Ghettomerge
This commit is contained in:
@@ -3,13 +3,6 @@ Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio 2012
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Escape-the-Dawn", "Escape-the-Dawn\Escape-the-Dawn.vcxproj", "{FE405CFA-8FCE-4867-92CF-797E73B36482}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Tests", "Tests\Tests.vcxproj", "{B9A8F4AA-BE85-45EA-84DD-652D13DD22BE}"
|
||||
ProjectSection(ProjectDependencies) = postProject
|
||||
{A9755CAA-62DC-442D-B82C-F548546CFD38} = {A9755CAA-62DC-442D-B82C-F548546CFD38}
|
||||
EndProjectSection
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Executable", "Executable\Executable.vcxproj", "{A9755CAA-62DC-442D-B82C-F548546CFD38}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Win32 = Debug|Win32
|
||||
@@ -20,14 +13,6 @@ Global
|
||||
{FE405CFA-8FCE-4867-92CF-797E73B36482}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{FE405CFA-8FCE-4867-92CF-797E73B36482}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{FE405CFA-8FCE-4867-92CF-797E73B36482}.Release|Win32.Build.0 = Release|Win32
|
||||
{B9A8F4AA-BE85-45EA-84DD-652D13DD22BE}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{B9A8F4AA-BE85-45EA-84DD-652D13DD22BE}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{B9A8F4AA-BE85-45EA-84DD-652D13DD22BE}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{B9A8F4AA-BE85-45EA-84DD-652D13DD22BE}.Release|Win32.Build.0 = Release|Win32
|
||||
{A9755CAA-62DC-442D-B82C-F548546CFD38}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{A9755CAA-62DC-442D-B82C-F548546CFD38}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{A9755CAA-62DC-442D-B82C-F548546CFD38}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{A9755CAA-62DC-442D-B82C-F548546CFD38}.Release|Win32.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
||||
@@ -1,17 +1,12 @@
|
||||
#include <string>
|
||||
#include <sstream>
|
||||
|
||||
#include <GL/glew.h>
|
||||
#define GLFW_INCLUDE_GLU
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glext.h>
|
||||
#include "Renderer.h"
|
||||
#include "GameWorld.h"
|
||||
|
||||
#include "logging.h"
|
||||
#include "glerror.h"
|
||||
|
||||
#include "Renderer.h"
|
||||
#include "GameWorld.h"
|
||||
|
||||
class Engine
|
||||
{
|
||||
public:
|
||||
|
||||
@@ -16,13 +16,13 @@
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
@@ -40,7 +40,7 @@
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<LibraryPath>$(SolutionDir)\Libraries\openal-soft-1.15.1-bin\lib\Win32\Debug;$(SolutionDir)\Libraries\SOIL\lib\Debug;$(SolutionDir)\Libraries\glew-1.10.0\lib\Debug\Win32;$(SolutionDir)\Libraries\glfw-3.0.4\lib\Debug;$(LibraryPath)</LibraryPath>
|
||||
<LibraryPath>$(BOOST_ROOT)\lib32-msvc-11.0;$(SolutionDir)\Libraries\openal-soft-1.15.1-bin\lib\Win32\Debug;$(SolutionDir)\Libraries\SOIL\lib\Debug;$(SolutionDir)\Libraries\glew-1.10.0\lib\Debug\Win32;$(SolutionDir)\Libraries\glfw-3.0.4\lib\Debug;$(LibraryPath)</LibraryPath>
|
||||
<OutDir>$(SolutionDir)bin\</OutDir>
|
||||
<IntDir>$(SolutionDir)obj\$(ProjectName)\</IntDir>
|
||||
<TargetName>$(ProjectName)-$(Configuration)</TargetName>
|
||||
@@ -50,7 +50,7 @@
|
||||
<IncludePath>$(BOOST_ROOT);$(SolutionDir)\Libraries\openal-soft-1.15.1-bin\include;$(SolutionDir)\Libraries\SOIL\src;$(ProjectDir);$(SolutionDir)\Libraries;$(SolutionDir)\Libraries\glew-1.10.0\include;$(SolutionDir)\Libraries\glfw-3.0.4\include;$(SolutionDir)\Libraries\glm-0.9.5.2;$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LibraryPath>$(SolutionDir)\Libraries\openal-soft-1.15.1-bin\lib\Win32\Release;$(SolutionDir)\Libraries\SOIL\lib\Release;$(SolutionDir)\Libraries\glew-1.10.0\lib\Release\Win32;$(SolutionDir)\Libraries\glfw-3.0.4\lib\Release;$(LibraryPath)</LibraryPath>
|
||||
<LibraryPath>$(BOOST_ROOT)\lib32-msvc-11.0;$(SolutionDir)\Libraries\openal-soft-1.15.1-bin\lib\Win32\Release;$(SolutionDir)\Libraries\SOIL\lib\Release;$(SolutionDir)\Libraries\glew-1.10.0\lib\Release\Win32;$(SolutionDir)\Libraries\glfw-3.0.4\lib\Release;$(LibraryPath)</LibraryPath>
|
||||
<OutDir>$(SolutionDir)bin\</OutDir>
|
||||
<IntDir>$(SolutionDir)obj\$(ProjectName)\</IntDir>
|
||||
<TargetName>$(ProjectName)-$(Configuration)</TargetName>
|
||||
@@ -65,7 +65,7 @@
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<AdditionalDependencies>opengl32.lib;glu32.lib;glew32sd.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>OpenAL32.lib;opengl32.lib;glu32.lib;SOIL.lib;glew32sd.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
<PostBuildEvent />
|
||||
<PostBuildEvent />
|
||||
@@ -90,7 +90,7 @@
|
||||
<GenerateDebugInformation>false</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>opengl32.lib;glu32.lib;glew32s.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>OpenAL32.lib;opengl32.lib;glu32.lib;SOIL.lib;glew32s.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
<Lib>
|
||||
<AdditionalDependencies>OpenAL32.lib;opengl32.lib;glu32.lib;SOIL.lib;glew32s.lib;glfw3.lib;</AdditionalDependencies>
|
||||
@@ -101,7 +101,9 @@
|
||||
<ClCompile Include="Engine.h" />
|
||||
<ClCompile Include="Frame.cpp" />
|
||||
<ClCompile Include="GameFrame.cpp" />
|
||||
<ClCompile Include="GameWorld.cpp" />
|
||||
<ClCompile Include="GUIManager.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
<ClCompile Include="MenuFrame.cpp" />
|
||||
<ClCompile Include="Model.cpp" />
|
||||
<ClCompile Include="OBJ.cpp" />
|
||||
@@ -147,6 +149,7 @@
|
||||
<ClInclude Include="MenuFrame.h" />
|
||||
<ClInclude Include="Model.h" />
|
||||
<ClInclude Include="OBJ.h" />
|
||||
<ClInclude Include="OpenGL.h" />
|
||||
<ClInclude Include="Renderer.h" />
|
||||
<ClInclude Include="ShaderProgram.h" />
|
||||
<ClInclude Include="Systems\InputSystem.h" />
|
||||
@@ -164,6 +167,8 @@
|
||||
<ItemGroup>
|
||||
<None Include="Fragment2.glsl" />
|
||||
<None Include="Shaders\Fragment.glsl" />
|
||||
<None Include="Shaders\Normals.frag.glsl" />
|
||||
<None Include="Shaders\Normals.geo.glsl" />
|
||||
<None Include="Shaders\Vertex.glsl" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
|
||||
@@ -45,6 +45,8 @@
|
||||
</ClCompile>
|
||||
<ClCompile Include="Camera.cpp" />
|
||||
<ClCompile Include="OBJ.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
<ClCompile Include="GameWorld.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Component.h" />
|
||||
@@ -144,6 +146,7 @@
|
||||
<ClInclude Include="GameWorld.h" />
|
||||
<ClInclude Include="Camera.h" />
|
||||
<ClInclude Include="OBJ.h" />
|
||||
<ClInclude Include="OpenGL.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Shaders\Fragment.glsl">
|
||||
@@ -152,6 +155,12 @@
|
||||
<None Include="Shaders\Vertex.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="Shaders\Normals.geo.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="Shaders\Normals.frag.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="Fragment2.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
|
||||
@@ -0,0 +1,186 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<ClCompile Include="World.cpp" />
|
||||
<ClCompile Include="Systems\CollisionSystem.cpp">
|
||||
<Filter>Systems</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Systems\LevelGenerationSystem.cpp">
|
||||
<Filter>Systems</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Systems\InputSystem.cpp">
|
||||
<Filter>Systems</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Systems\ParticleSystem.cpp">
|
||||
<Filter>Systems</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Systems\PlayerSystem.cpp">
|
||||
<Filter>Systems</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Systems\RenderSystem.cpp">
|
||||
<Filter>Systems</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Systems\SoundsSystem.cpp">
|
||||
<Filter>Systems</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Model.cpp" />
|
||||
<ClCompile Include="Engine.h" />
|
||||
<ClCompile Include="Texture.cpp" />
|
||||
<ClCompile Include="GUIManager.cpp">
|
||||
<Filter>GUI</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Renderer.cpp" />
|
||||
<ClCompile Include="ShaderProgram.cpp" />
|
||||
<ClCompile Include="Frame.cpp">
|
||||
<Filter>GUI</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="TextFrame.cpp">
|
||||
<Filter>GUI</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="MenuFrame.cpp">
|
||||
<Filter>GUI</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="GameFrame.cpp">
|
||||
<Filter>GUI</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Camera.cpp" />
|
||||
<ClCompile Include="OBJ.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
<ClCompile Include="GameWorld.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Component.h" />
|
||||
<ClInclude Include="Entity.h" />
|
||||
<ClInclude Include="System.h" />
|
||||
<ClInclude Include="World.h" />
|
||||
<ClInclude Include="Systems\CollisionSystem.h">
|
||||
<Filter>Systems</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Systems\LevelGenerationSystem.h">
|
||||
<Filter>Systems</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Systems\InputSystem.h">
|
||||
<Filter>Systems</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Systems\ParticleSystem.h">
|
||||
<Filter>Systems</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Systems\PlayerSystem.h">
|
||||
<Filter>Systems</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Systems\RenderSystem.h">
|
||||
<Filter>Systems</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Systems\SoundSystem.h">
|
||||
<Filter>Systems</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Model.h" />
|
||||
<ClInclude Include="Components\Transform.h">
|
||||
<Filter>Components</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="ShaderProgram.h" />
|
||||
<ClInclude Include="Components\Input.h">
|
||||
<Filter>Components</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Components\Model.h">
|
||||
<Filter>Components</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Components\ParticleEmitter.h">
|
||||
<Filter>Components</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Components\PointLight.h">
|
||||
<Filter>Components</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Components\PowerUp.h">
|
||||
<Filter>Components</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Components\Sprite.h">
|
||||
<Filter>Components</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Components\Stat.h">
|
||||
<Filter>Components</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Components\Template.h">
|
||||
<Filter>Components</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Components\SoundEmitter.h">
|
||||
<Filter>Components</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Color.h" />
|
||||
<ClInclude Include="Factory.h" />
|
||||
<ClInclude Include="Components\DirectionalLight.h">
|
||||
<Filter>Components</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Components\Collision.h">
|
||||
<Filter>Components</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Components\Camera.h">
|
||||
<Filter>Components</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Components\Bounds.h">
|
||||
<Filter>Components</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="glerror.h">
|
||||
<Filter>Util</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="logging.h">
|
||||
<Filter>Util</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Renderer.h" />
|
||||
<ClInclude Include="Texture.h" />
|
||||
<ClInclude Include="GUIManager.h">
|
||||
<Filter>GUI</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Frame.h">
|
||||
<Filter>GUI</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="TextFrame.h">
|
||||
<Filter>GUI</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="MenuFrame.h">
|
||||
<Filter>GUI</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GameFrame.h">
|
||||
<Filter>GUI</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GameWorld.h" />
|
||||
<ClInclude Include="Camera.h" />
|
||||
<ClInclude Include="OBJ.h" />
|
||||
<ClInclude Include="OpenGL.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Shaders\Fragment.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="Shaders\Vertex.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<<<<<<< HEAD
|
||||
<None Include="Fragment2.glsl">
|
||||
=======
|
||||
<None Include="Shaders\Normals.geo.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="Shaders\Normals.frag.glsl">
|
||||
>>>>>>> origin/master
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Filter Include="Systems">
|
||||
<UniqueIdentifier>{657e11f4-52e7-4336-b77f-80f00b85c33f}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Components">
|
||||
<UniqueIdentifier>{59929465-a139-43b9-9c75-48121d156e78}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Shaders">
|
||||
<UniqueIdentifier>{54f1eb6f-dc00-4e97-a3ef-ac255d755e2e}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Util">
|
||||
<UniqueIdentifier>{d985d7a7-c041-46fe-ae03-aa40295a7aad}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="GUI">
|
||||
<UniqueIdentifier>{7bdb0f69-049e-4f16-b271-2495e02e4b28}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@@ -0,0 +1,114 @@
|
||||
#include "GameWorld.h"
|
||||
|
||||
void GameWorld::Initialize()
|
||||
{
|
||||
World::Initialize();
|
||||
|
||||
//AddSystem("LevelGenerationSystem");
|
||||
AddSystem("InputSystem");
|
||||
//AddSystem("CollisionSystem");
|
||||
//AddSystem("ParticleSystem");
|
||||
AddSystem("PlayerSystem");
|
||||
AddSystem("SoundSystem");
|
||||
AddSystem("RenderSystem");
|
||||
|
||||
std::shared_ptr<Components::Transform> transform;
|
||||
std::shared_ptr<Components::Model> model;
|
||||
std::shared_ptr<Components::PointLight> pointLight;
|
||||
std::shared_ptr<Components::Camera> camera;
|
||||
EntityID ent;
|
||||
|
||||
// Camera
|
||||
ent = CreateEntity();
|
||||
SetProperty(ent, "Name", std::string("Camera"));
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
AddComponent<Components::Input>(ent, "Input");
|
||||
transform->Position = glm::vec3(0.f, 2.f, 10.f);
|
||||
camera = AddComponent<Components::Camera>(ent, "Camera");
|
||||
camera->FOV = 45.f;
|
||||
camera->FarClip = 1000.f;
|
||||
camera->NearClip = 0.01f;
|
||||
transform->Orientation = glm::angleAxis<float>(glm::radians(25.0f),glm::vec3(1,0,0));
|
||||
|
||||
// Fucking lights
|
||||
ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(0.f, 4.f, 0.f);
|
||||
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
|
||||
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->constantAttenuation = 0.f;
|
||||
pointLight->linearAttenuation = 1.f;
|
||||
pointLight->quadraticAttenuation = 0.f;
|
||||
pointLight->spotExponent = 0.0f;
|
||||
ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(10.f, 4.f, 0.f);
|
||||
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
|
||||
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->constantAttenuation = 0.f;
|
||||
pointLight->linearAttenuation = 1.f;
|
||||
pointLight->quadraticAttenuation = 0.f;
|
||||
pointLight->spotExponent = 0.0f;
|
||||
ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(0.f, -4.f, 0.f);
|
||||
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
|
||||
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->constantAttenuation = 0.f;
|
||||
pointLight->linearAttenuation = 1.f;
|
||||
pointLight->quadraticAttenuation = 0.f;
|
||||
pointLight->spotExponent = 0.0f;
|
||||
|
||||
// Player
|
||||
ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(10.f, 0.f, 0.f);
|
||||
model = AddComponent<Components::Model>(ent, "Model");
|
||||
model->ModelFile = "ship.obj";
|
||||
auto soundEmitter = AddComponent<Components::SoundEmitter>(ent, "SoundEmitter");
|
||||
soundEmitter->Gain = 0.1f;
|
||||
soundEmitter->MaxDistance = FLT_MAX;
|
||||
soundEmitter->ReferenceDistance = 10;
|
||||
soundEmitter->Loop = true;
|
||||
soundEmitter->Pitch = 0;
|
||||
//GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(soundEmitter, "Sounds/hallelujah.wav");
|
||||
|
||||
}
|
||||
|
||||
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); });
|
||||
}
|
||||
|
||||
+2
-124
@@ -30,7 +30,8 @@
|
||||
class GameWorld : public World
|
||||
{
|
||||
public:
|
||||
GameWorld(std::shared_ptr<Renderer> renderer);
|
||||
GameWorld(std::shared_ptr<Renderer> renderer)
|
||||
: m_Renderer(renderer), World() { }
|
||||
void Initialize() override;
|
||||
|
||||
void RegisterSystems() override;
|
||||
@@ -42,127 +43,4 @@ private:
|
||||
std::shared_ptr<Renderer> m_Renderer;
|
||||
};
|
||||
|
||||
GameWorld::GameWorld(std::shared_ptr<Renderer> renderer)
|
||||
: m_Renderer(renderer), World()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void GameWorld::Initialize()
|
||||
{
|
||||
World::Initialize();
|
||||
|
||||
//AddSystem("LevelGenerationSystem");
|
||||
AddSystem("InputSystem");
|
||||
//AddSystem("CollisionSystem");
|
||||
//AddSystem("ParticleSystem");
|
||||
AddSystem("PlayerSystem");
|
||||
AddSystem("SoundSystem");
|
||||
AddSystem("RenderSystem");
|
||||
|
||||
std::shared_ptr<Components::Transform> transform;
|
||||
std::shared_ptr<Components::Model> model;
|
||||
std::shared_ptr<Components::PointLight> pointLight;
|
||||
std::shared_ptr<Components::Camera> camera;
|
||||
EntityID ent;
|
||||
|
||||
ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(0.f, 4.f, 0.f);
|
||||
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
|
||||
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->constantAttenuation = 0.f;
|
||||
pointLight->linearAttenuation = 1.f;
|
||||
pointLight->quadraticAttenuation = 0.f;
|
||||
pointLight->spotExponent = 0.0f;
|
||||
|
||||
ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(10.f, 4.f, 0.f);
|
||||
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
|
||||
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->constantAttenuation = 0.f;
|
||||
pointLight->linearAttenuation = 1.f;
|
||||
pointLight->quadraticAttenuation = 0.f;
|
||||
pointLight->spotExponent = 0.0f;
|
||||
|
||||
ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(0.f, -4.f, 0.f);
|
||||
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
|
||||
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->constantAttenuation = 0.f;
|
||||
pointLight->linearAttenuation = 1.f;
|
||||
pointLight->quadraticAttenuation = 0.f;
|
||||
pointLight->spotExponent = 0.0f;
|
||||
|
||||
ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(10.f, 0.f, 0.f);
|
||||
model = AddComponent<Components::Model>(ent, "Model");
|
||||
model->ModelFile = "ship.obj";
|
||||
|
||||
ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(0.f, 0.f, 0.f);
|
||||
model = AddComponent<Components::Model>(ent, "Model");
|
||||
model->ModelFile = "ship.obj";
|
||||
// auto soundEmitter = AddComponent<Components::SoundEmitter>(ent, "SoundEmitter");
|
||||
// soundEmitter->Gain = 1;
|
||||
// soundEmitter->MaxDistance = FLT_MAX;
|
||||
// soundEmitter->ReferenceDistance = 10;
|
||||
// soundEmitter->Loop = true;
|
||||
// soundEmitter->ReferenceDistance = 0.1;
|
||||
// soundEmitter->Pitch = 1;
|
||||
// GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(soundEmitter, "Sounds/hallelujah.wav");
|
||||
|
||||
ent = CreateEntity();
|
||||
SetProperty(ent, "Name", std::string("Camera"));
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
AddComponent<Components::Input>(ent, "Input");
|
||||
transform->Position = glm::vec3(0.f, 2.f, 10.f);
|
||||
camera = AddComponent<Components::Camera>(ent, "Camera");
|
||||
camera->FOV = 45.f;
|
||||
camera->FarClip = 1000.f;
|
||||
camera->NearClip = 0.01f;
|
||||
transform->Orientation = glm::angleAxis<float>(glm::radians(25.0f),glm::vec3(1,0,0));
|
||||
}
|
||||
|
||||
void GameWorld::RegisterSystems()
|
||||
{
|
||||
//m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
|
||||
m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
|
||||
//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
|
||||
//m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
|
||||
m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
|
||||
m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
|
||||
m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_Renderer); });
|
||||
}
|
||||
|
||||
void GameWorld::RegisterComponents()
|
||||
{
|
||||
m_ComponentFactory.Register("Bounds", []() { return new Components::Bounds(); });
|
||||
m_ComponentFactory.Register("Camera", []() { return new Components::Camera(); });
|
||||
m_ComponentFactory.Register("Collision", []() { return new Components::Collision(); });
|
||||
m_ComponentFactory.Register("DirectionalLight", []() { return new Components::DirectionalLight(); });
|
||||
m_ComponentFactory.Register("Input", []() { return new Components::Input(); });
|
||||
m_ComponentFactory.Register("Model", []() { return new Components::Model(); });
|
||||
m_ComponentFactory.Register("ParticleEmitter", []() { return new Components::ParticleEmitter(); });
|
||||
m_ComponentFactory.Register("PointLight", []() { return new Components::PointLight(); });
|
||||
m_ComponentFactory.Register("PowerUp", []() { return new Components::PowerUp(); });
|
||||
m_ComponentFactory.Register("SoundEmitter", []() { return new Components::SoundEmitter(); });
|
||||
m_ComponentFactory.Register("Sprite", []() { return new Components::Sprite(); });
|
||||
m_ComponentFactory.Register("Stat", []() { return new Components::Stat(); });
|
||||
m_ComponentFactory.Register("Template", []() { return new Components::Template(); });
|
||||
m_ComponentFactory.Register("Transform", []() { return new Components::Transform(); });
|
||||
}
|
||||
|
||||
void GameWorld::Update(double dt)
|
||||
{
|
||||
World::Update(dt);
|
||||
}
|
||||
|
||||
#endif // GameWorld_h__
|
||||
|
||||
@@ -42,6 +42,7 @@ private:
|
||||
std::shared_ptr<Renderer> m_Renderer;
|
||||
};
|
||||
|
||||
<<<<<<< HEAD
|
||||
GameWorld::GameWorld(std::shared_ptr<Renderer> renderer)
|
||||
: m_Renderer(renderer), World()
|
||||
{
|
||||
@@ -88,6 +89,17 @@ void GameWorld::Initialize()
|
||||
pointLight->quadraticAttenuation = 0.f;
|
||||
pointLight->spotExponent = 0.0f;
|
||||
|
||||
ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(0.f, -4.f, 0.f);
|
||||
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
|
||||
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
|
||||
pointLight->constantAttenuation = 0.f;
|
||||
pointLight->linearAttenuation = 1.f;
|
||||
pointLight->quadraticAttenuation = 0.f;
|
||||
pointLight->spotExponent = 0.0f;
|
||||
|
||||
ent = CreateEntity();
|
||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
||||
transform->Position = glm::vec3(10.f, 0.f, 0.f);
|
||||
@@ -99,24 +111,14 @@ void GameWorld::Initialize()
|
||||
transform->Position = glm::vec3(0.f, 0.f, 0.f);
|
||||
model = AddComponent<Components::Model>(ent, "Model");
|
||||
model->ModelFile = "ship.obj";
|
||||
<<<<<<< HEAD
|
||||
// auto soundEmitter = AddComponent<Components::SoundEmitter>(ent, "SoundEmitter");
|
||||
// soundEmitter->Gain = 1;
|
||||
// soundEmitter->MaxDistance = 10;
|
||||
// soundEmitter->MaxDistance = FLT_MAX;
|
||||
// soundEmitter->ReferenceDistance = 10;
|
||||
// soundEmitter->Loop = true;
|
||||
// soundEmitter->ReferenceDistance = 0.1;
|
||||
// soundEmitter->Pitch = 1;
|
||||
// GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(soundEmitter, "Sounds/hallelujah.wav");
|
||||
=======
|
||||
auto soundEmitter = AddComponent<Components::SoundEmitter>(ent, "SoundEmitter");
|
||||
soundEmitter->Gain = 1;
|
||||
soundEmitter->MaxDistance = FLT_MAX;
|
||||
soundEmitter->ReferenceDistance = 10;
|
||||
soundEmitter->Loop = true;
|
||||
|
||||
soundEmitter->Pitch = 1;
|
||||
GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(soundEmitter, "Sounds/hallelujah.wav");
|
||||
>>>>>>> 2c4d8fde9951da98e1e8527bba48ce3cd16d309c
|
||||
|
||||
ent = CreateEntity();
|
||||
SetProperty(ent, "Name", std::string("Camera"));
|
||||
@@ -164,4 +166,6 @@ void GameWorld::Update(double dt)
|
||||
World::Update(dt);
|
||||
}
|
||||
|
||||
=======
|
||||
>>>>>>> origin/master
|
||||
#endif // GameWorld_h__
|
||||
|
||||
@@ -3,12 +3,55 @@
|
||||
|
||||
Model::Model(const char* path)
|
||||
{
|
||||
|
||||
|
||||
Loadobj(path, Vertices, Normals, TextureCoords);
|
||||
CreateBuffers(Vertices, Normals, TextureCoords);
|
||||
}
|
||||
|
||||
Model::Model(OBJ &obj)
|
||||
{
|
||||
OBJ::MaterialInfo* currentMaterial = nullptr;
|
||||
TextureGroup* currentTexGroup = nullptr;
|
||||
int index = 0;
|
||||
for (auto face : obj.Faces) {
|
||||
// New material
|
||||
if (face.Material != currentMaterial) {
|
||||
currentMaterial = face.Material;
|
||||
// Load texture
|
||||
std::shared_ptr<Texture> texture = std::make_shared<Texture>(currentMaterial->TextureFile);
|
||||
// TODO: Load material parameters
|
||||
// Create new texture group (start index of new group is upcoming index)
|
||||
TextureGroup texGroup = { texture, index, index };
|
||||
TextureGroups.push_back(texGroup);
|
||||
currentTexGroup = &TextureGroups.back();
|
||||
}
|
||||
|
||||
// Face definitions
|
||||
for (auto faceDef : face.Definitions) {
|
||||
glm::vec3 vertex;
|
||||
std::tie(vertex.x, vertex.y, vertex.z) = obj.Vertices.at(faceDef.VertexIndex - 1);
|
||||
Vertices.push_back(vertex);
|
||||
|
||||
if (faceDef.NormalIndex != 0) {
|
||||
glm::vec3 normal;
|
||||
std::tie(normal.x, normal.y, normal.z) = obj.Normals.at(faceDef.NormalIndex - 1);
|
||||
Normals.push_back(normal);
|
||||
}
|
||||
|
||||
if (faceDef.TextureCoordIndex != 0) {
|
||||
glm::vec2 texCoord;
|
||||
// TODO: W-coord?
|
||||
std::tie(texCoord.x, texCoord.y, std::ignore) = obj.TextureCoords.at(faceDef.TextureCoordIndex - 1);
|
||||
TextureCoords.push_back(texCoord);
|
||||
}
|
||||
|
||||
currentTexGroup->EndIndex = index;
|
||||
index++;
|
||||
}
|
||||
}
|
||||
|
||||
CreateBuffers(Vertices, Normals, TextureCoords);
|
||||
}
|
||||
|
||||
bool Model::Loadobj(const char* path, std::vector <glm::vec3> & out_vertices, std::vector <glm::vec3> &out_normals, std::vector <glm::vec2> & out_TextureCoords)
|
||||
{
|
||||
std::vector< unsigned int > vertexIndices, TextureCoordIndices, normalIndices;
|
||||
|
||||
+23
-14
@@ -8,37 +8,48 @@
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#include <GL/glew.h>
|
||||
#define GLFW_INCLUDE_GLU
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glext.h>
|
||||
#define GLM_FORCE_RADIANS
|
||||
#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 "glerror.h"
|
||||
#include <cstdlib>
|
||||
#include <stack>
|
||||
|
||||
#include "glerror.h"
|
||||
|
||||
#include "Texture.h"
|
||||
#include "OBJ.h"
|
||||
|
||||
class Model
|
||||
{
|
||||
public:
|
||||
Model(OBJ &obj);
|
||||
Model(const char* path);
|
||||
|
||||
struct TextureGroup
|
||||
{
|
||||
std::shared_ptr<Texture> Texture;
|
||||
unsigned int StartIndex;
|
||||
unsigned int EndIndex;
|
||||
};
|
||||
|
||||
GLuint VAO;
|
||||
std::vector<TextureGroup> TextureGroups;
|
||||
|
||||
std::vector<std::shared_ptr<Texture>> texture;
|
||||
glm::mat4 GetMatrix();
|
||||
std::vector<glm::vec3> Vertices;
|
||||
|
||||
private:
|
||||
|
||||
std::vector<glm::vec3> Normals;
|
||||
std::vector<glm::vec2> TextureCoords;
|
||||
|
||||
GLuint VertexBuffer;
|
||||
GLuint NormalBuffer;
|
||||
GLuint TextureCoordBuffer;
|
||||
GLuint VAO;
|
||||
|
||||
std::vector<std::shared_ptr<Texture>> texture;
|
||||
|
||||
Model(const char* path);
|
||||
|
||||
bool Loadobj(
|
||||
const char* path,
|
||||
@@ -47,8 +58,6 @@ public:
|
||||
std::vector <glm::vec2> & out_TextureCoords
|
||||
);
|
||||
|
||||
glm::mat4 GetMatrix();
|
||||
|
||||
void CreateBuffers(
|
||||
std::vector<glm::vec3> _Vertices,
|
||||
std::vector<glm::vec3> _Normals,
|
||||
|
||||
+17
-4
@@ -5,13 +5,18 @@ OBJ::OBJ()
|
||||
m_CurrentMaterial = nullptr;
|
||||
}
|
||||
|
||||
void OBJ::LoadFromFile(std::string filename)
|
||||
bool OBJ::LoadFromFile(std::string filename)
|
||||
{
|
||||
m_Path = boost::filesystem::path(filename);
|
||||
LOG_INFO("Parsing .obj \"%s\"", m_Path.c_str());
|
||||
|
||||
// http://paulbourke.net/dataformats/obj/
|
||||
std::ifstream file(m_Path.string());
|
||||
if (!file.is_open()) {
|
||||
LOG_ERROR("Failed to open .obj \"%s\"", m_Path.string().c_str());
|
||||
return false;
|
||||
}
|
||||
|
||||
LOG_INFO("Parsing .obj \"%s\"", m_Path.string().c_str());
|
||||
|
||||
std::string line;
|
||||
while (std::getline(file, line)) {
|
||||
@@ -74,7 +79,7 @@ void OBJ::LoadFromFile(std::string filename)
|
||||
std::string faceDefString;
|
||||
while (ss >> faceDefString) {
|
||||
std::stringstream ss2(faceDefString);
|
||||
FaceDefinition faceDef = { -1, -1, -1 };
|
||||
FaceDefinition faceDef = { 0, 0, 0 };
|
||||
|
||||
ss2 >> faceDef.VertexIndex;
|
||||
ss2.ignore(); // Ignore first delimiter
|
||||
@@ -94,12 +99,20 @@ void OBJ::LoadFromFile(std::string filename)
|
||||
Faces.push_back(face);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void OBJ::ParseMaterial()
|
||||
{
|
||||
// http://paulbourke.net/dataformats/mtl/
|
||||
std::ifstream file(m_MaterialPath.string());
|
||||
if (!file.is_open()) {
|
||||
LOG_ERROR("Failed to open .mtl \"%s\"", m_MaterialPath.string().c_str());
|
||||
return;
|
||||
}
|
||||
|
||||
LOG_INFO("Parsing .mtl \"%s\"", m_MaterialPath.string().c_str());
|
||||
|
||||
std::string currentMaterialName;
|
||||
MaterialInfo* currentMaterial = nullptr;
|
||||
@@ -130,7 +143,7 @@ void OBJ::ParseMaterial()
|
||||
};
|
||||
|
||||
ss >> currentMaterialName;
|
||||
LOG_INFO("Parsing material %s", currentMaterialName);
|
||||
LOG_INFO("Parsing material %s", currentMaterialName.c_str());
|
||||
Materials[currentMaterialName] = mat;
|
||||
currentMaterial = &Materials[currentMaterialName];
|
||||
continue;
|
||||
|
||||
@@ -51,7 +51,7 @@ public:
|
||||
std::vector<Face> Faces;
|
||||
std::map<std::string, MaterialInfo> Materials;
|
||||
|
||||
void LoadFromFile(std::string filename);
|
||||
bool LoadFromFile(std::string filename);
|
||||
|
||||
private:
|
||||
boost::filesystem::path m_Path;
|
||||
|
||||
@@ -0,0 +1,5 @@
|
||||
#include <GL/glew.h>
|
||||
#define GLFW_INCLUDE_GLU
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glext.h>
|
||||
#define GLM_FORCE_RADIANS
|
||||
@@ -2,6 +2,9 @@
|
||||
|
||||
Renderer::Renderer()
|
||||
{
|
||||
m_VSync = false;
|
||||
m_DrawNormals = false;
|
||||
m_DrawWireframe = false;
|
||||
}
|
||||
|
||||
void Renderer::Initialize()
|
||||
@@ -39,33 +42,63 @@ void Renderer::Initialize()
|
||||
LOG_ERROR("GLEW: Initialization failed");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// Create Camera
|
||||
|
||||
m_Camera = std::make_shared<Camera>(45.f, (float)WIDTH / HEIGHT, 0.01f, 1000.f);
|
||||
m_Camera->Position(glm::vec3(0.0f, 0.0f, 2.f));
|
||||
|
||||
glfwSwapInterval(m_VSync);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
LoadContent();
|
||||
}
|
||||
|
||||
void Renderer::Draw(double _dt)
|
||||
void Renderer::Draw(double dt)
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
|
||||
|
||||
m_ShaderProgram.Bind();
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
#ifdef DEBUG
|
||||
glDisable(GL_CULL_FACE);
|
||||
glPolygonMode(GL_BACK, GL_LINE);
|
||||
#endif
|
||||
|
||||
// Draw models
|
||||
m_ShaderProgram.Bind();
|
||||
glPolygonMode(GL_FRONT_AND_BACK, m_DrawWireframe ? GL_LINE : GL_FILL);
|
||||
DrawModels();
|
||||
|
||||
#ifdef DEBUG
|
||||
// Debug draw normals
|
||||
if (m_DrawNormals) {
|
||||
m_ShaderProgramNormals.Bind();
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
DrawModels();
|
||||
}
|
||||
#endif
|
||||
|
||||
ModelsToRender.clear();
|
||||
|
||||
glfwSwapBuffers(m_Window);
|
||||
}
|
||||
|
||||
void Renderer::DrawModels()
|
||||
{
|
||||
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
|
||||
|
||||
glm::mat4 MVP;
|
||||
for (int i = 0; i < ModelsToRender.size(); i++)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, ModelsToRender[i]->model->texture[0]->texture);
|
||||
MVP = cameraMatrix * ModelsToRender[i]->ModelMatrix;
|
||||
ModelData* modelData = ModelsToRender.at(i);
|
||||
auto model = modelData->model;
|
||||
|
||||
MVP = cameraMatrix * modelData->ModelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(ModelsToRender[i]->ModelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelData->ModelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), 3, Light_position.data());
|
||||
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), 3, Light_specular.data());
|
||||
@@ -74,13 +107,15 @@ void Renderer::Draw(double _dt)
|
||||
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), 3, Light_linearAttenuation.data());
|
||||
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), 3, Light_quadraticAttenuation.data());
|
||||
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), 3, Light_spotExponent.data());
|
||||
glBindVertexArray(ModelsToRender[i]->model->VAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, ModelsToRender[i]->model->Vertices.size());
|
||||
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
ModelsToRender.clear();
|
||||
|
||||
glfwSwapBuffers(m_Window);
|
||||
}
|
||||
|
||||
void Renderer::DrawText()
|
||||
@@ -93,7 +128,7 @@ void Renderer::AddTextToDraw()
|
||||
//Add to draw shit vector
|
||||
}
|
||||
|
||||
void Renderer::AddModelToDraw(Model* _model, glm::vec3 _position, glm::quat _orientation)
|
||||
void Renderer::AddModelToDraw(std::shared_ptr<Model> _model, glm::vec3 _position, glm::quat _orientation)
|
||||
{
|
||||
glm::mat4 RotationMatrix = glm::toMat4(_orientation);
|
||||
glm::mat4 ModelMatrix = glm::translate(glm::mat4(), _position) * RotationMatrix ;
|
||||
@@ -130,8 +165,20 @@ void Renderer::AddPointLightToDraw(
|
||||
|
||||
void Renderer::LoadContent()
|
||||
{
|
||||
m_ShaderProgram.AddShader(std::unique_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl")));
|
||||
m_ShaderProgram.AddShader(std::unique_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
|
||||
auto standardVS = std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl"));
|
||||
auto standardFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl"));
|
||||
|
||||
auto normalsGS = std::shared_ptr<Shader>(new GeometryShader("Shaders/Normals.geo.glsl"));
|
||||
auto normalsFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Normals.frag.glsl"));
|
||||
|
||||
m_ShaderProgram.AddShader(standardVS);
|
||||
m_ShaderProgram.AddShader(standardFS);
|
||||
m_ShaderProgram.Compile();
|
||||
m_ShaderProgram.Link();
|
||||
|
||||
m_ShaderProgramNormals.AddShader(normalsGS);
|
||||
m_ShaderProgramNormals.AddShader(standardVS);
|
||||
m_ShaderProgramNormals.AddShader(normalsFS);
|
||||
m_ShaderProgramNormals.Compile();
|
||||
m_ShaderProgramNormals.Link();
|
||||
}
|
||||
|
||||
@@ -0,0 +1,193 @@
|
||||
#include "Renderer.h"
|
||||
|
||||
Renderer::Renderer()
|
||||
{
|
||||
m_VSync = false;
|
||||
m_DrawNormals = false;
|
||||
m_DrawWireframe = false;
|
||||
}
|
||||
|
||||
void Renderer::Initialize()
|
||||
{
|
||||
// Initialize GLFW
|
||||
if (!glfwInit()) {
|
||||
LOG_ERROR("GLFW: Initialization failed");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Create a window
|
||||
WIDTH = 1280;
|
||||
HEIGHT = 720;
|
||||
m_Window = glfwCreateWindow(WIDTH, HEIGHT, "OpenGL", nullptr, nullptr);
|
||||
if (!m_Window) {
|
||||
LOG_ERROR("GLFW: Failed to create window");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
glfwMakeContextCurrent(m_Window);
|
||||
|
||||
// GL version info
|
||||
glGetIntegerv(GL_MAJOR_VERSION, &m_glVersion[0]);
|
||||
glGetIntegerv(GL_MINOR_VERSION, &m_glVersion[1]);
|
||||
m_glVendor = (GLchar*)glGetString(GL_VENDOR);
|
||||
std::stringstream ss;
|
||||
ss << m_glVendor << " OpenGL " << m_glVersion[0] << "." << m_glVersion[1];
|
||||
#ifdef DEBUG
|
||||
ss << " DEBUG";
|
||||
#endif
|
||||
LOG_INFO(ss.str().c_str());
|
||||
glfwSetWindowTitle(m_Window, ss.str().c_str());
|
||||
|
||||
// Initialize GLEW
|
||||
if (glewInit() != GLEW_OK) {
|
||||
LOG_ERROR("GLEW: Initialization failed");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Create Camera
|
||||
m_Camera = std::make_shared<Camera>(45.f, (float)WIDTH / HEIGHT, 0.01f, 1000.f);
|
||||
m_Camera->Position(glm::vec3(0.0f, 0.0f, 2.f));
|
||||
|
||||
glfwSwapInterval(m_VSync);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
LoadContent();
|
||||
}
|
||||
|
||||
void Renderer::Draw(double dt)
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
#ifdef DEBUG
|
||||
glDisable(GL_CULL_FACE);
|
||||
glPolygonMode(GL_BACK, GL_LINE);
|
||||
#endif
|
||||
|
||||
// Draw models
|
||||
m_ShaderProgram.Bind();
|
||||
glPolygonMode(GL_FRONT_AND_BACK, m_DrawWireframe ? GL_LINE : GL_FILL);
|
||||
DrawModels();
|
||||
|
||||
#ifdef DEBUG
|
||||
// Debug draw normals
|
||||
if (m_DrawNormals) {
|
||||
m_ShaderProgramNormals.Bind();
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
DrawModels();
|
||||
}
|
||||
#endif
|
||||
|
||||
ModelsToRender.clear();
|
||||
|
||||
glfwSwapBuffers(m_Window);
|
||||
}
|
||||
|
||||
void Renderer::DrawModels()
|
||||
{
|
||||
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
|
||||
|
||||
glm::mat4 MVP;
|
||||
for (int i = 0; i < ModelsToRender.size(); i++)
|
||||
{
|
||||
ModelData* modelData = ModelsToRender.at(i);
|
||||
auto model = modelData->model;
|
||||
|
||||
MVP = cameraMatrix * modelData->ModelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelData->ModelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
<<<<<<< HEAD
|
||||
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), 3, Light_position.data());
|
||||
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), 3, Light_specular.data());
|
||||
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), 3, Light_diffuse.data());
|
||||
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), 3, Light_constantAttenuation.data());
|
||||
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), 3, Light_linearAttenuation.data());
|
||||
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), 3, Light_quadraticAttenuation.data());
|
||||
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), 3, Light_spotExponent.data());
|
||||
glBindVertexArray(ModelsToRender[i]->model->VAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, ModelsToRender[i]->model->Vertices.size());
|
||||
=======
|
||||
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "lightPosition"), 1, glm::value_ptr(glm::vec3(2.0f, 4.0f, 1.0f)));
|
||||
glUniform1f(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), 1.5f);
|
||||
glUniform1f(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), 0.0f);
|
||||
glUniform1f(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), 0.0f);
|
||||
>>>>>>> origin/master
|
||||
|
||||
|
||||
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) * abs(sin(glfwGetTime())));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::DrawText()
|
||||
{
|
||||
//DrawShitInTextForm
|
||||
}
|
||||
|
||||
void Renderer::AddTextToDraw()
|
||||
{
|
||||
//Add to draw shit vector
|
||||
}
|
||||
|
||||
void Renderer::AddModelToDraw(std::shared_ptr<Model> _model, glm::vec3 _position, glm::quat _orientation)
|
||||
{
|
||||
glm::mat4 RotationMatrix = glm::toMat4(_orientation);
|
||||
glm::mat4 ModelMatrix = glm::translate(glm::mat4(), _position) * RotationMatrix ;
|
||||
// You can now use ModelMatrix to build the MVP matrix
|
||||
ModelsToRender.push_back(new ModelData(_model, ModelMatrix));
|
||||
}
|
||||
|
||||
void Renderer::AddPointLightToDraw(
|
||||
glm::vec3 _position,
|
||||
glm::vec3 _specular,
|
||||
glm::vec3 _diffuse,
|
||||
float _constantAttenuation,
|
||||
float _linearAttenuation,
|
||||
float _quadraticAttenuation,
|
||||
float _spotExponent
|
||||
)
|
||||
{
|
||||
Light_position.push_back(_position.x);
|
||||
Light_position.push_back(_position.y);
|
||||
Light_position.push_back(_position.z);
|
||||
Light_specular.push_back(_specular.x);
|
||||
Light_specular.push_back(_specular.y);
|
||||
Light_specular.push_back(_specular.z);
|
||||
Light_diffuse.push_back(_diffuse.x);
|
||||
Light_diffuse.push_back(_diffuse.y);
|
||||
Light_diffuse.push_back(_diffuse.z);
|
||||
Light_constantAttenuation.push_back(_constantAttenuation);
|
||||
Light_linearAttenuation.push_back(_linearAttenuation);
|
||||
Light_quadraticAttenuation.push_back(_quadraticAttenuation);
|
||||
Light_spotExponent.push_back(_spotExponent);
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Renderer::LoadContent()
|
||||
{
|
||||
auto standardVS = std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl"));
|
||||
auto standardFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl"));
|
||||
|
||||
auto normalsGS = std::shared_ptr<Shader>(new GeometryShader("Shaders/Normals.geo.glsl"));
|
||||
auto normalsFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Normals.frag.glsl"));
|
||||
|
||||
m_ShaderProgram.AddShader(standardVS);
|
||||
m_ShaderProgram.AddShader(standardFS);
|
||||
m_ShaderProgram.Compile();
|
||||
m_ShaderProgram.Link();
|
||||
|
||||
m_ShaderProgramNormals.AddShader(normalsGS);
|
||||
m_ShaderProgramNormals.AddShader(standardVS);
|
||||
m_ShaderProgramNormals.AddShader(normalsFS);
|
||||
m_ShaderProgramNormals.Compile();
|
||||
m_ShaderProgramNormals.Link();
|
||||
}
|
||||
+19
-12
@@ -7,12 +7,7 @@
|
||||
#include <sstream>
|
||||
#include <vector>
|
||||
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#include <GL/glew.h>
|
||||
#define GLFW_INCLUDE_GLU
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glext.h>
|
||||
#define GLM_FORCE_RADIANS
|
||||
#include "OpenGL.h"
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/constants.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
@@ -29,7 +24,7 @@
|
||||
class Renderer
|
||||
{
|
||||
public:
|
||||
ShaderProgram m_ShaderProgram;
|
||||
|
||||
glm::mat4 viewMatrix;
|
||||
glm::mat4 projectionMatrix;
|
||||
|
||||
@@ -37,10 +32,10 @@ public:
|
||||
|
||||
struct ModelData
|
||||
{
|
||||
Model* model;
|
||||
std::shared_ptr<Model> model;
|
||||
glm::mat4 ModelMatrix;
|
||||
ModelData(Model* _model, glm::mat4 _modelMatrix) : model(_model), ModelMatrix(_modelMatrix)
|
||||
{}
|
||||
ModelData(std::shared_ptr<Model> _model, glm::mat4 _modelMatrix)
|
||||
: model(_model), ModelMatrix(_modelMatrix) {}
|
||||
};
|
||||
|
||||
std::vector<ModelData*> ModelsToRender;
|
||||
@@ -58,7 +53,7 @@ public:
|
||||
void Draw(double dt);
|
||||
void DrawText();
|
||||
|
||||
void AddModelToDraw(Model*, glm::vec3, glm::quat);
|
||||
void AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation);
|
||||
void AddTextToDraw();
|
||||
void AddPointLightToDraw(
|
||||
glm::vec3 _position,
|
||||
@@ -75,14 +70,26 @@ public:
|
||||
GLFWwindow* GetWindow() const { return m_Window; }
|
||||
std::shared_ptr<Camera> GetCamera() const { return m_Camera; }
|
||||
|
||||
bool DrawNormals() const { return m_DrawNormals; }
|
||||
void DrawNormals(bool val) { m_DrawNormals = val; }
|
||||
bool DrawWireframe() const { return m_DrawWireframe; }
|
||||
void DrawWireframe(bool val) { m_DrawWireframe = val; }
|
||||
|
||||
private:
|
||||
GLFWwindow* m_Window;
|
||||
GLint m_glVersion[2];
|
||||
GLchar* m_glVendor;
|
||||
bool m_VSync;
|
||||
bool m_DrawNormals;
|
||||
bool m_DrawWireframe;
|
||||
|
||||
std::shared_ptr<Camera> m_Camera;
|
||||
|
||||
GLuint vertexArrayObject;
|
||||
ShaderProgram m_ShaderProgram;
|
||||
ShaderProgram m_ShaderProgramNormals;
|
||||
|
||||
void DrawModels();
|
||||
|
||||
};
|
||||
|
||||
#endif // Renderer_h__
|
||||
@@ -84,20 +84,16 @@ bool Shader::IsCompiled() const
|
||||
return m_ShaderHandle != 0;
|
||||
}
|
||||
|
||||
ShaderProgram::ShaderProgram()
|
||||
{
|
||||
Initialize();
|
||||
}
|
||||
|
||||
ShaderProgram::~ShaderProgram()
|
||||
{
|
||||
Unbind();
|
||||
if (m_ShaderProgramHandle != 0) {
|
||||
glDeleteProgram(m_ShaderProgramHandle);
|
||||
}
|
||||
}
|
||||
|
||||
void ShaderProgram::AddShader(std::unique_ptr<Shader> shader)
|
||||
void ShaderProgram::AddShader(std::shared_ptr<Shader> shader)
|
||||
{
|
||||
m_Shaders.push_back(std::move(shader));
|
||||
m_Shaders.push_back(shader);
|
||||
}
|
||||
|
||||
void ShaderProgram::Compile()
|
||||
@@ -111,6 +107,11 @@ void ShaderProgram::Compile()
|
||||
|
||||
GLuint ShaderProgram::Link()
|
||||
{
|
||||
if (m_Shaders.size() == 0) {
|
||||
LOG_ERROR("Failed to link shader program: No shaders bound");
|
||||
return 0;
|
||||
}
|
||||
|
||||
LOG_INFO("Linking shader program");
|
||||
m_ShaderProgramHandle = glCreateProgram();
|
||||
for (auto &shader : m_Shaders) {
|
||||
@@ -119,10 +120,6 @@ GLuint ShaderProgram::Link()
|
||||
glLinkProgram(m_ShaderProgramHandle);
|
||||
if (GLERROR("glLinkProgram"))
|
||||
return 0;
|
||||
|
||||
for (auto &shader : m_Shaders) {
|
||||
shader.release();
|
||||
}
|
||||
m_Shaders.clear();
|
||||
|
||||
return m_ShaderProgramHandle;
|
||||
@@ -145,8 +142,3 @@ void ShaderProgram::Unbind()
|
||||
{
|
||||
glActiveShaderProgram(0, 0);
|
||||
}
|
||||
|
||||
void ShaderProgram::Initialize()
|
||||
{
|
||||
m_ShaderProgramHandle = 0;
|
||||
}
|
||||
|
||||
@@ -6,11 +6,7 @@
|
||||
#include <fstream>
|
||||
#include <vector>
|
||||
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#include <GL/glew.h>
|
||||
#define GLFW_INCLUDE_GLU
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glext.h>
|
||||
#include "OpenGL.h"
|
||||
|
||||
#include "glerror.h"
|
||||
|
||||
@@ -68,25 +64,20 @@ public:
|
||||
class ShaderProgram
|
||||
{
|
||||
public:
|
||||
ShaderProgram();
|
||||
ShaderProgram()
|
||||
: m_ShaderProgramHandle(0) { }
|
||||
~ShaderProgram();
|
||||
|
||||
void AddShader(std::unique_ptr<Shader> shader);
|
||||
|
||||
void AddShader(std::shared_ptr<Shader> shader);
|
||||
void Compile();
|
||||
GLuint Link();
|
||||
|
||||
GLuint GetHandle();
|
||||
|
||||
void Bind();
|
||||
|
||||
void Unbind();
|
||||
|
||||
private:
|
||||
GLuint m_ShaderProgramHandle;
|
||||
std::vector<std::unique_ptr<Shader>> m_Shaders;
|
||||
|
||||
void Initialize();
|
||||
std::vector<std::shared_ptr<Shader>> m_Shaders;
|
||||
};
|
||||
|
||||
#endif // ShaderProgram_h__
|
||||
@@ -0,0 +1,9 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 MVP;
|
||||
|
||||
out vec4 FragmentColor;
|
||||
|
||||
void main() {
|
||||
FragmentColor = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 MVP;
|
||||
|
||||
layout(triangles) in;
|
||||
layout(line_strip, max_vertices = 6) out;
|
||||
|
||||
in VertexData {
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoord;
|
||||
} Input[3];
|
||||
|
||||
out VertexData {
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoord;
|
||||
} Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
for (int i = 0; i < gl_in.length(); i++)
|
||||
{
|
||||
gl_Position = MVP * vec4(Input[i].Position, 1.0);
|
||||
EmitVertex();
|
||||
gl_Position = MVP * vec4(Input[i].Position + Input[i].Normal, 1.0);
|
||||
EmitVertex();
|
||||
EndPrimitive();
|
||||
|
||||
Output.Position = Input[i].Position;
|
||||
Output.Normal = Input[i].Normal;
|
||||
Output.TextureCoord = Input[i].TextureCoord;
|
||||
}
|
||||
}
|
||||
Binary file not shown.
@@ -21,10 +21,34 @@ void Systems::InputSystem::Update(double dt)
|
||||
glfwGetCursorPos(m_Renderer->GetWindow(), &xpos, &ypos);
|
||||
m_CurrentMouseDeltaX = xpos - m_LastMouseX;
|
||||
m_CurrentMouseDeltaY = ypos - m_LastMouseY;
|
||||
m_LastMouseX = xpos;
|
||||
m_LastMouseY = ypos;
|
||||
|
||||
// Lock mouse while holding LMB
|
||||
if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT]) {
|
||||
m_LastMouseX = m_Renderer->WIDTH / 2.f; // xpos;
|
||||
m_LastMouseY = m_Renderer->HEIGHT / 2.f; // ypos;
|
||||
glfwSetCursorPos(m_Renderer->GetWindow(), m_LastMouseX, m_LastMouseY);
|
||||
}
|
||||
// Hide/show cursor with LMB
|
||||
if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT] && !m_LastMouseState[GLFW_MOUSE_BUTTON_LEFT]) {
|
||||
glfwSetInputMode(m_Renderer->GetWindow(), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
}
|
||||
if (!m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT] && m_LastMouseState[GLFW_MOUSE_BUTTON_LEFT]) {
|
||||
glfwSetInputMode(m_Renderer->GetWindow(), GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
|
||||
#ifdef DEBUG
|
||||
// Wireframe
|
||||
if (m_CurrentKeyState[GLFW_KEY_F1] && !m_LastKeyState[GLFW_KEY_F1]) {
|
||||
m_Renderer->DrawWireframe(!m_Renderer->DrawWireframe());
|
||||
}
|
||||
// Normals
|
||||
if (m_CurrentKeyState[GLFW_KEY_F2] && !m_LastKeyState[GLFW_KEY_F2]) {
|
||||
m_Renderer->DrawNormals(!m_Renderer->DrawNormals());
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void Systems::InputSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
@@ -39,3 +63,6 @@ void Systems::InputSystem::UpdateEntity(double dt, EntityID entity, EntityID par
|
||||
input->dX = m_CurrentMouseDeltaX;
|
||||
input->dY = m_CurrentMouseDeltaY;
|
||||
}
|
||||
|
||||
std::array<int, GLFW_KEY_LAST+1> Systems::InputSystem::m_CurrentKeyState;
|
||||
std::array<int, GLFW_KEY_LAST+1> Systems::InputSystem::m_LastKeyState;
|
||||
|
||||
@@ -21,13 +21,13 @@ public:
|
||||
|
||||
private:
|
||||
std::shared_ptr<Renderer> m_Renderer;
|
||||
|
||||
std::array<int, GLFW_KEY_LAST+1> m_CurrentKeyState;
|
||||
std::array<int, GLFW_KEY_LAST+1> m_LastKeyState;
|
||||
static std::array<int, GLFW_KEY_LAST+1> m_CurrentKeyState;
|
||||
static std::array<int, GLFW_KEY_LAST+1> m_LastKeyState;
|
||||
std::array<int, GLFW_MOUSE_BUTTON_LAST+1> m_CurrentMouseState;
|
||||
std::array<int, GLFW_MOUSE_BUTTON_LAST+1> m_LastMouseState;
|
||||
float m_CurrentMouseDeltaX, m_CurrentMouseDeltaY;
|
||||
float m_LastMouseX, m_LastMouseY;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -19,31 +19,34 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
|
||||
auto name = m_World->GetProperty<std::string>(entity, "Name");
|
||||
if (name == "Camera") {
|
||||
|
||||
if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
|
||||
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 = 4.0f;
|
||||
if(input->KeyState[GLFW_KEY_LEFT_SHIFT] == GLFW_PRESS)
|
||||
{
|
||||
speed = 1.0f;
|
||||
float speed = 8.0f;
|
||||
if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
|
||||
speed *= 2.0f;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_A] == GLFW_PRESS)
|
||||
{
|
||||
transform->Position -= Camera_Right * (float)dt*2.f * speed;
|
||||
if(input->KeyState[GLFW_KEY_LEFT_ALT]) {
|
||||
speed /= 2.0f;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_D] == GLFW_PRESS)
|
||||
{
|
||||
transform->Position += Camera_Right * (float)dt*2.f * speed;
|
||||
if(input->KeyState[GLFW_KEY_A]) {
|
||||
transform->Position -= Camera_Right * (float)dt * speed;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_W] == GLFW_PRESS)
|
||||
{
|
||||
transform->Position -= Camera_Forward * (float)dt*2.f * speed;
|
||||
if(input->KeyState[GLFW_KEY_D]) {
|
||||
transform->Position += Camera_Right * (float)dt * speed;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_S] == GLFW_PRESS)
|
||||
{
|
||||
transform->Position += Camera_Forward * (float)dt*2.f * 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;
|
||||
}
|
||||
|
||||
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||
@@ -53,7 +56,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
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
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
#include <array>
|
||||
|
||||
#include "System.h"
|
||||
#include "Renderer.h"
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/Input.h"
|
||||
#include "logging.h"
|
||||
|
||||
@@ -15,14 +15,16 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
if (transformComponent == nullptr)
|
||||
return;
|
||||
|
||||
// Draw models
|
||||
auto modelComponent = m_World->GetComponent<Components::Model>(entity, "Model");
|
||||
if (modelComponent != nullptr)
|
||||
{
|
||||
if (m_CachedModels.find(modelComponent->ModelFile) == m_CachedModels.end()){
|
||||
m_CachedModels[modelComponent->ModelFile] = new Model(modelComponent->ModelFile);
|
||||
m_CachedModels[modelComponent->ModelFile] = std::make_shared<Model>(OBJ(modelComponent->ModelFile));
|
||||
}
|
||||
|
||||
Model* model = m_CachedModels[modelComponent->ModelFile];
|
||||
auto model = m_CachedModels[modelComponent->ModelFile];
|
||||
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
|
||||
}
|
||||
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity, "PointLight");
|
||||
@@ -48,8 +50,6 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
||||
m_Renderer->GetCamera()->NearClip(cameraComponent->NearClip);
|
||||
m_Renderer->GetCamera()->FarClip(cameraComponent->FarClip);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -7,30 +7,55 @@ void Systems::RenderSystem::OnComponentCreated( std::string type, std:: shared_p
|
||||
{
|
||||
auto modelComponent = std::static_pointer_cast<Components::Model>(component);
|
||||
|
||||
<<<<<<< HEAD
|
||||
if (m_CachedModels.find(modelComponent->ModelFile) != m_CachedModels.end()) {
|
||||
m_CachedModels[modelComponent->ModelFile] = new Model(modelComponent->ModelFile);
|
||||
}
|
||||
=======
|
||||
>>>>>>> ce6b570520794087eb98447a571578585a705ded
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
|
||||
{
|
||||
auto modelComponent = m_World->GetComponent<Components::Model>(entity, "Model");
|
||||
if (modelComponent == nullptr)
|
||||
return;
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
if (transformComponent == nullptr)
|
||||
return;
|
||||
|
||||
// Draw models
|
||||
auto modelComponent = m_World->GetComponent<Components::Model>(entity, "Model");
|
||||
if (modelComponent != nullptr)
|
||||
{
|
||||
if (m_CachedModels.find(modelComponent->ModelFile) == m_CachedModels.end()){
|
||||
m_CachedModels[modelComponent->ModelFile] = new Model(modelComponent->ModelFile);
|
||||
m_CachedModels[modelComponent->ModelFile] = std::make_shared<Model>(OBJ(modelComponent->ModelFile));
|
||||
}
|
||||
Model* model = m_CachedModels[modelComponent->ModelFile];
|
||||
|
||||
auto model = m_CachedModels[modelComponent->ModelFile];
|
||||
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
|
||||
}
|
||||
<<<<<<< HEAD
|
||||
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity, "PointLight");
|
||||
if (pointLightComponent != nullptr)
|
||||
{
|
||||
|
||||
m_Renderer->AddPointLightToDraw(
|
||||
transformComponent->Position,
|
||||
pointLightComponent->Specular,
|
||||
pointLightComponent->Diffuse,
|
||||
pointLightComponent->constantAttenuation,
|
||||
pointLightComponent->linearAttenuation,
|
||||
pointLightComponent->quadraticAttenuation,
|
||||
pointLightComponent->spotExponent);
|
||||
}
|
||||
=======
|
||||
|
||||
// Update camera
|
||||
>>>>>>> origin/master
|
||||
auto cameraComponent = m_World->GetComponent<Components::Camera>(entity, "Camera");
|
||||
if (cameraComponent != nullptr)
|
||||
{
|
||||
m_Renderer->GetCamera()->Position(transformComponent->Position);
|
||||
m_Renderer->GetCamera()->Orientation(transformComponent->Orientation);
|
||||
|
||||
m_Renderer->GetCamera()->FOV(cameraComponent->FOV);
|
||||
m_Renderer->GetCamera()->NearClip(cameraComponent->NearClip);
|
||||
m_Renderer->GetCamera()->FarClip(cameraComponent->FarClip);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
#ifndef RenderSystem_h__
|
||||
#define RenderSystem_h__
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
#include "System.h"
|
||||
#include "Model.h"
|
||||
#include "Texture.h"
|
||||
@@ -8,7 +10,6 @@
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/Camera.h"
|
||||
#include "Renderer.h"
|
||||
#include <unordered_map>
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
@@ -19,7 +20,7 @@ namespace Systems
|
||||
RenderSystem(World* world, std::shared_ptr<Renderer> renderer)
|
||||
: System(world), m_Renderer(renderer) {}
|
||||
|
||||
std::unordered_map<std::string, Model*> m_CachedModels;
|
||||
std::unordered_map<std::string, std::shared_ptr<Model>> m_CachedModels;
|
||||
|
||||
void OnComponentCreated(std::string type, std:: shared_ptr<Component> component) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
@@ -1,14 +1,14 @@
|
||||
#include "Texture.h"
|
||||
|
||||
Texture::Texture( const char* path )
|
||||
Texture::Texture(std::string path)
|
||||
{
|
||||
Load(path);
|
||||
}
|
||||
|
||||
|
||||
void Texture::Load( const char* path )
|
||||
void Texture::Load(std::string path)
|
||||
{
|
||||
texture = SOIL_load_OGL_texture(path, 0, 0, SOIL_FLAG_INVERT_Y);
|
||||
texture = SOIL_load_OGL_texture(path.c_str(), 0, 0, SOIL_FLAG_INVERT_Y);
|
||||
}
|
||||
|
||||
void Texture::Bind()
|
||||
|
||||
@@ -1,22 +1,21 @@
|
||||
#ifndef Texture_h__
|
||||
#define Texture_h__
|
||||
|
||||
#include <GL/glew.h>
|
||||
#define GLFW_INCLUDE_GLU
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glext.h>
|
||||
#include <string>
|
||||
|
||||
#include "OpenGL.h"
|
||||
#include <SOIL.h>
|
||||
|
||||
class Texture
|
||||
{
|
||||
public:
|
||||
Texture(const char* path);
|
||||
Texture(std::string path);
|
||||
|
||||
~Texture();
|
||||
|
||||
GLuint texture;
|
||||
|
||||
void Load(const char* path);
|
||||
void Load(std::string path);
|
||||
void Bind();
|
||||
};
|
||||
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <queue>
|
||||
|
||||
#include <boost/any.hpp>
|
||||
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
#ifndef _GLERROR_H
|
||||
#define _GLERROR_H
|
||||
|
||||
#define GLFW_INCLUDE_GLU
|
||||
#include <GLFW\glfw3.h>
|
||||
#include <iostream>
|
||||
|
||||
#include "logging.h"
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||||
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<SubSystem>Console</SubSystem>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<ClCompile Include="main.cpp" />
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Binary file not shown.
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<PropertyGroup Label="Globals">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<IncludePath>$(SolutionDir)\Escape-the-Dawn;$(BOOST_ROOT);$(SolutionDir)\Libraries\openal-soft-1.15.1-bin\include;$(SolutionDir)\Libraries\SOIL\src;$(ProjectDir);$(SolutionDir)\Libraries;$(SolutionDir)\Libraries\glew-1.10.0\include;$(SolutionDir)\Libraries\glfw-3.0.4\include;$(SolutionDir)\Libraries\glm-0.9.5.2;$(IncludePath)</IncludePath>
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<LibraryPath>$(BOOST_ROOT)\lib32-msvc-11.0;$(LibraryPath)</LibraryPath>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<SubSystem>Console</SubSystem>
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<PostBuildEvent />
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<PreBuildEvent />
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<PostBuildEvent>
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<Command>"$(OutDir)$(TargetName)$(TargetExt)" --log_level=test_suite</Command>
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<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
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<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
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<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
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<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
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<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
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@@ -1,84 +0,0 @@
|
||||
#include "logging.h"
|
||||
|
||||
#include "World.h"
|
||||
#include "GameWorld.h"
|
||||
#include "Components/Transform.h"
|
||||
|
||||
#define BOOST_TEST_MODULE World
|
||||
#define BOOST_TEST_DYN_LINK
|
||||
#include <boost/test/unit_test.hpp>
|
||||
|
||||
BOOST_AUTO_TEST_CASE(Parenting)
|
||||
{
|
||||
World world;
|
||||
|
||||
// Parenting
|
||||
EntityID ent1 = world.CreateEntity();
|
||||
BOOST_CHECK(ent1 != 0); // 0 is reserved for world
|
||||
BOOST_CHECK(ent1 == 1);
|
||||
BOOST_CHECK(world.GetEntityParent(ent1) == 0);
|
||||
EntityID ent2 = world.CreateEntity(ent1);
|
||||
BOOST_CHECK(ent2 != 0);
|
||||
BOOST_CHECK(ent2 == ent1 + 1);
|
||||
BOOST_CHECK(world.GetEntityParent(ent2) == ent1);
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(SceneGraphTraversal)
|
||||
{
|
||||
std::shared_ptr<Renderer> renderer(new Renderer());
|
||||
renderer->Initialize();
|
||||
GameWorld world(renderer);
|
||||
|
||||
EntityID ent1 = world.CreateEntity();
|
||||
auto t1 = world.AddComponent<Components::Transform>(ent1, "Transform");
|
||||
BOOST_REQUIRE(t1 != nullptr);
|
||||
t1->Position[0] = 1.0f;
|
||||
t1->Position[1] = 1.0f;
|
||||
t1->Position[2] = 1.0f;
|
||||
EntityID ent2 = world.CreateEntity(ent1);
|
||||
auto t2 = world.AddComponent<Components::Transform>(ent2, "Transform");
|
||||
BOOST_REQUIRE(t2 != nullptr);
|
||||
t2->Position[0] = 1.0f;
|
||||
t2->Position[1] = 1.0f;
|
||||
t2->Position[2] = 1.0f;
|
||||
|
||||
world.Update(0.0);
|
||||
|
||||
LOG_INFO("ent1: %f %f %f", t1->Position[0], t1->Position[1], t1->Position[2]);
|
||||
LOG_INFO("ent2: %f %f %f", t2->Position[0], t2->Position[1], t2->Position[2]);
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(Recycling)
|
||||
{
|
||||
World world;
|
||||
|
||||
// EntityID recycling
|
||||
EntityID ent11 = world.CreateEntity(); // 1
|
||||
world.RemoveEntity(ent11);
|
||||
EntityID ent12 = world.CreateEntity(); // 1
|
||||
BOOST_REQUIRE(ent11 == ent12);
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(ComponentCreation)
|
||||
{
|
||||
World world;
|
||||
|
||||
EntityID ent = world.CreateEntity();
|
||||
BOOST_CHECK(world.AddComponent(ent, "Transform") != nullptr);
|
||||
BOOST_CHECK(world.AddComponent(ent, "Input") != nullptr);
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(Properties)
|
||||
{
|
||||
World world;
|
||||
|
||||
EntityID ent = world.CreateEntity();
|
||||
|
||||
world.SetProperty(ent, "String", std::string("derpfish"));
|
||||
world.SetProperty(ent, "Integer", 123);
|
||||
world.SetProperty(ent, "Float", 0.04f);
|
||||
|
||||
BOOST_CHECK(world.GetProperty<std::string>(ent, "String") == "derpfish");
|
||||
BOOST_CHECK(world.GetProperty<int>(ent, "Integer") == 123);
|
||||
BOOST_CHECK(world.GetProperty<float>(ent, "Float") == 0.04f);
|
||||
}
|
||||
Reference in New Issue
Block a user