Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
Conflicts: Escape-the-Dawn/GameWorld.cpp Escape-the-Dawn/GameWorld.h
This commit is contained in:
@@ -15,6 +15,7 @@ struct SoundEmitter : Component
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float ReferenceDistance;
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float ReferenceDistance;
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float Pitch;
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float Pitch;
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bool Loop;
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bool Loop;
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std::string Path;
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};
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};
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}
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}
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@@ -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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@@ -35,8 +35,7 @@ void GameWorld::Initialize()
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collision = AddComponent<Components::Collision>(entcamera, "Collision");
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collision = AddComponent<Components::Collision>(entcamera, "Collision");
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collision->Phantom = false;
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collision->Phantom = false;
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bounds = AddComponent<Components::Bounds>(entcamera, "Bounds");
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bounds = AddComponent<Components::Bounds>(entcamera, "Bounds");
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bounds->Origin = transform->Position;
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bounds->VolumeVector = glm::vec3(0.1f,0.1f,0.1f);
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bounds->VolumeVector = glm::vec3(4.f,2.f,2.f);
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// Fucking lights
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// Fucking lights
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ent = CreateEntity();
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ent = CreateEntity();
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@@ -86,21 +85,22 @@ void GameWorld::Initialize()
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//ground
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//ground
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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(0.f, -4.f, 0.f);
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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 = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "plane.obj";
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model->ModelFile = "plane.obj";
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// Player
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// Player
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player1 = CreateEntity();
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m_Player = CreateEntity();
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transform = AddComponent<Components::Transform>(player1, "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>(player1, "Model");
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model = AddComponent<Components::Model>(m_Player, "Model");
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model->ModelFile = "ship.obj";
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model->ModelFile = "ship.obj";
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collision = AddComponent<Components::Collision>(player1, "Collision");
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collision = AddComponent<Components::Collision>(m_Player, "Collision");
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collision->Phantom = false;
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collision->Phantom = false;
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bounds = AddComponent<Components::Bounds>(player1, "Bounds");
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bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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bounds->Origin = transform->Position;
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bounds->Origin = glm::vec3(transform->Position.x, transform->Position.y - 4, transform->Position.z + 3);
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bounds->VolumeVector = glm::vec3(10.f,10.f,5.f);
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bounds->VolumeVector = glm::vec3(4.f,0.7f,4);
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bounds->VolumeVector = glm::vec3(1.f,0.7f,1.f);
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player2 = CreateEntity();
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player2 = CreateEntity();
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@@ -118,8 +118,11 @@ 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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if(GetSystem<Systems::CollisionSystem>("CollisionSystem")->Intersects(player1, entcamera))
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if(GetSystem<Systems::CollisionSystem>("CollisionSystem")->Intersects(m_Player, entcamera))
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assert(false);
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assert(false);
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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 +1,174 @@
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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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std::shared_ptr<Components::Bounds> bounds;
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std::shared_ptr<Components::Collision> collision;
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EntityID ent;
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// Camera
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entcamera = CreateEntity();
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SetProperty(entcamera, "Name", std::string("Camera"));
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transform = AddComponent<Components::Transform>(entcamera, "Transform");
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AddComponent<Components::Input>(entcamera, "Input");
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transform->Position = glm::vec3(0.f, 2.f, 10.f);
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camera = AddComponent<Components::Camera>(entcamera, "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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collision = AddComponent<Components::Collision>(entcamera, "Collision");
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collision->Phantom = false;
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bounds = AddComponent<Components::Bounds>(entcamera, "Bounds");
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bounds->Origin = transform->Position;
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bounds->VolumeVector = glm::vec3(4.f,2.f,2.f);
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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 = "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 = "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 = "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 = "plane.obj";
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// Player
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<<<<<<< HEAD
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player1 = CreateEntity();
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transform = AddComponent<Components::Transform>(player1, "Transform");
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transform->Position = glm::vec3(0.f, 0.f, 0.f);
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model = AddComponent<Components::Model>(player1, "Model");
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model->ModelFile = "ship.obj";
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collision = AddComponent<Components::Collision>(player1, "Collision");
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collision->Phantom = false;
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bounds = AddComponent<Components::Bounds>(player1, "Bounds");
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bounds->Origin = transform->Position;
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bounds->VolumeVector = glm::vec3(10.f,10.f,5.f);
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player2 = CreateEntity();
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transform = AddComponent<Components::Transform>(player2, "Transform");
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transform->Position = glm::vec3(10.f, 0.f, 0.f);
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model = AddComponent<Components::Model>(player2, "Model");
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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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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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>>>>>>> 21b2e3bdc15ac8b21f027a7f531574f46187ae80
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model->ModelFile = "ship.obj";
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collision = AddComponent<Components::Collision>(player2, "Collision");
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collision->Phantom = false;
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bounds = AddComponent<Components::Bounds>(player2, "Bounds");
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bounds->Origin = transform->Position;
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bounds->VolumeVector = glm::vec3(2.f,2.f,2.f);
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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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<<<<<<< HEAD
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|
if(GetSystem<Systems::CollisionSystem>("CollisionSystem")->Intersects(player1, entcamera))
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assert(false);
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|
=======
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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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>>>>>>> 21b2e3bdc15ac8b21f027a7f531574f46187ae80
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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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@@ -42,7 +42,8 @@ public:
|
|||||||
|
|
||||||
private:
|
private:
|
||||||
std::shared_ptr<Renderer> m_Renderer;
|
std::shared_ptr<Renderer> m_Renderer;
|
||||||
EntityID entcamera, player1, player2;
|
EntityID entcamera, player2;
|
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|
EntityID m_Player;
|
||||||
};
|
};
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|
|
||||||
#endif // GameWorld_h__
|
#endif // GameWorld_h__
|
||||||
|
|||||||
@@ -30,142 +30,24 @@
|
|||||||
class GameWorld : public World
|
class GameWorld : public World
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
GameWorld(std::shared_ptr<Renderer> renderer);
|
GameWorld(std::shared_ptr<Renderer> renderer)
|
||||||
void Initialize() override;
|
: m_Renderer(renderer), World() { }
|
||||||
|
|
||||||
|
void Initialize();
|
||||||
|
|
||||||
void RegisterSystems() override;
|
void RegisterSystems() override;
|
||||||
void RegisterComponents() override;
|
void RegisterComponents() override;
|
||||||
|
|
||||||
void Update(double dt) override;
|
void Update(double dt) ;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
std::shared_ptr<Renderer> m_Renderer;
|
std::shared_ptr<Renderer> m_Renderer;
|
||||||
|
<<<<<<< HEAD
|
||||||
|
EntityID entcamera, player1, player2;
|
||||||
|
=======
|
||||||
|
|
||||||
|
EntityID m_Player;
|
||||||
|
>>>>>>> 21b2e3bdc15ac8b21f027a7f531574f46187ae80
|
||||||
};
|
};
|
||||||
|
|
||||||
<<<<<<< HEAD
|
|
||||||
GameWorld::GameWorld(std::shared_ptr<Renderer> 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<Components::Transform> transform;
|
|
||||||
std::shared_ptr<Components::Model> model;
|
|
||||||
std::shared_ptr<Components::PointLight> pointLight;
|
|
||||||
std::shared_ptr<Components::Camera> camera;
|
|
||||||
EntityID ent;
|
|
||||||
|
|
||||||
ent = CreateEntity();
|
|
||||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
|
||||||
transform->Position = glm::vec3(0.f, 4.f, 0.f);
|
|
||||||
pointLight = AddComponent<Components::PointLight>(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<Components::Transform>(ent, "Transform");
|
|
||||||
transform->Position = glm::vec3(10.f, 4.f, 0.f);
|
|
||||||
pointLight = AddComponent<Components::PointLight>(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<Components::Transform>(ent, "Transform");
|
|
||||||
transform->Position = glm::vec3(0.f, -4.f, 0.f);
|
|
||||||
pointLight = AddComponent<Components::PointLight>(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<Components::Transform>(ent, "Transform");
|
|
||||||
transform->Position = glm::vec3(10.f, 0.f, 0.f);
|
|
||||||
model = AddComponent<Components::Model>(ent, "Model");
|
|
||||||
model->ModelFile = "ship.obj";
|
|
||||||
|
|
||||||
ent = CreateEntity();
|
|
||||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
|
||||||
transform->Position = glm::vec3(0.f, 0.f, 0.f);
|
|
||||||
model = AddComponent<Components::Model>(ent, "Model");
|
|
||||||
model->ModelFile = "ship.obj";
|
|
||||||
// auto soundEmitter = AddComponent<Components::SoundEmitter>(ent, "SoundEmitter");
|
|
||||||
// soundEmitter->Gain = 1;
|
|
||||||
// soundEmitter->MaxDistance = FLT_MAX;
|
|
||||||
// soundEmitter->ReferenceDistance = 10;
|
|
||||||
// soundEmitter->Loop = true;
|
|
||||||
// soundEmitter->ReferenceDistance = 0.1;
|
|
||||||
// soundEmitter->Pitch = 1;
|
|
||||||
// GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(soundEmitter, "Sounds/hallelujah.wav");
|
|
||||||
|
|
||||||
ent = CreateEntity();
|
|
||||||
SetProperty(ent, "Name", std::string("Camera"));
|
|
||||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
|
||||||
AddComponent<Components::Input>(ent, "Input");
|
|
||||||
transform->Position = glm::vec3(0.f, 2.f, 10.f);
|
|
||||||
camera = AddComponent<Components::Camera>(ent, "Camera");
|
|
||||||
camera->FOV = 45.f;
|
|
||||||
camera->FarClip = 1000.f;
|
|
||||||
camera->NearClip = 0.01f;
|
|
||||||
transform->Orientation = glm::angleAxis<float>(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__
|
#endif // GameWorld_h__
|
||||||
|
|||||||
@@ -218,7 +218,9 @@ void OBJ::ParseMaterial()
|
|||||||
// Texture file
|
// Texture file
|
||||||
// TODO:
|
// TODO:
|
||||||
if (prefix == "map_Ka" || prefix == "map_Kd") {
|
if (prefix == "map_Ka" || prefix == "map_Kd") {
|
||||||
ss >> currentMaterial->TextureFile;
|
std::string textureFile;
|
||||||
|
ss >> textureFile;
|
||||||
|
currentMaterial->TextureFile = (m_MaterialPath.branch_path() / textureFile).string();
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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);
|
||||||
|
}
|
||||||
@@ -15,42 +15,42 @@ void Systems::CollisionSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
|||||||
LOG_INFO("Updating entity %i with parent %i", entity, parent);
|
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<Components::Collision>(entity1, "Collision");
|
auto aTransform = m_World->GetComponent<Components::Transform>(aEntity, "Transform");
|
||||||
if(collisionComponent1 == nullptr)
|
if(aTransform == nullptr)
|
||||||
return false;
|
return false;
|
||||||
auto collisionComponent2 = m_World->GetComponent<Components::Collision>(entity2, "Collision");
|
auto bTransform = m_World->GetComponent<Components::Transform>(bEntity, "Transform");
|
||||||
if(collisionComponent2 == nullptr)
|
if(bTransform == nullptr)
|
||||||
return false;
|
return false;
|
||||||
collisionComponent1->CollidingEntities.clear();
|
|
||||||
collisionComponent2->CollidingEntities.clear();
|
auto aCollisionComponent = m_World->GetComponent<Components::Collision>(aEntity, "Collision");
|
||||||
|
if(aCollisionComponent == nullptr)
|
||||||
|
return false;
|
||||||
|
auto bCollisionComponent = m_World->GetComponent<Components::Collision>(bEntity, "Collision");
|
||||||
|
if(bCollisionComponent == nullptr)
|
||||||
|
return false;
|
||||||
|
aCollisionComponent->CollidingEntities.clear();
|
||||||
|
bCollisionComponent->CollidingEntities.clear();
|
||||||
|
|
||||||
auto bounds1 = m_World->GetComponent<Components::Bounds>(entity1, "Bounds");
|
auto aBounds = m_World->GetComponent<Components::Bounds>(aEntity, "Bounds");
|
||||||
|
|
||||||
auto bounds2 = m_World->GetComponent<Components::Bounds>(entity2, "Bounds");
|
|
||||||
|
|
||||||
|
auto bBounds = m_World->GetComponent<Components::Bounds>(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 aMax = aTransform->Position + aBounds->Origin + aBounds->VolumeVector;
|
||||||
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 aMin = aTransform->Position + aBounds->Origin - aBounds->VolumeVector;
|
||||||
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 bMax = bTransform->Position + bBounds->Origin + bBounds->VolumeVector;
|
||||||
glm::vec3 min2 = glm::vec3(bounds2->Origin.x - bounds2->VolumeVector.x, bounds2->Origin.y - bounds2->VolumeVector.y, bounds2->Origin.z - bounds2->VolumeVector.z);
|
glm::vec3 bMin = bTransform->Position + bBounds->Origin - bBounds->VolumeVector;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
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;
|
return false;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
+12
-15
@@ -1,17 +1,14 @@
|
|||||||
# Blender v2.69 (sub 0) OBJ File: 'obstaclesandstuff.blend'
|
|
||||||
# www.blender.org
|
|
||||||
mtllib plane.mtl
|
mtllib plane.mtl
|
||||||
o Plane_Plane.001
|
o Plane
|
||||||
v 102.461288 0.778257 97.553291
|
v -1000 0 1000
|
||||||
v -97.538712 0.778257 97.553291
|
v 1000 0 1000
|
||||||
v 102.461288 0.778257 -102.446709
|
v 1000 0 -1000
|
||||||
v -97.538712 0.778257 -102.446709
|
v -1000 0 -1000
|
||||||
vt 0.000100 0.000100
|
|
||||||
vt 0.999900 0.000100
|
|
||||||
vt 0.000100 0.999900
|
|
||||||
vt 0.999900 0.999900
|
|
||||||
vn 0.000000 1.000000 0.000000
|
vn 0.000000 1.000000 0.000000
|
||||||
usemtl Material.004
|
vt 0 0
|
||||||
s off
|
vt 1 0
|
||||||
f 2/1/1 1/2/1 4/3/1
|
vt 1 1
|
||||||
f 1/2/1 3/4/1 4/3/1
|
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
|
||||||
|
|||||||
Reference in New Issue
Block a user