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:
Adam
2014-03-13 01:45:27 +01:00
15 changed files with 365 additions and 190 deletions
@@ -15,6 +15,7 @@ struct SoundEmitter : Component
float ReferenceDistance;
float Pitch;
bool Loop;
std::string Path;
};
}
+1
View File
@@ -166,6 +166,7 @@
</ItemGroup>
<ItemGroup>
<None Include="Fragment2.glsl" />
<None Include="Shaders\AABB.frag.glsl" />
<None Include="Shaders\Fragment.glsl" />
<None Include="Shaders\Normals.frag.glsl" />
<None Include="Shaders\Normals.geo.glsl" />
@@ -176,6 +176,9 @@
<None Include="Shaders\VisualizeDepth.vert.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="Shaders\AABB.frag.glsl">
<Filter>Shaders</Filter>
</None>
</ItemGroup>
<ItemGroup>
<Filter Include="Systems">
+15 -12
View File
@@ -35,8 +35,7 @@ void GameWorld::Initialize()
collision = AddComponent<Components::Collision>(entcamera, "Collision");
collision->Phantom = false;
bounds = AddComponent<Components::Bounds>(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<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, -4.f, 0.f);
transform->Position = glm::vec3(0.f, 0.f, 0.f);
model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "plane.obj";
// Player
player1 = CreateEntity();
transform = AddComponent<Components::Transform>(player1, "Transform");
transform->Position = glm::vec3(0.f, 0.f, 0.f);
model = AddComponent<Components::Model>(player1, "Model");
m_Player = CreateEntity();
transform = AddComponent<Components::Transform>(m_Player, "Transform");
transform->Position = glm::vec3(0.f, 4.f, 0.f);
model = AddComponent<Components::Model>(m_Player, "Model");
model->ModelFile = "ship.obj";
collision = AddComponent<Components::Collision>(player1, "Collision");
collision = AddComponent<Components::Collision>(m_Player, "Collision");
collision->Phantom = false;
bounds = AddComponent<Components::Bounds>(player1, "Bounds");
bounds->Origin = transform->Position;
bounds->VolumeVector = glm::vec3(10.f,10.f,5.f);
bounds = AddComponent<Components::Bounds>(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<Systems::CollisionSystem>("CollisionSystem")->Intersects(player1, entcamera))
if(GetSystem<Systems::CollisionSystem>("CollisionSystem")->Intersects(m_Player, entcamera))
assert(false);
auto transform = GetComponent<Components::Transform>(m_Player, "Transform");
transform->Orientation = transform->Orientation * glm::angleAxis<float>(dt, glm::vec3(0, 0, 1));
}
void GameWorld::RegisterComponents()
+174
View File
@@ -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<Components::Transform> transform;
std::shared_ptr<Components::Model> model;
std::shared_ptr<Components::PointLight> pointLight;
std::shared_ptr<Components::Camera> camera;
std::shared_ptr<Components::Bounds> bounds;
std::shared_ptr<Components::Collision> collision;
EntityID ent;
// Camera
entcamera = CreateEntity();
SetProperty(entcamera, "Name", std::string("Camera"));
transform = AddComponent<Components::Transform>(entcamera, "Transform");
AddComponent<Components::Input>(entcamera, "Input");
transform->Position = glm::vec3(0.f, 2.f, 10.f);
camera = AddComponent<Components::Camera>(entcamera, "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));
collision = AddComponent<Components::Collision>(entcamera, "Collision");
collision->Phantom = false;
bounds = AddComponent<Components::Bounds>(entcamera, "Bounds");
bounds->Origin = transform->Position;
bounds->VolumeVector = glm::vec3(4.f,2.f,2.f);
// Fucking lights
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, 4.f, 0.f);
transform->Position = glm::vec3(10.f, 2.f, 5.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->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<Components::Model>(ent, "Model");
model->ModelFile = "sphere.obj";
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(10.f, 4.f, 0.f);
transform->Position = glm::vec3(0.f, 2.f, 5.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->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<Components::Model>(ent, "Model");
model->ModelFile = "sphere.obj";
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, -4.f, 0.f);
transform->Position = glm::vec3(-10.f, 2.f, 5.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->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<Components::Model>(ent, "Model");
model->ModelFile = "sphere.obj";
//ground
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 = "plane.obj";
// Player
<<<<<<< HEAD
player1 = CreateEntity();
transform = AddComponent<Components::Transform>(player1, "Transform");
transform->Position = glm::vec3(0.f, 0.f, 0.f);
model = AddComponent<Components::Model>(player1, "Model");
model->ModelFile = "ship.obj";
collision = AddComponent<Components::Collision>(player1, "Collision");
collision->Phantom = false;
bounds = AddComponent<Components::Bounds>(player1, "Bounds");
bounds->Origin = transform->Position;
bounds->VolumeVector = glm::vec3(10.f,10.f,5.f);
player2 = CreateEntity();
transform = AddComponent<Components::Transform>(player2, "Transform");
transform->Position = glm::vec3(10.f, 0.f, 0.f);
model = AddComponent<Components::Model>(player2, "Model");
=======
m_Player = CreateEntity();
transform = AddComponent<Components::Transform>(m_Player, "Transform");
transform->Position = glm::vec3(0.f, 4.f, 0.f);
model = AddComponent<Components::Model>(m_Player, "Model");
model->ModelFile = "ship.obj";
auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
bounds->Origin = glm::vec3(0.f);
bounds->VolumeVector = glm::vec3(1.0f, 2.0f, 3.0f);
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(10.f, 4.f, 0.f);
model = AddComponent<Components::Model>(ent, "Model");
>>>>>>> 21b2e3bdc15ac8b21f027a7f531574f46187ae80
model->ModelFile = "ship.obj";
collision = AddComponent<Components::Collision>(player2, "Collision");
collision->Phantom = false;
bounds = AddComponent<Components::Bounds>(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<Systems::CollisionSystem>("CollisionSystem")->Intersects(player1, entcamera))
assert(false);
=======
auto transform = GetComponent<Components::Transform>(m_Player, "Transform");
transform->Orientation = transform->Orientation * glm::angleAxis<float>(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); });
}
+2 -1
View File
@@ -42,7 +42,8 @@ public:
private:
std::shared_ptr<Renderer> m_Renderer;
EntityID entcamera, player1, player2;
EntityID entcamera, player2;
EntityID m_Player;
};
#endif // GameWorld_h__
+11 -129
View File
@@ -30,142 +30,24 @@
class GameWorld : public World
{
public:
GameWorld(std::shared_ptr<Renderer> renderer);
void Initialize() override;
GameWorld(std::shared_ptr<Renderer> 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<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__
+3 -1
View File
@@ -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;
}
}
+82 -1
View File
@@ -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<float>(-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<Shader>(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();
@@ -337,3 +359,62 @@ GLuint Renderer::CreateQuad()
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);
}
+5
View File
@@ -46,6 +46,7 @@ public:
std::vector<float> Light_linearAttenuation;
std::vector<float> Light_quadraticAttenuation;
std::vector<float> Light_spotExponent;
std::vector<glm::mat4> 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();
};
+15
View File
@@ -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);
}
+26 -26
View File
@@ -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<Components::Collision>(entity1, "Collision");
if(collisionComponent1 == nullptr)
auto aTransform = m_World->GetComponent<Components::Transform>(aEntity, "Transform");
if(aTransform == nullptr)
return false;
auto collisionComponent2 = m_World->GetComponent<Components::Collision>(entity2, "Collision");
if(collisionComponent2 == nullptr)
auto bTransform = m_World->GetComponent<Components::Transform>(bEntity, "Transform");
if(bTransform == nullptr)
return false;
collisionComponent1->CollidingEntities.clear();
collisionComponent2->CollidingEntities.clear();
auto bounds1 = m_World->GetComponent<Components::Bounds>(entity1, "Bounds");
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 bounds2 = m_World->GetComponent<Components::Bounds>(entity2, "Bounds");
auto aBounds = m_World->GetComponent<Components::Bounds>(aEntity, "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 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);
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;
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);
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;
}
+10 -1
View File
@@ -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<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");
if (pointLightComponent != nullptr)
{
m_Renderer->AddPointLightToDraw(
transformComponent->Position,
pointLightComponent->Specular,
+1
View File
@@ -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
+12 -15
View File
@@ -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