Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
Conflicts: Escape-the-Dawn/Escape-the-Dawn.vcxproj.filters Escape-the-Dawn/GameWorld.cpp
This commit is contained in:
@@ -78,3 +78,21 @@ void Camera::UpdateViewMatrix()
|
||||
{
|
||||
m_ViewMatrix = glm::translate(glm::toMat4(m_Orientation), -m_Position);
|
||||
}
|
||||
|
||||
void Camera::FOV(float val)
|
||||
{
|
||||
m_FOV = val;
|
||||
UpdateProjectionMatrix();
|
||||
}
|
||||
|
||||
void Camera::NearClip(float val)
|
||||
{
|
||||
m_NearClip = val;
|
||||
UpdateProjectionMatrix();
|
||||
}
|
||||
|
||||
void Camera::FarClip(float val)
|
||||
{
|
||||
m_FarClip = val;
|
||||
UpdateProjectionMatrix();
|
||||
}
|
||||
@@ -1,13 +1,7 @@
|
||||
#ifndef Camera_h__
|
||||
#define Camera_h__
|
||||
|
||||
#define GLM_FORCE_RADIANS
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/constants.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtx/rotate_vector.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
#include "GLM.h"
|
||||
|
||||
class Camera
|
||||
{
|
||||
@@ -38,13 +32,13 @@ public:
|
||||
void ViewMatrix(glm::mat4 val) { m_ViewMatrix = val; }
|
||||
|
||||
float FOV() const { return m_FOV; }
|
||||
void FOV(float val) { m_FOV = val; }
|
||||
void FOV(float val);
|
||||
|
||||
float NearClip() const { return m_NearClip; }
|
||||
void NearClip(float val) { m_NearClip = val; }
|
||||
void NearClip(float val);
|
||||
|
||||
float FarClip() const { return m_FarClip; }
|
||||
void FarClip(float val) { m_FarClip = val; }
|
||||
void FarClip(float val);
|
||||
|
||||
private:
|
||||
void UpdateProjectionMatrix();
|
||||
@@ -54,7 +48,6 @@ private:
|
||||
float m_AspectRatio;
|
||||
float m_NearClip;
|
||||
float m_FarClip;
|
||||
|
||||
|
||||
glm::vec3 m_Position;
|
||||
glm::quat m_Orientation;
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
#ifndef Component_h__
|
||||
#define Component_h__
|
||||
|
||||
#include "GLM.h"
|
||||
|
||||
#include "Factory.h"
|
||||
#include "Entity.h"
|
||||
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
#define Components_Bounds_h__
|
||||
|
||||
#include "Component.h"
|
||||
#include <glm/common.hpp>
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
@@ -8,6 +8,8 @@ namespace Components
|
||||
|
||||
struct Camera : Component
|
||||
{
|
||||
Camera() : FOV(glm::radians(45.f)), NearClip(0.1f), FarClip(100.f) { }
|
||||
|
||||
float FOV;
|
||||
float NearClip;
|
||||
float FarClip;
|
||||
|
||||
@@ -11,8 +11,10 @@ namespace Components
|
||||
|
||||
struct Model : Component
|
||||
{
|
||||
const char* ModelFile;
|
||||
Model() : Visible(true) { }
|
||||
std::string ModelFile;
|
||||
Color Color;
|
||||
bool Visible;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
#define Components_Transform_h__
|
||||
|
||||
#include "Component.h"
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
@@ -112,6 +112,7 @@
|
||||
<ClCompile Include="ShaderProgram.cpp" />
|
||||
<ClCompile Include="Skybox.cpp" />
|
||||
<ClCompile Include="Systems\CollisionSystem.cpp" />
|
||||
<ClCompile Include="Systems\TransformSystem.cpp" />
|
||||
<ClCompile Include="Texture.cpp" />
|
||||
<ClCompile Include="TextFrame.cpp" />
|
||||
<ClCompile Include="World.cpp" />
|
||||
@@ -146,6 +147,7 @@
|
||||
<ClInclude Include="Frame.h" />
|
||||
<ClInclude Include="GameFrame.h" />
|
||||
<ClInclude Include="GameWorld.h" />
|
||||
<ClInclude Include="GLM.h" />
|
||||
<ClInclude Include="GUIManager.h" />
|
||||
<ClInclude Include="logging.h" />
|
||||
<ClInclude Include="glerror.h" />
|
||||
@@ -165,6 +167,7 @@
|
||||
<ClInclude Include="Systems\PlayerSystem.h" />
|
||||
<ClInclude Include="Systems\RenderSystem.h" />
|
||||
<ClInclude Include="Systems\SoundSystem.h" />
|
||||
<ClInclude Include="Systems\TransformSystem.h" />
|
||||
<ClInclude Include="Texture.h" />
|
||||
<ClInclude Include="TextFrame.h" />
|
||||
<ClInclude Include="World.h" />
|
||||
|
||||
@@ -49,6 +49,9 @@
|
||||
<ClCompile Include="GameWorld.cpp" />
|
||||
<ClCompile Include="Skybox.cpp" />
|
||||
<ClCompile Include="CubemapTexture.cpp" />
|
||||
<ClCompile Include="Systems\TransformSystem.cpp">
|
||||
<Filter>Systems</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Component.h" />
|
||||
@@ -152,6 +155,10 @@
|
||||
<ClInclude Include="OpenGL.h" />
|
||||
<ClInclude Include="Skybox.h" />
|
||||
<ClInclude Include="CubemapTexture.h" />
|
||||
<ClInclude Include="Systems\TransformSystem.h">
|
||||
<Filter>Systems</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GLM.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Shaders\Fragment.glsl">
|
||||
|
||||
+77
-14
@@ -3,51 +3,74 @@
|
||||
GUI::Frame::Frame()
|
||||
{
|
||||
rectangle = new Rectangle();
|
||||
texture = nullptr;
|
||||
}
|
||||
|
||||
int GUI::Frame::GetWidth()
|
||||
{
|
||||
return rectangle;
|
||||
return rectangle->Width();
|
||||
}
|
||||
|
||||
int GUI::Frame::GetHeight()
|
||||
{
|
||||
return rectangle.Height();
|
||||
return rectangle->Height();
|
||||
}
|
||||
|
||||
int GUI::Frame::GetX()
|
||||
{
|
||||
return rectangle;
|
||||
return rectangle->X();
|
||||
}
|
||||
|
||||
int GUI::Frame::GetY()
|
||||
{
|
||||
return rectangle.Y();
|
||||
return rectangle->Y();
|
||||
}
|
||||
|
||||
void GUI::Frame::SetWidth(int wid)
|
||||
int GUI::Frame::GetRight()
|
||||
{
|
||||
rectangle.width(wid);
|
||||
return rectangle->Right();
|
||||
}
|
||||
|
||||
void GUI::Frame::SetHeight(int hei)
|
||||
int GUI::Frame::GetLeft()
|
||||
{
|
||||
rectangle.height(hei);
|
||||
return rectangle->Left();
|
||||
}
|
||||
|
||||
void GUI::Frame::SetX(int xcord)
|
||||
int GUI::Frame::GetBottom()
|
||||
{
|
||||
rectangle.X(xcord)
|
||||
return rectangle->Bottom();
|
||||
}
|
||||
|
||||
void GUI::Frame::SetY(int ycord)
|
||||
int GUI::Frame::GetTop()
|
||||
{
|
||||
rectangle.Y(ycord)
|
||||
return rectangle->Right();
|
||||
}
|
||||
|
||||
void GUI::Frame::SetWidth(int _width)
|
||||
{
|
||||
rectangle->Width(_width);
|
||||
}
|
||||
|
||||
void GUI::Frame::SetHeight(int _height)
|
||||
{
|
||||
rectangle->Height(_height);
|
||||
}
|
||||
|
||||
void GUI::Frame::SetX(int _x)
|
||||
{
|
||||
rectangle->X(_x);
|
||||
}
|
||||
|
||||
void GUI::Frame::SetY(int _y)
|
||||
{
|
||||
rectangle->Y(_y);
|
||||
}
|
||||
|
||||
|
||||
|
||||
Rectangle GUI::Frame::AbsouluteRectangle()
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
bool GUI::Frame::Visible()
|
||||
@@ -85,8 +108,48 @@ void GUI::Frame::Update(double dt)
|
||||
|
||||
}
|
||||
|
||||
void AddChild(GUI::Frame childFrame)
|
||||
{
|
||||
childFrame.Parent = this;
|
||||
if (!Children.Contains(childFrame))
|
||||
Children.Add(childFrame);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove a child frame from the frame.
|
||||
/// </summary>
|
||||
/// <param name="childFrame">The child frame to remove.</param>
|
||||
void RemoveChild(GUI::Frame childFrame)
|
||||
{
|
||||
if (Children.Contains(childFrame))
|
||||
Children.Remove(childFrame);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Destroys the frame and all its children.
|
||||
/// </summary>
|
||||
void Destroy()
|
||||
{
|
||||
if (Parent != null)
|
||||
Parent.RemoveChild(this);
|
||||
|
||||
Manager.Remove(this);
|
||||
}
|
||||
|
||||
void GUI::Frame::SetTexture(std::string fileName)
|
||||
{
|
||||
//texture == någonTextureIDunno;
|
||||
}
|
||||
|
||||
void GUI::Frame::Draw()
|
||||
{
|
||||
|
||||
if (Visible)
|
||||
{
|
||||
if (texture != nullptr)
|
||||
{
|
||||
//Drawshit
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
*/
|
||||
+14
-9
@@ -1,4 +1,4 @@
|
||||
/*#ifndef Frame_h__
|
||||
#ifndef Frame_h__
|
||||
#define Frame_h__
|
||||
|
||||
#include <map>
|
||||
@@ -7,7 +7,7 @@
|
||||
#include "GUIManager.h"
|
||||
#include "Texture.h"
|
||||
#include "Color.h"
|
||||
//#include "Camera.h"
|
||||
#include "Camera.h"
|
||||
|
||||
namespace GUI
|
||||
{
|
||||
@@ -22,14 +22,19 @@ public:
|
||||
int GetHeight();
|
||||
int GetX();
|
||||
int GetY();
|
||||
void SetWidth(int wid);
|
||||
void SetHeight(int hei);
|
||||
void SetX( int xcord);
|
||||
void SetY(int ycord);
|
||||
int GetRight();
|
||||
int GetLeft();
|
||||
int GetBottom();
|
||||
int GetTop();
|
||||
void SetWidth(int _width);
|
||||
void SetHeight(int _height);
|
||||
void SetX( int _x);
|
||||
void SetY(int _y);
|
||||
void SetTexture(std::string fileName);
|
||||
Rectangle *rectangle;
|
||||
Rectangle AbsouluteRectangle();
|
||||
Texture texture;
|
||||
Color color;
|
||||
Texture* texture;
|
||||
Color* color;
|
||||
bool _Visible;
|
||||
bool Visible();
|
||||
int layer;
|
||||
@@ -48,4 +53,4 @@ protected:
|
||||
};
|
||||
}
|
||||
|
||||
#endif*/
|
||||
#endif
|
||||
@@ -0,0 +1,9 @@
|
||||
#define GLM_FORCE_RADIANS
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/common.hpp>
|
||||
#include <glm/gtc/constants.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtx/rotate_vector.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
int GUI::GUIManager::Add(Frame frame)
|
||||
{
|
||||
//Frame.Add(frame);
|
||||
//return CreateUID();
|
||||
Frame.Add(frame);
|
||||
return CreateUID();
|
||||
}
|
||||
*/
|
||||
@@ -1,4 +1,4 @@
|
||||
/*#ifndef GUIManager_h__
|
||||
#ifndef GUIManager_h__
|
||||
#define GUIManager_h__
|
||||
|
||||
#include "Frame.h"
|
||||
@@ -18,9 +18,8 @@ private:
|
||||
static int uidIndex;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
#endif */
|
||||
#endif
|
||||
@@ -5,14 +5,6 @@ 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;
|
||||
@@ -22,11 +14,8 @@ void GameWorld::Initialize()
|
||||
std::shared_ptr<Components::SoundEmitter> soundEmitter;
|
||||
EntityID ent;
|
||||
|
||||
|
||||
|
||||
|
||||
// Fucking lights
|
||||
ent = CreateEntity();
|
||||
/*ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(0.f, 7.f, 0.f);
|
||||
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
|
||||
@@ -61,7 +50,7 @@ void GameWorld::Initialize()
|
||||
pointLight->quadraticAttenuation = 0.f;
|
||||
pointLight->spotExponent = 0.0f;
|
||||
model = AddComponent<Components::Model>(ent, "Model");
|
||||
model->ModelFile = "Models/sphere.obj";
|
||||
model->ModelFile = "Models/sphere.obj";*/
|
||||
|
||||
//ground
|
||||
ent = CreateEntity();
|
||||
@@ -77,7 +66,7 @@ void GameWorld::Initialize()
|
||||
AddComponent<Components::Input>(entcamera, "Input");
|
||||
transform->Position = glm::vec3(0.f, 10.f, 14.f);
|
||||
camera = AddComponent<Components::Camera>(entcamera, "Camera");
|
||||
camera->FOV = 45.f;
|
||||
camera->FOV = glm::radians(45.f);
|
||||
camera->FarClip = 1000.f;
|
||||
camera->NearClip = 0.01f;
|
||||
transform->Orientation = glm::angleAxis<float>(glm::radians(15.0f),glm::vec3(1,0,0));
|
||||
@@ -92,13 +81,6 @@ void GameWorld::Initialize()
|
||||
transform->Scale = glm::vec3(1.0f);
|
||||
model = AddComponent<Components::Model>(m_Player, "Model");
|
||||
model->ModelFile = "Models/ship.obj";
|
||||
pointLight = AddComponent<Components::PointLight>(m_Player, "PointLight");
|
||||
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->Diffuse = glm::vec3(0.4, 0.4, 1.0);
|
||||
pointLight->constantAttenuation = 0.f;
|
||||
pointLight->linearAttenuation = 1.f;
|
||||
pointLight->quadraticAttenuation = 0.f;
|
||||
pointLight->spotExponent = 0.0f;
|
||||
AddComponent<Components::Input>(m_Player, "Input");
|
||||
collision = AddComponent<Components::Collision>(m_Player, "Collision");
|
||||
collision->Phantom = false;
|
||||
@@ -106,20 +88,43 @@ void GameWorld::Initialize()
|
||||
bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
|
||||
bounds->Origin = glm::vec3(0, 0, 2.f);
|
||||
bounds->VolumeVector = glm::vec3(4.f, 0.7f, 1);
|
||||
soundEmitter = AddComponent<Components::SoundEmitter>(m_Player, "SoundEmitter");
|
||||
soundEmitter->Loop = true;
|
||||
//soundEmitter->MaxDistance = 10;
|
||||
soundEmitter->ReferenceDistance = 10;
|
||||
soundEmitter->Gain = 1;
|
||||
soundEmitter->Pitch = 1;
|
||||
soundEmitter->Path = "Sounds/hallelujah.wav";
|
||||
//GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(soundEmitter);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// Player light
|
||||
auto playerLight = CreateEntity(m_Player);
|
||||
transform = AddComponent<Components::Transform>(playerLight, "Transform");
|
||||
transform->Position = glm::vec3(1.5f, 0.25f, 2.5f);
|
||||
pointLight = AddComponent<Components::PointLight>(playerLight, "PointLight");
|
||||
pointLight->Specular = glm::vec3(0.1f, 0.1f, 0.1f);
|
||||
pointLight->Diffuse = glm::vec3(0.45f, 0.65f, 1.f);
|
||||
pointLight->constantAttenuation = 0.f;
|
||||
pointLight->linearAttenuation = 0.9f;
|
||||
pointLight->quadraticAttenuation = 0.f;
|
||||
pointLight->spotExponent = 0.0f;
|
||||
bounds = AddComponent<Components::Bounds>(playerLight, "Bounds");
|
||||
bounds->VolumeVector = glm::vec3(0.5f);
|
||||
playerLight = CreateEntity(m_Player);
|
||||
transform = AddComponent<Components::Transform>(playerLight, "Transform");
|
||||
transform->Position = glm::vec3(-1.5f, 0.25f, 2.5f);
|
||||
pointLight = AddComponent<Components::PointLight>(playerLight, "PointLight");
|
||||
pointLight->Specular = glm::vec3(0.1f, 0.1f, 0.1f);
|
||||
pointLight->Diffuse = glm::vec3(0.45f, 0.65f, 1.f);
|
||||
pointLight->constantAttenuation = 0.f;
|
||||
pointLight->linearAttenuation = 0.9f;
|
||||
pointLight->quadraticAttenuation = 0.f;
|
||||
pointLight->spotExponent = 0.0f;
|
||||
bounds = AddComponent<Components::Bounds>(playerLight, "Bounds");
|
||||
bounds->VolumeVector = glm::vec3(0.5f);
|
||||
playerLight = CreateEntity(m_Player);
|
||||
transform = AddComponent<Components::Transform>(playerLight, "Transform");
|
||||
transform->Position = glm::vec3(0.0f, 2.0f, 2.5f);
|
||||
pointLight = AddComponent<Components::PointLight>(playerLight, "PointLight");
|
||||
pointLight->Specular = glm::vec3(0.1f, 0.1f, 0.1f);
|
||||
pointLight->Diffuse = glm::vec3(0.45f, 0.65f, 1.f);
|
||||
pointLight->constantAttenuation = 0.f;
|
||||
pointLight->linearAttenuation = 1.0f;
|
||||
pointLight->quadraticAttenuation = 0.f;
|
||||
pointLight->spotExponent = 0.0f;
|
||||
bounds = AddComponent<Components::Bounds>(playerLight, "Bounds");
|
||||
bounds->VolumeVector = glm::vec3(0.5f);
|
||||
|
||||
/*ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
@@ -164,5 +169,18 @@ void GameWorld::RegisterSystems()
|
||||
//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("TransformSystem", [this]() { return new Systems::TransformSystem(this); });
|
||||
m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_Renderer); });
|
||||
}
|
||||
|
||||
void GameWorld::AddSystems()
|
||||
{
|
||||
AddSystem("TransformSystem");
|
||||
AddSystem("LevelGenerationSystem");
|
||||
AddSystem("InputSystem");
|
||||
AddSystem("CollisionSystem");
|
||||
//AddSystem("ParticleSystem");
|
||||
AddSystem("PlayerSystem");
|
||||
AddSystem("SoundSystem");
|
||||
AddSystem("RenderSystem");
|
||||
}
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "World.h"
|
||||
#include "Renderer.h"
|
||||
|
||||
#include "Systems/TransformSystem.h"
|
||||
#include "Systems/CollisionSystem.h"
|
||||
#include "Systems/InputSystem.h"
|
||||
#include "Systems/LevelGenerationSystem.h"
|
||||
@@ -36,9 +37,10 @@ public:
|
||||
void Initialize();
|
||||
|
||||
void RegisterSystems() override;
|
||||
void AddSystems() override;
|
||||
void RegisterComponents() override;
|
||||
|
||||
void Update(double dt) ;
|
||||
void Update(double dt);
|
||||
|
||||
private:
|
||||
std::shared_ptr<Renderer> m_Renderer;
|
||||
|
||||
@@ -9,10 +9,7 @@
|
||||
#include <memory>
|
||||
|
||||
#include "OpenGL.h"
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/constants.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include "GLM.h"
|
||||
|
||||
#include <cstdlib>
|
||||
#include <stack>
|
||||
|
||||
@@ -9,4 +9,4 @@ Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd ObstacleTexture.png
|
||||
map_Kd planetexture.png
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 6.8 KiB |
@@ -1,5 +1,4 @@
|
||||
#include <GL/glew.h>
|
||||
#define GLFW_INCLUDE_GLU
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glext.h>
|
||||
#define GLM_FORCE_RADIANS
|
||||
#include <glext.h>
|
||||
@@ -22,6 +22,14 @@ public:
|
||||
|
||||
int Y() const { return y; }
|
||||
void Y(int val) { y = val; }
|
||||
|
||||
int Left() const { return x; }
|
||||
|
||||
int Right() const { return x+width; }
|
||||
|
||||
int Top() const { return y; }
|
||||
|
||||
int Bottom() const { return y+height; }
|
||||
};
|
||||
|
||||
Rectangle::Rectangle()
|
||||
|
||||
@@ -14,7 +14,7 @@ Renderer::Renderer()
|
||||
#endif
|
||||
|
||||
m_ShadowMapRes = 2048*2;
|
||||
m_SunPosition = glm::vec3(0, 0.3f, 10);
|
||||
m_SunPosition = glm::vec3(0, 1.5f, 10);
|
||||
m_SunTarget = glm::vec3(0, 0, 0);
|
||||
m_SunProjection = glm::ortho<float>(-200, 200, -10, 100, -800, 800);
|
||||
Lights = 0;
|
||||
@@ -237,7 +237,11 @@ void Renderer::DrawScene()
|
||||
{
|
||||
Model* model;
|
||||
glm::mat4 modelMatrix;
|
||||
std::tie(model, modelMatrix) = tuple;
|
||||
bool visible;
|
||||
std::tie(model, modelMatrix, visible) = tuple;
|
||||
if (!visible)
|
||||
continue;
|
||||
|
||||
MVP = cameraMatrix * modelMatrix;
|
||||
depthMVP = depthCameraMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
@@ -288,7 +292,8 @@ void Renderer::DrawShadowMap()
|
||||
{
|
||||
Model* model;
|
||||
glm::mat4 modelMatrix;
|
||||
std::tie(model, modelMatrix) = tuple;
|
||||
bool visible;
|
||||
std::tie(model, modelMatrix, visible) = tuple;
|
||||
|
||||
MVP = depthCamera * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramShadows.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
@@ -317,26 +322,26 @@ void Renderer::DrawDebugShadowMap()
|
||||
|
||||
void Renderer::DrawModels(ShaderProgram &shader)
|
||||
{
|
||||
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
|
||||
/*glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
|
||||
|
||||
glm::mat4 MVP;
|
||||
for (auto tuple : ModelsToRender)
|
||||
{
|
||||
Model* model;
|
||||
glm::mat4 modelMatrix;
|
||||
std::tie(model, modelMatrix) = tuple;
|
||||
Model* model;
|
||||
glm::mat4 modelMatrix;
|
||||
std::tie(model, modelMatrix) = tuple;
|
||||
|
||||
MVP = cameraMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glBindVertexArray(model->VAO);
|
||||
for (auto texGroup : model->TextureGroups) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texGroup.Texture->texture);
|
||||
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
|
||||
}
|
||||
MVP = cameraMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glBindVertexArray(model->VAO);
|
||||
for (auto texGroup : model->TextureGroups) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texGroup.Texture->texture);
|
||||
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
void Renderer::DrawText()
|
||||
@@ -349,11 +354,11 @@ void Renderer::AddTextToDraw()
|
||||
//Add to draw shit vector
|
||||
}
|
||||
|
||||
void Renderer::AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale)
|
||||
void Renderer::AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale, bool visible)
|
||||
{
|
||||
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
|
||||
// You can now use ModelMatrix to build the MVP matrix
|
||||
ModelsToRender.push_back(std::make_tuple(model.get(), modelMatrix));
|
||||
ModelsToRender.push_back(std::make_tuple(model.get(), modelMatrix, visible));
|
||||
}
|
||||
|
||||
void Renderer::AddPointLightToDraw(
|
||||
|
||||
@@ -8,12 +8,7 @@
|
||||
#include <vector>
|
||||
|
||||
#include "OpenGL.h"
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/constants.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
#include "GLM.h"
|
||||
|
||||
#include "glerror.h"
|
||||
#include "Camera.h"
|
||||
@@ -31,7 +26,7 @@ public:
|
||||
|
||||
int HEIGHT, WIDTH;
|
||||
|
||||
std::list<std::tuple<Model*, glm::mat4>> ModelsToRender;
|
||||
std::list<std::tuple<Model*, glm::mat4, bool>> ModelsToRender;
|
||||
int Lights;
|
||||
std::vector<float> Light_position;
|
||||
std::vector<float> Light_specular;
|
||||
@@ -48,7 +43,7 @@ public:
|
||||
void Draw(double dt);
|
||||
void DrawText();
|
||||
|
||||
void AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale);
|
||||
void AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale, bool visible);
|
||||
void AddTextToDraw();
|
||||
void AddPointLightToDraw(
|
||||
glm::vec3 _position,
|
||||
|
||||
@@ -23,7 +23,7 @@ in VertexData {
|
||||
vec3 ShadowCoord;
|
||||
} Input;
|
||||
|
||||
vec3 scene_ambient = vec3(0.3);
|
||||
vec3 scene_ambient = vec3(0.98, 0.95, 0.7);
|
||||
|
||||
out vec4 fragmentColor;
|
||||
|
||||
@@ -54,7 +54,7 @@ void main() {
|
||||
float bias = 0.0005;
|
||||
vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
|
||||
if (shadowMapValue.z < clamp(Input.ShadowCoord.z - bias, 0, 1)) {
|
||||
visibility = 0.5;
|
||||
visibility = 0.3;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -13,6 +13,8 @@ public:
|
||||
System(World* world) : m_World(world) { }
|
||||
virtual ~System() { }
|
||||
|
||||
virtual void Initialize() { }
|
||||
|
||||
// Called once per system every tick
|
||||
virtual void Update(double dt) { }
|
||||
// Called once for every entity in the world every tick
|
||||
|
||||
@@ -85,8 +85,8 @@ void Systems::CollisionSystem::Intersects(EntityID aEntity, EntityID bEntity)
|
||||
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);
|
||||
aCollisionComponent->CollidingEntities.push_back(bEntity);
|
||||
bCollisionComponent->CollidingEntities.push_back(aEntity);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,6 +8,7 @@ Systems::LevelGenerationSystem::LevelGenerationSystem( World* world )
|
||||
velocity = 0;
|
||||
startx = 0;
|
||||
startyz = glm::vec2(0, -1000);
|
||||
spawnFrequency = 0.1f;
|
||||
}
|
||||
|
||||
void Systems::LevelGenerationSystem::SpawnObstacle()
|
||||
@@ -17,18 +18,17 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
|
||||
EntityID ent;
|
||||
|
||||
ent = m_World->CreateEntity();
|
||||
obstacles.push_back(ent);
|
||||
m_World->SetProperty(ent, "Name", std::string("Obstacle"));
|
||||
transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
|
||||
bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
|
||||
collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
|
||||
model = m_World->AddComponent<Components::Model>(ent, "Model");
|
||||
|
||||
auto transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
|
||||
auto bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
|
||||
auto collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
|
||||
auto model = m_World->AddComponent<Components::Model>(ent, "Model");
|
||||
auto sound = m_World->AddComponent<Components::SoundEmitter>(ent, "SoundEmitter");
|
||||
|
||||
|
||||
positionRandom = -500 + startx + (rand() % 1000);
|
||||
transform->Position = glm::vec3(positionRandom, startyz);
|
||||
//transform->Velocity = glm::vec3(0.f, 10.f, 100.f);
|
||||
transform->Velocity = glm::vec3(0.f, 10.f, 0);
|
||||
|
||||
sound->Loop = true;
|
||||
sound->Gain = 1.f;
|
||||
@@ -37,7 +37,8 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
|
||||
|
||||
if(typeRandom >= 0 && typeRandom < 2) // Mountain stuff :D
|
||||
{
|
||||
float scale = (float)(rand() % 1000) / 250;
|
||||
m_World->SetProperty(ent, "Name", std::string("Obstacle"));
|
||||
float scale = 1.0f + (float)(rand() % 1000) / 250;
|
||||
transform->Scale = glm::vec3(scale);
|
||||
bounds->VolumeVector = glm::vec3(9, 12, 7);
|
||||
bounds->Origin = glm::vec3(1,11,-1);
|
||||
@@ -45,7 +46,8 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
|
||||
}
|
||||
else if(typeRandom >= 2 && typeRandom < 5) // Single Mountain :D
|
||||
{
|
||||
float scale = (float)(rand() % 1000) / 200;
|
||||
m_World->SetProperty(ent, "Name", std::string("Obstacle"));
|
||||
float scale = 1.0f + (float)(rand() % 1000) / 200;
|
||||
transform->Scale = glm::vec3(scale);
|
||||
bounds->VolumeVector = glm::vec3(3.5f, 7.5f, 3.5f);
|
||||
bounds->Origin = glm::vec3(0,7.5f,0);
|
||||
@@ -53,7 +55,8 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
|
||||
}
|
||||
else if(typeRandom >= 5 && typeRandom < 8)
|
||||
{
|
||||
float scale = (float)(rand() % 1000) / 100;
|
||||
m_World->SetProperty(ent, "Name", std::string("Obstacle"));
|
||||
float scale = 1.f + (float)(rand() % 1000) / 100;
|
||||
transform->Scale = glm::vec3(scale);
|
||||
bounds->VolumeVector = glm::vec3(1, 1, 1);
|
||||
bounds->Origin = glm::vec3(0,1,0);
|
||||
@@ -61,20 +64,20 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
|
||||
}
|
||||
if(typeRandom >= 8 && typeRandom < 10)
|
||||
{
|
||||
float scale = (float)(rand() % 1000) / 100;
|
||||
m_World->SetProperty(ent, "Name", std::string("PowerUp"));
|
||||
bounds->VolumeVector = glm::vec3(4, 4, 4);
|
||||
bounds->Origin = glm::vec3(0,4,0);
|
||||
|
||||
|
||||
powerUp = m_World->AddComponent<Components::PowerUp>(ent, "PowerUp");
|
||||
powerUp->Speed = 10.f;
|
||||
auto powerUp = m_World->AddComponent<Components::PowerUp>(ent, "PowerUp");
|
||||
powerUp->Speed = 200.f;
|
||||
|
||||
model->ModelFile = "Models/powerup.obj";
|
||||
}
|
||||
|
||||
|
||||
// Put it below ground level
|
||||
//transform->Position.y -= bounds->VolumeVector.y * 2.f;
|
||||
transform->Position.y -= bounds->VolumeVector.y * 2.f;
|
||||
|
||||
}
|
||||
|
||||
@@ -82,47 +85,47 @@ void Systems::LevelGenerationSystem::Update( double dt )
|
||||
{
|
||||
|
||||
elapsedtime += dt;
|
||||
spawnFrequency = 10/velocity;
|
||||
|
||||
if(elapsedtime > 0.1){
|
||||
if(elapsedtime > spawnFrequency){
|
||||
SpawnObstacle();
|
||||
elapsedtime = 0;
|
||||
}
|
||||
|
||||
std::list<EntityID> removethis;
|
||||
|
||||
for(auto ent : obstacles)
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(ent, "Transform");
|
||||
|
||||
transform->Velocity.z = velocity;
|
||||
transform->Position += transform->Velocity * (float)dt;
|
||||
|
||||
// Stop raising obstacles when they reach ground level
|
||||
if (transform->Velocity.y > 0 && transform->Position.y >= 0) {
|
||||
transform->Position.y = 0;
|
||||
transform->Velocity.y = 0;
|
||||
}
|
||||
|
||||
if(transform->Position.z > 800)
|
||||
{
|
||||
removethis.push_back(ent);
|
||||
}
|
||||
}
|
||||
|
||||
for(auto ent : removethis)
|
||||
{
|
||||
m_World->RemoveEntity(ent);
|
||||
obstacles.remove(ent);
|
||||
}
|
||||
removethis.clear();
|
||||
|
||||
}
|
||||
|
||||
void Systems::LevelGenerationSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
|
||||
{
|
||||
if( m_World->GetProperty<std::string>(entity, "Name") == "Obstacle" || m_World->GetProperty<std::string>(entity, "Name") == "PowerUp")
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
transform->Velocity.z = velocity;
|
||||
transform->Position += transform->Velocity * (float)dt;
|
||||
|
||||
// Stop raising obstacles when they reach ground level
|
||||
if (transform->Velocity.y > 0 && transform->Position.y >= 0)
|
||||
{
|
||||
transform->Position.y = 0;
|
||||
transform->Velocity.y = 0;
|
||||
}
|
||||
|
||||
auto model = m_World->GetComponent<Components::Model>(entity, "Model");
|
||||
if (transform->Position.z > 10 && model->Visible)
|
||||
{
|
||||
model->Visible = false;
|
||||
}
|
||||
|
||||
if(transform->Position.z > 800) {
|
||||
m_World->RemoveEntity(entity);
|
||||
}
|
||||
}
|
||||
|
||||
if( m_World->GetProperty<std::string>(entity, "Name") == "Player")
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
|
||||
startyz = glm::vec2(0, transformComponent->Position.z - 1000);
|
||||
startx = transformComponent->Position.x;
|
||||
velocity = transformComponent->Velocity.z;
|
||||
|
||||
@@ -31,18 +31,9 @@ namespace Systems
|
||||
int positionRandom;
|
||||
glm::vec2 startyz;
|
||||
float startx;
|
||||
|
||||
double elapsedtime;
|
||||
|
||||
std::list<EntityID> obstacles;
|
||||
float velocity;
|
||||
|
||||
std::shared_ptr<Components::Transform> transform;
|
||||
std::shared_ptr<Components::Bounds> bounds;
|
||||
std::shared_ptr<Components::Collision> collision;
|
||||
std::shared_ptr<Components::Model> model;
|
||||
std::shared_ptr<Components::PointLight> pointLight;
|
||||
std::shared_ptr<Components::PowerUp> powerUp;
|
||||
float spawnFrequency;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -10,11 +10,14 @@ Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
|
||||
m_CameraOrientation = glm::angleAxis<float>(glm::radians(15.0f),glm::vec3(1,0,0));
|
||||
|
||||
freecamEnabled = false;
|
||||
|
||||
m_poweruptimeleft = 0;
|
||||
m_basespeed = 100.f;
|
||||
m_maxspeed = 100.f;
|
||||
}
|
||||
|
||||
void Systems::PlayerSystem::Update(double dt)
|
||||
{
|
||||
m_poweruptimeleft -= (float)dt;
|
||||
}
|
||||
|
||||
void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
@@ -26,48 +29,74 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
if (input == nullptr)
|
||||
return;
|
||||
|
||||
auto collision = m_World->GetComponent<Components::Collision>(entity, "Collision");
|
||||
|
||||
auto name = m_World->GetProperty<std::string>(entity, "Name");
|
||||
if (name == "Camera" && freecamEnabled) {
|
||||
glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
|
||||
glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
|
||||
|
||||
float speed = m_PlayerSpeed;
|
||||
if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
|
||||
speed *= 4.0f;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_LEFT_ALT]) {
|
||||
speed /= 4.0f;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_A]) {
|
||||
transform->Position -= Camera_Right * (float)dt * speed;
|
||||
}
|
||||
else if(input->KeyState[GLFW_KEY_D]) {
|
||||
transform->Position += Camera_Right * (float)dt * speed;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_W]) {
|
||||
transform->Position -= Camera_Forward * (float)dt * speed;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_S]) {
|
||||
transform->Position += Camera_Forward * (float)dt * speed;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_SPACE]) {
|
||||
transform->Position += glm::vec3(0, 1, 0) * (float)dt * speed;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_LEFT_CONTROL]) {
|
||||
transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
|
||||
}
|
||||
|
||||
if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
|
||||
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||
//---------------------------------------------------------------------
|
||||
transform->Orientation = glm::angleAxis<float>(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation;
|
||||
|
||||
transform->Orientation = transform->Orientation * glm::angleAxis<float>(input->dX/300.f,glm::vec3(0,1,0));
|
||||
//---------------------------------------------------------------------
|
||||
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||
if(collision != nullptr)
|
||||
{
|
||||
for(auto ent : collision->CollidingEntities)
|
||||
{
|
||||
if(m_World->GetProperty<std::string>(ent, "Name") == "Obstacle")
|
||||
{
|
||||
m_World->RemoveEntity(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (name == "Camera") {
|
||||
|
||||
if(input->KeyState[GLFW_KEY_F4] && !input->LastKeyState[GLFW_KEY_F4]) {
|
||||
if(freecamEnabled)
|
||||
freecamEnabled = false;
|
||||
else
|
||||
freecamEnabled = true;
|
||||
}
|
||||
|
||||
if(freecamEnabled)
|
||||
{
|
||||
glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
|
||||
glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
|
||||
|
||||
float speed = m_PlayerSpeed;
|
||||
if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
|
||||
speed *= 4.0f;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_LEFT_ALT]) {
|
||||
speed /= 4.0f;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_A]) {
|
||||
transform->Position -= Camera_Right * (float)dt * speed;
|
||||
}
|
||||
else if(input->KeyState[GLFW_KEY_D]) {
|
||||
transform->Position += Camera_Right * (float)dt * speed;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_W]) {
|
||||
transform->Position -= Camera_Forward * (float)dt * speed;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_S]) {
|
||||
transform->Position += Camera_Forward * (float)dt * speed;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_SPACE]) {
|
||||
transform->Position += glm::vec3(0, 1, 0) * (float)dt * speed;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_LEFT_CONTROL]) {
|
||||
transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
|
||||
}
|
||||
|
||||
if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
|
||||
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||
//---------------------------------------------------------------------
|
||||
transform->Orientation = glm::angleAxis<float>(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation;
|
||||
|
||||
transform->Orientation = transform->Orientation * glm::angleAxis<float>(input->dX/300.f,glm::vec3(0,1,0));
|
||||
//---------------------------------------------------------------------
|
||||
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (name == "Player")
|
||||
{
|
||||
auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
|
||||
@@ -79,7 +108,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0));
|
||||
|
||||
float TurnSpeed = 1.0f;
|
||||
glm::vec3 Euler = glm::eulerAngles(transform->Orientation);
|
||||
glm::vec3 Euler = glm::degrees(glm::eulerAngles(transform->Orientation));
|
||||
|
||||
if(input->KeyState[GLFW_KEY_LEFT]) {
|
||||
transform->Position -= Ship_Right * (float)dt * (m_PlayerSpeed + Euler.z);
|
||||
@@ -115,6 +144,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
}
|
||||
else
|
||||
{
|
||||
transform->Position -= Ship_Right * (float)dt * Euler.z;
|
||||
if(Euler.z < 1.5f && Euler.z > -1.5f)
|
||||
transform->Orientation = glm::angleAxis<float>(0,glm::vec3(0,0,1));
|
||||
else if(Euler.z < 0.f)
|
||||
@@ -130,23 +160,55 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
}
|
||||
|
||||
|
||||
if(input->KeyState[GLFW_KEY_F4] && !input->LastKeyState[GLFW_KEY_F4]) {
|
||||
if(freecamEnabled)
|
||||
freecamEnabled = false;
|
||||
else
|
||||
freecamEnabled = true;
|
||||
|
||||
|
||||
//powerup
|
||||
auto cameraEntity = m_World->GetProperty<EntityID>(entity, "Camera");
|
||||
auto cameracamera = m_World->GetComponent<Components::Camera>(cameraEntity, "Camera");
|
||||
cameracamera->FOV = glm::radians(20.f + transform->Velocity.z/3 );
|
||||
|
||||
auto collisionComponent = m_World->GetComponent<Components::Collision>(entity, "Collision");
|
||||
for(auto ent : collisionComponent->CollidingEntities)
|
||||
{
|
||||
std::string name = m_World->GetProperty<std::string>(ent, "Name");
|
||||
if(name == "PowerUp")
|
||||
{
|
||||
auto powerupComp = m_World->GetComponent<Components::PowerUp>(ent, "PowerUp");
|
||||
m_maxspeed = powerupComp->Speed;
|
||||
m_poweruptimeleft = 5.f;
|
||||
m_World->RemoveEntity(ent);
|
||||
|
||||
}
|
||||
}
|
||||
if(m_poweruptimeleft <= 0)
|
||||
{
|
||||
m_maxspeed = m_basespeed;
|
||||
}
|
||||
if(transform->Velocity.z < m_maxspeed)
|
||||
{
|
||||
transform->Velocity.z += 100.f*dt;
|
||||
if(transform->Velocity.z >= m_maxspeed)
|
||||
transform->Velocity.z = m_maxspeed;
|
||||
}
|
||||
else if(transform->Velocity.z > m_maxspeed)
|
||||
{
|
||||
transform->Velocity.z -= 50.f*dt;
|
||||
if(transform->Velocity.z <= m_maxspeed)
|
||||
transform->Velocity.z = m_maxspeed;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Update camera
|
||||
if(! freecamEnabled)
|
||||
{
|
||||
auto cameraEntity = m_World->GetProperty<EntityID>(entity, "Camera");
|
||||
auto cameraTransform = m_World->GetComponent<Components::Transform>(cameraEntity, "Transform");
|
||||
if (cameraTransform) {
|
||||
cameraTransform->Position = transform->Position + m_CameraOffset;
|
||||
cameraTransform->Orientation = m_CameraOrientation;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,6 +9,8 @@
|
||||
#include "Components/Collision.h"
|
||||
#include "Components/Camera.h"
|
||||
#include "Components/Bounds.h"
|
||||
#include "Components/PowerUp.h"
|
||||
|
||||
#include "logging.h"
|
||||
|
||||
|
||||
@@ -32,6 +34,11 @@ namespace Systems
|
||||
glm::quat m_CameraOrientation;
|
||||
|
||||
bool freecamEnabled;
|
||||
|
||||
float m_basespeed;
|
||||
float m_maxspeed;
|
||||
|
||||
float m_poweruptimeleft;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -25,7 +25,9 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
||||
}
|
||||
|
||||
auto model = m_CachedModels[modelComponent->ModelFile];
|
||||
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation, transformComponent->Scale);
|
||||
glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
|
||||
glm::quat orientation = m_TransformSystem->AbsoluteOrientation(entity);
|
||||
m_Renderer->AddModelToDraw(model, position, orientation, transformComponent->Scale, modelComponent->Visible);
|
||||
}
|
||||
|
||||
// Debug draw bounds
|
||||
@@ -33,7 +35,7 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
||||
auto collision = m_World->GetComponent<Components::Collision>(entity, "Collision");
|
||||
auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
|
||||
if (bounds != nullptr) {
|
||||
glm::vec3 origin = transformComponent->Position + (transformComponent->Scale * bounds->Origin);
|
||||
glm::vec3 origin = m_TransformSystem->AbsolutePosition(entity) + (transformComponent->Scale * bounds->Origin);
|
||||
glm::vec3 volumeVector = transformComponent->Scale * bounds->VolumeVector;
|
||||
m_Renderer->AddAABBToDraw(origin, volumeVector, (collision != nullptr && collision->CollidingEntities.size() > 0));
|
||||
}
|
||||
@@ -42,8 +44,9 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
||||
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity, "PointLight");
|
||||
if (pointLightComponent != nullptr)
|
||||
{
|
||||
glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
|
||||
m_Renderer->AddPointLightToDraw(
|
||||
transformComponent->Position,
|
||||
position,
|
||||
pointLightComponent->Specular,
|
||||
pointLightComponent->Diffuse,
|
||||
pointLightComponent->constantAttenuation,
|
||||
@@ -51,6 +54,7 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
||||
pointLightComponent->quadraticAttenuation,
|
||||
pointLightComponent->spotExponent);
|
||||
}
|
||||
|
||||
auto cameraComponent = m_World->GetComponent<Components::Camera>(entity, "Camera");
|
||||
if (cameraComponent != nullptr)
|
||||
{
|
||||
@@ -63,6 +67,12 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::Initialize()
|
||||
{
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>("TransformSystem");
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include <unordered_map>
|
||||
|
||||
#include "System.h"
|
||||
#include "Systems/TransformSystem.h"
|
||||
#include "Model.h"
|
||||
#include "Texture.h"
|
||||
#include "Components/Model.h"
|
||||
@@ -22,6 +23,8 @@ namespace Systems
|
||||
RenderSystem(World* world, std::shared_ptr<Renderer> renderer)
|
||||
: System(world), m_Renderer(renderer){ }
|
||||
|
||||
void Initialize() override;
|
||||
|
||||
std::unordered_map<std::string, std::shared_ptr<Model>> m_CachedModels;
|
||||
|
||||
void OnComponentCreated(std::string type, std:: shared_ptr<Component> component) override;
|
||||
@@ -29,7 +32,7 @@ namespace Systems
|
||||
|
||||
private:
|
||||
std::shared_ptr<Renderer> m_Renderer;
|
||||
|
||||
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -7,7 +7,6 @@
|
||||
#include <AL/al.h>
|
||||
#include <AL/alc.h>
|
||||
#include <vector>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
@@ -0,0 +1,47 @@
|
||||
#include "TransformSystem.h"
|
||||
#include "World.h"
|
||||
|
||||
//void Systems::TransformSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
//{
|
||||
// if (parent == 0)
|
||||
// return;
|
||||
//
|
||||
// auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
// auto parentTransform = m_World->GetComponent<Components::Transform>(parent, "Transform");
|
||||
//
|
||||
// transform->Position = parentTransform->Position + transform->RelativePosition;
|
||||
//}
|
||||
|
||||
glm::vec3 Systems::TransformSystem::AbsolutePosition(EntityID entity)
|
||||
{
|
||||
glm::vec3 absPosition;
|
||||
glm::quat accumulativeOrientation;
|
||||
|
||||
do
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
//absPosition += transform->Position;
|
||||
entity = m_World->GetEntityParent(entity);
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
if (entity != 0)
|
||||
absPosition += transform2->Orientation * transform->Position;
|
||||
else
|
||||
absPosition += transform->Position;
|
||||
} while (entity != 0);
|
||||
|
||||
return absPosition * accumulativeOrientation;
|
||||
}
|
||||
|
||||
glm::quat Systems::TransformSystem::AbsoluteOrientation(EntityID entity)
|
||||
{
|
||||
glm::quat absOrientation;
|
||||
|
||||
do
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
absOrientation *= transform->Orientation;
|
||||
entity = m_World->GetEntityParent(entity);
|
||||
} while (entity != 0);
|
||||
|
||||
return absOrientation;
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
#ifndef TransformSystem_h__
|
||||
#define TransformSystem_h__
|
||||
|
||||
#include "System.h"
|
||||
#include "Components/Transform.h"
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class TransformSystem : public System
|
||||
{
|
||||
public:
|
||||
TransformSystem(World* world)
|
||||
: System(world) { }
|
||||
|
||||
//void Update(double dt) override;
|
||||
//void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
glm::vec3 AbsolutePosition(EntityID entity);
|
||||
glm::quat AbsoluteOrientation(EntityID entity);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // TransformSystem_h__
|
||||
+29
-24
@@ -36,6 +36,8 @@ void World::Update(double dt)
|
||||
system->Update(dt);
|
||||
RecursiveUpdate(system, dt, 0);
|
||||
}
|
||||
|
||||
ProcessEntityRemovals();
|
||||
}
|
||||
|
||||
//std::vector<EntityID> GetEntityChildren(EntityID entity);
|
||||
@@ -60,21 +62,29 @@ bool World::ValidEntity(EntityID entity)
|
||||
|
||||
void World::RemoveEntity(EntityID entity)
|
||||
{
|
||||
m_EntityParents.erase(entity);
|
||||
// Remove components
|
||||
for (auto pair : m_EntityComponents[entity]) {
|
||||
auto type = pair.first;
|
||||
auto component = pair.second;
|
||||
// Trigger events
|
||||
for (auto pair : m_Systems) {
|
||||
auto system = pair.second;
|
||||
system->OnComponentRemoved(type, component.get());
|
||||
}
|
||||
m_ComponentsOfType[type].remove(component);
|
||||
}
|
||||
m_EntityComponents.erase(entity);
|
||||
m_EntitiesToRemove.push_back(entity);
|
||||
}
|
||||
|
||||
RecycleEntityID(entity);
|
||||
void World::ProcessEntityRemovals()
|
||||
{
|
||||
for (auto entity : m_EntitiesToRemove) {
|
||||
m_EntityParents.erase(entity);
|
||||
// Remove components
|
||||
for (auto pair : m_EntityComponents[entity]) {
|
||||
auto type = pair.first;
|
||||
auto component = pair.second;
|
||||
// Trigger events
|
||||
for (auto pair : m_Systems) {
|
||||
auto system = pair.second;
|
||||
system->OnComponentRemoved(type, component.get());
|
||||
}
|
||||
m_ComponentsOfType[type].remove(component);
|
||||
}
|
||||
m_EntityComponents.erase(entity);
|
||||
|
||||
RecycleEntityID(entity);
|
||||
}
|
||||
m_EntitiesToRemove.clear();
|
||||
}
|
||||
|
||||
EntityID World::CreateEntity(EntityID parent /*= 0*/)
|
||||
@@ -97,19 +107,14 @@ World::World()
|
||||
void World::Initialize()
|
||||
{
|
||||
RegisterSystems();
|
||||
AddSystems();
|
||||
for (auto system : m_Systems) {
|
||||
system.second->Initialize();
|
||||
}
|
||||
|
||||
RegisterComponents();
|
||||
}
|
||||
|
||||
void World::RegisterSystems()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void World::RegisterComponents()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
std::shared_ptr<Component> World::AddComponent(EntityID entity, std::string componentType)
|
||||
{
|
||||
return AddComponent<Component>(entity, componentType);
|
||||
|
||||
@@ -25,8 +25,10 @@ public:
|
||||
|
||||
virtual void Initialize();
|
||||
|
||||
virtual void RegisterComponents();
|
||||
virtual void RegisterSystems();
|
||||
virtual void RegisterSystems() = 0;
|
||||
virtual void AddSystems() = 0;
|
||||
virtual void RegisterComponents() = 0;
|
||||
|
||||
|
||||
void AddSystem(std::string systemType);
|
||||
template <class T>
|
||||
@@ -85,9 +87,13 @@ protected:
|
||||
std::unordered_map<std::string, std::list<std::shared_ptr<Component>>> m_ComponentsOfType;
|
||||
std::unordered_map<EntityID, std::map<std::string, std::shared_ptr<Component>>> m_EntityComponents;
|
||||
|
||||
std::list<EntityID> m_EntitiesToRemove;
|
||||
void ProcessEntityRemovals();
|
||||
|
||||
EntityID GenerateEntityID();
|
||||
|
||||
void RecycleEntityID(EntityID id);
|
||||
|
||||
};
|
||||
|
||||
template <class T>
|
||||
|
||||
Reference in New Issue
Block a user