diff --git a/Escape-the-Dawn.sln b/Escape-the-Dawn.sln
index ea79299..a932c57 100644
--- a/Escape-the-Dawn.sln
+++ b/Escape-the-Dawn.sln
@@ -17,7 +17,4 @@ Global
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
- GlobalSection(Performance) = preSolution
- HasPerformanceSessions = true
- EndGlobalSection
EndGlobal
diff --git a/Escape-the-Dawn/Escape-the-Dawn.vcxproj b/Escape-the-Dawn/Escape-the-Dawn.vcxproj
index 861bdb7..a03446f 100644
--- a/Escape-the-Dawn/Escape-the-Dawn.vcxproj
+++ b/Escape-the-Dawn/Escape-the-Dawn.vcxproj
@@ -54,7 +54,6 @@
$(SolutionDir)bin\
$(SolutionDir)obj\$(ProjectName)\
$(ProjectName)-$(Configuration)
- true
@@ -83,9 +82,10 @@
MaxSpeed
true
true
- GLEW_STATIC;%(PreprocessorDefinitions)
+ GLEW_STATIC;DEBUG;%(PreprocessorDefinitions)
NotUsing
- None
+ ProgramDatabase
+ true
true
diff --git a/Escape-the-Dawn/GameWorld.cpp b/Escape-the-Dawn/GameWorld.cpp
index 2e32d6f..2416224 100644
--- a/Escape-the-Dawn/GameWorld.cpp
+++ b/Escape-the-Dawn/GameWorld.cpp
@@ -86,7 +86,7 @@ void GameWorld::Initialize()
m_Player = CreateEntity();
SetProperty(m_Player, "Name", std::string("PlayerShip"));
transform = AddComponent(m_Player, "Transform");
- transform->Position = glm::vec3(0.f, 4.f, -5.f);
+ transform->Position = glm::vec3(0.f, 2.f, -5.f);
transform->Scale = glm::vec3(1.0f);
model = AddComponent(m_Player, "Model");
model->ModelFile = "Models/ship.obj";
@@ -102,10 +102,10 @@ void GameWorld::Initialize()
collision->Phantom = false;
collision->Interested = true;
bounds = AddComponent(m_Player, "Bounds");
- bounds->Origin = glm::vec3(transform->Position.x, transform->Position.y - 4, transform->Position.z + 3);
- bounds->VolumeVector = glm::vec3(4.f,0.7f,4);
+ bounds->Origin = glm::vec3(0, 0, 2.f);
+ bounds->VolumeVector = glm::vec3(4.f, 0.7f, 1);
- ent = CreateEntity();
+ /*ent = CreateEntity();
transform = AddComponent(ent, "Transform");
transform->Position = glm::vec3(10.f, 4.f, 0.f);
model = AddComponent(ent, "Model");
@@ -114,7 +114,7 @@ void GameWorld::Initialize()
collision->Phantom = false;
bounds = AddComponent(player2, "Bounds");
bounds->Origin = transform->Position;
- bounds->VolumeVector = glm::vec3(2.f,2.f,2.f);
+ bounds->VolumeVector = glm::vec3(2.f,2.f,2.f);*/
}
void GameWorld::Update(double dt)
diff --git a/Escape-the-Dawn/Renderer.cpp b/Escape-the-Dawn/Renderer.cpp
index 1c68d81..d237d2d 100644
--- a/Escape-the-Dawn/Renderer.cpp
+++ b/Escape-the-Dawn/Renderer.cpp
@@ -6,9 +6,10 @@ Renderer::Renderer()
m_DrawNormals = false;
m_DrawWireframe = false;
- m_SunPosition = glm::vec3(0, 10, 10);
+ m_ShadowMapRes = 2048*2;
+ m_SunPosition = glm::vec3(0, 0.3f, 10);
m_SunTarget = glm::vec3(0, 0, 0);
- m_SunProjection = glm::ortho(-20, 20, -20, 20, -10, 20);
+ m_SunProjection = glm::ortho(-200, 200, -10, 100, -800, 400);
Lights = 0;
}
@@ -93,7 +94,7 @@ void Renderer::LoadContent()
m_DebugAABB = CreateAABB();
m_ScreenQuad = CreateQuad();
- CreateShadowMap(2048*2);
+ CreateShadowMap(m_ShadowMapRes);
}
void Renderer::CreateShadowMap(int resolution)
@@ -129,6 +130,7 @@ void Renderer::Draw(double dt)
DrawScene();
#ifdef DEBUG
+ // Draw bounding boxes
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
m_ShaderProgramDebugAABB.Bind();
@@ -148,10 +150,9 @@ void Renderer::Draw(double dt)
glBindVertexArray(m_DebugAABB);
glDrawArrays(GL_LINES, 0, 24);
}
-
-#endif
DrawDebugShadowMap();
+#endif
ClearStuff();
glfwSwapBuffers(m_Window);
@@ -174,19 +175,16 @@ void Renderer::DrawScene()
#endif
// Draw models
- glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
+ glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
- glm::mat4 depthMVP = depthCamera;
glm::mat4 biasMatrix(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0
);
- glm::mat4 depthBiasMVP = biasMatrix * depthMVP;
m_ShaderProgram.Bind();
- glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthBiasMVP));
glUniform1i(glGetUniformLocation(m_ShaderProgram.GetHandle(), "numberOfLights"), Lights);
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), Lights, Light_position.data());
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), Lights, Light_specular.data());
@@ -200,8 +198,28 @@ void Renderer::DrawScene()
}
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
- DrawModels(m_ShaderProgram);
-
+ //DrawModels(m_ShaderProgram);
+ glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
+ glm::mat4 MVP;
+ for (auto tuple : ModelsToRender)
+ {
+ Model* model;
+ glm::mat4 modelMatrix;
+ std::tie(model, modelMatrix) = tuple;
+ MVP = cameraMatrix * modelMatrix;
+ glm::mat4 depthMVP = biasMatrix * depthCamera * modelMatrix;
+ glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
+ glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
+ glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
+ glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
+ glBindVertexArray(model->VAO);
+ for (auto texGroup : model->TextureGroups) {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, texGroup.Texture->texture);
+ glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
+ }
+ }
+
#ifdef DEBUG
// Debug draw model normals
if (m_DrawNormals) {
@@ -219,12 +237,13 @@ void Renderer::DrawShadowMap()
glCullFace(GL_BACK);
glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
- glViewport(0, 0, 2048*2, 2048*2);
+ glViewport(0, 0, m_ShadowMapRes, m_ShadowMapRes);
glClear(GL_DEPTH_BUFFER_BIT);
//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
+ glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
+// glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
//glm::mat4 cameraMatrix = depthProjectionMatrix * m_Camera->ViewMatrix();
diff --git a/Escape-the-Dawn/Renderer.h b/Escape-the-Dawn/Renderer.h
index b113017..c02787d 100644
--- a/Escape-the-Dawn/Renderer.h
+++ b/Escape-the-Dawn/Renderer.h
@@ -78,6 +78,7 @@ private:
bool m_DrawNormals;
bool m_DrawWireframe;
+ int m_ShadowMapRes;
glm::vec3 m_SunPosition;
glm::vec3 m_SunTarget;
glm::mat4 m_SunProjection;
diff --git a/Escape-the-Dawn/Shaders/Fragment.glsl b/Escape-the-Dawn/Shaders/Fragment.glsl
index 3514159..8eeca87 100644
--- a/Escape-the-Dawn/Shaders/Fragment.glsl
+++ b/Escape-the-Dawn/Shaders/Fragment.glsl
@@ -23,7 +23,7 @@ in VertexData {
vec3 ShadowCoord;
} Input;
-vec3 scene_ambient = vec3(0.2);
+vec3 scene_ambient = vec3(0.3);
out vec4 fragmentColor;
@@ -49,18 +49,20 @@ void main() {
//float cosTheta = clamp(dot(Input.Normal, vec3(0, 1, 0)), 0.0, 1.0);
//float bias = 0.001 * tan(acos(cosTheta)); // cosTheta is dot( n,l ), clamped between 0 and 1
//bias = clamp(bias, 0.0, 0.01);
- float bias = 0.003;
float visibility = 1.0;
- vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
- if (shadowMapValue.z < Input.ShadowCoord.z - bias) {
- visibility = 0.5;
+ if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0) {
+ float bias = 0.003;
+ vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
+ if (shadowMapValue.z < Input.ShadowCoord.z - bias) {
+ visibility = 0.5;
+ }
}
vec3 totalLighting = La * Ka * visibility;
float attenuation;
- for(int i = 0; i < numberOfLights; i++)
+ for(int i = 0; i < numberOfLights && i < maxNumberOfLights; i++)
{
// Light
//vec3 lightPosition = vec3(0, 0, 2);
diff --git a/Escape-the-Dawn/Shaders/VisualizeDepth.frag.glsl b/Escape-the-Dawn/Shaders/VisualizeDepth.frag.glsl
index eef8e6e..42e55f3 100644
--- a/Escape-the-Dawn/Shaders/VisualizeDepth.frag.glsl
+++ b/Escape-the-Dawn/Shaders/VisualizeDepth.frag.glsl
@@ -12,7 +12,7 @@ out vec4 FragmentColor;
float LinearizeDepth(float z)
{
float n = 0.1; // camera z near
- float f = 10.0; // camera z far
+ float f = 800.0; // camera z far
return (2.0 * n) / (f + n - z * (f - n));
}
diff --git a/Escape-the-Dawn/System.h b/Escape-the-Dawn/System.h
index f295857..f62eda9 100644
--- a/Escape-the-Dawn/System.h
+++ b/Escape-the-Dawn/System.h
@@ -19,7 +19,9 @@ public:
virtual void UpdateEntity(double dt, EntityID entity, EntityID parent) { }
// Called when a component is created
- virtual void OnComponentCreated(std::string type, std:: shared_ptr component) { }
+ virtual void OnComponentCreated(std::string type, std::shared_ptr component) { }
+ // Called when a component is removed
+ virtual void OnComponentRemoved(std::string type, Component* component) { }
protected:
World* m_World;
diff --git a/Escape-the-Dawn/Systems/PlayerSystem.cpp b/Escape-the-Dawn/Systems/PlayerSystem.cpp
index cb29cfb..768b9c2 100644
--- a/Escape-the-Dawn/Systems/PlayerSystem.cpp
+++ b/Escape-the-Dawn/Systems/PlayerSystem.cpp
@@ -3,7 +3,8 @@
Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
{
- speed = 20;
+ m_PlayerSpeed = 20;
+ m_PlayerOriginalBounds = glm::vec3(0);
}
void Systems::PlayerSystem::Update(double dt)
@@ -21,10 +22,10 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
auto name = m_World->GetProperty(entity, "Name");
if (name == "Camera") {
-
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 = m_PlayerSpeed;
if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
speed *= 4.0f;
}
@@ -64,12 +65,15 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
// DO STUFF
}
}
-
-
-
+
name = m_World->GetProperty(entity, "Name");
if (name == "PlayerShip")
{
+ auto bounds = m_World->GetComponent(entity, "Bounds");
+ if (bounds && m_PlayerOriginalBounds == glm::vec3(0)) {
+ m_PlayerOriginalBounds = bounds->VolumeVector;
+ }
+
glm::vec3 Ship_Right = glm::vec3(glm::vec4(1, 0, 0, 0));
glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0));
@@ -77,7 +81,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
glm::vec3 Euler = glm::eulerAngles(transform->Orientation);
if(input->KeyState[GLFW_KEY_LEFT]) {
- transform->Position -= Ship_Right * (float)dt * speed;
+ transform->Position -= Ship_Right * (float)dt * m_PlayerSpeed;
if(Euler.z < 10.f)
{
@@ -93,7 +97,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
}
}
else if(input->KeyState[GLFW_KEY_RIGHT]) {
- transform->Position += Ship_Right * (float)dt * speed;
+ transform->Position += Ship_Right * (float)dt * m_PlayerSpeed;
if(Euler.z > -10.f)
{
@@ -117,6 +121,12 @@ 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));
}
+
+ // Update player bounds based on rotation
+ if (bounds) {
+ Euler = glm::eulerAngles(transform->Orientation);
+ bounds->VolumeVector.x = m_PlayerOriginalBounds.x * glm::cos(glm::radians(Euler.z));
+ }
}
}
diff --git a/Escape-the-Dawn/Systems/PlayerSystem.h b/Escape-the-Dawn/Systems/PlayerSystem.h
index 56734db..0d5ccad 100644
--- a/Escape-the-Dawn/Systems/PlayerSystem.h
+++ b/Escape-the-Dawn/Systems/PlayerSystem.h
@@ -7,6 +7,7 @@
#include "Components/Transform.h"
#include "Components/Input.h"
#include "Components/Collision.h"
+#include "Components/Bounds.h"
#include "logging.h"
@@ -23,7 +24,8 @@ namespace Systems
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
private:
- float speed;
+ float m_PlayerSpeed;
+ glm::vec3 m_PlayerOriginalBounds;
};
}
diff --git a/Escape-the-Dawn/World.cpp b/Escape-the-Dawn/World.cpp
index e52c803..500395e 100644
--- a/Escape-the-Dawn/World.cpp
+++ b/Escape-the-Dawn/World.cpp
@@ -61,12 +61,19 @@ bool World::ValidEntity(EntityID entity)
void World::RemoveEntity(EntityID entity)
{
m_EntityParents.erase(entity);
- m_EntityComponents.erase(entity);
+ // Remove components
for (auto pair : m_EntityComponents[entity]) {
auto type = pair.first;
auto component = pair.second;
+ // Trigger events
+ for (auto pair : m_Systems) {
+ auto system = pair.second;
+ system->OnComponentRemoved(type, component.get());
+ }
m_ComponentsOfType[type].remove(component);
}
+ m_EntityComponents.erase(entity);
+
RecycleEntityID(entity);
}