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 @@
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="Fragment2.glsl" />
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<None Include="Fragment2.glsl" />
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<None Include="Shaders\AABB.frag.glsl" />
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<None Include="Shaders\Fragment.glsl" />
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<None Include="Shaders\Fragment.glsl" />
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<None Include="Shaders\Normals.frag.glsl" />
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<None Include="Shaders\Normals.frag.glsl" />
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<None Include="Shaders\Normals.geo.glsl" />
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<None Include="Shaders\Normals.geo.glsl" />
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@@ -176,6 +176,9 @@
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<None Include="Shaders\VisualizeDepth.vert.glsl">
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<None Include="Shaders\VisualizeDepth.vert.glsl">
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<Filter>Shaders</Filter>
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<Filter>Shaders</Filter>
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</None>
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</None>
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<None Include="Shaders\AABB.frag.glsl">
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<Filter>Shaders</Filter>
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</None>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Filter Include="Systems">
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<Filter Include="Systems">
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@@ -84,15 +84,18 @@ void GameWorld::Initialize()
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model->ModelFile = "Models/plane.obj";
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model->ModelFile = "Models/plane.obj";
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// Player
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// Player
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ent = CreateEntity();
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m_Player = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform = AddComponent<Components::Transform>(m_Player, "Transform");
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transform->Position = glm::vec3(0.f, 0.f, 0.f);
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transform->Position = glm::vec3(0.f, 4.f, 0.f);
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model = AddComponent<Components::Model>(ent, "Model");
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model = AddComponent<Components::Model>(m_Player, "Model");
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model->ModelFile = "Models/ship.obj";
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model->ModelFile = "Models/ship.obj";
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auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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bounds->Origin = glm::vec3(0.f);
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bounds->VolumeVector = glm::vec3(1.0f, 2.0f, 3.0f);
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ent = CreateEntity();
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(10.f, 0.f, 0.f);
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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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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/ship.obj";
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model->ModelFile = "Models/ship.obj";
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}
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}
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@@ -100,6 +103,9 @@ void GameWorld::Initialize()
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void GameWorld::Update(double dt)
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void GameWorld::Update(double dt)
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{
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{
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World::Update(dt);
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World::Update(dt);
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auto transform = GetComponent<Components::Transform>(m_Player, "Transform");
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transform->Orientation = transform->Orientation * glm::angleAxis<float>(dt, glm::vec3(0, 0, 1));
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}
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}
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void GameWorld::RegisterComponents()
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void GameWorld::RegisterComponents()
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@@ -0,0 +1,146 @@
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#include "GameWorld.h"
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void GameWorld::Initialize()
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{
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World::Initialize();
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AddSystem("LevelGenerationSystem");
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AddSystem("InputSystem");
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//AddSystem("CollisionSystem");
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//AddSystem("ParticleSystem");
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AddSystem("PlayerSystem");
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AddSystem("SoundSystem");
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AddSystem("RenderSystem");
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std::shared_ptr<Components::Transform> transform;
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std::shared_ptr<Components::Model> model;
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std::shared_ptr<Components::PointLight> pointLight;
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std::shared_ptr<Components::Camera> camera;
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EntityID ent;
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// Camera
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ent = CreateEntity();
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SetProperty(ent, "Name", std::string("Camera"));
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transform = AddComponent<Components::Transform>(ent, "Transform");
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AddComponent<Components::Input>(ent, "Input");
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transform->Position = glm::vec3(0.f, 2.f, 10.f);
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camera = AddComponent<Components::Camera>(ent, "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(25.0f),glm::vec3(1,0,0));
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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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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->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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model = AddComponent<Components::Model>(ent, "Model");
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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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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->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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model = AddComponent<Components::Model>(ent, "Model");
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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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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->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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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/sphere.obj";
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//ground
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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, 0.f, 0.f);
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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/plane.obj";
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// Player
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|
<<<<<<< HEAD
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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, 0.f, 0.f);
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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/ship.obj";
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=======
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m_Player = CreateEntity();
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transform = AddComponent<Components::Transform>(m_Player, "Transform");
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transform->Position = glm::vec3(0.f, 4.f, 0.f);
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model = AddComponent<Components::Model>(m_Player, "Model");
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model->ModelFile = "ship.obj";
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auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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bounds->Origin = glm::vec3(0.f);
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bounds->VolumeVector = glm::vec3(1.0f, 2.0f, 3.0f);
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|
>>>>>>> 21b2e3bdc15ac8b21f027a7f531574f46187ae80
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|
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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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model->ModelFile = "Models/ship.obj";
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}
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void GameWorld::Update(double dt)
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|
{
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World::Update(dt);
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|
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auto transform = GetComponent<Components::Transform>(m_Player, "Transform");
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transform->Orientation = transform->Orientation * glm::angleAxis<float>(dt, glm::vec3(0, 0, 1));
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|
}
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|
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void GameWorld::RegisterComponents()
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{
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m_ComponentFactory.Register("Bounds", []() { return new Components::Bounds(); });
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m_ComponentFactory.Register("Camera", []() { return new Components::Camera(); });
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m_ComponentFactory.Register("Collision", []() { return new Components::Collision(); });
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m_ComponentFactory.Register("DirectionalLight", []() { return new Components::DirectionalLight(); });
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m_ComponentFactory.Register("Input", []() { return new Components::Input(); });
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m_ComponentFactory.Register("Model", []() { return new Components::Model(); });
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m_ComponentFactory.Register("ParticleEmitter", []() { return new Components::ParticleEmitter(); });
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m_ComponentFactory.Register("PointLight", []() { return new Components::PointLight(); });
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m_ComponentFactory.Register("PowerUp", []() { return new Components::PowerUp(); });
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m_ComponentFactory.Register("SoundEmitter", []() { return new Components::SoundEmitter(); });
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m_ComponentFactory.Register("Sprite", []() { return new Components::Sprite(); });
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m_ComponentFactory.Register("Stat", []() { return new Components::Stat(); });
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m_ComponentFactory.Register("Template", []() { return new Components::Template(); });
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m_ComponentFactory.Register("Transform", []() { return new Components::Transform(); });
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}
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|
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|
void GameWorld::RegisterSystems()
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|
{
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m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
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m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
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|
//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
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|
//m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
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|
m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
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|
m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
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|
m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_Renderer); });
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|
}
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@@ -42,6 +42,8 @@ public:
|
|||||||
|
|
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private:
|
private:
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std::shared_ptr<Renderer> m_Renderer;
|
std::shared_ptr<Renderer> m_Renderer;
|
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|
|
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|
EntityID m_Player;
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};
|
};
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|
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#endif // GameWorld_h__
|
#endif // GameWorld_h__
|
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|
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@@ -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_DrawWireframe = false;
|
||||||
|
|
||||||
m_SunPosition = glm::vec3(0, 10, 10);
|
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);
|
m_SunProjection = glm::ortho<float>(-20, 20, -20, 20, -10, 20);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -85,6 +85,12 @@ void Renderer::LoadContent()
|
|||||||
m_ShaderProgramShadowsDrawDepth.Compile();
|
m_ShaderProgramShadowsDrawDepth.Compile();
|
||||||
m_ShaderProgramShadowsDrawDepth.Link();
|
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();
|
m_ScreenQuad = CreateQuad();
|
||||||
CreateShadowMap(2048*2);
|
CreateShadowMap(2048*2);
|
||||||
}
|
}
|
||||||
@@ -116,9 +122,25 @@ void Renderer::CreateShadowMap(int resolution)
|
|||||||
}
|
}
|
||||||
void Renderer::Draw(double dt)
|
void Renderer::Draw(double dt)
|
||||||
{
|
{
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
|
||||||
DrawShadowMap();
|
DrawShadowMap();
|
||||||
DrawScene();
|
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();
|
DrawDebugShadowMap();
|
||||||
|
|
||||||
ModelsToRender.clear();
|
ModelsToRender.clear();
|
||||||
@@ -336,4 +358,63 @@ GLuint Renderer::CreateQuad()
|
|||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
|
||||||
return vao;
|
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_linearAttenuation;
|
||||||
std::vector<float> Light_quadraticAttenuation;
|
std::vector<float> Light_quadraticAttenuation;
|
||||||
std::vector<float> Light_spotExponent;
|
std::vector<float> Light_spotExponent;
|
||||||
|
std::vector<glm::mat4> AABBsToRender;
|
||||||
|
|
||||||
Renderer();
|
Renderer();
|
||||||
|
|
||||||
@@ -64,6 +65,7 @@ public:
|
|||||||
float _quadraticAttenuation,
|
float _quadraticAttenuation,
|
||||||
float _spotExponent
|
float _spotExponent
|
||||||
);
|
);
|
||||||
|
void AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector);
|
||||||
|
|
||||||
void LoadContent();
|
void LoadContent();
|
||||||
|
|
||||||
@@ -87,6 +89,7 @@ private:
|
|||||||
glm::vec3 m_SunTarget;
|
glm::vec3 m_SunTarget;
|
||||||
glm::mat4 m_SunProjection;
|
glm::mat4 m_SunProjection;
|
||||||
|
|
||||||
|
GLuint m_DebugAABB;
|
||||||
GLuint m_ScreenQuad;
|
GLuint m_ScreenQuad;
|
||||||
GLuint m_ShadowFrameBuffer;
|
GLuint m_ShadowFrameBuffer;
|
||||||
GLuint m_ShadowDepthTexture;
|
GLuint m_ShadowDepthTexture;
|
||||||
@@ -97,6 +100,7 @@ private:
|
|||||||
ShaderProgram m_ShaderProgramNormals;
|
ShaderProgram m_ShaderProgramNormals;
|
||||||
ShaderProgram m_ShaderProgramShadows;
|
ShaderProgram m_ShaderProgramShadows;
|
||||||
ShaderProgram m_ShaderProgramShadowsDrawDepth;
|
ShaderProgram m_ShaderProgramShadowsDrawDepth;
|
||||||
|
ShaderProgram m_ShaderProgramDebugAABB;
|
||||||
|
|
||||||
void DrawScene();
|
void DrawScene();
|
||||||
void DrawModels(ShaderProgram &shader);
|
void DrawModels(ShaderProgram &shader);
|
||||||
@@ -104,6 +108,7 @@ private:
|
|||||||
void CreateShadowMap(int resolution);
|
void CreateShadowMap(int resolution);
|
||||||
GLuint CreateQuad();
|
GLuint CreateQuad();
|
||||||
void DrawDebugShadowMap();
|
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)
|
: System(world)
|
||||||
{
|
{
|
||||||
elapsedtime = 0;
|
elapsedtime = 0;
|
||||||
startyz = glm::vec2(0, -200);
|
startyz = glm::vec2(0, -1000);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Systems::LevelGenerationSystem::SpawnObstacle()
|
void Systems::LevelGenerationSystem::SpawnObstacle()
|
||||||
@@ -12,7 +12,7 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
typeRandom = 0 + (rand() % 5);
|
typeRandom = 0 + (rand() % 3);
|
||||||
|
|
||||||
|
|
||||||
EntityID ent;
|
EntityID ent;
|
||||||
@@ -25,45 +25,28 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
|
|||||||
collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
|
collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
|
||||||
model = m_World->AddComponent<Components::Model>(ent, "Model");
|
model = m_World->AddComponent<Components::Model>(ent, "Model");
|
||||||
|
|
||||||
|
positionRandom = -500 + (rand() % 1000);
|
||||||
|
|
||||||
switch (typeRandom)
|
switch (typeRandom)
|
||||||
{
|
{
|
||||||
case 0:
|
case 0:
|
||||||
|
|
||||||
positionRandom = -500 + (rand() % 1000);
|
|
||||||
transform->Position = glm::vec3( positionRandom, startyz); // fix position
|
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";
|
model->ModelFile = "Models/obstacle_mountain_1.obj";
|
||||||
|
|
||||||
break;
|
break;
|
||||||
case 1:
|
case 1:
|
||||||
|
|
||||||
positionRandom = -100 + (rand() % 200);
|
|
||||||
transform->Position = glm::vec3( positionRandom, startyz); // fix position
|
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";
|
model->ModelFile = "Models/obstacle_mountain_2.obj";
|
||||||
|
|
||||||
break;
|
break;
|
||||||
case 2:
|
case 2:
|
||||||
|
|
||||||
positionRandom = -100 + (rand() % 200);
|
|
||||||
transform->Position = glm::vec3( positionRandom, startyz); // fix position
|
transform->Position = glm::vec3( positionRandom, startyz); // fix position
|
||||||
bounds->VolumeVector = glm::vec3(4, 4, 4);
|
bounds->VolumeVector = glm::vec3(1, 1, 1);
|
||||||
model->ModelFile = "Models/obstacle_mountain_3.obj";
|
bounds->Origin = glm::vec3(0,1,0);
|
||||||
|
|
||||||
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);
|
|
||||||
model->ModelFile = "Models/obstacle_cube_1.obj";
|
model->ModelFile = "Models/obstacle_cube_1.obj";
|
||||||
|
|
||||||
break;
|
break;
|
||||||
@@ -78,16 +61,32 @@ void Systems::LevelGenerationSystem::Update( double dt )
|
|||||||
|
|
||||||
elapsedtime += dt;
|
elapsedtime += dt;
|
||||||
|
|
||||||
if(elapsedtime > 1.0){
|
if(elapsedtime > 0.1){
|
||||||
SpawnObstacle();
|
SpawnObstacle();
|
||||||
elapsedtime = 0;
|
elapsedtime = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::vector<EntityID> removethis;
|
||||||
|
|
||||||
for(auto ent : obstacles)
|
for(auto ent : obstacles)
|
||||||
{
|
{
|
||||||
auto transformComponent = m_World->GetComponent<Components::Transform>(ent, "Transform");
|
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"
|
#include "Components/Model.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
namespace Systems
|
namespace Systems
|
||||||
{
|
{
|
||||||
class LevelGenerationSystem : public System
|
class LevelGenerationSystem : public System
|
||||||
@@ -28,7 +27,8 @@ namespace Systems
|
|||||||
glm::vec2 startyz;
|
glm::vec2 startyz;
|
||||||
double elapsedtime;
|
double elapsedtime;
|
||||||
|
|
||||||
std::vector<EntityID> obstacles;
|
std::list<EntityID> obstacles;
|
||||||
|
|
||||||
|
|
||||||
std::shared_ptr<Components::Transform> transform;
|
std::shared_ptr<Components::Transform> transform;
|
||||||
std::shared_ptr<Components::Bounds> bounds;
|
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_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);
|
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]) {
|
if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
|
||||||
speed *= 2.0f;
|
speed *= 2.0f;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -27,10 +27,19 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
|||||||
auto model = m_CachedModels[modelComponent->ModelFile];
|
auto model = m_CachedModels[modelComponent->ModelFile];
|
||||||
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
|
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");
|
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity, "PointLight");
|
||||||
if (pointLightComponent != nullptr)
|
if (pointLightComponent != nullptr)
|
||||||
{
|
{
|
||||||
|
|
||||||
m_Renderer->AddPointLightToDraw(
|
m_Renderer->AddPointLightToDraw(
|
||||||
transformComponent->Position,
|
transformComponent->Position,
|
||||||
pointLightComponent->Specular,
|
pointLightComponent->Specular,
|
||||||
|
|||||||
@@ -9,6 +9,7 @@
|
|||||||
#include "Components/Model.h"
|
#include "Components/Model.h"
|
||||||
#include "Components/Transform.h"
|
#include "Components/Transform.h"
|
||||||
#include "Components/Camera.h"
|
#include "Components/Camera.h"
|
||||||
|
#include "Components/Bounds.h"
|
||||||
#include "Renderer.h"
|
#include "Renderer.h"
|
||||||
|
|
||||||
namespace Systems
|
namespace Systems
|
||||||
|
|||||||
@@ -61,6 +61,12 @@ bool World::ValidEntity(EntityID entity)
|
|||||||
void World::RemoveEntity(EntityID entity)
|
void World::RemoveEntity(EntityID entity)
|
||||||
{
|
{
|
||||||
m_EntityParents.erase(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);
|
RecycleEntityID(entity);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user