diff --git a/Escape-the-Dawn/Components/SoundEmitter.h b/Escape-the-Dawn/Components/SoundEmitter.h
index d211c05..8e471d5 100644
--- a/Escape-the-Dawn/Components/SoundEmitter.h
+++ b/Escape-the-Dawn/Components/SoundEmitter.h
@@ -15,6 +15,7 @@ struct SoundEmitter : Component
float ReferenceDistance;
float Pitch;
bool Loop;
+ std::string Path;
};
}
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 0e8075a..87683ae 100644
--- a/Escape-the-Dawn/GameWorld.cpp
+++ b/Escape-the-Dawn/GameWorld.cpp
@@ -35,8 +35,7 @@ void GameWorld::Initialize()
collision = AddComponent(entcamera, "Collision");
collision->Phantom = false;
bounds = AddComponent(entcamera, "Bounds");
- bounds->Origin = transform->Position;
- bounds->VolumeVector = glm::vec3(4.f,2.f,2.f);
+ bounds->VolumeVector = glm::vec3(0.1f,0.1f,0.1f);
// Fucking lights
ent = CreateEntity();
@@ -86,21 +85,22 @@ 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
- player1 = CreateEntity();
- transform = AddComponent(player1, "Transform");
- transform->Position = glm::vec3(0.f, 0.f, 0.f);
- model = AddComponent(player1, "Model");
+ m_Player = CreateEntity();
+ transform = AddComponent(m_Player, "Transform");
+ transform->Position = glm::vec3(0.f, 4.f, 0.f);
+ model = AddComponent(m_Player, "Model");
model->ModelFile = "ship.obj";
- collision = AddComponent(player1, "Collision");
+ collision = AddComponent(m_Player, "Collision");
collision->Phantom = false;
- bounds = AddComponent(player1, "Bounds");
- bounds->Origin = transform->Position;
- bounds->VolumeVector = glm::vec3(10.f,10.f,5.f);
+ 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->VolumeVector = glm::vec3(1.f,0.7f,1.f);
player2 = CreateEntity();
@@ -118,8 +118,11 @@ void GameWorld::Initialize()
void GameWorld::Update(double dt)
{
World::Update(dt);
- if(GetSystem("CollisionSystem")->Intersects(player1, entcamera))
+ if(GetSystem("CollisionSystem")->Intersects(m_Player, entcamera))
assert(false);
+
+ auto transform = GetComponent(m_Player, "Transform");
+ transform->Orientation = transform->Orientation * glm::angleAxis(dt, glm::vec3(0, 0, 1));
}
void GameWorld::RegisterComponents()
diff --git a/Escape-the-Dawn/GameWorld.cpp.orig b/Escape-the-Dawn/GameWorld.cpp.orig
new file mode 100644
index 0000000..4de26d7
--- /dev/null
+++ b/Escape-the-Dawn/GameWorld.cpp.orig
@@ -0,0 +1,174 @@
+#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 transform;
+ std::shared_ptr model;
+ std::shared_ptr pointLight;
+ std::shared_ptr camera;
+ std::shared_ptr bounds;
+ std::shared_ptr collision;
+ EntityID ent;
+
+ // Camera
+ entcamera = CreateEntity();
+ SetProperty(entcamera, "Name", std::string("Camera"));
+ transform = AddComponent(entcamera, "Transform");
+ AddComponent(entcamera, "Input");
+ transform->Position = glm::vec3(0.f, 2.f, 10.f);
+ camera = AddComponent(entcamera, "Camera");
+ camera->FOV = 45.f;
+ camera->FarClip = 1000.f;
+ camera->NearClip = 0.01f;
+ transform->Orientation = glm::angleAxis(glm::radians(25.0f),glm::vec3(1,0,0));
+ collision = AddComponent(entcamera, "Collision");
+ collision->Phantom = false;
+ bounds = AddComponent(entcamera, "Bounds");
+ bounds->Origin = transform->Position;
+ bounds->VolumeVector = glm::vec3(4.f,2.f,2.f);
+
+ // Fucking lights
+ ent = CreateEntity();
+ transform = AddComponent(ent, "Transform");
+ transform->Position = glm::vec3(0.f, 4.f, 0.f);
+ transform->Position = glm::vec3(10.f, 2.f, 5.f);
+ pointLight = AddComponent(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(ent, "Model");
+ model->ModelFile = "sphere.obj";
+ ent = CreateEntity();
+ transform = AddComponent(ent, "Transform");
+ transform->Position = glm::vec3(10.f, 4.f, 0.f);
+ transform->Position = glm::vec3(0.f, 2.f, 5.f);
+ pointLight = AddComponent(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(ent, "Model");
+ model->ModelFile = "sphere.obj";
+ ent = CreateEntity();
+ transform = AddComponent(ent, "Transform");
+ transform->Position = glm::vec3(0.f, -4.f, 0.f);
+ transform->Position = glm::vec3(-10.f, 2.f, 5.f);
+ pointLight = AddComponent(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(ent, "Model");
+ model->ModelFile = "sphere.obj";
+
+ //ground
+ ent = CreateEntity();
+ transform = AddComponent(ent, "Transform");
+ transform->Position = glm::vec3(0.f, 0.f, 0.f);
+ model = AddComponent(ent, "Model");
+ model->ModelFile = "plane.obj";
+
+ // Player
+<<<<<<< HEAD
+ player1 = CreateEntity();
+ transform = AddComponent(player1, "Transform");
+ transform->Position = glm::vec3(0.f, 0.f, 0.f);
+ model = AddComponent(player1, "Model");
+ model->ModelFile = "ship.obj";
+ collision = AddComponent(player1, "Collision");
+ collision->Phantom = false;
+ bounds = AddComponent(player1, "Bounds");
+ bounds->Origin = transform->Position;
+ bounds->VolumeVector = glm::vec3(10.f,10.f,5.f);
+
+
+ player2 = CreateEntity();
+ transform = AddComponent(player2, "Transform");
+ transform->Position = glm::vec3(10.f, 0.f, 0.f);
+ model = AddComponent(player2, "Model");
+=======
+ m_Player = CreateEntity();
+ transform = AddComponent(m_Player, "Transform");
+ transform->Position = glm::vec3(0.f, 4.f, 0.f);
+ model = AddComponent(m_Player, "Model");
+ model->ModelFile = "ship.obj";
+ 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, 4.f, 0.f);
+ model = AddComponent(ent, "Model");
+>>>>>>> 21b2e3bdc15ac8b21f027a7f531574f46187ae80
+ model->ModelFile = "ship.obj";
+ collision = AddComponent(player2, "Collision");
+ collision->Phantom = false;
+ bounds = AddComponent(player2, "Bounds");
+ bounds->Origin = transform->Position;
+ bounds->VolumeVector = glm::vec3(2.f,2.f,2.f);
+}
+
+void GameWorld::Update(double dt)
+{
+ World::Update(dt);
+<<<<<<< HEAD
+ if(GetSystem("CollisionSystem")->Intersects(player1, entcamera))
+ assert(false);
+=======
+
+ auto transform = GetComponent(m_Player, "Transform");
+ transform->Orientation = transform->Orientation * glm::angleAxis(dt, glm::vec3(0, 0, 1));
+>>>>>>> 21b2e3bdc15ac8b21f027a7f531574f46187ae80
+}
+
+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); });
+}
\ No newline at end of file
diff --git a/Escape-the-Dawn/GameWorld.h b/Escape-the-Dawn/GameWorld.h
index 7fda5df..d2ac780 100644
--- a/Escape-the-Dawn/GameWorld.h
+++ b/Escape-the-Dawn/GameWorld.h
@@ -42,7 +42,8 @@ public:
private:
std::shared_ptr m_Renderer;
- EntityID entcamera, player1, player2;
+ EntityID entcamera, player2;
+ EntityID m_Player;
};
#endif // GameWorld_h__
diff --git a/Escape-the-Dawn/GameWorld.h.orig b/Escape-the-Dawn/GameWorld.h.orig
index aa409e9..c281acc 100644
--- a/Escape-the-Dawn/GameWorld.h.orig
+++ b/Escape-the-Dawn/GameWorld.h.orig
@@ -30,142 +30,24 @@
class GameWorld : public World
{
public:
- GameWorld(std::shared_ptr renderer);
- void Initialize() override;
+ GameWorld(std::shared_ptr renderer)
+ : m_Renderer(renderer), World() { }
+
+ void Initialize();
void RegisterSystems() override;
void RegisterComponents() override;
- void Update(double dt) override;
+ void Update(double dt) ;
private:
std::shared_ptr m_Renderer;
+<<<<<<< HEAD
+ EntityID entcamera, player1, player2;
+=======
+
+ EntityID m_Player;
+>>>>>>> 21b2e3bdc15ac8b21f027a7f531574f46187ae80
};
-<<<<<<< HEAD
-GameWorld::GameWorld(std::shared_ptr renderer)
- : m_Renderer(renderer), World()
-{
-
-}
-
-void GameWorld::Initialize()
-{
- World::Initialize();
-
- //AddSystem("LevelGenerationSystem");
- AddSystem("InputSystem");
- //AddSystem("CollisionSystem");
- //AddSystem("ParticleSystem");
- AddSystem("PlayerSystem");
- AddSystem("SoundSystem");
- AddSystem("RenderSystem");
-
- std::shared_ptr transform;
- std::shared_ptr model;
- std::shared_ptr pointLight;
- std::shared_ptr camera;
- EntityID ent;
-
- ent = CreateEntity();
- transform = AddComponent(ent, "Transform");
- transform->Position = glm::vec3(0.f, 4.f, 0.f);
- pointLight = AddComponent(ent, "PointLight");
- pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
- pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
- pointLight->constantAttenuation = 0.f;
- pointLight->linearAttenuation = 1.f;
- pointLight->quadraticAttenuation = 0.f;
- pointLight->spotExponent = 0.0f;
-
- ent = CreateEntity();
- transform = AddComponent(ent, "Transform");
- transform->Position = glm::vec3(10.f, 4.f, 0.f);
- pointLight = AddComponent(ent, "PointLight");
- pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
- pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
- pointLight->constantAttenuation = 0.f;
- pointLight->linearAttenuation = 1.f;
- pointLight->quadraticAttenuation = 0.f;
- pointLight->spotExponent = 0.0f;
-
- ent = CreateEntity();
- transform = AddComponent(ent, "Transform");
- transform->Position = glm::vec3(0.f, -4.f, 0.f);
- pointLight = AddComponent(ent, "PointLight");
- pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
- pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
- pointLight->constantAttenuation = 0.f;
- pointLight->linearAttenuation = 1.f;
- pointLight->quadraticAttenuation = 0.f;
- pointLight->spotExponent = 0.0f;
-
- ent = CreateEntity();
- transform = AddComponent(ent, "Transform");
- transform->Position = glm::vec3(10.f, 0.f, 0.f);
- model = AddComponent(ent, "Model");
- model->ModelFile = "ship.obj";
-
- ent = CreateEntity();
- transform = AddComponent(ent, "Transform");
- transform->Position = glm::vec3(0.f, 0.f, 0.f);
- model = AddComponent(ent, "Model");
- model->ModelFile = "ship.obj";
-// auto soundEmitter = AddComponent(ent, "SoundEmitter");
-// soundEmitter->Gain = 1;
-// soundEmitter->MaxDistance = FLT_MAX;
-// soundEmitter->ReferenceDistance = 10;
-// soundEmitter->Loop = true;
-// soundEmitter->ReferenceDistance = 0.1;
-// soundEmitter->Pitch = 1;
-// GetSystem("SoundSystem")->PlaySound(soundEmitter, "Sounds/hallelujah.wav");
-
- ent = CreateEntity();
- SetProperty(ent, "Name", std::string("Camera"));
- transform = AddComponent(ent, "Transform");
- AddComponent(ent, "Input");
- transform->Position = glm::vec3(0.f, 2.f, 10.f);
- camera = AddComponent(ent, "Camera");
- camera->FOV = 45.f;
- camera->FarClip = 1000.f;
- camera->NearClip = 0.01f;
- transform->Orientation = glm::angleAxis(glm::radians(25.0f),glm::vec3(1,0,0));
-}
-
-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); });
-}
-
-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::Update(double dt)
-{
- World::Update(dt);
-}
-
-=======
->>>>>>> origin/master
#endif // GameWorld_h__
diff --git a/Escape-the-Dawn/OBJ.cpp b/Escape-the-Dawn/OBJ.cpp
index df3ece7..82b3901 100644
--- a/Escape-the-Dawn/OBJ.cpp
+++ b/Escape-the-Dawn/OBJ.cpp
@@ -218,7 +218,9 @@ void OBJ::ParseMaterial()
// Texture file
// TODO:
if (prefix == "map_Ka" || prefix == "map_Kd") {
- ss >> currentMaterial->TextureFile;
+ std::string textureFile;
+ ss >> textureFile;
+ currentMaterial->TextureFile = (m_MaterialPath.branch_path() / textureFile).string();
continue;
}
}
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/CollisionSystem.cpp b/Escape-the-Dawn/Systems/CollisionSystem.cpp
index 167a3b7..5b8ec97 100644
--- a/Escape-the-Dawn/Systems/CollisionSystem.cpp
+++ b/Escape-the-Dawn/Systems/CollisionSystem.cpp
@@ -15,42 +15,42 @@ void Systems::CollisionSystem::UpdateEntity(double dt, EntityID entity, EntityID
LOG_INFO("Updating entity %i with parent %i", entity, parent);
}
-bool Systems::CollisionSystem::Intersects(EntityID entity1, EntityID entity2)
+bool Systems::CollisionSystem::Intersects(EntityID aEntity, EntityID bEntity)
{
- auto collisionComponent1 = m_World->GetComponent(entity1, "Collision");
- if(collisionComponent1 == nullptr)
+ auto aTransform = m_World->GetComponent(aEntity, "Transform");
+ if(aTransform == nullptr)
return false;
- auto collisionComponent2 = m_World->GetComponent(entity2, "Collision");
- if(collisionComponent2 == nullptr)
+ auto bTransform = m_World->GetComponent(bEntity, "Transform");
+ if(bTransform == nullptr)
return false;
- collisionComponent1->CollidingEntities.clear();
- collisionComponent2->CollidingEntities.clear();
+
+ auto aCollisionComponent = m_World->GetComponent(aEntity, "Collision");
+ if(aCollisionComponent == nullptr)
+ return false;
+ auto bCollisionComponent = m_World->GetComponent(bEntity, "Collision");
+ if(bCollisionComponent == nullptr)
+ return false;
+ aCollisionComponent->CollidingEntities.clear();
+ bCollisionComponent->CollidingEntities.clear();
- auto bounds1 = m_World->GetComponent(entity1, "Bounds");
-
- auto bounds2 = m_World->GetComponent(entity2, "Bounds");
+ auto aBounds = m_World->GetComponent(aEntity, "Bounds");
+ auto bBounds = m_World->GetComponent(bEntity, "Bounds");
- glm::vec3 max1 = glm::vec3(bounds1->Origin.x + bounds1->VolumeVector.x, bounds1->Origin.y + bounds1->VolumeVector.y, bounds1->Origin.z + bounds1->VolumeVector.z);
- glm::vec3 min1 = glm::vec3(bounds1->Origin.x - bounds1->VolumeVector.x, bounds1->Origin.y - bounds1->VolumeVector.y, bounds1->Origin.z - bounds1->VolumeVector.z);
- glm::vec3 max2 = glm::vec3(bounds2->Origin.x + bounds2->VolumeVector.x, bounds2->Origin.y + bounds2->VolumeVector.y, bounds2->Origin.z + bounds2->VolumeVector.z);
- glm::vec3 min2 = glm::vec3(bounds2->Origin.x - bounds2->VolumeVector.x, bounds2->Origin.y - bounds2->VolumeVector.y, bounds2->Origin.z - bounds2->VolumeVector.z);
-
-
-
- for(int z = min1.z; z < max1.z; z++)
- if (z > min2.z && z < max2.z)
- for (int y = min1.y; y < max1.y; y++)
- if(y > min2.y && y < max2.y)
- for (int x = min1.x; x < max1.x; x++)
- if(x > min2.x && x < max2.x)
- {
- //vi har en kollision!!! kanske :(
- collisionComponent1->CollidingEntities.push_back(entity2);
- collisionComponent2->CollidingEntities.push_back(entity1);
- return true;
- }
+ glm::vec3 aMax = aTransform->Position + aBounds->Origin + aBounds->VolumeVector;
+ glm::vec3 aMin = aTransform->Position + aBounds->Origin - aBounds->VolumeVector;
+ glm::vec3 bMax = bTransform->Position + bBounds->Origin + bBounds->VolumeVector;
+ glm::vec3 bMin = bTransform->Position + bBounds->Origin - bBounds->VolumeVector;
+ if (aMin.x <= bMax.x && bMin.x <= aMax.x) {
+ if (aMin.y <= bMax.y && bMin.y <= aMax.y) {
+ if (aMin.z <= bMax.z && bMin.z <= aMax.z) {
+ aCollisionComponent->CollidingEntities.push_back(aEntity);
+ bCollisionComponent->CollidingEntities.push_back(bEntity);
+ return true;
+ }
+ }
+ }
return false;
}
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 8eedd09..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
-usemtl Material.004
-s off
-f 2/1/1 1/2/1 4/3/1
-f 1/2/1 3/4/1 4/3/1
+vt 0 0
+vt 1 0
+vt 1 1
+vt 0 1
+usemtl Material.001
+f 1/1/1 3/3/1 4/4/1
+f 1/1/1 2/2/1 3/3/1