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4 Commits

10 changed files with 95 additions and 64 deletions
@@ -24,6 +24,7 @@ public:
private:
Octree<EntityAABB>* m_Octree;
std::vector<EntityAABB> m_OctreeResult;
std::unordered_map<EntityWrapper, glm::vec3> m_PrevPositions;
};
#endif
+2
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@@ -21,6 +21,8 @@ public:
std::string GetFileName() const;
GLuint GetHandle() const;
bool IsCompiled() const;
static std::string ReadFile(std::string fileName);
private:
protected:
GLenum m_ShaderType;
std::string m_FileName;
-1
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@@ -2,7 +2,6 @@
<Physics xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Physics.xsd">
<Velocity X="0" Y="0" Z="0"/>
<Gravity>true</Gravity>
<PrevOrigin X="-9876.5" Y="-9876.5" Z="-9876.5"/>
<IsOnGround>false</IsOnGround>
<VerticalStepHeight>0.33</VerticalStepHeight>
</Physics>
-1
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@@ -13,7 +13,6 @@
<xs:annotation><xs:documentation>m/s^2</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Gravity" type="t:bool" minOccurs="0"/>
<xs:element name="PrevOrigin" type="t:Vector" minOccurs="0"/>
<xs:element name="IsOnGround" type="t:bool" minOccurs="0"/>
<xs:element name="VerticalStepHeight" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>The largest height of a "stair-step" that can be walked over</xs:documentation></xs:annotation>
-1
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@@ -13,7 +13,6 @@
<c:DashAbility/>
<c:Health/>
<c:Physics>
<PrevOrigin X="0" Y="0.772000015" Z="0"/>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
-1
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@@ -13,7 +13,6 @@
<c:DashAbility/>
<c:Health/>
<c:Physics>
<PrevOrigin X="0" Y="0.772000015" Z="0"/>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
+2 -6
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@@ -116,12 +116,7 @@ LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensi
return result;
}
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
{
mat3 TBN = mat3(tangent, bitangent, normal);
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
return vec4(TBN * normalize(NormalMap), 0.0);
}
#include "Shaders/Util/CommonUniforms.glsl"
void main()
{
@@ -180,6 +175,7 @@ void main()
color_result += FillColor;
}
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
//sceneColor = CommonUniforms.testColour;
//sceneColor = vec4(reflectionColor.xyz, 1);
color_result += glowTexel*GlowIntensity;
@@ -0,0 +1,6 @@
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
{
mat3 TBN = mat3(tangent, bitangent, normal);
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
return vec4(TBN * normalize(NormalMap), 0.0);
}
+45 -43
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@@ -16,51 +16,51 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
EntityAABB& boxA = *boundingBox;
bool everHitTheGround = false;
glm::vec3 size = boxA.Size();
float diameter = std::min(size.x, size.z);
glm::vec3 prevOrigin = (glm::vec3)cPhysics["PrevOrigin"];
glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
//If the entity has moved farther than the size of its box, we need to handle it specially.
bool traceCollision = rayLength > diameter;
//hack solution: If prevOrigin is less than -9000 in all dimensions,
//then it means it is not set, i.e. this is the first collision check for the entity.
if (traceCollision && glm::any(glm::greaterThan((glm::vec3)cPhysics["PrevOrigin"], glm::vec3(-9000.f)))) {
Ray ray(prevOrigin, toCurrentPos);
m_OctreeResult.clear();
m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
for (auto& boxB : m_OctreeResult) {
if (boxA.Entity == boxB.Entity) {
continue;
}
bool hit;
float dist;
if (boxB.Entity.HasComponent("Model")) {
RawModel* model;
std::string res = (std::string)boxB.Entity["Model"]["Resource"];
try {
model = ResourceManager::Load<RawModel, true>(res);
} catch (const std::exception&) {
auto prevPosIt = m_PrevPositions.find(entity);
if (prevPosIt != m_PrevPositions.end()) {
glm::vec3 size = boxA.Size();
float diameter = std::min(size.x, size.z);
glm::vec3 prevOrigin = prevPosIt->second;
glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
//If the entity has moved farther than the size of its box, we need to handle it specially.
if (rayLength > diameter) {
Ray ray(prevOrigin, toCurrentPos);
m_OctreeResult.clear();
m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
for (auto& boxB : m_OctreeResult) {
if (boxA.Entity == boxB.Entity) {
continue;
}
float u, v;
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
} else {
hit = Collision::RayVsAABB(ray, boxB, dist);
}
if (hit && dist < rayLength) {
//Set the entity to where it was colliding, minus the maximum box size.
//TODO: Perhaps this should be done slightly more properly.
glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
glm::vec3 resolve = newOriginPos - boxA.Origin();
(glm::vec3&)cTransform["Position"] += resolve;
boxA = *Collision::EntityAbsoluteAABB(entity);
if (resolve.y > 0) {
everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true;
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
bool hit;
float dist;
if (boxB.Entity.HasComponent("Model")) {
RawModel* model;
std::string res = (std::string)boxB.Entity["Model"]["Resource"];
try {
model = ResourceManager::Load<RawModel, true>(res);
} catch (const std::exception&) {
continue;
}
float u, v;
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
} else {
hit = Collision::RayVsAABB(ray, boxB, dist);
}
if (hit && dist < rayLength) {
//Set the entity to where it was colliding, minus the maximum box size.
//TODO: Perhaps this should be done slightly more properly.
glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
glm::vec3 resolve = newOriginPos - boxA.Origin();
(glm::vec3&)cTransform["Position"] += resolve;
boxA = *Collision::EntityAbsoluteAABB(entity);
if (resolve.y > 0) {
everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true;
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
}
break;
}
break;
}
}
}
@@ -90,6 +90,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
(glm::vec3&)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
cPhysics["Velocity"] = inOutVelocity;
if (isOnGround) {
everHitTheGround = true;
@@ -99,6 +100,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
//Enter here if boxB has no Model.
(glm::vec3&)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
if (resolutionVector.y > 0) {
everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true;
@@ -112,5 +114,5 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
(bool)cPhysics["IsOnGround"] = false;
}
(glm::vec3&)cPhysics["PrevOrigin"] = boxA.Origin();
m_PrevPositions[entity] = boxA.Origin();
}
+39 -11
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@@ -4,22 +4,32 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
{
LOG_INFO("Compiling shader \"%s\"", fileName.c_str());
std::string shaderFile;
std::ifstream in(fileName, std::ios::in);
if (!in) {
LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
return 0;
}
in.seekg(0, std::ios::end);
shaderFile.resize((int)in.tellg());
in.seekg(0, std::ios::beg);
in.read(&shaderFile[0], shaderFile.size());
in.close();
std::string shaderFile = ReadFile(fileName);
GLuint shader = glCreateShader(shaderType);
if (GLERROR("glCreateShader"))
return 0;
std::size_t startPos = 0;
std::size_t SEofNewFile[2];
std::string key = "#include";
while((startPos = shaderFile.find(key, startPos)) != std::string::npos)
{
SEofNewFile[0] = shaderFile.find('"', startPos+key.length())+1;
SEofNewFile[1] = shaderFile.find('"', SEofNewFile[0]);
if (SEofNewFile[0] == std::string::npos || SEofNewFile[1] == std::string::npos)
return 0;
std::string replacementFileName = shaderFile.substr(SEofNewFile[0], SEofNewFile[1] - SEofNewFile[0]);
std::string replacementString = ReadFile(replacementFileName);
size_t firstof = replacementString.find_first_of((char)0);
replacementString.erase(firstof, replacementString.size() - firstof);
if (replacementString.length() <= 0)
return 0;
shaderFile.replace(startPos, SEofNewFile[1]+2 - startPos, replacementString + "\n");
startPos += replacementString.length(); //This might not be wanted.
}
const GLchar* shaderFiles = shaderFile.c_str();
const GLint length = static_cast<GLint>(shaderFile.length());
glShaderSource(shader, 1, &shaderFiles, &length);
@@ -46,6 +56,24 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
return shader;
}
std::string Shader::ReadFile(std::string fileName)
{
std::string shaderFile;
std::ifstream in(fileName, std::ios::in);
if (!in) {
LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
return "";
}
in.seekg(0, std::ios::end);
shaderFile.resize((int)in.tellg());
in.seekg(0, std::ios::beg);
in.read(&shaderFile[0], shaderFile.size());
in.close();
return shaderFile;
}
Shader::Shader(GLenum shaderType, std::string fileName) : m_ShaderType(shaderType), m_FileName(fileName)
{
m_ShaderHandle = 0;