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

Conflicts:
	Escape-the-Dawn/Escape-the-Dawn.vcxproj.filters
	Escape-the-Dawn/GameWorld.cpp
	Escape-the-Dawn/Renderer.cpp
	Escape-the-Dawn/Systems/RenderSystem.cpp
This commit is contained in:
Tobias Dahl
2014-03-12 15:34:25 +01:00
7 changed files with 25 additions and 467 deletions
@@ -1,186 +0,0 @@
<?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>
+9 -22
View File
@@ -1,5 +1,6 @@
#include "GameWorld.h"
void GameWorld::Initialize()
{
World::Initialize();
@@ -18,24 +19,14 @@ void GameWorld::Initialize()
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);
transform->Position = glm::vec3(10.f, 2.f, 5.f);
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(1.0, 1.0, 5.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
@@ -45,8 +36,11 @@ void GameWorld::Initialize()
model->ModelFile = "sphere.obj";
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(10.f, 4.f, 0.f);
transform->Position = glm::vec3(0.f, 2.f, 5.f);
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
pointLight->Specular = glm::vec3(3.0, 3.0, 3.0);
pointLight->Diffuse = glm::vec3(3.0, 0.0, 0.0);
pointLight->constantAttenuation = 0.f;
@@ -57,9 +51,11 @@ void GameWorld::Initialize()
model->ModelFile = "sphere.obj";
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, -4.f, 0.f);
transform->Position = glm::vec3(-10.f, 2.f, 5.f);
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(0.0, 3.0, 0.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
@@ -87,14 +83,6 @@ void GameWorld::Initialize()
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)
@@ -129,5 +117,4 @@ void GameWorld::RegisterSystems()
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); });
}
}
+3 -2
View File
@@ -32,12 +32,13 @@ class GameWorld : public World
public:
GameWorld(std::shared_ptr<Renderer> renderer)
: m_Renderer(renderer), World() { }
void Initialize() override;
void Initialize();
void RegisterSystems() override;
void RegisterComponents() override;
void Update(double dt) override;
void Update(double dt) ;
private:
std::shared_ptr<Renderer> m_Renderer;
+12 -1
View File
@@ -72,6 +72,17 @@ void Renderer::Draw(double dt)
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();
#ifdef DEBUG
// Debug draw normals
if (m_DrawNormals) {
@@ -113,7 +124,7 @@ void Renderer::DrawModels()
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);
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, (texGroup.EndIndex - texGroup.StartIndex + 1) * abs(sin(glfwGetTime())));
}
}
}
-193
View File
@@ -1,193 +0,0 @@
#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();
}
@@ -1,62 +0,0 @@
#include "RenderSystem.h"
#include "World.h"
void Systems::RenderSystem::OnComponentCreated( std::string type, std:: shared_ptr<Component> component )
{
if(type == "Model")
{
auto modelComponent = std::static_pointer_cast<Components::Model>(component);
}
}
void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
{
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] = std::make_shared<Model>(OBJ(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 -1
View File
@@ -1,5 +1,5 @@
#ifndef RenderSystem_h__
#define RenderSystem_h__
#define RenderSystem_h__
#include <unordered_map>