Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn

Conflicts:
	Escape-the-Dawn/GameWorld.cpp
	Escape-the-Dawn/Systems/CollisionSystem.cpp
	Escape-the-Dawn/Systems/SoundSystem.h
	Escape-the-Dawn/Systems/SoundsSystem.cpp
This commit is contained in:
Adam
2014-03-13 20:09:41 +01:00
42 changed files with 1421 additions and 303 deletions
+3
View File
@@ -10,7 +10,10 @@ namespace Components
struct Collision : Component
{
Collision() : Phantom(false), Interested(false) { }
bool Phantom;
bool Interested;
std::vector<EntityID> CollidingEntities;
};
+1 -1
View File
@@ -11,7 +11,7 @@ namespace Components
struct SoundEmitter : Component
{
float Gain;
float MaxDistance;
//float MaxDistance;
float ReferenceDistance;
float Pitch;
bool Loop;
+4 -3
View File
@@ -82,12 +82,12 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>GLEW_STATIC;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>GLEW_STATIC;DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<DebugInformationFormat>None</DebugInformationFormat>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<MinimalRebuild>true</MinimalRebuild>
</ClCompile>
<Link>
<GenerateDebugInformation>false</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>OpenAL32.lib;opengl32.lib;glu32.lib;SOIL.lib;glew32s.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
@@ -148,6 +148,7 @@
<ClInclude Include="glerror.h" />
<ClInclude Include="MenuFrame.h" />
<ClInclude Include="Model.h" />
<ClInclude Include="Rectangle.h" />
<ClInclude Include="OBJ.h" />
<ClInclude Include="OpenGL.h" />
<ClInclude Include="Renderer.h" />
@@ -144,6 +144,7 @@
<Filter>GUI</Filter>
</ClInclude>
<ClInclude Include="GameWorld.h" />
<ClInclude Include="Rectangle.h" />
<ClInclude Include="Camera.h" />
<ClInclude Include="OBJ.h" />
<ClInclude Include="OpenGL.h" />
@@ -0,0 +1,204 @@
<?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>
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<ClInclude Include="Component.h" />
<ClInclude Include="Entity.h" />
<ClInclude Include="System.h" />
<ClInclude Include="World.h" />
<ClInclude Include="Systems\CollisionSystem.h">
<Filter>Systems</Filter>
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<Filter>Systems</Filter>
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<Filter>Systems</Filter>
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<ClInclude Include="Systems\SoundSystem.h">
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<Filter>Components</Filter>
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<Filter>Components</Filter>
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<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>
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<ClInclude Include="Components\Template.h">
<Filter>Components</Filter>
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<ClInclude Include="Components\SoundEmitter.h">
<Filter>Components</Filter>
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<ClInclude Include="Color.h" />
<ClInclude Include="Factory.h" />
<ClInclude Include="Components\DirectionalLight.h">
<Filter>Components</Filter>
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<ClInclude Include="Components\Collision.h">
<Filter>Components</Filter>
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<ClInclude Include="Components\Camera.h">
<Filter>Components</Filter>
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<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" />
<<<<<<< HEAD
<ClInclude Include="Rectangle.h" />
=======
<ClInclude Include="Camera.h" />
<ClInclude Include="OBJ.h" />
<ClInclude Include="OpenGL.h" />
>>>>>>> d0320477a978a38d87e94afbea65dc08fd10c860
</ItemGroup>
<ItemGroup>
<None Include="Shaders\Fragment.glsl">
<Filter>Shaders</Filter>
</None>
<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>
<None Include="Shaders\ShadowMap.frag.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="Shaders\ShadowMap.vert.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="Shaders\VisualizeDepth.frag.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="Shaders\VisualizeDepth.vert.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="Shaders\AABB.frag.glsl">
<Filter>Shaders</Filter>
</None>
</ItemGroup>
<ItemGroup>
<Filter Include="Systems">
<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>
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@@ -0,0 +1,183 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{FE405CFA-8FCE-4867-92CF-797E73B36482}</ProjectGuid>
<RootNamespace>EscapetheDawn</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
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<ImportGroup Label="ExtensionSettings">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Console</SubSystem>
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<ClInclude Include="Components\DirectionalLight.h" />
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<ClInclude Include="Components\PowerUp.h" />
<ClInclude Include="Components\SoundEmitter.h" />
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+92
View File
@@ -0,0 +1,92 @@
/*#include "Frame.h"
GUI::Frame::Frame()
{
rectangle = new Rectangle();
}
int GUI::Frame::GetWidth()
{
return rectangle;
}
int GUI::Frame::GetHeight()
{
return rectangle.Height();
}
int GUI::Frame::GetX()
{
return rectangle;
}
int GUI::Frame::GetY()
{
return rectangle.Y();
}
void GUI::Frame::SetWidth(int wid)
{
rectangle.width(wid);
}
void GUI::Frame::SetHeight(int hei)
{
rectangle.height(hei);
}
void GUI::Frame::SetX(int xcord)
{
rectangle.X(xcord)
}
void GUI::Frame::SetY(int ycord)
{
rectangle.Y(ycord)
}
Rectangle GUI::Frame::AbsouluteRectangle()
{
}
bool GUI::Frame::Visible()
{
}
int GUI::Frame::LayerSum()
{
}
int GUI::Frame::UID()
{
}
void GUI::Frame::AddChild(Frame childFrame)
{
}
void GUI::Frame::RemoveChild(Frame childFrame)
{
}
void GUI::Frame::Initialize()
{
}
void GUI::Frame::Update(double dt)
{
}
void GUI::Frame::Draw()
{
}
*/
+51
View File
@@ -0,0 +1,51 @@
/*#ifndef Frame_h__
#define Frame_h__
#include <map>
#include "Renderer.h"
#include "Rectangle.h"
#include "GUIManager.h"
#include "Texture.h"
#include "Color.h"
//#include "Camera.h"
namespace GUI
{
class Frame
{
public:
Frame();
GUIManager Manager;
std::string Name;
int GetWidth();
int GetHeight();
int GetX();
int GetY();
void SetWidth(int wid);
void SetHeight(int hei);
void SetX( int xcord);
void SetY(int ycord);
Rectangle *rectangle;
Rectangle AbsouluteRectangle();
Texture texture;
Color color;
bool _Visible;
bool Visible();
int layer;
int layerSum;
int LayerSum();
int UID();
Frame *Parent;
std::map<std::string, void*> Properties = new std::map<std::string, void*>();
void AddChild(Frame childFrame);
void RemoveChild(Frame childFrame);
void Update(double dt);
void Draw();
protected:
virtual void Initialize();
};
}
#endif*/
+8
View File
@@ -0,0 +1,8 @@
/*#include "GUIManager.h"
int GUI::GUIManager::Add(Frame frame)
{
//Frame.Add(frame);
//return CreateUID();
}
*/
+26
View File
@@ -0,0 +1,26 @@
/*#ifndef GUIManager_h__
#define GUIManager_h__
#include "Frame.h"
namespace GUI
{
class GUIManager
{
public:
int Add(Frame frame);
void Remove(Frame frame);
int CreateUID();
void Update(double dt);
void Draw();
private:
static int uidIndex;
};
}
#endif */
+1
View File
@@ -0,0 +1 @@
#include "GameFrame.h"
+37 -33
View File
@@ -22,31 +22,16 @@ void GameWorld::Initialize()
std::shared_ptr<Components::SoundEmitter> soundEmitter;
EntityID ent;
// Camera
entcamera = CreateEntity();
SetProperty(entcamera, "Name", std::string("Camera"));
transform = AddComponent<Components::Transform>(entcamera, "Transform");
AddComponent<Components::Input>(entcamera, "Input");
transform->Position = glm::vec3(0.f, 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));
collision = AddComponent<Components::Collision>(entcamera, "Collision");
collision->Phantom = false;
bounds = AddComponent<Components::Bounds>(entcamera, "Bounds");
bounds->VolumeVector = glm::vec3(0.1f,0.1f,0.1f);
// Fucking lights
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, 4.f, 0.f);
transform->Position = glm::vec3(10.f, 2.f, 5.f);
transform->Position = glm::vec3(0.f, 7.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->Diffuse = glm::vec3(1.0, 1.0, 5.0);
pointLight->Diffuse = glm::vec3(0.0, 0.0, 5.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
@@ -55,13 +40,10 @@ void GameWorld::Initialize()
model->ModelFile = "Models/sphere.obj";
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(10.f, 4.f, 0.f);
transform->Position = glm::vec3(0.f, 2.f, 5.f);
transform->Position = glm::vec3(10.f, 7.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->Specular = glm::vec3(3.0, 3.0, 3.0);
pointLight->Diffuse = glm::vec3(3.0, 0.0, 0.0);
pointLight->Diffuse = glm::vec3(0.0, 5.0, 0.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
@@ -70,12 +52,10 @@ void GameWorld::Initialize()
model->ModelFile = "Models/sphere.obj";
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, -4.f, 0.f);
transform->Position = glm::vec3(-10.f, 2.f, 5.f);
transform->Position = glm::vec3(-10.f, 7.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->Diffuse = glm::vec3(0.0, 3.0, 0.0);
pointLight->Diffuse = glm::vec3(5.0, 0.0, 0.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
@@ -94,16 +74,24 @@ void GameWorld::Initialize()
m_Player = CreateEntity();
SetProperty(m_Player, "Name", std::string("PlayerShip"));
transform = AddComponent<Components::Transform>(m_Player, "Transform");
transform->Position = glm::vec3(0.f, 4.f, -5.f);
transform->Position = glm::vec3(0.f, 2.f, -5.f);
transform->Scale = glm::vec3(1.0f);
model = AddComponent<Components::Model>(m_Player, "Model");
model->ModelFile = "Models/ship.obj";
pointLight = AddComponent<Components::PointLight>(m_Player, "PointLight");
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(0.4, 0.4, 1.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
pointLight->spotExponent = 0.0f;
AddComponent<Components::Input>(m_Player, "Input");
collision = AddComponent<Components::Collision>(m_Player, "Collision");
collision->Phantom = false;
collision->Interested = true;
bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
bounds->Origin = glm::vec3(transform->Position.x, transform->Position.y - 4, transform->Position.z + 3);
bounds->VolumeVector = glm::vec3(4.f,0.7f,4);
bounds->Origin = glm::vec3(0, 0, 2.f);
bounds->VolumeVector = glm::vec3(4.f, 0.7f, 1);
soundEmitter = AddComponent<Components::SoundEmitter>(m_Player, "SoundEmitter");
soundEmitter->Loop = true;
soundEmitter->MaxDistance = FLT_MAX;
@@ -113,7 +101,23 @@ void GameWorld::Initialize()
soundEmitter->Path = "Sounds/hallelujah.wav";
GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(soundEmitter);
ent = CreateEntity();
// 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");
@@ -122,7 +126,7 @@ void GameWorld::Initialize()
collision->Phantom = false;
bounds = AddComponent<Components::Bounds>(player2, "Bounds");
bounds->Origin = transform->Position;
bounds->VolumeVector = glm::vec3(2.f,2.f,2.f);
bounds->VolumeVector = glm::vec3(2.f,2.f,2.f);*/
}
void GameWorld::Update(double dt)
+65 -70
View File
@@ -5,7 +5,7 @@ void GameWorld::Initialize()
{
World::Initialize();
//AddSystem("LevelGenerationSystem");
AddSystem("LevelGenerationSystem");
AddSystem("InputSystem");
AddSystem("CollisionSystem");
//AddSystem("ParticleSystem");
@@ -19,129 +19,124 @@ void GameWorld::Initialize()
std::shared_ptr<Components::Camera> camera;
std::shared_ptr<Components::Bounds> bounds;
std::shared_ptr<Components::Collision> collision;
std::shared_ptr<Components::SoundEmitter> soundEmitter;
EntityID ent;
// Camera
entcamera = CreateEntity();
SetProperty(entcamera, "Name", std::string("Camera"));
transform = AddComponent<Components::Transform>(entcamera, "Transform");
AddComponent<Components::Input>(entcamera, "Input");
transform->Position = glm::vec3(0.f, 2.f, 10.f);
camera = AddComponent<Components::Camera>(entcamera, "Camera");
camera->FOV = 45.f;
camera->FarClip = 1000.f;
camera->NearClip = 0.01f;
transform->Orientation = glm::angleAxis<float>(glm::radians(25.0f),glm::vec3(1,0,0));
collision = AddComponent<Components::Collision>(entcamera, "Collision");
collision->Phantom = false;
bounds = AddComponent<Components::Bounds>(entcamera, "Bounds");
bounds->Origin = transform->Position;
bounds->VolumeVector = glm::vec3(4.f,2.f,2.f);
// Fucking lights
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, 4.f, 0.f);
transform->Position = glm::vec3(10.f, 2.f, 5.f);
transform->Position = glm::vec3(0.f, 7.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->Diffuse = glm::vec3(1.0, 1.0, 5.0);
pointLight->Diffuse = glm::vec3(0.0, 0.0, 5.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
pointLight->spotExponent = 0.0f;
model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "sphere.obj";
model->ModelFile = "Models/sphere.obj";
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(10.f, 4.f, 0.f);
transform->Position = glm::vec3(0.f, 2.f, 5.f);
transform->Position = glm::vec3(10.f, 7.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->Specular = glm::vec3(3.0, 3.0, 3.0);
pointLight->Diffuse = glm::vec3(3.0, 0.0, 0.0);
pointLight->Diffuse = glm::vec3(0.0, 5.0, 0.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
pointLight->spotExponent = 0.0f;
model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "sphere.obj";
model->ModelFile = "Models/sphere.obj";
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, -4.f, 0.f);
transform->Position = glm::vec3(-10.f, 2.f, 5.f);
transform->Position = glm::vec3(-10.f, 7.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->Diffuse = glm::vec3(0.0, 3.0, 0.0);
pointLight->Diffuse = glm::vec3(5.0, 0.0, 0.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
pointLight->spotExponent = 0.0f;
model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "sphere.obj";
model->ModelFile = "Models/sphere.obj";
//ground
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, 0.f, 0.f);
model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "plane.obj";
model->ModelFile = "Models/plane.obj";
// Player
<<<<<<< HEAD
player1 = CreateEntity();
transform = AddComponent<Components::Transform>(player1, "Transform");
transform->Position = glm::vec3(0.f, 0.f, 0.f);
model = AddComponent<Components::Model>(player1, "Model");
model->ModelFile = "ship.obj";
collision = AddComponent<Components::Collision>(player1, "Collision");
collision->Phantom = false;
bounds = AddComponent<Components::Bounds>(player1, "Bounds");
bounds->Origin = transform->Position;
bounds->VolumeVector = glm::vec3(10.f,10.f,5.f);
player2 = CreateEntity();
transform = AddComponent<Components::Transform>(player2, "Transform");
transform->Position = glm::vec3(10.f, 0.f, 0.f);
model = AddComponent<Components::Model>(player2, "Model");
=======
m_Player = CreateEntity();
SetProperty(m_Player, "Name", std::string("PlayerShip"));
transform = AddComponent<Components::Transform>(m_Player, "Transform");
transform->Position = glm::vec3(0.f, 4.f, 0.f);
transform->Position = glm::vec3(0.f, 2.f, -5.f);
transform->Scale = glm::vec3(1.0f);
model = AddComponent<Components::Model>(m_Player, "Model");
model->ModelFile = "ship.obj";
auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
bounds->Origin = glm::vec3(0.f);
bounds->VolumeVector = glm::vec3(1.0f, 2.0f, 3.0f);
model->ModelFile = "Models/ship.obj";
pointLight = AddComponent<Components::PointLight>(m_Player, "PointLight");
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(0.4, 0.4, 1.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
pointLight->spotExponent = 0.0f;
AddComponent<Components::Input>(m_Player, "Input");
collision = AddComponent<Components::Collision>(m_Player, "Collision");
collision->Phantom = false;
collision->Interested = true;
bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
<<<<<<< HEAD
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
ent = CreateEntity();
// 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");
>>>>>>> 21b2e3bdc15ac8b21f027a7f531574f46187ae80
model->ModelFile = "ship.obj";
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);
bounds->VolumeVector = glm::vec3(2.f,2.f,2.f);*/
}
void GameWorld::Update(double dt)
{
World::Update(dt);
<<<<<<< HEAD
if(GetSystem<Systems::CollisionSystem>("CollisionSystem")->Intersects(player1, entcamera))
assert(false);
=======
auto transform = GetComponent<Components::Transform>(m_Player, "Transform");
transform->Orientation = transform->Orientation * glm::angleAxis<float>(dt, glm::vec3(0, 0, 1));
>>>>>>> 21b2e3bdc15ac8b21f027a7f531574f46187ae80
}
void GameWorld::RegisterComponents()
@@ -164,7 +159,7 @@ void GameWorld::RegisterComponents()
void GameWorld::RegisterSystems()
{
//m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
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); });
-53
View File
@@ -1,53 +0,0 @@
#ifndef GameWorld_h__
#define GameWorld_h__
#include "World.h"
#include "Renderer.h"
#include "Systems/CollisionSystem.h"
#include "Systems/InputSystem.h"
#include "Systems/LevelGenerationSystem.h"
#include "Systems/ParticleSystem.h"
#include "Systems/PlayerSystem.h"
#include "Systems/RenderSystem.h"
#include "Systems/SoundSystem.h"
#include "Components/Bounds.h"
#include "Components/Camera.h"
#include "Components/Collision.h"
#include "Components/DirectionalLight.h"
#include "Components/Input.h"
#include "Components/Model.h"
#include "Components/ParticleEmitter.h"
#include "Components/PointLight.h"
#include "Components/PowerUp.h"
#include "Components/SoundEmitter.h"
#include "Components/Sprite.h"
#include "Components/Stat.h"
#include "Components/Template.h"
#include "Components/Transform.h"
class GameWorld : public World
{
public:
GameWorld(std::shared_ptr<Renderer> renderer)
: m_Renderer(renderer), World() { }
void Initialize();
void RegisterSystems() override;
void RegisterComponents() override;
void Update(double dt) ;
private:
std::shared_ptr<Renderer> m_Renderer;
<<<<<<< HEAD
EntityID entcamera, player1, player2;
=======
EntityID m_Player;
>>>>>>> 21b2e3bdc15ac8b21f027a7f531574f46187ae80
};
#endif // GameWorld_h__
+1
View File
@@ -0,0 +1 @@
#include "MenuFrame.h"
+12
View File
@@ -0,0 +1,12 @@
# Blender MTL File: 'powerup.blend'
# Material Count: 1
newmtl Material.001
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
map_Kd powerupTexture.png
Binary file not shown.

After

Width:  |  Height:  |  Size: 6.5 KiB

+32
View File
@@ -0,0 +1,32 @@
#ifndef Rectangle_h__
#define Rectangle_h__
class Rectangle
{
private:
int height;
int width;
int x;
int y;
public:
Rectangle();
int Height() const { return height; }
void Height(float val) { height = val; }
int Width() const { return width; }
void Width(float val) { width = val; }
int X() const { return x; }
void X(int val) { x = val; }
int Y() const { return y; }
void Y(int val) { y = val; }
};
Rectangle::Rectangle()
{
}
#endif
+105 -49
View File
@@ -3,12 +3,21 @@
Renderer::Renderer()
{
m_VSync = false;
#ifdef DEBUG
m_DrawNormals = false;
m_DrawWireframe = false;
m_DrawBounds = true;
#else
m_DrawNormals = false;
m_DrawWireframe = false;
m_DrawBounds = false;
#endif
m_SunPosition = glm::vec3(0, 10, 10);
m_ShadowMapRes = 2048*2;
m_SunPosition = glm::vec3(0, 0.3f, 10);
m_SunTarget = glm::vec3(0, 0, 0);
m_SunProjection = glm::ortho<float>(-20, 20, -20, 20, -10, 20);
m_SunProjection = glm::ortho<float>(-200, 200, -10, 100, -800, 800);
Lights = 0;
}
void Renderer::Initialize()
@@ -92,7 +101,7 @@ void Renderer::LoadContent()
m_DebugAABB = CreateAABB();
m_ScreenQuad = CreateQuad();
CreateShadowMap(2048*2);
CreateShadowMap(m_ShadowMapRes);
}
void Renderer::CreateShadowMap(int resolution)
@@ -128,22 +137,33 @@ void Renderer::Draw(double dt)
DrawScene();
#ifdef DEBUG
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
m_ShaderProgramDebugAABB.Bind();
for (auto aabbModelMatrix : AABBsToRender) {
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
glm::mat4 MVP = cameraMatrix * aabbModelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glBindVertexArray(m_DebugAABB);
glDrawArrays(GL_LINES, 0, 24);
// Draw bounding boxes
if (m_DrawBounds) {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
m_ShaderProgramDebugAABB.Bind();
for (auto tuple : AABBsToRender) {
glm::mat4 modelMatrix;
bool colliding;
std::tie(modelMatrix, colliding) = tuple;
// Model matrix
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
glm::mat4 MVP = cameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
// Color
glm::vec4 color(1.f, 1.f, 1.f, 0.f);
if (colliding)
color = glm::vec4(1.f, 0.f, 0.f, 0.f);
glUniform4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "Color"), 1, glm::value_ptr(color));
glBindVertexArray(m_DebugAABB);
glDrawArrays(GL_LINES, 0, 24);
}
}
AABBsToRender.clear();
//DrawDebugShadowMap();
#endif
DrawDebugShadowMap();
ModelsToRender.clear();
ClearStuff();
glfwSwapBuffers(m_Window);
}
@@ -164,33 +184,53 @@ void Renderer::DrawScene()
#endif
// Draw models
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
glm::mat4 depthMVP = depthCamera;
glm::mat4 biasMatrix(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0
);
glm::mat4 depthBiasMVP = biasMatrix * depthMVP;
m_ShaderProgram.Bind();
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthBiasMVP));
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());
glUniform1i(glGetUniformLocation(m_ShaderProgram.GetHandle(), "numberOfLights"), Lights);
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), Lights, Light_position.data());
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), Lights, Light_specular.data());
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), Lights, Light_diffuse.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), Lights, Light_constantAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), Lights, Light_linearAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), Lights, Light_quadraticAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), Lights, Light_spotExponent.data());
if (m_DrawWireframe) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
DrawModels(m_ShaderProgram);
//DrawModels(m_ShaderProgram);
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
glm::mat4 depthCameraMatrix = biasMatrix * depthCamera;
glm::mat4 MVP;
glm::mat4 depthMVP;
for (auto tuple : ModelsToRender)
{
Model* model;
glm::mat4 modelMatrix;
std::tie(model, modelMatrix) = tuple;
MVP = cameraMatrix * modelMatrix;
depthMVP = depthCameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glBindVertexArray(model->VAO);
for (auto texGroup : model->TextureGroups) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texGroup.Texture->texture);
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
}
}
#ifdef DEBUG
// Debug draw model normals
if (m_DrawNormals) {
@@ -205,15 +245,16 @@ void Renderer::DrawShadowMap()
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glCullFace(GL_FRONT);
glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
glViewport(0, 0, 2048*2, 2048*2);
glViewport(0, 0, m_ShadowMapRes, m_ShadowMapRes);
glClear(GL_DEPTH_BUFFER_BIT);
//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
// glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
//glm::mat4 cameraMatrix = depthProjectionMatrix * m_Camera->ViewMatrix();
@@ -222,12 +263,13 @@ void Renderer::DrawShadowMap()
m_ShaderProgramShadows.Bind();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
for (int i = 0; i < ModelsToRender.size(); i++)
for (auto tuple : ModelsToRender)
{
ModelData* modelData = ModelsToRender.at(i);
auto model = modelData->model;
Model* model;
glm::mat4 modelMatrix;
std::tie(model, modelMatrix) = tuple;
MVP = depthCamera * modelData->ModelMatrix;
MVP = depthCamera * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramShadows.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glBindVertexArray(model->VAO);
@@ -257,14 +299,15 @@ void Renderer::DrawModels(ShaderProgram &shader)
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
glm::mat4 MVP;
for (int i = 0; i < ModelsToRender.size(); i++)
for (auto tuple : ModelsToRender)
{
ModelData* modelData = ModelsToRender.at(i);
auto model = modelData->model;
Model* model;
glm::mat4 modelMatrix;
std::tie(model, modelMatrix) = tuple;
MVP = cameraMatrix * modelData->ModelMatrix;
MVP = cameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelData->ModelMatrix));
glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glBindVertexArray(model->VAO);
for (auto texGroup : model->TextureGroups) {
@@ -287,9 +330,9 @@ void Renderer::AddTextToDraw()
void Renderer::AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale)
{
glm::mat4 ModelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
// You can now use ModelMatrix to build the MVP matrix
ModelsToRender.push_back(new ModelData(model, ModelMatrix));
ModelsToRender.push_back(std::make_tuple(model.get(), modelMatrix));
}
void Renderer::AddPointLightToDraw(
@@ -315,7 +358,15 @@ void Renderer::AddPointLightToDraw(
Light_linearAttenuation.push_back(_linearAttenuation);
Light_quadraticAttenuation.push_back(_quadraticAttenuation);
Light_spotExponent.push_back(_spotExponent);
Lights = Light_constantAttenuation.size();
}
void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding)
{
glm::mat4 model;
model *= glm::translate(origin);
model *= glm::scale(volumeVector);
AABBsToRender.push_back(std::make_tuple(model, colliding));
}
GLuint Renderer::CreateQuad()
@@ -410,10 +461,15 @@ GLuint Renderer::CreateAABB()
return vao;
}
void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector)
void Renderer::ClearStuff()
{
glm::mat4 model;
model *= glm::translate(origin);
model *= glm::scale(volumeVector);
AABBsToRender.push_back(model);
}
AABBsToRender.clear();
ModelsToRender.clear();
Light_position.clear();
Light_specular.clear();
Light_diffuse.clear();
Light_constantAttenuation.clear();
Light_linearAttenuation.clear();
Light_quadraticAttenuation.clear();
Light_spotExponent.clear();
}
+10 -12
View File
@@ -30,15 +30,8 @@ public:
int HEIGHT, WIDTH;
struct ModelData
{
std::shared_ptr<Model> model;
glm::mat4 ModelMatrix;
ModelData(std::shared_ptr<Model> _model, glm::mat4 _modelMatrix)
: model(_model), ModelMatrix(_modelMatrix) {}
};
std::vector<ModelData*> ModelsToRender;
std::list<std::tuple<Model*, glm::mat4>> ModelsToRender;
int Lights;
std::vector<float> Light_position;
std::vector<float> Light_specular;
std::vector<float> Light_diffuse;
@@ -46,7 +39,7 @@ public:
std::vector<float> Light_linearAttenuation;
std::vector<float> Light_quadraticAttenuation;
std::vector<float> Light_spotExponent;
std::vector<glm::mat4> AABBsToRender;
std::list<std::tuple<glm::mat4, bool>> AABBsToRender;
Renderer();
@@ -65,7 +58,7 @@ public:
float _quadraticAttenuation,
float _spotExponent
);
void AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector);
void AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding);
void LoadContent();
@@ -76,6 +69,8 @@ public:
void DrawNormals(bool val) { m_DrawNormals = val; }
bool DrawWireframe() const { return m_DrawWireframe; }
void DrawWireframe(bool val) { m_DrawWireframe = val; }
bool DrawBounds() const { return m_DrawBounds; }
void DrawBounds(bool val) { m_DrawBounds = val; }
private:
GLFWwindow* m_Window;
@@ -84,7 +79,9 @@ private:
bool m_VSync;
bool m_DrawNormals;
bool m_DrawWireframe;
bool m_DrawBounds;
int m_ShadowMapRes;
glm::vec3 m_SunPosition;
glm::vec3 m_SunTarget;
glm::mat4 m_SunProjection;
@@ -101,7 +98,8 @@ private:
ShaderProgram m_ShaderProgramShadows;
ShaderProgram m_ShaderProgramShadowsDrawDepth;
ShaderProgram m_ShaderProgramDebugAABB;
void ClearStuff();
void DrawScene();
void DrawModels(ShaderProgram &shader);
void DrawShadowMap();
+3 -1
View File
@@ -1,5 +1,7 @@
#version 430
uniform vec4 Color;
in VertexData {
vec3 Position;
vec3 Normal;
@@ -11,5 +13,5 @@ out vec4 FragmentColor;
void main() {
//FragmentColor = vec4(1.0 - gl_Color.r, 1.0 - gl_Color.g, 1.0 - gl_Color.b, 0.0);
FragmentColor = vec4(1.0, 1.0, 1.0, 1.0);
FragmentColor = Color;
}
+17 -15
View File
@@ -6,15 +6,15 @@ uniform mat4 view;
layout(binding=0) uniform sampler2D texture0;
layout(binding=1) uniform sampler2D shadowMap;
const int numberOfLights = 3;
uniform vec3 position[numberOfLights];
uniform vec3 specular[numberOfLights];
uniform vec3 diffuse[numberOfLights];
uniform float constantAttenuation[numberOfLights];
uniform float linearAttenuation[numberOfLights];
uniform float quadraticAttenuation[numberOfLights];
uniform float spotExponent[numberOfLights];
const int maxNumberOfLights = 82;
uniform int numberOfLights;
uniform vec3 position[maxNumberOfLights];
uniform vec3 specular[maxNumberOfLights];
uniform vec3 diffuse[maxNumberOfLights];
uniform float constantAttenuation[maxNumberOfLights];
uniform float linearAttenuation[maxNumberOfLights];
uniform float quadraticAttenuation[maxNumberOfLights];
uniform float spotExponent[maxNumberOfLights];
in VertexData {
vec3 Position;
@@ -23,7 +23,7 @@ in VertexData {
vec3 ShadowCoord;
} Input;
vec3 scene_ambient = vec3(0.2);
vec3 scene_ambient = vec3(0.3);
out vec4 fragmentColor;
@@ -49,18 +49,20 @@ void main() {
//float cosTheta = clamp(dot(Input.Normal, vec3(0, 1, 0)), 0.0, 1.0);
//float bias = 0.001 * tan(acos(cosTheta)); // cosTheta is dot( n,l ), clamped between 0 and 1
//bias = clamp(bias, 0.0, 0.01);
float bias = 0.003;
float visibility = 1.0;
vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
if (shadowMapValue.z < Input.ShadowCoord.z - bias) {
visibility = 0.5;
if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0) {
float bias = 0.0005;
vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
if (shadowMapValue.z < clamp(Input.ShadowCoord.z - bias, 0, 1)) {
visibility = 0.5;
}
}
vec3 totalLighting = La * Ka * visibility;
float attenuation;
for(int i = 0; i < numberOfLights; i++)
for(int i = 0; i < numberOfLights && i < maxNumberOfLights; i++)
{
// Light
//vec3 lightPosition = vec3(0, 0, 2);
@@ -12,7 +12,7 @@ out vec4 FragmentColor;
float LinearizeDepth(float z)
{
float n = 0.1; // camera z near
float f = 10.0; // camera z far
float f = 800.0; // camera z far
return (2.0 * n) / (f + n - z * (f - n));
}
Binary file not shown.
Binary file not shown.
+3 -1
View File
@@ -19,7 +19,9 @@ public:
virtual void UpdateEntity(double dt, EntityID entity, EntityID parent) { }
// Called when a component is created
virtual void OnComponentCreated(std::string type, std:: shared_ptr<Component> component) { }
virtual void OnComponentCreated(std::string type, std::shared_ptr<Component> component) { }
// Called when a component is removed
virtual void OnComponentRemoved(std::string type, Component* component) { }
protected:
World* m_World;
+15 -3
View File
@@ -3,7 +3,7 @@
void Systems::CollisionSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
if (parent != 0)
/*if (parent != 0)
{
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
auto parentTransform = m_World->GetComponent<Components::Transform>(parent, "Transform");
@@ -11,7 +11,18 @@ void Systems::CollisionSystem::UpdateEntity(double dt, EntityID entity, EntityID
transform->Position[0] += parentTransform->Position[0];
transform->Position[1] += parentTransform->Position[1];
transform->Position[2] += parentTransform->Position[2];
}
}*/
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;
auto entities = m_World->GetEntities();
@@ -36,7 +47,8 @@ void Systems::CollisionSystem::UpdateEntity(double dt, EntityID entity, EntityID
//pair.first, pair.second;
if(entity == entity2)
break;
continue;
Intersects(entity, entity2);
}
}
@@ -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);
}
+4
View File
@@ -47,6 +47,10 @@ void Systems::InputSystem::Update(double dt)
if (m_CurrentKeyState[GLFW_KEY_F2] && !m_LastKeyState[GLFW_KEY_F2]) {
m_Renderer->DrawNormals(!m_Renderer->DrawNormals());
}
// Bounds
if (m_CurrentKeyState[GLFW_KEY_F3] && !m_LastKeyState[GLFW_KEY_F3]) {
m_Renderer->DrawBounds(!m_Renderer->DrawBounds());
}
#endif
}
@@ -4,16 +4,15 @@ Systems::LevelGenerationSystem::LevelGenerationSystem( World* world )
: System(world)
{
elapsedtime = 0;
velocity = 0;
startx = 0;
startyz = glm::vec2(0, -1000);
}
void Systems::LevelGenerationSystem::SpawnObstacle()
{
typeRandom = 0 + (rand() % 3);
typeRandom = 0 + (rand() % 10);
EntityID ent;
@@ -24,36 +23,64 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
model = m_World->AddComponent<Components::Model>(ent, "Model");
auto sound = m_World->AddComponent<Components::SoundEmitter>(ent, "SoundEmitter");
positionRandom = -500 + (rand() % 1000);
positionRandom = -500 + startx + (rand() % 1000);
transform->Position = glm::vec3(positionRandom, startyz);
//transform->Velocity = glm::vec3(0.f, 10.f, 100.f);
switch (typeRandom)
{
case 0:
transform->Position = glm::vec3( positionRandom, startyz); // fix position
sound->Loop = true;
sound->Gain = 1.f;
sound->ReferenceDistance = 15.f;
m_World->GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(sound, "Sounds/hum.wav");
if(typeRandom >= 0 && typeRandom < 2) // Mountain stuff :D
{
float scale = (float)(rand() % 1000) / 250;
transform->Scale = glm::vec3(scale);
bounds->VolumeVector = glm::vec3(9, 12, 7);
bounds->Origin = glm::vec3(1,11,-1);
model->ModelFile = "Models/obstacle_mountain_1.obj";
break;
case 1:
transform->Position = glm::vec3( positionRandom, startyz); // fix position
}
else if(typeRandom >= 2 && typeRandom < 5) // Single Mountain :D
{
float scale = (float)(rand() % 1000) / 200;
transform->Scale = glm::vec3(scale);
bounds->VolumeVector = glm::vec3(3.5f, 7.5f, 3.5f);
bounds->Origin = glm::vec3(0,7.5f,0);
model->ModelFile = "Models/obstacle_mountain_2.obj";
break;
case 2:
transform->Position = glm::vec3( positionRandom, startyz); // fix position
}
else if(typeRandom >= 5 && typeRandom < 8)
{
float scale = (float)(rand() % 1000) / 100;
transform->Scale = glm::vec3(scale);
bounds->VolumeVector = glm::vec3(1, 1, 1);
bounds->Origin = glm::vec3(0,1,0);
model->ModelFile = "Models/obstacle_cube_1.obj";
}
if(typeRandom >= 8 && typeRandom < 10)
{
float scale = (float)(rand() % 1000) / 100;
bounds->VolumeVector = glm::vec3(4, 4, 4);
bounds->Origin = glm::vec3(0,4,0);
pointLight = m_World->AddComponent<Components::PointLight>(ent, "PointLight");
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(0.3, 1.0, 0.3);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
pointLight->spotExponent = 0.0f;
break;
default:
powerUp = m_World->AddComponent<Components::PowerUp>(ent, "PowerUp");
powerUp->Speed = 10.f;
break;
}
model->ModelFile = "Models/powerup.obj";
}
// Put it below ground level
transform->Position.y -= bounds->VolumeVector.y * 2.f;
}
@@ -67,17 +94,24 @@ void Systems::LevelGenerationSystem::Update( double dt )
elapsedtime = 0;
}
std::vector<EntityID> removethis;
std::list<EntityID> removethis;
for(auto ent : obstacles)
{
auto transformComponent = m_World->GetComponent<Components::Transform>(ent, "Transform");
transformComponent->Position.z += 100.f * dt;
auto transform = m_World->GetComponent<Components::Transform>(ent, "Transform");
if(transformComponent->Position.z > 100)
transform->Velocity.z = -velocity;
transform->Position += transform->Velocity * (float)dt;
// Stop raising obstacles when they reach ground level
if (transform->Velocity.y > 0 && transform->Position.y >= 0) {
transform->Position.y = 0;
transform->Velocity.y = 0;
}
if(transform->Position.z > 800)
{
removethis.push_back(ent);
removethis.push_back(ent);
}
}
@@ -90,4 +124,15 @@ void Systems::LevelGenerationSystem::Update( double dt )
}
void Systems::LevelGenerationSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
{
if( m_World->GetProperty<std::string>(entity, "Name") == "PlayerShip")
{
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
startyz = glm::vec2(0, transformComponent->Position.z - 1000);
startx = transformComponent->Position.x;
velocity = transformComponent->Velocity.z;
}
}
@@ -2,11 +2,15 @@
#define LevelGenerationSystem_h__
#include "System.h"
#include "Systems/SoundSystem.h"
#include "World.h"
#include "Components/Transform.h"
#include "Components/Bounds.h"
#include "Components/Collision.h"
#include "Components/Model.h"
#include "Components/PointLight.h"
#include "Components/SoundEmitter.h"
#include "Components/PowerUp.h"
namespace Systems
@@ -20,20 +24,25 @@ namespace Systems
void SpawnObstacle();
void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
private:
int typeRandom;
int positionRandom;
glm::vec2 startyz;
float startx;
double elapsedtime;
std::list<EntityID> obstacles;
float velocity;
std::shared_ptr<Components::Transform> transform;
std::shared_ptr<Components::Bounds> bounds;
std::shared_ptr<Components::Collision> collision;
std::shared_ptr<Components::Model> model;
std::shared_ptr<Components::PointLight> pointLight;
std::shared_ptr<Components::PowerUp> powerUp;
};
}
+17 -14
View File
@@ -3,6 +3,8 @@
Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
{
m_PlayerSpeed = 20;
m_PlayerOriginalBounds = glm::vec3(0);
}
void Systems::PlayerSystem::Update(double dt)
@@ -18,14 +20,12 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
if (input == nullptr)
return;
float speed = 20.0f;
auto name = m_World->GetProperty<std::string>(entity, "Name");
if (name == "Camera") {
glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
float speed = m_PlayerSpeed;
if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
speed *= 4.0f;
}
@@ -59,26 +59,23 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
//---------------------------------------------------------------------
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
}
auto collision = m_World->GetComponent<Components::Collision>(entity, "Collision");
if(collision->CollidingEntities.size() != 0)
int c = 1; // lol
}
name = m_World->GetProperty<std::string>(entity, "Name");
if (name == "PlayerShip")
{
auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
if (bounds && m_PlayerOriginalBounds == glm::vec3(0)) {
m_PlayerOriginalBounds = bounds->VolumeVector;
}
glm::vec3 Ship_Right = glm::vec3(glm::vec4(1, 0, 0, 0));
glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0));
float TurnSpeed = 2.0f;
float TurnSpeed = 1.0f;
glm::vec3 Euler = glm::eulerAngles(transform->Orientation);
if(input->KeyState[GLFW_KEY_LEFT]) {
transform->Position -= Ship_Right * (float)dt * speed;
transform->Position -= Ship_Right * (float)dt * (m_PlayerSpeed + Euler.z);
if(Euler.z < 10.f)
{
@@ -94,7 +91,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
}
}
else if(input->KeyState[GLFW_KEY_RIGHT]) {
transform->Position += Ship_Right * (float)dt * speed;
transform->Position += Ship_Right * (float)dt * (m_PlayerSpeed - Euler.z);
if(Euler.z > -10.f)
{
@@ -118,6 +115,12 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
else if(Euler.z > 0.f)
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,-1));
}
// Update player bounds based on rotation
if (bounds) {
Euler = glm::eulerAngles(transform->Orientation);
bounds->VolumeVector.x = m_PlayerOriginalBounds.x * glm::cos(glm::radians(Euler.z));
}
}
}
+3 -1
View File
@@ -7,6 +7,7 @@
#include "Components/Transform.h"
#include "Components/Input.h"
#include "Components/Collision.h"
#include "Components/Bounds.h"
#include "logging.h"
@@ -23,7 +24,8 @@ namespace Systems
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
private:
float m_PlayerSpeed;
glm::vec3 m_PlayerOriginalBounds;
};
}
+3 -2
View File
@@ -30,11 +30,12 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
// Debug draw bounds
#ifdef DEBUG
auto collision = m_World->GetComponent<Components::Collision>(entity, "Collision");
auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
if (bounds != nullptr) {
glm::vec3 origin = transformComponent->Scale * (transformComponent->Position + bounds->Origin);
glm::vec3 origin = transformComponent->Position + (transformComponent->Scale * bounds->Origin);
glm::vec3 volumeVector = transformComponent->Scale * bounds->VolumeVector;
m_Renderer->AddAABBToDraw(origin, volumeVector);
m_Renderer->AddAABBToDraw(origin, volumeVector, (collision != nullptr && collision->CollidingEntities.size() > 0));
}
#endif
+1
View File
@@ -10,6 +10,7 @@
#include "Components/Transform.h"
#include "Components/Camera.h"
#include "Components/Bounds.h"
#include "Components/Collision.h"
#include "Renderer.h"
namespace Systems
+2 -1
View File
@@ -20,6 +20,7 @@ public:
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;
void OnComponentRemoved(std::string type, Component* component) override;
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);
@@ -37,7 +38,7 @@ private:
unsigned long dataSize;
std::map<Component*, ALuint> m_Source;
std::map<Component*, ALuint> m_Sources;
std::map<std::string, ALuint> m_BufferCache; // 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__
+25 -9
View File
@@ -18,6 +18,9 @@ Systems::SoundSystem::SoundSystem(World* world)
}
alGetError();
alSpeedOfSound(340.29f); // Speed of sound
alDistanceModel(AL_INVERSE_DISTANCE);
}
void Systems::SoundSystem::Update(double dt)
@@ -54,10 +57,10 @@ void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID par
auto soundEmitter = m_World->GetComponent<Components::SoundEmitter>(entity, "SoundEmitter");
if(soundEmitter != nullptr)
{
ALuint source = m_Source[soundEmitter.get()];
alSourcei(source, AL_GAIN, soundEmitter->Gain);
alSourcei(source, AL_MAX_DISTANCE, soundEmitter->MaxDistance);
alSourcei(source, AL_REFERENCE_DISTANCE, soundEmitter->ReferenceDistance);
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);
@@ -72,12 +75,15 @@ void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID par
}
}
void Systems::SoundSystem::PlaySound(std::shared_ptr<Components::SoundEmitter> emitter, std::string path)
void Systems::SoundSystem::PlaySound(std::shared_ptr<Components::SoundEmitter> emitter, std::string fileName)
{
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()];
alSourcei(source, AL_BUFFER, buffer);
alSourcePlay(m_Source[emitter.get()]);
alSourcePlay(m_Sources[emitter.get()]);
}
void Systems::SoundSystem::PlaySound(std::shared_ptr<Components::SoundEmitter> emitter)
@@ -97,7 +103,17 @@ void Systems::SoundSystem::OnComponentCreated(std::string type, std::shared_ptr<
{
if(type == "SoundEmitter") {
ALuint source = CreateSource();
m_Source[component.get()] = source;
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);
}
}
}
@@ -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;
}
+1
View File
@@ -0,0 +1 @@
#include "TextFrame.h"
+8 -1
View File
@@ -61,12 +61,19 @@ bool World::ValidEntity(EntityID entity)
void World::RemoveEntity(EntityID entity)
{
m_EntityParents.erase(entity);
m_EntityComponents.erase(entity);
// Remove components
for (auto pair : m_EntityComponents[entity]) {
auto type = pair.first;
auto component = pair.second;
// Trigger events
for (auto pair : m_Systems) {
auto system = pair.second;
system->OnComponentRemoved(type, component.get());
}
m_ComponentsOfType[type].remove(component);
}
m_EntityComponents.erase(entity);
RecycleEntityID(entity);
}
+3 -3
View File
@@ -60,7 +60,7 @@ public:
std::shared_ptr<T> AddComponent(EntityID entity, std::string componentType);
std::shared_ptr<Component> AddComponent(EntityID entity, std::string componentType);
template <class T>
std::shared_ptr<T> GetComponent(EntityID entity, std::string componentType);
T* GetComponent(EntityID entity, std::string componentType);
/*std::vector<EntityID> GetEntityChildren(EntityID entity);*/
@@ -117,9 +117,9 @@ std::shared_ptr<T> World::AddComponent(EntityID entity, std::string componentTyp
template <class T>
std::shared_ptr<T> World::GetComponent(EntityID entity, std::string componentType)
T* World::GetComponent(EntityID entity, std::string componentType)
{
return std::static_pointer_cast<T>(m_EntityComponents[entity][componentType]);
return (T*)m_EntityComponents[entity][componentType].get();
}
#endif // World_h__