Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
Conflicts: Escape-the-Dawn/Systems/LevelGenerationSystem.cpp Escape-the-Dawn/Systems/PlayerSystem.cpp
This commit is contained in:
@@ -10,7 +10,10 @@ namespace Components
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struct Collision : Component
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{
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Collision() : Phantom(false), Interested(false) { }
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bool Phantom;
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bool Interested;
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std::vector<EntityID> CollidingEntities;
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};
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@@ -11,7 +11,7 @@ namespace Components
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struct SoundEmitter : Component
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{
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float Gain;
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float MaxDistance;
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//float MaxDistance;
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float ReferenceDistance;
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float Pitch;
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bool Loop;
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@@ -82,12 +82,12 @@
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>GLEW_STATIC;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>GLEW_STATIC;DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<DebugInformationFormat>None</DebugInformationFormat>
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<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
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<MinimalRebuild>true</MinimalRebuild>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>false</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalDependencies>OpenAL32.lib;opengl32.lib;glu32.lib;SOIL.lib;glew32s.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
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@@ -21,31 +21,16 @@ void GameWorld::Initialize()
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std::shared_ptr<Components::Collision> collision;
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EntityID ent;
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// Camera
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entcamera = CreateEntity();
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SetProperty(entcamera, "Name", std::string("Camera"));
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transform = AddComponent<Components::Transform>(entcamera, "Transform");
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AddComponent<Components::Input>(entcamera, "Input");
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transform->Position = glm::vec3(0.f, 10.f, 14.f);
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camera = AddComponent<Components::Camera>(entcamera, "Camera");
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camera->FOV = 45.f;
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camera->FarClip = 1000.f;
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camera->NearClip = 0.01f;
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transform->Orientation = glm::angleAxis<float>(glm::radians(15.0f),glm::vec3(1,0,0));
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collision = AddComponent<Components::Collision>(entcamera, "Collision");
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collision->Phantom = false;
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bounds = AddComponent<Components::Bounds>(entcamera, "Bounds");
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bounds->VolumeVector = glm::vec3(0.1f,0.1f,0.1f);
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// Fucking lights
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(0.f, 4.f, 0.f);
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transform->Position = glm::vec3(10.f, 2.f, 5.f);
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transform->Position = glm::vec3(0.f, 7.f, 0.f);
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pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
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pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(1.0, 1.0, 5.0);
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pointLight->Diffuse = glm::vec3(0.0, 0.0, 5.0);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 1.f;
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pointLight->quadraticAttenuation = 0.f;
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@@ -54,13 +39,10 @@ void GameWorld::Initialize()
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model->ModelFile = "Models/sphere.obj";
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(10.f, 4.f, 0.f);
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transform->Position = glm::vec3(0.f, 2.f, 5.f);
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transform->Position = glm::vec3(10.f, 7.f, 0.f);
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pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
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pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Specular = glm::vec3(3.0, 3.0, 3.0);
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pointLight->Diffuse = glm::vec3(3.0, 0.0, 0.0);
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pointLight->Diffuse = glm::vec3(0.0, 5.0, 0.0);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 1.f;
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pointLight->quadraticAttenuation = 0.f;
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@@ -69,12 +51,10 @@ void GameWorld::Initialize()
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model->ModelFile = "Models/sphere.obj";
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(0.f, -4.f, 0.f);
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transform->Position = glm::vec3(-10.f, 2.f, 5.f);
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transform->Position = glm::vec3(-10.f, 7.f, 0.f);
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pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
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pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(0.0, 3.0, 0.0);
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pointLight->Diffuse = glm::vec3(5.0, 0.0, 0.0);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 1.f;
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pointLight->quadraticAttenuation = 0.f;
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@@ -93,18 +73,42 @@ void GameWorld::Initialize()
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m_Player = CreateEntity();
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SetProperty(m_Player, "Name", std::string("PlayerShip"));
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transform = AddComponent<Components::Transform>(m_Player, "Transform");
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transform->Position = glm::vec3(0.f, 4.f, -5.f);
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transform->Position = glm::vec3(0.f, 2.f, -5.f);
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transform->Scale = glm::vec3(1.0f);
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model = AddComponent<Components::Model>(m_Player, "Model");
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model->ModelFile = "Models/ship.obj";
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pointLight = AddComponent<Components::PointLight>(m_Player, "PointLight");
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pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(0.4, 0.4, 1.0);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 1.f;
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pointLight->quadraticAttenuation = 0.f;
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pointLight->spotExponent = 0.0f;
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AddComponent<Components::Input>(m_Player, "Input");
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collision = AddComponent<Components::Collision>(m_Player, "Collision");
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collision->Phantom = false;
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collision->Interested = true;
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bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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bounds->Origin = glm::vec3(transform->Position.x, transform->Position.y - 4, transform->Position.z + 3);
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bounds->VolumeVector = glm::vec3(4.f,0.7f,4);
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bounds->Origin = glm::vec3(0, 0, 2.f);
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bounds->VolumeVector = glm::vec3(4.f, 0.7f, 1);
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ent = CreateEntity();
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// Camera
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entcamera = CreateEntity(m_Player);
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SetProperty(entcamera, "Name", std::string("Camera"));
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transform = AddComponent<Components::Transform>(entcamera, "Transform");
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AddComponent<Components::Input>(entcamera, "Input");
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transform->Position = glm::vec3(0.f, 10.f, 14.f);
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camera = AddComponent<Components::Camera>(entcamera, "Camera");
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camera->FOV = 45.f;
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camera->FarClip = 1000.f;
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camera->NearClip = 0.01f;
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transform->Orientation = glm::angleAxis<float>(glm::radians(15.0f),glm::vec3(1,0,0));
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/*ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(10.f, 4.f, 0.f);
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model = AddComponent<Components::Model>(ent, "Model");
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@@ -113,7 +117,7 @@ void GameWorld::Initialize()
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collision->Phantom = false;
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bounds = AddComponent<Components::Bounds>(player2, "Bounds");
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bounds->Origin = transform->Position;
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bounds->VolumeVector = glm::vec3(2.f,2.f,2.f);
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bounds->VolumeVector = glm::vec3(2.f,2.f,2.f);*/
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}
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void GameWorld::Update(double dt)
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@@ -0,0 +1,12 @@
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# Blender MTL File: 'powerup.blend'
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# Material Count: 1
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newmtl Material.001
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Ns 96.078431
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Ka 0.000000 0.000000 0.000000
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Kd 0.640000 0.640000 0.640000
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Ks 0.500000 0.500000 0.500000
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Ni 1.000000
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d 1.000000
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illum 2
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map_Kd powerupTexture.png
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Binary file not shown.
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After Width: | Height: | Size: 6.5 KiB |
@@ -3,12 +3,21 @@
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Renderer::Renderer()
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{
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m_VSync = false;
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#ifdef DEBUG
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m_DrawNormals = false;
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m_DrawWireframe = false;
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m_DrawBounds = true;
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#else
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m_DrawNormals = false;
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m_DrawWireframe = false;
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m_DrawBounds = false;
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#endif
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m_SunPosition = glm::vec3(0, 10, 10);
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m_ShadowMapRes = 2048*2;
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m_SunPosition = glm::vec3(0, 0.3f, 10);
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m_SunTarget = glm::vec3(0, 0, 0);
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m_SunProjection = glm::ortho<float>(-20, 20, -20, 20, -10, 20);
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m_SunProjection = glm::ortho<float>(-200, 200, -10, 100, -800, 400);
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Lights = 0;
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}
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void Renderer::Initialize()
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@@ -92,7 +101,7 @@ void Renderer::LoadContent()
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m_DebugAABB = CreateAABB();
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m_ScreenQuad = CreateQuad();
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CreateShadowMap(2048*2);
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CreateShadowMap(m_ShadowMapRes);
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}
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void Renderer::CreateShadowMap(int resolution)
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@@ -128,31 +137,33 @@ void Renderer::Draw(double dt)
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DrawScene();
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#ifdef DEBUG
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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m_ShaderProgramDebugAABB.Bind();
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for (auto tuple : AABBsToRender) {
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glm::mat4 modelMatrix;
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bool colliding;
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std::tie(modelMatrix, colliding) = tuple;
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// Model matrix
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 MVP = cameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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// Color
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glm::vec4 color(1.f, 1.f, 1.f, 0.f);
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if (colliding)
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color = glm::vec4(1.f, 0.f, 0.f, 0.f);
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glUniform4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "Color"), 1, glm::value_ptr(color));
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glBindVertexArray(m_DebugAABB);
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glDrawArrays(GL_LINES, 0, 24);
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// Draw bounding boxes
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if (m_DrawBounds) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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m_ShaderProgramDebugAABB.Bind();
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for (auto tuple : AABBsToRender) {
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glm::mat4 modelMatrix;
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bool colliding;
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std::tie(modelMatrix, colliding) = tuple;
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// Model matrix
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 MVP = cameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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// Color
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glm::vec4 color(1.f, 1.f, 1.f, 0.f);
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if (colliding)
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color = glm::vec4(1.f, 0.f, 0.f, 0.f);
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glUniform4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "Color"), 1, glm::value_ptr(color));
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glBindVertexArray(m_DebugAABB);
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glDrawArrays(GL_LINES, 0, 24);
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}
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}
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AABBsToRender.clear();
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//DrawDebugShadowMap();
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#endif
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DrawDebugShadowMap();
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ModelsToRender.clear();
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ClearStuff();
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glfwSwapBuffers(m_Window);
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}
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@@ -173,33 +184,51 @@ void Renderer::DrawScene()
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#endif
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// Draw models
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glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
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glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
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glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
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glm::mat4 depthMVP = depthCamera;
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glm::mat4 biasMatrix(
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0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.5, 0.5, 0.5, 1.0
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);
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glm::mat4 depthBiasMVP = biasMatrix * depthMVP;
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m_ShaderProgram.Bind();
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthBiasMVP));
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), 3, Light_position.data());
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), 3, Light_specular.data());
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), 3, Light_diffuse.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), 3, Light_constantAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), 3, Light_linearAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), 3, Light_quadraticAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), 3, Light_spotExponent.data());
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glUniform1i(glGetUniformLocation(m_ShaderProgram.GetHandle(), "numberOfLights"), Lights);
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), Lights, Light_position.data());
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), Lights, Light_specular.data());
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), Lights, Light_diffuse.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), Lights, Light_constantAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), Lights, Light_linearAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), Lights, Light_quadraticAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), Lights, Light_spotExponent.data());
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if (m_DrawWireframe) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
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DrawModels(m_ShaderProgram);
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//DrawModels(m_ShaderProgram);
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 MVP;
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for (auto tuple : ModelsToRender)
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{
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Model* model;
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glm::mat4 modelMatrix;
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std::tie(model, modelMatrix) = tuple;
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MVP = cameraMatrix * modelMatrix;
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glm::mat4 depthMVP = biasMatrix * depthCamera * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glBindVertexArray(model->VAO);
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for (auto texGroup : model->TextureGroups) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texGroup.Texture->texture);
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glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
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}
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}
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#ifdef DEBUG
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// Debug draw model normals
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if (m_DrawNormals) {
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@@ -217,12 +246,13 @@ void Renderer::DrawShadowMap()
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glCullFace(GL_BACK);
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glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
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glViewport(0, 0, 2048*2, 2048*2);
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glViewport(0, 0, m_ShadowMapRes, m_ShadowMapRes);
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glClear(GL_DEPTH_BUFFER_BIT);
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//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
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glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
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// glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
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glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
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//glm::mat4 cameraMatrix = depthProjectionMatrix * m_Camera->ViewMatrix();
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@@ -231,12 +261,13 @@ void Renderer::DrawShadowMap()
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m_ShaderProgramShadows.Bind();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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for (int i = 0; i < ModelsToRender.size(); i++)
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for (auto tuple : ModelsToRender)
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{
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ModelData* modelData = ModelsToRender.at(i);
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auto model = modelData->model;
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Model* model;
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glm::mat4 modelMatrix;
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std::tie(model, modelMatrix) = tuple;
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MVP = depthCamera * modelData->ModelMatrix;
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MVP = depthCamera * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramShadows.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glBindVertexArray(model->VAO);
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@@ -266,14 +297,15 @@ void Renderer::DrawModels(ShaderProgram &shader)
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 MVP;
|
||||
for (int i = 0; i < ModelsToRender.size(); i++)
|
||||
for (auto tuple : ModelsToRender)
|
||||
{
|
||||
ModelData* modelData = ModelsToRender.at(i);
|
||||
auto model = modelData->model;
|
||||
Model* model;
|
||||
glm::mat4 modelMatrix;
|
||||
std::tie(model, modelMatrix) = tuple;
|
||||
|
||||
MVP = cameraMatrix * modelData->ModelMatrix;
|
||||
MVP = cameraMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelData->ModelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glBindVertexArray(model->VAO);
|
||||
for (auto texGroup : model->TextureGroups) {
|
||||
@@ -296,9 +328,9 @@ void Renderer::AddTextToDraw()
|
||||
|
||||
void Renderer::AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale)
|
||||
{
|
||||
glm::mat4 ModelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
|
||||
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
|
||||
// You can now use ModelMatrix to build the MVP matrix
|
||||
ModelsToRender.push_back(new ModelData(model, ModelMatrix));
|
||||
ModelsToRender.push_back(std::make_tuple(model.get(), modelMatrix));
|
||||
}
|
||||
|
||||
void Renderer::AddPointLightToDraw(
|
||||
@@ -324,7 +356,7 @@ void Renderer::AddPointLightToDraw(
|
||||
Light_linearAttenuation.push_back(_linearAttenuation);
|
||||
Light_quadraticAttenuation.push_back(_quadraticAttenuation);
|
||||
Light_spotExponent.push_back(_spotExponent);
|
||||
|
||||
Lights = Light_constantAttenuation.size();
|
||||
}
|
||||
|
||||
void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding)
|
||||
@@ -426,3 +458,16 @@ GLuint Renderer::CreateAABB()
|
||||
|
||||
return vao;
|
||||
}
|
||||
|
||||
void Renderer::ClearStuff()
|
||||
{
|
||||
AABBsToRender.clear();
|
||||
ModelsToRender.clear();
|
||||
Light_position.clear();
|
||||
Light_specular.clear();
|
||||
Light_diffuse.clear();
|
||||
Light_constantAttenuation.clear();
|
||||
Light_linearAttenuation.clear();
|
||||
Light_quadraticAttenuation.clear();
|
||||
Light_spotExponent.clear();
|
||||
}
|
||||
@@ -30,15 +30,8 @@ public:
|
||||
|
||||
int HEIGHT, WIDTH;
|
||||
|
||||
struct ModelData
|
||||
{
|
||||
std::shared_ptr<Model> model;
|
||||
glm::mat4 ModelMatrix;
|
||||
ModelData(std::shared_ptr<Model> _model, glm::mat4 _modelMatrix)
|
||||
: model(_model), ModelMatrix(_modelMatrix) {}
|
||||
};
|
||||
|
||||
std::vector<ModelData*> ModelsToRender;
|
||||
std::list<std::tuple<Model*, glm::mat4>> ModelsToRender;
|
||||
int Lights;
|
||||
std::vector<float> Light_position;
|
||||
std::vector<float> Light_specular;
|
||||
std::vector<float> Light_diffuse;
|
||||
@@ -46,7 +39,7 @@ public:
|
||||
std::vector<float> Light_linearAttenuation;
|
||||
std::vector<float> Light_quadraticAttenuation;
|
||||
std::vector<float> Light_spotExponent;
|
||||
std::vector<std::tuple<glm::mat4, bool>> AABBsToRender;
|
||||
std::list<std::tuple<glm::mat4, bool>> AABBsToRender;
|
||||
|
||||
Renderer();
|
||||
|
||||
@@ -76,6 +69,8 @@ public:
|
||||
void DrawNormals(bool val) { m_DrawNormals = val; }
|
||||
bool DrawWireframe() const { return m_DrawWireframe; }
|
||||
void DrawWireframe(bool val) { m_DrawWireframe = val; }
|
||||
bool DrawBounds() const { return m_DrawBounds; }
|
||||
void DrawBounds(bool val) { m_DrawBounds = val; }
|
||||
|
||||
private:
|
||||
GLFWwindow* m_Window;
|
||||
@@ -84,7 +79,9 @@ private:
|
||||
bool m_VSync;
|
||||
bool m_DrawNormals;
|
||||
bool m_DrawWireframe;
|
||||
bool m_DrawBounds;
|
||||
|
||||
int m_ShadowMapRes;
|
||||
glm::vec3 m_SunPosition;
|
||||
glm::vec3 m_SunTarget;
|
||||
glm::mat4 m_SunProjection;
|
||||
@@ -101,7 +98,8 @@ private:
|
||||
ShaderProgram m_ShaderProgramShadows;
|
||||
ShaderProgram m_ShaderProgramShadowsDrawDepth;
|
||||
ShaderProgram m_ShaderProgramDebugAABB;
|
||||
|
||||
|
||||
void ClearStuff();
|
||||
void DrawScene();
|
||||
void DrawModels(ShaderProgram &shader);
|
||||
void DrawShadowMap();
|
||||
|
||||
@@ -6,15 +6,15 @@ uniform mat4 view;
|
||||
layout(binding=0) uniform sampler2D texture0;
|
||||
layout(binding=1) uniform sampler2D shadowMap;
|
||||
|
||||
const int numberOfLights = 3;
|
||||
|
||||
uniform vec3 position[numberOfLights];
|
||||
uniform vec3 specular[numberOfLights];
|
||||
uniform vec3 diffuse[numberOfLights];
|
||||
uniform float constantAttenuation[numberOfLights];
|
||||
uniform float linearAttenuation[numberOfLights];
|
||||
uniform float quadraticAttenuation[numberOfLights];
|
||||
uniform float spotExponent[numberOfLights];
|
||||
const int maxNumberOfLights = 82;
|
||||
uniform int numberOfLights;
|
||||
uniform vec3 position[maxNumberOfLights];
|
||||
uniform vec3 specular[maxNumberOfLights];
|
||||
uniform vec3 diffuse[maxNumberOfLights];
|
||||
uniform float constantAttenuation[maxNumberOfLights];
|
||||
uniform float linearAttenuation[maxNumberOfLights];
|
||||
uniform float quadraticAttenuation[maxNumberOfLights];
|
||||
uniform float spotExponent[maxNumberOfLights];
|
||||
|
||||
in VertexData {
|
||||
vec3 Position;
|
||||
@@ -23,7 +23,7 @@ in VertexData {
|
||||
vec3 ShadowCoord;
|
||||
} Input;
|
||||
|
||||
vec3 scene_ambient = vec3(0.2);
|
||||
vec3 scene_ambient = vec3(0.3);
|
||||
|
||||
out vec4 fragmentColor;
|
||||
|
||||
@@ -49,18 +49,20 @@ void main() {
|
||||
//float cosTheta = clamp(dot(Input.Normal, vec3(0, 1, 0)), 0.0, 1.0);
|
||||
//float bias = 0.001 * tan(acos(cosTheta)); // cosTheta is dot( n,l ), clamped between 0 and 1
|
||||
//bias = clamp(bias, 0.0, 0.01);
|
||||
float bias = 0.003;
|
||||
float visibility = 1.0;
|
||||
vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
|
||||
if (shadowMapValue.z < Input.ShadowCoord.z - bias) {
|
||||
visibility = 0.5;
|
||||
if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0) {
|
||||
float bias = 0.003;
|
||||
vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
|
||||
if (shadowMapValue.z < Input.ShadowCoord.z - bias) {
|
||||
visibility = 0.5;
|
||||
}
|
||||
}
|
||||
|
||||
vec3 totalLighting = La * Ka * visibility;
|
||||
|
||||
float attenuation;
|
||||
|
||||
for(int i = 0; i < numberOfLights; i++)
|
||||
for(int i = 0; i < numberOfLights && i < maxNumberOfLights; i++)
|
||||
{
|
||||
// Light
|
||||
//vec3 lightPosition = vec3(0, 0, 2);
|
||||
|
||||
@@ -12,7 +12,7 @@ out vec4 FragmentColor;
|
||||
float LinearizeDepth(float z)
|
||||
{
|
||||
float n = 0.1; // camera z near
|
||||
float f = 10.0; // camera z far
|
||||
float f = 800.0; // camera z far
|
||||
return (2.0 * n) / (f + n - z * (f - n));
|
||||
}
|
||||
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@@ -19,7 +19,9 @@ public:
|
||||
virtual void UpdateEntity(double dt, EntityID entity, EntityID parent) { }
|
||||
|
||||
// Called when a component is created
|
||||
virtual void OnComponentCreated(std::string type, std:: shared_ptr<Component> component) { }
|
||||
virtual void OnComponentCreated(std::string type, std::shared_ptr<Component> component) { }
|
||||
// Called when a component is removed
|
||||
virtual void OnComponentRemoved(std::string type, Component* component) { }
|
||||
|
||||
protected:
|
||||
World* m_World;
|
||||
|
||||
@@ -20,6 +20,10 @@ void Systems::CollisionSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
||||
// Clear old collisions
|
||||
collisionComponent->CollidingEntities.clear();
|
||||
|
||||
// Quit out if we're not interested in collision events
|
||||
if (!collisionComponent->Interested)
|
||||
return;
|
||||
|
||||
auto entities = m_World->GetEntities();
|
||||
|
||||
for (auto pair : *entities) {
|
||||
@@ -43,7 +47,8 @@ void Systems::CollisionSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
||||
|
||||
//pair.first, pair.second;
|
||||
if(entity == entity2)
|
||||
break;
|
||||
continue;
|
||||
|
||||
Intersects(entity, entity2);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -47,6 +47,10 @@ void Systems::InputSystem::Update(double dt)
|
||||
if (m_CurrentKeyState[GLFW_KEY_F2] && !m_LastKeyState[GLFW_KEY_F2]) {
|
||||
m_Renderer->DrawNormals(!m_Renderer->DrawNormals());
|
||||
}
|
||||
// Bounds
|
||||
if (m_CurrentKeyState[GLFW_KEY_F3] && !m_LastKeyState[GLFW_KEY_F3]) {
|
||||
m_Renderer->DrawBounds(!m_Renderer->DrawBounds());
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
@@ -5,14 +5,14 @@ Systems::LevelGenerationSystem::LevelGenerationSystem( World* world )
|
||||
{
|
||||
elapsedtime = 0;
|
||||
|
||||
|
||||
velocity = 0;
|
||||
startx = 0;
|
||||
startyz = glm::vec2(0, -1000);
|
||||
}
|
||||
|
||||
void Systems::LevelGenerationSystem::SpawnObstacle()
|
||||
{
|
||||
typeRandom = 0 + (rand() % 3);
|
||||
typeRandom = 0 + (rand() % 10);
|
||||
|
||||
EntityID ent;
|
||||
|
||||
@@ -23,45 +23,64 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
|
||||
bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
|
||||
collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
|
||||
model = m_World->AddComponent<Components::Model>(ent, "Model");
|
||||
auto sound = m_World->AddComponent<Components::SoundEmitter>(ent, "SoundEmitter");
|
||||
|
||||
|
||||
positionRandom = -500 + startx + (rand() % 1000);
|
||||
transform->Position = glm::vec3(positionRandom, startyz);
|
||||
//transform->Velocity = glm::vec3(0.f, 10.f, 100.f);
|
||||
|
||||
switch (typeRandom)
|
||||
{
|
||||
case 0: // Mountain stuff :D
|
||||
sound->Loop = true;
|
||||
sound->Gain = 1.f;
|
||||
sound->ReferenceDistance = 15.f;
|
||||
m_World->GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(sound, "Sounds/hum.wav");
|
||||
|
||||
if(typeRandom >= 0 && typeRandom < 2) // Mountain stuff :D
|
||||
{
|
||||
transform->Position = glm::vec3( positionRandom, startyz); // fix position
|
||||
float scale = (float)(rand() % 1000) / 250;
|
||||
transform->Scale = glm::vec3(scale);
|
||||
bounds->VolumeVector = glm::vec3(9, 12, 7);
|
||||
bounds->Origin = glm::vec3(1,11,-1);
|
||||
model->ModelFile = "Models/obstacle_mountain_1.obj";
|
||||
}
|
||||
break;
|
||||
case 1: // Single Mountain :D
|
||||
else if(typeRandom >= 2 && typeRandom < 5) // Single Mountain :D
|
||||
{
|
||||
transform->Position = glm::vec3( positionRandom, startyz); // fix position
|
||||
float scale = (float)(rand() % 1000) / 200;
|
||||
transform->Scale = glm::vec3(scale);
|
||||
bounds->VolumeVector = glm::vec3(3.5f, 7.5f, 3.5f);
|
||||
bounds->Origin = glm::vec3(0,7.5f,0);
|
||||
model->ModelFile = "Models/obstacle_mountain_2.obj";
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
else if(typeRandom >= 5 && typeRandom < 8)
|
||||
{
|
||||
transform->Position = glm::vec3( positionRandom, startyz); // fix position
|
||||
float scale = (float)(rand() % 1000) / 100;
|
||||
transform->Scale = glm::vec3(scale);
|
||||
bounds->VolumeVector = glm::vec3(1, 1, 1);
|
||||
bounds->Origin = glm::vec3(0,1,0);
|
||||
model->ModelFile = "Models/obstacle_cube_1.obj";
|
||||
}
|
||||
break;
|
||||
default:
|
||||
if(typeRandom >= 8 && typeRandom < 10)
|
||||
{
|
||||
float scale = (float)(rand() % 1000) / 100;
|
||||
bounds->VolumeVector = glm::vec3(4, 4, 4);
|
||||
bounds->Origin = glm::vec3(0,4,0);
|
||||
pointLight = m_World->AddComponent<Components::PointLight>(ent, "PointLight");
|
||||
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->Diffuse = glm::vec3(0.3, 1.0, 0.3);
|
||||
pointLight->constantAttenuation = 0.f;
|
||||
pointLight->linearAttenuation = 1.f;
|
||||
pointLight->quadraticAttenuation = 0.f;
|
||||
pointLight->spotExponent = 0.0f;
|
||||
|
||||
break;
|
||||
}
|
||||
powerUp = m_World->AddComponent<Components::PowerUp>(ent, "PowerUp");
|
||||
powerUp->Speed = 10.f;
|
||||
|
||||
model->ModelFile = "Models/powerup.obj";
|
||||
}
|
||||
|
||||
|
||||
// Put it below ground level
|
||||
transform->Position.y -= bounds->VolumeVector.y * 2.f;
|
||||
|
||||
}
|
||||
|
||||
@@ -75,14 +94,22 @@ void Systems::LevelGenerationSystem::Update( double dt )
|
||||
elapsedtime = 0;
|
||||
}
|
||||
|
||||
std::vector<EntityID> removethis;
|
||||
std::list<EntityID> removethis;
|
||||
|
||||
for(auto ent : obstacles)
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(ent, "Transform");
|
||||
transformComponent->Position.z += 100.f * dt;
|
||||
auto transform = m_World->GetComponent<Components::Transform>(ent, "Transform");
|
||||
|
||||
if(transformComponent->Position.z > 100)
|
||||
transform->Velocity.z = -velocity;
|
||||
transform->Position += transform->Velocity * (float)dt;
|
||||
|
||||
// Stop raising obstacles when they reach ground level
|
||||
if (transform->Velocity.y > 0 && transform->Position.y >= 0) {
|
||||
transform->Position.y = 0;
|
||||
transform->Velocity.y = 0;
|
||||
}
|
||||
|
||||
if(transform->Position.z > 800)
|
||||
{
|
||||
removethis.push_back(ent);
|
||||
}
|
||||
@@ -104,6 +131,7 @@ void Systems::LevelGenerationSystem::UpdateEntity( double dt, EntityID entity, E
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
startyz = glm::vec2(0, transformComponent->Position.z - 1000);
|
||||
startx = transformComponent->Position.x;
|
||||
velocity = transformComponent->Velocity.z;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -2,11 +2,16 @@
|
||||
#define LevelGenerationSystem_h__
|
||||
|
||||
#include "System.h"
|
||||
#include "Systems/SoundSystem.h"
|
||||
#include "World.h"
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/Bounds.h"
|
||||
#include "Components/Collision.h"
|
||||
#include "Components/Model.h"
|
||||
#include "Components/PointLight.h"
|
||||
#include "Components/SoundEmitter.h"
|
||||
#include "Components/PowerUp.h"
|
||||
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
@@ -30,12 +35,14 @@ namespace Systems
|
||||
double elapsedtime;
|
||||
|
||||
std::list<EntityID> obstacles;
|
||||
|
||||
float velocity;
|
||||
|
||||
std::shared_ptr<Components::Transform> transform;
|
||||
std::shared_ptr<Components::Bounds> bounds;
|
||||
std::shared_ptr<Components::Collision> collision;
|
||||
std::shared_ptr<Components::Model> model;
|
||||
std::shared_ptr<Components::PointLight> pointLight;
|
||||
std::shared_ptr<Components::PowerUp> powerUp;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -3,6 +3,8 @@
|
||||
|
||||
Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
|
||||
{
|
||||
m_PlayerSpeed = 20;
|
||||
m_PlayerOriginalBounds = glm::vec3(0);
|
||||
}
|
||||
|
||||
void Systems::PlayerSystem::Update(double dt)
|
||||
@@ -18,14 +20,12 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
if (input == nullptr)
|
||||
return;
|
||||
|
||||
float speed = 50.0f;
|
||||
|
||||
auto name = m_World->GetProperty<std::string>(entity, "Name");
|
||||
if (name == "Camera") {
|
||||
|
||||
glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
|
||||
glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
|
||||
|
||||
float speed = m_PlayerSpeed;
|
||||
if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
|
||||
speed *= 4.0f;
|
||||
}
|
||||
@@ -59,19 +59,15 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
//---------------------------------------------------------------------
|
||||
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||
}
|
||||
|
||||
auto collision = m_World->GetComponent<Components::Collision>(entity, "Collision");
|
||||
if(collision->CollidingEntities.size() > 0) {
|
||||
// DO STUFF
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
name = m_World->GetProperty<std::string>(entity, "Name");
|
||||
if (name == "PlayerShip")
|
||||
{
|
||||
auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
|
||||
if (bounds && m_PlayerOriginalBounds == glm::vec3(0)) {
|
||||
m_PlayerOriginalBounds = bounds->VolumeVector;
|
||||
}
|
||||
|
||||
glm::vec3 Ship_Right = glm::vec3(glm::vec4(1, 0, 0, 0));
|
||||
glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0));
|
||||
|
||||
@@ -79,7 +75,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
glm::vec3 Euler = glm::eulerAngles(transform->Orientation);
|
||||
|
||||
if(input->KeyState[GLFW_KEY_LEFT]) {
|
||||
transform->Position -= Ship_Right * (float)dt * speed;
|
||||
transform->Position -= Ship_Right * (float)dt * m_PlayerSpeed;
|
||||
|
||||
if(Euler.z < 10.f)
|
||||
{
|
||||
@@ -95,7 +91,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
}
|
||||
}
|
||||
else if(input->KeyState[GLFW_KEY_RIGHT]) {
|
||||
transform->Position += Ship_Right * (float)dt * speed;
|
||||
transform->Position += Ship_Right * (float)dt * m_PlayerSpeed;
|
||||
|
||||
if(Euler.z > -10.f)
|
||||
{
|
||||
@@ -119,6 +115,12 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
else if(Euler.z > 0.f)
|
||||
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,-1));
|
||||
}
|
||||
|
||||
// Update player bounds based on rotation
|
||||
if (bounds) {
|
||||
Euler = glm::eulerAngles(transform->Orientation);
|
||||
bounds->VolumeVector.x = m_PlayerOriginalBounds.x * glm::cos(glm::radians(Euler.z));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/Input.h"
|
||||
#include "Components/Collision.h"
|
||||
#include "Components/Bounds.h"
|
||||
#include "logging.h"
|
||||
|
||||
|
||||
@@ -23,7 +24,8 @@ namespace Systems
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
private:
|
||||
|
||||
float m_PlayerSpeed;
|
||||
glm::vec3 m_PlayerOriginalBounds;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -20,6 +20,7 @@ public:
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
void OnComponentCreated(std::string type, std::shared_ptr<Component> component) override;
|
||||
void OnComponentRemoved(std::string type, Component* component) override;
|
||||
void PlaySound(std::shared_ptr<Components::SoundEmitter> emitter, std::string fileName);
|
||||
|
||||
private:
|
||||
@@ -35,7 +36,7 @@ private:
|
||||
unsigned long dataSize;
|
||||
|
||||
|
||||
std::map<Component*, ALuint> m_Source;
|
||||
std::map<Component*, ALuint> m_Sources;
|
||||
std::map<std::string, ALuint> m_BufferCache; // string = fileName
|
||||
};
|
||||
|
||||
|
||||
@@ -18,6 +18,9 @@ Systems::SoundSystem::SoundSystem(World* world)
|
||||
}
|
||||
|
||||
alGetError();
|
||||
|
||||
alSpeedOfSound(340.29f); // Speed of sound
|
||||
alDistanceModel(AL_INVERSE_DISTANCE);
|
||||
}
|
||||
|
||||
void Systems::SoundSystem::Update(double dt)
|
||||
@@ -54,10 +57,10 @@ void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID par
|
||||
auto soundEmitter = m_World->GetComponent<Components::SoundEmitter>(entity, "SoundEmitter");
|
||||
if(soundEmitter != nullptr)
|
||||
{
|
||||
ALuint source = m_Source[soundEmitter.get()];
|
||||
alSourcei(source, AL_GAIN, soundEmitter->Gain);
|
||||
alSourcei(source, AL_MAX_DISTANCE, soundEmitter->MaxDistance);
|
||||
alSourcei(source, AL_REFERENCE_DISTANCE, soundEmitter->ReferenceDistance);
|
||||
ALuint source = m_Sources[soundEmitter];
|
||||
alSourcef(source, AL_GAIN, soundEmitter->Gain);
|
||||
//alSourcef(source, AL_MAX_DISTANCE, soundEmitter->MaxDistance);
|
||||
alSourcef(source, AL_REFERENCE_DISTANCE, soundEmitter->ReferenceDistance);
|
||||
alSourcef(source, AL_PITCH, soundEmitter->Pitch);
|
||||
alSourcei(source, AL_LOOPING, soundEmitter->Loop);
|
||||
|
||||
@@ -74,17 +77,30 @@ void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID par
|
||||
|
||||
void Systems::SoundSystem::PlaySound(std::shared_ptr<Components::SoundEmitter> emitter, std::string fileName)
|
||||
{
|
||||
if (m_Sources.find(emitter.get()) == m_Sources.end())
|
||||
return;
|
||||
|
||||
ALuint buffer = LoadFile(fileName);
|
||||
ALuint source = m_Source[emitter.get()];
|
||||
ALuint source = m_Sources[emitter.get()];
|
||||
alSourcei(source, AL_BUFFER, buffer);
|
||||
alSourcePlay(m_Source[emitter.get()]);
|
||||
alSourcePlay(m_Sources[emitter.get()]);
|
||||
}
|
||||
|
||||
void Systems::SoundSystem::OnComponentCreated(std::string type, std::shared_ptr<Component> component)
|
||||
{
|
||||
if(type == "SoundEmitter") {
|
||||
ALuint source = CreateSource();
|
||||
m_Source[component.get()] = source;
|
||||
m_Sources[component.get()] = source;
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::SoundSystem::OnComponentRemoved(std::string type, Component* component)
|
||||
{
|
||||
if(type == "SoundEmitter") {
|
||||
if (m_Sources.find(component) != m_Sources.end()) {
|
||||
ALuint source = m_Sources[component];
|
||||
alDeleteSources(1, &source);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -61,12 +61,19 @@ bool World::ValidEntity(EntityID entity)
|
||||
void World::RemoveEntity(EntityID entity)
|
||||
{
|
||||
m_EntityParents.erase(entity);
|
||||
m_EntityComponents.erase(entity);
|
||||
// Remove components
|
||||
for (auto pair : m_EntityComponents[entity]) {
|
||||
auto type = pair.first;
|
||||
auto component = pair.second;
|
||||
// Trigger events
|
||||
for (auto pair : m_Systems) {
|
||||
auto system = pair.second;
|
||||
system->OnComponentRemoved(type, component.get());
|
||||
}
|
||||
m_ComponentsOfType[type].remove(component);
|
||||
}
|
||||
m_EntityComponents.erase(entity);
|
||||
|
||||
RecycleEntityID(entity);
|
||||
}
|
||||
|
||||
|
||||
@@ -60,7 +60,7 @@ public:
|
||||
std::shared_ptr<T> AddComponent(EntityID entity, std::string componentType);
|
||||
std::shared_ptr<Component> AddComponent(EntityID entity, std::string componentType);
|
||||
template <class T>
|
||||
std::shared_ptr<T> GetComponent(EntityID entity, std::string componentType);
|
||||
T* GetComponent(EntityID entity, std::string componentType);
|
||||
|
||||
/*std::vector<EntityID> GetEntityChildren(EntityID entity);*/
|
||||
|
||||
@@ -117,9 +117,9 @@ std::shared_ptr<T> World::AddComponent(EntityID entity, std::string componentTyp
|
||||
|
||||
|
||||
template <class T>
|
||||
std::shared_ptr<T> World::GetComponent(EntityID entity, std::string componentType)
|
||||
T* World::GetComponent(EntityID entity, std::string componentType)
|
||||
{
|
||||
return std::static_pointer_cast<T>(m_EntityComponents[entity][componentType]);
|
||||
return (T*)m_EntityComponents[entity][componentType].get();
|
||||
}
|
||||
|
||||
#endif // World_h__
|
||||
Reference in New Issue
Block a user