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59 Commits

Author SHA1 Message Date
Teejoon cc5943fcee WIP fix? 2016-02-26 18:36:49 +01:00
Teejoon 62e22d3821 Fix 2016-02-26 13:32:16 +01:00
Teejoon 0805375483 Deleted SSAO sliders except Quality 2016-02-26 13:25:19 +01:00
Teejoon f56705d921 You can now change the quality of SSAO by sliding the SSAO Quality 2016-02-26 11:51:20 +01:00
Adam Byléhn 748a178801 Merge pull request #136 from teamfisk/FixNetworkBugs
Fix network bugs
2016-02-25 16:09:08 +01:00
Jocke eac9a9daf6 Pull request #136 Merge remote-tracking branch 'origin/master' into FixNetworkBugs
# Conflicts:
#	src/Engine/Network/Client.cpp
2016-02-25 16:07:06 +01:00
Jocke 059fe5c6c0 Fixed typo m_EPDoubleJump to m_EDoubleJump. 2016-02-25 16:04:27 +01:00
Joachim Pettersson fb465ede81 Merge pull request #134 from teamfisk/HUDDesync
Good job! 👍
2016-02-25 15:53:07 +01:00
Jocke f66fa7a183 Merge remote-tracking branch 'origin/master' into FixNetworkBugs
# Conflicts:
#	include/Engine/Network/Client.h
#	include/Engine/Network/MessageType.h
#	include/Engine/Network/Server.h
#	include/Engine/Network/TCPServer.h
#	src/Engine/Network/Client.cpp
#	src/Engine/Network/TCPServer.cpp
2016-02-25 15:13:11 +01:00
Jocke 508d8a6f00 Fixed memory leak in TCPServer::AcceptNewConnections caused by acceptor->async_accept().
Fixed some formating and comments.
2016-02-25 14:24:38 +01:00
stiffly 8ce6308649 In snapshot: now sends player information and also CP information. Now it is no longer true that they will arrive in pre order. Appropriate actions were therefor implemented. 2016-02-25 11:56:40 +01:00
stiffly f10958c268 Capturepoint logic is now purely done on the serverside. 2016-02-25 11:50:29 +01:00
William Moberg da1c7b3093 Merge pull request #133 from teamfisk/AndersTest
Ammo,HealthPickup now takes in account for possible parenting/childin…
2016-02-25 09:58:14 +01:00
verysecrethero ef87102d1f Ammo,HealthPickup now takes in account for possible parenting/childing of the pickup. Also saved the xml files with the new scaling 2016-02-24 17:53:37 +01:00
Jace 9a41bda4cf Merge pull request #132 from teamfisk/CubeMap
Cube map
2016-02-24 16:03:49 +01:00
Tleety fc18932068 Merge remote-tracking branch 'origin/master' into CubeMap
# Conflicts:
#	src/Engine/Rendering/Renderer.cpp
2016-02-24 15:45:30 +01:00
Tobias Dahl b874ea8641 Merge pull request #131 from teamfisk/ResizeWindowFixFromSSAOMerge
Have fix the resizing errors
2016-02-24 15:22:12 +01:00
Tobias Dahl 2609a0253d Merge pull request #129 from teamfisk/HUDDesync
Networking improvements
2016-02-24 15:22:01 +01:00
William Moberg de309d3b9d Merge pull request #130 from teamfisk/AndersTest
CapturePointSystem fix, DamageIndicatorSystem fix
2016-02-24 15:17:36 +01:00
Tobias Dahl f7ef6707a7 Merge pull request #116 from teamfisk/SeeTeamMates
See team mates
2016-02-24 15:05:19 +01:00
Tleety feeff5b164 Debug tool for different CubeMap
changed cubemap influence.
2016-02-24 14:47:47 +01:00
stiffly 7394436e7a Removed unnecessary comment. 2016-02-24 14:23:54 +01:00
Tleety f41e0b29be assets 2016-02-24 14:21:48 +01:00
Tleety 607e83134d Cubemaps working 2016-02-24 14:16:49 +01:00
verysecrethero 5af4f9d8e7 Removed a comment originating from HUDDesynch branch 2016-02-24 14:06:41 +01:00
verysecrethero af68236e71 now using a define INDICATOR_TEST to activate the DamageIndicatorSystem test. 2016-02-24 13:58:05 +01:00
Tleety 6f9ce8a0c1 WIP 2016-02-24 13:57:54 +01:00
Teejoon 6465fe6ed6 Have fix the resizing errors 2016-02-24 13:22:41 +01:00
Jocke fa13c1d065 Double jump is now working. 2016-02-23 18:24:46 +01:00
verysecrethero e2831c5593 CapturePointSystem fix, DamageIndicatorSystem fix 2016-02-23 17:29:33 +01:00
Tleety 8d23c531af Cubemaps kinda functioning, still somthing wierd with the vectors. 2016-02-23 17:17:50 +01:00
Tleety 91b0ac5fbd Some groundwork for cubemaps. 2016-02-23 16:00:43 +01:00
stiffly d77119bb2d Fixed print for serverlist. 2016-02-23 11:47:44 +01:00
stiffly 27669b7383 Merge remote-tracking branch 'origin/master' into HUDDesync 2016-02-23 11:09:44 +01:00
stiffly fc7d62a5ad Various clean ups. 2016-02-23 11:07:56 +01:00
stiffly c42e1e0967 SoundSystem Fix. Now subscribes to an event that was thought to be listened to. 2016-02-23 11:07:41 +01:00
stiffly fe9dbf0b0f Serverlist fix. 2016-02-23 10:33:20 +01:00
Tleety 4ffb03fdd5 Merge remote-tracking branch 'origin/master' into SmallFixes-Tobias
# Conflicts:
#	src/Engine/Rendering/DrawFinalPass.cpp
2016-02-23 10:02:53 +01:00
stiffly e5ff88d3c9 SoundSystem bug fix 2016-02-22 17:41:14 +01:00
stiffly 845a30ed0f Merge remote-tracking branch 'origin/DynamicPacketBuffer' into HUDDesync
# Conflicts:
#	include/Engine/Network/TCPServer.h
#	src/Engine/Network/TCPServer.cpp
2016-02-22 17:39:48 +01:00
Jocke 34a71b0767 Fixed linking issue. 2016-02-22 17:24:35 +01:00
stiffly 833006744a WIP 2016-02-22 17:00:25 +01:00
Jocke b2d8cddfb7 WE now send the map on connect after that only player information. 2016-02-22 16:46:31 +01:00
Jocke ed9149fe63 Network buffer should now dynamically increase when needed. 2016-02-22 16:04:27 +01:00
stiffly 4c1a284636 Server now does Capture point logic too. 2016-02-22 11:30:31 +01:00
stiffly 23dc8e07b2 Will this do the trick? Now tells the server to send HUD entities too. 2016-02-22 10:41:37 +01:00
stiffly c7d31cac2d Merge remote-tracking branch 'origin/master' into FriendlyHost/Join
# Conflicts:
#	src/Engine/Network/Client.cpp
2016-02-22 10:19:48 +01:00
stiffly a1e932d261 Merge remote-tracking branch 'origin/master' into FriendlyHost/Join 2016-02-22 10:06:51 +01:00
stiffly 070f1bd394 Merge remote-tracking branch 'origin/FriendlyHost/Join' into FriendlyHost/Join
# Conflicts:
#	src/Engine/Network/Client.cpp
2016-02-22 10:06:25 +01:00
stiffly 993d804cef Added an event to search for servers.
Client now broadcasts a serverlistrequest.
An active server will then answer the request and send info about the server.
The client saves this data to a list and presents it to the user.
2016-02-22 10:05:47 +01:00
stiffly 2f259c3773 Added an event to search for servers.
Client now broadcasts a serverlistrequest.
An active server will then answer the request and send info about the server.
The client saves this data to a list and presents it to the user.
2016-02-19 15:38:09 +01:00
Tleety 97fcdb342d Bloom should now show behind transparent objects. 2016-02-19 14:23:40 +01:00
Tleety 949ee76f55 Fallow and name fix 2016-02-19 13:52:16 +01:00
stiffly 46987beefb Updated the serverlist, now prints adress and port of the server. 2016-02-17 17:05:10 +01:00
stiffly 950ecba1c0 Merge remote-tracking branch 'origin/master' into FriendlyHost/Join 2016-02-17 15:52:58 +01:00
stiffly fdc8f753cb Implemented primitive server "heartbeat" logic, which sends server info from server to client without being connected. 2016-02-17 15:51:26 +01:00
Jocke 4432891437 Fixed crash in Client::parsePlayerDamage. 2016-02-17 10:21:50 +01:00
Jocke a006db9e63 WIP Fix dsync 2016-02-16 16:06:17 +01:00
Jocke 717af2c4a4 Fixed bug in Client::parsePlayerDamage() 2016-02-16 10:22:15 +00:00
64 changed files with 1286 additions and 402 deletions
+1 -1
Submodule assets updated: 651f65a98d...10a611659d
+30 -5
View File
@@ -21,9 +21,23 @@
#include "Core/ConfigFile.h"
#include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h"
#include "../Game/Events/EDoubleJump.h"
#include "Network/EInterpolate.h"
#include "Network/SnapshotFilter.h"
#include "Core/EPlayerSpawned.h"
#include "Network/ESearchForServers.h"
struct ServerInfo
{
ServerInfo(std::string a, int b, std::string c, int d)
{
Address = a; Port = b; Name = c; PlayersConnected = d;
}
std::string Address = "";
int Port = 0;
std::string Name = "";
int PlayersConnected = 0;
};
class Client : public Network
{
@@ -34,7 +48,9 @@ public:
void Connect(std::string address, int port);
void Update() override;
private:
UDPClient m_Unreliable;
TCPClient m_Reliable;
std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
void parseSpawnEvents();
// Save for children
@@ -82,10 +98,13 @@ public:
void parseTCPConnect(Packet& packet);
void parsePlayerConnected(Packet& packet);
void parsePing();
void parseServerlist(Packet& packet);
void parseKick();
void parsePlayersSpawned(Packet& packet);
void parseEntityDeletion(Packet& packet);
void parsePlayerDamage(Packet& packet);
void parseComponentDeletion(Packet& packet);
void parseDoubleJump(Packet& packet);
void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
void parseSnapshot(Packet& packet);
void identifyPacketLoss();
@@ -94,6 +113,7 @@ public:
void sendInputCommands();
void sendLocalPlayerTransform();
void becomePlayer();
void displayServerlist();
// Mapping Logic
// Returns if local EntityID exist in map
bool clientServerMapsHasEntity(EntityID clientEntityID);
@@ -109,10 +129,15 @@ public:
bool OnPlayerDamage(const Events::PlayerDamage& e);
EventRelay<Client, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned& e);
void parsePlayerDamage(Packet& packet);
private:
UDPClient m_Unreliable;
TCPClient m_Reliable;
EventRelay< Client, Events::SearchForServers> m_ESearchForServers;
EventRelay<Client, Events::DoubleJump> m_EDoubleJump;
bool OnDoubleJump(Events::DoubleJump & e);
bool OnSearchForServers(const Events::SearchForServers& e);
UDPClient m_ServerlistRequest;
std::vector<ServerInfo> m_Serverlist;
bool m_SearchingForServers = false;
std::clock_t m_StartSearchTime;
double m_SearchingTime = 2000; // Config I guess
};
#endif
@@ -0,0 +1,12 @@
#ifndef Events_SearchForServers_h__
#define Events_SearchForServers_h__
#include "Core/Event.h"
namespace Events
{
struct SearchForServers : public Event { };
}
#endif
-13
View File
@@ -1,13 +0,0 @@
#ifndef HybridClient_h__
#define HybridClient_h__
class HybridClient
{
public:
HybridClient();
~HybridClient();
private:
};
#endif
-12
View File
@@ -1,12 +0,0 @@
#ifndef HybridServer_h__
#define HybridServer_h__
class HybridServer
{
public:
HybridServer();
~HybridServer();
private:
};
#endif
+2
View File
@@ -19,6 +19,8 @@ enum class MessageType
EntityDeleted,
ComponentDeleted,
PlayerTransform,
OnDoubleJump,
ServerlistRequest,
Invalid
};
+4 -1
View File
@@ -9,13 +9,16 @@ typedef unsigned int PacketID;
class NetworkClient
{
public:
NetworkClient();
virtual ~NetworkClient();
virtual void Connect(std::string playerName, std::string address, int port) = 0;
virtual void Disconnect() = 0;
virtual void Receive(Packet& packet) = 0;
virtual void Send(Packet & packet) = 0;
virtual bool IsSocketAvailable() = 0;
protected:
char m_ReadBuffer[BUFFERSIZE] = { 0 };
char* m_ReadBuffer;
unsigned int m_BufferSize = BUFFERSIZE;
};
#endif
+4 -1
View File
@@ -10,12 +10,15 @@ typedef unsigned int PacketID;
class NetworkServer
{
public:
NetworkServer();
virtual ~NetworkServer();
virtual void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers) = 0;
virtual void Receive(Packet & packet, PlayerDefinition & playerDefinition) = 0;
virtual void Send(Packet & packet, PlayerDefinition & playerDefinition) = 0;
virtual void Send(Packet & packet) = 0;
protected:
char m_ReadBuffer[BUFFERSIZE] = { 0 };
char* m_ReadBuffer;
unsigned int m_BufferSize = BUFFERSIZE;
};
#endif
+9 -4
View File
@@ -17,6 +17,7 @@
#include "Core/EPlayerDamage.h"
#include "Network/EPlayerDisconnected.h"
#include "Core/EPlayerSpawned.h"
#include "../Game/Events/EDoubleJump.h"
#include "Core/EEntityDeleted.h"
#include "Core/EComponentDeleted.h"
@@ -32,6 +33,7 @@ private:
// Network channels
TCPServer m_Reliable;
UDPServer m_Unreliable;
UDPServer m_ServerlistRequest;
// dont forget to set these in the childrens receive logic
boost::asio::ip::address m_Address;
int m_Port = 27666;
@@ -54,7 +56,7 @@ private:
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
//Timers
std::clock_t m_StartPingTime;
// Packet loss logic
PacketID m_PacketID = 0;
PacketID m_PreviousPacketID = 0;
@@ -64,6 +66,7 @@ private:
void reliableBroadcast(Packet& packet);
void unreliableBroadcast(Packet& packet);
void sendSnapshot();
void addPlayersToPacket(Packet& packet, EntityID entityID);
void addChildrenToPacket(Packet& packet, EntityID entityID);
void addInputCommandsToPacket(Packet& packet);
void sendPing();
@@ -77,10 +80,12 @@ private:
void parsePlayerTransform(Packet& packet);
void parseOnInputCommand(Packet& packet);
void parseClientPing();
void parsePing();
void parseUDPConnect(Packet & packet);
void parseTCPConnect(Packet & packet);
void parsePing();
bool parseDoubleJump(Packet& packet);
void parseUDPConnect(Packet& packet);
void parseTCPConnect(Packet& packet);
void parseDisconnect();
void parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint);
bool shouldSendToClient(EntityWrapper childEntity);
// Debug event
+1 -1
View File
@@ -20,7 +20,7 @@ private:
boost::asio::ip::tcp::endpoint m_Endpoint;
boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::tcp::socket> m_Socket;
size_t readBuffer(char* data);
size_t readBuffer();
PacketID m_SendPacketID = 0;
bool m_IsConnected = false;
};
+10 -4
View File
@@ -16,16 +16,22 @@ public:
void Send(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet);
void Disconnect();
int Port() { return m_Port; }
std::string Address() { return m_Address; }
private:
// TCP logic
boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::tcp::acceptor> acceptor;
boost::shared_ptr<boost::asio::ip::tcp::socket> lastReceivedSocket;
void handle_accept(boost::shared_ptr<boost::asio::ip::tcp::socket> socket,
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
const boost::system::error_code& error);
int readBuffer(char* data, PlayerDefinition& playerDefinition);
int readBuffer(PlayerDefinition& playerDefinition);
PlayerID getPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers,
boost::asio::ip::address address, unsigned short port);
int GetPort();
std::string GetAddress();
int m_Port = 0;
std::string m_Address = "";
};
#endif
+2 -1
View File
@@ -14,13 +14,14 @@ public:
void Disconnect();
void Receive(Packet& packet);
void Send(Packet & packet);
void Broadcast(Packet& packet, int port);
bool IsSocketAvailable();
private:
// Assio UDP logic
boost::asio::io_service m_IOService;
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket;
int readBuffer(char* data);
int readBuffer();
PacketID m_SendPacketID = 0;
};
+5 -2
View File
@@ -8,18 +8,21 @@ class UDPServer : public NetworkServer
{
public:
UDPServer();
UDPServer(int port);
~UDPServer();
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
void Receive(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();
private:
// UDP logic
boost::asio::io_service m_IOService;
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
int readBuffer(char* data);
int readBuffer();
};
#endif
+27
View File
@@ -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
+15 -4
View File
@@ -12,7 +12,7 @@
class DrawBloomPass
{
public:
DrawBloomPass(IRenderer* renderer /* ,Texture or finalpass*/ );
DrawBloomPass(IRenderer* renderer, ConfigFile* config);
~DrawBloomPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
@@ -23,23 +23,34 @@ public:
void FillGaussianBuffer(FrameBuffer* fb);
void Draw(GLuint texture);
void ChangeQuality(int quality);
void OnWindowResize();
//Getters
//Return the blurred result of the texture that was sent into draw
GLuint GaussianTexture() const { return m_GaussianTexture_vert; }
GLuint GaussianTexture() const {
if (m_Quality == 0) {
return m_BlackTexture->m_Texture;
}
else {
return m_GaussianTexture_vert;
}
}
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
Texture* m_WhiteTexture;
Texture* m_BlackTexture;
Model* m_ScreenQuad;
const IRenderer* m_Renderer;
ConfigFile* m_Config;
//const LightCullingPass* m_LightCullingPass
GLuint m_iterations = 9;
int m_Iterations = 7;
int m_Quality = 3;
GLuint m_GaussianTexture_horiz;
GLuint m_GaussianTexture_vert;
+8 -3
View File
@@ -4,6 +4,8 @@
#include "IRenderer.h"
#include "DrawFinalPassState.h"
#include "LightCullingPass.h"
#include "CubeMapPass.h"
#include "SSAOPass.h"
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "Util/UnorderedMapVec2.h"
@@ -13,12 +15,12 @@
class DrawFinalPass
{
public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
~DrawFinalPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderScene& scene, GLuint SSAOTexture);
void Draw(RenderScene& scene);
void ClearBuffer();
void OnWindowResize();
@@ -37,7 +39,7 @@ private:
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
@@ -62,12 +64,15 @@ private:
GLuint m_SceneTextureLowRes;
GLuint m_DepthBuffer;
GLuint m_DepthBufferLowRes;
GLuint m_CubeMapTexture;
//maqke this component based i guess?
GLuint m_ShieldPixelRate = 16;
const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass;
const CubeMapPass* m_CubeMapPass;
const SSAOPass* m_SSAOPass;
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
+1
View File
@@ -5,6 +5,7 @@
#include "../OpenGL.h"
#include "../GLM.h"
#include "../Core/Util/Rectangle.h"
#include "../Core/ConfigFile.h"
#include "Util/ScreenCoords.h"
#include "Camera.h"
#include "RenderQueue.h"
+9 -8
View File
@@ -17,6 +17,7 @@
#include "DrawBloomPass.h"
#include "DrawColorCorrectionPass.h"
#include "SSAOPass.h"
#include "CubeMapPass.h"
#include "../Core/EventBroker.h"
#include "ImGuiRenderPass.h"
#include "Camera.h"
@@ -31,8 +32,9 @@ class Renderer : public IRenderer
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
public:
Renderer(EventBroker* eventBroker)
: m_EventBroker(eventBroker)
Renderer(EventBroker* eventBroker, ConfigFile* config)
: m_EventBroker(eventBroker)
, m_Config(config)
{ }
virtual void Initialize() override;
@@ -46,6 +48,7 @@ private:
//----------------------Variables----------------------//
static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
ConfigFile* m_Config;
EventBroker* m_EventBroker;
TextPass* m_TextPass;
@@ -58,13 +61,10 @@ private:
Model* m_UnitSphere;
int m_DebugTextureToDraw = 0;
int m_CubeMapTexture = 0;
bool m_ResizeWindow = false;
float m_SSAO_Radius = 1.0f;
float m_SSAO_Bias = 0.05f;
float m_SSAO_Contrast = 1.5f;
float m_SSAO_IntensityScale = 1.0f;
int m_SSAO_NumOfSamples = 24;
int m_SSAO_NumOfTurns = 7;
int m_SSAO_Quality = 0;
int m_GLOW_Quality = 2;
PickingPass* m_PickingPass;
LightCullingPass* m_LightCullingPass;
@@ -74,6 +74,7 @@ private:
DrawBloomPass* m_DrawBloomPass;
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
SSAOPass* m_SSAOPass;
CubeMapPass* m_CubeMapPass;
//----------------------Functions----------------------//
void InitializeWindow();
+34 -6
View File
@@ -13,15 +13,32 @@
class SSAOPass
{
public:
SSAOPass(IRenderer* rendere);
SSAOPass(IRenderer* renderer, ConfigFile* config);
~SSAOPass() { };
void ChangeQuality(int quality);
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, int iterations, int quality);
void ClearBuffer();
void OnWindowResize();
//Return the SSAO of the texture sent to Draw
GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
GLuint SSAOTexture() const {
if (m_Quality == 0) {
return m_WhiteTexture->m_Texture;
} else {
return m_GaussianTexture_vert;
}
}
int TextureQuality() const {
if (m_Quality == 0) {
return 13;
} else {
return m_TextureQuality;
}
}
private:
void InitializeTexture();
@@ -31,13 +48,13 @@ private:
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 blurVertical(GLuint depthBuffer);
Model* m_ScreenQuad;
const IRenderer* m_Renderer;
ConfigFile* m_Config;
float m_Radius;
float m_Bias;
@@ -45,6 +62,11 @@ private:
float m_IntensityScale;
int m_NumOfSamples;
int m_NumOfTurns;
int m_Iterations;
int m_TextureQuality;
int m_Quality = 0;
Texture* m_WhiteTexture;
GLuint m_SSAOTexture;
FrameBuffer m_SSAOFramBuffer;
@@ -52,10 +74,16 @@ private:
GLuint m_SSAOViewSpaceZTexture;
FrameBuffer m_SSAOViewSpaceZFramBuffer;
GLuint m_GaussianTexture_horiz;
GLuint m_GaussianTexture_vert;
FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert;
ShaderProgram* m_SSAOProgram;
ShaderProgram* m_SSAOViewSpaceZProgram;
DrawBloomPass* m_DrawBloomPass;
ShaderProgram* m_GaussianProgram_horiz;
ShaderProgram* m_GaussianProgram_vert;
};
#endif
+1
View File
@@ -18,6 +18,7 @@ public:
void Bind(GLenum textureUnit = GL_TEXTURE0);
GLuint m_Texture = 0;
unsigned char* Data = nullptr;
};
+1 -1
View File
@@ -8,7 +8,7 @@ namespace Events
struct DoubleJump : public Event
{
EntityID entityID;
};
}
+1
View File
@@ -26,6 +26,7 @@ private:
double AmmoGain;
double RespawnTimer;
double DecreaseThisRespawnTimer;
EntityID parentID;
};
std::vector<NewAmmoPickup> m_ETriggerTouchVector;
};
+17 -1
View File
@@ -14,11 +14,13 @@
#include <glm/gtx/vector_angle.hpp>
#include "Rendering/Util/CommonFunctions.h"
//#define INDICATOR_TEST
class DamageIndicatorSystem : public System
class DamageIndicatorSystem : public ImpureSystem
{
public:
DamageIndicatorSystem(SystemParams params);
virtual void Update(double dt) override;
private:
EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage;
@@ -28,6 +30,20 @@ private:
bool OnSetCamera(const Events::SetCamera& e);
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
+1
View File
@@ -27,6 +27,7 @@ private:
double HealthGain;
double RespawnTimer;
double DecreaseThisRespawnTimer;
EntityID parentID;
};
std::vector<NewHealthPickup> m_ETriggerTouchVector;
};
+5 -1
View File
@@ -34,10 +34,14 @@ private:
glm::vec3 m_LastPosition = glm::vec3();
// The logic for making the sound play when player is moving
void playerStep(double dt);
// Spawn a hexagon at origin of an Entity
void spawnHexagon(EntityWrapper target);
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
EventRelay<PlayerMovementSystem, Events::DoubleJump> m_EDoubleJump;
bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e);
void updateMovementControllers(double dt);
void updateVelocity(double dt);
void updateVelocity(EntityWrapper player, double dt);
};
+34 -1
View File
@@ -36,4 +36,37 @@ ResourceLoading=true
[Sound]
BGMVolume=1.0
SFXVolume=1.0
Announcer=female
Announcer=female
[SSAO]
Quality=0
[SSAO1]
Radius=1.0
Bias=0.02
Contrast=1.5
Intensity=1.0
NumSamples=8
NumTurns=3
NumIterations=5
TextureQuality=2
[SSAO2]
Radius=1.0
Bias=0.02
Contrast=1.5
Intensity=1.0
NumSamples=16
NumTurns=13
NumIterations=9
TextureQuality=1
[SSAO3]
Radius=1.0
Bias=0.02
Contrast=1.5
Intensity=1.0
NumSamples=24
NumTurns=17
NumIterations=13
TextureQuality=0
+5 -5
View File
@@ -2,18 +2,18 @@
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:AABB/>
<c:AmmoPickup/>
<c:Model>
<Resource>Models/Props/PickUps/AmmoPickUp.mesh</Resource>
</c:Model>
<c:RaptorCopter>
<Speed>0.1</Speed>
<Axis X="0" Y="1" Z="0"/>
<Speed>8</Speed>
<Axis X="0" Y="0.100000001" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Position X="0" Y="1" Z="0"/>
<Scale X="0.3" Y="0.3" Z="0.3"/>
<Position X="0" Y="2.36784196" Z="0"/>
<Scale X="0.600000024" Y="0.600000024" Z="0.600000024"/>
<Orientation X="0" Y="18717.9453" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
+5 -5
View File
@@ -2,18 +2,18 @@
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:AABB/>
<c:HealthPickup/>
<c:Model>
<Resource>Models/Props/PickUps/HealthPickUp.mesh</Resource>
</c:Model>
<c:RaptorCopter>
<Speed>0.1</Speed>
<Axis X="0" Y="1" Z="0"/>
<Speed>8</Speed>
<Axis X="0" Y="0.100000001" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Position X="0" Y="1" Z="0"/>
<Scale X="0.3" Y="0.3" Z="0.3"/>
<Position X="0" Y="2.36784196" Z="0"/>
<Scale X="0.600000024" Y="0.600000024" Z="0.600000024"/>
<Orientation X="0" Y="18767.0273" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
+1 -2
View File
@@ -304,8 +304,7 @@
</Children>
</Entity>
</Children>
</Entity>
<Entity name="KillFeed">
</Entity> <Entity name="KillFeed">
<Components>
<c:KillFeed/>
<c:Transform>
+14 -4
View File
@@ -12,6 +12,8 @@ uniform vec4 FillColor;
uniform vec4 AmbientColor;
uniform float FillPercentage;
uniform float GlowIntensity = 10;
uniform vec3 CameraPosition;
uniform int SSAOQuality;
uniform vec2 DiffuseUVRepeat;
uniform vec2 NormalUVRepeat;
@@ -22,6 +24,7 @@ layout (binding = 1) uniform sampler2D DiffuseTexture;
layout (binding = 2) uniform sampler2D NormalMapTexture;
layout (binding = 3) uniform sampler2D SpecularMapTexture;
layout (binding = 4) uniform sampler2D GlowMapTexture;
layout (binding = 5) uniform samplerCube CubeMap;
#define TILE_SIZE 16
@@ -76,7 +79,7 @@ struct LightResult {
};
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) {
@@ -123,7 +126,7 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
void main()
{
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
@@ -132,7 +135,11 @@ void main()
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
normal = normalize(normal);
//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;
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
@@ -163,6 +170,8 @@ void main()
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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;
@@ -172,9 +181,10 @@ void main()
color_result += FillColor;
}
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
//sceneColor = vec4(reflectionColor.xyz, 1);
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
/*
+4 -4
View File
@@ -23,12 +23,12 @@ out VertexData{
void main()
{
gl_Position = P*V*M * vec4(Position, 1.0);
mat4 TIM = transpose(inverse(M));
Output.Position = Position;
Output.TextureCoordinate = TextureCoords;
Output.Normal = vec3(M * vec4(Normal, 0.0));
Output.Tangent = vec3(M * vec4(Tangent, 0.0));
Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
Output.Normal = vec3(TIM * vec4(Normal, 0.0));
Output.Tangent = vec3(TIM * vec4(Tangent, 0.0));
Output.BiTangent = vec3(TIM * vec4(BiTangent, 0.0));
Output.ExplosionColor = vec4(1.0);
Output.ExplosionPercentageElapsed = 0.0;
}
@@ -11,6 +11,7 @@ uniform vec4 DiffuseColor;
uniform vec4 FillColor;
uniform vec4 Color;
uniform vec4 AmbientColor;
uniform int SSAOQuality;
//Get bineded at the same time as the textures
uniform vec2 DiffuseUVRepeat1;
@@ -177,7 +178,7 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
void main()
{
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
+7 -12
View File
@@ -2,11 +2,11 @@
//Number of samples per pixel
uniform int uNumOfSamples;
//#define NUM_SAMPLES (11)
//#define uNumOfSamples (11)
//Number of turns around the cirle
uniform int uNumOfTurns;
//#define NUM_TURNS (7)
//#define uNumOfTurns (7)
layout (binding = 0) uniform sampler2D ViewSpaceZ;
@@ -16,15 +16,16 @@ uniform float uProjScale;
//#define ProjScale 500
uniform float uRadius;
//#define Radius 1.0f
//#define uRadius 1.0f
uniform float uBias;
//#define Bias 0.012f
//#define uBias 0.05f
uniform float uContrast;
//#define IntensityDivR6 1
//#define uContrast 1.5f
uniform float uIntensityScale;
//#define uIntensityScale 1.0f
out float AO;
@@ -88,13 +89,7 @@ void main() {
vec3 origin = getVSPosition(originScreenCoord);
float radius;
if(origin.z < uRadius){
radius = origin.z;
} else {
radius = uRadius;
}
float radius = min(origin.z, uRadius);
vec3 originNormal = getVSFaceNormal(origin);
+5
View File
@@ -2,7 +2,12 @@
layout (location = 0) in vec3 Position;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
}
+5 -1
View File
@@ -3,11 +3,15 @@
layout (binding = 0) uniform sampler2D DepthBuffer;
uniform vec3 ClipInfo;
in VertexData{
vec2 TextureCoordinate;
}Input;
out float depthLinear;
//Just for Debug, should be depthLinear
//out vec4 fragmentColor;
void main() {
float depthSample = texelFetch(DepthBuffer, ivec2(gl_FragCoord.xy), 0).r;
float depthSample = texture2D(DepthBuffer, Input.TextureCoordinate).r;
depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]);
//float depthLinear = (NearClip) / ( -depthSample + 1.0f);
//fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f);
+113 -11
View File
@@ -1,7 +1,7 @@
#include "Network/Client.h"
using namespace boost::asio::ip;
Client::Client(World* world, EventBroker* eventBroker)
Client::Client(World* world, EventBroker* eventBroker)
: Network(world, eventBroker)
{
// 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_SendInputIntervalMs = config->Get<int>("Networking.SendInputIntervalMs", 33);
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)
@@ -30,6 +32,8 @@ void Client::Connect(std::string address, int port)
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Client::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Client::OnPlayerDamage);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Client::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &Client::OnDoubleJump);
EVENT_SUBSCRIBE_MEMBER(m_ESearchForServers, &Client::OnSearchForServers);
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
m_Address = address;
if (address.empty()) {
@@ -66,6 +70,21 @@ 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) {
// Don't send 1 input in 1 packet, bunch em up.
if (m_SendInputIntervalMs < (1000 * (std::clock() - m_TimeSinceSentInputs) / (double)CLOCKS_PER_SEC)) {
@@ -122,6 +141,9 @@ void Client::parseMessageType(Packet& packet)
case MessageType::OnPlayerDamage:
parsePlayerDamage(packet);
break;
case MessageType::OnDoubleJump:
parseDoubleJump(packet);
break;
default:
break;
}
@@ -173,6 +195,22 @@ void Client::parsePing()
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()
{
LOG_WARNING("You have been kicked from the server.");
@@ -190,12 +228,12 @@ void Client::parseSpawnEvents()
}
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.PlayerID = -1;
e.PlayerID = -1;
e.PlayerName = m_PlayerSpawnEvents.at(i).PlayerName;
m_EventBroker->Publish(e);
}
m_PlayerSpawnEvents = tempSpawn;
// m_PlayerSpawnEvents.clear();
// m_PlayerSpawnEvents.clear();
}
void Client::parsePlayersSpawned(Packet& packet)
@@ -238,6 +276,20 @@ void Client::parseComponentDeletion(Packet & packet)
}
}
void Client::parseDoubleJump(Packet & packet)
{
EntityID serverID = packet.ReadPrimitive<EntityID>();
if (!serverClientMapsHasEntity(serverID)) {
return;
}
Events::DoubleJump e;
e.entityID = m_ServerIDToClientID.at(serverID);
// If player is local player do not publish to prevent infinite feedback loop
if (e.entityID != m_LocalPlayer.ID) {
m_EventBroker->Publish(e);
}
}
void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID)
{
for (auto field : componentInfo.FieldsInOrder) {
@@ -312,19 +364,20 @@ void Client::parseSnapshot(Packet& packet)
if (serverClientMapsHasEntity(serverEntityID)) {
EntityID localEntityID = m_ServerIDToClientID.at(serverEntityID);
EntityWrapper localEntity(m_World, localEntityID);
// Update entity
if (m_World->HasComponent(localEntityID, componentType)) {
// TODO Fix memory leak here
SharedComponentWrapper newComponent = createSharedComponent(packet, localEntityID, componentInfo);
bool shouldApply = true;
// Apply potential filter function
if (m_SnapshotFilter != nullptr) {
shouldApply = m_SnapshotFilter->FilterComponent(localEntity, newComponent);
}
if (shouldApply) {
if (shouldApply) {
ComponentWrapper currentComponent = m_World->GetComponent(localEntityID, componentType);
memcpy(currentComponent.Data, newComponent.Data, componentInfo.Stride);
}
//if (localEntity != m_LocalPlayer && !localEntity.IsChildOf(m_LocalPlayer)) {
// updateFields(packet, componentInfo, localEntityID);
//} else {
@@ -341,7 +394,11 @@ void Client::parseSnapshot(Packet& packet)
if (serverParentID == EntityID_Invalid) {
newLocalEntityID = m_World->CreateEntity(EntityID_Invalid);
} else {
newLocalEntityID = m_World->CreateEntity(m_ServerIDToClientID.at(serverParentID));
if (serverClientMapsHasEntity(serverParentID)) {
newLocalEntityID = m_World->CreateEntity(m_ServerIDToClientID.at(serverParentID));
} else {
newLocalEntityID = m_World->CreateEntity(EntityID_Invalid);
}
}
m_World->SetName(newLocalEntityID, serverEntityName);
insertIntoServerClientMaps(serverEntityID, newLocalEntityID);
@@ -351,9 +408,11 @@ void Client::parseSnapshot(Packet& packet)
}
// Parent logic
// This should be enough beacause we know that the entities arives in pre-order (there will always be a parent)
if (serverParentID != EntityID_Invalid) {
if (serverParentID != EntityID_Invalid && serverClientMapsHasEntity(serverParentID)) {
EntityID localEntityID = m_ServerIDToClientID.at(serverEntityID);
m_World->SetParent(localEntityID, m_ServerIDToClientID.at(serverParentID));
if (m_World->GetParent(localEntityID) != m_ServerIDToClientID.at(serverParentID)) {
m_World->SetParent(localEntityID, m_ServerIDToClientID.at(serverParentID));
}
}
}
parseSpawnEvents();
@@ -371,6 +430,12 @@ void Client::disconnect()
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) {
return false;
}
@@ -415,6 +480,11 @@ bool Client::OnPlayerDamage(const Events::PlayerDamage & e)
if (e.Inflictor != m_LocalPlayer) {
return false;
}
// Could this happen?
//if (!clientServerMapsHasEntity(e.Inflictor.ID)
// || !clientServerMapsHasEntity(e.Victim.ID)) {
// return;
//}
Packet packet(MessageType::OnPlayerDamage, m_SendPacketID);
packet.WritePrimitive(m_ClientIDToServerID.at(e.Inflictor.ID));
@@ -433,12 +503,23 @@ bool Client::OnPlayerSpawned(const Events::PlayerSpawned& e)
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)
{
Events::PlayerDamage e;
PlayerID victimID = packet.ReadPrimitive<EntityID>();
PlayerID inflictorID = packet.ReadPrimitive<EntityID>();
if(!serverClientMapsHasEntity(victimID) || !serverClientMapsHasEntity(inflictorID)){
if (!serverClientMapsHasEntity(victimID) || !serverClientMapsHasEntity(inflictorID)) {
return;
}
e.Inflictor = EntityWrapper(m_World, m_ServerIDToClientID.at(victimID));
@@ -450,6 +531,17 @@ void Client::parsePlayerDamage(Packet& packet)
}
}
bool Client::OnDoubleJump(Events::DoubleJump & e)
{
if (!clientServerMapsHasEntity(e.entityID) || e.entityID != m_LocalPlayer.ID) {
return false;
}
Packet packet(MessageType::OnDoubleJump);
packet.WritePrimitive(m_ClientIDToServerID.at(e.entityID));
m_Reliable.Send(packet);
return true;
}
void Client::sendLocalPlayerTransform()
{
if (!m_LocalPlayer.Valid()) {
@@ -467,7 +559,7 @@ void Client::sendLocalPlayerTransform()
packet.WritePrimitive(orientation.x);
packet.WritePrimitive(orientation.y);
packet.WritePrimitive(orientation.z);
bool hasAssaultWeapon = m_LocalPlayer.HasComponent("AssaultWeapon");
packet.WritePrimitive(hasAssaultWeapon);
if (hasAssaultWeapon) {
@@ -475,7 +567,7 @@ void Client::sendLocalPlayerTransform()
packet.WritePrimitive((int)cAssaultWeapon["MagazineAmmo"]);
packet.WritePrimitive((int)cAssaultWeapon["Ammo"]);
}
m_Unreliable.Send(packet);
}
@@ -528,6 +620,16 @@ void Client::becomePlayer()
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)
{
if (m_ClientIDToServerID.find(clientEntityID) != m_ClientIDToServerID.end()) {
-10
View File
@@ -1,10 +0,0 @@
#include "Network/HybridClient.h"
HybridClient::HybridClient()
{
}
HybridClient::~HybridClient()
{
}
-9
View File
@@ -1,9 +0,0 @@
#include "Network/HybridServer.h"
HybridServer::HybridServer()
{
}
HybridServer::~HybridServer()
{
}
+11
View File
@@ -0,0 +1,11 @@
#include "Network/NetworkClient.h"
NetworkClient::NetworkClient()
{
m_ReadBuffer = new char[m_BufferSize];
}
NetworkClient::~NetworkClient()
{
delete[] m_ReadBuffer;
}
+11
View File
@@ -0,0 +1,11 @@
#include "Network/NetworkServer.h"
NetworkServer::NetworkServer()
{
m_ReadBuffer = new char[m_BufferSize];
}
NetworkServer::~NetworkServer()
{
delete[] m_ReadBuffer;
}
+111 -14
View File
@@ -1,7 +1,8 @@
#include "Network/Server.h"
Server::Server(World* world, EventBroker* eventBroker, int port)
Server::Server(World* world, EventBroker* eventBroker, int port)
: Network(world, eventBroker)
, m_ServerlistRequest(13)
{
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
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_EPlayerDamage, &Server::OnPlayerDamage);
// Bind
// BindWW
if (port == 0) {
port = config->Get<float>("Networking.Port", 27666);
}
@@ -28,9 +29,8 @@ Server::~Server()
void Server::Update()
{
PlayerDefinition pd;
m_Reliable.AcceptNewConnections(m_NextPlayerID, m_ConnectedPlayers);
for (auto& kv : m_ConnectedPlayers) {
while (kv.second.TCPSocket->available()) {
// Packet will get real data in receive
@@ -46,6 +46,7 @@ void Server::Update()
}
}
PlayerDefinition pd;
while (m_Unreliable.IsSocketAvailable()) {
// Packet will get real data in receive
Packet packet(MessageType::Invalid);
@@ -58,6 +59,22 @@ void Server::Update()
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
for (int i = 0; i < m_PlayersToDisconnect.size(); i++) {
disconnect(m_PlayersToDisconnect.at(i));
@@ -75,6 +92,7 @@ void Server::Update()
sendPing();
previousePingMessage = currentTime;
}
// Time out logic
if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
checkForTimeOuts();
@@ -120,6 +138,9 @@ void Server::parseMessageType(Packet& packet)
case MessageType::PlayerTransform:
parsePlayerTransform(packet);
break;
case MessageType::OnDoubleJump:
parseDoubleJump(packet);
break;
default:
break;
}
@@ -146,7 +167,7 @@ void Server::sendSnapshot()
{
Packet packet(MessageType::Snapshot);
addInputCommandsToPacket(packet);
addChildrenToPacket(packet, EntityID_Invalid);
addPlayersToPacket(packet, EntityID_Invalid);
unreliableBroadcast(packet);
}
@@ -163,7 +184,7 @@ void Server::addInputCommandsToPacket(Packet& packet)
m_InputCommandsToBroadcast.clear();
}
void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
void Server::addPlayersToPacket(Packet & packet, EntityID entityID)
{
auto itPair = m_World->GetChildren(entityID);
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
@@ -171,11 +192,53 @@ void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
for (auto it = itPair.first; it != itPair.second; it++) {
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: Also checked CapturePointHUD for now. (this would get out of sync);
EntityWrapper childEntity(m_World, childEntityID);
if (!shouldSendToClient(childEntity)) {
continue;
if (shouldSendToClient(childEntity)) {
// 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
addPlayersToPacket(packet, childEntityID);
}
}
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);
@@ -230,6 +293,8 @@ void Server::sendPing()
reliableBroadcast(packet);
}
void Server::checkForTimeOuts()
{
double startPing = 1000 * m_StartPingTime
@@ -279,7 +344,7 @@ void Server::parseTCPConnect(Packet & packet)
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
LOG_INFO("Parsing connections");
// Check if player is already connected
// Ska vara till lagd i TCPServer receive
@@ -304,6 +369,11 @@ void Server::parseTCPConnect(Packet & packet)
connnectPacket.WritePrimitive(playerID);
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
//Packet notificationPacket(MessageType::PlayerConnected);
//broadcast(notificationPacket);
@@ -322,6 +392,17 @@ 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)
{
//broadcast("A player disconnected");
@@ -346,6 +427,7 @@ void Server::parseOnPlayerDamage(Packet & packet)
e.Victim = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
e.Damage = packet.ReadPrimitive<double>();
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());
}
@@ -374,8 +456,7 @@ bool Server::OnInputCommand(const Events::InputCommand & e)
}
isReadingData = !isReadingData;
m_SaveDataTimer = std::clock();
}
if (e.Command == "KickPlayer" && e.Value > 0) {
} else if (e.Command == "KickPlayer" && e.Value > 0) {
kick(0);
}
@@ -426,7 +507,7 @@ bool Server::OnPlayerDamage(const Events::PlayerDamage& e)
packet.WritePrimitive(e.Damage);
reliableBroadcast(packet);
return false;
return true;
}
void Server::parseClientPing()
@@ -446,13 +527,21 @@ void Server::parsePing()
{
for (auto& kv : m_ConnectedPlayers) {
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();
break;
}
}
}
bool Server::parseDoubleJump(Packet & packet)
{
reliableBroadcast(packet);
return true;
}
void Server::parseOnInputCommand(Packet& packet)
{
PlayerID player = -1;
@@ -512,7 +601,15 @@ void Server::parsePlayerTransform(Packet& packet)
bool Server::shouldSendToClient(EntityWrapper childEntity)
{
return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid();
auto children = m_World->GetChildren(childEntity.ID);
for (auto it = children.first; it != children.second; it++) {
EntityWrapper child(m_World, it->second);
if(child.HasComponent("CapturePoint")) {
return true;
}
}
return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid()
|| childEntity.HasComponent("CapturePoint");
}
PlayerID Server::GetPlayerIDFromEndpoint()
+19 -9
View File
@@ -56,32 +56,42 @@ void TCPClient::Disconnect()
void TCPClient::Receive(Packet& packet)
{
size_t bytesRead = readBuffer(m_ReadBuffer);
size_t bytesRead = readBuffer();
if (bytesRead > 0) {
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
}
}
size_t TCPClient::readBuffer(char* data)
size_t TCPClient::readBuffer()
{
if (!m_Socket) {
return 0;
}
boost::system::error_code error;
// Read size of packet
size_t bytesReceived = m_Socket->read_some(boost
::asio::buffer((void*)data, sizeof(int)),
error);
int sizeOfPacket = 0;
memcpy(&sizeOfPacket, data, sizeof(int));
m_Socket->receive(boost
::asio::buffer((void*)m_ReadBuffer, sizeof(int)),
boost::asio::ip::tcp::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
// 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
bytesReceived += m_Socket->read_some(boost
::asio::buffer((void*)(data + bytesReceived), sizeOfPacket - bytesReceived),
size_t bytesReceived = m_Socket->read_some(boost
::asio::buffer((void*)(m_ReadBuffer), sizeOfPacket),
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;
}
+54 -37
View File
@@ -1,25 +1,38 @@
#include "Network/TCPServer.h"
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)));
// Make the acceptor non-blocking so we wont get stuck in AcceptNewConnections().
acceptor->non_blocking(true);
m_Port = GetPort();
m_Address = GetAddress();
}
TCPServer::~TCPServer()
{
}
{ }
void TCPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
{
boost::system::error_code error;
boost::shared_ptr<tcp::socket> newSocket = boost::shared_ptr<tcp::socket>(new tcp::socket(m_IOService));
m_IOService.poll();
acceptor->async_accept(*newSocket,
boost::bind(&TCPServer::handle_accept, this, newSocket, boost::ref(nextPlayerID), boost::ref(connectedPlayers),
boost::asio::placeholders::error));
acceptor->accept(*newSocket, error);
// If no error occured add new tcp connection
if (!error) {
// Add tcp socket to connections
boost::asio::ip::tcp::no_delay option(true);
newSocket->set_option(option);
PlayerDefinition pd;
pd.StopTime = std::clock();
pd.TCPSocket = newSocket;
pd.TCPAddress = newSocket.get()->remote_endpoint().address();
pd.TCPPort = newSocket.get()->remote_endpoint().port();
connectedPlayers[nextPlayerID++] = pd;
}
}
PlayerID GetPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers,
PlayerID TCPServer::getPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers,
boost::asio::ip::address address, unsigned short port)
{
for (auto& kv : connectedPlayers) {
@@ -31,28 +44,10 @@ PlayerID GetPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& con
return -1;
}
void TCPServer::handle_accept(boost::shared_ptr<tcp::socket> socket,
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
const boost::system::error_code& error)
{
if (!error && GetPlayerIDFromEndpoint(connectedPlayers, socket->remote_endpoint().address(),
socket->remote_endpoint().port()) == -1) {
// Add tcp socket to connections
boost::asio::ip::tcp::no_delay option(true);
socket->set_option(option);
PlayerDefinition pd;
pd.StopTime = std::clock();
pd.TCPSocket = socket;
pd.TCPAddress = socket.get()->remote_endpoint().address();
pd.TCPPort = socket.get()->remote_endpoint().port();
connectedPlayers[nextPlayerID++] = pd;
}
}
void TCPServer::Send(Packet & packet, PlayerDefinition & playerDefinition)
{
packet.UpdateSize();
try {
packet.UpdateSize();
int bytesSent = playerDefinition.TCPSocket->send(
boost::asio::buffer(packet.Data(), packet.Size()),
0);
@@ -73,38 +68,60 @@ void TCPServer::Send(Packet & packet)
}
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)
{
int bytesRead = readBuffer(m_ReadBuffer, playerDefinition);
int bytesRead = readBuffer(playerDefinition);
if (bytesRead > 0) {
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
}
lastReceivedSocket = playerDefinition.TCPSocket;
}
int TCPServer::readBuffer(char* data, PlayerDefinition & playerDefinition)
int TCPServer::readBuffer(PlayerDefinition & playerDefinition)
{
if (!playerDefinition.TCPSocket) {
return 0;
}
boost::system::error_code error;
// Read size of packet
size_t bytesReceived = playerDefinition.TCPSocket->read_some(boost
::asio::buffer((void*)data, sizeof(int)),
error);
int sizeOfPacket = 0;
memcpy(&sizeOfPacket, data, sizeof(int));
playerDefinition.TCPSocket->receive(boost
::asio::buffer((void*)m_ReadBuffer, sizeof(int)),
boost::asio::ip::tcp::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
bytesReceived += playerDefinition.TCPSocket->read_some(boost
::asio::buffer((void*)(data + bytesReceived), sizeOfPacket - bytesReceived),
size_t bytesReceived = playerDefinition.TCPSocket->read_some(boost
::asio::buffer((void*)(m_ReadBuffer), sizeOfPacket),
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;
}
+40 -8
View File
@@ -15,9 +15,9 @@ void UDPClient::Connect(std::string playerName, std::string address, int port)
if (m_Socket) {
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->connect(m_ReceiverEndpoint);
m_Socket->open(boost::asio::ip::udp::v4());
}
void UDPClient::Disconnect()
@@ -27,34 +27,66 @@ void UDPClient::Disconnect()
void UDPClient::Receive(Packet& packet)
{
int bytesRead = readBuffer(m_ReadBuffer);
int bytesRead = readBuffer();
if (bytesRead > 0) {
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
}
}
int UDPClient::readBuffer(char* data)
int UDPClient::readBuffer()
{
if (!m_Socket) {
return 0;
}
boost::system::error_code error;
int bytesReceived = m_Socket->receive_from(boost
::asio::buffer((void*)data, BUFFERSIZE),
m_ReceiverEndpoint,
0, error);
// Read size of packet
m_Socket->receive(boost
::asio::buffer((void*)m_ReadBuffer, sizeof(int)),
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) {
//LOG_ERROR("receive: %s", error.message().c_str());
}
if (sizeOfPacket > 1000000)
LOG_WARNING("The packets received are bigger than 1MB");
return bytesReceived;
}
void UDPClient::Send(Packet& packet)
{
packet.UpdateSize();
m_Socket->send_to(boost::asio::buffer(
packet.Data(),
packet.Size()),
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()
+65 -10
View File
@@ -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)));
}
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()
{ }
void UDPServer::Send(Packet& packet, PlayerDefinition & playerDefinition)
{
packet.UpdateSize();
try {
int bytesSent = m_Socket->send_to(
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
void UDPServer::Send(Packet & packet)
{
packet.UpdateSize();
m_Socket->send_to(
boost::asio::buffer(
packet.Data(),
@@ -31,9 +38,35 @@ void UDPServer::Send(Packet & packet)
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)
{
int bytesRead = readBuffer(m_ReadBuffer);
int bytesRead = readBuffer();
if (bytesRead > 0) {
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
}
@@ -45,17 +78,39 @@ bool UDPServer::IsSocketAvailable()
return m_Socket->available();
}
int UDPServer::readBuffer(char* data)
int UDPServer::readBuffer()
{
boost::system::error_code error = boost::asio::error::host_not_found;
unsigned int length = m_Socket->receive_from(
boost::asio::buffer((void*)data
, BUFFERSIZE)
, m_ReceiverEndpoint, 0, error);
if (error) {
LOG_WARNING(error.message().c_str());
if (!m_Socket) {
return 0;
}
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)
+41
View File
@@ -0,0 +1,41 @@
#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();
m_PreviusCubeMapTexture = input;
}
}
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 -13
View File
@@ -1,19 +1,42 @@
#include "Rendering/DrawBloomPass.h"
DrawBloomPass::DrawBloomPass(IRenderer* renderer)
DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
: m_Renderer(renderer)
, m_Config(config)
{
m_Renderer = renderer;
InitializeTextures();
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
InitializeTextures();
InitializeBuffers();
InitializeShaderPrograms();
ChangeQuality(m_Config->Get<int>("GLOW.Quality", 2));
}
void DrawBloomPass::InitializeTextures()
{
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
}
void DrawBloomPass::ChangeQuality(int quality)
{
if (m_Quality == quality) {
return;
}
m_Quality = quality;
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
if (m_Quality == 0) {
glDeleteTextures(1, &m_GaussianTexture_horiz);
glDeleteTextures(1, &m_GaussianTexture_vert);
return;
}
InitializeTextures();
InitializeBuffers();
InitializeShaderPrograms();
std::string qStr = std::to_string(m_Quality);
m_Iterations = m_Config->Get<float>("GLOW" + qStr + ".NumIterations", 0);
InitializeBuffers();
InitializeShaderPrograms();
}
void DrawBloomPass::InitializeShaderPrograms()
@@ -40,18 +63,26 @@ void DrawBloomPass::InitializeBuffers()
{
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
m_GaussianFrameBuffer_horiz.Generate();
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_horiz.Generate();
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
m_GaussianFrameBuffer_vert.Generate();
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_vert.Generate();
}
void DrawBloomPass::ClearBuffer()
{
if (m_Quality == 0) {
return;
}
GLERROR("PRE");
m_GaussianFrameBuffer_horiz.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -60,10 +91,14 @@ void DrawBloomPass::ClearBuffer()
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_GaussianFrameBuffer_vert.Unbind();
GLERROR("END");
}
void DrawBloomPass::Draw(GLuint texture)
{
if (m_Quality == 0) {
return;
}
GLERROR("DrawBloomPass::Draw: Pre");
DrawBloomPassState state;
@@ -82,7 +117,7 @@ void DrawBloomPass::Draw(GLuint texture)
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//Iterate some times to make it more gaussian.
for (int i = 1; i < m_iterations; i++) {
for (int i = 1; i < m_Iterations; i++) {
//Vertical pass
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
@@ -123,6 +158,9 @@ void DrawBloomPass::Draw(GLuint texture)
void DrawBloomPass::OnWindowResize()
{
if (m_Quality == 0) {
return;
}
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_vert.Generate();
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
@@ -131,6 +169,7 @@ void DrawBloomPass::OnWindowResize()
void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
{
glDeleteTextures(1, texture);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
+53 -15
View File
@@ -1,10 +1,11 @@
#include "Rendering/DrawFinalPass.h"
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass)
: m_Renderer(renderer)
, m_LightCullingPass(lightCullingPass)
, m_CubeMapPass(cubeMapPass)
, m_SSAOPass(ssaoPass)
{
//TODO: Make sure that uniforms are not sent into shader if not needed.
m_Renderer = renderer;
m_LightCullingPass = lightCullingPass;
m_ShieldPixelRate = 8;
InitializeTextures();
InitializeShaderPrograms();
@@ -161,20 +162,20 @@ void DrawFinalPass::InitializeShaderPrograms()
m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
// m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
m_FillDepthBufferProgram->Compile();
m_FillDepthBufferProgram->Link();
GLERROR("Creating DepthFill program");
m_FillDepthBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl")));
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
// m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
m_FillDepthBufferSkinnedProgram->Compile();
m_FillDepthBufferSkinnedProgram->Link();
GLERROR("Creating DepthFill program");
}
void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
void DrawFinalPass::Draw(RenderScene& scene)
{
GLERROR("Pre");
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
@@ -190,10 +191,12 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
//Fill depth buffer
state->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
GLERROR("OpaqueObjects");
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
state->BlendFunc(GL_ONE, GL_ONE);
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
GLERROR("TransparentObjects");
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DrawSprites(scene.Jobs.SpriteJob, scene);
GLERROR("SpriteJobs");
@@ -207,11 +210,11 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
//Draw Opaque shielded objects
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
state->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene, SSAOTexture); //might need changing
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
GLERROR("Shielded Opaque object");
//Draw Transparen Shielded objects
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene, SSAOTexture); //might need changing
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
GLERROR("Shielded Transparent objects");
GLERROR("END");
@@ -247,9 +250,9 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
stateLowRes->Enable(GL_DEPTH_TEST);
stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
stateLowRes->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
GLERROR("OpaqueObjects");
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
GLERROR("TransparentObjects");
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
@@ -259,20 +262,35 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
void DrawFinalPass::ClearBuffer()
{
GLERROR("PRE");
m_FinalPassFrameBufferLowRes.Bind();
GLERROR("Bind LowRes");
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);
GLERROR("ViewPort,Scissor LowRes");
glClearColor(0.f, 0.f, 0.f, 0.f);
GLERROR("1");
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLERROR("2");
glDisable(GL_SCISSOR_TEST);
GLERROR("3");
m_FinalPassFrameBufferLowRes.Unbind();
GLERROR("prebind HighRes");
m_FinalPassFrameBuffer.Bind();
GLERROR("Bind HighRes");
glViewport(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);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_FinalPassFrameBuffer.Unbind();
GLERROR("END");
}
@@ -322,7 +340,7 @@ void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm:
GLERROR("MipMap Texture initialization failed");
}
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture)
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
GLERROR("forwardHandle");
@@ -346,7 +364,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, SSAOTexture);
glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture());
for (auto &job : jobs) {
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
@@ -356,12 +374,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
case RawModel::MaterialType::SingleTextures:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSkinned program");
//bind uniforms
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
//bind textures
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones;
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
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);
//bind textures
BindExplosionTextures(explosionHandle, explosionEffectJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(explosionHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
}
break;
}
@@ -434,6 +461,10 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
//bind textures
BindModelTextures(forwardSkinnedHandle, modelJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
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);
//bind textures
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;
}
@@ -719,6 +753,7 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
{
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
GLERROR("Bind 1 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
GLERROR("Bind 2 uniform");
@@ -767,6 +802,7 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
{
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
GLERROR("Bind 1 uniform");
GLint Location_M = glGetUniformLocation(shaderHandle, "M");
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
@@ -807,6 +843,8 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job)
{
switch (job->Type) {
case RawModel::MaterialType::SingleTextures:
case RawModel::MaterialType::Basic:
@@ -9,6 +9,7 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Enable(GL_DEPTH_TEST);
Enable(GL_CULL_FACE);
glDepthFunc(GL_LEQUAL);
Enable(GL_STENCIL_TEST);
StencilFunc(GL_NOTEQUAL, 1, 0xFF);
StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+21 -21
View File
@@ -42,33 +42,33 @@ void FrameBuffer::Generate()
GLERROR("PRE");
std::vector<GLenum> attachments;
glGenFramebuffers(1, &m_BufferHandle);
if (m_BufferHandle == 0) {
glGenFramebuffers(1, &m_BufferHandle);
}
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
GLERROR("1");
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
switch ((*it)->m_ResourceType) {
case GL_TEXTURE_2D:
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
switch ((*it)->m_ResourceType) {
case GL_TEXTURE_2D:
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
break;
case GL_RENDERBUFFER:
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
break;
}
GLERROR("2");
break;
case GL_RENDERBUFFER:
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
break;
}
GLERROR("2");
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
attachments.push_back((*it)->m_Attachment);
}
GLERROR("Attachment");
}
GLERROR("3");
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
attachments.push_back((*it)->m_Attachment);
}
GLERROR("Attachment");
}
GLERROR("3");
GLenum* bufferTextures = &attachments[0];
glDrawBuffers(attachments.size(), bufferTextures);
+6 -15
View File
@@ -21,23 +21,13 @@ void PickingPass::InitializeTextures()
{
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);
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()
{
/* 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_PickingTexture, GL_COLOR_ATTACHMENT0)));
m_PickingBuffer.Generate();
@@ -64,6 +54,7 @@ void PickingPass::InitializeShaderPrograms()
void PickingPass::Draw(RenderScene& scene)
{
GLERROR("PRE");
PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
//TODO: Render: Add code for more jobs than modeljobs.
@@ -367,6 +358,7 @@ void PickingPass::Draw(RenderScene& scene)
void PickingPass::ClearPicking()
{
GLERROR("PRE");
m_PickingColorsToEntity.clear();
m_EntityColors.clear();
m_ColorCounter[0] = 0;
@@ -376,14 +368,13 @@ void PickingPass::ClearPicking()
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_PickingBuffer.Unbind();
GLERROR("END");
}
void PickingPass::OnWindowResize()
{
InitializeTextures();
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
m_PickingBuffer.Generate();
}
+3 -2
View File
@@ -3,9 +3,9 @@
PickingPassState::PickingPassState(GLuint frameBuffer)
{
GLERROR("---2");
GLERROR("PRE");
BindFramebuffer(frameBuffer);
GLERROR("---3");
GLERROR("Bind Framebuffer");
Enable(GL_DEPTH_TEST);
Enable(GL_CULL_FACE);
Disable(GL_BLEND);
@@ -13,6 +13,7 @@ PickingPassState::PickingPassState(GLuint frameBuffer)
glm::vec4 clearColor = glm::vec4(0.f);
//ClearColor(clearColor);
//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLERROR("END");
}
PickingPassState::~PickingPassState()
+27 -17
View File
@@ -4,6 +4,8 @@ std::unordered_map<GLFWwindow*, Renderer*> Renderer::m_WindowToRenderer;
void Renderer::Initialize()
{
m_SSAO_Quality = m_Config->Get<int>("SSAO.Quality", 0);
m_GLOW_Quality = m_Config->Get<int>("GLOW.Quality", 0);
InitializeWindow();
InitializeRenderPasses();
@@ -30,6 +32,7 @@ void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height
currentRenderer->m_LightCullingPass->OnWindowResize();
currentRenderer->m_PickingPass->OnWindowResize();
currentRenderer->m_DrawBloomPass->OnWindowResize();
currentRenderer->m_SSAOPass->OnWindowResize();
}
void Renderer::InitializeWindow()
@@ -88,9 +91,6 @@ void Renderer::InitializeShaders()
//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ExplosionEffect.frag.glsl")));
//m_ExplosionEffectProgram->Compile();
//m_ExplosionEffectProgram->Link();
}
void Renderer::InputUpdate(double dt)
@@ -108,35 +108,43 @@ void Renderer::Update(double dt)
void Renderer::Draw(RenderFrame& frame)
{
GLERROR("PRE");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
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 bias", &m_SSAO_Bias, 0.0f, 0.1f);
ImGui::SliderFloat("SSAO contrast", &m_SSAO_Contrast, 0.0f, 10.0f);
ImGui::SliderFloat("SSAO IntensityScale", &m_SSAO_IntensityScale, 0.0f, 10.0f);
ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100);
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);
ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
m_SSAOPass->ChangeQuality(m_SSAO_Quality);
m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
GLERROR("SSAO Settings");
//clear buffer 0
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Clear other buffers
//Clear other buffers
PerformanceTimer::StartTimer("Renderer-ClearBuffers");
m_PickingPass->ClearPicking();
m_DrawFinalPass->ClearBuffer();
m_DrawBloomPass->ClearBuffer();
m_SSAOPass->ClearBuffer();
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
GLERROR("ClearBuffers");
for (auto scene : frame.RenderScenes) {
PerformanceTimer::StartTimer("Renderer-Depth");
m_PickingPass->Draw(*scene);
GLERROR("Drawing pickingpass");
PerformanceTimer::StopTimer("Renderer-Depth");
}
PerformanceTimer::StartTimer("AO generation");
PerformanceTimer::StartTimer("Renderer-AO generation");
m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
GLuint ao = m_SSAOPass->SSAOTexture();
PerformanceTimer::StopTimer("AO generation");
PerformanceTimer::StopTimer("Renderer-AO generation");
for (auto scene : frame.RenderScenes){
PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");
@@ -151,7 +159,7 @@ void Renderer::Draw(RenderFrame& frame)
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
m_LightCullingPass->CullLights(*scene);
GLERROR("LightCulling");
m_DrawFinalPass->Draw(*scene, ao);
m_DrawFinalPass->Draw(*scene);
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
GLERROR("Draw Geometry+Light");
//m_DrawScenePass->Draw(*scene);
@@ -239,9 +247,11 @@ void Renderer::InitializeRenderPasses()
{
m_PickingPass = new PickingPass(this, m_EventBroker);
m_LightCullingPass = new LightCullingPass(this);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
m_CubeMapPass = new CubeMapPass(this);
m_SSAOPass = new SSAOPass(this, m_Config);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass);
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
m_DrawBloomPass = new DrawBloomPass(this);
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
m_SSAOPass = new SSAOPass(this);
}
+181 -29
View File
@@ -1,71 +1,165 @@
#include "Rendering/SSAOPass.h"
SSAOPass::SSAOPass(IRenderer* renderer)
SSAOPass::SSAOPass(IRenderer* renderer, ConfigFile* config)
: m_Renderer(renderer)
, m_Config(config)
{
m_Renderer = renderer;
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
ChangeQuality(m_Config->Get<int>("SSAO.Quality", 0));
}
void SSAOPass::ChangeQuality(int quality)
{
if (m_Quality == quality) {
return;
}
m_Quality = quality;
if (m_Quality == 0) {
glDeleteTextures(1, &m_SSAOTexture);
glDeleteTextures(1, &m_SSAOViewSpaceZTexture);
glDeleteTextures(1, &m_GaussianTexture_horiz);
glDeleteTextures(1, &m_GaussianTexture_vert);
return;
}
std::string qStr = std::to_string(m_Quality);
Setting(
m_Config->Get<float>("SSAO" + qStr + ".Radius", 0.01),
m_Config->Get<float>("SSAO" + qStr + ".Bias", 0.012),
m_Config->Get<float>("SSAO" + qStr + ".Contrast", 1.0),
m_Config->Get<float>("SSAO" + qStr + ".Intensity", 1.0),
m_Config->Get<int>("SSAO" + qStr + ".NumSamples", 0),
m_Config->Get<int>("SSAO" + qStr + ".NumTurns", 0),
m_Config->Get<int>("SSAO" + qStr + ".NumIterations", 0),
m_Config->Get<int>("SSAO" + qStr + ".TextureQuality", 4)
);
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
InitializeTexture();
InitializeBuffer();
InitializeShaderProgram();
Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
m_DrawBloomPass = new DrawBloomPass(renderer);
}
void SSAOPass::InitializeShaderProgram()
{
m_SSAOProgram = ResourceManager::Load<ShaderProgram>("##SSAOProgram");
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
m_SSAOProgram->Compile();
m_SSAOProgram->Link();
if (m_SSAOProgram->GetHandle() == 0) {
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
m_SSAOProgram->Compile();
m_SSAOProgram->Link();
}
m_SSAOViewSpaceZProgram = ResourceManager::Load<ShaderProgram>("##SSAOViewSpaceZProgram");
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
m_SSAOViewSpaceZProgram->Compile();
m_SSAOViewSpaceZProgram->Link();
if (m_SSAOViewSpaceZProgram->GetHandle() == 0) {
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
m_SSAOViewSpaceZProgram->Compile();
m_SSAOViewSpaceZProgram->Link();
}
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
if (m_GaussianProgram_horiz->GetHandle() == 0) {
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
m_GaussianProgram_horiz->Compile();
m_GaussianProgram_horiz->Link();
}
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
if (m_GaussianProgram_vert->GetHandle() == 0) {
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
m_GaussianProgram_vert->Compile();
m_GaussianProgram_vert->Link();
}
}
void SSAOPass::InitializeTexture() {
GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R32F, GL_RED, GL_FLOAT);
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RGB, GL_FLOAT);
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RGB, GL_FLOAT);
}
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);
if (m_SSAOFramBuffer.GetHandle() == 0) {
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
}
m_SSAOFramBuffer.Generate();
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
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);
if (m_SSAOViewSpaceZFramBuffer.GetHandle() == 0) {
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
}
m_SSAOViewSpaceZFramBuffer.Generate();
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_horiz.Generate();
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_vert.Generate();
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
m_SSAOViewSpaceZFramBuffer.Generate();
}
void SSAOPass::ClearBuffer()
{
if (m_Quality == 0) {
return;
}
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);
m_SSAOFramBuffer.Unbind();
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);
m_SSAOViewSpaceZFramBuffer.Unbind();
m_GaussianFrameBuffer_horiz.Bind();
glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_GaussianFrameBuffer_horiz.Unbind();
m_GaussianFrameBuffer_vert.Bind();
glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_GaussianFrameBuffer_vert.Unbind();
}
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns) {
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality) {
m_Radius = radius;
m_Bias = bias;
m_Contrast = contrast;
m_IntensityScale = intensityScale;
m_NumOfSamples = numOfSamples;
m_NumOfTurns = NumOfTurns;
m_NumOfTurns = numOfTurns;
m_Iterations = iterations;
m_TextureQuality = quality;
}
void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
{
glDeleteTextures(1, texture);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
@@ -78,6 +172,10 @@ void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
{
if (m_Quality == 0) {
return;
}
SSAOPassState state;
GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle();
GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle();
@@ -97,6 +195,7 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
(-1.0f),
(+1.0f)
);*/
glViewport(0, 0, (m_Renderer->GetViewportSize().Width >> m_TextureQuality), (m_Renderer->GetViewportSize().Height >> m_TextureQuality)); //JOHAN TODO: Get this into state
glUniform3fv(glGetUniformLocation(viewSpaceZPShaderHandle, "ClipInfo"), 1, glm::value_ptr(clipInfo));
glBindVertexArray(m_ScreenQuad->VAO);
@@ -106,9 +205,9 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
glm::vec4 projInfo = glm::vec4(
((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
(-2.0 / (m_Renderer->GetViewportSize().Width * camera->ProjectionMatrix()[0][0])),
(-2.0 / ((m_Renderer->GetViewportSize().Width >> m_TextureQuality) * camera->ProjectionMatrix()[0][0])),
((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]),
(-2.0 / (m_Renderer->GetViewportSize().Height * camera->ProjectionMatrix()[1][1]))
(-2.0 / ((m_Renderer->GetViewportSize().Height >> m_TextureQuality) * camera->ProjectionMatrix()[1][1]))
);
@@ -119,23 +218,76 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
// How many pixel there are in a 1m long object 1m away from the camera
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), m_Renderer->GetViewportSize().Height / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), (m_Renderer->GetViewportSize().Height >> m_TextureQuality) / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uContrast"), m_Contrast);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uIntensityScale"), m_IntensityScale);
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfSamples"), m_NumOfSamples);
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);;
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);
glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "uProjInfo"), 1, glm::value_ptr(projInfo));
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
m_DrawBloomPass->ClearBuffer();
m_DrawBloomPass->Draw(m_SSAOTexture);
DrawBloomPassState BloomState;
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_SSAOTexture);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//Iterate some times to make it more gaussian.
for (int i = 1; i < m_Iterations; i++) {
//Vertical pass
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//horizontal pass
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind();
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
}
//final vertical gaussian after the iterations are done
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
glViewport(0, 0, (m_Renderer->GetViewportSize().Width), (m_Renderer->GetViewportSize().Height));
}
void ComputeAO(GLuint depthBuffer, Camera* camera) {
void SSAOPass::OnWindowResize() {
if (m_Quality == 0) {
return;
}
InitializeTexture();
}
+2
View File
@@ -18,6 +18,7 @@ Texture::Texture(std::string path)
this->Width = img->Width;
this->Height = img->Height;
this->Data = img->Data;
GLint format;
switch (img->Format) {
@@ -28,6 +29,7 @@ Texture::Texture(std::string path)
format = GL_RGBA;
break;
}
// Construct the OpenGL texture
glGenTextures(1, &m_Texture);
+1 -1
View File
@@ -54,7 +54,7 @@ Game::Game(int argc, char* argv[])
m_EventBroker = new EventBroker();
// Create the renderer
m_Renderer = new Renderer(m_EventBroker);
m_Renderer = new Renderer(m_EventBroker, m_Config);
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
m_Renderer->SetResolution(Rectangle::Rectangle(
+3 -2
View File
@@ -29,6 +29,7 @@ void AmmoPickupSystem::Update(double dt)
newAmmoPickupEntity["Transform"]["Position"] = ammoPickupPosition.Pos;
newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = ammoPickupPosition.AmmoGain;
newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = ammoPickupPosition.RespawnTimer;
m_World->SetParent(newAmmoPickupEntity.ID, ammoPickupPosition.parentID);
//erase the current element (AmmoPickupPosition)
m_ETriggerTouchVector.erase(it);
@@ -69,8 +70,8 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
//we need to copy all values since each value can be different for each ammoPickup
m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["AmmoPickup"]["AmmoGain"],
e.Trigger["AmmoPickup"]["RespawnTimer"],e.Trigger["AmmoPickup"]["RespawnTimer"] });
m_ETriggerTouchVector.push_back({ e.Trigger["Transform"]["Position"], e.Trigger["AmmoPickup"]["AmmoGain"],
e.Trigger["AmmoPickup"]["RespawnTimer"], e.Trigger["AmmoPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) });
//delete the ammopickup
m_World->DeleteEntity(e.Trigger.ID);
+21 -22
View File
@@ -1,32 +1,39 @@
#include "Systems/CapturePointSystem.h"
#include <algorithm>
CapturePointSystem::CapturePointSystem(SystemParams params)
CapturePointSystem::CapturePointSystem(SystemParams params)
: System(params)
, PureSystem("CapturePoint")
{
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
if (IsClient) {
if (!IsClient) {
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
}
}
//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
void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt)
{
if (!IsClient) {
if (IsClient) {
return;
}
if (m_WinnerWasFound) {
return;
}
const int capturePointNumber = cCapturePoint["CapturePointNumber"];
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:
//what if capture point has no team -> we cant get/use the team enum from it...
if (!hasTeamComponent) {
@@ -71,8 +78,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
std::map<std::string, int> nextPossibleCapturePoint;
nextPossibleCapturePoint["Red"] = -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")) {
continue;
}
@@ -84,8 +90,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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")) {
continue;
}
@@ -100,8 +105,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
//reset timers and reset the bool that triggers this
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"];
if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] &&
(int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Blue"]) {
@@ -116,8 +120,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
}
//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];
if (std::get<1>(triggerTouched) == capturePointEntity) {
//some player has touched this - lets figure out: what team, health
@@ -176,8 +179,8 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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 ((ownedBy == currentTeam && currentTeam == redTeam && (double)cCapturePoint["CaptureTimer"] < 0.0) ||
(ownedBy == currentTeam && currentTeam == blueTeam && (double)cCapturePoint["CaptureTimer"] > 0.0)) {
if ((ownedBy == currentTeam && currentTeam == redTeam && (double)cCapturePoint["CaptureTimer"] < captureTimeToTakeOver) ||
(ownedBy == currentTeam && currentTeam == blueTeam && (double)cCapturePoint["CaptureTimer"] > -captureTimeToTakeOver)) {
cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
}
//check if captureTimer > captureTimeToTakeOver and if so change owner and publish the eCaptured event
@@ -195,17 +198,14 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
//check for possible winCondition = check if the homebase is owned by the other team
bool checkForWinner = false;
if (capturePointNumber == m_RedTeamHomeCapturePoint && ownedBy != redTeam)
{
if (capturePointNumber == m_RedTeamHomeCapturePoint && ownedBy != redTeam) {
checkForWinner = true;
}
if (capturePointNumber == m_BlueTeamHomeCapturePoint && ownedBy != blueTeam)
{
if (capturePointNumber == m_BlueTeamHomeCapturePoint && ownedBy != blueTeam) {
checkForWinner = true;
}
if (checkForWinner && !m_WinnerWasFound)
{
if (checkForWinner && !m_WinnerWasFound) {
//publish Win event
Events::Win e;
e.TeamThatWon = ownedBy;
@@ -224,8 +224,7 @@ bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& 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];
if (std::get<0>(triggerTouched) == e.Entity && std::get<1>(triggerTouched) == e.Trigger) {
m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i);
+104 -31
View File
@@ -12,51 +12,41 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
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)
{
if (m_CurrentCamera == EntityID_Invalid) {
return false;
}
//if (e.Victim != LocalPlayer) {
// return false;
//}
if (e.Victim.Valid() && e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
return false;
}
if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
return false;
return false;
}
//grab players direction
auto playerOrientation = glm::quat((glm::vec3)e.Victim["Transform"]["Orientation"]);
glm::vec3 inflictorPos = e.Inflictor["Transform"]["Position"];
//if testing
#ifdef INDICATOR_TEST
inflictorPos = DamageIndicatorTest(e.Victim);
#endif
//get the position vectors, but ignore the y-height
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;
}
float angleBetweenVectors = CalculateAngle(e.Victim, inflictorPos);
//load & set the "2d" sprite
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
spriteWrapper["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
if (!IsServer) {
updateDamageIndicatorVector.emplace_back(spriteWrapper, inflictorPos);
}
return true;
}
@@ -74,3 +68,82 @@ bool DamageIndicatorSystem::OnSetCamera(const Events::SetCamera& e) {
m_CurrentCamera = e.CameraEntity.ID;
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
+2 -1
View File
@@ -29,6 +29,7 @@ void PickupSpawnSystem::Update(double dt)
newHealthPickupEntity["Transform"]["Position"] = healthPickupPosition.Pos;
newHealthPickupEntity["HealthPickup"]["HealthGain"] = healthPickupPosition.HealthGain;
newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = healthPickupPosition.RespawnTimer;
m_World->SetParent(newHealthPickupEntity.ID, healthPickupPosition.parentID);
//erase the current element (healthPickupPosition)
m_ETriggerTouchVector.erase(it);
@@ -58,7 +59,7 @@ bool PickupSpawnSystem::OnTriggerTouch(Events::TriggerTouch& e)
//copy position, healthgain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
//we need to copy all values since each value can be different for each healthPickup
m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["HealthPickup"]["HealthGain"],
e.Trigger["HealthPickup"]["RespawnTimer"],e.Trigger["HealthPickup"]["RespawnTimer"] });
e.Trigger["HealthPickup"]["RespawnTimer"],e.Trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) });
//delete the healthpickup
m_World->DeleteEntity(e.Trigger.ID);
+2 -3
View File
@@ -33,9 +33,8 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
//components that we need from player
auto playerCamera = player.FirstChildByName("Camera");
auto playerModel = player.FirstChildByName("PlayerModel");
if (!playerCamera.Valid() || !playerModel.Valid()) {
if (!playerModel.Valid()) {
return;
}
if (!playerModel.HasComponent("Model") || !playerModel.HasComponent("Animation")) {
@@ -44,7 +43,7 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
auto playerEntityModel = playerModel["Model"];
auto playerEntityAnimation = playerModel["Animation"];
//copy the data from player to explisioneffectmodel
//copy the data from player to explosioneffectmodel
playerEntityModel.Copy(deathEffectEW["Model"]);
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
//freeze the animation
+40 -14
View File
@@ -4,6 +4,7 @@ PlayerMovementSystem::PlayerMovementSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &PlayerMovementSystem::OnDoubleJump);
}
PlayerMovementSystem::~PlayerMovementSystem()
@@ -16,7 +17,15 @@ PlayerMovementSystem::~PlayerMovementSystem()
void PlayerMovementSystem::Update(double 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)
@@ -28,7 +37,6 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
if (!player.Valid()) {
continue;
}
// Aim pitch
EntityWrapper cameraEntity = player.FirstChildByName("Camera");
if (cameraEntity.Valid()) {
@@ -114,15 +122,14 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
if (isOnGround) {
controller->SetDoubleJumping(false);
} else {
// If IsServer and network is off this will not work
if (IsClient) {
//put a hexagon at the players feet
auto hexagonEffect = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
EntityFileParser parser(hexagonEffect);
EntityID hexagonEffectID = parser.MergeEntities(m_World);
EntityWrapper hexagonEW = EntityWrapper(m_World, hexagonEffectID);
hexagonEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
spawnHexagon(player);
controller->SetDoubleJumping(true);
// Publish event for client to listen to
Events::DoubleJump e;
e.entityID = player.ID;
m_EventBroker->Publish(e);
}
}
@@ -221,15 +228,11 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
}
void PlayerMovementSystem::updateVelocity(double dt)
void PlayerMovementSystem::updateVelocity(EntityWrapper player, double dt)
{
// Only apply velocity to local player
if (!LocalPlayer.Valid()) {
return;
}
ComponentWrapper& cTransform = LocalPlayer["Transform"];
ComponentWrapper& cPhysics = LocalPlayer["Physics"];
ComponentWrapper& cTransform = player["Transform"];
ComponentWrapper& cPhysics = player["Physics"];
glm::vec3& velocity = cPhysics["Velocity"];
bool isOnGround = (bool)cPhysics["IsOnGround"];
@@ -291,3 +294,26 @@ bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
}
return true;
}
bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e)
{
// If entity does not exist, exit
if (!EntityWrapper(m_World, e.entityID).Valid()) {
return false;
}
// If entity IsLocalPlayer, exit
if (e.entityID == m_LocalPlayer.ID) {
return false;
}
spawnHexagon(EntityWrapper(m_World, e.entityID));
}
void PlayerMovementSystem::spawnHexagon(EntityWrapper target)
{
//put a hexagon at the entitys... feet?
auto hexagonEffect = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
EntityFileParser parser(hexagonEffect);
EntityID hexagonEffectID = parser.MergeEntities(m_World);
EntityWrapper hexagonEW = EntityWrapper(m_World, hexagonEffectID);
hexagonEW["Transform"]["Position"] = (glm::vec3)target["Transform"]["Position"];
}
+20 -3
View File
@@ -14,6 +14,7 @@ SoundSystem::SoundSystem(SystemParams params)
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &SoundSystem::OnPlayerDamage);
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &SoundSystem::OnCaptured);
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)
{
if (!LocalPlayer.Valid()) {
return false;
}
int homeTeam = (int)m_World->GetComponent(e.CapturePointID, "Team")["Team"];
int team = (int)m_World->GetComponent(LocalPlayer.ID, "Team")["Team"];
Events::PlaySoundOnEntity ev;
@@ -108,7 +112,12 @@ bool SoundSystem::OnCaptured(const Events::Captured & e)
// Testing purposes atm...
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);
int rand = dist(generator);
std::vector<std::string> paths;
@@ -128,8 +137,16 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e)
{
Events::PlaySoundOnEntity ev;
ev.EmitterID = LocalPlayer.ID;
if (e.Player.ID != 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";
m_EventBroker->Publish(ev);
return false;
-1
View File
@@ -6,7 +6,6 @@
#include "Core/EventBroker.h"
#include "Rendering/Renderer.h"
#include "Core/InputManager.h"
#include "GUI/Frame.h"
#include "Core/World.h"
#include "Input/InputProxy.h"
#include "Input/KeyboardInputHandler.h"