Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
@@ -10,7 +10,6 @@ public:
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glm::vec3 Forward();
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glm::vec3 Right();
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glm::quat Orientation();
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float AspectRatio() const { return m_AspectRatio; }
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void AspectRatio(float val);
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@@ -0,0 +1,47 @@
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#include "CubemapTexture.h"
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CubemapTexture::CubemapTexture(char* posXFile, char* negXFile, char* posYFile, char* negYFile, char* posZFile, char* negZFile)
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{
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m_TextureFiles[0] = posXFile;
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m_TextureFiles[1] = negXFile;
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m_TextureFiles[2] = posYFile;
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m_TextureFiles[3] = negYFile;
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m_TextureFiles[4] = posZFile;
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m_TextureFiles[5] = negZFile;
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Load();
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}
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CubemapTexture::~CubemapTexture()
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{
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//glDeleteTextures(1, &m_Texture);
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}
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void CubemapTexture::Load()
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{
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m_Texture = SOIL_load_OGL_cubemap(
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m_TextureFiles[0],
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m_TextureFiles[1],
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m_TextureFiles[2],
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m_TextureFiles[3],
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m_TextureFiles[4],
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m_TextureFiles[5],
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SOIL_LOAD_AUTO,
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SOIL_CREATE_NEW_ID,
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0);
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if (m_Texture == 0)
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LOG_ERROR("SOIL cubemap loading error: %s", SOIL_last_result());
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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}
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void CubemapTexture::Bind(GLenum textureUnit)
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{
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glActiveTexture(textureUnit);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_Texture);
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}
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@@ -0,0 +1,31 @@
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#ifndef CubemapTexture_h__
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#define CubemapTexture_h__
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#include "OpenGL.h"
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#include "glerror.h"
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#include <SOIL.h>
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#include "logging.h"
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class CubemapTexture
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{
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public:
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CubemapTexture() { }
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CubemapTexture(
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char* posXFile,
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char* negXFile,
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char* posYFile,
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char* negYFile,
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char* posZFile,
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char* negZFile);
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~CubemapTexture();
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void Load();
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void Bind(GLenum textureSlot);
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private:
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char* m_TextureFiles[6];
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GLuint m_Texture;
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};
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#endif // CubemapTexture_h__
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@@ -98,6 +98,7 @@
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClCompile Include="Camera.cpp" />
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<ClCompile Include="CubemapTexture.cpp" />
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<ClCompile Include="Engine.h" />
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<ClCompile Include="Frame.cpp" />
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<ClCompile Include="GameFrame.cpp" />
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@@ -109,6 +110,7 @@
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<ClCompile Include="OBJ.cpp" />
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<ClCompile Include="Renderer.cpp" />
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<ClCompile Include="ShaderProgram.cpp" />
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<ClCompile Include="Skybox.cpp" />
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<ClCompile Include="Systems\CollisionSystem.cpp" />
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<ClCompile Include="Systems\TransformSystem.cpp" />
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<ClCompile Include="Texture.cpp" />
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@@ -126,6 +128,7 @@
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<ClInclude Include="Color.h" />
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<ClInclude Include="Component.h" />
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<ClInclude Include="Components\Camera.h" />
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<ClInclude Include="CubemapTexture.h" />
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<ClInclude Include="Factory.h" />
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<ClInclude Include="Components\Bounds.h" />
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<ClInclude Include="Components\Collision.h" />
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@@ -155,6 +158,7 @@
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<ClInclude Include="OpenGL.h" />
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<ClInclude Include="Renderer.h" />
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<ClInclude Include="ShaderProgram.h" />
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<ClInclude Include="Skybox.h" />
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<ClInclude Include="Systems\InputSystem.h" />
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<ClInclude Include="System.h" />
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<ClInclude Include="Systems\CollisionSystem.h" />
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@@ -174,6 +178,8 @@
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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.geo.glsl" />
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<None Include="Shaders\Skybox.frag.glsl" />
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<None Include="Shaders\Skybox.vert.glsl" />
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<None Include="Shaders\VisualizeDepth.frag.glsl" />
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<None Include="Shaders\VisualizeDepth.vert.glsl" />
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<None Include="Shaders\ShadowMap.frag.glsl" />
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@@ -47,6 +47,8 @@
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<ClCompile Include="OBJ.cpp" />
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<ClCompile Include="main.cpp" />
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<ClCompile Include="GameWorld.cpp" />
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<ClCompile Include="Skybox.cpp" />
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<ClCompile Include="CubemapTexture.cpp" />
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<ClCompile Include="Systems\TransformSystem.cpp">
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<Filter>Systems</Filter>
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</ClCompile>
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@@ -151,6 +153,8 @@
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<ClInclude Include="Camera.h" />
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<ClInclude Include="OBJ.h" />
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<ClInclude Include="OpenGL.h" />
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<ClInclude Include="Skybox.h" />
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<ClInclude Include="CubemapTexture.h" />
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<ClInclude Include="Systems\TransformSystem.h">
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<Filter>Systems</Filter>
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</ClInclude>
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@@ -187,6 +191,12 @@
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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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<None Include="Shaders\Skybox.frag.glsl">
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<Filter>Shaders</Filter>
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</None>
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<None Include="Shaders\Skybox.vert.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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<Filter Include="Systems">
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@@ -11,6 +11,7 @@ void GameWorld::Initialize()
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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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std::shared_ptr<Components::SoundEmitter> soundEmitter;
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EntityID ent;
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// Fucking lights
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@@ -0,0 +1,169 @@
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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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std::shared_ptr<Components::SoundEmitter> soundEmitter;
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EntityID ent;
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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, 7.f, 0.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(0.0, 0.0, 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 = "Models/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, 7.f, 0.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(0.0, 5.0, 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 = "Models/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, 7.f, 0.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(5.0, 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 = "Models/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 = "Models/plane.obj";
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// Player
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m_Player = CreateEntity();
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SetProperty(m_Player, "Name", std::string("PlayerShip"));
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transform = AddComponent<Components::Transform>(m_Player, "Transform");
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transform->Position = glm::vec3(0.f, 2.f, -5.f);
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transform->Scale = glm::vec3(1.0f);
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model = AddComponent<Components::Model>(m_Player, "Model");
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||||
model->ModelFile = "Models/ship.obj";
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pointLight = AddComponent<Components::PointLight>(m_Player, "PointLight");
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||||
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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||||
pointLight->Diffuse = glm::vec3(0.4, 0.4, 1.0);
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||||
pointLight->constantAttenuation = 0.f;
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||||
pointLight->linearAttenuation = 1.f;
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||||
pointLight->quadraticAttenuation = 0.f;
|
||||
pointLight->spotExponent = 0.0f;
|
||||
AddComponent<Components::Input>(m_Player, "Input");
|
||||
collision = AddComponent<Components::Collision>(m_Player, "Collision");
|
||||
collision->Phantom = false;
|
||||
collision->Interested = true;
|
||||
bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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||||
<<<<<<< HEAD
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||||
bounds->Origin = glm::vec3(transform->Position.x, transform->Position.y - 4, transform->Position.z + 3);
|
||||
bounds->VolumeVector = glm::vec3(4.f,0.7f,4);
|
||||
soundEmitter = AddComponent<Components::SoundEmitter>(m_Player, "SoundEmitter");
|
||||
soundEmitter->Loop = true;
|
||||
soundEmitter->MaxDistance = FLT_MAX;
|
||||
soundEmitter->ReferenceDistance = 10;
|
||||
soundEmitter->Gain = 1;
|
||||
soundEmitter->Pitch = 1;
|
||||
soundEmitter->Path = "Sounds/hallelujah.wav";
|
||||
GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(soundEmitter);
|
||||
=======
|
||||
bounds->Origin = glm::vec3(0, 0, 2.f);
|
||||
bounds->VolumeVector = glm::vec3(4.f, 0.7f, 1);
|
||||
>>>>>>> f76c0b336f87a259a7eabf3c532fc885f155a605
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||||
|
||||
|
||||
// Camera
|
||||
entcamera = CreateEntity(m_Player);
|
||||
SetProperty(entcamera, "Name", std::string("Camera"));
|
||||
transform = AddComponent<Components::Transform>(entcamera, "Transform");
|
||||
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->FarClip = 1000.f;
|
||||
camera->NearClip = 0.01f;
|
||||
transform->Orientation = glm::angleAxis<float>(glm::radians(15.0f),glm::vec3(1,0,0));
|
||||
|
||||
|
||||
|
||||
|
||||
/*ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(10.f, 4.f, 0.f);
|
||||
model = AddComponent<Components::Model>(ent, "Model");
|
||||
model->ModelFile = "Models/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);
|
||||
}
|
||||
|
||||
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); });
|
||||
}
|
||||
@@ -99,6 +99,13 @@ void Renderer::LoadContent()
|
||||
m_ShaderProgramDebugAABB.Compile();
|
||||
m_ShaderProgramDebugAABB.Link();
|
||||
|
||||
m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Skybox.vert.glsl")));
|
||||
m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Skybox.frag.glsl")));
|
||||
m_ShaderProgramSkybox.Compile();
|
||||
m_ShaderProgramSkybox.Link();
|
||||
|
||||
m_Skybox = std::make_shared<Skybox>(CubemapTexture("Textures/right.jpg", "Textures/left.jpg", "Textures/top.jpg", "Textures/bottom.jpg", "Textures/front.jpg", "Textures/back.jpg"));
|
||||
|
||||
m_DebugAABB = CreateAABB();
|
||||
m_ScreenQuad = CreateQuad();
|
||||
CreateShadowMap(m_ShadowMapRes);
|
||||
@@ -133,6 +140,7 @@ void Renderer::Draw(double dt)
|
||||
{
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
DrawSkybox();
|
||||
DrawShadowMap();
|
||||
DrawScene();
|
||||
|
||||
@@ -167,13 +175,26 @@ void Renderer::Draw(double dt)
|
||||
glfwSwapBuffers(m_Window);
|
||||
}
|
||||
|
||||
void Renderer::DrawScene()
|
||||
void Renderer::DrawSkybox()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glViewport(0, 0, WIDTH, HEIGHT);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
|
||||
m_ShaderProgramSkybox.Bind();
|
||||
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * glm::toMat4(m_Camera->Orientation());
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
m_Skybox->Draw();
|
||||
}
|
||||
|
||||
void Renderer::DrawScene()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glViewport(0, 0, WIDTH, HEIGHT);
|
||||
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
//glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
@@ -466,6 +487,33 @@ GLuint Renderer::CreateAABB()
|
||||
return vao;
|
||||
}
|
||||
|
||||
GLuint Renderer::CreateSkybox()
|
||||
{
|
||||
glm::vec3 skyBoxVertices[] =
|
||||
{
|
||||
glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, -1.0f),
|
||||
glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, -1.0f, 1.0f),
|
||||
glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, -1.0f),
|
||||
glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3(-1.0f, -1.0f, 1.0f),
|
||||
glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, -1.0f, 1.0f),
|
||||
glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, -1.0f, -1.0f)
|
||||
};
|
||||
|
||||
GLuint vbo, vao;
|
||||
glGenBuffers(1, &vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(skyBoxVertices), skyBoxVertices, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
return vao;
|
||||
}
|
||||
void Renderer::ClearStuff()
|
||||
{
|
||||
AABBsToRender.clear();
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
#include "ShaderProgram.h"
|
||||
#include "Model.h"
|
||||
#include "Components/PointLight.h"
|
||||
#include "Skybox.h"
|
||||
|
||||
class Renderer
|
||||
{
|
||||
@@ -66,6 +67,9 @@ public:
|
||||
void DrawWireframe(bool val) { m_DrawWireframe = val; }
|
||||
bool DrawBounds() const { return m_DrawBounds; }
|
||||
void DrawBounds(bool val) { m_DrawBounds = val; }
|
||||
void DrawSkybox();
|
||||
|
||||
|
||||
|
||||
private:
|
||||
GLFWwindow* m_Window;
|
||||
@@ -76,6 +80,8 @@ private:
|
||||
bool m_DrawWireframe;
|
||||
bool m_DrawBounds;
|
||||
|
||||
std::shared_ptr<Skybox> m_Skybox;
|
||||
|
||||
int m_ShadowMapRes;
|
||||
glm::vec3 m_SunPosition;
|
||||
glm::vec3 m_SunTarget;
|
||||
@@ -93,6 +99,7 @@ private:
|
||||
ShaderProgram m_ShaderProgramShadows;
|
||||
ShaderProgram m_ShaderProgramShadowsDrawDepth;
|
||||
ShaderProgram m_ShaderProgramDebugAABB;
|
||||
ShaderProgram m_ShaderProgramSkybox;
|
||||
|
||||
void ClearStuff();
|
||||
void DrawScene();
|
||||
@@ -102,6 +109,7 @@ private:
|
||||
GLuint CreateQuad();
|
||||
void DrawDebugShadowMap();
|
||||
GLuint CreateAABB();
|
||||
GLuint CreateSkybox(void);
|
||||
|
||||
};
|
||||
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
#version 430
|
||||
|
||||
uniform samplerCube CubemapTexture;
|
||||
|
||||
in VertexData {
|
||||
vec3 TextureCoord;
|
||||
} Input;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(CubemapTexture, Input.TextureCoord);
|
||||
//FragColor = vec4(1.0, 1.0, 1.0, 0.0);
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 MVP;
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
|
||||
out VertexData {
|
||||
vec3 TextureCoord;
|
||||
} Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVP * vec4(Position, 1.0);
|
||||
Output.TextureCoord = Position;
|
||||
}
|
||||
@@ -0,0 +1,79 @@
|
||||
#include "Skybox.h"
|
||||
|
||||
Skybox::Skybox(CubemapTexture cubemap)
|
||||
{
|
||||
m_Cubemap = cubemap;
|
||||
|
||||
float cubeVertices[] = {
|
||||
-1.0f, -1.0f, -1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
1.0f, 1.0f, -1.0f,
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
};
|
||||
//std::copy(cubeVertices, cubeVertices + (3*8 - 1), m_CubeVertices);
|
||||
|
||||
unsigned int cubeIndices[] = {
|
||||
// Back
|
||||
0, 2, 3,
|
||||
0, 1, 2,
|
||||
|
||||
// Right
|
||||
1, 6, 2,
|
||||
1, 5, 6,
|
||||
|
||||
// Front
|
||||
5, 7, 6,
|
||||
5, 4, 7,
|
||||
|
||||
// Left
|
||||
4, 3, 7,
|
||||
4, 0, 3,
|
||||
|
||||
// Top
|
||||
3, 6, 7,
|
||||
3, 2, 6,
|
||||
|
||||
// Bottom
|
||||
4, 1, 0,
|
||||
4, 5, 1,
|
||||
};
|
||||
//std::copy(cubeIndices, cubeIndices + (3*12 - 1), m_CubeIndices);
|
||||
|
||||
GLuint vbo;
|
||||
glGenBuffers(1, &vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, 3 * 8 * sizeof(float), cubeVertices, GL_STATIC_DRAW);
|
||||
|
||||
glGenBuffers(1, &ibo);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * 12 * sizeof(int), cubeIndices, GL_STATIC_DRAW);
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
GLERROR("");
|
||||
}
|
||||
|
||||
|
||||
Skybox::~Skybox()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Skybox::Draw()
|
||||
{
|
||||
m_Cubemap.Bind(GL_TEXTURE0);
|
||||
|
||||
glBindVertexArray(vao);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
|
||||
glDepthMask(GL_FALSE);
|
||||
glDrawElements(GL_TRIANGLES, 3 * 12, GL_UNSIGNED_INT, 0);
|
||||
glDepthMask(GL_TRUE);
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
#ifndef Skybox_h__
|
||||
#define Skybox_h__
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
#include "OpenGL.h"
|
||||
#include "logging.h"
|
||||
#include "glerror.h"
|
||||
#include "CubemapTexture.h"
|
||||
|
||||
class Skybox
|
||||
{
|
||||
public:
|
||||
Skybox(CubemapTexture cubemap);
|
||||
~Skybox();
|
||||
|
||||
void Draw();
|
||||
|
||||
private:
|
||||
CubemapTexture m_Cubemap;
|
||||
|
||||
GLuint ibo;
|
||||
GLuint vao;
|
||||
|
||||
float m_CubeVertices[3 * 8];
|
||||
int m_CubeIndices[1];
|
||||
};
|
||||
|
||||
#endif // Skybox_h__
|
||||
@@ -0,0 +1,134 @@
|
||||
#include "CollisionSystem.h"
|
||||
#include "World.h"
|
||||
|
||||
void Systems::CollisionSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
/*if (parent != 0)
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto parentTransform = m_World->GetComponent<Components::Transform>(parent, "Transform");
|
||||
|
||||
transform->Position[0] += parentTransform->Position[0];
|
||||
transform->Position[1] += parentTransform->Position[1];
|
||||
transform->Position[2] += parentTransform->Position[2];
|
||||
<<<<<<< HEAD
|
||||
}
|
||||
=======
|
||||
}*/
|
||||
|
||||
auto collisionComponent = m_World->GetComponent<Components::Collision>(entity, "Collision");
|
||||
if (!collisionComponent)
|
||||
return;
|
||||
|
||||
// Clear old collisions
|
||||
collisionComponent->CollidingEntities.clear();
|
||||
|
||||
// Quit out if we're not interested in collision events
|
||||
if (!collisionComponent->Interested)
|
||||
return;
|
||||
>>>>>>> f76c0b336f87a259a7eabf3c532fc885f155a605
|
||||
|
||||
auto entities = m_World->GetEntities();
|
||||
|
||||
for (auto pair : *entities) {
|
||||
EntityID entity2 = pair.first;
|
||||
EntityID parent2 = pair.second;
|
||||
|
||||
// Check if entity2 is a child of entity
|
||||
/*auto currentParent = parent;
|
||||
bool childOfEntity2 = false;
|
||||
while (currentParent != 0) {
|
||||
if (currentParent == entity2) {
|
||||
childOfEntity2 = true;
|
||||
break;
|
||||
}
|
||||
currentParent = entities[currentParent];
|
||||
}
|
||||
if (childOfEntity2)
|
||||
continue;*/
|
||||
|
||||
// Check if we're the parent to entity2
|
||||
|
||||
//pair.first, pair.second;
|
||||
if(entity == entity2)
|
||||
continue;
|
||||
|
||||
Intersects(entity, entity2);
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::CollisionSystem::Intersects(EntityID aEntity, EntityID bEntity)
|
||||
{
|
||||
auto aTransform = m_World->GetComponent<Components::Transform>(aEntity, "Transform");
|
||||
if(aTransform == nullptr)
|
||||
return;
|
||||
auto bTransform = m_World->GetComponent<Components::Transform>(bEntity, "Transform");
|
||||
if(bTransform == nullptr)
|
||||
return;
|
||||
|
||||
auto aCollisionComponent = m_World->GetComponent<Components::Collision>(aEntity, "Collision");
|
||||
if(aCollisionComponent == nullptr)
|
||||
return;
|
||||
auto bCollisionComponent = m_World->GetComponent<Components::Collision>(bEntity, "Collision");
|
||||
if(bCollisionComponent == nullptr)
|
||||
return;
|
||||
|
||||
|
||||
auto aBounds = m_World->GetComponent<Components::Bounds>(aEntity, "Bounds");
|
||||
|
||||
auto bBounds = m_World->GetComponent<Components::Bounds>(bEntity, "Bounds");
|
||||
|
||||
glm::vec3 aPos = aTransform->Position + (aBounds->Origin * aTransform->Scale);
|
||||
glm::vec3 bPos = bTransform->Position + (bBounds->Origin * bTransform->Scale);
|
||||
|
||||
glm::vec3 aMax = aPos + aBounds->VolumeVector * aTransform->Scale;
|
||||
glm::vec3 aMin = aPos - aBounds->VolumeVector * aTransform->Scale;
|
||||
glm::vec3 bMax = bPos + bBounds->VolumeVector * bTransform->Scale;
|
||||
glm::vec3 bMin = bPos - bBounds->VolumeVector * bTransform->Scale;
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::CollisionSystem::CreateBoundingBox(std::shared_ptr<Components::Bounds> bounds)
|
||||
{
|
||||
float width = abs(bounds->VolumeVector.x);
|
||||
float height = abs(bounds->VolumeVector.y);
|
||||
float depth = abs(bounds->VolumeVector.z);
|
||||
|
||||
GLfloat vertices[] = {
|
||||
bounds->Origin.x - width, bounds->Origin.y - height, bounds->Origin.z - depth, 1.0,
|
||||
bounds->Origin.x + width, bounds->Origin.y - height, bounds->Origin.z - depth, 1.0,
|
||||
bounds->Origin.x + width, bounds->Origin.y + height, bounds->Origin.z - depth, 1.0,
|
||||
bounds->Origin.x - width, bounds->Origin.y + height, bounds->Origin.z - depth, 1.0,
|
||||
bounds->Origin.x - width, bounds->Origin.y - height, bounds->Origin.z + depth, 1.0,
|
||||
bounds->Origin.x + width, bounds->Origin.y - height, bounds->Origin.z + depth, 1.0,
|
||||
bounds->Origin.x + width, bounds->Origin.y + height, bounds->Origin.z + depth, 1.0,
|
||||
bounds->Origin.x - width, bounds->Origin.y + height, bounds->Origin.z + depth, 1.0,
|
||||
};
|
||||
|
||||
GLuint vbo_vertices;
|
||||
glGenBuffers(1, &vbo_vertices);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo_vertices);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
GLushort elements[] = {
|
||||
0, 1, 2, 3,
|
||||
4, 5, 6, 7,
|
||||
0, 4, 1, 5,
|
||||
2, 6, 3, 7
|
||||
};
|
||||
GLuint ibo_elements;
|
||||
glGenBuffers(1, &ibo_elements);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_elements);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
@@ -32,7 +32,7 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
|
||||
|
||||
sound->Loop = true;
|
||||
sound->Gain = 1.f;
|
||||
sound->ReferenceDistance = 15.f;
|
||||
sound->ReferenceDistance = 4.f;
|
||||
m_World->GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(sound, "Sounds/hum.wav");
|
||||
|
||||
if(typeRandom >= 0 && typeRandom < 1) // Mountain stuff :D
|
||||
|
||||
@@ -20,7 +20,9 @@ public:
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
void OnComponentCreated(std::string type, std::shared_ptr<Component> component) override;
|
||||
void OnComponentRemoved(std::string type, Component* component) override;
|
||||
void PlaySound(std::shared_ptr<Components::SoundEmitter> emitter, std::string fileName);
|
||||
void PlaySound(std::shared_ptr<Components::SoundEmitter> emitter, std::string path); // Use if you want to play a temporary .wav file not from component
|
||||
void PlaySound(std::shared_ptr<Components::SoundEmitter> emitter); // Use if you want to play .wav file from component // imon no hate plx T.T
|
||||
void StopSound(std::shared_ptr<Components::SoundEmitter> emitter);
|
||||
|
||||
private:
|
||||
ALuint LoadFile(std::string fileName);
|
||||
|
||||
@@ -0,0 +1,51 @@
|
||||
#ifndef SoundEmitter_h__
|
||||
#define SoundEmitter_h__
|
||||
|
||||
#include "System.h"
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/SoundEmitter.h"
|
||||
#include <AL/al.h>
|
||||
#include <AL/alc.h>
|
||||
#include <vector>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class SoundSystem : public System
|
||||
{
|
||||
public:
|
||||
SoundSystem(World* world);
|
||||
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
void OnComponentCreated(std::string type, std::shared_ptr<Component> component) override;
|
||||
<<<<<<< HEAD
|
||||
void PlaySound(std::shared_ptr<Components::SoundEmitter> emitter, std::string path); // Use if you want to play a temporary .wav file not from component
|
||||
void PlaySound(std::shared_ptr<Components::SoundEmitter> emitter); // Use if you want to play .wav file from component // imon no hate plx T.T
|
||||
void StopSound(std::shared_ptr<Components::SoundEmitter> emitter);
|
||||
=======
|
||||
void OnComponentRemoved(std::string type, Component* component) override;
|
||||
void PlaySound(std::shared_ptr<Components::SoundEmitter> emitter, std::string fileName);
|
||||
>>>>>>> f76c0b336f87a259a7eabf3c532fc885f155a605
|
||||
|
||||
private:
|
||||
ALuint LoadFile(std::string fileName);
|
||||
ALuint CreateSource();
|
||||
|
||||
//File-info
|
||||
char type[4];
|
||||
unsigned long size, chunkSize;
|
||||
short formatType, channels;
|
||||
unsigned long sampleRate, avgBytesPerSec;
|
||||
short bytesPerSample, bitsPerSample;
|
||||
unsigned long dataSize;
|
||||
|
||||
|
||||
std::map<Component*, ALuint> m_Sources;
|
||||
std::map<std::string, ALuint> m_BufferCache; // string = fileName
|
||||
};
|
||||
|
||||
}
|
||||
#endif // !SoundEmitter_h__
|
||||
|
||||
@@ -86,6 +86,19 @@ void Systems::SoundSystem::PlaySound(std::shared_ptr<Components::SoundEmitter> e
|
||||
alSourcePlay(m_Sources[emitter.get()]);
|
||||
}
|
||||
|
||||
void Systems::SoundSystem::PlaySound(std::shared_ptr<Components::SoundEmitter> emitter)
|
||||
{
|
||||
ALuint buffer = LoadFile(emitter->Path);
|
||||
ALuint source = m_Sources[emitter.get()];
|
||||
alSourcei(source, AL_BUFFER, buffer);
|
||||
alSourcePlay(m_Sources[emitter.get()]);
|
||||
}
|
||||
|
||||
void Systems::SoundSystem::StopSound(std::shared_ptr<Components::SoundEmitter> emitter)
|
||||
{
|
||||
alSourceStop(m_Sources[emitter.get()]);
|
||||
}
|
||||
|
||||
void Systems::SoundSystem::OnComponentCreated(std::string type, std::shared_ptr<Component> component)
|
||||
{
|
||||
if(type == "SoundEmitter") {
|
||||
@@ -104,13 +117,13 @@ void Systems::SoundSystem::OnComponentRemoved(std::string type, Component* compo
|
||||
}
|
||||
}
|
||||
|
||||
ALuint Systems::SoundSystem::LoadFile(std::string fileName)
|
||||
ALuint Systems::SoundSystem::LoadFile(std::string path)
|
||||
{
|
||||
if (m_BufferCache.find(fileName) != m_BufferCache.end())
|
||||
return m_BufferCache[fileName];
|
||||
if (m_BufferCache.find(path) != m_BufferCache.end())
|
||||
return m_BufferCache[path];
|
||||
|
||||
FILE *fp = NULL;
|
||||
fp = fopen(fileName.c_str(), "rb");
|
||||
fp = fopen(path.c_str(), "rb");
|
||||
|
||||
//CHECK FOR VALID WAVE-FILE
|
||||
fread(type, sizeof(char), 4, fp);
|
||||
@@ -176,7 +189,7 @@ ALuint Systems::SoundSystem::LoadFile(std::string fileName)
|
||||
alBufferData(buffer, format, buf, dataSize, sampleRate);
|
||||
delete[] buf;
|
||||
|
||||
m_BufferCache[fileName] = buffer;
|
||||
m_BufferCache[path] = buffer;
|
||||
return buffer;
|
||||
}
|
||||
|
||||
@@ -185,5 +198,8 @@ ALuint Systems::SoundSystem::CreateSource()
|
||||
ALuint source;
|
||||
alGenSources((ALuint)1, &source);
|
||||
|
||||
alDopplerFactor(1); // Numbers greater than 1 will increase Doppler effect, numbers lower than 1 will decrease the Doppler effect
|
||||
alDopplerVelocity(350.f); // Defines the velocity of the sound
|
||||
|
||||
return source;
|
||||
}
|
||||
@@ -0,0 +1,210 @@
|
||||
#include "SoundSystem.h"
|
||||
#include "World.h"
|
||||
|
||||
Systems::SoundSystem::SoundSystem(World* world)
|
||||
: System(world)
|
||||
{
|
||||
//initialize OpenAL
|
||||
ALCdevice* Device = alcOpenDevice(NULL);
|
||||
ALCcontext* context;
|
||||
if(Device)
|
||||
{
|
||||
context = alcCreateContext(Device, NULL);
|
||||
alcMakeContextCurrent(context);
|
||||
}
|
||||
else
|
||||
{
|
||||
LOG_ERROR("OMG OPEN AL FAIL");
|
||||
}
|
||||
|
||||
alGetError();
|
||||
|
||||
alSpeedOfSound(340.29f); // Speed of sound
|
||||
alDistanceModel(AL_INVERSE_DISTANCE);
|
||||
}
|
||||
|
||||
void Systems::SoundSystem::Update(double dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
if (transformComponent == nullptr)
|
||||
return;
|
||||
|
||||
auto entityName = m_World->GetProperty<std::string>(entity, "Name");
|
||||
if (entityName == "Camera")
|
||||
{
|
||||
glm::vec3 playerPos = transformComponent->Position;
|
||||
ALfloat listenerPos[3] = { playerPos.x, playerPos.y, -playerPos.z };
|
||||
|
||||
glm::vec3 playerVel = transformComponent->Velocity;
|
||||
ALfloat listenerVel[3] = { playerVel.x, playerVel.y, -playerVel.z };
|
||||
|
||||
glm::fquat playerQuatOri = transformComponent->Orientation;
|
||||
glm::vec3 playerOriFW = glm::rotate(playerQuatOri, glm::vec3(0, 0, -1));
|
||||
glm::vec3 playerOriUP = glm::rotate(playerQuatOri, glm::vec3(0, 1, 0));
|
||||
ALfloat listenerOri[6] = { playerOriFW.x, playerOriFW.y, playerOriFW.z, playerOriUP.x, playerOriUP.y, playerOriUP.z };
|
||||
|
||||
//Listener
|
||||
alListenerfv(AL_POSITION, listenerPos);
|
||||
alListenerfv(AL_VELOCITY, listenerVel);
|
||||
alListenerfv(AL_ORIENTATION, listenerOri);
|
||||
}
|
||||
|
||||
auto soundEmitter = m_World->GetComponent<Components::SoundEmitter>(entity, "SoundEmitter");
|
||||
if(soundEmitter != nullptr)
|
||||
{
|
||||
ALuint source = m_Sources[soundEmitter];
|
||||
alSourcef(source, AL_GAIN, soundEmitter->Gain);
|
||||
//alSourcef(source, AL_MAX_DISTANCE, soundEmitter->MaxDistance);
|
||||
alSourcef(source, AL_REFERENCE_DISTANCE, soundEmitter->ReferenceDistance);
|
||||
alSourcef(source, AL_PITCH, soundEmitter->Pitch);
|
||||
alSourcei(source, AL_LOOPING, soundEmitter->Loop);
|
||||
|
||||
glm::vec3 emitterPos = transformComponent->Position;
|
||||
ALfloat sourcePos[3] = { emitterPos.x, emitterPos.y, -emitterPos.z };
|
||||
|
||||
glm::vec3 emitterVel= transformComponent->Velocity;
|
||||
ALfloat sourceVel[3] = { emitterVel.x, emitterVel.y, -emitterVel.z };
|
||||
|
||||
alSourcefv(source, AL_POSITION, sourcePos);
|
||||
alSourcefv(source, AL_VELOCITY, sourceVel);
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::SoundSystem::PlaySound(std::shared_ptr<Components::SoundEmitter> emitter, std::string path)
|
||||
{
|
||||
<<<<<<< HEAD
|
||||
ALuint buffer = LoadFile(path);
|
||||
ALuint source = m_Source[emitter.get()];
|
||||
=======
|
||||
if (m_Sources.find(emitter.get()) == m_Sources.end())
|
||||
return;
|
||||
|
||||
ALuint buffer = LoadFile(fileName);
|
||||
ALuint source = m_Sources[emitter.get()];
|
||||
>>>>>>> f76c0b336f87a259a7eabf3c532fc885f155a605
|
||||
alSourcei(source, AL_BUFFER, buffer);
|
||||
alSourcePlay(m_Sources[emitter.get()]);
|
||||
}
|
||||
|
||||
void Systems::SoundSystem::PlaySound(std::shared_ptr<Components::SoundEmitter> emitter)
|
||||
{
|
||||
ALuint buffer = LoadFile(emitter->Path);
|
||||
ALuint source = m_Source[emitter.get()];
|
||||
alSourcei(source, AL_BUFFER, buffer);
|
||||
alSourcePlay(m_Source[emitter.get()]);
|
||||
}
|
||||
|
||||
void Systems::SoundSystem::StopSound(std::shared_ptr<Components::SoundEmitter> emitter)
|
||||
{
|
||||
alSourceStop(m_Source[emitter.get()]);
|
||||
}
|
||||
|
||||
void Systems::SoundSystem::OnComponentCreated(std::string type, std::shared_ptr<Component> component)
|
||||
{
|
||||
if(type == "SoundEmitter") {
|
||||
ALuint source = CreateSource();
|
||||
m_Sources[component.get()] = source;
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::SoundSystem::OnComponentRemoved(std::string type, Component* component)
|
||||
{
|
||||
if(type == "SoundEmitter") {
|
||||
if (m_Sources.find(component) != m_Sources.end()) {
|
||||
ALuint source = m_Sources[component];
|
||||
alDeleteSources(1, &source);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ALuint Systems::SoundSystem::LoadFile(std::string path)
|
||||
{
|
||||
if (m_BufferCache.find(path) != m_BufferCache.end())
|
||||
return m_BufferCache[path];
|
||||
|
||||
FILE *fp = NULL;
|
||||
fp = fopen(path.c_str(), "rb");
|
||||
|
||||
//CHECK FOR VALID WAVE-FILE
|
||||
fread(type, sizeof(char), 4, fp);
|
||||
if(type[0]!='R' || type[1]!='I' || type[2]!='F' || type[3]!='F') {
|
||||
LOG_ERROR("ERROR: No RIFF in WAVE-file");
|
||||
return 0;
|
||||
}
|
||||
|
||||
fread(&size, sizeof(unsigned long), 1, fp);
|
||||
fread(type, sizeof(char), 4, fp);
|
||||
if(type[0]!='W' || type[1]!='A' || type[2]!='V' || type[3]!='E') {
|
||||
LOG_ERROR("ERROR: Not WAVE-file");
|
||||
return 0;
|
||||
}
|
||||
|
||||
fread(type, sizeof(char), 4, fp);
|
||||
if(type[0]!='f' || type[1]!='m' || type[2]!='t' || type[3]!=' ') {
|
||||
LOG_ERROR("ERROR: No fmt in WAVE-file");
|
||||
return 0;
|
||||
}
|
||||
|
||||
//READ THE DATA FROM WAVE-FILE
|
||||
fread(&chunkSize, sizeof(unsigned long), 1, fp);
|
||||
fread(&formatType, sizeof(short), 1, fp);
|
||||
fread(&channels, sizeof(short), 1, fp);
|
||||
fread(&sampleRate, sizeof(unsigned long), 1, fp);
|
||||
fread(&avgBytesPerSec, sizeof(unsigned long), 1, fp);
|
||||
fread(&bytesPerSample, sizeof(short), 1, fp);
|
||||
fread(&bitsPerSample, sizeof(short), 1, fp);
|
||||
|
||||
fread(type, sizeof(char), 4, fp);
|
||||
if(type[0]!='d' || type[1]!='a' || type[2]!='t' || type[3]!='a')
|
||||
{
|
||||
LOG_ERROR("ERROR: WAVE-file Missing data");
|
||||
return 0;
|
||||
}
|
||||
|
||||
fread(&dataSize, sizeof(unsigned long), 1, fp);
|
||||
|
||||
unsigned char* buf = new unsigned char[dataSize];
|
||||
fread(buf, sizeof(unsigned char), dataSize, fp);
|
||||
fclose(fp);
|
||||
|
||||
// Create buffer
|
||||
ALuint format = 0;
|
||||
if(bitsPerSample == 8)
|
||||
{
|
||||
if(channels == 1)
|
||||
format = AL_FORMAT_MONO8;
|
||||
else if(channels == 2)
|
||||
format = AL_FORMAT_STEREO8;
|
||||
}
|
||||
if(bitsPerSample == 16)
|
||||
{
|
||||
if (channels == 1)
|
||||
format = AL_FORMAT_MONO16;
|
||||
else if (channels == 2)
|
||||
format = AL_FORMAT_STEREO16;
|
||||
}
|
||||
|
||||
ALuint buffer;
|
||||
alGenBuffers(1, &buffer);
|
||||
alBufferData(buffer, format, buf, dataSize, sampleRate);
|
||||
delete[] buf;
|
||||
|
||||
m_BufferCache[path] = buffer;
|
||||
return buffer;
|
||||
}
|
||||
|
||||
ALuint Systems::SoundSystem::CreateSource()
|
||||
{
|
||||
ALuint source;
|
||||
alGenSources((ALuint)1, &source);
|
||||
|
||||
alDopplerFactor(2.f); // Numbers greater than 1 will increase Doppler effect, numbers lower than 1 will decrease the Doppler effect
|
||||
alDopplerVelocity(350.f); // Defines the velocity of the sound
|
||||
|
||||
return source;
|
||||
}
|
||||
|
After Width: | Height: | Size: 25 KiB |
|
After Width: | Height: | Size: 17 KiB |
|
After Width: | Height: | Size: 31 KiB |
|
After Width: | Height: | Size: 30 KiB |
|
After Width: | Height: | Size: 31 KiB |
|
After Width: | Height: | Size: 20 KiB |
|
After Width: | Height: | Size: 361 KiB |
|
After Width: | Height: | Size: 157 KiB |
|
After Width: | Height: | Size: 364 KiB |
|
After Width: | Height: | Size: 360 KiB |
|
After Width: | Height: | Size: 363 KiB |
|
After Width: | Height: | Size: 489 KiB |