Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
Conflicts: Escape-the-Dawn/GameWorld.cpp Escape-the-Dawn/plane.obj
This commit is contained in:
@@ -166,6 +166,7 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Fragment2.glsl" />
|
||||
<None Include="Shaders\AABB.frag.glsl" />
|
||||
<None Include="Shaders\Fragment.glsl" />
|
||||
<None Include="Shaders\Normals.frag.glsl" />
|
||||
<None Include="Shaders\Normals.geo.glsl" />
|
||||
|
||||
@@ -176,6 +176,9 @@
|
||||
<None Include="Shaders\VisualizeDepth.vert.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="Shaders\AABB.frag.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Filter Include="Systems">
|
||||
|
||||
@@ -84,15 +84,18 @@ void GameWorld::Initialize()
|
||||
model->ModelFile = "Models/plane.obj";
|
||||
|
||||
// Player
|
||||
ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(0.f, 0.f, 0.f);
|
||||
model = AddComponent<Components::Model>(ent, "Model");
|
||||
m_Player = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(m_Player, "Transform");
|
||||
transform->Position = glm::vec3(0.f, 4.f, 0.f);
|
||||
model = AddComponent<Components::Model>(m_Player, "Model");
|
||||
model->ModelFile = "Models/ship.obj";
|
||||
auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
|
||||
bounds->Origin = glm::vec3(0.f);
|
||||
bounds->VolumeVector = glm::vec3(1.0f, 2.0f, 3.0f);
|
||||
|
||||
ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(10.f, 0.f, 0.f);
|
||||
transform->Position = glm::vec3(10.f, 4.f, 0.f);
|
||||
model = AddComponent<Components::Model>(ent, "Model");
|
||||
model->ModelFile = "Models/ship.obj";
|
||||
}
|
||||
@@ -100,6 +103,9 @@ void GameWorld::Initialize()
|
||||
void GameWorld::Update(double dt)
|
||||
{
|
||||
World::Update(dt);
|
||||
|
||||
auto transform = GetComponent<Components::Transform>(m_Player, "Transform");
|
||||
transform->Orientation = transform->Orientation * glm::angleAxis<float>(dt, glm::vec3(0, 0, 1));
|
||||
}
|
||||
|
||||
void GameWorld::RegisterComponents()
|
||||
|
||||
@@ -0,0 +1,146 @@
|
||||
#include "GameWorld.h"
|
||||
|
||||
|
||||
void GameWorld::Initialize()
|
||||
{
|
||||
World::Initialize();
|
||||
|
||||
AddSystem("LevelGenerationSystem");
|
||||
AddSystem("InputSystem");
|
||||
//AddSystem("CollisionSystem");
|
||||
//AddSystem("ParticleSystem");
|
||||
AddSystem("PlayerSystem");
|
||||
AddSystem("SoundSystem");
|
||||
AddSystem("RenderSystem");
|
||||
|
||||
std::shared_ptr<Components::Transform> transform;
|
||||
std::shared_ptr<Components::Model> model;
|
||||
std::shared_ptr<Components::PointLight> pointLight;
|
||||
std::shared_ptr<Components::Camera> camera;
|
||||
EntityID ent;
|
||||
|
||||
// Camera
|
||||
ent = CreateEntity();
|
||||
SetProperty(ent, "Name", std::string("Camera"));
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
AddComponent<Components::Input>(ent, "Input");
|
||||
transform->Position = glm::vec3(0.f, 2.f, 10.f);
|
||||
camera = AddComponent<Components::Camera>(ent, "Camera");
|
||||
camera->FOV = 45.f;
|
||||
camera->FarClip = 1000.f;
|
||||
camera->NearClip = 0.01f;
|
||||
transform->Orientation = glm::angleAxis<float>(glm::radians(25.0f),glm::vec3(1,0,0));
|
||||
|
||||
// Fucking lights
|
||||
ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(0.f, 4.f, 0.f);
|
||||
transform->Position = glm::vec3(10.f, 2.f, 5.f);
|
||||
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
|
||||
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->Diffuse = glm::vec3(1.0, 1.0, 5.0);
|
||||
pointLight->constantAttenuation = 0.f;
|
||||
pointLight->linearAttenuation = 1.f;
|
||||
pointLight->quadraticAttenuation = 0.f;
|
||||
pointLight->spotExponent = 0.0f;
|
||||
model = AddComponent<Components::Model>(ent, "Model");
|
||||
model->ModelFile = "Models/sphere.obj";
|
||||
ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(10.f, 4.f, 0.f);
|
||||
transform->Position = glm::vec3(0.f, 2.f, 5.f);
|
||||
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
|
||||
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->Specular = glm::vec3(3.0, 3.0, 3.0);
|
||||
pointLight->Diffuse = glm::vec3(3.0, 0.0, 0.0);
|
||||
pointLight->constantAttenuation = 0.f;
|
||||
pointLight->linearAttenuation = 1.f;
|
||||
pointLight->quadraticAttenuation = 0.f;
|
||||
pointLight->spotExponent = 0.0f;
|
||||
model = AddComponent<Components::Model>(ent, "Model");
|
||||
model->ModelFile = "Models/sphere.obj";
|
||||
ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(0.f, -4.f, 0.f);
|
||||
transform->Position = glm::vec3(-10.f, 2.f, 5.f);
|
||||
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
|
||||
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->Diffuse = glm::vec3(0.0, 3.0, 0.0);
|
||||
pointLight->constantAttenuation = 0.f;
|
||||
pointLight->linearAttenuation = 1.f;
|
||||
pointLight->quadraticAttenuation = 0.f;
|
||||
pointLight->spotExponent = 0.0f;
|
||||
model = AddComponent<Components::Model>(ent, "Model");
|
||||
model->ModelFile = "Models/sphere.obj";
|
||||
|
||||
//ground
|
||||
ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(0.f, 0.f, 0.f);
|
||||
model = AddComponent<Components::Model>(ent, "Model");
|
||||
model->ModelFile = "Models/plane.obj";
|
||||
|
||||
// Player
|
||||
<<<<<<< HEAD
|
||||
ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(0.f, 0.f, 0.f);
|
||||
model = AddComponent<Components::Model>(ent, "Model");
|
||||
model->ModelFile = "Models/ship.obj";
|
||||
=======
|
||||
m_Player = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(m_Player, "Transform");
|
||||
transform->Position = glm::vec3(0.f, 4.f, 0.f);
|
||||
model = AddComponent<Components::Model>(m_Player, "Model");
|
||||
model->ModelFile = "ship.obj";
|
||||
auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
|
||||
bounds->Origin = glm::vec3(0.f);
|
||||
bounds->VolumeVector = glm::vec3(1.0f, 2.0f, 3.0f);
|
||||
>>>>>>> 21b2e3bdc15ac8b21f027a7f531574f46187ae80
|
||||
|
||||
ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(10.f, 4.f, 0.f);
|
||||
model = AddComponent<Components::Model>(ent, "Model");
|
||||
model->ModelFile = "Models/ship.obj";
|
||||
}
|
||||
|
||||
void GameWorld::Update(double dt)
|
||||
{
|
||||
World::Update(dt);
|
||||
|
||||
auto transform = GetComponent<Components::Transform>(m_Player, "Transform");
|
||||
transform->Orientation = transform->Orientation * glm::angleAxis<float>(dt, glm::vec3(0, 0, 1));
|
||||
}
|
||||
|
||||
void GameWorld::RegisterComponents()
|
||||
{
|
||||
m_ComponentFactory.Register("Bounds", []() { return new Components::Bounds(); });
|
||||
m_ComponentFactory.Register("Camera", []() { return new Components::Camera(); });
|
||||
m_ComponentFactory.Register("Collision", []() { return new Components::Collision(); });
|
||||
m_ComponentFactory.Register("DirectionalLight", []() { return new Components::DirectionalLight(); });
|
||||
m_ComponentFactory.Register("Input", []() { return new Components::Input(); });
|
||||
m_ComponentFactory.Register("Model", []() { return new Components::Model(); });
|
||||
m_ComponentFactory.Register("ParticleEmitter", []() { return new Components::ParticleEmitter(); });
|
||||
m_ComponentFactory.Register("PointLight", []() { return new Components::PointLight(); });
|
||||
m_ComponentFactory.Register("PowerUp", []() { return new Components::PowerUp(); });
|
||||
m_ComponentFactory.Register("SoundEmitter", []() { return new Components::SoundEmitter(); });
|
||||
m_ComponentFactory.Register("Sprite", []() { return new Components::Sprite(); });
|
||||
m_ComponentFactory.Register("Stat", []() { return new Components::Stat(); });
|
||||
m_ComponentFactory.Register("Template", []() { return new Components::Template(); });
|
||||
m_ComponentFactory.Register("Transform", []() { return new Components::Transform(); });
|
||||
}
|
||||
|
||||
void GameWorld::RegisterSystems()
|
||||
{
|
||||
m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
|
||||
m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
|
||||
//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
|
||||
//m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
|
||||
m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
|
||||
m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
|
||||
m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_Renderer); });
|
||||
}
|
||||
@@ -42,6 +42,8 @@ public:
|
||||
|
||||
private:
|
||||
std::shared_ptr<Renderer> m_Renderer;
|
||||
|
||||
EntityID m_Player;
|
||||
};
|
||||
|
||||
#endif // GameWorld_h__
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
# Blender MTL File: 'obstaclesandstuff.blend'
|
||||
# Material Count: 1
|
||||
|
||||
newmtl Material
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.559600 0.559600 0.559600
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd ObstacleTexture.png
|
||||
@@ -1,12 +0,0 @@
|
||||
# Blender MTL File: 'obstaclesandstuff.blend'
|
||||
# Material Count: 1
|
||||
|
||||
newmtl Material
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.559600 0.559600 0.559600
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd ObstacleTexture.png
|
||||
@@ -7,7 +7,7 @@ Renderer::Renderer()
|
||||
m_DrawWireframe = false;
|
||||
|
||||
m_SunPosition = glm::vec3(0, 10, 10);
|
||||
m_SunTarget = glm::vec3(0);
|
||||
m_SunTarget = glm::vec3(0, 0, 0);
|
||||
m_SunProjection = glm::ortho<float>(-20, 20, -20, 20, -10, 20);
|
||||
}
|
||||
|
||||
@@ -85,6 +85,12 @@ void Renderer::LoadContent()
|
||||
m_ShaderProgramShadowsDrawDepth.Compile();
|
||||
m_ShaderProgramShadowsDrawDepth.Link();
|
||||
|
||||
m_ShaderProgramDebugAABB.AddShader(standardVS);
|
||||
m_ShaderProgramDebugAABB.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/AABB.frag.glsl")));
|
||||
m_ShaderProgramDebugAABB.Compile();
|
||||
m_ShaderProgramDebugAABB.Link();
|
||||
|
||||
m_DebugAABB = CreateAABB();
|
||||
m_ScreenQuad = CreateQuad();
|
||||
CreateShadowMap(2048*2);
|
||||
}
|
||||
@@ -116,9 +122,25 @@ void Renderer::CreateShadowMap(int resolution)
|
||||
}
|
||||
void Renderer::Draw(double dt)
|
||||
{
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
DrawShadowMap();
|
||||
DrawScene();
|
||||
|
||||
#ifdef DEBUG
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
|
||||
m_ShaderProgramDebugAABB.Bind();
|
||||
for (auto aabbModelMatrix : AABBsToRender) {
|
||||
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
|
||||
glm::mat4 MVP = cameraMatrix * aabbModelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glBindVertexArray(m_DebugAABB);
|
||||
glDrawArrays(GL_LINES, 0, 24);
|
||||
}
|
||||
AABBsToRender.clear();
|
||||
#endif
|
||||
|
||||
DrawDebugShadowMap();
|
||||
|
||||
ModelsToRender.clear();
|
||||
@@ -336,4 +358,63 @@ GLuint Renderer::CreateQuad()
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
return vao;
|
||||
}
|
||||
}
|
||||
|
||||
GLuint Renderer::CreateAABB()
|
||||
{
|
||||
float vertices[] = {
|
||||
// Bottom
|
||||
-1.0f, -1.0f, 1.0f, // 0
|
||||
1.0f, -1.0f, 1.0f, // 1
|
||||
1.0f, -1.0f, 1.0f, // 1
|
||||
1.0f, -1.0f, -1.0f, // 2
|
||||
1.0f, -1.0f, -1.0f, // 2
|
||||
-1.0f, -1.0f, -1.0f, // 3
|
||||
-1.0f, -1.0f, -1.0f, // 3
|
||||
-1.0f, -1.0f, 1.0f, // 0
|
||||
|
||||
// Top
|
||||
-1.0f, 1.0f, 1.0f, // 4
|
||||
1.0f, 1.0f, 1.0f, // 5
|
||||
1.0f, 1.0f, 1.0f, // 5
|
||||
1.0f, 1.0f, -1.0f, // 6
|
||||
1.0f, 1.0f, -1.0f, // 6
|
||||
-1.0f, 1.0f, -1.0f, // 7
|
||||
-1.0f, 1.0f, -1.0f, // 7
|
||||
-1.0f, 1.0f, 1.0f, // 4
|
||||
|
||||
// Connectors
|
||||
-1.0f, -1.0f, 1.0f, // 0
|
||||
-1.0f, 1.0f, 1.0f, // 4
|
||||
1.0f, -1.0f, 1.0f, // 1
|
||||
1.0f, 1.0f, 1.0f, // 5
|
||||
1.0f, -1.0f, -1.0f, // 2
|
||||
1.0f, 1.0f, -1.0f, // 6
|
||||
-1.0f, -1.0f, -1.0f, // 3
|
||||
-1.0f, 1.0f, -1.0f, // 7
|
||||
};
|
||||
|
||||
GLuint vbo, vao;
|
||||
glGenBuffers(1, &vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
return vao;
|
||||
}
|
||||
|
||||
void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector)
|
||||
{
|
||||
glm::mat4 model;
|
||||
model *= glm::translate(origin);
|
||||
model *= glm::scale(volumeVector);
|
||||
AABBsToRender.push_back(model);
|
||||
}
|
||||
|
||||
@@ -46,6 +46,7 @@ public:
|
||||
std::vector<float> Light_linearAttenuation;
|
||||
std::vector<float> Light_quadraticAttenuation;
|
||||
std::vector<float> Light_spotExponent;
|
||||
std::vector<glm::mat4> AABBsToRender;
|
||||
|
||||
Renderer();
|
||||
|
||||
@@ -64,6 +65,7 @@ public:
|
||||
float _quadraticAttenuation,
|
||||
float _spotExponent
|
||||
);
|
||||
void AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector);
|
||||
|
||||
void LoadContent();
|
||||
|
||||
@@ -87,6 +89,7 @@ private:
|
||||
glm::vec3 m_SunTarget;
|
||||
glm::mat4 m_SunProjection;
|
||||
|
||||
GLuint m_DebugAABB;
|
||||
GLuint m_ScreenQuad;
|
||||
GLuint m_ShadowFrameBuffer;
|
||||
GLuint m_ShadowDepthTexture;
|
||||
@@ -97,6 +100,7 @@ private:
|
||||
ShaderProgram m_ShaderProgramNormals;
|
||||
ShaderProgram m_ShaderProgramShadows;
|
||||
ShaderProgram m_ShaderProgramShadowsDrawDepth;
|
||||
ShaderProgram m_ShaderProgramDebugAABB;
|
||||
|
||||
void DrawScene();
|
||||
void DrawModels(ShaderProgram &shader);
|
||||
@@ -104,6 +108,7 @@ private:
|
||||
void CreateShadowMap(int resolution);
|
||||
GLuint CreateQuad();
|
||||
void DrawDebugShadowMap();
|
||||
GLuint CreateAABB();
|
||||
|
||||
};
|
||||
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
#version 430
|
||||
|
||||
in VertexData {
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoord;
|
||||
vec3 ShadowCoord;
|
||||
} Input;
|
||||
|
||||
out vec4 FragmentColor;
|
||||
|
||||
void main() {
|
||||
//FragmentColor = vec4(1.0 - gl_Color.r, 1.0 - gl_Color.g, 1.0 - gl_Color.b, 0.0);
|
||||
FragmentColor = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
}
|
||||
Binary file not shown.
@@ -4,7 +4,7 @@ Systems::LevelGenerationSystem::LevelGenerationSystem( World* world )
|
||||
: System(world)
|
||||
{
|
||||
elapsedtime = 0;
|
||||
startyz = glm::vec2(0, -200);
|
||||
startyz = glm::vec2(0, -1000);
|
||||
}
|
||||
|
||||
void Systems::LevelGenerationSystem::SpawnObstacle()
|
||||
@@ -12,7 +12,7 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
|
||||
|
||||
|
||||
|
||||
typeRandom = 0 + (rand() % 5);
|
||||
typeRandom = 0 + (rand() % 3);
|
||||
|
||||
|
||||
EntityID ent;
|
||||
@@ -25,45 +25,28 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
|
||||
collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
|
||||
model = m_World->AddComponent<Components::Model>(ent, "Model");
|
||||
|
||||
positionRandom = -500 + (rand() % 1000);
|
||||
|
||||
switch (typeRandom)
|
||||
{
|
||||
case 0:
|
||||
|
||||
positionRandom = -500 + (rand() % 1000);
|
||||
transform->Position = glm::vec3( positionRandom, startyz); // fix position
|
||||
bounds->VolumeVector = glm::vec3(4, 4, 4);
|
||||
bounds->VolumeVector = glm::vec3(9, 12, 7);
|
||||
bounds->Origin = glm::vec3(1,11,-1);
|
||||
model->ModelFile = "Models/obstacle_mountain_1.obj";
|
||||
|
||||
break;
|
||||
case 1:
|
||||
|
||||
positionRandom = -100 + (rand() % 200);
|
||||
transform->Position = glm::vec3( positionRandom, startyz); // fix position
|
||||
bounds->VolumeVector = glm::vec3(4, 4, 4);
|
||||
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:
|
||||
|
||||
positionRandom = -100 + (rand() % 200);
|
||||
transform->Position = glm::vec3( positionRandom, startyz); // fix position
|
||||
bounds->VolumeVector = glm::vec3(4, 4, 4);
|
||||
model->ModelFile = "Models/obstacle_mountain_3.obj";
|
||||
|
||||
break;
|
||||
case 3:
|
||||
|
||||
positionRandom = -100 + (rand() % 200);
|
||||
transform->Position = glm::vec3( positionRandom, startyz); // fix position
|
||||
bounds->VolumeVector = glm::vec3(4, 4, 4);
|
||||
model->ModelFile = "Models/obstacle_mountain_4.obj";
|
||||
|
||||
break;
|
||||
case 4:
|
||||
|
||||
positionRandom = -100 + (rand() % 200);
|
||||
transform->Position = glm::vec3( positionRandom, startyz); // fix position
|
||||
bounds->VolumeVector = glm::vec3(4, 4, 4);
|
||||
bounds->VolumeVector = glm::vec3(1, 1, 1);
|
||||
bounds->Origin = glm::vec3(0,1,0);
|
||||
model->ModelFile = "Models/obstacle_cube_1.obj";
|
||||
|
||||
break;
|
||||
@@ -78,16 +61,32 @@ void Systems::LevelGenerationSystem::Update( double dt )
|
||||
|
||||
elapsedtime += dt;
|
||||
|
||||
if(elapsedtime > 1.0){
|
||||
if(elapsedtime > 0.1){
|
||||
SpawnObstacle();
|
||||
elapsedtime = 0;
|
||||
}
|
||||
|
||||
std::vector<EntityID> removethis;
|
||||
|
||||
for(auto ent : obstacles)
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(ent, "Transform");
|
||||
transformComponent->Position.z += 15.f * dt;
|
||||
transformComponent->Position.z += 100.f * dt;
|
||||
|
||||
if(transformComponent->Position.z > 100)
|
||||
{
|
||||
removethis.push_back(ent);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
for(auto ent : removethis)
|
||||
{
|
||||
m_World->RemoveEntity(ent);
|
||||
obstacles.remove(ent);
|
||||
}
|
||||
removethis.clear();
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -9,7 +9,6 @@
|
||||
#include "Components/Model.h"
|
||||
|
||||
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
class LevelGenerationSystem : public System
|
||||
@@ -28,7 +27,8 @@ namespace Systems
|
||||
glm::vec2 startyz;
|
||||
double elapsedtime;
|
||||
|
||||
std::vector<EntityID> obstacles;
|
||||
std::list<EntityID> obstacles;
|
||||
|
||||
|
||||
std::shared_ptr<Components::Transform> transform;
|
||||
std::shared_ptr<Components::Bounds> bounds;
|
||||
|
||||
@@ -23,7 +23,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
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 = 8.0f;
|
||||
float speed = 15.0f;
|
||||
if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
|
||||
speed *= 2.0f;
|
||||
}
|
||||
|
||||
@@ -27,10 +27,19 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
||||
auto model = m_CachedModels[modelComponent->ModelFile];
|
||||
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
|
||||
}
|
||||
|
||||
// Debug draw bounds
|
||||
#ifdef DEBUG
|
||||
auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
|
||||
if (bounds != nullptr) {
|
||||
glm::vec3 origin = transformComponent->Position + bounds->Origin;
|
||||
m_Renderer->AddAABBToDraw(origin, bounds->VolumeVector);
|
||||
}
|
||||
#endif
|
||||
|
||||
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity, "PointLight");
|
||||
if (pointLightComponent != nullptr)
|
||||
{
|
||||
|
||||
m_Renderer->AddPointLightToDraw(
|
||||
transformComponent->Position,
|
||||
pointLightComponent->Specular,
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "Components/Model.h"
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/Camera.h"
|
||||
#include "Components/Bounds.h"
|
||||
#include "Renderer.h"
|
||||
|
||||
namespace Systems
|
||||
|
||||
@@ -61,6 +61,12 @@ bool World::ValidEntity(EntityID entity)
|
||||
void World::RemoveEntity(EntityID entity)
|
||||
{
|
||||
m_EntityParents.erase(entity);
|
||||
m_EntityComponents.erase(entity);
|
||||
for (auto pair : m_EntityComponents[entity]) {
|
||||
auto type = pair.first;
|
||||
auto component = pair.second;
|
||||
m_ComponentsOfType[type].erase(std::remove(m_ComponentsOfType[type].begin(), m_ComponentsOfType[type].end(), component));
|
||||
}
|
||||
RecycleEntityID(entity);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user