diff --git a/Escape-the-Dawn/Escape-the-Dawn.vcxproj b/Escape-the-Dawn/Escape-the-Dawn.vcxproj
index 8a6c3db..cb14255 100644
--- a/Escape-the-Dawn/Escape-the-Dawn.vcxproj
+++ b/Escape-the-Dawn/Escape-the-Dawn.vcxproj
@@ -166,6 +166,7 @@
+
diff --git a/Escape-the-Dawn/Escape-the-Dawn.vcxproj.filters b/Escape-the-Dawn/Escape-the-Dawn.vcxproj.filters
index da3ea10..94202f3 100644
--- a/Escape-the-Dawn/Escape-the-Dawn.vcxproj.filters
+++ b/Escape-the-Dawn/Escape-the-Dawn.vcxproj.filters
@@ -176,6 +176,9 @@
Shaders
+
+ Shaders
+
diff --git a/Escape-the-Dawn/GameWorld.cpp b/Escape-the-Dawn/GameWorld.cpp
index 4569985..278761c 100644
--- a/Escape-the-Dawn/GameWorld.cpp
+++ b/Escape-the-Dawn/GameWorld.cpp
@@ -79,22 +79,25 @@ void GameWorld::Initialize()
//ground
ent = CreateEntity();
transform = AddComponent(ent, "Transform");
- transform->Position = glm::vec3(0.f, -4.f, 0.f);
+ transform->Position = glm::vec3(0.f, 0.f, 0.f);
model = AddComponent(ent, "Model");
model->ModelFile = "plane.obj";
// Player
- ent = CreateEntity();
- SetProperty(ent, "Name", std::string("PlayerShip"));
- transform = AddComponent(ent, "Transform");
- transform->Position = glm::vec3(0.f, 0.f, 0.f);
- model = AddComponent(ent, "Model");
+ m_Player = CreateEntity();
+ SetProperty(m_Player, "Name", std::string("PlayerShip"));
+ transform = AddComponent(m_Player, "Transform");
+ transform->Position = glm::vec3(0.f, 4.f, 0.f);
+ model = AddComponent(m_Player, "Model");
model->ModelFile = "ship.obj";
- AddComponent(ent, "Input");
+ AddComponent(m_Player, "Input");
+ auto bounds = AddComponent(m_Player, "Bounds");
+ bounds->Origin = glm::vec3(0.f);
+ bounds->VolumeVector = glm::vec3(1.0f, 2.0f, 3.0f);
ent = CreateEntity();
transform = AddComponent(ent, "Transform");
- transform->Position = glm::vec3(10.f, 0.f, 0.f);
+ transform->Position = glm::vec3(10.f, 4.f, 0.f);
model = AddComponent(ent, "Model");
model->ModelFile = "ship.obj";
}
diff --git a/Escape-the-Dawn/GameWorld.h b/Escape-the-Dawn/GameWorld.h
index 49ff95a..d797ca9 100644
--- a/Escape-the-Dawn/GameWorld.h
+++ b/Escape-the-Dawn/GameWorld.h
@@ -42,6 +42,8 @@ public:
private:
std::shared_ptr m_Renderer;
+
+ EntityID m_Player;
};
#endif // GameWorld_h__
diff --git a/Escape-the-Dawn/Renderer.cpp b/Escape-the-Dawn/Renderer.cpp
index bffbaae..1c5aa20 100644
--- a/Escape-the-Dawn/Renderer.cpp
+++ b/Escape-the-Dawn/Renderer.cpp
@@ -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(-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(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;
-}
\ No newline at end of file
+}
+
+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);
+}
diff --git a/Escape-the-Dawn/Renderer.h b/Escape-the-Dawn/Renderer.h
index 7fcca0d..7ec2264 100644
--- a/Escape-the-Dawn/Renderer.h
+++ b/Escape-the-Dawn/Renderer.h
@@ -46,6 +46,7 @@ public:
std::vector Light_linearAttenuation;
std::vector Light_quadraticAttenuation;
std::vector Light_spotExponent;
+ std::vector 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();
};
diff --git a/Escape-the-Dawn/Shaders/AABB.frag.glsl b/Escape-the-Dawn/Shaders/AABB.frag.glsl
new file mode 100644
index 0000000..00cb7ab
--- /dev/null
+++ b/Escape-the-Dawn/Shaders/AABB.frag.glsl
@@ -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);
+}
\ No newline at end of file
diff --git a/Escape-the-Dawn/Systems/PlayerSystem.cpp b/Escape-the-Dawn/Systems/PlayerSystem.cpp
index ef28f37..361f33a 100644
--- a/Escape-the-Dawn/Systems/PlayerSystem.cpp
+++ b/Escape-the-Dawn/Systems/PlayerSystem.cpp
@@ -5,11 +5,8 @@ Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
{
}
-
-
void Systems::PlayerSystem::Update(double dt)
{
-
}
void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
@@ -100,8 +97,6 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
else if(Euler.z > 0.f)
transform->Orientation = transform->Orientation * glm::angleAxis((float)dt,glm::vec3(0,0,-1));
}
-
-
}
}
diff --git a/Escape-the-Dawn/Systems/RenderSystem.cpp b/Escape-the-Dawn/Systems/RenderSystem.cpp
index 8a7681a..1c3fb20 100644
--- a/Escape-the-Dawn/Systems/RenderSystem.cpp
+++ b/Escape-the-Dawn/Systems/RenderSystem.cpp
@@ -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(entity, "Bounds");
+ if (bounds != nullptr) {
+ glm::vec3 origin = transformComponent->Position + bounds->Origin;
+ m_Renderer->AddAABBToDraw(origin, bounds->VolumeVector);
+ }
+#endif
+
auto pointLightComponent = m_World->GetComponent(entity, "PointLight");
if (pointLightComponent != nullptr)
{
-
m_Renderer->AddPointLightToDraw(
transformComponent->Position,
pointLightComponent->Specular,
diff --git a/Escape-the-Dawn/Systems/RenderSystem.h b/Escape-the-Dawn/Systems/RenderSystem.h
index dc3f15b..b63ec05 100644
--- a/Escape-the-Dawn/Systems/RenderSystem.h
+++ b/Escape-the-Dawn/Systems/RenderSystem.h
@@ -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
diff --git a/Escape-the-Dawn/plane.obj b/Escape-the-Dawn/plane.obj
index 82c648c..e266edb 100644
--- a/Escape-the-Dawn/plane.obj
+++ b/Escape-the-Dawn/plane.obj
@@ -1,17 +1,14 @@
-# Blender v2.69 (sub 0) OBJ File: 'obstaclesandstuff.blend'
-# www.blender.org
mtllib plane.mtl
-o Plane_Plane.001
-v 102.461288 0.778257 97.553291
-v -97.538712 0.778257 97.553291
-v 102.461288 0.778257 -102.446709
-v -97.538712 0.778257 -102.446709
-vt 0.000100 0.000100
-vt 0.999900 0.000100
-vt 0.000100 0.999900
-vt 0.999900 0.999900
+o Plane
+v -1000 0 1000
+v 1000 0 1000
+v 1000 0 -1000
+v -1000 0 -1000
vn 0.000000 1.000000 0.000000
+vt 0 0
+vt 1 0
+vt 1 1
+vt 0 1
usemtl Material.001
-s off
-f 2/1/1 1/2/1 4/3/1
-f 1/2/1 3/4/1 4/3/1
+f 1/1/1 3/3/1 4/4/1
+f 1/1/1 2/2/1 3/3/1