Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn

Conflicts:
	Escape-the-Dawn/AABB.h
	Escape-the-Dawn/Components/Bounds.h
	Escape-the-Dawn/Escape-the-Dawn.vcxproj
	Escape-the-Dawn/Escape-the-Dawn.vcxproj.filters
This commit is contained in:
Adam
2014-03-07 19:17:24 +01:00
35 changed files with 462 additions and 398 deletions
+3
View File
@@ -4,6 +4,9 @@ Microsoft Visual Studio Solution File, Format Version 12.00
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Escape-the-Dawn", "Escape-the-Dawn\Escape-the-Dawn.vcxproj", "{FE405CFA-8FCE-4867-92CF-797E73B36482}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Tests", "Tests\Tests.vcxproj", "{B9A8F4AA-BE85-45EA-84DD-652D13DD22BE}"
ProjectSection(ProjectDependencies) = postProject
{A9755CAA-62DC-442D-B82C-F548546CFD38} = {A9755CAA-62DC-442D-B82C-F548546CFD38}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Executable", "Executable\Executable.vcxproj", "{A9755CAA-62DC-442D-B82C-F548546CFD38}"
EndProject
+3 -1
View File
@@ -1,7 +1,7 @@
#ifndef Component_h__
#define Component_h__
#include "ComponentFactory.h"
#include "Factory.h"
#include "Entity.h"
struct Component
@@ -9,4 +9,6 @@ struct Component
EntityID Entity;
};
//&static ComponentFactory componentFactory;
#endif // Component_h__
-51
View File
@@ -1,51 +0,0 @@
#ifndef ComponentFactory_h__
#define ComponentFactory_h__
#include <string>
#include <memory>
#include <functional>
#include <map>
struct Component;
#define REGISTER_COMPONENT(NAME, TYPE) \
static ComponentRegistrar<TYPE> registrar(NAME);
template <typename T>
class ComponentRegistrar
{
public:
ComponentRegistrar(std::string name)
{
ComponentFactory::Instance()->Register(name, [](void) -> std::shared_ptr<Component> { return std::shared_ptr<Component>(new T()); });
}
};
class ComponentFactory
{
public:
static ComponentFactory* Instance()
{
static ComponentFactory factory;
return &factory;
}
void Register(std::string name, std::function<std::shared_ptr<Component>(void)> factoryFunction)
{
m_FactoryFunctions[name] = factoryFunction;
}
std::shared_ptr<Component> Create(std::string name)
{
auto it = m_FactoryFunctions.find(name);
if (it != m_FactoryFunctions.end())
return it->second();
else
return nullptr;
}
private:
std::map<std::string, std::function<std::shared_ptr<Component>(void)>> m_FactoryFunctions;
};
#endif // ComponentFactory_h__
+3 -4
View File
@@ -1,5 +1,5 @@
#ifndef Bounds_h__
#define Bounds_h__
#ifndef Components_Bounds_h__
#define Components_Bounds_h__
#include "Component.h"
#include <glm/common.hpp>
@@ -14,7 +14,6 @@ namespace Components
glm::vec3 origin;
glm::vec3 volumeVector; //The vector that defines the volume of the BB, it goes from one corner to the opposite one
};
REGISTER_COMPONENT("Bounds", Bounds);
}
#endif // !Bounds_h__
#endif // !Components_Bounds_h__
+3 -4
View File
@@ -1,5 +1,5 @@
#ifndef Camera_h__
#define Camera_h__
#ifndef Components_Camera_h__
#define Components_Camera_h__
#include "Component.h"
@@ -12,7 +12,6 @@ namespace Components
int NearClip;
int FarClip;
};
REGISTER_COMPONENT("Camera", Camera);
}
#endif // !Camera_h__
#endif // !Components_Camera_h__
+5 -5
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@@ -1,6 +1,7 @@
#ifndef Collision_h__
#define Collision_h__
#ifndef Components_Collision_h__
#define Components_Collision_h__
#include "Entity.h"
#include "Component.h"
#include <vector>
@@ -10,9 +11,8 @@ namespace Components
struct Collision : Component
{
bool Phantom;
std::vector<int> CollidingEntities;
std::vector<EntityID> CollidingEntities;
};
REGISTER_COMPONENT("Collision", Collision);
}
#endif // !Collision_h__
#endif // !Components_Collision_h__
@@ -1,5 +1,5 @@
#ifndef DirectionalLight_h__
#define DirectionalLight_h__
#ifndef Components_DirectionalLight_h__
#define Components_DirectionalLight_h__
#include "Component.h"
#include "Color.h"
@@ -12,9 +12,8 @@ namespace Components
float Intensity;
float MaxRange;
float SpecularIntensity;
Color color;
Color Color;
};
REGISTER_COMPONENT("DirectionalLight", DirectionalLight);
}
#endif // !DirectionalLight_h__
#endif // !Components_DirectionalLight_h__
+12 -7
View File
@@ -1,19 +1,24 @@
#ifndef Input_h__
#define Input_h__
#ifndef Components_Input_h__
#define Components_Input_h__
#include <array>
#include <GLFW/glfw3.h>
#include "Component.h"
#include <GLFW/glfw3.h>
namespace Components
{
struct Input : Component
{
int KeyState[GLFW_KEY_LAST];
float MouseState[2];
std::array<int, GLFW_KEY_LAST> KeyState;
std::array<int, GLFW_KEY_LAST> LastKeyState;
std::array<int, GLFW_MOUSE_BUTTON_LAST> MouseState;
std::array<int, GLFW_MOUSE_BUTTON_LAST> LastMouseState;
float dX, dY;
};
REGISTER_COMPONENT("Input", Input);
}
#endif // !Input_h__
#endif // !Components_Input_h__
+7 -6
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@@ -1,5 +1,7 @@
#ifndef Model_h__
#define Model_h__
#ifndef Components_Model_h__
#define Components_Model_h__
#include <string>
#include "Component.h"
#include "Color.h"
@@ -9,10 +11,9 @@ namespace Components
struct Model : Component
{
std::string ModelName;
Color color;
std::string ModelFile;
Color Color;
};
REGISTER_COMPONENT("Model", Model);
}
#endif // !Model_h__
#endif // !Components_Model_h__
+3 -4
View File
@@ -1,5 +1,5 @@
#ifndef ParticleEmitter_h__
#define ParticleEmitter_h__
#ifndef Components_ParticleEmitter_h__
#define Components_ParticleEmitter_h__
#include "Component.h"
#include "Color.h"
@@ -20,7 +20,6 @@ namespace Components
std::vector<float[3]> VelocitySpectrum;
std::vector<float[3]> AngularVelocitySpectrum;
};
REGISTER_COMPONENT("ParticleEmitter", ParticleEmitter);
}
#endif // !ParticleEmitter_h__
#endif // !Components_ParticleEmitter_h__
+4 -5
View File
@@ -1,5 +1,5 @@
#ifndef PointLight_h__
#define PointLight_h__
#ifndef Components_PointLight_h__
#define Components_PointLight_h__
#include "Component.h"
#include "Color.h"
@@ -12,9 +12,8 @@ namespace Components
float Intensity;
float MaxRange;
float SpecularIntensity;
Color color;
Color Color;
};
REGISTER_COMPONENT("PointLight", PointLight);
}
#endif // !PointLight_h__
#endif // !Components_PointLight_h__
+4 -5
View File
@@ -1,5 +1,5 @@
#ifndef PowerUp_h__
#define PowerUp_h__
#ifndef Components_PowerUp_h__
#define Components_PowerUp_h__
#include "Component.h"
@@ -8,9 +8,8 @@ namespace Components
struct PowerUp : Component
{
int Speed;
float Speed;
};
REGISTER_COMPONENT("PowerUp", PowerUp);
}
#endif // !PowerUp_h__
#endif // !Components_PowerUp_h__
+5 -4
View File
@@ -1,5 +1,7 @@
#ifndef SoundEmitter_h__
#define SoundEmitter_h__
#ifndef Components_SoundEmitter_h__
#define Components_SoundEmitter_h__
#include <string>
#include "Component.h"
@@ -12,7 +14,6 @@ namespace Components
float Volume;
float MaxRange;
};
REGISTER_COMPONENT("SoundEmitter", SoundEmitter);
}
#endif // !SoundEmitter_h__
#endif // !Components_SoundEmitter_h__
+6 -5
View File
@@ -1,5 +1,7 @@
#ifndef Sprite_h__
#define Sprite_h__
#ifndef Components_Sprite_h__
#define Components_Sprite_h__
#include <string>
#include "Component.h"
#include "Color.h"
@@ -10,9 +12,8 @@ namespace Components
struct Sprite : Component
{
std::string SpriteFile;
Color color;
Color Color;
};
REGISTER_COMPONENT("Sprite", Sprite);
}
#endif // !Sprite_h__
#endif // !Components_Sprite_h__
+4 -5
View File
@@ -1,5 +1,5 @@
#ifndef Stat_h__
#define Stat_h__
#ifndef Components_Stat_h__
#define Components_Stat_h__
#include "Component.h"
@@ -8,10 +8,9 @@ namespace Components
struct Stat : Component
{
int Health;
float Health;
bool Destroyable;
};
REGISTER_COMPONENT("Stat", Stat);
}
#endif // !Stat_h__
#endif // !Components_Stat_h__
+3 -4
View File
@@ -1,5 +1,5 @@
#ifndef Template_h__
#define Template_h__
#ifndef Components_Template_h__
#define Components_Template_h__
#include "Component.h"
@@ -7,7 +7,6 @@ namespace Components
{
struct Template : Component { };
REGISTER_COMPONENT("Template", Template);
}
#endif // !Template_h__
#endif // !Components_Template_h__
+19
View File
@@ -0,0 +1,19 @@
#ifndef Components_Transform_h__
#define Components_Transform_h__
#include "Component.h"
#include <glm/gtc/quaternion.hpp>
namespace Components
{
struct Transform : Component
{
glm::vec3 Position;
glm::quat Orientation;
glm::vec3 Velocity;
};
}
#endif // Components_Transform_h__
@@ -1,19 +0,0 @@
#ifndef Transform_h__
#define Transform_h__
#include "Component.h"
#include <glm/gtc/quaternion.hpp>
namespace Components
{
struct Transform : Component
{
float Position[3];
glm::fquat qtrn; //Quaternion with floats
float Velocity[3];
};
REGISTER_COMPONENT("Transform", Transform);
}
#endif // Transform_h__
+14 -35
View File
@@ -11,53 +11,32 @@
#include "World.h"
class Engine
{
public:
Engine(int argc, char* argv[])
{
// Initialize GLFW
if (!glfwInit()) {
LOG_ERROR("GLFW: Initialization failed");
exit(EXIT_FAILURE);
renderer.Initialize();
m_LastTime = glfwGetTime();
}
// Create a window
m_Window = glfwCreateWindow(1280, 720, "OpenGL", nullptr, nullptr);
if (!m_Window) {
LOG_ERROR("GLFW: Failed to create window");
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(m_Window);
// GL version info
glGetIntegerv(GL_MAJOR_VERSION, &glVersion[0]);
glGetIntegerv(GL_MINOR_VERSION, &glVersion[1]);
glVendor = (GLchar*)glGetString(GL_VENDOR);
std::stringstream ss;
ss << glVendor << " OpenGL " << glVersion[0] << "." << glVersion[1];
#ifdef DEBUG
ss << " DEBUG";
#endif
LOG_INFO(ss.str().c_str());
glfwSetWindowTitle(m_Window, ss.str().c_str());
// Initialize GLEW
if (glewInit() != GLEW_OK) {
LOG_ERROR("GLEW: Initialization failed");
exit(EXIT_FAILURE);
}
}
bool Running() const { return !glfwWindowShouldClose(m_Window); }
bool Running() const { return !glfwWindowShouldClose(renderer.GetWindow()); }
void Tick()
{
double currentTime = glfwGetTime();
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
//World.Update(dt);
renderer.Draw(dt);
glfwPollEvents();
}
private:
GLFWwindow* m_Window;
GLint glVersion[2];
GLchar* glVendor;
Renderer renderer;
double m_LastTime;
};
+5 -5
View File
@@ -98,9 +98,9 @@
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="Engine.h" />
<ClCompile Include="main.cpp" />
<ClCompile Include="Model.cpp" />
<ClCompile Include="Renderer\Renderer.cpp" />
<ClCompile Include="Renderer.cpp" />
<ClCompile Include="ShaderProgram.cpp" />
<ClCompile Include="Systems\CollisionSystem.cpp" />
<ClCompile Include="World.cpp" />
<ClCompile Include="Systems\InputSystem.cpp" />
@@ -113,9 +113,9 @@
<ItemGroup>
<ClInclude Include="Color.h" />
<ClInclude Include="Component.h" />
<ClInclude Include="ComponentFactory.h" />
<ClInclude Include="Components\Bounds.h" />
<ClInclude Include="Components\Camera.h" />
<ClInclude Include="Factory.h" />
<ClInclude Include="Components\Bounds.h" />
<ClInclude Include="Components\Collision.h" />
<ClInclude Include="Components\DirectionalLight.h" />
<ClInclude Include="Components\Input.h" />
@@ -132,7 +132,7 @@
<ClInclude Include="logging.h" />
<ClInclude Include="glerror.h" />
<ClInclude Include="Model.h" />
<ClInclude Include="Renderer\Renderer.h" />
<ClInclude Include="Renderer.h" />
<ClInclude Include="ShaderProgram.h" />
<ClInclude Include="Systems\InputSystem.h" />
<ClInclude Include="System.h" />
+25 -18
View File
@@ -1,8 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<ClCompile Include="main.cpp" />
<ClCompile Include="Renderer\Renderer.cpp" />
<ClCompile Include="World.cpp" />
<ClCompile Include="Systems\CollisionSystem.cpp">
<Filter>Systems</Filter>
@@ -27,14 +25,12 @@
</ClCompile>
<ClCompile Include="Model.cpp" />
<ClCompile Include="Engine.h" />
<ClCompile Include="Renderer.cpp" />
<ClCompile Include="ShaderProgram.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Component.h" />
<ClInclude Include="ComponentFactory.h" />
<ClInclude Include="Entity.h" />
<ClInclude Include="logging.h" />
<ClInclude Include="glerror.h" />
<ClInclude Include="Renderer\Renderer.h" />
<ClInclude Include="System.h" />
<ClInclude Include="World.h" />
<ClInclude Include="Systems\CollisionSystem.h">
@@ -63,18 +59,6 @@
<Filter>Components</Filter>
</ClInclude>
<ClInclude Include="ShaderProgram.h" />
<ClInclude Include="Components\Bounds.h">
<Filter>Components</Filter>
</ClInclude>
<ClInclude Include="Components\Camera.h">
<Filter>Components</Filter>
</ClInclude>
<ClInclude Include="Components\Collision.h">
<Filter>Components</Filter>
</ClInclude>
<ClInclude Include="Components\DirectionalLight.h">
<Filter>Components</Filter>
</ClInclude>
<ClInclude Include="Components\Input.h">
<Filter>Components</Filter>
</ClInclude>
@@ -103,6 +87,26 @@
<Filter>Components</Filter>
</ClInclude>
<ClInclude Include="Color.h" />
<ClInclude Include="Factory.h" />
<ClInclude Include="Components\DirectionalLight.h">
<Filter>Components</Filter>
</ClInclude>
<ClInclude Include="Components\Collision.h">
<Filter>Components</Filter>
</ClInclude>
<ClInclude Include="Components\Camera.h">
<Filter>Components</Filter>
</ClInclude>
<ClInclude Include="Components\Bounds.h">
<Filter>Components</Filter>
</ClInclude>
<ClInclude Include="glerror.h">
<Filter>Util</Filter>
</ClInclude>
<ClInclude Include="logging.h">
<Filter>Util</Filter>
</ClInclude>
<ClInclude Include="Renderer.h" />
</ItemGroup>
<ItemGroup>
<None Include="Shaders\Fragment.glsl">
@@ -122,5 +126,8 @@
<Filter Include="Shaders">
<UniqueIdentifier>{54f1eb6f-dc00-4e97-a3ef-ac255d755e2e}</UniqueIdentifier>
</Filter>
<Filter Include="Util">
<UniqueIdentifier>{d985d7a7-c041-46fe-ae03-aa40295a7aad}</UniqueIdentifier>
</Filter>
</ItemGroup>
</Project>
+35
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@@ -0,0 +1,35 @@
#ifndef ComponentFactory_h__
#define ComponentFactory_h__
#include <string>
#include <memory>
#include <functional>
#include <map>
template <typename T>
class Factory
{
public:
void Register(std::string name, std::function<T(void)> factoryFunction)
{
m_FactoryFunctions[name] = factoryFunction;
}
T Create(std::string name)
{
auto it = m_FactoryFunctions.find(name);
if (it != m_FactoryFunctions.end()) {
return it->second();
} else {
return nullptr;
}
}
private:
std::map<std::string, std::function<T(void)>> m_FactoryFunctions;
};
struct Component;
class ComponentFactory : public Factory<Component*> { };
#endif // ComponentFactory_h__
+59 -46
View File
@@ -1,64 +1,77 @@
#include "Renderer/Renderer.h"
#include "Renderer.h"
Renderer::Renderer()
{
}
void Renderer::Draw()
void Renderer::Initialize()
{
// Initialize GLFW
if (!glfwInit()) {
LOG_ERROR("GLFW: Initialization failed");
exit(EXIT_FAILURE);
}
// Create a window
m_Window = glfwCreateWindow(1280, 720, "OpenGL", nullptr, nullptr);
if (!m_Window) {
LOG_ERROR("GLFW: Failed to create window");
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(m_Window);
// GL version info
glGetIntegerv(GL_MAJOR_VERSION, &m_glVersion[0]);
glGetIntegerv(GL_MINOR_VERSION, &m_glVersion[1]);
m_glVendor = (GLchar*)glGetString(GL_VENDOR);
std::stringstream ss;
ss << m_glVendor << " OpenGL " << m_glVersion[0] << "." << m_glVersion[1];
#ifdef DEBUG
ss << " DEBUG";
#endif
LOG_INFO(ss.str().c_str());
glfwSetWindowTitle(m_Window, ss.str().c_str());
// Initialize GLEW
if (glewInit() != GLEW_OK) {
LOG_ERROR("GLEW: Initialization failed");
exit(EXIT_FAILURE);
}
glEnable(GL_DEPTH_TEST);
LoadContent();
}
void Renderer::Draw(double _dt)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
//m_ShaderProgram->Bind();
glfwSwapBuffers(m_Window);
}
void Renderer::DrawText()
{
//DrawShitInTextForm
}
void Renderer::AddTextToDraw()
{
//Add to draw shit vector
}
void Renderer::AddModelToDraw(Model* _model)
{
ModelsToRender.push_back(_model);
}
//Fixa med shaders, lägga in alla verts osv.
GLuint Renderer::CompileShader(GLenum shaderType, std::string fileName)
void Renderer::LoadContent()
{
std::string shaderFile;
std::ifstream in(fileName, std::ios::in);
if(!in)
{
LOG_ERROR("Error: Failed to open shader file %s", fileName);
return 0;
}
in.seekg(0, std::ios::end);
shaderFile.resize((int)in.tellg());
in.seekg(0, std::ios::beg);
in.read(&shaderFile[0], shaderFile.size());
in.close();
GLuint shader = glCreateShader(shaderType); //GL_VERTEX_SHADER, GL_FRAGMENT_SHADER
if(GLERROR("glCreateShader"))
return 0;
const GLchar* shaderFiles = shaderFile.c_str();
const GLint length = shaderFile.length();
glShaderSource(shader, 1, &shaderFiles, &length);
if(GLERROR("glShaderSource"))
return 0;
glCompileShader(shader);
GLint compileStatus;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
if(compileStatus != GL_TRUE)
{
GLsizei infoLogLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar* infolog = new GLchar[infoLogLength];
glGetShaderInfoLog(shader, infoLogLength, &infoLogLength, infolog);
std::cerr << infolog << std::endl;
delete[] infolog;
}
if(GLERROR("glCompileShader"))
return 0;
return shader;
m_ShaderProgram->AddShader(std::unique_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl")));
m_ShaderProgram->AddShader(std::unique_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
m_ShaderProgram->Link();
}
+22 -5
View File
@@ -1,3 +1,6 @@
#ifndef Renderer_h__
#define Renderer_h__
#include <string>
#include <fstream>
#include <iostream>
@@ -16,19 +19,33 @@
#include <glm/gtc/type_ptr.hpp>
#include "glerror.h"
#include "ShaderProgram.h"
#include "Model.h"
class Renderer
{
public:
GLuint shaderProgram;
GLuint VAO;
std::shared_ptr<ShaderProgram> m_ShaderProgram;
std::vector<Model*> ModelsToRender;
Renderer();
void Draw();
void Initialize();
void Draw(double dt);
void DrawText();
GLuint CompileShader(GLenum, std::string);
void AddModelToDraw(Model*);
void AddTextToDraw();
void LoadContent();
GLFWwindow* GetWindow() const { return m_Window; }
private:
GLFWwindow* m_Window;
GLint m_glVersion[2];
GLchar* m_glVendor;
};
#endif // Renderer_h__
-38
View File
@@ -1,38 +0,0 @@
#include "Renderer.h"
Renderer::Renderer()
{
glEnable(GL_DEPTH_TEST);
}
void Renderer::Draw()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
m_ShaderProgram->Bind();
}
void Renderer::DrawText()
{
//DrawShitInTextForm
}
void Renderer::AddTextToDraw()
{
//Add to draw shit vector
}
void Renderer::AddObjectToDraw()
{
}
//Fixa med shaders, lägga in alla verts osv.
void Renderer::LoadContent()
{
m_ShaderProgram->AddShader(std::unique_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl")));
m_ShaderProgram->AddShader(std::unique_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
m_ShaderProgram->Link();
}
-42
View File
@@ -1,42 +0,0 @@
#include <string>
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#define _CRT_SECURE_NO_WARNINGS
#include <GL/glew.h>
#define GLFW_INCLUDE_GLU
#include <GLFW/glfw3.h>
#include <glext.h>
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "glerror.h"
#include "ShaderProgram.h"
class Renderer
{
public:
std::shared_ptr<ShaderProgram> m_ShaderProgram;
GLuint VAO;
std::vector<std::vector<float>> Vertices;
std::vector<std::vector<float>> Normals;
std::vector<std::vector<float>> TextureCoords;
Renderer();
void Draw();
void DrawText();
void AddObjectToDraw();
void AddTextToDraw();
void LoadContent();
GLuint CompileShader(GLenum, std::string);
};
+3 -1
View File
@@ -105,7 +105,9 @@ ShaderProgram::~ShaderProgram()
void ShaderProgram::AddShader(std::unique_ptr<Shader> shader)
{
if (!shader->IsCompiled()) {
shader->Compile();
if (shader->Compile() == 0) {
return;
}
}
m_Shaders.push_back(std::move(shader));
+4 -1
View File
@@ -11,7 +11,10 @@ public:
System(World* world) : m_World(world) { }
virtual ~System() { }
virtual void Update(double dt, EntityID entity, EntityID parent) = 0;
// Called once per system every tick
virtual void Update(double dt) { }
// Called once for every entity in the world every tick
virtual void Update(double dt, EntityID entity, EntityID parent) { }
protected:
World* m_World;
+1 -2
View File
@@ -4,8 +4,7 @@
#include "System.h"
#include "logging.h"
#include "Components/TransformComponent.h"
#include "Components/Transform.h"
namespace Systems
{
+40
View File
@@ -0,0 +1,40 @@
#include "InputSystem.h"
#include "World.h"
void Systems::InputSystem::Update(double dt)
{
m_LastKeyState = m_CurrentKeyState;
m_LastMouseState = m_CurrentMouseState;
// Keyboard input
for (int i = 0; i <= GLFW_KEY_LAST; ++i) {
m_CurrentKeyState[i] = glfwGetKey(m_Renderer->GetWindow(), i);
}
// Mouse buttons
for (int i = 0; i <= GLFW_MOUSE_BUTTON_LAST; ++i) {
m_CurrentKeyState[i] = glfwGetMouseButton(m_Renderer->GetWindow(), i);
}
// Cursor position
double xpos, ypos;
glfwGetCursorPos(m_Renderer->GetWindow(), &xpos, &ypos);
m_CurrentMouseDeltaX = xpos - m_LastMouseX;
m_CurrentMouseDeltaY = ypos - m_LastMouseY;
m_LastMouseX = xpos;
m_LastMouseY = ypos;
}
void Systems::InputSystem::Update(double dt, EntityID entity, EntityID parent)
{
auto input = m_World->GetComponent<Components::Input>(entity, "Input");
if (input == nullptr)
return;
input->KeyState = m_CurrentKeyState;
input->LastKeyState = m_LastKeyState;
input->MouseState = m_CurrentMouseState;
input->LastMouseState = m_LastMouseState;
input->dX = m_CurrentMouseDeltaX;
input->dY = m_CurrentMouseDeltaY;
}
+35
View File
@@ -0,0 +1,35 @@
#ifndef InputSystem_h__
#define InputSystem_h__
#include <array>
#include "System.h"
#include "Renderer.h"
#include "Components/Input.h"
namespace Systems
{
class InputSystem : public System
{
public:
InputSystem(World* world, Renderer* renderer)
: System(world), m_Renderer(renderer) { }
void Update(double dt) override;
void Update(double dt, EntityID entity, EntityID parent) override;
private:
Renderer* m_Renderer;
std::array<int, GLFW_KEY_LAST> m_CurrentKeyState;
std::array<int, GLFW_KEY_LAST> m_LastKeyState;
std::array<int, GLFW_MOUSE_BUTTON_LAST> m_CurrentMouseState;
std::array<int, GLFW_MOUSE_BUTTON_LAST> m_LastMouseState;
float m_CurrentMouseDeltaX, m_CurrentMouseDeltaY;
float m_LastMouseX, m_LastMouseY;
};
}
#endif // InputSystem_h__
+16
View File
@@ -32,6 +32,7 @@ void World::RecursiveUpdate(std::shared_ptr<System> system, double dt, EntityID
void World::Update(double dt)
{
for (auto system : m_Systems) {
system->Update(dt);
RecursiveUpdate(system, dt, 0);
}
}
@@ -84,4 +85,19 @@ World::World()
m_LastEntityID = 0;
m_Systems.push_back(std::make_shared<Systems::Collision>(this));
RegisterComponents();
RegisterSystems();
}
void World::RegisterComponents()
{
m_ComponentFactory.Register("Transform", []() { return new Components::Transform(); });
m_ComponentFactory.Register("Input", []() { return new Components::Input(); });
m_ComponentFactory.Register("DirectionalLight", []() { return new Components::DirectionalLight(); });
}
void World::RegisterSystems()
{
}
+23 -4
View File
@@ -6,9 +6,15 @@
#include <vector>
#include <string>
#include "Renderer.h"
#include "Entity.h"
#include "Component.h"
#include "ComponentFactory.h"
#include "Factory.h"
#include "Components/Transform.h"
#include "Components/Input.h"
#include "Components/DirectionalLight.h"
#include "System.h"
#include "Systems/CollisionSystem.h"
@@ -18,6 +24,9 @@ public:
World();
~World();
virtual void RegisterComponents();
virtual void RegisterSystems();
EntityID CreateEntity(EntityID parent = 0);
void RemoveEntity(EntityID entity);
@@ -29,12 +38,22 @@ public:
template <class T>
std::shared_ptr<T> AddComponent(EntityID entity, std::string componentType)
{
std::shared_ptr<T> component = std::static_pointer_cast<T>(ComponentFactory::Instance()->Create(componentType));
std::shared_ptr<T> component = std::shared_ptr<T>(static_cast<T*>(m_ComponentFactory.Create(componentType)));
if (component == nullptr) {
LOG_ERROR("Failed to attach invalid component \"%s\" to entity #%i", componentType.c_str(), entity);
return nullptr;
}
m_ComponentsOfType[componentType].push_back(component);
m_EntityComponents[entity][componentType] = component;
return component;
}
std::shared_ptr<Component> AddComponent(EntityID entity, std::string componentType)
{
return AddComponent<Component>(entity, componentType);
}
template <class T>
std::shared_ptr<T> GetComponent(EntityID entity, std::string componentType)
{
@@ -45,9 +64,8 @@ public:
void AddSystem(System* system);
// Recursively update through the scene graph
void Update(double dt);
// Recursively update through the scene graph
void RecursiveUpdate(std::shared_ptr<System> system, double dt, EntityID parentEntity);
private:
@@ -56,6 +74,7 @@ private:
// A bottom to top tree. A map of child entities to parent entities.
std::unordered_map<EntityID, EntityID> m_EntityParents;
ComponentFactory m_ComponentFactory;
std::unordered_map<std::string, std::vector<std::shared_ptr<Component>>> m_ComponentsOfType;
std::unordered_map<EntityID, std::map<std::string, std::shared_ptr<Component>>> m_EntityComponents;
std::vector<std::shared_ptr<System>> m_Systems;
+14
View File
@@ -63,6 +63,13 @@
</Link>
<PostBuildEvent />
<PostBuildEvent />
<PreBuildEvent />
<PostBuildEvent>
<Command>$(OutDir)$(TargetName)$(TargetExt) --log_level=test_suite</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Running tests</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
@@ -78,6 +85,13 @@
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>boost_unit_test_framework-vc110-1_55.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
<PreBuildEvent />
<PostBuildEvent>
<Command>$(OutDir)$(TargetName)$(TargetExt) --log_level=test_suite</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Running tests</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="main.cpp" />
+12 -1
View File
@@ -1,5 +1,7 @@
#include "logging.h"
#include "World.h"
#include "Components/TransformComponent.h"
#include "Components/Transform.h"
#define BOOST_TEST_MODULE World
#define BOOST_TEST_DYN_LINK
@@ -51,3 +53,12 @@ BOOST_AUTO_TEST_CASE(Recycling)
EntityID ent12 = world.CreateEntity(); // 1
BOOST_REQUIRE(ent11 == ent12);
}
BOOST_AUTO_TEST_CASE(ComponentCreation)
{
World world;
EntityID ent = world.CreateEntity();
BOOST_CHECK(world.AddComponent(ent, "Transform") != nullptr);
BOOST_CHECK(world.AddComponent(ent, "Input") != nullptr);
}