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:
ViktorLjung
2014-03-13 02:02:41 +01:00
17 changed files with 314 additions and 64 deletions
+1
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@@ -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">
+11 -5
View File
@@ -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()
+146
View File
@@ -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); });
}
+2
View File
@@ -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
+83 -2
View File
@@ -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);
}
+5
View File
@@ -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();
};
+15
View File
@@ -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;
+1 -1
View File
@@ -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;
}
+10 -1
View File
@@ -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,
+1
View File
@@ -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
+6
View File
@@ -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);
}