Reliable.Send(packet);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Client::displayServerlist()
|
||||||
|
{
|
||||||
|
LOG_INFO("This is a serverlist:\n");
|
||||||
|
for (int i = 0; i < m_Serverlist.size(); i++) {
|
||||||
|
ServerInfo si = m_Serverlist[i];
|
||||||
|
LOG_INFO("%s:%i\t%s\t%i\n", si.Address.c_str(), si.Port, si.Name.c_str(), si.PlayersConnected);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
bool Client::clientServerMapsHasEntity(EntityID clientEntityID)
|
bool Client::clientServerMapsHasEntity(EntityID clientEntityID)
|
||||||
{
|
{
|
||||||
if (m_ClientIDToServerID.find(clientEntityID) != m_ClientIDToServerID.end()) {
|
if (m_ClientIDToServerID.find(clientEntityID) != m_ClientIDToServerID.end()) {
|
||||||
|
|||||||
@@ -1,10 +0,0 @@
|
|||||||
#include "Network/HybridClient.h"
|
|
||||||
|
|
||||||
|
|
||||||
HybridClient::HybridClient()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
HybridClient::~HybridClient()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
#include "Network/HybridServer.h"
|
|
||||||
|
|
||||||
HybridServer::HybridServer()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
HybridServer::~HybridServer()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
#include "Network/NetworkClient.h"
|
||||||
|
|
||||||
|
NetworkClient::NetworkClient()
|
||||||
|
{
|
||||||
|
m_ReadBuffer = new char[m_BufferSize];
|
||||||
|
}
|
||||||
|
|
||||||
|
NetworkClient::~NetworkClient()
|
||||||
|
{
|
||||||
|
delete[] m_ReadBuffer;
|
||||||
|
}
|
||||||
|
|||||||
@@ -0,0 +1,11 @@
|
|||||||
|
#include "Network/NetworkServer.h"
|
||||||
|
|
||||||
|
NetworkServer::NetworkServer()
|
||||||
|
{
|
||||||
|
m_ReadBuffer = new char[m_BufferSize];
|
||||||
|
}
|
||||||
|
|
||||||
|
NetworkServer::~NetworkServer()
|
||||||
|
{
|
||||||
|
delete[] m_ReadBuffer;
|
||||||
|
}
|
||||||
@@ -1,7 +1,8 @@
|
|||||||
#include "Network/Server.h"
|
#include "Network/Server.h"
|
||||||
|
|
||||||
Server::Server(World* world, EventBroker* eventBroker, int port)
|
Server::Server(World* world, EventBroker* eventBroker, int port)
|
||||||
: Network(world, eventBroker)
|
: Network(world, eventBroker)
|
||||||
|
, m_ServerlistRequest(13)
|
||||||
{
|
{
|
||||||
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
|
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||||
snapshotInterval = 1000 * config->Get<float>("Networking.SnapshotInterval", 0.05f);
|
snapshotInterval = 1000 * config->Get<float>("Networking.SnapshotInterval", 0.05f);
|
||||||
@@ -13,7 +14,7 @@ Server::Server(World* world, EventBroker* eventBroker, int port)
|
|||||||
EVENT_SUBSCRIBE_MEMBER(m_EComponentDeleted, &Server::OnComponentDeleted);
|
EVENT_SUBSCRIBE_MEMBER(m_EComponentDeleted, &Server::OnComponentDeleted);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Server::OnPlayerDamage);
|
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Server::OnPlayerDamage);
|
||||||
|
|
||||||
// Bind
|
// BindWW
|
||||||
if (port == 0) {
|
if (port == 0) {
|
||||||
port = config->Get<float>("Networking.Port", 27666);
|
port = config->Get<float>("Networking.Port", 27666);
|
||||||
}
|
}
|
||||||
@@ -58,8 +59,24 @@ void Server::Update()
|
|||||||
parseMessageType(packet);
|
parseMessageType(packet);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
while (m_ServerlistRequest.IsSocketAvailable()) {
|
||||||
|
Packet packet(MessageType::Invalid);
|
||||||
|
PlayerDefinition localArea;
|
||||||
|
localArea.Endpoint = boost::asio::ip::udp::endpoint();
|
||||||
|
m_ServerlistRequest.Receive(packet, localArea);
|
||||||
|
if(packet.GetMessageType() == MessageType::ServerlistRequest) {
|
||||||
|
packet.ReadPrimitive<int>(); // Pop size
|
||||||
|
packet.ReadPrimitive<int>(); // Pop MsgType
|
||||||
|
packet.ReadPrimitive<int>(); // Pop packet ID
|
||||||
|
int port = packet.ReadPrimitive<int>();
|
||||||
|
std::string address = localArea.Endpoint.address().to_string();
|
||||||
|
parseServerlistRequest(boost::asio::ip::udp::endpoint(boost::asio::ip::address().from_string(address), port));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Check if players have disconnected
|
// Check if players have disconnected
|
||||||
for (int i = 0; i < m_PlayersToDisconnect.size(); i++) {
|
for (int i = 0; i < m_PlayersToDisconnect.size(); i++) {
|
||||||
disconnect(m_PlayersToDisconnect.at(i));
|
disconnect(m_PlayersToDisconnect.at(i));
|
||||||
}
|
}
|
||||||
m_PlayersToDisconnect.clear();
|
m_PlayersToDisconnect.clear();
|
||||||
@@ -75,6 +92,7 @@ void Server::Update()
|
|||||||
sendPing();
|
sendPing();
|
||||||
previousePingMessage = currentTime;
|
previousePingMessage = currentTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Time out logic
|
// Time out logic
|
||||||
if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
|
if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
|
||||||
checkForTimeOuts();
|
checkForTimeOuts();
|
||||||
@@ -118,7 +136,7 @@ void Server::parseMessageType(Packet& packet)
|
|||||||
parseOnPlayerDamage(packet);
|
parseOnPlayerDamage(packet);
|
||||||
break;
|
break;
|
||||||
case MessageType::PlayerTransform:
|
case MessageType::PlayerTransform:
|
||||||
parsePlayerTransform(packet);
|
parsePlayerTransform(packet);
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
@@ -146,7 +164,7 @@ void Server::sendSnapshot()
|
|||||||
{
|
{
|
||||||
Packet packet(MessageType::Snapshot);
|
Packet packet(MessageType::Snapshot);
|
||||||
addInputCommandsToPacket(packet);
|
addInputCommandsToPacket(packet);
|
||||||
addChildrenToPacket(packet, EntityID_Invalid);
|
addPlayersToPacket(packet, EntityID_Invalid);
|
||||||
unreliableBroadcast(packet);
|
unreliableBroadcast(packet);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -163,7 +181,7 @@ void Server::addInputCommandsToPacket(Packet& packet)
|
|||||||
m_InputCommandsToBroadcast.clear();
|
m_InputCommandsToBroadcast.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
|
void Server::addPlayersToPacket(Packet & packet, EntityID entityID)
|
||||||
{
|
{
|
||||||
auto itPair = m_World->GetChildren(entityID);
|
auto itPair = m_World->GetChildren(entityID);
|
||||||
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
|
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
|
||||||
@@ -171,6 +189,7 @@ void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
|
|||||||
for (auto it = itPair.first; it != itPair.second; it++) {
|
for (auto it = itPair.first; it != itPair.second; it++) {
|
||||||
EntityID childEntityID = it->second;
|
EntityID childEntityID = it->second;
|
||||||
// HACK: Only sync players for now, since the map turned out to be TOO LARGE to send in one snapshot and Simon's computer shits itself
|
// HACK: Only sync players for now, since the map turned out to be TOO LARGE to send in one snapshot and Simon's computer shits itself
|
||||||
|
// HACK: Also checked CapturePointHUD for now. (this would get out of sync);
|
||||||
EntityWrapper childEntity(m_World, childEntityID);
|
EntityWrapper childEntity(m_World, childEntityID);
|
||||||
if (!shouldSendToClient(childEntity)) {
|
if (!shouldSendToClient(childEntity)) {
|
||||||
continue;
|
continue;
|
||||||
@@ -212,6 +231,49 @@ void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
|
||||||
|
{
|
||||||
|
auto itPair = m_World->GetChildren(entityID);
|
||||||
|
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
|
||||||
|
// Loop through every child
|
||||||
|
for (auto it = itPair.first; it != itPair.second; it++) {
|
||||||
|
EntityID childEntityID = it->second;
|
||||||
|
// Write EntityID and parentsID and Entity name
|
||||||
|
packet.WritePrimitive(childEntityID);
|
||||||
|
packet.WritePrimitive(entityID);
|
||||||
|
packet.WriteString(m_World->GetName(childEntityID));
|
||||||
|
// Write components to child
|
||||||
|
int numberOfComponents = 0;
|
||||||
|
for (auto& i : worldComponentPools) {
|
||||||
|
if (i.second->KnowsEntity(childEntityID)) {
|
||||||
|
numberOfComponents++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// Write how many components should be read
|
||||||
|
packet.WritePrimitive(numberOfComponents);
|
||||||
|
for (auto& i : worldComponentPools) {
|
||||||
|
// If the entity exist in the pool
|
||||||
|
if (i.second->KnowsEntity(childEntityID)) {
|
||||||
|
ComponentWrapper componentWrapper = i.second->GetByEntity(childEntityID);
|
||||||
|
// ComponentType
|
||||||
|
packet.WriteString(componentWrapper.Info.Name);
|
||||||
|
// Loop through fields
|
||||||
|
for (auto& componentField : componentWrapper.Info.FieldsInOrder) {
|
||||||
|
ComponentInfo::Field_t fieldInfo = componentWrapper.Info.Fields.at(componentField);
|
||||||
|
if (fieldInfo.Type == "string") {
|
||||||
|
std::string& value = componentWrapper[componentField];
|
||||||
|
packet.WriteString(value);
|
||||||
|
} else {
|
||||||
|
packet.WriteData(componentWrapper.Data + fieldInfo.Offset, fieldInfo.Stride);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// Go to to your children
|
||||||
|
addChildrenToPacket(packet, childEntityID);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void Server::sendPing()
|
void Server::sendPing()
|
||||||
{
|
{
|
||||||
// Prints connected players ping
|
// Prints connected players ping
|
||||||
@@ -230,6 +292,8 @@ void Server::sendPing()
|
|||||||
reliableBroadcast(packet);
|
reliableBroadcast(packet);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void Server::checkForTimeOuts()
|
void Server::checkForTimeOuts()
|
||||||
{
|
{
|
||||||
double startPing = 1000 * m_StartPingTime
|
double startPing = 1000 * m_StartPingTime
|
||||||
@@ -304,6 +368,11 @@ void Server::parseTCPConnect(Packet & packet)
|
|||||||
connnectPacket.WritePrimitive(playerID);
|
connnectPacket.WritePrimitive(playerID);
|
||||||
m_Reliable.Send(connnectPacket);
|
m_Reliable.Send(connnectPacket);
|
||||||
|
|
||||||
|
Packet firstSnapshot(MessageType::Snapshot);
|
||||||
|
addInputCommandsToPacket(firstSnapshot);
|
||||||
|
addChildrenToPacket(firstSnapshot, EntityID_Invalid);
|
||||||
|
m_Reliable.Send(firstSnapshot);
|
||||||
|
|
||||||
// Send notification that a player has connected
|
// Send notification that a player has connected
|
||||||
//Packet notificationPacket(MessageType::PlayerConnected);
|
//Packet notificationPacket(MessageType::PlayerConnected);
|
||||||
//broadcast(notificationPacket);
|
//broadcast(notificationPacket);
|
||||||
@@ -322,6 +391,17 @@ void Server::parseDisconnect()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Server::parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint)
|
||||||
|
{
|
||||||
|
Packet packet(MessageType::ServerlistRequest);
|
||||||
|
packet.WriteString(m_Reliable.Address());
|
||||||
|
packet.WritePrimitive<int>(m_Reliable.Port());
|
||||||
|
packet.WriteString("SERVERNAME");
|
||||||
|
packet.WritePrimitive<int>(m_ConnectedPlayers.size());
|
||||||
|
m_ServerlistRequest.Send(packet);
|
||||||
|
}
|
||||||
|
|
||||||
void Server::disconnect(PlayerID playerID)
|
void Server::disconnect(PlayerID playerID)
|
||||||
{
|
{
|
||||||
//broadcast("A player disconnected");
|
//broadcast("A player disconnected");
|
||||||
@@ -346,6 +426,7 @@ void Server::parseOnPlayerDamage(Packet & packet)
|
|||||||
e.Victim = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
|
e.Victim = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
|
||||||
e.Damage = packet.ReadPrimitive<double>();
|
e.Damage = packet.ReadPrimitive<double>();
|
||||||
m_EventBroker->Publish(e);
|
m_EventBroker->Publish(e);
|
||||||
|
|
||||||
//LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str());
|
//LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str());
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -375,7 +456,7 @@ bool Server::OnInputCommand(const Events::InputCommand & e)
|
|||||||
isReadingData = !isReadingData;
|
isReadingData = !isReadingData;
|
||||||
m_SaveDataTimer = std::clock();
|
m_SaveDataTimer = std::clock();
|
||||||
}
|
}
|
||||||
if (e.Command == "KickPlayer" && e.Value > 0) {
|
else if (e.Command == "KickPlayer" && e.Value > 0) {
|
||||||
kick(0);
|
kick(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -446,7 +527,9 @@ void Server::parsePing()
|
|||||||
{
|
{
|
||||||
for (auto& kv : m_ConnectedPlayers) {
|
for (auto& kv : m_ConnectedPlayers) {
|
||||||
if (kv.second.TCPAddress == m_Address &&
|
if (kv.second.TCPAddress == m_Address &&
|
||||||
kv.second.TCPPort == m_Port) {
|
kv.second.TCPPort == m_Port
|
||||||
|
|| (kv.second.Endpoint.address() == m_Address
|
||||||
|
&& kv.second.Endpoint.port() == m_Port)) {
|
||||||
kv.second.StopTime = std::clock();
|
kv.second.StopTime = std::clock();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@@ -512,7 +595,8 @@ void Server::parsePlayerTransform(Packet& packet)
|
|||||||
|
|
||||||
bool Server::shouldSendToClient(EntityWrapper childEntity)
|
bool Server::shouldSendToClient(EntityWrapper childEntity)
|
||||||
{
|
{
|
||||||
return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid();
|
return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid()
|
||||||
|
|| childEntity.HasComponent("CapturePoint") || childEntity.FirstParentWithComponent("CapturePoint").Valid();
|
||||||
}
|
}
|
||||||
|
|
||||||
PlayerID Server::GetPlayerIDFromEndpoint()
|
PlayerID Server::GetPlayerIDFromEndpoint()
|
||||||
|
|||||||
@@ -56,32 +56,42 @@ void TCPClient::Disconnect()
|
|||||||
|
|
||||||
void TCPClient::Receive(Packet& packet)
|
void TCPClient::Receive(Packet& packet)
|
||||||
{
|
{
|
||||||
size_t bytesRead = readBuffer(m_ReadBuffer);
|
size_t bytesRead = readBuffer();
|
||||||
if (bytesRead > 0) {
|
if (bytesRead > 0) {
|
||||||
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
|
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
size_t TCPClient::readBuffer(char* data)
|
size_t TCPClient::readBuffer()
|
||||||
{
|
{
|
||||||
if (!m_Socket) {
|
if (!m_Socket) {
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
boost::system::error_code error;
|
boost::system::error_code error;
|
||||||
// Read size of packet
|
// Read size of packet
|
||||||
size_t bytesReceived = m_Socket->read_some(boost
|
m_Socket->receive(boost
|
||||||
::asio::buffer((void*)data, sizeof(int)),
|
::asio::buffer((void*)m_ReadBuffer, sizeof(int)),
|
||||||
error);
|
boost::asio::ip::tcp::socket::message_peek, error);
|
||||||
int sizeOfPacket = 0;
|
unsigned int sizeOfPacket = 0;
|
||||||
memcpy(&sizeOfPacket, data, sizeof(int));
|
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
|
||||||
|
|
||||||
|
// if the buffer is to small increase the size of it
|
||||||
|
// TODO if message is huge 1 time the buffer will not decrease.
|
||||||
|
if (sizeOfPacket > m_BufferSize) {
|
||||||
|
delete[] m_ReadBuffer;
|
||||||
|
m_ReadBuffer = new char[sizeOfPacket];
|
||||||
|
m_BufferSize = sizeOfPacket;
|
||||||
|
}
|
||||||
// Read the rest of the message
|
// Read the rest of the message
|
||||||
bytesReceived += m_Socket->read_some(boost
|
size_t bytesReceived = m_Socket->read_some(boost
|
||||||
::asio::buffer((void*)(data + bytesReceived), sizeOfPacket - bytesReceived),
|
::asio::buffer((void*)(m_ReadBuffer), sizeOfPacket),
|
||||||
error);
|
error);
|
||||||
if (error) {
|
if (error) {
|
||||||
//LOG_ERROR("receive: %s", error.message().c_str());
|
//LOG_ERROR("receive: %s", error.message().c_str());
|
||||||
}
|
}
|
||||||
|
if (sizeOfPacket > 1000000)
|
||||||
|
LOG_WARNING("The packets received are bigger than 1MB");
|
||||||
|
|
||||||
return bytesReceived;
|
return bytesReceived;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,14 +1,15 @@
|
|||||||
#include "Network/TCPServer.h"
|
#include "Network/TCPServer.h"
|
||||||
using namespace boost::asio::ip;
|
using namespace boost::asio::ip;
|
||||||
|
|
||||||
TCPServer::TCPServer()
|
TCPServer::TCPServer()
|
||||||
{
|
{
|
||||||
acceptor = std::unique_ptr<tcp::acceptor>(new tcp::acceptor(m_IOService, tcp::endpoint(tcp::v4(), 27666)));
|
acceptor = std::unique_ptr<tcp::acceptor>(new tcp::acceptor(m_IOService, tcp::endpoint(tcp::v4(), 27666)));
|
||||||
|
m_Port = GetPort();
|
||||||
|
m_Address = GetAddress();
|
||||||
}
|
}
|
||||||
|
|
||||||
TCPServer::~TCPServer()
|
TCPServer::~TCPServer()
|
||||||
{
|
{ }
|
||||||
}
|
|
||||||
|
|
||||||
void TCPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
|
void TCPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
|
||||||
{
|
{
|
||||||
@@ -31,7 +32,7 @@ PlayerID GetPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& con
|
|||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
void TCPServer::handle_accept(boost::shared_ptr<tcp::socket> socket,
|
void TCPServer::handle_accept(boost::shared_ptr<tcp::socket> socket,
|
||||||
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
|
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
|
||||||
const boost::system::error_code& error)
|
const boost::system::error_code& error)
|
||||||
{
|
{
|
||||||
@@ -51,8 +52,8 @@ void TCPServer::handle_accept(boost::shared_ptr<tcp::socket> socket,
|
|||||||
|
|
||||||
void TCPServer::Send(Packet & packet, PlayerDefinition & playerDefinition)
|
void TCPServer::Send(Packet & packet, PlayerDefinition & playerDefinition)
|
||||||
{
|
{
|
||||||
|
packet.UpdateSize();
|
||||||
try {
|
try {
|
||||||
packet.UpdateSize();
|
|
||||||
int bytesSent = playerDefinition.TCPSocket->send(
|
int bytesSent = playerDefinition.TCPSocket->send(
|
||||||
boost::asio::buffer(packet.Data(), packet.Size()),
|
boost::asio::buffer(packet.Data(), packet.Size()),
|
||||||
0);
|
0);
|
||||||
@@ -73,38 +74,60 @@ void TCPServer::Send(Packet & packet)
|
|||||||
}
|
}
|
||||||
|
|
||||||
void TCPServer::Disconnect()
|
void TCPServer::Disconnect()
|
||||||
{
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
int TCPServer::GetPort()
|
||||||
|
{
|
||||||
|
return acceptor->local_endpoint().port();
|
||||||
|
}
|
||||||
|
|
||||||
|
std::string TCPServer::GetAddress()
|
||||||
|
{
|
||||||
|
boost::asio::ip::tcp::resolver resolver(m_IOService);
|
||||||
|
boost::asio::ip::tcp::resolver::query query(boost::asio::ip::tcp::v4(), boost::asio::ip::host_name(), "");
|
||||||
|
boost::asio::ip::tcp::resolver::iterator it = resolver.resolve(query);
|
||||||
|
boost::asio::ip::tcp::endpoint endpoint = *it;
|
||||||
|
return endpoint.address().to_string().c_str();
|
||||||
}
|
}
|
||||||
|
|
||||||
void TCPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition)
|
void TCPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition)
|
||||||
{
|
{
|
||||||
int bytesRead = readBuffer(m_ReadBuffer, playerDefinition);
|
int bytesRead = readBuffer(playerDefinition);
|
||||||
if (bytesRead > 0) {
|
if (bytesRead > 0) {
|
||||||
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
|
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
|
||||||
}
|
}
|
||||||
lastReceivedSocket = playerDefinition.TCPSocket;
|
lastReceivedSocket = playerDefinition.TCPSocket;
|
||||||
}
|
}
|
||||||
|
|
||||||
int TCPServer::readBuffer(char* data, PlayerDefinition & playerDefinition)
|
int TCPServer::readBuffer(PlayerDefinition & playerDefinition)
|
||||||
{
|
{
|
||||||
if (!playerDefinition.TCPSocket) {
|
if (!playerDefinition.TCPSocket) {
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
boost::system::error_code error;
|
boost::system::error_code error;
|
||||||
// Read size of packet
|
// Read size of packet
|
||||||
size_t bytesReceived = playerDefinition.TCPSocket->read_some(boost
|
playerDefinition.TCPSocket->receive(boost
|
||||||
::asio::buffer((void*)data, sizeof(int)),
|
::asio::buffer((void*)m_ReadBuffer, sizeof(int)),
|
||||||
error);
|
boost::asio::ip::tcp::socket::message_peek, error);
|
||||||
int sizeOfPacket = 0;
|
unsigned int sizeOfPacket = 0;
|
||||||
memcpy(&sizeOfPacket, data, sizeof(int));
|
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
|
||||||
|
|
||||||
|
// if the buffer is to small increase the size of it
|
||||||
|
if (sizeOfPacket > m_BufferSize) {
|
||||||
|
delete[] m_ReadBuffer;
|
||||||
|
m_ReadBuffer = new char[sizeOfPacket];
|
||||||
|
m_BufferSize = sizeOfPacket;
|
||||||
|
}
|
||||||
// Read the rest of the message
|
// Read the rest of the message
|
||||||
bytesReceived += playerDefinition.TCPSocket->read_some(boost
|
size_t bytesReceived = playerDefinition.TCPSocket->read_some(boost
|
||||||
::asio::buffer((void*)(data + bytesReceived), sizeOfPacket - bytesReceived),
|
::asio::buffer((void*)(m_ReadBuffer), sizeOfPacket),
|
||||||
error);
|
error);
|
||||||
if (error) {
|
if (error) {
|
||||||
//LOG_ERROR("receive: %s", error.message().c_str());
|
//LOG_ERROR("receive: %s", error.message().c_str());
|
||||||
}
|
}
|
||||||
|
if (sizeOfPacket > 1000000)
|
||||||
|
LOG_WARNING("The packets received are bigger than 1MB");
|
||||||
|
|
||||||
return bytesReceived;
|
return bytesReceived;
|
||||||
}
|
}
|
||||||
@@ -15,9 +15,9 @@ void UDPClient::Connect(std::string playerName, std::string address, int port)
|
|||||||
if (m_Socket) {
|
if (m_Socket) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string(address), port);
|
m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address().from_string(address), port);
|
||||||
m_Socket = boost::shared_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService));
|
m_Socket = boost::shared_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService));
|
||||||
m_Socket->connect(m_ReceiverEndpoint);
|
m_Socket->open(boost::asio::ip::udp::v4());
|
||||||
}
|
}
|
||||||
|
|
||||||
void UDPClient::Disconnect()
|
void UDPClient::Disconnect()
|
||||||
@@ -27,34 +27,66 @@ void UDPClient::Disconnect()
|
|||||||
|
|
||||||
void UDPClient::Receive(Packet& packet)
|
void UDPClient::Receive(Packet& packet)
|
||||||
{
|
{
|
||||||
int bytesRead = readBuffer(m_ReadBuffer);
|
int bytesRead = readBuffer();
|
||||||
if (bytesRead > 0) {
|
if (bytesRead > 0) {
|
||||||
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
|
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
int UDPClient::readBuffer(char* data)
|
int UDPClient::readBuffer()
|
||||||
{
|
{
|
||||||
if (!m_Socket) {
|
if (!m_Socket) {
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
boost::system::error_code error;
|
boost::system::error_code error;
|
||||||
int bytesReceived = m_Socket->receive_from(boost
|
// Read size of packet
|
||||||
::asio::buffer((void*)data, BUFFERSIZE),
|
m_Socket->receive(boost
|
||||||
m_ReceiverEndpoint,
|
::asio::buffer((void*)m_ReadBuffer, sizeof(int)),
|
||||||
0, error);
|
boost::asio::ip::udp::socket::message_peek, error);
|
||||||
|
int sizeOfPacket = 0;
|
||||||
|
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
|
||||||
|
|
||||||
|
// if the buffer is to small increase the size of it
|
||||||
|
if (sizeOfPacket > m_BufferSize) {
|
||||||
|
delete[] m_ReadBuffer;
|
||||||
|
m_ReadBuffer = new char[sizeOfPacket];
|
||||||
|
m_BufferSize = sizeOfPacket;
|
||||||
|
}
|
||||||
|
|
||||||
|
size_t availableData = m_Socket->available();
|
||||||
|
// Read the rest of the message
|
||||||
|
size_t bytesReceived = m_Socket->receive_from(boost
|
||||||
|
::asio::buffer((void*)(m_ReadBuffer),
|
||||||
|
sizeOfPacket),
|
||||||
|
m_ReceiverEndpoint, 0, error);
|
||||||
if (error) {
|
if (error) {
|
||||||
//LOG_ERROR("receive: %s", error.message().c_str());
|
//LOG_ERROR("receive: %s", error.message().c_str());
|
||||||
}
|
}
|
||||||
|
if (sizeOfPacket > 1000000)
|
||||||
|
LOG_WARNING("The packets received are bigger than 1MB");
|
||||||
|
|
||||||
return bytesReceived;
|
return bytesReceived;
|
||||||
}
|
}
|
||||||
|
|
||||||
void UDPClient::Send(Packet& packet)
|
void UDPClient::Send(Packet& packet)
|
||||||
{
|
{
|
||||||
|
packet.UpdateSize();
|
||||||
m_Socket->send_to(boost::asio::buffer(
|
m_Socket->send_to(boost::asio::buffer(
|
||||||
packet.Data(),
|
packet.Data(),
|
||||||
packet.Size()),
|
packet.Size()),
|
||||||
m_ReceiverEndpoint, 0);
|
m_ReceiverEndpoint, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void UDPClient::Broadcast(Packet& packet, int port)
|
||||||
|
{
|
||||||
|
packet.UpdateSize();
|
||||||
|
m_Socket->set_option(boost::asio::socket_base::broadcast(true));
|
||||||
|
m_Socket->send_to(boost::asio::buffer(
|
||||||
|
packet.Data(),
|
||||||
|
packet.Size()),
|
||||||
|
udp::endpoint(boost::asio::ip::address_v4().broadcast(), port)
|
||||||
|
, 0);
|
||||||
|
m_Socket->set_option(boost::asio::socket_base::broadcast(false));
|
||||||
}
|
}
|
||||||
|
|
||||||
bool UDPClient::IsSocketAvailable()
|
bool UDPClient::IsSocketAvailable()
|
||||||
|
|||||||
@@ -5,11 +5,17 @@ UDPServer::UDPServer()
|
|||||||
m_Socket = std::unique_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService, boost::asio::ip::udp::endpoint(boost::asio::ip::udp::v4(), 27666)));
|
m_Socket = std::unique_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService, boost::asio::ip::udp::endpoint(boost::asio::ip::udp::v4(), 27666)));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
UDPServer::UDPServer(int port)
|
||||||
|
{
|
||||||
|
m_Socket = std::unique_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService, boost::asio::ip::udp::endpoint(boost::asio::ip::udp::v4(), port)));
|
||||||
|
}
|
||||||
|
|
||||||
UDPServer::~UDPServer()
|
UDPServer::~UDPServer()
|
||||||
{ }
|
{ }
|
||||||
|
|
||||||
void UDPServer::Send(Packet& packet, PlayerDefinition & playerDefinition)
|
void UDPServer::Send(Packet& packet, PlayerDefinition & playerDefinition)
|
||||||
{
|
{
|
||||||
|
packet.UpdateSize();
|
||||||
try {
|
try {
|
||||||
int bytesSent = m_Socket->send_to(
|
int bytesSent = m_Socket->send_to(
|
||||||
boost::asio::buffer(packet.Data(), packet.Size()),
|
boost::asio::buffer(packet.Data(), packet.Size()),
|
||||||
@@ -23,6 +29,7 @@ void UDPServer::Send(Packet& packet, PlayerDefinition & playerDefinition)
|
|||||||
// Send back to endpoint of received packet
|
// Send back to endpoint of received packet
|
||||||
void UDPServer::Send(Packet & packet)
|
void UDPServer::Send(Packet & packet)
|
||||||
{
|
{
|
||||||
|
packet.UpdateSize();
|
||||||
m_Socket->send_to(
|
m_Socket->send_to(
|
||||||
boost::asio::buffer(
|
boost::asio::buffer(
|
||||||
packet.Data(),
|
packet.Data(),
|
||||||
@@ -31,9 +38,35 @@ void UDPServer::Send(Packet & packet)
|
|||||||
0);
|
0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Broadcasting respond specific logic
|
||||||
|
void UDPServer::Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint)
|
||||||
|
{
|
||||||
|
packet.UpdateSize();
|
||||||
|
m_Socket->send_to(
|
||||||
|
boost::asio::buffer(
|
||||||
|
packet.Data(),
|
||||||
|
packet.Size()),
|
||||||
|
endpoint,
|
||||||
|
0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Broadcasting
|
||||||
|
void UDPServer::Broadcast(Packet & packet, int port)
|
||||||
|
{
|
||||||
|
packet.UpdateSize();
|
||||||
|
m_Socket->set_option(boost::asio::socket_base::broadcast(true));
|
||||||
|
m_Socket->send_to(
|
||||||
|
boost::asio::buffer(
|
||||||
|
packet.Data(),
|
||||||
|
packet.Size()),
|
||||||
|
boost::asio::ip::udp::endpoint(boost::asio::ip::address_v4().broadcast(),port),
|
||||||
|
0);
|
||||||
|
m_Socket->set_option(boost::asio::socket_base::broadcast(false));
|
||||||
|
}
|
||||||
|
|
||||||
void UDPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition)
|
void UDPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition)
|
||||||
{
|
{
|
||||||
int bytesRead = readBuffer(m_ReadBuffer);
|
int bytesRead = readBuffer();
|
||||||
if (bytesRead > 0) {
|
if (bytesRead > 0) {
|
||||||
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
|
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
|
||||||
}
|
}
|
||||||
@@ -45,17 +78,39 @@ bool UDPServer::IsSocketAvailable()
|
|||||||
return m_Socket->available();
|
return m_Socket->available();
|
||||||
}
|
}
|
||||||
|
|
||||||
int UDPServer::readBuffer(char* data)
|
int UDPServer::readBuffer()
|
||||||
{
|
{
|
||||||
boost::system::error_code error = boost::asio::error::host_not_found;
|
if (!m_Socket) {
|
||||||
unsigned int length = m_Socket->receive_from(
|
return 0;
|
||||||
boost::asio::buffer((void*)data
|
|
||||||
, BUFFERSIZE)
|
|
||||||
, m_ReceiverEndpoint, 0, error);
|
|
||||||
if (error) {
|
|
||||||
LOG_WARNING(error.message().c_str());
|
|
||||||
}
|
}
|
||||||
return length;
|
int addasdasd = m_Socket->available();
|
||||||
|
boost::system::error_code error;
|
||||||
|
// Read size of packet
|
||||||
|
m_Socket->receive_from(boost
|
||||||
|
::asio::buffer((void*)m_ReadBuffer, sizeof(int)),
|
||||||
|
m_ReceiverEndpoint, boost::asio::ip::udp::socket::message_peek, error);
|
||||||
|
unsigned int sizeOfPacket = 0;
|
||||||
|
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
|
||||||
|
|
||||||
|
// if the buffer is to small increase the size of it
|
||||||
|
if (sizeOfPacket > m_BufferSize) {
|
||||||
|
delete[] m_ReadBuffer;
|
||||||
|
m_ReadBuffer = new char[sizeOfPacket];
|
||||||
|
m_BufferSize = sizeOfPacket;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Read the rest of the message
|
||||||
|
size_t bytesReceived = m_Socket->receive_from(boost
|
||||||
|
::asio::buffer((void*)(m_ReadBuffer),
|
||||||
|
sizeOfPacket),
|
||||||
|
m_ReceiverEndpoint, 0, error);
|
||||||
|
if (error) {
|
||||||
|
//LOG_ERROR("receive: %s", error.message().c_str());
|
||||||
|
}
|
||||||
|
if (sizeOfPacket > 1000000)
|
||||||
|
LOG_WARNING("The packets received are bigger than 1MB");
|
||||||
|
|
||||||
|
return bytesReceived;
|
||||||
}
|
}
|
||||||
|
|
||||||
void UDPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
|
void UDPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
|
||||||
|
|||||||
@@ -0,0 +1,40 @@
|
|||||||
|
#include "Rendering/CubeMapPass.h"
|
||||||
|
|
||||||
|
CubeMapPass::CubeMapPass(IRenderer* renderer)
|
||||||
|
:m_Renderer(renderer)
|
||||||
|
{
|
||||||
|
LoadTextures("Nevada");
|
||||||
|
}
|
||||||
|
|
||||||
|
void CubeMapPass::LoadTextures(std::string input)
|
||||||
|
{
|
||||||
|
if (m_PreviusCubeMapTexture != input) {
|
||||||
|
m_CubeMapTextures.clear();
|
||||||
|
for (int i = 0; i < 6; i++) {
|
||||||
|
std::string str;
|
||||||
|
str = "Textures/Test/CubeMap/" + input + "/CubeMapTest0" + std::to_string(i) + ".png";
|
||||||
|
Texture* img = ResourceManager::Load<Texture>(str);
|
||||||
|
m_CubeMapTextures.push_back(img);
|
||||||
|
}
|
||||||
|
GenerateCubeMapTexture();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void CubeMapPass::GenerateCubeMapTexture()
|
||||||
|
{
|
||||||
|
if (m_CubeMapTexture == -1) {
|
||||||
|
glGenTextures(1, &m_CubeMapTexture);
|
||||||
|
}
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapTexture);
|
||||||
|
|
||||||
|
for (int i = 0; i < 6; i++) {
|
||||||
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA32F, m_CubeMapTextures[0]->Width, m_CubeMapTextures[0]->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_CubeMapTextures[i]->Data);
|
||||||
|
}
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||||
|
GLERROR("Generate Cubemap");
|
||||||
|
}
|
||||||
|
|
||||||
@@ -52,6 +52,7 @@ void DrawBloomPass::InitializeBuffers()
|
|||||||
|
|
||||||
void DrawBloomPass::ClearBuffer()
|
void DrawBloomPass::ClearBuffer()
|
||||||
{
|
{
|
||||||
|
GLERROR("PRE");
|
||||||
m_GaussianFrameBuffer_horiz.Bind();
|
m_GaussianFrameBuffer_horiz.Bind();
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
@@ -60,6 +61,7 @@ void DrawBloomPass::ClearBuffer()
|
|||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
m_GaussianFrameBuffer_vert.Unbind();
|
m_GaussianFrameBuffer_vert.Unbind();
|
||||||
|
GLERROR("END");
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawBloomPass::Draw(GLuint texture)
|
void DrawBloomPass::Draw(GLuint texture)
|
||||||
|
|||||||
@@ -1,10 +1,11 @@
|
|||||||
#include "Rendering/DrawFinalPass.h"
|
#include "Rendering/DrawFinalPass.h"
|
||||||
|
|
||||||
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
|
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass)
|
||||||
|
: m_Renderer(renderer)
|
||||||
|
, m_LightCullingPass(lightCullingPass)
|
||||||
|
, m_CubeMapPass(cubeMapPass)
|
||||||
{
|
{
|
||||||
//TODO: Make sure that uniforms are not sent into shader if not needed.
|
//TODO: Make sure that uniforms are not sent into shader if not needed.
|
||||||
m_Renderer = renderer;
|
|
||||||
m_LightCullingPass = lightCullingPass;
|
|
||||||
m_ShieldPixelRate = 8;
|
m_ShieldPixelRate = 8;
|
||||||
InitializeTextures();
|
InitializeTextures();
|
||||||
InitializeShaderPrograms();
|
InitializeShaderPrograms();
|
||||||
@@ -192,8 +193,10 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
|
|||||||
state->StencilMask(0x00);
|
state->StencilMask(0x00);
|
||||||
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
|
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
|
||||||
GLERROR("OpaqueObjects");
|
GLERROR("OpaqueObjects");
|
||||||
|
state->BlendFunc(GL_ONE, GL_ONE);
|
||||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
|
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
|
||||||
GLERROR("TransparentObjects");
|
GLERROR("TransparentObjects");
|
||||||
|
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
DrawSprites(scene.Jobs.SpriteJob, scene);
|
DrawSprites(scene.Jobs.SpriteJob, scene);
|
||||||
GLERROR("SpriteJobs");
|
GLERROR("SpriteJobs");
|
||||||
|
|
||||||
@@ -259,20 +262,35 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
|
|||||||
|
|
||||||
void DrawFinalPass::ClearBuffer()
|
void DrawFinalPass::ClearBuffer()
|
||||||
{
|
{
|
||||||
|
GLERROR("PRE");
|
||||||
m_FinalPassFrameBufferLowRes.Bind();
|
m_FinalPassFrameBufferLowRes.Bind();
|
||||||
|
GLERROR("Bind LowRes");
|
||||||
|
|
||||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate);
|
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate);
|
||||||
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||||
|
GLERROR("ViewPort,Scissor LowRes");
|
||||||
|
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
|
GLERROR("1");
|
||||||
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
GLERROR("2");
|
||||||
|
|
||||||
glDisable(GL_SCISSOR_TEST);
|
glDisable(GL_SCISSOR_TEST);
|
||||||
|
GLERROR("3");
|
||||||
|
|
||||||
m_FinalPassFrameBufferLowRes.Unbind();
|
m_FinalPassFrameBufferLowRes.Unbind();
|
||||||
|
|
||||||
|
GLERROR("prebind HighRes");
|
||||||
m_FinalPassFrameBuffer.Bind();
|
m_FinalPassFrameBuffer.Bind();
|
||||||
|
GLERROR("Bind HighRes");
|
||||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||||
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||||
|
GLERROR("ViewPort,Scissor LowRes");
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
m_FinalPassFrameBuffer.Unbind();
|
m_FinalPassFrameBuffer.Unbind();
|
||||||
|
GLERROR("END");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -356,12 +374,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
case RawModel::MaterialType::SingleTextures:
|
case RawModel::MaterialType::SingleTextures:
|
||||||
{
|
{
|
||||||
if (explosionEffectJob->Model->IsSkinned()) {
|
if (explosionEffectJob->Model->IsSkinned()) {
|
||||||
|
|
||||||
m_ExplosionEffectSkinnedProgram->Bind();
|
m_ExplosionEffectSkinnedProgram->Bind();
|
||||||
GLERROR("Bind ExplosionEffectSkinned program");
|
GLERROR("Bind ExplosionEffectSkinned program");
|
||||||
//bind uniforms
|
//bind uniforms
|
||||||
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
|
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
|
||||||
//bind textures
|
//bind textures
|
||||||
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
|
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
|
||||||
|
glActiveTexture(GL_TEXTURE5);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||||
|
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
|
|
||||||
std::vector<glm::mat4> frameBones;
|
std::vector<glm::mat4> frameBones;
|
||||||
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
||||||
@@ -376,6 +399,10 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
|
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
|
||||||
//bind textures
|
//bind textures
|
||||||
BindExplosionTextures(explosionHandle, explosionEffectJob);
|
BindExplosionTextures(explosionHandle, explosionEffectJob);
|
||||||
|
glActiveTexture(GL_TEXTURE5);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||||
|
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@@ -434,6 +461,10 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
|
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
|
||||||
//bind textures
|
//bind textures
|
||||||
BindModelTextures(forwardSkinnedHandle, modelJob);
|
BindModelTextures(forwardSkinnedHandle, modelJob);
|
||||||
|
glActiveTexture(GL_TEXTURE5);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||||
|
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
|
|
||||||
std::vector<glm::mat4> frameBones;
|
std::vector<glm::mat4> frameBones;
|
||||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||||
@@ -449,6 +480,9 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
BindModelUniforms(forwardHandle, modelJob, scene);
|
BindModelUniforms(forwardHandle, modelJob, scene);
|
||||||
//bind textures
|
//bind textures
|
||||||
BindModelTextures(forwardHandle, modelJob);
|
BindModelTextures(forwardHandle, modelJob);
|
||||||
|
glActiveTexture(GL_TEXTURE5);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||||
|
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@@ -807,6 +841,8 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
|
|||||||
|
|
||||||
void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job)
|
void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job)
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
||||||
switch (job->Type) {
|
switch (job->Type) {
|
||||||
case RawModel::MaterialType::SingleTextures:
|
case RawModel::MaterialType::SingleTextures:
|
||||||
case RawModel::MaterialType::Basic:
|
case RawModel::MaterialType::Basic:
|
||||||
|
|||||||
@@ -21,23 +21,13 @@ void PickingPass::InitializeTextures()
|
|||||||
{
|
{
|
||||||
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
|
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
|
||||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
||||||
|
|
||||||
|
GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||||
|
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
||||||
}
|
}
|
||||||
|
|
||||||
void PickingPass::InitializeFrameBuffers()
|
void PickingPass::InitializeFrameBuffers()
|
||||||
{
|
{
|
||||||
/* glGenRenderbuffers(1, &m_DepthBuffer);
|
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
|
||||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);*/
|
|
||||||
|
|
||||||
glGenTextures(1, &m_DepthBuffer);
|
|
||||||
|
|
||||||
glBindTexture(GL_TEXTURE_2D, m_DepthBuffer);
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width), (int)(m_Renderer->GetViewportSize().Height), 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
|
||||||
|
|
||||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
|
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
|
||||||
m_PickingBuffer.Generate();
|
m_PickingBuffer.Generate();
|
||||||
@@ -64,6 +54,7 @@ void PickingPass::InitializeShaderPrograms()
|
|||||||
|
|
||||||
void PickingPass::Draw(RenderScene& scene)
|
void PickingPass::Draw(RenderScene& scene)
|
||||||
{
|
{
|
||||||
|
GLERROR("PRE");
|
||||||
PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
|
PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
|
||||||
|
|
||||||
//TODO: Render: Add code for more jobs than modeljobs.
|
//TODO: Render: Add code for more jobs than modeljobs.
|
||||||
@@ -367,6 +358,7 @@ void PickingPass::Draw(RenderScene& scene)
|
|||||||
|
|
||||||
void PickingPass::ClearPicking()
|
void PickingPass::ClearPicking()
|
||||||
{
|
{
|
||||||
|
GLERROR("PRE");
|
||||||
m_PickingColorsToEntity.clear();
|
m_PickingColorsToEntity.clear();
|
||||||
m_EntityColors.clear();
|
m_EntityColors.clear();
|
||||||
m_ColorCounter[0] = 0;
|
m_ColorCounter[0] = 0;
|
||||||
@@ -376,14 +368,13 @@ void PickingPass::ClearPicking()
|
|||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
m_PickingBuffer.Unbind();
|
m_PickingBuffer.Unbind();
|
||||||
|
GLERROR("END");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void PickingPass::OnWindowResize()
|
void PickingPass::OnWindowResize()
|
||||||
{
|
{
|
||||||
InitializeTextures();
|
InitializeTextures();
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
|
||||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
||||||
m_PickingBuffer.Generate();
|
m_PickingBuffer.Generate();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -3,9 +3,9 @@
|
|||||||
|
|
||||||
PickingPassState::PickingPassState(GLuint frameBuffer)
|
PickingPassState::PickingPassState(GLuint frameBuffer)
|
||||||
{
|
{
|
||||||
GLERROR("---2");
|
GLERROR("PRE");
|
||||||
BindFramebuffer(frameBuffer);
|
BindFramebuffer(frameBuffer);
|
||||||
GLERROR("---3");
|
GLERROR("Bind Framebuffer");
|
||||||
Enable(GL_DEPTH_TEST);
|
Enable(GL_DEPTH_TEST);
|
||||||
Enable(GL_CULL_FACE);
|
Enable(GL_CULL_FACE);
|
||||||
Disable(GL_BLEND);
|
Disable(GL_BLEND);
|
||||||
@@ -13,6 +13,7 @@ PickingPassState::PickingPassState(GLuint frameBuffer)
|
|||||||
glm::vec4 clearColor = glm::vec4(0.f);
|
glm::vec4 clearColor = glm::vec4(0.f);
|
||||||
//ClearColor(clearColor);
|
//ClearColor(clearColor);
|
||||||
//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
GLERROR("END");
|
||||||
}
|
}
|
||||||
|
|
||||||
PickingPassState::~PickingPassState()
|
PickingPassState::~PickingPassState()
|
||||||
|
|||||||
@@ -30,6 +30,7 @@ void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height
|
|||||||
currentRenderer->m_LightCullingPass->OnWindowResize();
|
currentRenderer->m_LightCullingPass->OnWindowResize();
|
||||||
currentRenderer->m_PickingPass->OnWindowResize();
|
currentRenderer->m_PickingPass->OnWindowResize();
|
||||||
currentRenderer->m_DrawBloomPass->OnWindowResize();
|
currentRenderer->m_DrawBloomPass->OnWindowResize();
|
||||||
|
currentRenderer->m_SSAOPass->OnWindowResize();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::InitializeWindow()
|
void Renderer::InitializeWindow()
|
||||||
@@ -88,9 +89,6 @@ void Renderer::InitializeShaders()
|
|||||||
//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ExplosionEffect.frag.glsl")));
|
//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ExplosionEffect.frag.glsl")));
|
||||||
//m_ExplosionEffectProgram->Compile();
|
//m_ExplosionEffectProgram->Compile();
|
||||||
//m_ExplosionEffectProgram->Link();
|
//m_ExplosionEffectProgram->Link();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::InputUpdate(double dt)
|
void Renderer::InputUpdate(double dt)
|
||||||
@@ -108,7 +106,14 @@ void Renderer::Update(double dt)
|
|||||||
|
|
||||||
void Renderer::Draw(RenderFrame& frame)
|
void Renderer::Draw(RenderFrame& frame)
|
||||||
{
|
{
|
||||||
|
GLERROR("PRE");
|
||||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
|
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
|
||||||
|
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
|
||||||
|
if(m_CubeMapTexture == 0) {
|
||||||
|
m_CubeMapPass->LoadTextures("Nevada");
|
||||||
|
} else if (m_CubeMapTexture == 1) {
|
||||||
|
m_CubeMapPass->LoadTextures("Sky");
|
||||||
|
}
|
||||||
|
|
||||||
ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.01f, 5.0f);
|
ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.01f, 5.0f);
|
||||||
ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 0.1f);
|
ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 0.1f);
|
||||||
@@ -117,6 +122,7 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100);
|
ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100);
|
||||||
ImGui::SliderInt("SSAO Number of Turns", &m_SSAO_NumOfTurns, 0, 50);
|
ImGui::SliderInt("SSAO Number of Turns", &m_SSAO_NumOfTurns, 0, 50);
|
||||||
m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns);
|
m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns);
|
||||||
|
GLERROR("SSAO Settings");
|
||||||
//clear buffer 0
|
//clear buffer 0
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
@@ -126,7 +132,9 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
m_PickingPass->ClearPicking();
|
m_PickingPass->ClearPicking();
|
||||||
m_DrawFinalPass->ClearBuffer();
|
m_DrawFinalPass->ClearBuffer();
|
||||||
m_DrawBloomPass->ClearBuffer();
|
m_DrawBloomPass->ClearBuffer();
|
||||||
|
m_SSAOPass->ClearBuffer();
|
||||||
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
|
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
|
||||||
|
GLERROR("ClearBuffers");
|
||||||
for (auto scene : frame.RenderScenes) {
|
for (auto scene : frame.RenderScenes) {
|
||||||
PerformanceTimer::StartTimer("Renderer-Depth");
|
PerformanceTimer::StartTimer("Renderer-Depth");
|
||||||
m_PickingPass->Draw(*scene);
|
m_PickingPass->Draw(*scene);
|
||||||
@@ -239,9 +247,10 @@ void Renderer::InitializeRenderPasses()
|
|||||||
{
|
{
|
||||||
m_PickingPass = new PickingPass(this, m_EventBroker);
|
m_PickingPass = new PickingPass(this, m_EventBroker);
|
||||||
m_LightCullingPass = new LightCullingPass(this);
|
m_LightCullingPass = new LightCullingPass(this);
|
||||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
|
m_CubeMapPass = new CubeMapPass(this);
|
||||||
|
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass);
|
||||||
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
||||||
m_DrawBloomPass = new DrawBloomPass(this);
|
m_DrawBloomPass = new DrawBloomPass(this);
|
||||||
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
||||||
m_SSAOPass = new SSAOPass(this);
|
m_SSAOPass = new SSAOPass(this);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -6,6 +6,7 @@ SSAOPass::SSAOPass(IRenderer* renderer)
|
|||||||
|
|
||||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
||||||
|
|
||||||
|
InitializeTexture();
|
||||||
InitializeBuffer();
|
InitializeBuffer();
|
||||||
InitializeShaderProgram();
|
InitializeShaderProgram();
|
||||||
Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
|
Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
|
||||||
@@ -28,16 +29,16 @@ void SSAOPass::InitializeShaderProgram()
|
|||||||
m_SSAOViewSpaceZProgram->Link();
|
m_SSAOViewSpaceZProgram->Link();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void SSAOPass::InitializeTexture() {
|
||||||
|
GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R8, GL_RED, GL_FLOAT);
|
||||||
|
GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R32F, GL_RED, GL_FLOAT);
|
||||||
|
}
|
||||||
|
|
||||||
void SSAOPass::InitializeBuffer()
|
void SSAOPass::InitializeBuffer()
|
||||||
{
|
{
|
||||||
GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R8, GL_RED, GL_FLOAT);
|
|
||||||
|
|
||||||
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
|
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
|
||||||
m_SSAOFramBuffer.Generate();
|
m_SSAOFramBuffer.Generate();
|
||||||
|
|
||||||
GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R32F, GL_RED, GL_FLOAT);
|
|
||||||
|
|
||||||
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
|
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
|
||||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
m_SSAOViewSpaceZFramBuffer.Generate();
|
||||||
}
|
}
|
||||||
@@ -45,12 +46,12 @@ void SSAOPass::InitializeBuffer()
|
|||||||
void SSAOPass::ClearBuffer()
|
void SSAOPass::ClearBuffer()
|
||||||
{
|
{
|
||||||
m_SSAOFramBuffer.Bind();
|
m_SSAOFramBuffer.Bind();
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
m_SSAOFramBuffer.Unbind();
|
m_SSAOFramBuffer.Unbind();
|
||||||
|
|
||||||
m_SSAOViewSpaceZFramBuffer.Bind();
|
m_SSAOViewSpaceZFramBuffer.Bind();
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
m_SSAOViewSpaceZFramBuffer.Unbind();
|
m_SSAOViewSpaceZFramBuffer.Unbind();
|
||||||
}
|
}
|
||||||
@@ -136,6 +137,9 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
|||||||
m_DrawBloomPass->Draw(m_SSAOTexture);
|
m_DrawBloomPass->Draw(m_SSAOTexture);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ComputeAO(GLuint depthBuffer, Camera* camera) {
|
void SSAOPass::OnWindowResize() {
|
||||||
|
m_DrawBloomPass->OnWindowResize();
|
||||||
|
InitializeTexture();
|
||||||
|
m_SSAOFramBuffer.Generate();
|
||||||
|
m_SSAOViewSpaceZFramBuffer.Generate();
|
||||||
}
|
}
|
||||||
@@ -18,6 +18,7 @@ Texture::Texture(std::string path)
|
|||||||
|
|
||||||
this->Width = img->Width;
|
this->Width = img->Width;
|
||||||
this->Height = img->Height;
|
this->Height = img->Height;
|
||||||
|
this->Data = img->Data;
|
||||||
|
|
||||||
GLint format;
|
GLint format;
|
||||||
switch (img->Format) {
|
switch (img->Format) {
|
||||||
@@ -28,6 +29,7 @@ Texture::Texture(std::string path)
|
|||||||
format = GL_RGBA;
|
format = GL_RGBA;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// Construct the OpenGL texture
|
// Construct the OpenGL texture
|
||||||
glGenTextures(1, &m_Texture);
|
glGenTextures(1, &m_Texture);
|
||||||
|
|||||||
@@ -1,32 +1,34 @@
|
|||||||
#include "Systems/CapturePointSystem.h"
|
#include "Systems/CapturePointSystem.h"
|
||||||
#include <algorithm>
|
#include <algorithm>
|
||||||
|
|
||||||
CapturePointSystem::CapturePointSystem(SystemParams params)
|
CapturePointSystem::CapturePointSystem(SystemParams params)
|
||||||
: System(params)
|
: System(params)
|
||||||
, PureSystem("CapturePoint")
|
, PureSystem("CapturePoint")
|
||||||
{
|
{
|
||||||
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
|
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
|
||||||
if (IsClient) {
|
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
|
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
|
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//here all capturepoints will update their component
|
//here all capturepoints will update their component
|
||||||
//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
|
//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
|
||||||
void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt)
|
void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt)
|
||||||
{
|
{
|
||||||
if (!IsClient) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (m_WinnerWasFound) {
|
if (m_WinnerWasFound) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
const int capturePointNumber = cCapturePoint["CapturePointNumber"];
|
const int capturePointNumber = cCapturePoint["CapturePointNumber"];
|
||||||
const bool hasTeamComponent = capturePointEntity.HasComponent("Team");
|
const bool hasTeamComponent = capturePointEntity.HasComponent("Team");
|
||||||
|
|
||||||
|
if (m_NumberOfCapturePoints != 0) {
|
||||||
|
if (!m_CapturePointNumberToEntityMap[0].HasComponent("CapturePoint")) {
|
||||||
|
//if map has changed, the capturepoints has changed, now have to redo them
|
||||||
|
m_NumberOfCapturePoints = 0;
|
||||||
|
m_CapturePointNumberToEntityMap.clear();
|
||||||
|
}
|
||||||
|
}
|
||||||
//if point doesnt have a teamComponent yet, add one. since:
|
//if point doesnt have a teamComponent yet, add one. since:
|
||||||
//what if capture point has no team -> we cant get/use the team enum from it...
|
//what if capture point has no team -> we cant get/use the team enum from it...
|
||||||
if (!hasTeamComponent) {
|
if (!hasTeamComponent) {
|
||||||
@@ -71,8 +73,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
|||||||
std::map<std::string, int> nextPossibleCapturePoint;
|
std::map<std::string, int> nextPossibleCapturePoint;
|
||||||
nextPossibleCapturePoint["Red"] = -1;
|
nextPossibleCapturePoint["Red"] = -1;
|
||||||
nextPossibleCapturePoint["Blue"] = -1;
|
nextPossibleCapturePoint["Blue"] = -1;
|
||||||
for (int i = 0; i < m_NumberOfCapturePoints; i++)
|
for (int i = 0; i < m_NumberOfCapturePoints; i++) {
|
||||||
{
|
|
||||||
if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
|
if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
@@ -84,8 +85,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
|||||||
nextPossibleCapturePoint["Blue"] = i + 1;
|
nextPossibleCapturePoint["Blue"] = i + 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
for (int i = m_NumberOfCapturePoints - 1; i >= 0; i--)
|
for (int i = m_NumberOfCapturePoints - 1; i >= 0; i--) {
|
||||||
{
|
|
||||||
if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
|
if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
@@ -100,8 +100,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
|||||||
|
|
||||||
//reset timers and reset the bool that triggers this
|
//reset timers and reset the bool that triggers this
|
||||||
if (m_ResetTimers) {
|
if (m_ResetTimers) {
|
||||||
for (int i = 0; i < m_NumberOfCapturePoints; i++)
|
for (int i = 0; i < m_NumberOfCapturePoints; i++) {
|
||||||
{
|
|
||||||
ComponentWrapper& capturePoint = m_CapturePointNumberToEntityMap[i]["CapturePoint"];
|
ComponentWrapper& capturePoint = m_CapturePointNumberToEntityMap[i]["CapturePoint"];
|
||||||
if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] &&
|
if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] &&
|
||||||
(int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Blue"]) {
|
(int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Blue"]) {
|
||||||
@@ -116,8 +115,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
|||||||
}
|
}
|
||||||
|
|
||||||
//check how many players are standing inside and are healthy
|
//check how many players are standing inside and are healthy
|
||||||
for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--)
|
for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--) {
|
||||||
{
|
|
||||||
auto triggerTouched = m_ETriggerTouchVector[i - 1];
|
auto triggerTouched = m_ETriggerTouchVector[i - 1];
|
||||||
if (std::get<1>(triggerTouched) == capturePointEntity) {
|
if (std::get<1>(triggerTouched) == capturePointEntity) {
|
||||||
//some player has touched this - lets figure out: what team, health
|
//some player has touched this - lets figure out: what team, health
|
||||||
@@ -176,8 +174,8 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
|||||||
cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
|
cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
|
||||||
}
|
}
|
||||||
//if capturePoint is owned by the team, and the other team has been trying to take it, then increase/decrease the timer towards 0.0
|
//if capturePoint is owned by the team, and the other team has been trying to take it, then increase/decrease the timer towards 0.0
|
||||||
if ((ownedBy == currentTeam && currentTeam == redTeam && (double)cCapturePoint["CaptureTimer"] < 0.0) ||
|
if ((ownedBy == currentTeam && currentTeam == redTeam && (double)cCapturePoint["CaptureTimer"] < captureTimeToTakeOver) ||
|
||||||
(ownedBy == currentTeam && currentTeam == blueTeam && (double)cCapturePoint["CaptureTimer"] > 0.0)) {
|
(ownedBy == currentTeam && currentTeam == blueTeam && (double)cCapturePoint["CaptureTimer"] > -captureTimeToTakeOver)) {
|
||||||
cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
|
cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
|
||||||
}
|
}
|
||||||
//check if captureTimer > captureTimeToTakeOver and if so change owner and publish the eCaptured event
|
//check if captureTimer > captureTimeToTakeOver and if so change owner and publish the eCaptured event
|
||||||
@@ -195,17 +193,14 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
|||||||
|
|
||||||
//check for possible winCondition = check if the homebase is owned by the other team
|
//check for possible winCondition = check if the homebase is owned by the other team
|
||||||
bool checkForWinner = false;
|
bool checkForWinner = false;
|
||||||
if (capturePointNumber == m_RedTeamHomeCapturePoint && ownedBy != redTeam)
|
if (capturePointNumber == m_RedTeamHomeCapturePoint && ownedBy != redTeam) {
|
||||||
{
|
|
||||||
checkForWinner = true;
|
checkForWinner = true;
|
||||||
}
|
}
|
||||||
if (capturePointNumber == m_BlueTeamHomeCapturePoint && ownedBy != blueTeam)
|
if (capturePointNumber == m_BlueTeamHomeCapturePoint && ownedBy != blueTeam) {
|
||||||
{
|
|
||||||
checkForWinner = true;
|
checkForWinner = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (checkForWinner && !m_WinnerWasFound)
|
if (checkForWinner && !m_WinnerWasFound) {
|
||||||
{
|
|
||||||
//publish Win event
|
//publish Win event
|
||||||
Events::Win e;
|
Events::Win e;
|
||||||
e.TeamThatWon = ownedBy;
|
e.TeamThatWon = ownedBy;
|
||||||
@@ -224,8 +219,7 @@ bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e)
|
|||||||
|
|
||||||
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e)
|
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e)
|
||||||
{
|
{
|
||||||
for (size_t i = 0; i < m_ETriggerTouchVector.size(); i++)
|
for (size_t i = 0; i < m_ETriggerTouchVector.size(); i++) {
|
||||||
{
|
|
||||||
auto triggerTouched = m_ETriggerTouchVector[i];
|
auto triggerTouched = m_ETriggerTouchVector[i];
|
||||||
if (std::get<0>(triggerTouched) == e.Entity && std::get<1>(triggerTouched) == e.Trigger) {
|
if (std::get<0>(triggerTouched) == e.Entity && std::get<1>(triggerTouched) == e.Trigger) {
|
||||||
m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i);
|
m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i);
|
||||||
|
|||||||
@@ -12,51 +12,41 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
|
|||||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
|
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void DamageIndicatorSystem::Update(double dt) {
|
||||||
|
if (!IsServer) {
|
||||||
|
for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) {
|
||||||
|
if (!iter->spriteEntity.Valid()) {
|
||||||
|
updateDamageIndicatorVector.erase(iter);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
auto angleBetweenVectors = CalculateAngle(LocalPlayer, iter->enemyPosition);
|
||||||
|
//simply set the rotation z-wise to the angleBetweenVectors
|
||||||
|
iter->spriteEntity["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
|
bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
|
||||||
{
|
{
|
||||||
if (m_CurrentCamera == EntityID_Invalid) {
|
if (m_CurrentCamera == EntityID_Invalid) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
//if (e.Victim != LocalPlayer) {
|
|
||||||
// return false;
|
|
||||||
//}
|
|
||||||
if (e.Victim.Valid() && e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
|
if (e.Victim.Valid() && e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
|
if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
//grab players direction
|
glm::vec3 inflictorPos = e.Inflictor["Transform"]["Position"];
|
||||||
auto playerOrientation = glm::quat((glm::vec3)e.Victim["Transform"]["Orientation"]);
|
//if testing
|
||||||
|
#ifdef INDICATOR_TEST
|
||||||
|
inflictorPos = DamageIndicatorTest(e.Victim);
|
||||||
|
#endif
|
||||||
|
|
||||||
//get the position vectors, but ignore the y-height
|
float angleBetweenVectors = CalculateAngle(e.Victim, inflictorPos);
|
||||||
auto enemyPosition = (glm::vec3)e.Inflictor["Transform"]["Position"];
|
|
||||||
auto playerPosition = (glm::vec3)e.Victim["Transform"]["Position"];
|
|
||||||
enemyPosition.y = 0.0f;
|
|
||||||
playerPosition.y = 0.0f;
|
|
||||||
|
|
||||||
//calculate the enemy to player vector
|
|
||||||
auto enemyPlayerVector = glm::normalize(playerPosition - enemyPosition);
|
|
||||||
|
|
||||||
//get angle from players current rotation, this angle is how much you rotate around the y-axis
|
|
||||||
auto playerAngle = glm::angle(playerOrientation);
|
|
||||||
auto playerRotationVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle));
|
|
||||||
|
|
||||||
//dot product of players direction-vector and enemys-to-playervector will give the cos of the angle between the vectors
|
|
||||||
auto playerRotationDot = glm::dot(playerRotationVector, enemyPlayerVector);
|
|
||||||
//to get the angle between the vectors just do cos-inverse
|
|
||||||
auto angleBetweenVectors = glm::acos(playerRotationDot);
|
|
||||||
|
|
||||||
//rotate the direction-vector 90 degrees to get the players side-vector
|
|
||||||
auto playerSideVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle + 1.57f));
|
|
||||||
//dot of sidevector positive = enemy is on the right side, dot sidevector negative = left side
|
|
||||||
auto playerSideVectorDot = glm::dot(playerSideVector, enemyPlayerVector);
|
|
||||||
if (playerSideVectorDot < 0) {
|
|
||||||
angleBetweenVectors = -angleBetweenVectors;
|
|
||||||
}
|
|
||||||
|
|
||||||
//load & set the "2d" sprite
|
//load & set the "2d" sprite
|
||||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
|
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
|
||||||
@@ -67,6 +57,10 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
|
|||||||
//simply set the rotation z-wise to the angleBetweenVectors
|
//simply set the rotation z-wise to the angleBetweenVectors
|
||||||
spriteWrapper["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
|
spriteWrapper["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
|
||||||
|
|
||||||
|
if (!IsServer) {
|
||||||
|
updateDamageIndicatorVector.emplace_back(spriteWrapper, inflictorPos);
|
||||||
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -74,3 +68,82 @@ bool DamageIndicatorSystem::OnSetCamera(const Events::SetCamera& e) {
|
|||||||
m_CurrentCamera = e.CameraEntity.ID;
|
m_CurrentCamera = e.CameraEntity.ID;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float DamageIndicatorSystem::CalculateAngle(EntityWrapper player, glm::vec3 enemyPos) {
|
||||||
|
//grab players direction
|
||||||
|
auto playerOrientation = glm::quat((glm::vec3)player["Transform"]["Orientation"]);
|
||||||
|
|
||||||
|
//get the position vectors, but ignore the y-height
|
||||||
|
auto enemyPosition = enemyPos;
|
||||||
|
auto playerPosition = (glm::vec3)player["Transform"]["Position"];
|
||||||
|
enemyPosition.y = 0.0f;
|
||||||
|
playerPosition.y = 0.0f;
|
||||||
|
|
||||||
|
//calculate the enemy to player vector
|
||||||
|
auto enemyPlayerVector = glm::normalize(playerPosition - enemyPosition);
|
||||||
|
|
||||||
|
//get the rotationvector relative to the z-axis
|
||||||
|
auto rotationVectorVec3 = glm::vec3(glm::toMat4(Transform::AbsoluteOrientation(player))*glm::vec4(0, 0, 1, 0));
|
||||||
|
//rotate the direction-vector 90 degrees to get the players side-vector
|
||||||
|
auto playerSideVector = glm::vec3(glm::rotateY(rotationVectorVec3, 1.57f));
|
||||||
|
|
||||||
|
//dot product of players direction-vector and enemys-to-playervector will give the cos of the angle between the vectors
|
||||||
|
auto playerRotationDot = glm::dot(rotationVectorVec3, enemyPlayerVector);
|
||||||
|
//to get the angle between the vectors just do cos-inverse
|
||||||
|
auto angleBetweenVectors = glm::acos(playerRotationDot);
|
||||||
|
|
||||||
|
//dot of sidevector positive = enemy is on the right side, dot sidevector negative = left side
|
||||||
|
auto playerSideVectorDot = glm::dot(playerSideVector, enemyPlayerVector);
|
||||||
|
if (playerSideVectorDot < 0) {
|
||||||
|
angleBetweenVectors = -angleBetweenVectors;
|
||||||
|
}
|
||||||
|
|
||||||
|
return angleBetweenVectors;
|
||||||
|
}
|
||||||
|
#ifdef INDICATOR_TEST
|
||||||
|
glm::vec3 DamageIndicatorSystem::DamageIndicatorTest(EntityWrapper player) {
|
||||||
|
auto currentPos = (glm::vec3)player["Transform"]["Position"];
|
||||||
|
|
||||||
|
auto testVar = 1;
|
||||||
|
auto testVar2 = 1;
|
||||||
|
if (m_TestVar % 4 == 0) {
|
||||||
|
testVar = -1;
|
||||||
|
testVar2 = 1;
|
||||||
|
}
|
||||||
|
if (m_TestVar % 4 == 1) {
|
||||||
|
testVar = 1;
|
||||||
|
testVar2 = 1;
|
||||||
|
}
|
||||||
|
if (m_TestVar % 4 == 2) {
|
||||||
|
testVar *= -1;
|
||||||
|
testVar2 = -1;
|
||||||
|
}
|
||||||
|
if (m_TestVar % 4 == 3) {
|
||||||
|
testVar = 1;
|
||||||
|
testVar2 = -1;
|
||||||
|
}
|
||||||
|
m_TestVar++;
|
||||||
|
|
||||||
|
auto inflictorPos = glm::vec3(currentPos.x + testVar*6.0f, currentPos.y, currentPos.z + testVar2*6.0f);
|
||||||
|
|
||||||
|
//load the explosioneffect XML
|
||||||
|
auto deathEffect = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
|
||||||
|
EntityFileParser parser(deathEffect);
|
||||||
|
EntityID deathEffectID = parser.MergeEntities(m_World);
|
||||||
|
EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
|
||||||
|
|
||||||
|
//components that we need from player
|
||||||
|
auto playerModel = player.FirstChildByName("PlayerModel");
|
||||||
|
auto playerEntityModel = playerModel["Model"];
|
||||||
|
auto playerEntityAnimation = playerModel["Animation"];
|
||||||
|
|
||||||
|
//copy the data from player to explosioneffectmodel
|
||||||
|
playerEntityModel.Copy(deathEffectEW["Model"]);
|
||||||
|
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
|
||||||
|
|
||||||
|
//copy the models position,orientation
|
||||||
|
deathEffectEW["Transform"]["Position"] = inflictorPos;
|
||||||
|
deathEffectEW["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
|
||||||
|
return inflictorPos;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
@@ -33,9 +33,8 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
|
|||||||
EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
|
EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
|
||||||
|
|
||||||
//components that we need from player
|
//components that we need from player
|
||||||
auto playerCamera = player.FirstChildByName("Camera");
|
|
||||||
auto playerModel = player.FirstChildByName("PlayerModel");
|
auto playerModel = player.FirstChildByName("PlayerModel");
|
||||||
if (!playerCamera.Valid() || !playerModel.Valid()) {
|
if (!playerModel.Valid()) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if (!playerModel.HasComponent("Model") || !playerModel.HasComponent("Animation")) {
|
if (!playerModel.HasComponent("Model") || !playerModel.HasComponent("Animation")) {
|
||||||
@@ -44,7 +43,7 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
|
|||||||
auto playerEntityModel = playerModel["Model"];
|
auto playerEntityModel = playerModel["Model"];
|
||||||
auto playerEntityAnimation = playerModel["Animation"];
|
auto playerEntityAnimation = playerModel["Animation"];
|
||||||
|
|
||||||
//copy the data from player to explisioneffectmodel
|
//copy the data from player to explosioneffectmodel
|
||||||
playerEntityModel.Copy(deathEffectEW["Model"]);
|
playerEntityModel.Copy(deathEffectEW["Model"]);
|
||||||
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
|
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
|
||||||
//freeze the animation
|
//freeze the animation
|
||||||
|
|||||||
@@ -16,7 +16,15 @@ PlayerMovementSystem::~PlayerMovementSystem()
|
|||||||
void PlayerMovementSystem::Update(double dt)
|
void PlayerMovementSystem::Update(double dt)
|
||||||
{
|
{
|
||||||
updateMovementControllers(dt);
|
updateMovementControllers(dt);
|
||||||
updateVelocity(dt);
|
if (IsServer) {
|
||||||
|
for (auto& kv : m_PlayerInputControllers) {
|
||||||
|
updateVelocity(kv.first, dt);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
if (LocalPlayer.Valid()) {
|
||||||
|
updateVelocity(LocalPlayer, dt);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void PlayerMovementSystem::updateMovementControllers(double dt)
|
void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||||
@@ -221,15 +229,11 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void PlayerMovementSystem::updateVelocity(double dt)
|
void PlayerMovementSystem::updateVelocity(EntityWrapper player, double dt)
|
||||||
{
|
{
|
||||||
// Only apply velocity to local player
|
// Only apply velocity to local player
|
||||||
if (!LocalPlayer.Valid()) {
|
ComponentWrapper& cTransform = player["Transform"];
|
||||||
return;
|
ComponentWrapper& cPhysics = player["Physics"];
|
||||||
}
|
|
||||||
|
|
||||||
ComponentWrapper& cTransform = LocalPlayer["Transform"];
|
|
||||||
ComponentWrapper& cPhysics = LocalPlayer["Physics"];
|
|
||||||
glm::vec3& velocity = cPhysics["Velocity"];
|
glm::vec3& velocity = cPhysics["Velocity"];
|
||||||
bool isOnGround = (bool)cPhysics["IsOnGround"];
|
bool isOnGround = (bool)cPhysics["IsOnGround"];
|
||||||
|
|
||||||
|
|||||||
@@ -14,6 +14,7 @@ SoundSystem::SoundSystem(SystemParams params)
|
|||||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &SoundSystem::OnPlayerDamage);
|
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &SoundSystem::OnPlayerDamage);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &SoundSystem::OnCaptured);
|
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &SoundSystem::OnCaptured);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &SoundSystem::OnTriggerTouch);
|
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &SoundSystem::OnTriggerTouch);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDeath, &SoundSystem::OnPlayerDeath);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -90,6 +91,9 @@ bool SoundSystem::drumTimer(double dt)
|
|||||||
|
|
||||||
bool SoundSystem::OnCaptured(const Events::Captured & e)
|
bool SoundSystem::OnCaptured(const Events::Captured & e)
|
||||||
{
|
{
|
||||||
|
if (!LocalPlayer.Valid()) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
int homeTeam = (int)m_World->GetComponent(e.CapturePointID, "Team")["Team"];
|
int homeTeam = (int)m_World->GetComponent(e.CapturePointID, "Team")["Team"];
|
||||||
int team = (int)m_World->GetComponent(LocalPlayer.ID, "Team")["Team"];
|
int team = (int)m_World->GetComponent(LocalPlayer.ID, "Team")["Team"];
|
||||||
Events::PlaySoundOnEntity ev;
|
Events::PlaySoundOnEntity ev;
|
||||||
@@ -108,7 +112,12 @@ bool SoundSystem::OnCaptured(const Events::Captured & e)
|
|||||||
// Testing purposes atm...
|
// Testing purposes atm...
|
||||||
bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
|
bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
|
||||||
{
|
{
|
||||||
// Should check for only local players here...
|
if (!IsClient) { // Only play for clients
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
if (LocalPlayer.ID = e.Victim.ID) { // You're local player was the one who took dmg
|
||||||
|
return false;
|
||||||
|
}
|
||||||
std::uniform_int_distribution<int> dist(1, 12);
|
std::uniform_int_distribution<int> dist(1, 12);
|
||||||
int rand = dist(generator);
|
int rand = dist(generator);
|
||||||
std::vector<std::string> paths;
|
std::vector<std::string> paths;
|
||||||
@@ -128,8 +137,16 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
|
|||||||
|
|
||||||
bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e)
|
bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e)
|
||||||
{
|
{
|
||||||
Events::PlaySoundOnEntity ev;
|
if (e.Player.ID != LocalPlayer.ID) {
|
||||||
ev.EmitterID = LocalPlayer.ID;
|
return false;
|
||||||
|
}
|
||||||
|
if (!IsClient) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// The local player is dead. The local player might be invalid?
|
||||||
|
// Play the sound from the listener.
|
||||||
|
// TODO: We might want to hear other players die.
|
||||||
|
Events::PlayBackgroundMusic ev;
|
||||||
ev.FilePath = "Audio/die/die2.wav";
|
ev.FilePath = "Audio/die/die2.wav";
|
||||||
m_EventBroker->Publish(ev);
|
m_EventBroker->Publish(ev);
|
||||||
return false;
|
return false;
|
||||||
|
|||||||
@@ -6,7 +6,6 @@
|
|||||||
#include "Core/EventBroker.h"
|
#include "Core/EventBroker.h"
|
||||||
#include "Rendering/Renderer.h"
|
#include "Rendering/Renderer.h"
|
||||||
#include "Core/InputManager.h"
|
#include "Core/InputManager.h"
|
||||||
#include "GUI/Frame.h"
|
|
||||||
#include "Core/World.h"
|
#include "Core/World.h"
|
||||||
#include "Input/InputProxy.h"
|
#include "Input/InputProxy.h"
|
||||||
#include "Input/KeyboardInputHandler.h"
|
#include "Input/KeyboardInputHandler.h"
|
||||||
|
|||||||
Reference in New Issue
Block a user