Compare commits
68 Commits
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| 05b78265be |
@@ -11,7 +11,8 @@ Libraries bundled along with binaries for Windows (MSVC14), available as a submo
|
||||
| **[libpng](http://www.libpng.org/pub/png/libpng.html)** | 1.6.19 | [libpng License](http://www.libpng.org/pub/png/src/libpng-LICENSE.txt) |
|
||||
| **[Xerces-C++](https://xerces.apache.org/xerces-c)** | 3.1.2 | [Apache License Version 2.0](https://www.apache.org/licenses/LICENSE-2.0) |
|
||||
| **[ImGui](https://github.com/ocornut/imgui)** | 2015-12-12 | [MIT License](https://github.com/ocornut/imgui/blob/de3a154f3801de22c8e0bd2aeabf663a70c05972/LICENSE) |
|
||||
| **[nativefiledialog](https://github.com/mlabbe/nativefiledialog) | 2016-01-08 | https://github.com/mlabbe/nativefiledialog/blob/master/LICENSE |
|
||||
| **[nativefiledialog](https://github.com/mlabbe/nativefiledialog)** | 2016-01-08 | [nativefiledialog Licence](https://github.com/mlabbe/nativefiledialog/blob/master/LICENSE) |
|
||||
| **[OpenAL](https://www.openal.org/)** | 1.1 | [OpenAL License](resources/Licenses/OpenAL.txt)
|
||||
|
||||
#### External libraries
|
||||
Libraries that are too big to be bundled with the project.
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||||
|
||||
+1
-1
Submodule assets updated: c8e631f449...a3c92ac876
@@ -7,10 +7,10 @@
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include "Core/Ray.h"
|
||||
#include "Core/AABB.h"
|
||||
#include "Engine/Rendering/RawModel.h"
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||||
#include "Core/Entity.h"
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||||
#include "../Core/Ray.h"
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||||
#include "../Core/AABB.h"
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||||
#include "../Rendering/RawModel.h"
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||||
#include "../Core/Entity.h"
|
||||
|
||||
class World;
|
||||
struct ComponentWrapper;
|
||||
|
||||
@@ -4,10 +4,10 @@
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/common.hpp>
|
||||
|
||||
#include "Common.h"
|
||||
#include "Core/System.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/EKeyUp.h"
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||||
#include "../Common.h"
|
||||
#include "../Core/System.h"
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||||
#include "../Core/EventBroker.h"
|
||||
#include "../Core/EKeyUp.h"
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||||
|
||||
class CollisionSystem : public PureSystem
|
||||
{
|
||||
|
||||
@@ -4,8 +4,8 @@
|
||||
#include <glm/common.hpp>
|
||||
#include <unordered_set>
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||||
|
||||
#include "Core/System.h"
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||||
#include "Core/EventBroker.h"
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||||
#include "../Core/System.h"
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||||
#include "../Core/EventBroker.h"
|
||||
#include "ETrigger.h"
|
||||
|
||||
class AABB;
|
||||
|
||||
@@ -14,6 +14,7 @@ struct ComponentInfo
|
||||
|
||||
struct Field_t
|
||||
{
|
||||
std::string Name;
|
||||
std::string Type;
|
||||
unsigned int Offset;
|
||||
unsigned int Stride;
|
||||
@@ -21,7 +22,7 @@ struct ComponentInfo
|
||||
|
||||
std::string Name;
|
||||
std::unordered_map<std::string, Field_t> Fields;
|
||||
std::vector<const Field_t*> FieldsInOrder;
|
||||
std::vector<std::string> FieldsInOrder;
|
||||
Meta_t Meta;
|
||||
std::shared_ptr<char> Defaults = nullptr;
|
||||
};
|
||||
|
||||
@@ -69,7 +69,6 @@ public:
|
||||
{
|
||||
Unknown,
|
||||
Entity,
|
||||
EntityRef,
|
||||
Component,
|
||||
ComponentField
|
||||
};
|
||||
@@ -78,32 +77,29 @@ public:
|
||||
: m_Handler(handler)
|
||||
, m_Reader(reader)
|
||||
{
|
||||
// Push first parent
|
||||
m_EntityStack.push(EntityID_Invalid);
|
||||
// 0 is imaginary world entity
|
||||
m_EntityStack.push(0);
|
||||
m_StateStack.push(State::Unknown);
|
||||
}
|
||||
|
||||
void startElement(const XMLCh* const _uri, const XMLCh* const _localName, const XMLCh* const _qname, const xercesc::Attributes& attrs) override
|
||||
{
|
||||
std::string name = XS::ToString(_localName);
|
||||
if (m_StateStack.top() == State::Unknown || m_StateStack.top() == State::Entity || m_StateStack.top() == State::EntityRef) {
|
||||
|
||||
if (m_StateStack.top() == State::Unknown || m_StateStack.top() == State::Entity) {
|
||||
if (name == "Entity") {
|
||||
// Handle entity references
|
||||
const XMLCh* refAttr = attrs.getValue(XS::ToXMLCh("ref"));
|
||||
std::string ref = XS::ToString(refAttr);
|
||||
if (ref.empty()) {
|
||||
m_StateStack.push(State::Entity);
|
||||
onStartEntity(attrs);
|
||||
} else {
|
||||
m_StateStack.push(State::EntityRef);
|
||||
onStartEntityRef(ref, attrs);
|
||||
return;
|
||||
}
|
||||
if (name == "EntityRef") {
|
||||
onStartEntityRef(attrs);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
std::string uri = XS::ToString(_uri);
|
||||
if (m_StateStack.top() == State::Entity || m_StateStack.top() == State::EntityRef) {
|
||||
if (m_StateStack.top() == State::Entity) {
|
||||
if (uri == "components") {
|
||||
m_StateStack.push(State::Component);
|
||||
onStartComponent(name);
|
||||
@@ -129,16 +125,10 @@ public:
|
||||
void endElement(const XMLCh* const _uri, const XMLCh* const _localName, const XMLCh* const _qname) override
|
||||
{
|
||||
std::string name = XS::ToString(_localName);
|
||||
if (m_StateStack.top() == State::Entity || m_StateStack.top() == State::EntityRef) {
|
||||
if (name == "Entity") {
|
||||
if (m_StateStack.top() == State::Entity) {
|
||||
if (name == "Entity") {
|
||||
m_StateStack.pop();
|
||||
if (m_StateStack.top() == State::EntityRef) {
|
||||
onEndEntityRef();
|
||||
} else {
|
||||
onEndEntity();
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -198,16 +188,16 @@ private:
|
||||
{
|
||||
m_EntityStack.pop();
|
||||
}
|
||||
void onStartEntityRef(const std::string& ref, const xercesc::Attributes& attrs)
|
||||
void onStartEntityRef(const xercesc::Attributes& attrs)
|
||||
{
|
||||
std::string path = XS::ToString(attrs.getValue(XS::ToXMLCh("file")));
|
||||
|
||||
xercesc::SAX2XMLReader* parser = xercesc::XMLReaderFactory::createXMLReader();
|
||||
parser->setContentHandler(this);
|
||||
parser->setErrorHandler(this);
|
||||
parser->parse(ref.c_str());
|
||||
parser->parse(path.c_str());
|
||||
delete parser;
|
||||
//m_StateStack.push(State::Entity);
|
||||
}
|
||||
void onEndEntityRef() { }
|
||||
void onStartComponent(const std::string& name)
|
||||
{
|
||||
//LOG_DEBUG(" Component: %s", name.c_str());
|
||||
|
||||
@@ -9,7 +9,7 @@ class EntityFileParser
|
||||
public:
|
||||
EntityFileParser(const EntityFile* entityFile);
|
||||
|
||||
void MergeEntities(World* world, EntityID parent = EntityID_Invalid);
|
||||
void MergeEntities(World* world);
|
||||
|
||||
private:
|
||||
const EntityFile* m_EntityFile;
|
||||
|
||||
@@ -5,6 +5,14 @@
|
||||
template <typename T>
|
||||
class MemoryPoolForwardIterator;
|
||||
|
||||
namespace DisableMemoryPool
|
||||
{
|
||||
//if true -> Pool allocation is not used when calling Allocate/Free, just use regular dynamic allocation.
|
||||
//if false -> Use pool allocation.
|
||||
//Should default to false, unless the DisableMemoryPool is true in the Config.ini files.
|
||||
extern bool Value;
|
||||
}
|
||||
|
||||
//This is the class to use if you want to allocate blocks (slots) of raw memory, with a fixed maximum size (stride).
|
||||
//Additionally, if you know that every memory-block will contain one object of a specific type, (i.e. the stride for the slot
|
||||
//will the size of the object type) you should use ObjectPool<T> instead, your life will become easier.
|
||||
@@ -80,8 +88,8 @@ public:
|
||||
//If element cannot be allocated in the pool, because the memory ran out, memory is allocated dynamically with malloc() "outside the pool".
|
||||
char* Allocate()
|
||||
{
|
||||
for (; m_CurrentAllocSlot < m_NumSlots && m_SlotIsAllocated[m_CurrentAllocSlot]; ++m_CurrentAllocSlot);
|
||||
if (m_CurrentAllocSlot < m_NumSlots) {
|
||||
for (; m_CurrentAllocSlot < m_NumSlots && m_SlotIsAllocated[m_CurrentAllocSlot] && !DisableMemoryPool::Value; ++m_CurrentAllocSlot);
|
||||
if (m_CurrentAllocSlot < m_NumSlots && !DisableMemoryPool::Value) {
|
||||
if (m_LowestAllocatedSlot > m_CurrentAllocSlot)
|
||||
m_LowestAllocatedSlot = m_CurrentAllocSlot;
|
||||
//Mark the slot as allocated.
|
||||
@@ -93,7 +101,9 @@ public:
|
||||
else {
|
||||
m_ExtraMemory.push_back((char*)malloc(m_Stride));
|
||||
//We should preferably not enter here to avoid performance issues. Set more numMaxElements in constructor instead.
|
||||
if (!DisableMemoryPool::Value) {
|
||||
LOG_WARNING("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
|
||||
}
|
||||
return m_ExtraMemory.back();
|
||||
}
|
||||
}
|
||||
@@ -108,7 +118,7 @@ public:
|
||||
//(i.e. IsAllocatedInPool may give false positives)
|
||||
//if it was malloc():ed
|
||||
//so, we may enter here even if we shouldn't.
|
||||
if (IsAllocatedInPool(obj)) {
|
||||
if (!DisableMemoryPool::Value && IsAllocatedInPool(obj)) {
|
||||
--m_NumAllocatedSlots;
|
||||
const size_t freeSlot = (obj - m_StartAddress) / m_Stride;
|
||||
m_SlotIsAllocated[freeSlot] = false;
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
#define Ray_h__
|
||||
|
||||
#include "../GLM.h"
|
||||
#include "Common.h"
|
||||
#include "../Common.h"
|
||||
|
||||
class Ray
|
||||
{
|
||||
|
||||
@@ -12,7 +12,6 @@
|
||||
/** Base Resource class.
|
||||
|
||||
Implement this class for every resource to be handled by the resource manager.
|
||||
Implement Create() to return a new object of that type.
|
||||
*/
|
||||
class Resource
|
||||
{
|
||||
@@ -22,6 +21,23 @@ protected:
|
||||
Resource() { }
|
||||
|
||||
public:
|
||||
//Should be thrown in a Resource's constructor if it cannot complete because another resource is still loading.
|
||||
//Not actually an error, just a message to the ResourceManager.
|
||||
struct StillLoadingException : public std::exception
|
||||
{
|
||||
virtual const char* what() const throw()
|
||||
{
|
||||
return "Resource is still loading.";
|
||||
}
|
||||
};
|
||||
struct FailedLoadingException : public std::exception
|
||||
{
|
||||
virtual const char* what() const throw()
|
||||
{
|
||||
return "Resource is failed to load.";
|
||||
}
|
||||
};
|
||||
|
||||
// Pretend that this is a pure virtual function that you have to implement
|
||||
// FIXME: Why did we do this again instead of just using the constructor?
|
||||
// static Resource* Create(std::string resourceName);
|
||||
@@ -33,6 +49,15 @@ public:
|
||||
unsigned int ResourceID;
|
||||
};
|
||||
|
||||
//Any class inheriting from this class will always be loaded on the master thread, not on a parallel worker thread.
|
||||
//This is important in case some instructions must be executed on the main thread, e.g. OpenGL commands, like glBindBuffer.
|
||||
//This resource can still be loaded asyncronously, but it will not be loaded in a thread, instead it's constructor will
|
||||
//be called once on every ResourceManager::Load, just throw StillLoadingException in the constructor if it is not done yet.
|
||||
class ThreadUnsafeResource : public Resource
|
||||
{
|
||||
friend class ResourceManager;
|
||||
};
|
||||
|
||||
/** Singleton resource manager to keep track of and cache any external engine assets */
|
||||
class ResourceManager
|
||||
{
|
||||
@@ -40,6 +65,7 @@ private:
|
||||
ResourceManager();
|
||||
|
||||
public:
|
||||
static bool UseThreading;
|
||||
/*static ResourceManager& Instance()
|
||||
{
|
||||
static ResourceManager s;
|
||||
@@ -49,15 +75,6 @@ public:
|
||||
template <typename T>
|
||||
static void RegisterType(std::string typeName);
|
||||
|
||||
/** Preloads a resource and caches it for future use
|
||||
|
||||
@tparam T Resource type.
|
||||
@param resourceName Fully qualified name of the resource to preload.
|
||||
*/
|
||||
template <typename T>
|
||||
static void Preload(std::string resourceName);
|
||||
static void Preload(std::string resourceType, std::string resourceName);
|
||||
|
||||
/** Checks if a resource is in cache
|
||||
|
||||
@param resourceType Resource type as string.
|
||||
@@ -66,14 +83,19 @@ public:
|
||||
// TODO: Templateify
|
||||
static bool IsResourceLoaded(std::string resourceType, std::string resourceName);
|
||||
|
||||
/** Hot-loads a resource and caches it for future use
|
||||
/** Return value should always be a valid pointer, will throw an exception on error.
|
||||
If the resource has been loaded already, returns a pointer to it.
|
||||
|
||||
If Async is false: Hot-loads a resource, caches it for future use, and returns a pointer to it.
|
||||
If Async is true: If the resource is not loaded yet, starts loading the resource
|
||||
in the background and throws Resource::StillLoadingException immediately.
|
||||
|
||||
@tparam T Resource type.
|
||||
@tparam async Set this to true if the resource should be loaded asyncronously.
|
||||
@param resourceName Fully qualified name of the resource to load.
|
||||
*/
|
||||
template <typename T>
|
||||
static T* Load(std::string resourceName, Resource* parent = nullptr);
|
||||
static Resource* Load(std::string resourceType, std::string resourceName, Resource* parent = nullptr);
|
||||
template <typename T, bool async = false>
|
||||
static T* Load(const std::string& resourceName, Resource* parent = nullptr);
|
||||
|
||||
/** Reloads an already loaded resource, keeping its resource ID intact.
|
||||
|
||||
@@ -87,19 +109,31 @@ public:
|
||||
static void Update();
|
||||
|
||||
private:
|
||||
//This is a haxy way to make sure that IsMainThread is run when the program starts, so the master thread id is set.
|
||||
struct MasterThreadChecker
|
||||
{
|
||||
MasterThreadChecker()
|
||||
{
|
||||
ResourceManager::IsMainThread();
|
||||
}
|
||||
};
|
||||
const static MasterThreadChecker m_Checker;
|
||||
|
||||
static std::unordered_map<std::string, std::string> m_CompilerTypenameToResourceType;
|
||||
static std::unordered_map<std::string, std::function<Resource*(std::string)>> m_FactoryFunctions; // type -> factory function
|
||||
static std::unordered_map<std::pair<std::string, std::string>, Resource*> m_ResourceCache; // (type, name) -> resource
|
||||
static std::unordered_map<std::string, Resource*> m_ResourceFromName; // name -> resource
|
||||
static std::unordered_map<Resource*, Resource*> m_ResourceParents; // resource -> parent resource
|
||||
|
||||
static std::unordered_map<std::pair<std::string, std::string>, boost::thread> m_LoadingThreads; // (type, name) -> loading thread
|
||||
static std::unordered_map<std::pair<std::string, std::string>, std::exception_ptr> m_LoadingThreadExceptions; // (type, name) -> exceptions
|
||||
static boost::recursive_mutex m_Mutex;
|
||||
|
||||
// TODO: Getters for IDs
|
||||
static unsigned int m_CurrentResourceTypeID;
|
||||
static std::unordered_map<std::string, unsigned int> m_ResourceTypeIDs;
|
||||
// Number of resources of a type. Doubles as local ID.
|
||||
static std::unordered_map<unsigned int, unsigned int> m_ResourceCount;
|
||||
// Flag to suppress hot-load warnings when a preloading resource chain loads another resource
|
||||
static bool m_Preloading;
|
||||
|
||||
static FileWatcher m_FileWatcher;
|
||||
static void fileWatcherCallback(std::string path, FileWatcher::FileEventFlags flags);
|
||||
@@ -108,22 +142,13 @@ private:
|
||||
static unsigned int GetNewResourceID(unsigned int typeID);
|
||||
|
||||
// Internal: Create a resource and cache it
|
||||
static Resource* CreateResource(std::string resourceType, std::string resourceName, Resource* parent);
|
||||
static Resource* createResourceThrowing(const std::string& resourceType, const std::string& resourceName, Resource* parent);
|
||||
static Resource* createResource(const std::string& resourceType, const std::string& resourceName, Resource* parent, std::exception_ptr& exception);
|
||||
static Resource* cacheResource(Resource* resource, const std::string& resourceType, const std::string& resourceName, Resource* parent);
|
||||
|
||||
static bool IsMainThread();
|
||||
};
|
||||
|
||||
template <typename T>
|
||||
T* ResourceManager::Load(std::string resourceName, Resource* parent /* = nullptr */)
|
||||
{
|
||||
auto resourceTypename = typeid(T).name();
|
||||
auto it = m_CompilerTypenameToResourceType.find(resourceTypename);
|
||||
if (it == m_CompilerTypenameToResourceType.end()) {
|
||||
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceTypename);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return static_cast<T*>(Load(it->second, resourceName, parent));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
void ResourceManager::RegisterType(std::string typeName)
|
||||
{
|
||||
@@ -131,17 +156,85 @@ void ResourceManager::RegisterType(std::string typeName)
|
||||
m_FactoryFunctions[typeName] = [](std::string resourceName) { return new T(resourceName); };
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
void ResourceManager::Preload(std::string resourceName)
|
||||
template <typename T, bool async>
|
||||
static T* ResourceManager::Load(const std::string& resourceName, Resource* parent /* = nullptr */)
|
||||
{
|
||||
auto resourceTypename = typeid(T).name();
|
||||
auto it = m_CompilerTypenameToResourceType.find(resourceTypename);
|
||||
if (it == m_CompilerTypenameToResourceType.end()) {
|
||||
auto iter = m_CompilerTypenameToResourceType.find(resourceTypename);
|
||||
if (iter == m_CompilerTypenameToResourceType.end()) {
|
||||
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceTypename);
|
||||
return;
|
||||
throw Resource::FailedLoadingException();
|
||||
}
|
||||
|
||||
Preload(it->second, resourceName);
|
||||
std::string resourceType = iter->second;
|
||||
constexpr bool mustNotLoadInThread = std::is_base_of<ThreadUnsafeResource, T>::value;
|
||||
if (mustNotLoadInThread && !IsMainThread()) {
|
||||
LOG_ERROR("Failed to Load \"%s\": ThreadUnsafeResource type \"%s\" load in the constructor of another resource that is loaded asyncronously.", resourceName.c_str(), iter->second.c_str());
|
||||
throw Resource::FailedLoadingException();
|
||||
}
|
||||
|
||||
auto cacheKey = std::make_pair(resourceType, resourceName);
|
||||
decltype(m_ResourceCache)::iterator it;
|
||||
//If a thread has already been launched to load this resource.
|
||||
auto tIt = m_LoadingThreads.find(cacheKey);
|
||||
if (UseThreading && tIt != m_LoadingThreads.end()) {
|
||||
if (async) {
|
||||
//Throw StillLoadingException if the thread is still working.
|
||||
if (!tIt->second.try_join_for(boost::chrono::nanoseconds(1))) {
|
||||
throw Resource::StillLoadingException();
|
||||
}
|
||||
//Else we know the thread has completed.
|
||||
} else {
|
||||
//Wait for the thread to finish loading.
|
||||
tIt->second.join();
|
||||
}
|
||||
//When the thread is done, delete the thread.
|
||||
m_LoadingThreads.erase(tIt);
|
||||
//Rethrow the thread exception if it threw any.
|
||||
auto excIt = m_LoadingThreadExceptions.find(cacheKey);
|
||||
std::exception_ptr exception = excIt->second;
|
||||
m_LoadingThreadExceptions.erase(excIt);
|
||||
if (exception) {
|
||||
std::rethrow_exception(exception);
|
||||
}
|
||||
}
|
||||
|
||||
//If resource has already been cached and completely loaded.
|
||||
it = m_ResourceCache.find(cacheKey);
|
||||
if (it != m_ResourceCache.end()) {
|
||||
if (it->second != nullptr) {
|
||||
return static_cast<T*>(it->second);
|
||||
} else {
|
||||
//Don't return null on failure, exception instead.
|
||||
throw Resource::FailedLoadingException();
|
||||
}
|
||||
}
|
||||
|
||||
//If resource is not cached..
|
||||
if (UseThreading && async) {
|
||||
if (mustNotLoadInThread) {
|
||||
try {
|
||||
return static_cast<T*>(createResourceThrowing(resourceType, resourceName, parent));
|
||||
} catch (const Resource::StillLoadingException&) {
|
||||
throw;
|
||||
}
|
||||
} else {
|
||||
//Create a thread that loads the resource into cache.
|
||||
m_LoadingThreads[cacheKey] = boost::thread(createResource, resourceType, resourceName, parent, m_LoadingThreadExceptions[cacheKey]);
|
||||
throw Resource::StillLoadingException();
|
||||
}
|
||||
} else {
|
||||
//load and return the resource.
|
||||
while (true) {
|
||||
try {
|
||||
return static_cast<T*>(createResourceThrowing(resourceType, resourceName, parent));
|
||||
} catch (const Resource::StillLoadingException&) {
|
||||
continue;
|
||||
} catch (const std::exception&) {
|
||||
throw;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Transform_h__
|
||||
#define Transform_h__
|
||||
|
||||
#include "../GLM.h"
|
||||
#include "World.h"
|
||||
|
||||
namespace Transform
|
||||
{
|
||||
|
||||
glm::vec3 AbsolutePosition(World* world, EntityID entity);
|
||||
glm::quat AbsoluteOrientation(World* world, EntityID entity);
|
||||
glm::vec3 AbsoluteScale(World* world, EntityID entity);
|
||||
glm::mat4 ModelMatrix(EntityID entity, World* world);
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -9,9 +9,8 @@
|
||||
#include "../Core/ConfigFile.h"
|
||||
#include "../Input/EInputCommand.h"
|
||||
#include "../Rendering/IRenderer.h"
|
||||
#include "../Rendering/EPicking.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "../Core/EFileDropped.h"
|
||||
#include "../Rendering/RenderQueueFactory.h"
|
||||
#include "../Core/EntityFilePreprocessor.h"
|
||||
#include "../Core/EntityFileParser.h"
|
||||
#include "../Core/EntityFileWriter.h"
|
||||
@@ -26,12 +25,12 @@ public:
|
||||
private:
|
||||
IRenderer* m_Renderer;
|
||||
World* m_World = nullptr;
|
||||
Camera* m_Camera = nullptr;
|
||||
|
||||
bool m_Enabled;
|
||||
bool m_Visible;
|
||||
boost::filesystem::path m_DefaultEntityDir;
|
||||
boost::filesystem::path m_CurrentFile;
|
||||
std::map<boost::filesystem::path, EntityID> m_CurrentFiles;
|
||||
std::vector<glm::vec2> m_PickingQueue;
|
||||
|
||||
enum class WidgetMode
|
||||
@@ -58,6 +57,7 @@ private:
|
||||
EntityID m_WidgetOrigin = EntityID_Invalid;
|
||||
glm::vec3 m_WidgetCurrentAxis;
|
||||
float m_WidgetPickingDepth = 0.f;
|
||||
glm::vec3 m_WidgetPickingPosition = glm::vec3(0);
|
||||
|
||||
EntityID m_Selection = EntityID_Invalid;
|
||||
EntityID m_LastSelection = EntityID_Invalid;
|
||||
@@ -76,11 +76,10 @@ private:
|
||||
bool OnMousePress(const Events::MousePress& e);
|
||||
EventRelay<EditorSystem, Events::MouseMove> m_EMouseMove;
|
||||
bool OnMouseMove(const Events::MouseMove& e);
|
||||
EventRelay<EditorSystem, Events::Picking> m_EPicking;
|
||||
bool OnPicking(const Events::Picking& e);
|
||||
EventRelay<EditorSystem, Events::FileDropped> m_EFileDropped;
|
||||
bool OnFileDropped(const Events::FileDropped& e);
|
||||
|
||||
void Picking();
|
||||
void createWidget();
|
||||
void updateWidget();
|
||||
void setWidgetMode(WidgetMode newMode);
|
||||
|
||||
@@ -40,7 +40,7 @@ public:
|
||||
m_TexturePressed = resourceName;
|
||||
}
|
||||
|
||||
void Draw(RenderQueueCollection& rq) override
|
||||
void Draw(RenderScene& rq) override
|
||||
{
|
||||
if (m_Texture == nullptr && !m_TextureReleased.empty()) {
|
||||
SetTexture(m_TextureReleased);
|
||||
|
||||
@@ -212,7 +212,7 @@ public:
|
||||
|
||||
virtual void Update(double dt) { }
|
||||
|
||||
void DrawLayered(RenderQueueCollection& rq)
|
||||
void DrawLayered(RenderScene& rq)
|
||||
{
|
||||
if (this->Hidden())
|
||||
return;
|
||||
@@ -232,7 +232,7 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
virtual void Draw(RenderQueueCollection& rq) { }
|
||||
virtual void Draw(RenderScene& rq) { }
|
||||
|
||||
protected:
|
||||
::EventBroker* m_EventBroker;
|
||||
|
||||
@@ -16,7 +16,7 @@ public:
|
||||
void EnableScissor() { m_ScissorEnabled = true; }
|
||||
void DisableScissor() { m_ScissorEnabled = false; }
|
||||
|
||||
void Draw(RenderQueueCollection& rq) override
|
||||
void Draw(RenderScene& rq) override
|
||||
{
|
||||
if (m_Texture == nullptr)
|
||||
return;
|
||||
|
||||
@@ -23,7 +23,6 @@ public:
|
||||
~Client();
|
||||
void Start(World* world, EventBroker* eventBroker) override;
|
||||
void Update() override;
|
||||
void Close();
|
||||
private:
|
||||
// Assio UDP logic
|
||||
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
|
||||
@@ -32,7 +31,7 @@ private:
|
||||
|
||||
// Sending message to server logic
|
||||
int bytesRead = -1;
|
||||
char readBuf[1024] = { 0 };
|
||||
char readBuf[INPUTSIZE] = { 0 };
|
||||
int snapshotInterval = 33;
|
||||
std::clock_t previousSnapshotMessage = std::clock();
|
||||
|
||||
@@ -49,7 +48,6 @@ private:
|
||||
// Network logic
|
||||
PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
|
||||
SnapshotDefinitions m_NextSnapshot;
|
||||
bool m_ThreadIsRunning = true;
|
||||
double m_DurationOfPingTime;
|
||||
std::clock_t m_StartPingTime;
|
||||
// Use to check if we should send disconnect message
|
||||
@@ -67,6 +65,7 @@ private:
|
||||
void moveMessageHead(char*& data, size_t& length, size_t stepSize);
|
||||
void parseMessageType(Packet& packet);
|
||||
void parseEventMessage(Packet& packet);
|
||||
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType);
|
||||
void parseConnect(Packet& packet);
|
||||
void parsePing();
|
||||
void parseServerPing();
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#include "Network/Packet.h"
|
||||
|
||||
#define MAXCONNECTIONS 8
|
||||
#define INPUTSIZE 128
|
||||
#define INPUTSIZE 4097
|
||||
|
||||
class Network
|
||||
{
|
||||
|
||||
@@ -14,15 +14,17 @@ public:
|
||||
Packet(MessageType type, unsigned int& packetID);
|
||||
// Used to create packet from already existing data buffer.
|
||||
Packet(char* data, const int sizeOfPacket);
|
||||
|
||||
~Packet();
|
||||
void Init(MessageType type, unsigned int& packetID);
|
||||
|
||||
// Add primitive types like int, float, char...
|
||||
template<typename T>
|
||||
void WritePrimitive(T val)
|
||||
{
|
||||
// Check if we are trying to add more than the package can fit.
|
||||
if (m_MaxPacketSize < m_Offset + sizeof(T)) {
|
||||
LOG_WARNING("Packet AddPrimitive(): You are trying to add more than we have allocated for!");
|
||||
LOG_WARNING("Packet AddPrimitive(): You are trying to add more than we have allocated for! New size is %i bytes\n", m_MaxPacketSize*2);
|
||||
resizeData();
|
||||
}
|
||||
memcpy(m_Data + m_Offset, &val, sizeof(T));
|
||||
m_Offset += sizeof(T);
|
||||
@@ -41,7 +43,7 @@ public:
|
||||
return returnValue;
|
||||
}
|
||||
// Add a string to the message
|
||||
void WriteString(std::string str);
|
||||
void WriteString(const std::string& str);
|
||||
// Add data to the message
|
||||
void WriteData(char* data, int sizeOfData);
|
||||
// Pops the first element as if it was a string.
|
||||
@@ -50,12 +52,15 @@ public:
|
||||
|
||||
int Size() { return m_Offset; };
|
||||
char* Data() { return m_Data; };
|
||||
unsigned int DataReadSize() { return m_ReturnDataOffset; }
|
||||
unsigned int MaxSize() { return m_MaxPacketSize; }
|
||||
|
||||
private:
|
||||
char* m_Data;
|
||||
unsigned int m_ReturnDataOffset = 0;
|
||||
int m_Offset = 0;
|
||||
unsigned int m_MaxPacketSize = 128;
|
||||
unsigned int m_MaxPacketSize = 512;
|
||||
void resizeData();
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -20,8 +20,6 @@ public:
|
||||
~Server();
|
||||
void Start(World* m_world, EventBroker *eventBroker) override;
|
||||
void Update() override;
|
||||
void Close();
|
||||
|
||||
private:
|
||||
// UDP logic
|
||||
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
|
||||
@@ -30,7 +28,7 @@ private:
|
||||
PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
|
||||
|
||||
// Sending messages to client logic
|
||||
char readBuffer[1024] = { 0 };
|
||||
char readBuffer[INPUTSIZE] = { 0 };
|
||||
int bytesRead = 0;
|
||||
// time for previouse message
|
||||
std::clock_t previousePingMessage = std::clock();
|
||||
@@ -56,9 +54,6 @@ private:
|
||||
unsigned int m_PreviousPacketID;
|
||||
unsigned int m_SendPacketID;
|
||||
|
||||
// Close logic
|
||||
bool m_ThreadIsRunning = true;
|
||||
|
||||
// Private member functions
|
||||
int receive(char* data, size_t length);
|
||||
void readFromClients();
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
|
||||
#include "../Core/ResourceManager.h"
|
||||
|
||||
class BaseTexture : public Resource
|
||||
class BaseTexture : public ThreadUnsafeResource
|
||||
{
|
||||
friend class ResourceManager;
|
||||
|
||||
|
||||
@@ -26,13 +26,12 @@ public:
|
||||
glm::quat Orientation() const { return m_Orientation; }
|
||||
void SetOrientation(glm::quat val);
|
||||
|
||||
/*float Pitch() const { return m_Pitch; }
|
||||
void Pitch(float val);
|
||||
float Yaw() const { return m_Yaw; }
|
||||
void Yaw(float val);*/
|
||||
|
||||
glm::mat4 ProjectionMatrix() const { return m_ProjectionMatrix; }
|
||||
void SetProjectionMatrix(glm::mat4 val);
|
||||
|
||||
glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
|
||||
void SetViewMatrix(glm::mat4 val);
|
||||
|
||||
|
||||
float AspectRatio() const { return m_AspectRatio; }
|
||||
void SetAspectRatio(float val);
|
||||
@@ -46,12 +45,11 @@ public:
|
||||
float FarClip() const { return m_FarClip; }
|
||||
void SetFarClip(float val);
|
||||
|
||||
|
||||
|
||||
private:
|
||||
void UpdateViewMatrix();
|
||||
void UpdateProjectionMatrix();
|
||||
|
||||
private:
|
||||
|
||||
glm::vec3 m_Position;
|
||||
glm::quat m_Orientation;
|
||||
|
||||
|
||||
@@ -9,6 +9,9 @@ public:
|
||||
: FirstPersonInputController(eventBroker, playerID)
|
||||
{ }
|
||||
|
||||
void SetPosition(const glm::vec3 position) { m_Position = position; }
|
||||
void SetOrientation(const glm::quat orientation) { m_Orientation = orientation; }
|
||||
|
||||
const glm::vec3 Position() const { return m_Position; }
|
||||
void SetBaseSpeed(float speed) { m_BaseSpeed = speed; }
|
||||
|
||||
|
||||
@@ -0,0 +1,38 @@
|
||||
#ifndef DrawFinalPass_h__
|
||||
#define DrawFinalPass_h__
|
||||
|
||||
#include "IRenderer.h"
|
||||
#include "DrawFinalPassState.h"
|
||||
#include "LightCullingPass.h"
|
||||
#include "FrameBuffer.h"
|
||||
#include "ShaderProgram.h"
|
||||
#include "Util/UnorderedMapVec2.h"
|
||||
#include "Texture.h"
|
||||
|
||||
class DrawFinalPass
|
||||
{
|
||||
public:
|
||||
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
|
||||
~DrawFinalPass() { }
|
||||
void InitializeTextures();
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
|
||||
void Draw(RenderScene& scene);
|
||||
|
||||
//Getters
|
||||
|
||||
|
||||
private:
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
||||
|
||||
Texture* m_WhiteTexture;
|
||||
|
||||
const IRenderer* m_Renderer;
|
||||
const LightCullingPass* m_LightCullingPass;
|
||||
|
||||
ShaderProgram* m_ForwardPlusProgram;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,15 @@
|
||||
#ifndef DrawFinalPassState_h__
|
||||
#define DrawFinalPassState_h__
|
||||
|
||||
#include "Rendering/RenderState.h"
|
||||
|
||||
class DrawFinalPassState : public RenderState
|
||||
{
|
||||
public:
|
||||
DrawFinalPassState();
|
||||
~DrawFinalPassState();
|
||||
private:
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -17,7 +17,7 @@ public:
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
|
||||
void Draw(RenderQueueCollection& rq);
|
||||
void Draw(RenderScene& scene);
|
||||
|
||||
//Getters
|
||||
|
||||
@@ -25,12 +25,18 @@ public:
|
||||
private:
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
||||
|
||||
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j)
|
||||
{
|
||||
return (i->Depth < j->Depth);
|
||||
};
|
||||
|
||||
Texture* m_WhiteTexture;
|
||||
|
||||
const IRenderer* m_Renderer;
|
||||
|
||||
ShaderProgram* m_BasicForwardProgram;
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -9,7 +9,7 @@ class DummyRenderer : public IRenderer
|
||||
{
|
||||
public:
|
||||
virtual void Initialize() override;
|
||||
virtual void Draw(RenderQueueCollection& rq) override;
|
||||
virtual void Draw(RenderFrame& rq) override;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,74 +0,0 @@
|
||||
#ifndef Events_Picking_h__
|
||||
#define Events_Picking_h__
|
||||
|
||||
#include "../OpenGL.h"
|
||||
#include "../GLM.h"
|
||||
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "Util/ScreenCoords.h"
|
||||
#include "FrameBuffer.h"
|
||||
#include "../Core/Entity.h"
|
||||
#include "Util/UnorderedMapVec2.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
/** Thrown Every frame, use functions to pick*/
|
||||
struct Picking : Event
|
||||
{
|
||||
public:
|
||||
Picking(FrameBuffer* pickingBuffer, GLuint* depthBuffer, glm::mat4 projectionMatrix, glm::mat4 viewMatrix, Rectangle resolution, const std::unordered_map<glm::vec2, EntityID>* pickingColorsToEntity)
|
||||
: PickingBuffer(pickingBuffer)
|
||||
, DepthBuffer(depthBuffer)
|
||||
, ProjectionMatrix(projectionMatrix)
|
||||
, ViewMatrix(viewMatrix)
|
||||
, Resolution(resolution)
|
||||
, PickingColorsToEntity(pickingColorsToEntity)
|
||||
{ }
|
||||
|
||||
|
||||
|
||||
struct PickData
|
||||
{
|
||||
//Picked Entity
|
||||
EntityID Entity;
|
||||
//World position of the "pick"
|
||||
glm::vec3 Position;
|
||||
// Depth
|
||||
float Depth;
|
||||
};
|
||||
|
||||
PickData Pick(glm::vec2 screenCoord) const
|
||||
{
|
||||
PickData pickData;
|
||||
|
||||
// Invert screen y coordinate
|
||||
screenCoord.y = Resolution.Height - screenCoord.y;
|
||||
ScreenCoords::PixelData data = ScreenCoords::ToPixelData(screenCoord, PickingBuffer, *DepthBuffer);
|
||||
pickData.Depth = data.Depth;
|
||||
|
||||
auto it = PickingColorsToEntity->find(glm::vec2(data.Color[0], data.Color[1]));
|
||||
if (it != PickingColorsToEntity->end()) {
|
||||
pickData.Entity = it->second;
|
||||
} else {
|
||||
pickData.Entity = EntityID_Invalid;
|
||||
}
|
||||
pickData.Position = ScreenCoords::ToWorldPos(screenCoord.x, screenCoord.y, data.Depth, Resolution, ProjectionMatrix, ViewMatrix);
|
||||
|
||||
return pickData;
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
FrameBuffer* PickingBuffer;
|
||||
GLuint* DepthBuffer;
|
||||
const glm::mat4 ProjectionMatrix;
|
||||
const glm::mat4 ViewMatrix;
|
||||
const Rectangle Resolution;
|
||||
const std::unordered_map<glm::vec2, EntityID>* PickingColorsToEntity;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,23 @@
|
||||
#ifndef Events_SetCamera_h__
|
||||
#define Events_SetCamera_h__
|
||||
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "../Core/Entity.h"
|
||||
#include <string.h>
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct SetCamera : Event
|
||||
{
|
||||
public:
|
||||
SetCamera() { };
|
||||
std::string Name;
|
||||
|
||||
private:
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -9,6 +9,17 @@
|
||||
#include "Camera.h"
|
||||
#include "RenderQueue.h"
|
||||
#include "Model.h"
|
||||
#include "../Core/World.h" //So temp
|
||||
|
||||
|
||||
struct PickData
|
||||
{
|
||||
EntityID Entity;
|
||||
glm::vec3 Position; //World position
|
||||
float Depth;
|
||||
::Camera* Camera;
|
||||
const ::World* World;
|
||||
};
|
||||
|
||||
class IRenderer
|
||||
{
|
||||
@@ -29,10 +40,12 @@ public:
|
||||
m_Camera = camera;
|
||||
}
|
||||
}
|
||||
|
||||
virtual void Initialize() = 0;
|
||||
virtual void Update(double dt) = 0;
|
||||
virtual void Draw(RenderQueueCollection& rq) = 0;
|
||||
virtual void Draw(RenderFrame& rq) = 0;
|
||||
virtual PickData Pick(glm::vec2 screenCord) = 0;
|
||||
|
||||
World* m_World; //Temp world, untill viktor merge.
|
||||
|
||||
protected:
|
||||
Rectangle m_Resolution = Rectangle::Rectangle(1280, 720);
|
||||
@@ -40,9 +53,9 @@ protected:
|
||||
bool m_VSYNC = false;
|
||||
int m_GLVersion[2];
|
||||
std::string m_GLVendor;
|
||||
GLFWwindow* m_Window = nullptr;
|
||||
::Camera* m_DefaultCamera;
|
||||
::Camera* m_Camera = nullptr;
|
||||
GLFWwindow* m_Window = nullptr;
|
||||
};
|
||||
|
||||
#endif // Renderer_h__
|
||||
|
||||
@@ -0,0 +1,83 @@
|
||||
#ifndef LightCullingPass_h__
|
||||
#define LightCullingPass_h__
|
||||
|
||||
#define TILE_SIZE 16
|
||||
#define MAX_LIGHTS_PER_TILE 200
|
||||
|
||||
#include "IRenderer.h"
|
||||
#include "LightCullingPassState.h"
|
||||
#include "ShaderProgram.h"
|
||||
#include "RenderQueue.h"
|
||||
|
||||
|
||||
class LightCullingPass
|
||||
{
|
||||
public:
|
||||
LightCullingPass(IRenderer* renderer);
|
||||
~LightCullingPass();
|
||||
|
||||
void GenerateNewFrustum(RenderScene& scene);
|
||||
void OnResolutionChange();
|
||||
void SetSSBOSizes();
|
||||
void CullLights(RenderScene& scene);
|
||||
void FillLightList(RenderScene& scene);
|
||||
|
||||
GLuint FrustumSSBO() const { return m_FrustumSSBO; }
|
||||
GLuint LightSSBO() const { return m_LightSSBO; }
|
||||
GLuint LightGridSSBO() const { return m_LightGridSSBO; }
|
||||
GLuint LightOffsetSSBO() const { return m_LightOffsetSSBO; }
|
||||
GLuint LightIndexSSBO() const { return m_LightIndexSSBO; }
|
||||
private:
|
||||
|
||||
void InitializeSSBOs();
|
||||
void InitializeShaderPrograms();
|
||||
|
||||
const IRenderer* m_Renderer;
|
||||
|
||||
GLuint m_FrustumSSBO = 0;
|
||||
GLuint m_LightSSBO = 0;
|
||||
GLuint m_LightGridSSBO = 0;
|
||||
GLuint m_LightOffsetSSBO = 0;
|
||||
GLuint m_LightIndexSSBO = 0;
|
||||
|
||||
ShaderProgram* m_CalculateFrustumProgram;
|
||||
ShaderProgram* m_LightCullProgram;
|
||||
|
||||
int m_NumberOfTiles = 0;
|
||||
|
||||
struct Plane {
|
||||
glm::vec3 Normal;
|
||||
float d;
|
||||
};
|
||||
|
||||
struct Frustum {
|
||||
Plane Planes[4];
|
||||
};
|
||||
Frustum* m_Frustums;
|
||||
|
||||
//This should be a component
|
||||
struct PointLight {
|
||||
glm::vec4 Position = glm::vec4(0.f);
|
||||
glm::vec4 Color = glm::vec4(1.f);
|
||||
float Radius = 5.f;
|
||||
float Intensity = 0.8f;
|
||||
float Falloff = 0.3f;
|
||||
float Padding = 1337;
|
||||
};
|
||||
std::vector<PointLight> m_PointLights;
|
||||
|
||||
struct LightGrid {
|
||||
float Start;
|
||||
float Amount;
|
||||
glm::vec2 Padding;
|
||||
};
|
||||
|
||||
LightGrid* m_LightGrid;
|
||||
|
||||
int m_LightOffset = 0;
|
||||
|
||||
float* m_LightIndex;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
@@ -4,7 +4,7 @@
|
||||
#include "RawModel.h"
|
||||
#include "../OpenGL.h"
|
||||
|
||||
class Model : public RawModel
|
||||
class Model : public ThreadUnsafeResource
|
||||
{
|
||||
friend class ResourceManager;
|
||||
|
||||
@@ -13,11 +13,15 @@ private:
|
||||
|
||||
public:
|
||||
~Model();
|
||||
const std::vector<RawModel::MaterialGroup>& MaterialGroups() const { return m_RawModel->MaterialGroups; }
|
||||
const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
|
||||
const std::vector<RawModel::Vertex>& Vertices() const { return m_RawModel->m_Vertices; }
|
||||
|
||||
GLuint VAO;
|
||||
GLuint ElementBuffer;
|
||||
|
||||
private:
|
||||
RawModel* m_RawModel;
|
||||
GLuint VertexBuffer;
|
||||
GLuint DiffuseVertexColorBuffer;
|
||||
GLuint SpecularVertexColorBuffer;
|
||||
|
||||
@@ -0,0 +1,55 @@
|
||||
#ifndef ModelJob_h__
|
||||
#define ModelJob_h__
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#include "../Common.h"
|
||||
#include "../GLM.h"
|
||||
#include "../Core/ComponentWrapper.h"
|
||||
#include "Texture.h"
|
||||
#include "Model.h"
|
||||
#include "RenderJob.h"
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "Camera.h"
|
||||
#include "../Core/World.h"
|
||||
|
||||
struct ModelJob : RenderJob
|
||||
{
|
||||
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, World* world)
|
||||
: RenderJob()
|
||||
{
|
||||
Model = model;
|
||||
TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
|
||||
DiffuseTexture = matGroup.Texture.get();
|
||||
NormalTexture = matGroup.NormalMap.get();
|
||||
SpecularTexture = matGroup.SpecularMap.get();
|
||||
StartIndex = matGroup.StartIndex;
|
||||
EndIndex = matGroup.EndIndex;
|
||||
Matrix = matrix;
|
||||
Color = modelComponent["Color"];
|
||||
Entity = modelComponent.EntityID;
|
||||
World = world;
|
||||
};
|
||||
|
||||
unsigned int TextureID;
|
||||
unsigned int ShaderID;
|
||||
|
||||
EntityID Entity;
|
||||
glm::mat4 Matrix;
|
||||
const Texture* DiffuseTexture;
|
||||
const Texture* NormalTexture;
|
||||
const Texture* SpecularTexture;
|
||||
float Shininess = 0.f;
|
||||
glm::vec4 Color;
|
||||
const ::Model* Model = nullptr;
|
||||
unsigned int StartIndex = 0;
|
||||
unsigned int EndIndex = 0;
|
||||
World* World;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = TextureID;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,13 +1,17 @@
|
||||
#ifndef PickingPass_h__
|
||||
#define PickingPass_h__
|
||||
|
||||
|
||||
|
||||
#include "IRenderer.h"
|
||||
#include "PickingPassState.h"
|
||||
#include "FrameBuffer.h"
|
||||
#include "ShaderProgram.h"
|
||||
#include "Util/UnorderedMapVec2.h"
|
||||
#include "Util/UnorderedMapiVec2.h"
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "EPicking.h"
|
||||
#include "../Core/World.h"
|
||||
|
||||
|
||||
|
||||
class PickingPass
|
||||
{
|
||||
@@ -18,17 +22,19 @@ public:
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
|
||||
void Draw(RenderQueueCollection& rq);
|
||||
|
||||
void Draw(RenderScene& scene);
|
||||
void ClearPicking();
|
||||
|
||||
//Getters
|
||||
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
|
||||
const std::unordered_map<glm::vec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
|
||||
//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
|
||||
GLuint PickingTexture() const { return m_PickingTexture; }
|
||||
GLuint DepthBuffer() const { return m_DepthBuffer; }
|
||||
const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; }
|
||||
|
||||
|
||||
PickData Pick(glm::vec2 screenCoord);
|
||||
|
||||
private:
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
||||
|
||||
@@ -37,13 +43,24 @@ private:
|
||||
const IRenderer* m_Renderer;
|
||||
|
||||
ShaderProgram* m_PickingProgram;
|
||||
Camera* m_Camera;
|
||||
|
||||
std::unordered_map<glm::vec2, EntityID> m_PickingColorsToEntity;
|
||||
struct PickingInfo
|
||||
{
|
||||
EntityID Entity;
|
||||
const ::World* World;
|
||||
::Camera* Camera;
|
||||
};
|
||||
|
||||
std::unordered_map<glm::ivec2, PickingInfo> m_PickingColorsToEntity;
|
||||
|
||||
GLuint m_PickingTexture;
|
||||
GLuint m_DepthBuffer;
|
||||
|
||||
FrameBuffer m_PickingBuffer;
|
||||
|
||||
int m_ColorCounter[2];
|
||||
std::map<std::tuple<EntityID, const World*, Camera*>, glm::ivec2> m_EntityColors;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,39 @@
|
||||
#ifndef PointLightJob_h__
|
||||
#define PointLightJob_h__
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#include "../Common.h"
|
||||
#include "../GLM.h"
|
||||
#include "../Core/ComponentWrapper.h"
|
||||
#include "RenderJob.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "../Core/World.h"
|
||||
|
||||
struct PointLightJob : RenderJob
|
||||
{
|
||||
PointLightJob(ComponentWrapper transformComponent, ComponentWrapper pointLightComponent, World* m_World)
|
||||
: RenderJob()
|
||||
{
|
||||
Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f);
|
||||
Position = glm::vec4(Transform::AbsolutePosition(m_World, transformComponent.EntityID), 1.f);
|
||||
Color = (glm::vec4)pointLightComponent["Color"];
|
||||
Radius = (double)pointLightComponent["Radius"];
|
||||
Intensity = (double)pointLightComponent["Intensity"];
|
||||
Falloff = (double)pointLightComponent["Falloff"];
|
||||
};
|
||||
|
||||
glm::vec4 Position;
|
||||
glm::vec4 Color;
|
||||
float Radius;
|
||||
float Intensity;
|
||||
float Falloff;
|
||||
float padding = 123;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -46,14 +46,18 @@ public:
|
||||
struct MaterialGroup
|
||||
{
|
||||
float Shininess;
|
||||
float Transparency;
|
||||
std::string TexturePath;
|
||||
std::shared_ptr<::Texture> Texture;
|
||||
std::string NormalMapPath;
|
||||
std::shared_ptr<::Texture> NormalMap;
|
||||
std::string SpecularMapPath;
|
||||
std::shared_ptr<::Texture> SpecularMap;
|
||||
unsigned int StartIndex;
|
||||
unsigned int EndIndex;
|
||||
};
|
||||
|
||||
std::vector<MaterialGroup> TextureGroups;
|
||||
std::vector<MaterialGroup> MaterialGroups;
|
||||
|
||||
std::vector<Vertex> m_Vertices;
|
||||
std::vector<unsigned int> m_Indices;
|
||||
|
||||
@@ -0,0 +1,32 @@
|
||||
#ifndef RenderJob_h__
|
||||
#define RenderJob_h__
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#include "../Common.h"
|
||||
#include "../GLM.h"
|
||||
#include "../Core/ComponentWrapper.h"
|
||||
#include "RenderQueue.h"
|
||||
|
||||
|
||||
struct RenderJob
|
||||
{
|
||||
friend class RenderQueue;
|
||||
|
||||
public:
|
||||
|
||||
float Depth;
|
||||
|
||||
protected:
|
||||
uint64_t Hash;
|
||||
|
||||
virtual void CalculateHash() = 0;
|
||||
|
||||
bool operator<(const RenderJob& rhs)
|
||||
{
|
||||
return this->Hash < rhs.Hash;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -8,61 +8,13 @@
|
||||
#include "../GLM.h"
|
||||
#include "../Core/Util/Rectangle.h"
|
||||
#include "../Core/Entity.h"
|
||||
#include "Camera.h"
|
||||
#include "RenderJob.h"
|
||||
#include "ModelJob.h"
|
||||
#include "PointLightJob.h"
|
||||
|
||||
class Model;
|
||||
class Skeleton;
|
||||
class Texture;
|
||||
class RenderQueue;
|
||||
|
||||
//TODO: Render: Remove obsolete RenderJobs and fix standard values on variables.
|
||||
|
||||
struct RenderJob
|
||||
{
|
||||
friend class RenderQueue;
|
||||
|
||||
float Depth;
|
||||
|
||||
protected:
|
||||
uint64_t Hash;
|
||||
|
||||
virtual void CalculateHash() = 0;
|
||||
|
||||
bool operator<(const RenderJob& rhs)
|
||||
{
|
||||
return this->Hash < rhs.Hash;
|
||||
}
|
||||
};
|
||||
|
||||
struct ModelJob : RenderJob
|
||||
{
|
||||
unsigned int ShaderID = 0;
|
||||
unsigned int TextureID = 0;
|
||||
|
||||
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
|
||||
EntityID Entity;
|
||||
|
||||
glm::mat4 ModelMatrix;
|
||||
const Texture* DiffuseTexture;
|
||||
const Texture* NormalTexture;
|
||||
const Texture* SpecularTexture;
|
||||
float Shininess = 0.f;
|
||||
glm::vec4 Color;
|
||||
const Model* Model = nullptr;
|
||||
unsigned int StartIndex = 0;
|
||||
unsigned int EndIndex = 0;
|
||||
|
||||
// Animation
|
||||
Skeleton* Skeleton = nullptr;
|
||||
bool NoRootMotion = true;
|
||||
std::string AnimationName;
|
||||
double AnimationTime = 0;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = TextureID;
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
struct SpriteJob : RenderJob
|
||||
{
|
||||
unsigned int ShaderID = 0;
|
||||
@@ -82,73 +34,65 @@ struct SpriteJob : RenderJob
|
||||
|
||||
struct PointLightJob : RenderJob
|
||||
{
|
||||
glm::vec3 Position;
|
||||
glm::vec3 SpecularColor = glm::vec3(1, 1, 1);
|
||||
glm::vec3 DiffuseColor = glm::vec3(1, 1, 1);
|
||||
float Radius = 1.f;
|
||||
float Intensity = 0.8f;
|
||||
glm::vec4 Position;
|
||||
glm::vec4 Color;
|
||||
float Radius;
|
||||
float Intensity;
|
||||
float Falloff;
|
||||
float padding = 123;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = 0;
|
||||
}
|
||||
};
|
||||
*/
|
||||
|
||||
class RenderQueue
|
||||
struct RenderScene
|
||||
{
|
||||
::Camera* Camera;
|
||||
std::list<std::shared_ptr<RenderJob>> ForwardJobs;
|
||||
std::list<std::shared_ptr<RenderJob>> PointLightJobs;
|
||||
Rectangle Viewport;
|
||||
|
||||
void Clear()
|
||||
{
|
||||
ForwardJobs.clear();
|
||||
PointLightJobs.clear();
|
||||
}
|
||||
};
|
||||
|
||||
struct RenderFrame
|
||||
{
|
||||
public:
|
||||
template <typename T>
|
||||
void Add(T &job)
|
||||
{
|
||||
job.CalculateHash();
|
||||
Jobs.push_back(std::shared_ptr<T>(new T(job)));
|
||||
m_Size++;
|
||||
}
|
||||
|
||||
void Sort()
|
||||
void Add(RenderScene &scene)
|
||||
{
|
||||
Jobs.sort();
|
||||
RenderScenes.push_back(std::shared_ptr<RenderScene>(new RenderScene(scene)));
|
||||
m_Size++;
|
||||
}
|
||||
|
||||
void Clear()
|
||||
{
|
||||
Jobs.clear();
|
||||
RenderScenes.clear();
|
||||
m_Size = 0;
|
||||
}
|
||||
|
||||
int Size() const { return m_Size; }
|
||||
std::list<std::shared_ptr<RenderJob>>::const_iterator begin()
|
||||
std::list<std::shared_ptr<RenderScene>>::const_iterator begin()
|
||||
{
|
||||
return Jobs.begin();
|
||||
return RenderScenes.begin();
|
||||
}
|
||||
|
||||
std::list<std::shared_ptr<RenderJob>>::const_iterator end()
|
||||
std::list<std::shared_ptr<RenderScene>>::const_iterator end()
|
||||
{
|
||||
return Jobs.end();
|
||||
return RenderScenes.end();
|
||||
}
|
||||
|
||||
std::list<std::shared_ptr<RenderJob>> Jobs;
|
||||
std::list<std::shared_ptr<RenderScene>> RenderScenes;
|
||||
|
||||
private:
|
||||
int m_Size = 0;
|
||||
};
|
||||
|
||||
struct RenderQueueCollection
|
||||
{
|
||||
RenderQueue Forward;
|
||||
RenderQueue Lights;
|
||||
|
||||
void Clear()
|
||||
{
|
||||
Forward.Clear();
|
||||
Lights.Clear();
|
||||
}
|
||||
|
||||
void Sort()
|
||||
{
|
||||
Forward.Sort();
|
||||
Lights.Sort();
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,31 +0,0 @@
|
||||
#ifndef RenderQueueFactory_h__
|
||||
#define RenderQueueFactory_h__
|
||||
|
||||
#include "../Core/World.h"
|
||||
#include "RenderQueue.h"
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "Model.h"
|
||||
#include "../GLM.h"
|
||||
|
||||
class RenderQueueFactory
|
||||
{
|
||||
public:
|
||||
RenderQueueFactory();
|
||||
void Update(World* world);
|
||||
|
||||
RenderQueueCollection RenderQueues() const { return m_RenderQueues; }
|
||||
|
||||
static glm::vec3 AbsolutePosition(World* world, EntityID entity);
|
||||
static glm::quat AbsoluteOrientation(World* world, EntityID entity);
|
||||
static glm::vec3 AbsoluteScale(World* world, EntityID entity);
|
||||
|
||||
private:
|
||||
RenderQueueCollection m_RenderQueues;
|
||||
|
||||
void FillModels(World* world, RenderQueue* renderQueue);
|
||||
void FillLights(World* world, RenderQueue* renderQueue);
|
||||
|
||||
glm::mat4 ModelMatrix(World* world, EntityID entity);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,55 @@
|
||||
#ifndef RenderSystem_h__
|
||||
#define RenderSystem_h__
|
||||
|
||||
#include "../Core/System.h"
|
||||
#include "RenderQueue.h"
|
||||
#include "../GLM.h"
|
||||
#include "../OpenGL.h"
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "ESetCamera.h"
|
||||
#include "Model.h"
|
||||
#include "../Core/EKeyDown.h"
|
||||
#include "../Input/EInputCommand.h"
|
||||
#include "Camera.h"
|
||||
#include "ModelJob.h"
|
||||
#include "Renderer.h"
|
||||
#include "PointLightJob.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "DebugCameraInputController.h"
|
||||
|
||||
class RenderSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
|
||||
~RenderSystem();
|
||||
|
||||
virtual void Update(World* world, double dt) override;
|
||||
|
||||
private:
|
||||
World* m_World = nullptr;
|
||||
const IRenderer* m_Renderer;
|
||||
|
||||
RenderFrame* m_RenderFrame;
|
||||
bool m_SwitchCamera = false;
|
||||
Camera* m_Camera;
|
||||
DebugCameraInputController<RenderSystem>* m_DebugCameraInputController;
|
||||
|
||||
std::list<ComponentWrapper> m_CameraComponents;
|
||||
|
||||
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
|
||||
bool OnSetCamera(const Events::SetCamera &event);
|
||||
EntityID m_CurrentCamera = EntityID_Invalid;
|
||||
|
||||
void switchCamera(EntityID entity);
|
||||
|
||||
void updateCamera(World* world, double dt);
|
||||
void updateProjectionMatrix(ComponentWrapper& cameraComponent);
|
||||
|
||||
void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
|
||||
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
|
||||
bool OnInputCommand(const Events::InputCommand& e);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -12,45 +12,34 @@
|
||||
#include "../Core/World.h"
|
||||
#include "PickingPass.h"
|
||||
#include "DrawScenePass.h"
|
||||
#include "DebugCameraInputController.h"
|
||||
|
||||
|
||||
#define TILE_SIZE 16
|
||||
#define NUM_LIGHTS 3
|
||||
|
||||
|
||||
enum lightType
|
||||
{
|
||||
Point,
|
||||
Spot,
|
||||
Directional,
|
||||
Area
|
||||
};
|
||||
|
||||
#include "LightCullingPass.h"
|
||||
#include "DrawFinalPass.h"
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "EPicking.h"
|
||||
#include "ImGuiRenderPass.h"
|
||||
#include "Camera.h"
|
||||
#include "../Core/Transform.h"
|
||||
|
||||
class Renderer : public IRenderer
|
||||
{
|
||||
public:
|
||||
Renderer(EventBroker* eventBroker)
|
||||
Renderer(EventBroker* eventBroker, World* world)
|
||||
: m_EventBroker(eventBroker)
|
||||
, m_World(world)
|
||||
{ }
|
||||
|
||||
virtual void Initialize() override;
|
||||
virtual void Update(double dt) override;
|
||||
virtual void Draw(RenderQueueCollection& rq) override;
|
||||
virtual void Draw(RenderFrame& frame) override;
|
||||
|
||||
virtual PickData Pick(glm::vec2 screenCoord) override;
|
||||
|
||||
private:
|
||||
//----------------------Variables----------------------//
|
||||
EventBroker* m_EventBroker;
|
||||
|
||||
std::shared_ptr<DebugCameraInputController<Renderer>> m_DebugCameraInputController;
|
||||
World* m_World;
|
||||
|
||||
Texture* m_ErrorTexture;
|
||||
Texture* m_WhiteTexture;
|
||||
float m_CameraMoveSpeed;
|
||||
|
||||
Model* m_ScreenQuad;
|
||||
Model* m_UnitQuad;
|
||||
@@ -58,70 +47,26 @@ private:
|
||||
|
||||
DrawScenePass* m_DrawScenePass;
|
||||
PickingPass* m_PickingPass;
|
||||
LightCullingPass* m_LightCullingPass;
|
||||
ImGuiRenderPass* m_ImGuiRenderPass;
|
||||
DrawFinalPass* m_DrawFinalPass;
|
||||
|
||||
//----------------------Functions----------------------//
|
||||
void InitializeWindow();
|
||||
void InitializeShaders();
|
||||
void InitializeTextures();
|
||||
void InitializeSSBOs();
|
||||
void InitializeRenderPasses();
|
||||
//TODO: Renderer: Get InputUpdate out of renderer
|
||||
void InputUpdate(double dt);
|
||||
//void PickingPass(RenderQueueCollection& rq);
|
||||
void DrawScreenQuad(GLuint textureToDraw);
|
||||
|
||||
//----------------------Forward+-----------------------//
|
||||
void CalculateFrustum();
|
||||
void CullLights();
|
||||
//Frustum
|
||||
struct Plane {
|
||||
glm::vec3 Normal;
|
||||
float d;
|
||||
};
|
||||
struct Frustum {
|
||||
Plane Planes[4];
|
||||
};
|
||||
Frustum m_Frustums[80*45]; //TODO: Renderer: Make this change with resolution
|
||||
|
||||
//Lights
|
||||
void TEMPCreateLights();
|
||||
//TODO: Renderer: Add Directionllights, spotlights and area lights to this as type.
|
||||
struct PointLight {
|
||||
glm::vec4 Position = glm::vec4(0.f);
|
||||
glm::vec4 Color = glm::vec4(1.f);
|
||||
float Radius = 5.f;
|
||||
float Intensity = 0.8f;
|
||||
float Falloff = 0.3f;
|
||||
float Padding = 1337;
|
||||
};
|
||||
PointLight m_PointLights[NUM_LIGHTS];
|
||||
|
||||
struct LightGrid {
|
||||
int Amount;
|
||||
int Start;
|
||||
glm::vec2 Padding;
|
||||
};
|
||||
LightGrid m_LightGrid[80*45];
|
||||
|
||||
int m_LightOffset = 0;
|
||||
|
||||
int m_LightIndex[80*45*200];
|
||||
|
||||
//-------------------------SSBO------------------------//
|
||||
GLuint m_FrustumSSBO = 0;
|
||||
GLuint m_LightSSBO = 1;
|
||||
GLuint m_LightGridSSBO = 2;
|
||||
GLuint m_LightOffsetSSBO = 3;
|
||||
GLuint m_LightIndexSSBO = 4;
|
||||
|
||||
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
|
||||
void FillDepth(RenderScene& scene);
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||
//--------------------ShaderPrograms-------------------//
|
||||
ShaderProgram* m_BasicForwardProgram;
|
||||
ShaderProgram* m_DrawScreenQuadProgram;
|
||||
ShaderProgram* m_CalculateFrustumProgram;
|
||||
ShaderProgram* m_LightCullProgram;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,24 @@
|
||||
#pragma once
|
||||
#ifndef UnorderedMapiVec2_h__
|
||||
#define UnorderedMapiVec2_h__
|
||||
|
||||
#include <functional>
|
||||
#include <boost/functional/hash.hpp>
|
||||
#include <glm/vec2.hpp>
|
||||
|
||||
template<>
|
||||
struct std::hash<glm::ivec2>
|
||||
{
|
||||
inline std::size_t operator()(const glm::ivec2 &v) const
|
||||
{
|
||||
return boost::hash<float>()(v.x) ^ boost::hash<float>()(v.y);
|
||||
}
|
||||
|
||||
inline bool operator()(const glm::ivec2& a, const glm::ivec2& b)const
|
||||
{
|
||||
return a.x == b.x && a.y == b.y;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Events_ContinueSound_h__
|
||||
#define Events_ContinueSound_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/Entity.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
// Continues to play a sound from where it was paused.
|
||||
struct ContinueSound : Event
|
||||
{
|
||||
EntityID EmitterID;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Events_PauseSound_h__
|
||||
#define Events_PauseSound_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/Entity.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
// Pauses a playing sound
|
||||
struct PauseSound : Event
|
||||
{
|
||||
EntityID EmitterID;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef Events_PlayBackgroundMusic_h__
|
||||
#define Events_PlayBackgroundMusic_h__
|
||||
|
||||
#include <string>
|
||||
#include "Core/Entity.h"
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
// Play a sound that will be heared the same anywhere
|
||||
struct PlayBackgroundMusic : public Event
|
||||
{
|
||||
std::string FilePath = "";
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,21 @@
|
||||
#ifndef Events_PlaySoundOnEntity_h__
|
||||
#define Events_PlaySoundOnEntity_h__
|
||||
|
||||
#include <string>
|
||||
#include "Core/Entity.h"
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
// Plays a sound on an entity with a SoundEmitter component attached.
|
||||
// Sound behavior is thereby specified in the SoundEmitter component.
|
||||
struct PlaySoundOnEntity : public Event
|
||||
{
|
||||
EntityID EmitterID = 0;
|
||||
std::string FilePath = "";
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,26 @@
|
||||
#ifndef Events_PlaySoundOnPosition_h__
|
||||
#define Events_PlaySoundOnPosition_h__
|
||||
|
||||
#include <string>
|
||||
#include <glm/common.hpp>
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
// Plays a sound on a given position. Idk if this would be useful.
|
||||
struct PlaySoundOnPosition : public Event
|
||||
{
|
||||
glm::vec3 Position = glm::vec3(0);
|
||||
std::string FilePath = "";
|
||||
float Gain = 1;
|
||||
float Pitch = 1;
|
||||
bool Loop = false;
|
||||
float MaxDistance = 20;
|
||||
float RollOffFactor = 1;
|
||||
float ReferenceDistance = 1;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef Events_SetBGMGain_h__
|
||||
#define Events_SetBGMGain_h__
|
||||
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
// Set the "volume" for all background sounds
|
||||
struct SetBGMGain : public Event
|
||||
{
|
||||
float Gain;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef Events_SetSFXGain_h__
|
||||
#define Events_SetSFXGain_h__
|
||||
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
// Set the "volume" for all effect sounds
|
||||
struct SetSFXGain : public Event
|
||||
{
|
||||
float Gain;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Events_StopSound_h__
|
||||
#define Events_StopSound_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/Entity.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
// Stops a sound emitter, and will also delete it.
|
||||
struct StopSound : Event
|
||||
{
|
||||
EntityID EmitterID;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,113 @@
|
||||
#ifndef Sound_h__
|
||||
#define Sound_h__
|
||||
|
||||
#include "Core/ResourceManager.h"
|
||||
|
||||
class Sound : public Resource
|
||||
{
|
||||
friend class ResourceManager;
|
||||
public:
|
||||
Sound(std::string path) { m_Buffer = LoadFile(path); m_Path = path; }
|
||||
~Sound() { ClearBuffer(); }
|
||||
ALuint Buffer() { return m_Buffer; }
|
||||
std::string Path() { return m_Path; }
|
||||
float Gain() { return m_Gain; }
|
||||
void SetGain(float value) { m_Gain = value; }
|
||||
void ClearBuffer() { alDeleteBuffers(1, &m_Buffer); m_BufferCache.clear(); };
|
||||
|
||||
private:
|
||||
float m_Gain = 1;
|
||||
ALuint m_Buffer;
|
||||
std::string m_Path;
|
||||
|
||||
// File info
|
||||
char m_Type[4];
|
||||
unsigned long m_Size, m_ChunkSize;
|
||||
short m_FormatType, m_Channels;
|
||||
unsigned long m_SampleRate, m_AvgBytesPerSec;
|
||||
short m_BytesPerSample, m_BitsPerSample;
|
||||
unsigned int m_DataSize;
|
||||
std::map<std::string, ALuint> m_BufferCache;
|
||||
|
||||
ALuint LoadFile(std::string path)
|
||||
{
|
||||
if (m_BufferCache.find(path) != m_BufferCache.end()) {
|
||||
return m_BufferCache[path];
|
||||
}
|
||||
|
||||
// Open file
|
||||
FILE *fp = fopen(path.c_str(), "rb");
|
||||
if (!fp) {
|
||||
printf("Sound: Failed to open file %s, no such file exists", path.c_str());
|
||||
return 0;
|
||||
}
|
||||
|
||||
//CHECK FOR VALID WAVE-FILE
|
||||
fread(m_Type, sizeof(char), 4, fp);
|
||||
if (m_Type[0] != 'R' || m_Type[1] != 'I' || m_Type[2] != 'F' || m_Type[3] != 'F') {
|
||||
printf("ERROR: No RIFF in WAVE-file");
|
||||
return 0;
|
||||
}
|
||||
|
||||
fread(&m_Size, 4 * sizeof(char), 1, fp);
|
||||
fread(m_Type, sizeof(char), 4, fp);
|
||||
if (m_Type[0] != 'W' || m_Type[1] != 'A' || m_Type[2] != 'V' || m_Type[3] != 'E') {
|
||||
printf("ERROR: Not WAVE-file");
|
||||
return 0;
|
||||
}
|
||||
|
||||
fread(m_Type, sizeof(char), 4, fp);
|
||||
if (m_Type[0] != 'f' || m_Type[1] != 'm' || m_Type[2] != 't' || m_Type[3] != ' ') {
|
||||
printf("ERROR: No fmt in WAVE-file");
|
||||
return 0;
|
||||
}
|
||||
|
||||
// READ THE DATA FROM WAVE-FILE
|
||||
fread(&m_ChunkSize, 4 * sizeof(char), 1, fp);
|
||||
fread(&m_FormatType, 2 * sizeof(char), 1, fp);
|
||||
fread(&m_Channels, 2 * sizeof(char), 1, fp);
|
||||
fread(&m_SampleRate, 4 * sizeof(char), 1, fp);
|
||||
fread(&m_AvgBytesPerSec, 4 * sizeof(char), 1, fp);
|
||||
fread(&m_BytesPerSample, 2 * sizeof(char), 1, fp);
|
||||
fread(&m_BitsPerSample, 2 * sizeof(char), 1, fp);
|
||||
|
||||
fread(m_Type, sizeof(char), 4, fp);
|
||||
if (m_Type[0] != 'd' || m_Type[1] != 'a' || m_Type[2] != 't' || m_Type[3] != 'a') {
|
||||
printf("ERROR: WAVE-file Missing data");
|
||||
return 0;
|
||||
}
|
||||
|
||||
fread(&m_DataSize, 4 * sizeof(char), 1, fp);
|
||||
|
||||
unsigned char* buf = new unsigned char[m_DataSize];
|
||||
fread(buf, sizeof(char), m_DataSize, fp);
|
||||
fclose(fp);
|
||||
|
||||
// Create buffer
|
||||
ALuint format = 0;
|
||||
if (m_BitsPerSample == 8) {
|
||||
if (m_Channels == 1) {
|
||||
format = AL_FORMAT_MONO8;
|
||||
} else if (m_Channels == 2) {
|
||||
format = AL_FORMAT_STEREO8;
|
||||
}
|
||||
}
|
||||
if (m_BitsPerSample == 16) {
|
||||
if (m_Channels == 1) {
|
||||
format = AL_FORMAT_MONO16;
|
||||
} else if (m_Channels == 2) {
|
||||
format = AL_FORMAT_STEREO16;
|
||||
}
|
||||
}
|
||||
|
||||
ALuint buffer;
|
||||
alGenBuffers(1, &buffer);
|
||||
alBufferData(buffer, format, buf, m_DataSize, m_SampleRate);
|
||||
delete[] buf;
|
||||
|
||||
m_BufferCache[path] = buffer;
|
||||
return buffer;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,101 @@
|
||||
#ifndef SoundSystem_h__
|
||||
#define SoundSystem_h__
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
#include "glm/common.hpp"
|
||||
#include "glm/gtx/rotate_vector.hpp" // Calculate Up vector
|
||||
#include "OpenAL/al.h"
|
||||
#include "OpenAL/alc.h"
|
||||
|
||||
#include "Core/World.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/Transform.h" // Absolute transform
|
||||
#include "Sound/Sound.h"
|
||||
#include "Sound/EPlaySoundOnEntity.h"
|
||||
#include "Sound/EPlaySoundOnPosition.h"
|
||||
#include "Sound/EPlayBackgroundMusic.h"
|
||||
#include "Sound/EPauseSound.h"
|
||||
#include "Sound/EContinueSound.h"
|
||||
#include "Sound/EStopSound.h"
|
||||
#include "Sound/ESetBGMGain.h"
|
||||
#include "Sound/ESetSFXGain.h"
|
||||
|
||||
enum class SoundType {
|
||||
SFX,
|
||||
BGM
|
||||
};
|
||||
|
||||
struct Source
|
||||
{
|
||||
Source() { }
|
||||
Sound* SoundResource = nullptr;
|
||||
ALuint ALsource;
|
||||
SoundType Type;
|
||||
};
|
||||
|
||||
class SoundSystem
|
||||
{
|
||||
public:
|
||||
SoundSystem() { }
|
||||
SoundSystem(World* world, EventBroker* eventBroker, bool editorMode);
|
||||
~SoundSystem();
|
||||
// Update emitters / listener
|
||||
void Update(double dt);
|
||||
private:
|
||||
// Help functions for working with OpenaAL
|
||||
void setListenerPos(glm::vec3 pos) { alListener3f(AL_POSITION, pos.x, pos.y, pos.z); };
|
||||
void setListenerVel(glm::vec3 vel) { alListener3f(AL_VELOCITY, vel.x, vel.y, vel.z); };
|
||||
void setListenerOri(glm::vec3 ori);
|
||||
glm::vec3 listnerPos() { glm::vec3 pos; alGetListener3f(AL_POSITION, &pos.x, &pos.y, &pos.z); return pos; };
|
||||
glm::vec3 listenerVel() { glm::vec3 vel; alGetListener3f(AL_VELOCITY, &vel.x, &vel.y, &vel.z); return vel; };
|
||||
glm::vec3 listenerOri() { glm::vec3 ori; alGetListener3f(AL_ORIENTATION, &ori.x, &ori.y, &ori.z); return ori; };
|
||||
void setSourcePos(ALuint source, glm::vec3 pos) { ALfloat spos[3] = { pos.x, pos.y, pos.z }; alSourcefv(source, AL_POSITION, spos); };
|
||||
void setSourceVel(ALuint source, glm::vec3 vel) { ALfloat svel[3] = { vel.x, vel.y, vel.z }; alSourcefv(source, AL_VELOCITY, svel); };
|
||||
|
||||
// Logic
|
||||
void initOpenAL();
|
||||
void updateEmitters(double dt);
|
||||
void updateListener(double dt);
|
||||
void deleteInactiveEmitters();
|
||||
void addNewEmitters(double dt);
|
||||
Source* createSource(std::string filePath);
|
||||
void playSound(Source* source);
|
||||
void stopSound(Source* source);
|
||||
void stopEmitters();
|
||||
ALenum getSourceState(ALuint source);
|
||||
void setGain(Source* source, float gain);
|
||||
void setSoundProperties(ALuint source, ComponentWrapper* soundComponent);
|
||||
|
||||
// OpenAL system variables
|
||||
ALCdevice* m_ALCdevice = nullptr;
|
||||
ALCcontext* m_ALCcontext = nullptr;
|
||||
|
||||
// Logic
|
||||
World* m_World = nullptr;
|
||||
EventBroker* m_EventBroker = nullptr;
|
||||
std::unordered_map<EntityID, Source*> m_Sources;
|
||||
float m_BGMVolumeChannel = 1.0f;
|
||||
float m_SFXVolumeChannel = 1.f;
|
||||
bool m_EditorEnabled = false;
|
||||
|
||||
// Events
|
||||
EventRelay<SoundSystem, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
|
||||
bool OnPlaySoundOnEntity(const Events::PlaySoundOnEntity &e);
|
||||
EventRelay<SoundSystem, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
|
||||
bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
|
||||
EventRelay<SoundSystem, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
|
||||
bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e);
|
||||
EventRelay<SoundSystem, Events::PauseSound> m_EPauseSound;
|
||||
bool OnPauseSound(const Events::PauseSound &e);
|
||||
EventRelay<SoundSystem, Events::StopSound> m_EStopSound;
|
||||
bool OnStopSound(const Events::StopSound &e);
|
||||
EventRelay<SoundSystem, Events::ContinueSound> m_EContinueSound;
|
||||
bool OnContinueSound(const Events::ContinueSound &e);
|
||||
EventRelay<SoundSystem, Events::SetBGMGain> m_ESetBGMGain;
|
||||
bool OnSetBGMGain(const Events::SetBGMGain &e); // Not tested
|
||||
EventRelay<SoundSystem, Events::SetSFXGain> m_ESetSFXGain;
|
||||
bool OnSetSFXGain(const Events::SetSFXGain &e); // Not tested
|
||||
};
|
||||
|
||||
#endif
|
||||
+9
-4
@@ -8,7 +8,6 @@
|
||||
#include "Core/InputManager.h"
|
||||
#include "GUI/Frame.h"
|
||||
#include "Core/World.h"
|
||||
#include "Rendering/RenderQueueFactory.h"
|
||||
#include "Input/InputProxy.h"
|
||||
#include "Input/KeyboardInputHandler.h"
|
||||
#include "Input/MouseInputHandler.h"
|
||||
@@ -19,6 +18,7 @@
|
||||
#include "PlayerSystem.h"
|
||||
#include "Editor/EditorSystem.h"
|
||||
#include "Core/EntityFile.h"
|
||||
#include "Rendering/RenderSystem.h"
|
||||
#include "Core/EntityFileParser.h"
|
||||
|
||||
// Network
|
||||
@@ -27,6 +27,8 @@
|
||||
#include "Network/Server.h"
|
||||
#include "Network/Client.h"
|
||||
|
||||
// Sound
|
||||
#include "Sound/SoundSystem.h"
|
||||
|
||||
class Game
|
||||
{
|
||||
@@ -47,7 +49,7 @@ private:
|
||||
GUI::Frame* m_FrameStack;
|
||||
World* m_World;
|
||||
SystemPipeline* m_SystemPipeline;
|
||||
RenderQueueFactory* m_RenderQueueFactory;
|
||||
RenderFrame* m_RenderFrame;
|
||||
// Network variables
|
||||
boost::thread m_NetworkThread;
|
||||
|
||||
@@ -56,8 +58,11 @@ private:
|
||||
Network* m_ClientOrServer;
|
||||
bool m_IsClientOrServer = false;
|
||||
|
||||
EventRelay<Game, Events::InputCommand> m_EInputCommand;
|
||||
bool debugOnInputCommand(const Events::InputCommand& e);
|
||||
// Sound
|
||||
SoundSystem* m_SoundSystem;
|
||||
|
||||
//EventRelay<Game, Events::InputCommand> m_EInputCommand;
|
||||
//bool debugOnInputCommand(const Events::InputCommand& e);
|
||||
|
||||
void debugInitialize();
|
||||
void debugTick(double dt);
|
||||
|
||||
@@ -2,7 +2,9 @@
|
||||
LogLevel=1
|
||||
LoadMap=
|
||||
EditorEnabled=false
|
||||
|
||||
; if true -> Pool allocation is not used when calling Allocate/Free, just use regular dynamic allocation.
|
||||
; if false -> Use pool allocation.
|
||||
DisableMemoryPool=false
|
||||
|
||||
[Video]
|
||||
Fullscreen=false
|
||||
@@ -17,3 +19,6 @@ IsServer=false
|
||||
Name=Bob
|
||||
Address=127.0.0.1
|
||||
Port=13
|
||||
|
||||
[Multithreading]
|
||||
ResourceLoading=true
|
||||
|
||||
@@ -0,0 +1,510 @@
|
||||
This file is part of the OpenAL software.
|
||||
|
||||
The licenses which components of this software fall under are as follows.
|
||||
All components are under a LGPL license.
|
||||
|
||||
|
||||
GNU LESSER GENERAL PUBLIC LICENSE
|
||||
Version 2.1, February 1999
|
||||
|
||||
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
[This is the first released version of the Lesser GPL. It also counts
|
||||
as the successor of the GNU Library Public License, version 2, hence
|
||||
the version number 2.1.]
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
Licenses are intended to guarantee your freedom to share and change
|
||||
free software--to make sure the software is free for all its users.
|
||||
|
||||
This license, the Lesser General Public License, applies to some
|
||||
specially designated software packages--typically libraries--of the
|
||||
Free Software Foundation and other authors who decide to use it. You
|
||||
can use it too, but we suggest you first think carefully about whether
|
||||
this license or the ordinary General Public License is the better
|
||||
strategy to use in any particular case, based on the explanations below.
|
||||
|
||||
When we speak of free software, we are referring to freedom of use,
|
||||
not price. Our General Public Licenses are designed to make sure that
|
||||
you have the freedom to distribute copies of free software (and charge
|
||||
for this service if you wish); that you receive source code or can get
|
||||
it if you want it; that you can change the software and use pieces of
|
||||
it in new free programs; and that you are informed that you can do
|
||||
these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
distributors to deny you these rights or to ask you to surrender these
|
||||
rights. These restrictions translate to certain responsibilities for
|
||||
you if you distribute copies of the library or if you modify it.
|
||||
|
||||
For example, if you distribute copies of the library, whether gratis
|
||||
or for a fee, you must give the recipients all the rights that we gave
|
||||
you. You must make sure that they, too, receive or can get the source
|
||||
code. If you link other code with the library, you must provide
|
||||
complete object files to the recipients, so that they can relink them
|
||||
with the library after making changes to the library and recompiling
|
||||
it. And you must show them these terms so they know their rights.
|
||||
|
||||
We protect your rights with a two-step method: (1) we copyright the
|
||||
library, and (2) we offer you this license, which gives you legal
|
||||
permission to copy, distribute and/or modify the library.
|
||||
|
||||
To protect each distributor, we want to make it very clear that
|
||||
there is no warranty for the free library. Also, if the library is
|
||||
modified by someone else and passed on, the recipients should know
|
||||
that what they have is not the original version, so that the original
|
||||
author's reputation will not be affected by problems that might be
|
||||
introduced by others.
|
||||
|
||||
Finally, software patents pose a constant threat to the existence of
|
||||
any free program. We wish to make sure that a company cannot
|
||||
effectively restrict the users of a free program by obtaining a
|
||||
restrictive license from a patent holder. Therefore, we insist that
|
||||
any patent license obtained for a version of the library must be
|
||||
consistent with the full freedom of use specified in this license.
|
||||
|
||||
Most GNU software, including some libraries, is covered by the
|
||||
ordinary GNU General Public License. This license, the GNU Lesser
|
||||
General Public License, applies to certain designated libraries, and
|
||||
is quite different from the ordinary General Public License. We use
|
||||
this license for certain libraries in order to permit linking those
|
||||
libraries into non-free programs.
|
||||
|
||||
When a program is linked with a library, whether statically or using
|
||||
a shared library, the combination of the two is legally speaking a
|
||||
combined work, a derivative of the original library. The ordinary
|
||||
General Public License therefore permits such linking only if the
|
||||
entire combination fits its criteria of freedom. The Lesser General
|
||||
Public License permits more lax criteria for linking other code with
|
||||
the library.
|
||||
|
||||
We call this license the "Lesser" General Public License because it
|
||||
does Less to protect the user's freedom than the ordinary General
|
||||
Public License. It also provides other free software developers Less
|
||||
of an advantage over competing non-free programs. These disadvantages
|
||||
are the reason we use the ordinary General Public License for many
|
||||
libraries. However, the Lesser license provides advantages in certain
|
||||
special circumstances.
|
||||
|
||||
For example, on rare occasions, there may be a special need to
|
||||
encourage the widest possible use of a certain library, so that it becomes
|
||||
a de-facto standard. To achieve this, non-free programs must be
|
||||
allowed to use the library. A more frequent case is that a free
|
||||
library does the same job as widely used non-free libraries. In this
|
||||
case, there is little to gain by limiting the free library to free
|
||||
software only, so we use the Lesser General Public License.
|
||||
|
||||
In other cases, permission to use a particular library in non-free
|
||||
programs enables a greater number of people to use a large body of
|
||||
free software. For example, permission to use the GNU C Library in
|
||||
non-free programs enables many more people to use the whole GNU
|
||||
operating system, as well as its variant, the GNU/Linux operating
|
||||
system.
|
||||
|
||||
Although the Lesser General Public License is Less protective of the
|
||||
users' freedom, it does ensure that the user of a program that is
|
||||
linked with the Library has the freedom and the wherewithal to run
|
||||
that program using a modified version of the Library.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow. Pay close attention to the difference between a
|
||||
"work based on the library" and a "work that uses the library". The
|
||||
former contains code derived from the library, whereas the latter must
|
||||
be combined with the library in order to run.
|
||||
|
||||
GNU LESSER GENERAL PUBLIC LICENSE
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
|
||||
0. This License Agreement applies to any software library or other
|
||||
program which contains a notice placed by the copyright holder or
|
||||
other authorized party saying it may be distributed under the terms of
|
||||
this Lesser General Public License (also called "this License").
|
||||
Each licensee is addressed as "you".
|
||||
|
||||
A "library" means a collection of software functions and/or data
|
||||
prepared so as to be conveniently linked with application programs
|
||||
(which use some of those functions and data) to form executables.
|
||||
|
||||
The "Library", below, refers to any such software library or work
|
||||
which has been distributed under these terms. A "work based on the
|
||||
Library" means either the Library or any derivative work under
|
||||
copyright law: that is to say, a work containing the Library or a
|
||||
portion of it, either verbatim or with modifications and/or translated
|
||||
straightforwardly into another language. (Hereinafter, translation is
|
||||
included without limitation in the term "modification".)
|
||||
|
||||
"Source code" for a work means the preferred form of the work for
|
||||
making modifications to it. For a library, complete source code means
|
||||
all the source code for all modules it contains, plus any associated
|
||||
interface definition files, plus the scripts used to control compilation
|
||||
and installation of the library.
|
||||
|
||||
Activities other than copying, distribution and modification are not
|
||||
covered by this License; they are outside its scope. The act of
|
||||
running a program using the Library is not restricted, and output from
|
||||
such a program is covered only if its contents constitute a work based
|
||||
on the Library (independent of the use of the Library in a tool for
|
||||
writing it). Whether that is true depends on what the Library does
|
||||
and what the program that uses the Library does.
|
||||
|
||||
1. You may copy and distribute verbatim copies of the Library's
|
||||
complete source code as you receive it, in any medium, provided that
|
||||
you conspicuously and appropriately publish on each copy an
|
||||
appropriate copyright notice and disclaimer of warranty; keep intact
|
||||
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|
||||
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|
||||
Library.
|
||||
|
||||
You may charge a fee for the physical act of transferring a copy,
|
||||
and you may at your option offer warranty protection in exchange for a
|
||||
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|
||||
|
||||
2. You may modify your copy or copies of the Library or any portion
|
||||
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|
||||
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||||
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||||
|
||||
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||||
|
||||
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||||
stating that you changed the files and the date of any change.
|
||||
|
||||
c) You must cause the whole of the work to be licensed at no
|
||||
charge to all third parties under the terms of this License.
|
||||
|
||||
d) If a facility in the modified Library refers to a function or a
|
||||
table of data to be supplied by an application program that uses
|
||||
the facility, other than as an argument passed when the facility
|
||||
is invoked, then you must make a good faith effort to ensure that,
|
||||
in the event an application does not supply such function or
|
||||
table, the facility still operates, and performs whatever part of
|
||||
its purpose remains meaningful.
|
||||
|
||||
(For example, a function in a library to compute square roots has
|
||||
a purpose that is entirely well-defined independent of the
|
||||
application. Therefore, Subsection 2d requires that any
|
||||
application-supplied function or table used by this function must
|
||||
be optional: if the application does not supply it, the square
|
||||
root function must still compute square roots.)
|
||||
|
||||
These requirements apply to the modified work as a whole. If
|
||||
identifiable sections of that work are not derived from the Library,
|
||||
and can be reasonably considered independent and separate works in
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||||
themselves, then this License, and its terms, do not apply to those
|
||||
sections when you distribute them as separate works. But when you
|
||||
distribute the same sections as part of a whole which is a work based
|
||||
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|
||||
this License, whose permissions for other licensees extend to the
|
||||
entire whole, and thus to each and every part regardless of who wrote
|
||||
it.
|
||||
|
||||
Thus, it is not the intent of this section to claim rights or contest
|
||||
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|
||||
exercise the right to control the distribution of derivative or
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||||
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||||
|
||||
In addition, mere aggregation of another work not based on the Library
|
||||
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|
||||
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|
||||
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||||
|
||||
3. You may opt to apply the terms of the ordinary GNU General Public
|
||||
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|
||||
this, you must alter all the notices that refer to this License, so
|
||||
that they refer to the ordinary GNU General Public License, version 2,
|
||||
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|
||||
ordinary GNU General Public License has appeared, then you can specify
|
||||
that version instead if you wish.) Do not make any other change in
|
||||
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||||
|
||||
Once this change is made in a given copy, it is irreversible for
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||||
that copy, so the ordinary GNU General Public License applies to all
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
If distribution of object code is made by offering access to copy
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||||
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||||
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||||
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||||
5. A program that contains no derivative of any portion of the
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||||
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||||
However, linking a "work that uses the Library" with the Library
|
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||||
contains portions of the Library), rather than a "work that uses the
|
||||
library". The executable is therefore covered by this License.
|
||||
Section 6 states terms for distribution of such executables.
|
||||
|
||||
When a "work that uses the Library" uses material from a header file
|
||||
that is part of the Library, the object code for the work may be a
|
||||
derivative work of the Library even though the source code is not.
|
||||
Whether this is true is especially significant if the work can be
|
||||
linked without the Library, or if the work is itself a library. The
|
||||
threshold for this to be true is not precisely defined by law.
|
||||
|
||||
If such an object file uses only numerical parameters, data
|
||||
structure layouts and accessors, and small macros and small inline
|
||||
functions (ten lines or less in length), then the use of the object
|
||||
file is unrestricted, regardless of whether it is legally a derivative
|
||||
work. (Executables containing this object code plus portions of the
|
||||
Library will still fall under Section 6.)
|
||||
|
||||
Otherwise, if the work is a derivative of the Library, you may
|
||||
distribute the object code for the work under the terms of Section 6.
|
||||
Any executables containing that work also fall under Section 6,
|
||||
whether or not they are linked directly with the Library itself.
|
||||
|
||||
6. As an exception to the Sections above, you may also combine or
|
||||
link a "work that uses the Library" with the Library to produce a
|
||||
work containing portions of the Library, and distribute that work
|
||||
under terms of your choice, provided that the terms permit
|
||||
modification of the work for the customer's own use and reverse
|
||||
engineering for debugging such modifications.
|
||||
|
||||
You must give prominent notice with each copy of the work that the
|
||||
Library is used in it and that the Library and its use are covered by
|
||||
this License. You must supply a copy of this License. If the work
|
||||
during execution displays copyright notices, you must include the
|
||||
copyright notice for the Library among them, as well as a reference
|
||||
directing the user to the copy of this License. Also, you must do one
|
||||
of these things:
|
||||
|
||||
a) Accompany the work with the complete corresponding
|
||||
machine-readable source code for the Library including whatever
|
||||
changes were used in the work (which must be distributed under
|
||||
Sections 1 and 2 above); and, if the work is an executable linked
|
||||
with the Library, with the complete machine-readable "work that
|
||||
uses the Library", as object code and/or source code, so that the
|
||||
user can modify the Library and then relink to produce a modified
|
||||
executable containing the modified Library. (It is understood
|
||||
that the user who changes the contents of definitions files in the
|
||||
Library will not necessarily be able to recompile the application
|
||||
to use the modified definitions.)
|
||||
|
||||
b) Use a suitable shared library mechanism for linking with the
|
||||
Library. A suitable mechanism is one that (1) uses at run time a
|
||||
copy of the library already present on the user's computer system,
|
||||
rather than copying library functions into the executable, and (2)
|
||||
will operate properly with a modified version of the library, if
|
||||
the user installs one, as long as the modified version is
|
||||
interface-compatible with the version that the work was made with.
|
||||
|
||||
c) Accompany the work with a written offer, valid for at
|
||||
least three years, to give the same user the materials
|
||||
specified in Subsection 6a, above, for a charge no more
|
||||
than the cost of performing this distribution.
|
||||
|
||||
d) If distribution of the work is made by offering access to copy
|
||||
from a designated place, offer equivalent access to copy the above
|
||||
specified materials from the same place.
|
||||
|
||||
e) Verify that the user has already received a copy of these
|
||||
materials or that you have already sent this user a copy.
|
||||
|
||||
For an executable, the required form of the "work that uses the
|
||||
Library" must include any data and utility programs needed for
|
||||
reproducing the executable from it. However, as a special exception,
|
||||
the materials to be distributed need not include anything that is
|
||||
normally distributed (in either source or binary form) with the major
|
||||
components (compiler, kernel, and so on) of the operating system on
|
||||
which the executable runs, unless that component itself accompanies
|
||||
the executable.
|
||||
|
||||
It may happen that this requirement contradicts the license
|
||||
restrictions of other proprietary libraries that do not normally
|
||||
accompany the operating system. Such a contradiction means you cannot
|
||||
use both them and the Library together in an executable that you
|
||||
distribute.
|
||||
|
||||
7. You may place library facilities that are a work based on the
|
||||
Library side-by-side in a single library together with other library
|
||||
facilities not covered by this License, and distribute such a combined
|
||||
library, provided that the separate distribution of the work based on
|
||||
the Library and of the other library facilities is otherwise
|
||||
permitted, and provided that you do these two things:
|
||||
|
||||
a) Accompany the combined library with a copy of the same work
|
||||
based on the Library, uncombined with any other library
|
||||
facilities. This must be distributed under the terms of the
|
||||
Sections above.
|
||||
|
||||
b) Give prominent notice with the combined library of the fact
|
||||
that part of it is a work based on the Library, and explaining
|
||||
where to find the accompanying uncombined form of the same work.
|
||||
|
||||
8. You may not copy, modify, sublicense, link with, or distribute
|
||||
the Library except as expressly provided under this License. Any
|
||||
attempt otherwise to copy, modify, sublicense, link with, or
|
||||
distribute the Library is void, and will automatically terminate your
|
||||
rights under this License. However, parties who have received copies,
|
||||
or rights, from you under this License will not have their licenses
|
||||
terminated so long as such parties remain in full compliance.
|
||||
|
||||
9. You are not required to accept this License, since you have not
|
||||
signed it. However, nothing else grants you permission to modify or
|
||||
distribute the Library or its derivative works. These actions are
|
||||
prohibited by law if you do not accept this License. Therefore, by
|
||||
modifying or distributing the Library (or any work based on the
|
||||
Library), you indicate your acceptance of this License to do so, and
|
||||
all its terms and conditions for copying, distributing or modifying
|
||||
the Library or works based on it.
|
||||
|
||||
10. Each time you redistribute the Library (or any work based on the
|
||||
Library), the recipient automatically receives a license from the
|
||||
original licensor to copy, distribute, link with or modify the Library
|
||||
subject to these terms and conditions. You may not impose any further
|
||||
restrictions on the recipients' exercise of the rights granted herein.
|
||||
You are not responsible for enforcing compliance by third parties with
|
||||
this License.
|
||||
|
||||
11. If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot
|
||||
distribute so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you
|
||||
may not distribute the Library at all. For example, if a patent
|
||||
license would not permit royalty-free redistribution of the Library by
|
||||
all those who receive copies directly or indirectly through you, then
|
||||
the only way you could satisfy both it and this License would be to
|
||||
refrain entirely from distribution of the Library.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under any
|
||||
particular circumstance, the balance of the section is intended to apply,
|
||||
and the section as a whole is intended to apply in other circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
patents or other property right claims or to contest validity of any
|
||||
such claims; this section has the sole purpose of protecting the
|
||||
integrity of the free software distribution system which is
|
||||
implemented by public license practices. Many people have made
|
||||
generous contributions to the wide range of software distributed
|
||||
through that system in reliance on consistent application of that
|
||||
system; it is up to the author/donor to decide if he or she is willing
|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
|
||||
12. If the distribution and/or use of the Library is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Library under this License may add
|
||||
an explicit geographical distribution limitation excluding those countries,
|
||||
so that distribution is permitted only in or among countries not thus
|
||||
excluded. In such case, this License incorporates the limitation as if
|
||||
written in the body of this License.
|
||||
|
||||
13. The Free Software Foundation may publish revised and/or new
|
||||
versions of the Lesser General Public License from time to time.
|
||||
Such new versions will be similar in spirit to the present version,
|
||||
but may differ in detail to address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Library
|
||||
specifies a version number of this License which applies to it and
|
||||
"any later version", you have the option of following the terms and
|
||||
conditions either of that version or of any later version published by
|
||||
the Free Software Foundation. If the Library does not specify a
|
||||
license version number, you may choose any version ever published by
|
||||
the Free Software Foundation.
|
||||
|
||||
14. If you wish to incorporate parts of the Library into other free
|
||||
programs whose distribution conditions are incompatible with these,
|
||||
write to the author to ask for permission. For software which is
|
||||
copyrighted by the Free Software Foundation, write to the Free
|
||||
Software Foundation; we sometimes make exceptions for this. Our
|
||||
decision will be guided by the two goals of preserving the free status
|
||||
of all derivatives of our free software and of promoting the sharing
|
||||
and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO
|
||||
WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
|
||||
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
|
||||
OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY
|
||||
KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE
|
||||
LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME
|
||||
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
|
||||
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
|
||||
AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU
|
||||
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR
|
||||
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE
|
||||
LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
|
||||
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
|
||||
FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
|
||||
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
||||
DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Libraries
|
||||
|
||||
If you develop a new library, and you want it to be of the greatest
|
||||
possible use to the public, we recommend making it free software that
|
||||
everyone can redistribute and change. You can do so by permitting
|
||||
redistribution under these terms (or, alternatively, under the terms of the
|
||||
ordinary General Public License).
|
||||
|
||||
To apply these terms, attach the following notices to the library. It is
|
||||
safest to attach them to the start of each source file to most effectively
|
||||
convey the exclusion of warranty; and each file should have at least the
|
||||
"copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the library's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU Lesser General Public
|
||||
License as published by the Free Software Foundation; either
|
||||
version 2.1 of the License, or (at your option) any later version.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public
|
||||
License along with this library; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or your
|
||||
school, if any, to sign a "copyright disclaimer" for the library, if
|
||||
necessary. Here is a sample; alter the names:
|
||||
|
||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the
|
||||
library `Frob' (a library for tweaking knobs) written by James Random Hacker.
|
||||
|
||||
<signature of Ty Coon>, 1 April 1990
|
||||
Ty Coon, President of Vice
|
||||
|
||||
That's all there is to it!
|
||||
|
||||
|
||||
@@ -6,7 +6,11 @@
|
||||
<xs:include schemaLocation="Components/Test.xsd"/>
|
||||
<xs:include schemaLocation="Components/RaptorCopter.xsd"/>
|
||||
<xs:include schemaLocation="Components/Player.xsd"/>
|
||||
<xs:include schemaLocation="Components/Camera.xsd"/>
|
||||
<xs:include schemaLocation="Components/AABB.xsd"/>
|
||||
<xs:include schemaLocation="Components/PointLight.xsd"/>
|
||||
<xs:include schemaLocation="Components/Trigger.xsd"/>
|
||||
<xs:include schemaLocation="Components/Health.xsd"/>
|
||||
<xs:include schemaLocation="Components/Listener.xsd"/>
|
||||
<xs:include schemaLocation="Components/SoundEmitter.xsd"/>
|
||||
</xs:schema>
|
||||
@@ -0,0 +1,6 @@
|
||||
<c:Camera>
|
||||
<Name>cam</Name>
|
||||
<FOV>60.0</FOV>
|
||||
<NearClip>0.01</NearClip>
|
||||
<FarClip>5000</FarClip>
|
||||
</c:Camera>
|
||||
@@ -0,0 +1,19 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="Camera">
|
||||
<xs:annotation>
|
||||
<xs:documentation>It's a camera thingy!</xs:documentation>
|
||||
</xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="Name" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="FOV" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="NearClip" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="FarClip" type="t:double" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -0,0 +1,3 @@
|
||||
<c:Listener>
|
||||
|
||||
</c:Listener>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="Listener">
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -0,0 +1,7 @@
|
||||
<c:PointLight>
|
||||
<Color R="1" G="1" B="1" A="1"/>
|
||||
<Radius>1.0</Radius>
|
||||
<Intensity>0.8</Intensity>
|
||||
<Falloff>0.3</Falloff>
|
||||
<Visible>true</Visible>
|
||||
</c:PointLight>
|
||||
@@ -0,0 +1,20 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="PointLight">
|
||||
<xs:annotation>
|
||||
<xs:documentation>A pointlight that lights up geometry in a radius.</xs:documentation>
|
||||
</xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="Color" type="t:Color" minOccurs="0"/>
|
||||
<xs:element name="Radius" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Intensity" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Falloff" type="t:double" minOccurs="0" minInclusive="0" maxInclusive="1"/>
|
||||
<xs:element name="Visible" type="t:bool" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -0,0 +1,9 @@
|
||||
<c:SoundEmitter>
|
||||
<FilePath></FilePath>
|
||||
<Gain>1.0</Gain>
|
||||
<Pitch>1.0</Pitch>
|
||||
<Loop>false</Loop>
|
||||
<MaxDistance>20.0</MaxDistance>
|
||||
<RollOffFactor>1.0</RollOffFactor>
|
||||
<ReferenceDistance>1.0</ReferenceDistance>
|
||||
</c:SoundEmitter>
|
||||
@@ -0,0 +1,25 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="SoundEmitter">
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="FilePath" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="Gain" type="t:double" minOccurs="0"/>
|
||||
<xs:annotation><xs:documentation>The "volume" of the emitter. A value betweeen 0-1</xs:documentation></xs:annotation>
|
||||
<xs:element name="Pitch" type="t:double" minOccurs="0"/>
|
||||
<xs:annotation><xs:documentation>The pitch of the emitter. A value betweeen 0-1</xs:documentation></xs:annotation>
|
||||
<xs:element name="Loop" type="t:bool" minOccurs="0"/>
|
||||
<xs:annotation><xs:documentation>If the sound should loop or not.</xs:documentation></xs:annotation>
|
||||
<xs:element name="MaxDistance" type="t:double" minOccurs="0"/>
|
||||
<xs:annotation><xs:documentation>The distance where there will no longer be any attenuation.</xs:documentation></xs:annotation>
|
||||
<xs:element name="RollOffFactor" type="t:double" minOccurs="0"/>
|
||||
<xs:annotation><xs:documentation>The rolloff rate of the source.</xs:documentation></xs:annotation>
|
||||
<xs:element name="ReferenceDistance" type="t:double" minOccurs="0"/>
|
||||
<xs:annotation><xs:documentation>The distance that the source will be the loudest.</xs:documentation></xs:annotation>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -17,7 +17,7 @@
|
||||
<Scale X="1" Y="1" Z="1"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/ScaleWidget.obj</Resource>
|
||||
<Resource>Models/Core/UnitSphere.obj</Resource>
|
||||
</c:Model>
|
||||
</Components>
|
||||
</Entity>
|
||||
|
||||
@@ -1,49 +1,57 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Entity xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd" xmlns:c="components">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0"/>
|
||||
<Orientation X="0" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.obj</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0"/>
|
||||
<Scale X="100" Y="1" Z="100"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitPlane.obj</Resource>
|
||||
</c:Model>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>An error</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="1" Y="1" Z="0"/>
|
||||
<Orientation X="0" Y="0.78539" Z="0"/>
|
||||
<Orientation X="0" Y="0.785390019" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>An error</Resource>
|
||||
</c:Model>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="2" Y="0" Z="0"/>
|
||||
<Orientation X="0" Y="0.78539" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>An error</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="2" Y="0" Z="0"/>
|
||||
<Orientation X="0" Y="0.785390019" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
</Children>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Camera/>
|
||||
<c:Transform>
|
||||
<Position X="5.85247707" Y="3.8454349" Z="-1.14486957"/>
|
||||
<Orientation X="2.51327395" Y="1.23916209" Z="-3.1415925"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -1,18 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity ref="Schema/Entities/RaptorCopter.xml">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="1" Y="2" Z="3" />
|
||||
</c:Transform>
|
||||
</Components>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,58 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd" xmlns:c="components">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0"/>
|
||||
<Orientation X="0" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1" Z="10"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Camera.obj</Resource>
|
||||
</c:Model>
|
||||
<c:Camera>
|
||||
<Name>MainCamera</Name>
|
||||
</c:Camera>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="5" Y="1" Z="5"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Camera.obj</Resource>
|
||||
</c:Model>
|
||||
<c:Camera>
|
||||
<Name>ActionCamera</Name>
|
||||
</c:Camera>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-1" Z="0"/>
|
||||
<Scale X="100" Y="1" Z="100"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitPlane.obj</Resource>
|
||||
</c:Model>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>An error</Resource>
|
||||
</c:Model>
|
||||
</Components>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
@@ -0,0 +1,35 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SoundEmitter>
|
||||
<FilePath></FilePath>
|
||||
</c:SoundEmitter>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.obj</Resource>
|
||||
<Color A="1" B="1" G="0.58431375" R="0.43921569"/>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Camera/>
|
||||
<c:Listener/>
|
||||
<c:Transform>
|
||||
<Position X="-1.81944144" Y="1.960464" Z="8.79182625"/>
|
||||
<Orientation X="-0.261799812" Y="-0.261786997" Z="-8.48482742e-08"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -9,114 +9,19 @@
|
||||
<Resource>Models/DummyScene.obj</Resource>
|
||||
</c:Model>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="-1.5"/>
|
||||
<Scale X="1" Y="1" Z="1"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/ScaleWidget.obj</Resource>
|
||||
</c:Model>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="1.5"/>
|
||||
<Scale X="2" Y="2" Z="2"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/RotationWidget.obj</Resource>
|
||||
</c:Model>
|
||||
<c:Trigger>
|
||||
</c:Trigger>
|
||||
</Components>
|
||||
</Entity>
|
||||
<!--<Entity>
|
||||
<Components>
|
||||
<c:Player>
|
||||
<Velocity X="0" Y="0" Z="0"/>
|
||||
</c:Player>
|
||||
<c:Transform>
|
||||
<Position X="2.5"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.obj</Resource>
|
||||
</c:Model>
|
||||
<c:AABB>
|
||||
</c:AABB>
|
||||
</Components>
|
||||
</Entity>-->
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-0"/>
|
||||
<Scale X="1" Y="1" Z="1"/>
|
||||
</c:Transform>
|
||||
<!--<c:Move>
|
||||
<Speed>1</Speed>
|
||||
<Direction X="-1"/>
|
||||
<Rotation Y="3.14"/>
|
||||
</c:Move>-->
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0"/>
|
||||
<Orientation X="0.0" Y="0" Z="1.0"/>
|
||||
</c:Transform>
|
||||
<c:Camera>
|
||||
</c:Camera>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitRaptor.obj</Resource>
|
||||
<Color R="1" G="0.4" B="0.8"/>
|
||||
</c:Model>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="-0.01" Y="0.55"/>
|
||||
<Orientation X="0" Y="0" Z="-1"/>
|
||||
</c:Transform>
|
||||
<c:RaptorCopter>
|
||||
<Speed>20</Speed>
|
||||
<Axis Y="1"/>
|
||||
</c:RaptorCopter>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0"/>
|
||||
<Scale X="1.7" Y="0.03" Z="0.1"/>
|
||||
<Orientation X="0" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.obj</Resource>
|
||||
<Color R="1" G="0.4" B="0.8"/>
|
||||
</c:Model>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0"/>
|
||||
<Scale X="1.7" Y="0.03" Z="0.1"/>
|
||||
<Orientation X="0" Y="1.57" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.obj</Resource>
|
||||
<Color R="1" G="0.4" B="0.8"/>
|
||||
<Resource>Models/Camera.obj</Resource>
|
||||
</c:Model>
|
||||
</Components>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
@@ -0,0 +1,30 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Camera/>
|
||||
<c:Transform>
|
||||
<Position X="-8.58846378" Y="9.3929615" Z="14.3944101"/>
|
||||
<Orientation X="-0.645772398" Y="-0.314115167" Z="-4.700399e-08"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource></Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -16,6 +16,9 @@
|
||||
<xs:element ref="c:RaptorCopter" minOccurs="0"/>
|
||||
<xs:element ref="c:Player" minOccurs="0"/>
|
||||
<xs:element ref="c:Health" minOccurs="0"/>
|
||||
<xs:element ref="c:PointLight" minOccurs="0"/>
|
||||
<xs:element ref="c:Listener" minOccurs="0"/>
|
||||
<xs:element ref="c:SoundEmitter" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
@@ -24,13 +27,19 @@
|
||||
<xs:complexType>
|
||||
<xs:sequence>
|
||||
<xs:element ref="Entity" minOccurs="0" maxOccurs="unbounded"/>
|
||||
<xs:element name="EntityRef" minOccurs="0" maxOccurs="unbounded">
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:attribute name="file" type="xs:string" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:sequence>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
<xs:attribute ref="xml:base"/>
|
||||
<xs:attribute name="name" type="xs:string" minOccurs="0" default=""/>
|
||||
<xs:attribute name="ref" type="xs:string" minOccurs="0" default=""/>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -1,8 +1,5 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform vec4 Color;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
|
||||
@@ -0,0 +1,154 @@
|
||||
#version 430
|
||||
|
||||
//in uvec3 gl_NumWorkGroups; //contains the number of workgroups that have been dispatched to a compute shader
|
||||
//in uvec3 gl_WorkGroupID; //contains the index of the workgroup currently being operated on by a compute shader
|
||||
//in uvec3 gl_LocalInvocationID; //contains the index of work item currently being operated on by a compute shader
|
||||
//in uvec3 gl_GlobalInvocationID; //contains the global index of work item currently being operated on by a compute shader
|
||||
//in uint gl_LocalInvocationIndex; //contains the local linear index of work item currently being operated on by a compute shader
|
||||
|
||||
|
||||
|
||||
#define MAX_LIGHTS_PER_TILE 200
|
||||
#define TILE_SIZE 16
|
||||
|
||||
uniform mat4 V;
|
||||
uniform vec2 ScreenDimensions;
|
||||
|
||||
struct Plane {
|
||||
vec3 Normal;
|
||||
float d;
|
||||
};
|
||||
struct Frustum {
|
||||
Plane Planes[4];
|
||||
};
|
||||
|
||||
layout (std430, binding = 0) buffer FrustumBuffer
|
||||
{
|
||||
Frustum Data[];
|
||||
} Frustums;
|
||||
|
||||
struct PointLight {
|
||||
vec4 Position;
|
||||
vec4 Color;
|
||||
float Radius;
|
||||
float Intensity;
|
||||
float Falloff;
|
||||
float Padding;
|
||||
};
|
||||
|
||||
layout (std430, binding = 1) buffer LightBuffer
|
||||
{
|
||||
PointLight List[];
|
||||
} PointLights;
|
||||
|
||||
struct LightGrid {
|
||||
float Start;
|
||||
float Amount;
|
||||
vec2 Padding;
|
||||
};
|
||||
|
||||
layout (std430, binding = 2) buffer LightGridBuffer
|
||||
{
|
||||
LightGrid Data[];
|
||||
} LightGrids;
|
||||
|
||||
layout (std430, binding = 3) buffer LightOffsetBuffer
|
||||
{
|
||||
int LightOffset[];
|
||||
};
|
||||
|
||||
layout (std430, binding = 4) buffer LightIndexBuffer
|
||||
{
|
||||
float LightIndex[];
|
||||
};
|
||||
|
||||
shared int GroupLightCount;
|
||||
shared int GroupLightIndexStartOffset;
|
||||
shared int GroupLightIndex[MAX_LIGHTS_PER_TILE];
|
||||
shared Frustum GroupFrustum;
|
||||
int GroupIndex;
|
||||
|
||||
bool SphereInsidePlane(vec3 center, float radius, Plane plane)
|
||||
{
|
||||
return dot(plane.Normal, center) - plane.d > -radius;
|
||||
}
|
||||
|
||||
bool SphereInsideFrustrum(vec3 center, float radius, Frustum frustum/*, float zNear, float zFar*/)
|
||||
{
|
||||
|
||||
//Check depth here
|
||||
//if ( sphere.c.z - sphere.r > zNear || sphere.c.z + sphere.r < zFar )
|
||||
//{
|
||||
// result = false;
|
||||
//}
|
||||
|
||||
for (int i =0; i < 4; i++)
|
||||
{
|
||||
if(! SphereInsidePlane(center, radius, frustum.Planes[i]))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void AppendLight(int li)
|
||||
{
|
||||
int index;
|
||||
index = atomicAdd(GroupLightCount, 1);
|
||||
if( index < MAX_LIGHTS_PER_TILE )
|
||||
{
|
||||
GroupLightIndex[index] = int(li);
|
||||
}
|
||||
}
|
||||
|
||||
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
void main ()
|
||||
{
|
||||
GroupIndex = int(gl_WorkGroupID.x + (gl_WorkGroupID.y * int(ScreenDimensions.x/TILE_SIZE)));
|
||||
if(gl_LocalInvocationIndex == 0)
|
||||
{
|
||||
GroupLightCount = 0;
|
||||
GroupFrustum = Frustums.Data[GroupIndex];
|
||||
}
|
||||
|
||||
barrier();
|
||||
memoryBarrierShared();
|
||||
|
||||
for(int i = int(gl_LocalInvocationIndex); i < PointLights.List.length(); i += TILE_SIZE*TILE_SIZE)
|
||||
{
|
||||
PointLight light = PointLights.List[i];
|
||||
|
||||
//if pointlight
|
||||
//Pos i view antagligen
|
||||
if(SphereInsideFrustrum( vec3(V * light.Position), light.Radius, GroupFrustum))
|
||||
{
|
||||
//TODO: Fix transparent and opaque list, and depth test.
|
||||
AppendLight( i );
|
||||
}
|
||||
|
||||
|
||||
//if conelight
|
||||
|
||||
//if directional
|
||||
|
||||
}
|
||||
|
||||
barrier();
|
||||
memoryBarrierShared();
|
||||
|
||||
if(gl_LocalInvocationIndex == 0)
|
||||
{
|
||||
GroupLightIndexStartOffset = atomicAdd(LightOffset[0], GroupLightCount);
|
||||
LightGrids.Data[GroupIndex].Start = GroupLightIndexStartOffset;
|
||||
LightGrids.Data[GroupIndex].Amount = GroupLightCount;
|
||||
}
|
||||
|
||||
barrier();
|
||||
|
||||
|
||||
for (uint i = gl_LocalInvocationIndex; i < GroupLightCount; i += TILE_SIZE * TILE_SIZE )
|
||||
{
|
||||
LightIndex[GroupLightIndexStartOffset + i] = GroupLightIndex[i];
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,132 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform vec4 Color;
|
||||
uniform vec2 ScreenDimensions;
|
||||
uniform sampler2D texture0;
|
||||
|
||||
#define TILE_SIZE 16
|
||||
|
||||
struct PointLight {
|
||||
vec4 Position;
|
||||
vec4 Color;
|
||||
float Radius;
|
||||
float Intensity;
|
||||
float Falloff;
|
||||
float Padding;
|
||||
};
|
||||
|
||||
layout (std430, binding = 1) buffer LightBuffer
|
||||
{
|
||||
PointLight List[];
|
||||
} PointLights;
|
||||
|
||||
struct LightGrid {
|
||||
float Start;
|
||||
float Amount;
|
||||
vec2 Padding;
|
||||
};
|
||||
|
||||
layout (std430, binding = 2) buffer LightGridBuffer
|
||||
{
|
||||
LightGrid Data[];
|
||||
} LightGrids;
|
||||
|
||||
layout (std430, binding = 4) buffer LightIndexBuffer
|
||||
{
|
||||
float LightIndex[];
|
||||
};
|
||||
|
||||
|
||||
in VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 DiffuseColor;
|
||||
}Input;
|
||||
|
||||
out vec4 fragmentColor;
|
||||
|
||||
vec4 scene_ambient = vec4(0.3,0.3,0.3,1);
|
||||
|
||||
struct LightResult {
|
||||
vec4 Diffuse;
|
||||
vec4 Specular;
|
||||
};
|
||||
|
||||
float CalcAttenuation(float radius, float dist, float falloff) {
|
||||
return 1.0 - smoothstep(radius * 0.3, radius, dist);
|
||||
}
|
||||
|
||||
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
|
||||
vec4 R = normalize( reflect(-lightVec, normal));
|
||||
float RdotV = max( dot(R, viewVec), 0.0);
|
||||
return lightColor * pow(RdotV, 90.0);
|
||||
}
|
||||
|
||||
vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
|
||||
float power = max( dot(normal, lightVec), 0.0);
|
||||
return lightColor * power;
|
||||
}
|
||||
|
||||
LightResult CalcPointLight(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
|
||||
{
|
||||
vec4 L = lightPos - position;
|
||||
float dist = length(L);
|
||||
L = normalize(L);
|
||||
|
||||
float attenuation = CalcAttenuation(lightRadius, dist, falloff);
|
||||
|
||||
LightResult result;
|
||||
result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
|
||||
result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texel = texture2D(texture0, Input.TextureCoordinate);
|
||||
vec4 position = V * M * vec4(Input.Position, 1.0);
|
||||
vec4 normal = V * vec4(Input.Normal, 0.0);
|
||||
vec4 viewVec = normalize(-position);
|
||||
|
||||
vec2 tilePos;
|
||||
tilePos.x = int(gl_FragCoord.x/16);
|
||||
tilePos.y = int(gl_FragCoord.y/16);
|
||||
|
||||
LightResult totalLighting;
|
||||
totalLighting.Diffuse = scene_ambient;
|
||||
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
|
||||
|
||||
int start = int(LightGrids.Data[currentTile].Start);
|
||||
int amount = int(LightGrids.Data[currentTile].Amount);
|
||||
//for(int i = 0; i < 3; i++)
|
||||
for(int i = start; i < start + amount; i++)
|
||||
{
|
||||
int l = int(LightIndex[i]);
|
||||
|
||||
LightResult result = CalcPointLight(V * PointLights.List[l].Position, PointLights.List[l].Radius, PointLights.List[l].Color, PointLights.List[l].Intensity, viewVec, position, normal, PointLights.List[i].Falloff);
|
||||
|
||||
totalLighting.Diffuse += result.Diffuse;
|
||||
totalLighting.Specular += result.Specular;
|
||||
}
|
||||
|
||||
fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
|
||||
//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
|
||||
//fragmentColor += vec4(0.0, LightGrids.Data[currentTile].Amount/3.0, 0, 1);
|
||||
//fragmentColor = texel * Input.DiffuseColor * Color;
|
||||
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 )
|
||||
{
|
||||
//fragmentColor += vec4(0.5, 0, 0, 0);
|
||||
} else {
|
||||
//fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/3.0, 0, 0, 1);
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
||||
layout(location = 2) in vec3 Tangent;
|
||||
layout(location = 3) in vec3 BiTangent;
|
||||
layout(location = 4) in vec2 TextureCoords;
|
||||
layout(location = 5) in vec4 DiffuseVertexColor;
|
||||
layout(location = 6) in vec4 SpecularVertexColor;
|
||||
layout(location = 7) in vec4 BoneIndices1;
|
||||
layout(location = 8) in vec4 BoneIndices2;
|
||||
layout(location = 9) in vec4 BoneWeights1;
|
||||
layout(location = 10) in vec4 BoneWeights2;
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 DiffuseColor;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = P*V*M * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = Position;
|
||||
Output.TextureCoordinate = TextureCoords;
|
||||
Output.Normal = Normal;
|
||||
Output.DiffuseColor = DiffuseVertexColor;
|
||||
}
|
||||
@@ -1,7 +1,6 @@
|
||||
#version 430
|
||||
|
||||
#define TILE_SIZE 16
|
||||
#define NUM_TILES 3600
|
||||
|
||||
uniform mat4 P;
|
||||
uniform vec2 ScreenDimensions;
|
||||
@@ -16,7 +15,7 @@ struct Frustum {
|
||||
|
||||
layout (std430, binding = 0) buffer FrustumBuffer
|
||||
{
|
||||
Frustum Data[3600];
|
||||
Frustum Data[];
|
||||
} Frustums;
|
||||
|
||||
vec4 ConvertToView(vec4 ScreenCoords)
|
||||
@@ -43,31 +42,34 @@ Plane ComputePlane( vec3 p0, vec3 p1, vec3 p2 )
|
||||
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
void main ()
|
||||
{
|
||||
if(gl_GlobalInvocationID.x * TILE_SIZE < ScreenDimensions.x && gl_GlobalInvocationID.y * TILE_SIZE < ScreenDimensions.y) {
|
||||
//Top-Left = 0 | Top-Right = 1
|
||||
//Bottom-Left = 2 | Bottom-Right = 3
|
||||
vec4 ScreenCoords[4];
|
||||
ScreenCoords[0] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y + 1 ) * TILE_SIZE, -1.0, 1.0); // Z-axis might need to be 1
|
||||
ScreenCoords[0] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y + 1) * TILE_SIZE, -1.0, 1.0);
|
||||
ScreenCoords[1] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y + 1) * TILE_SIZE, -1.0, 1.0);
|
||||
ScreenCoords[2] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
|
||||
ScreenCoords[3] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
|
||||
|
||||
|
||||
|
||||
vec3 ViewVectors[4];
|
||||
for(int i = 0; i < 4; i++) {
|
||||
ViewVectors[i] = vec3(ConvertToView(ScreenCoords[i]));
|
||||
}
|
||||
|
||||
vec3 EyePos = vec3(0,0,0);
|
||||
vec3 EyePos = vec3(0.0, 0.0 ,0.0);
|
||||
|
||||
Frustum f;
|
||||
f.Planes[0] = ComputePlane(EyePos, ViewVectors[2], ViewVectors[0]);
|
||||
f.Planes[1] = ComputePlane(EyePos, ViewVectors[1], ViewVectors[3]);
|
||||
f.Planes[2] = ComputePlane(EyePos, ViewVectors[0], ViewVectors[1]);
|
||||
f.Planes[3] = ComputePlane(EyePos, ViewVectors[3], ViewVectors[2]);
|
||||
f.Planes[0] = ComputePlane(EyePos, ViewVectors[2], ViewVectors[0]); // left plane
|
||||
f.Planes[1] = ComputePlane(EyePos, ViewVectors[1], ViewVectors[3]); // right plane
|
||||
f.Planes[2] = ComputePlane(EyePos, ViewVectors[0], ViewVectors[1]); // top plane
|
||||
f.Planes[3] = ComputePlane(EyePos, ViewVectors[3], ViewVectors[2]); // bottom plane
|
||||
|
||||
|
||||
|
||||
|
||||
Frustums.Data[gl_GlobalInvocationID.x + gl_GlobalInvocationID.y*80] = f;
|
||||
if ( gl_GlobalInvocationID.x < ScreenDimensions.x / TILE_SIZE && gl_GlobalInvocationID.y < ScreenDimensions.y / TILE_SIZE ) { // inside the screen
|
||||
Frustums.Data[gl_GlobalInvocationID.x + gl_GlobalInvocationID.y*int(ScreenDimensions.x/TILE_SIZE)] = f;
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,8 +1,5 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform vec2 PickingColor;
|
||||
|
||||
in VertexData{
|
||||
|
||||
@@ -1,35 +0,0 @@
|
||||
#version 430
|
||||
|
||||
//in uvec3 gl_NumWorkGroups;
|
||||
//in uvec3 gl_WorkGroupID;
|
||||
//in uvec3 gl_LocalInvocationID;
|
||||
//in uvec3 gl_GlobalInvocationID;
|
||||
//in uint gl_LocalInvocationIndex;
|
||||
|
||||
|
||||
|
||||
#define NUM_LIGHTS 3
|
||||
#define MAX_LIGHTS_PER_TILE 200
|
||||
#define NUM_TILES 3600
|
||||
|
||||
struct Plane {
|
||||
vec3 Normal;
|
||||
float d;
|
||||
};
|
||||
struct Frustum {
|
||||
Plane Planes[4];
|
||||
};
|
||||
|
||||
layout (std430, binding = 0) buffer FrustumBuffer
|
||||
{
|
||||
Frustum Data[3600];
|
||||
} Frustums;
|
||||
|
||||
|
||||
|
||||
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
void main ()
|
||||
{
|
||||
if(1 == 1) {
|
||||
}
|
||||
}
|
||||
@@ -9,8 +9,8 @@ find_package(ZLIB REQUIRED)
|
||||
find_package(PNG REQUIRED)
|
||||
find_package(Xerces REQUIRED)
|
||||
# Because FindOpenAL is retarded
|
||||
#set(CMAKE_INCLUDE_PATH ${CMAKE_INCLUDE_PATH} "${CMAKE_SOURCE_DIR}/deps/include/AL")
|
||||
#find_package(OpenAL REQUIRED)
|
||||
set(CMAKE_INCLUDE_PATH ${CMAKE_INCLUDE_PATH} "${CMAKE_SOURCE_DIR}/deps/include/OpenAL")
|
||||
find_package(OpenAL REQUIRED)
|
||||
if(UNIX)
|
||||
find_package(X11 REQUIRED)
|
||||
endif()
|
||||
@@ -52,6 +52,12 @@ file(GLOB SOURCE_FILES_Network
|
||||
)
|
||||
source_group(Network FILES ${SOURCE_FILES_Network})
|
||||
|
||||
file(GLOB SOURCE_FILES_Sound
|
||||
"${INCLUDE_PATH}/Sound/*.h"
|
||||
"Sound/*.cpp"
|
||||
)
|
||||
source_group(Sound FILES ${SOURCE_FILES_Sound})
|
||||
|
||||
file(GLOB SOURCE_FILES_Rendering
|
||||
"${INCLUDE_PATH}/Rendering/*.h"
|
||||
"Rendering/*.cpp"
|
||||
@@ -86,6 +92,7 @@ set(SOURCE_FILES
|
||||
${SOURCE_FILES_Core_Util}
|
||||
${SOURCE_FILES_Input}
|
||||
${SOURCE_FILES_Network}
|
||||
${SOURCE_FILES_Sound}
|
||||
${SOURCE_FILES_GUI}
|
||||
${SOURCE_FILES_Rendering}
|
||||
${SOURCE_FILES_Rendering_Util}
|
||||
|
||||
@@ -225,11 +225,11 @@ bool attachAABBComponentFromModel(World* world, EntityID id)
|
||||
return false;
|
||||
}
|
||||
|
||||
glm::mat4 modelMatrix = modelRes->m_Matrix;
|
||||
glm::mat4 modelMatrix = modelRes->Matrix();
|
||||
|
||||
glm::vec3 mini = glm::vec3(INFINITY, INFINITY, INFINITY);
|
||||
glm::vec3 maxi = glm::vec3(-INFINITY, -INFINITY, -INFINITY);
|
||||
for (const auto& v : modelRes->m_Vertices) {
|
||||
for (const auto& v : modelRes->Vertices()) {
|
||||
const auto& wPos = modelMatrix * glm::vec4(v.Position.x, v.Position.y, v.Position.z, 1);
|
||||
maxi.x = std::max(wPos.x, maxi.x);
|
||||
maxi.y = std::max(wPos.y, maxi.y);
|
||||
@@ -255,7 +255,7 @@ bool GetEntityBox(World* world, ComponentWrapper& AABBComponent, AABB& outBox)
|
||||
if (modelRes == nullptr) {
|
||||
return false;
|
||||
}
|
||||
glm::mat4 modelMatrix = modelRes->m_Matrix *
|
||||
glm::mat4 modelMatrix = modelRes->Matrix() *
|
||||
glm::translate(glm::mat4(), (glm::vec3)cTrans["Position"]) *
|
||||
glm::scale((glm::vec3)cTrans["Scale"]);
|
||||
|
||||
|
||||
@@ -20,7 +20,7 @@ void EntityFile::Parse(const EntityFileHandler* handler) const
|
||||
{
|
||||
using namespace xercesc;
|
||||
|
||||
EntityFileSAXHandler saxHandler(handler, m_SAX2XMLReader);
|
||||
EntityFileSAXHandler saxHandler(handler, nullptr);
|
||||
m_SAX2XMLReader->setFeature(XMLUni::fgXercesCacheGrammarFromParse, true);
|
||||
m_SAX2XMLReader->setFeature(XMLUni::fgXercesUseCachedGrammarInParse, true);
|
||||
m_SAX2XMLReader->setContentHandler(&saxHandler);
|
||||
|
||||
@@ -9,10 +9,10 @@ EntityFileParser::EntityFileParser(const EntityFile* entityFile)
|
||||
m_Handler.SetStartFieldDataCallback(std::bind(&EntityFileParser::onFieldData, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3, std::placeholders::_4));
|
||||
}
|
||||
|
||||
void EntityFileParser::MergeEntities(World* world, EntityID parent /*= EntityID_Invalid*/)
|
||||
void EntityFileParser::MergeEntities(World* world)
|
||||
{
|
||||
m_World = world;
|
||||
m_EntityIDMapper[EntityID_Invalid] = parent;
|
||||
m_EntityIDMapper[0] = 0;
|
||||
m_EntityFile->Parse(&m_Handler);
|
||||
}
|
||||
|
||||
|
||||
@@ -144,10 +144,11 @@ void EntityFilePreprocessor::parseComponentInfo()
|
||||
}
|
||||
|
||||
auto& field = compInfo.Fields[name];
|
||||
field.Name = name;
|
||||
field.Type = type;
|
||||
field.Offset = fieldOffset;
|
||||
field.Stride = stride;
|
||||
compInfo.FieldsInOrder.push_back(&field);
|
||||
compInfo.FieldsInOrder.push_back(name);
|
||||
|
||||
fieldOffset += stride;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,5 @@
|
||||
#include "Core/MemoryPool.h"
|
||||
namespace DisableMemoryPool
|
||||
{
|
||||
bool Value = false;
|
||||
}
|
||||
@@ -1,4 +1,7 @@
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "boost/thread/thread.hpp"
|
||||
#include "boost/thread/mutex.hpp"
|
||||
#include "boost/thread/lock_guard.hpp"
|
||||
|
||||
std::unordered_map<std::string, std::string> ResourceManager::m_CompilerTypenameToResourceType;
|
||||
std::unordered_map<std::string, std::function<Resource*(std::string)>> ResourceManager::m_FactoryFunctions;
|
||||
@@ -6,10 +9,13 @@ std::unordered_map<std::pair<std::string, std::string>, Resource*> ResourceManag
|
||||
std::unordered_map<std::string, Resource*> ResourceManager::m_ResourceFromName;
|
||||
std::unordered_map<Resource*, Resource*> ResourceManager::m_ResourceParents;
|
||||
unsigned int ResourceManager::m_CurrentResourceTypeID = 0;
|
||||
bool ResourceManager::UseThreading = false;
|
||||
std::unordered_map<std::string, unsigned int> ResourceManager::m_ResourceTypeIDs;
|
||||
std::unordered_map<unsigned int, unsigned int> ResourceManager::m_ResourceCount;
|
||||
bool ResourceManager::m_Preloading = false;
|
||||
FileWatcher ResourceManager::m_FileWatcher;
|
||||
std::unordered_map<std::pair<std::string, std::string>, boost::thread> ResourceManager::m_LoadingThreads;
|
||||
std::unordered_map<std::pair<std::string, std::string>, std::exception_ptr> ResourceManager::m_LoadingThreadExceptions;
|
||||
boost::recursive_mutex ResourceManager::m_Mutex;
|
||||
|
||||
unsigned int ResourceManager::GetTypeID(std::string resourceType)
|
||||
{
|
||||
@@ -74,63 +80,65 @@ void ResourceManager::Update()
|
||||
m_FileWatcher.Check();
|
||||
}
|
||||
|
||||
void ResourceManager::Preload(std::string resourceType, std::string resourceName)
|
||||
{
|
||||
if (IsResourceLoaded(resourceType, resourceName)) {
|
||||
//LOG_WARNING("Attempted to preload resource \"%s\" multiple times!", resourceName.c_str());
|
||||
return;
|
||||
}
|
||||
|
||||
m_Preloading = true;
|
||||
LOG_INFO("Preloading resource \"%s\"", resourceName.c_str());
|
||||
CreateResource(resourceType, resourceName, nullptr);
|
||||
m_Preloading = false;
|
||||
}
|
||||
|
||||
Resource* ResourceManager::Load(std::string resourceType, std::string resourceName, Resource* parent /*= nullptr*/)
|
||||
{
|
||||
auto it = m_ResourceCache.find(std::make_pair(resourceType, resourceName));
|
||||
if (it != m_ResourceCache.end()) {
|
||||
return it->second;
|
||||
}
|
||||
|
||||
if (m_Preloading) {
|
||||
LOG_INFO("Preloading resource \"%s\"", resourceName.c_str());
|
||||
} else {
|
||||
LOG_WARNING("Hot-loading resource \"%s\"", resourceName.c_str());
|
||||
}
|
||||
|
||||
return CreateResource(resourceType, resourceName, parent);
|
||||
}
|
||||
|
||||
Resource* ResourceManager::CreateResource(std::string resourceType, std::string resourceName, Resource* parent)
|
||||
Resource* ResourceManager::createResource(const std::string& resourceType, const std::string& resourceName, Resource* parent, std::exception_ptr& exception)
|
||||
{
|
||||
auto facIt = m_FactoryFunctions.find(resourceType);
|
||||
if (facIt == m_FactoryFunctions.end()) {
|
||||
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceType.c_str());
|
||||
return nullptr;
|
||||
cacheResource(nullptr, resourceType, resourceName, parent);
|
||||
//This basically throws an exception.
|
||||
exception = std::make_exception_ptr(Resource::FailedLoadingException()); return nullptr;
|
||||
}
|
||||
|
||||
// Call the factory function
|
||||
Resource* resource;
|
||||
try {
|
||||
resource = facIt->second(resourceName);
|
||||
return cacheResource(facIt->second(resourceName), resourceType, resourceName, parent);
|
||||
} catch (const Resource::StillLoadingException&) {
|
||||
exception = std::current_exception(); return nullptr;
|
||||
} catch (const std::exception& e) {
|
||||
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": %s", resourceName.c_str(), resourceType.c_str(), e.what());
|
||||
cacheResource(nullptr, resourceType, resourceName, parent);
|
||||
exception = std::current_exception(); return nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Resource* ResourceManager::createResourceThrowing(const std::string& resourceType, const std::string& resourceName, Resource* parent)
|
||||
{
|
||||
std::exception_ptr exception;
|
||||
Resource* res = createResource(resourceType, resourceName, parent, exception);
|
||||
if (exception) {
|
||||
std::rethrow_exception(exception);
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
Resource* ResourceManager::cacheResource(Resource* resource, const std::string& resourceType, const std::string& resourceName, Resource* parent)
|
||||
{
|
||||
//Lock the mutex immediately, and unlock it when leaving the code block.
|
||||
boost::lock_guard<decltype(m_Mutex)> guard(m_Mutex);
|
||||
if (resource != nullptr) {
|
||||
// Store IDs
|
||||
resource->TypeID = GetTypeID(resourceType);
|
||||
resource->ResourceID = GetNewResourceID(resource->TypeID);
|
||||
} catch (const std::exception& e) {
|
||||
resource = nullptr;
|
||||
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": %s", resourceName.c_str(), resourceType.c_str(), e.what());
|
||||
}
|
||||
|
||||
// Cache
|
||||
m_ResourceCache[std::make_pair(resourceType, resourceName)] = resource;
|
||||
m_ResourceFromName[resourceName] = resource;
|
||||
if (parent != nullptr) {
|
||||
m_ResourceParents[resource] = parent;
|
||||
}
|
||||
if (!boost::filesystem::is_directory(resourceName)) {
|
||||
LOG_DEBUG("Adding watch for %s", resourceName.c_str());
|
||||
m_FileWatcher.AddWatch(resourceName, fileWatcherCallback);
|
||||
}
|
||||
|
||||
//if (!boost::filesystem::is_directory(resourceName)) {
|
||||
// LOG_DEBUG("Adding watch for %s", resourceName.c_str());
|
||||
// m_FileWatcher.AddWatch(resourceName, fileWatcherCallback);
|
||||
//}
|
||||
return resource;
|
||||
}
|
||||
|
||||
bool ResourceManager::IsMainThread()
|
||||
{
|
||||
static boost::thread::id MainThreadId = boost::this_thread::get_id();
|
||||
return boost::this_thread::get_id() == MainThreadId;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,52 @@
|
||||
#include "Core/Transform.h"
|
||||
|
||||
glm::vec3 Transform::AbsolutePosition(World* world, EntityID entity)
|
||||
{
|
||||
glm::vec3 position;
|
||||
|
||||
while (entity != EntityID_Invalid) {
|
||||
ComponentWrapper transform = world->GetComponent(entity, "Transform");
|
||||
EntityID parent = world->GetParent(entity);
|
||||
position += Transform::AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"];
|
||||
entity = parent;
|
||||
}
|
||||
|
||||
return position;
|
||||
}
|
||||
|
||||
glm::quat Transform::AbsoluteOrientation(World* world, EntityID entity)
|
||||
{
|
||||
glm::quat orientation;
|
||||
|
||||
while (entity != EntityID_Invalid) {
|
||||
ComponentWrapper transform = world->GetComponent(entity, "Transform");
|
||||
orientation = glm::quat((glm::vec3)transform["Orientation"]) * orientation;
|
||||
entity = world->GetParent(entity);
|
||||
}
|
||||
|
||||
return orientation;
|
||||
}
|
||||
|
||||
glm::vec3 Transform::AbsoluteScale(World* world, EntityID entity)
|
||||
{
|
||||
glm::vec3 scale(1.f);
|
||||
|
||||
while (entity != EntityID_Invalid) {
|
||||
ComponentWrapper transform = world->GetComponent(entity, "Transform");
|
||||
scale *= (glm::vec3)transform["Scale"];
|
||||
entity = world->GetParent(entity);
|
||||
}
|
||||
|
||||
return scale;
|
||||
}
|
||||
|
||||
glm::mat4 Transform::ModelMatrix(EntityID entity, World* world)
|
||||
{
|
||||
glm::vec3 position = Transform::AbsolutePosition(world, entity);
|
||||
glm::quat orientation = Transform::AbsoluteOrientation(world, entity);
|
||||
glm::vec3 scale = Transform::AbsoluteScale(world, entity);
|
||||
|
||||
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
|
||||
return modelMatrix;
|
||||
}
|
||||
|
||||
@@ -19,7 +19,6 @@ EditorSystem::EditorSystem(EventBroker* eventBroker, IRenderer* renderer)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &EditorSystem::OnMousePress);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &EditorSystem::OnMouseRelease);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &EditorSystem::OnMouseMove);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPicking, &EditorSystem::OnPicking);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EFileDropped, &EditorSystem::OnFileDropped);
|
||||
}
|
||||
|
||||
@@ -34,7 +33,7 @@ void EditorSystem::Update(World* world, double dt)
|
||||
if (!m_Visible) {
|
||||
return;
|
||||
}
|
||||
|
||||
Picking();
|
||||
updateWidget();
|
||||
|
||||
drawUI(world, dt);
|
||||
@@ -125,10 +124,13 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e)
|
||||
if (m_Selection == 0) {
|
||||
return false;
|
||||
}
|
||||
if (m_Camera == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
auto widgetTransform = m_World->GetComponent(m_Widget, "Transform");
|
||||
glm::vec3 widgetOrientation = widgetTransform["Orientation"];
|
||||
glm::quat totalOrientation = m_Renderer->Camera()->Orientation() * glm::inverse(glm::quat(widgetOrientation));
|
||||
glm::quat totalOrientation = m_Camera->Orientation() * glm::inverse(glm::quat(widgetOrientation));
|
||||
|
||||
int width;
|
||||
int height;
|
||||
@@ -140,14 +142,14 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e)
|
||||
delta2,
|
||||
m_WidgetPickingDepth,
|
||||
res,
|
||||
m_Renderer->Camera()->ProjectionMatrix(),
|
||||
m_Camera->ProjectionMatrix(),
|
||||
glm::toMat4(glm::inverse(totalOrientation))
|
||||
);
|
||||
glm::vec3 origin = ScreenCoords::ToWorldPos(
|
||||
glm::vec2(res.Width / 2.f, res.Height / 2.f),
|
||||
m_WidgetPickingDepth,
|
||||
res,
|
||||
m_Renderer->Camera()->ProjectionMatrix(),
|
||||
m_Camera->ProjectionMatrix(),
|
||||
glm::toMat4(glm::inverse(totalOrientation))
|
||||
);
|
||||
deltaWorld = deltaWorld - origin;
|
||||
@@ -160,7 +162,7 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e)
|
||||
EntityID parent = m_World->GetParent(m_Selection);
|
||||
glm::quat inverseParentOrientation;
|
||||
//if (parent != 0) {
|
||||
inverseParentOrientation = glm::inverse(RenderQueueFactory::AbsoluteOrientation(m_World, parent));
|
||||
inverseParentOrientation = glm::inverse(Transform::AbsoluteOrientation(m_World, parent));
|
||||
//}
|
||||
(glm::vec3&)m_World->GetComponent(m_Selection, "Transform")["Position"] += inverseParentOrientation * movement;
|
||||
} else if (m_WidgetSpace == WidgetSpace::Local) {
|
||||
@@ -176,10 +178,10 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e)
|
||||
EntityID parent = m_World->GetParent(m_Selection);
|
||||
glm::quat parentOrientation;
|
||||
//if (parent != 0) {
|
||||
// parentOrientation = RenderQueueFactory::AbsoluteOrientation(m_World, parent);
|
||||
// parentOrientation = RenderSystem::AbsoluteOrientation(m_World, parent);
|
||||
//}
|
||||
glm::vec3& selectionOrientation = m_World->GetComponent(m_Selection, "Transform")["Orientation"];
|
||||
glm::quat currentOrientation = RenderQueueFactory::AbsoluteOrientation(m_World, m_Selection);
|
||||
glm::quat currentOrientation = Transform::AbsoluteOrientation(m_World, m_Selection);
|
||||
//glm::quat currentOrientation = parentOrientation * glm::quat(selectionOrientation);
|
||||
glm::quat deltaOrientation(finalMovement);
|
||||
selectionOrientation = glm::eulerAngles(glm::inverse(parentOrientation) * (deltaOrientation * currentOrientation));
|
||||
@@ -235,10 +237,10 @@ bool EditorSystem::OnMouseRelease(const Events::MouseRelease& e)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool EditorSystem::OnPicking(const Events::Picking& e)
|
||||
void EditorSystem::Picking()
|
||||
{
|
||||
for (auto& pos : m_PickingQueue) {
|
||||
auto result = e.Pick(pos);
|
||||
auto result = m_Renderer->Pick(pos);
|
||||
EntityID entity = result.Entity;
|
||||
if (glm::length2(m_WidgetCurrentAxis) > 0.f) {
|
||||
// ???
|
||||
@@ -246,6 +248,7 @@ bool EditorSystem::OnPicking(const Events::Picking& e)
|
||||
LOG_INFO("Selected %i", entity);
|
||||
if (entity != EntityID_Invalid) {
|
||||
EntityID parent = m_World->GetParent(entity);
|
||||
m_Camera = result.Camera;
|
||||
if (parent == m_Widget) {
|
||||
m_WidgetCurrentAxis = glm::vec3(
|
||||
(entity == m_WidgetX) || (entity == m_WidgetOrigin) || (entity == m_WidgetPlaneY || entity == m_WidgetPlaneZ),
|
||||
@@ -253,7 +256,6 @@ bool EditorSystem::OnPicking(const Events::Picking& e)
|
||||
(entity == m_WidgetZ) || (entity == m_WidgetOrigin) || (entity == m_WidgetPlaneX || entity == m_WidgetPlaneY)
|
||||
);
|
||||
m_WidgetPickingDepth = result.Depth;
|
||||
|
||||
//auto widgetTransform = m_World->GetComponent(m_Widget, "Transform");
|
||||
//auto selectionTransform = m_World->GetComponent(m_Selection, "Transform");
|
||||
//widgetTransform["Position"] = (glm::vec3)selectionTransform["Position"];
|
||||
@@ -269,7 +271,6 @@ bool EditorSystem::OnPicking(const Events::Picking& e)
|
||||
}
|
||||
}
|
||||
m_PickingQueue.clear();
|
||||
return true;
|
||||
};
|
||||
|
||||
bool EditorSystem::OnFileDropped(const Events::FileDropped& e)
|
||||
@@ -323,10 +324,10 @@ void EditorSystem::updateWidget()
|
||||
|
||||
if (m_Selection != EntityID_Invalid) {
|
||||
auto widgetTransform = m_World->GetComponent(m_Widget, "Transform");
|
||||
glm::vec3 selectionPosition = RenderQueueFactory::AbsolutePosition(m_World, m_Selection);
|
||||
glm::vec3 selectionPosition = Transform::AbsolutePosition(m_World, m_Selection);
|
||||
widgetTransform["Position"] = selectionPosition;
|
||||
if (m_WidgetSpace == WidgetSpace::Local) {
|
||||
widgetTransform["Orientation"] = glm::eulerAngles(RenderQueueFactory::AbsoluteOrientation(m_World, m_Selection));
|
||||
widgetTransform["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(m_World, m_Selection));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -361,7 +362,7 @@ void EditorSystem::setWidgetMode(WidgetMode newMode)
|
||||
if (m_Selection != EntityID_Invalid) {
|
||||
if (m_WidgetSpace == WidgetSpace::Local) {
|
||||
auto selectionTransform = m_World->GetComponent(m_Selection, "Transform");
|
||||
widgetTransform["Orientation"] = glm::eulerAngles(RenderQueueFactory::AbsoluteOrientation(m_World, m_Selection));
|
||||
widgetTransform["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(m_World, m_Selection));
|
||||
}
|
||||
}
|
||||
} else if (newMode == WidgetMode::Scale) {
|
||||
@@ -372,7 +373,7 @@ void EditorSystem::setWidgetMode(WidgetMode newMode)
|
||||
m_World->GetComponent(m_WidgetOrigin, "Model")["Resource"] = "Models/ScaleWidgetOrigin.obj";
|
||||
if (m_Selection != EntityID_Invalid) {
|
||||
auto selectionTransform = m_World->GetComponent(m_Selection, "Transform");
|
||||
widgetTransform["Orientation"] = glm::eulerAngles(RenderQueueFactory::AbsoluteOrientation(m_World, m_Selection));
|
||||
widgetTransform["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(m_World, m_Selection));
|
||||
}
|
||||
} else if (newMode == WidgetMode::Rotate) {
|
||||
m_World->GetComponent(m_WidgetX, "Model")["Resource"] = "Models/RotationWidgetX.obj";
|
||||
@@ -381,7 +382,7 @@ void EditorSystem::setWidgetMode(WidgetMode newMode)
|
||||
if (m_Selection != EntityID_Invalid) {
|
||||
auto selectionTransform = m_World->GetComponent(m_Selection, "Transform");
|
||||
if (m_WidgetSpace == WidgetSpace::Local) {
|
||||
widgetTransform["Orientation"] = glm::eulerAngles(RenderQueueFactory::AbsoluteOrientation(m_World, m_Selection));
|
||||
widgetTransform["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(m_World, m_Selection));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -17,7 +17,6 @@ Client::Client(ConfigFile* config) : m_Socket(m_IOService)
|
||||
|
||||
Client::~Client()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Client::Start(World* world, EventBroker* eventBroker)
|
||||
@@ -27,14 +26,8 @@ void Client::Start(World* world, EventBroker* eventBroker)
|
||||
m_World = world;
|
||||
|
||||
// Subscribe to events
|
||||
m_EInputCommand = decltype(m_EInputCommand)(std::bind(&Client::OnInputCommand, this, std::placeholders::_1));
|
||||
m_EventBroker->Subscribe(m_EInputCommand);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Client::OnInputCommand);
|
||||
|
||||
|
||||
//while (m_PlayerName.size() > 7) {
|
||||
// LOG_INFO("Please enter your name (No longer than 7 characters):");
|
||||
// std::cin >> m_PlayerName;
|
||||
//}
|
||||
m_Socket.connect(m_ReceiverEndpoint);
|
||||
LOG_INFO("I am client. BIP BOP");
|
||||
}
|
||||
@@ -44,18 +37,9 @@ void Client::Update()
|
||||
readFromServer();
|
||||
}
|
||||
|
||||
void Client::Close()
|
||||
{
|
||||
if (m_WasStarted) {
|
||||
disconnect();
|
||||
m_ThreadIsRunning = false;
|
||||
m_EventBroker->Unsubscribe(m_EInputCommand);
|
||||
}
|
||||
}
|
||||
|
||||
void Client::readFromServer()
|
||||
{
|
||||
if (m_Socket.available()) {
|
||||
while (m_Socket.available()) {
|
||||
bytesRead = receive(readBuf, INPUTSIZE);
|
||||
if (bytesRead > 0) {
|
||||
Packet packet(readBuf, bytesRead);
|
||||
@@ -65,7 +49,7 @@ void Client::readFromServer()
|
||||
std::clock_t currentTime = std::clock();
|
||||
if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
|
||||
if (isConnected()) {
|
||||
sendSnapshotToServer();
|
||||
//sendSnapshotToServer();
|
||||
}
|
||||
previousSnapshotMessage = currentTime;
|
||||
}
|
||||
@@ -73,13 +57,12 @@ void Client::readFromServer()
|
||||
|
||||
void Client::sendSnapshotToServer()
|
||||
{
|
||||
// Reset previouse key state in snapshot.
|
||||
// Reset previous key state in snapshot.
|
||||
m_NextSnapshot.InputForward = "";
|
||||
m_NextSnapshot.InputRight = "";
|
||||
|
||||
auto player = m_World->GetComponent(m_PlayerDefinitions[m_PlayerID].EntityID, "Player");
|
||||
|
||||
|
||||
// See if any movement keys are down
|
||||
// We dont care if it's overwritten by later
|
||||
// if statement. Watcha gonna do, right!
|
||||
@@ -125,6 +108,8 @@ void Client::parseMessageType(Packet& packet)
|
||||
// Read packet ID
|
||||
m_PreviousPacketID = m_PacketID; // Set previous packet id
|
||||
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
|
||||
if (m_PacketID <= m_PreviousPacketID)
|
||||
return;
|
||||
//IdentifyPacketLoss();
|
||||
|
||||
switch (static_cast<MessageType>(messageType)) {
|
||||
@@ -184,33 +169,51 @@ void Client::parseEventMessage(Packet& packet)
|
||||
}
|
||||
}
|
||||
|
||||
void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType)
|
||||
{
|
||||
for (auto field : componentInfo.FieldsInOrder) {
|
||||
ComponentInfo::Field_t fieldInfo = componentInfo.Fields.at(field);
|
||||
if (fieldInfo.Type == "string") {
|
||||
std::string& value = packet.ReadString();
|
||||
m_World->GetComponent(entityID, componentType)[fieldInfo.Name] = value;
|
||||
} else {
|
||||
memcpy(m_World->GetComponent(entityID, componentType).Data + fieldInfo.Offset, packet.ReadData(fieldInfo.Stride), fieldInfo.Stride);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Field parse
|
||||
void Client::parseSnapshot(Packet& packet)
|
||||
{
|
||||
std::string tempName;
|
||||
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
|
||||
// We're checking for empty name for now. This might not be the best way,
|
||||
// but it is to avoid sending redundant data.
|
||||
tempName = packet.ReadString();
|
||||
|
||||
|
||||
// Apply the position data read to the player entity
|
||||
// New player connected on the server side
|
||||
if (m_PlayerDefinitions[i].Name == "" && tempName != "") {
|
||||
m_PlayerDefinitions[i].Name = tempName;
|
||||
m_PlayerDefinitions[i].EntityID = createPlayer();
|
||||
} else if (m_PlayerDefinitions[i].Name != "" && tempName == "") {
|
||||
// Someone disconnected
|
||||
// TODO: Insert code here
|
||||
break;
|
||||
} else if (m_PlayerDefinitions[i].Name == "" && tempName == "") {
|
||||
// Not a connected player
|
||||
break;
|
||||
std::string componentType = packet.ReadString();
|
||||
while (packet.DataReadSize() < packet.Size()) {
|
||||
EntityID entityID = packet.ReadPrimitive<EntityID>();
|
||||
ComponentInfo componentInfo = m_World->GetComponents(componentType)->ComponentInfo();
|
||||
if (m_World->ValidEntity(entityID)) {
|
||||
if (m_World->HasComponent(entityID, componentType)) {
|
||||
// If the entity and the component exists update it
|
||||
updateFields(packet, componentInfo, entityID, componentType);
|
||||
// if entity exists but not the component
|
||||
} else {
|
||||
// Create component
|
||||
m_World->AttachComponent(entityID, componentType);
|
||||
// Copy data to newly created component
|
||||
updateFields(packet, componentInfo, entityID, componentType);
|
||||
}
|
||||
if (m_PlayerDefinitions[i].EntityID != -1) {
|
||||
|
||||
// Move player to server position
|
||||
int dataSize = m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform").Info.Meta.Stride;
|
||||
memcpy(m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform").Data, packet.ReadData(dataSize), dataSize);
|
||||
// If the entity dosent exist nor the component
|
||||
} else {
|
||||
//Create Entity
|
||||
// If entity dosen't exist
|
||||
EntityID newEntityID = m_World->CreateEntity();
|
||||
// Check if EntityIDs are out of sync
|
||||
if (newEntityID != entityID) {
|
||||
LOG_INFO("Client::parseSnapshot(Packet& packet): Newly created EntityID is not the \
|
||||
same as the one sent by server (EntityIDs are out of sync)");
|
||||
}
|
||||
// Create component
|
||||
m_World->AttachComponent(newEntityID, componentType);
|
||||
// Copy data to newly created component
|
||||
updateFields(packet, componentInfo, newEntityID, componentType);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -225,7 +228,7 @@ int Client::receive(char* data, size_t length)
|
||||
0, error);
|
||||
|
||||
if (error) {
|
||||
//LOG_ERROR("receive: %s", error.message().c_str());
|
||||
LOG_ERROR("receive: %s", error.message().c_str());
|
||||
}
|
||||
|
||||
return bytesReceived;
|
||||
|
||||
@@ -3,13 +3,7 @@
|
||||
Packet::Packet(MessageType type, unsigned int& packetID)
|
||||
{
|
||||
m_Data = new char[m_MaxPacketSize];
|
||||
// Create message header
|
||||
// Add message type
|
||||
int messageType = static_cast<int>(type);
|
||||
Packet::WritePrimitive<int>(messageType);
|
||||
packetID = packetID % 1000; // Packet id modulos
|
||||
Packet::WritePrimitive<int>(packetID);
|
||||
packetID++;
|
||||
Init(type, packetID);
|
||||
}
|
||||
|
||||
// Create message
|
||||
@@ -28,12 +22,26 @@ Packet::~Packet()
|
||||
delete[] m_Data;
|
||||
}
|
||||
|
||||
void Packet::WriteString(std::string str)
|
||||
void Packet::Init(MessageType type, unsigned int & packetID)
|
||||
{
|
||||
m_ReturnDataOffset = 0;
|
||||
m_Offset = 0;
|
||||
// Create message header
|
||||
// Add message type
|
||||
int messageType = static_cast<int>(type);
|
||||
Packet::WritePrimitive<int>(messageType);
|
||||
packetID = packetID % 1000; // Packet id modulos
|
||||
Packet::WritePrimitive<int>(packetID);
|
||||
packetID++;
|
||||
}
|
||||
|
||||
void Packet::WriteString(const std::string& str)
|
||||
{
|
||||
// Message, add one extra byte for null terminator
|
||||
int sizeOfString = str.size() + 1;
|
||||
if (m_Offset + sizeOfString > m_MaxPacketSize) {
|
||||
LOG_WARNING("Package::WriteString(): Data size in packet exceeded maximum package size.\n");
|
||||
LOG_WARNING("Package::WriteString(): Data size in packet exceeded maximum package size. New size is %i bytes\n", m_MaxPacketSize*2);
|
||||
resizeData();
|
||||
}
|
||||
memcpy(m_Data + m_Offset, str.data(), sizeOfString * sizeof(char));
|
||||
m_Offset += sizeOfString * sizeof(char);
|
||||
@@ -42,7 +50,8 @@ void Packet::WriteString(std::string str)
|
||||
void Packet::WriteData(char * data, int sizeOfData)
|
||||
{
|
||||
if (m_Offset + sizeOfData > m_MaxPacketSize) {
|
||||
LOG_WARNING("Packet::WriteData(): Data size in packet exceeded maximum packet size.\n");
|
||||
LOG_WARNING("Packet::WriteData(): Data size in packet exceeded maximum packet size. New size is %i bytes\n", m_MaxPacketSize*2);
|
||||
resizeData();
|
||||
}
|
||||
memcpy(m_Data + m_Offset, data, sizeOfData);
|
||||
m_Offset += sizeOfData;
|
||||
@@ -70,3 +79,23 @@ char * Packet::ReadData(int SizeOfData)
|
||||
m_ReturnDataOffset += SizeOfData;
|
||||
return (m_Data + oldReturnDataOffset);
|
||||
}
|
||||
|
||||
void Packet::resizeData()
|
||||
{
|
||||
|
||||
// Allocate memory to store our data in
|
||||
char* holdData = new char[m_MaxPacketSize];
|
||||
// Copy our data to the newly allocated memory
|
||||
memcpy(holdData, m_Data, m_Offset);
|
||||
// Increase max packet size
|
||||
m_MaxPacketSize = m_MaxPacketSize * 2;
|
||||
// Delete our data
|
||||
delete m_Data;
|
||||
// Allocate twice the memory we had before
|
||||
m_Data = new char[m_MaxPacketSize];
|
||||
// Copy our data to new location
|
||||
memcpy(m_Data, holdData, m_Offset);
|
||||
// Delete the memory allocated to hold our data
|
||||
// while we resized the old data container.
|
||||
delete holdData;
|
||||
}
|
||||
|
||||
@@ -4,7 +4,9 @@ Server::Server() : m_Socket(m_IOService, boost::asio::ip::udp::endpoint(boost::a
|
||||
{ }
|
||||
|
||||
Server::~Server()
|
||||
{ }
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Server::Start(World* world, EventBroker* eventBroker)
|
||||
@@ -22,18 +24,9 @@ void Server::Update()
|
||||
readFromClients();
|
||||
}
|
||||
|
||||
void Server::Close()
|
||||
{
|
||||
m_ThreadIsRunning = false;
|
||||
}
|
||||
|
||||
void Server::readFromClients()
|
||||
{
|
||||
// m_ThreadIsRunning might be unnecessary but the
|
||||
// program crashed if it executed m_Socket.available()
|
||||
// when closing the program.
|
||||
|
||||
if (m_Socket.available()) {
|
||||
while (m_Socket.available()) {
|
||||
try {
|
||||
bytesRead = receive(readBuffer, INPUTSIZE);
|
||||
Packet packet(readBuffer, bytesRead);
|
||||
@@ -41,7 +34,6 @@ void Server::readFromClients()
|
||||
} catch (const std::exception& err) {
|
||||
//LOG_ERROR("%i: Read from client crashed %s", m_PacketID, err.what());
|
||||
}
|
||||
|
||||
}
|
||||
std::clock_t currentTime = std::clock();
|
||||
// Send snapshot
|
||||
@@ -58,7 +50,7 @@ void Server::readFromClients()
|
||||
|
||||
// Time out logic
|
||||
if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
|
||||
checkForTimeOuts();
|
||||
//checkForTimeOuts();
|
||||
timOutTimer = currentTime;
|
||||
}
|
||||
}
|
||||
@@ -108,7 +100,7 @@ int Server::receive(char * data, size_t length)
|
||||
|
||||
void Server::send(Packet& packet, int playerID)
|
||||
{
|
||||
m_Socket.send_to(
|
||||
int bytesSent = m_Socket.send_to(
|
||||
boost::asio::buffer(packet.Data(), packet.Size()),
|
||||
m_PlayerDefinitions[playerID].Endpoint,
|
||||
0);
|
||||
@@ -150,23 +142,33 @@ void Server::broadcast(Packet& packet)
|
||||
}
|
||||
}
|
||||
|
||||
// Send snapshot fields
|
||||
void Server::sendSnapshot()
|
||||
{
|
||||
// Should time this
|
||||
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
|
||||
for (auto& it : worldComponentPools) {
|
||||
Packet packet(MessageType::Snapshot, m_SendPacketID);
|
||||
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
|
||||
std::string componentType = it.first;
|
||||
ComponentPool* componentPool = it.second;
|
||||
ComponentInfo componentInfo = componentPool->ComponentInfo();
|
||||
packet.WriteString(componentInfo.Name);
|
||||
|
||||
// Send an empty name if there is no player connected on this position.
|
||||
packet.WriteString(m_PlayerDefinitions[i].Name);
|
||||
|
||||
if (m_PlayerDefinitions[i].EntityID == -1) {
|
||||
continue;
|
||||
for (auto& componentWrapper : *componentPool) {
|
||||
packet.WritePrimitive(componentWrapper.EntityID);
|
||||
for (auto& componentField : componentWrapper.Info.FieldsInOrder) {
|
||||
ComponentInfo::Field_t fieldInfo = componentInfo.Fields.at(componentField);
|
||||
if (fieldInfo.Type == "string") {
|
||||
std::string& value = componentWrapper[componentField];
|
||||
packet.WriteString(value);
|
||||
} else {
|
||||
packet.WriteData(componentWrapper.Data + fieldInfo.Offset, fieldInfo.Stride);
|
||||
}
|
||||
}
|
||||
// Pack transfrom component into data packet
|
||||
auto transform = m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform");
|
||||
packet.WriteData(transform.Data, transform.Info.Meta.Stride);
|
||||
}
|
||||
broadcast(packet);
|
||||
}
|
||||
}
|
||||
|
||||
void Server::sendPing()
|
||||
{
|
||||
@@ -174,10 +176,9 @@ void Server::sendPing()
|
||||
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
|
||||
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
|
||||
int ping = 1000 * (m_StopTimes[i] - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
|
||||
LOG_INFO("%i: Player %i's ping: %i", m_PacketID, i, ping);
|
||||
LOG_INFO("Last packetID received %i: Player %i's ping: %i", m_PacketID, i, ping);
|
||||
}
|
||||
}
|
||||
|
||||
// Create ping message
|
||||
Packet packet(MessageType::ServerPing, m_SendPacketID);
|
||||
packet.WriteString("Ping from server");
|
||||
@@ -271,7 +272,7 @@ void Server::parseConnect(Packet& packet)
|
||||
|
||||
m_StopTimes[i] = std::clock();
|
||||
|
||||
LOG_INFO("Player \"%s\" connected on IP: %s", m_PlayerDefinitions[i].Name, m_PlayerDefinitions[i].Endpoint.address().to_string());
|
||||
LOG_INFO("Player \"%s\" connected on IP: %s", m_PlayerDefinitions[i].Name.c_str(), m_PlayerDefinitions[i].Endpoint.address().to_string().c_str());
|
||||
|
||||
Packet packet(MessageType::Connect, m_SendPacketID);
|
||||
packet.WritePrimitive<int>(i); // Player ID
|
||||
|
||||
@@ -50,6 +50,18 @@ void Camera::SetOrientation(glm::quat val)
|
||||
UpdateViewMatrix();
|
||||
}
|
||||
|
||||
|
||||
void Camera::SetProjectionMatrix(glm::mat4 val)
|
||||
{
|
||||
m_ProjectionMatrix = val;
|
||||
}
|
||||
|
||||
|
||||
void Camera::SetViewMatrix(glm::mat4 val)
|
||||
{
|
||||
m_ViewMatrix = val;
|
||||
}
|
||||
|
||||
//void Camera::Pitch(float val)
|
||||
//{
|
||||
// m_Pitch = val;
|
||||
@@ -64,15 +76,6 @@ void Camera::SetOrientation(glm::quat val)
|
||||
|
||||
void Camera::UpdateProjectionMatrix()
|
||||
{
|
||||
// m_ProjectionMatrix = glm::ortho(
|
||||
// -16.f,
|
||||
// 16.f,
|
||||
// -9.f,
|
||||
// 9.f,
|
||||
// m_NearClip,
|
||||
// m_FarClip
|
||||
// );
|
||||
|
||||
m_ProjectionMatrix = glm::perspective(m_FOV, m_AspectRatio, m_NearClip, m_FarClip);
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,66 @@
|
||||
#include "Rendering/DrawFinalPass.h"
|
||||
|
||||
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
m_LightCullingPass = lightCullingPass;
|
||||
InitializeTextures();
|
||||
InitializeShaderPrograms();
|
||||
}
|
||||
|
||||
void DrawFinalPass::InitializeTextures()
|
||||
{
|
||||
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
|
||||
}
|
||||
|
||||
void DrawFinalPass::InitializeShaderPrograms()
|
||||
{
|
||||
m_ForwardPlusProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram");
|
||||
m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||
m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
|
||||
m_ForwardPlusProgram->Compile();
|
||||
m_ForwardPlusProgram->Link();
|
||||
}
|
||||
|
||||
void DrawFinalPass::Draw(RenderScene& scene)
|
||||
{
|
||||
GLERROR("DrawFinalPass::Draw: Pre");
|
||||
|
||||
DrawFinalPassState state;
|
||||
m_ForwardPlusProgram->Bind();
|
||||
GLuint shaderHandle = m_ForwardPlusProgram->GetHandle();
|
||||
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
for (auto &job : scene.ForwardJobs) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if(modelJob) {
|
||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
||||
|
||||
if(modelJob->DiffuseTexture != nullptr) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
GLERROR("DrawFinalPass::Draw: END");
|
||||
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
#include "Rendering/DrawFinalPassState.h"
|
||||
|
||||
|
||||
DrawFinalPassState::DrawFinalPassState()
|
||||
{
|
||||
BindFramebuffer(0);
|
||||
Enable(GL_BLEND);
|
||||
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
Enable(GL_DEPTH_TEST);
|
||||
Enable(GL_CULL_FACE);
|
||||
ClearColor(glm::vec4(200.f / 255, 0.f / 255, 200.f / 255, 0.f));
|
||||
Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
DrawFinalPassState::~DrawFinalPassState()
|
||||
{
|
||||
|
||||
}
|
||||
@@ -14,36 +14,31 @@ void DrawScenePass::InitializeTextures()
|
||||
|
||||
void DrawScenePass::InitializeShaderPrograms()
|
||||
{
|
||||
//Gör så att shaders är en resource, tex som texture classen. Konstruktorn måste vara privat.
|
||||
m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#BasicForwardProgram");
|
||||
|
||||
m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
|
||||
m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
|
||||
m_BasicForwardProgram->Compile();
|
||||
m_BasicForwardProgram->Link();
|
||||
|
||||
|
||||
}
|
||||
|
||||
void DrawScenePass::Draw(RenderQueueCollection& rq)
|
||||
void DrawScenePass::Draw(RenderScene& scene)
|
||||
{
|
||||
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
GLERROR("Renderer::Draw PickingPass");
|
||||
GLERROR("DrawScenePass::Draw: Pre");
|
||||
|
||||
DrawScenePassState state;
|
||||
DrawScenePassState state = DrawScenePassState();
|
||||
m_BasicForwardProgram->Bind();
|
||||
|
||||
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
for (auto &job : rq.Forward) {
|
||||
for (auto &job : scene.ForwardJobs) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
GLuint ShaderHandle = m_BasicForwardProgram->GetHandle();
|
||||
|
||||
m_BasicForwardProgram->Bind();
|
||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
||||
|
||||
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
|
||||
@@ -59,8 +54,9 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
|
||||
|
||||
continue;
|
||||
//continue;
|
||||
}
|
||||
|
||||
}
|
||||
GLERROR("DrawScene Error");
|
||||
GLERROR("DrawScenePass::Draw: End");
|
||||
}
|
||||
|
||||
@@ -8,8 +8,10 @@ DrawScenePassState::DrawScenePassState()
|
||||
GLERROR("---");
|
||||
Enable(GL_DEPTH_TEST);
|
||||
Enable(GL_CULL_FACE);
|
||||
ClearColor(glm::vec4(255.f / 255, 163.f / 255, 176.f / 255, 0.f));
|
||||
Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
Enable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
// ClearColor(glm::vec4(255.f / 255, 163.f / 255, 176.f / 255, 0.f));
|
||||
// Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
DrawScenePassState::~DrawScenePassState()
|
||||
|
||||
@@ -39,17 +39,10 @@ void DummyRenderer::Initialize()
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Create default camera
|
||||
m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
|
||||
m_DefaultCamera->SetPosition(glm::vec3(0, 0, 0));
|
||||
if (m_Camera == nullptr) {
|
||||
m_Camera = m_DefaultCamera;
|
||||
}
|
||||
|
||||
glfwSwapInterval(m_VSYNC);
|
||||
}
|
||||
|
||||
void DummyRenderer::Draw(RenderQueueCollection& rq)
|
||||
void DummyRenderer::Draw(RenderFrame& rq)
|
||||
{
|
||||
glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
@@ -0,0 +1,151 @@
|
||||
#include "Rendering/LightCullingPass.h"
|
||||
|
||||
LightCullingPass::LightCullingPass(IRenderer* renderer)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
SetSSBOSizes();
|
||||
InitializeSSBOs();
|
||||
InitializeShaderPrograms();
|
||||
//GenerateNewFrustum(TODO);
|
||||
}
|
||||
|
||||
LightCullingPass::~LightCullingPass()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void LightCullingPass::GenerateNewFrustum(RenderScene& scene)
|
||||
{
|
||||
if (scene.PointLightJobs.size() == 0)
|
||||
return;
|
||||
|
||||
GLERROR("CalculateFrustum Error: Pre");
|
||||
|
||||
m_CalculateFrustumProgram->Bind();
|
||||
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
glDispatchCompute((int)(m_Renderer->Resolution().Width/(TILE_SIZE*TILE_SIZE) + 1), (int)(m_Renderer->Resolution().Height/(TILE_SIZE*TILE_SIZE) + 1), 1);
|
||||
|
||||
GLERROR("CalculateFrustum Error: End");
|
||||
}
|
||||
|
||||
|
||||
void LightCullingPass::OnResolutionChange()
|
||||
{
|
||||
SetSSBOSizes();
|
||||
}
|
||||
|
||||
|
||||
void LightCullingPass::SetSSBOSizes()
|
||||
{
|
||||
m_NumberOfTiles = (int)(m_Renderer->Resolution().Width*m_Renderer->Resolution().Height)/TILE_SIZE;
|
||||
|
||||
//m_Frustums = new Frustum[s];
|
||||
//m_LightGrid = new LightGrid[s];
|
||||
//m_LightIndex = new float[s*200];
|
||||
|
||||
m_Frustums = new Frustum[m_NumberOfTiles];
|
||||
m_LightGrid = new LightGrid[m_NumberOfTiles];
|
||||
m_LightIndex = new float[m_NumberOfTiles*MAX_LIGHTS_PER_TILE];
|
||||
}
|
||||
|
||||
void LightCullingPass::CullLights(RenderScene& scene)
|
||||
{
|
||||
GLERROR("CullLights Error: Pre");
|
||||
m_LightOffset = 0;
|
||||
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
|
||||
if (m_PointLights.size() > 0) {
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(PointLight) * m_PointLights.size(), &(m_PointLights[0]), GL_DYNAMIC_COPY);
|
||||
} else {
|
||||
GLfloat zero = 0.f;
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLfloat), &zero , GL_DYNAMIC_COPY);
|
||||
}
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
|
||||
m_LightCullProgram->Bind();
|
||||
glUniform2f(glGetUniformLocation(m_LightCullProgram->GetHandle(), "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_LightCullProgram->GetHandle(), "V"), 1, false, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
|
||||
glDispatchCompute(m_Renderer->Resolution().Width / TILE_SIZE, m_Renderer->Resolution().Height / TILE_SIZE, 1);
|
||||
|
||||
GLERROR("CullLights Error: End");
|
||||
}
|
||||
|
||||
void LightCullingPass::FillLightList(RenderScene& scene)
|
||||
{
|
||||
m_PointLights.clear();
|
||||
|
||||
for(auto &job : scene.PointLightJobs) {
|
||||
auto pointLightjob = std::dynamic_pointer_cast<PointLightJob>(job);
|
||||
if (pointLightjob) {
|
||||
PointLight p;
|
||||
p.Color = pointLightjob->Color;
|
||||
p.Falloff = pointLightjob->Falloff;
|
||||
p.Intensity = pointLightjob->Intensity;
|
||||
p.Position = glm::vec4(glm::vec3(pointLightjob->Position), 1.f);
|
||||
p.Radius = pointLightjob->Radius;
|
||||
p.Padding = 123.f;
|
||||
m_PointLights.push_back(p);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LightCullingPass::InitializeSSBOs()
|
||||
{
|
||||
glGenBuffers(1, &m_FrustumSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(Frustum)*m_NumberOfTiles, m_Frustums, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_FrustumSSBO");
|
||||
|
||||
glGenBuffers(1, &m_LightSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
|
||||
if(m_PointLights.size() > 0) {
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(PointLight) * m_PointLights.size(), &(m_PointLights[0]), GL_DYNAMIC_COPY);
|
||||
}
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_LightSSBO");
|
||||
|
||||
glGenBuffers(1, &m_LightGridSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightGrid)*m_NumberOfTiles, m_LightGrid, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_LightGridSSBO");
|
||||
|
||||
|
||||
glGenBuffers(1, &m_LightOffsetSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_LightOffsetSSBO");
|
||||
|
||||
glGenBuffers(1, &m_LightIndexSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightIndexSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float)*m_NumberOfTiles*MAX_LIGHTS_PER_TILE, m_LightIndex, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_LightIndexSSBO");
|
||||
}
|
||||
|
||||
void LightCullingPass::InitializeShaderPrograms()
|
||||
{
|
||||
m_CalculateFrustumProgram = ResourceManager::Load<ShaderProgram>("#CalculateFrustumProgram");
|
||||
m_CalculateFrustumProgram->AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
|
||||
m_CalculateFrustumProgram->Compile();
|
||||
m_CalculateFrustumProgram->Link();
|
||||
|
||||
m_LightCullProgram = ResourceManager::Load<ShaderProgram>("#LightCullProgram");
|
||||
m_LightCullProgram->AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/CullLights.comp.glsl")));
|
||||
m_LightCullProgram->Compile();
|
||||
m_LightCullProgram->Link();
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user