Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
This commit is contained in:
@@ -0,0 +1,74 @@
|
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#include "Camera.h"
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|
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Camera::Camera(float yFOV, float aspectRatio, float nearClip, float farClip)
|
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{
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m_FOV = yFOV;
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m_AspectRatio = aspectRatio;
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m_NearClip = nearClip;
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m_FarClip = farClip;
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|
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m_Position = glm::vec3(0.0);
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m_Pitch = 0.f;
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m_Yaw = 0.f;
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|
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UpdateProjectionMatrix();
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UpdateViewMatrix();
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}
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glm::vec3 Camera::Forward()
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{
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return glm::rotate(glm::vec3(0.f, 0.f, -1.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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}
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glm::vec3 Camera::Right()
|
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{
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return glm::rotate(glm::vec3(1.f, 0.f, 0.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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}
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glm::mat4 Camera::Orientation()
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{
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glm::mat4 orientation(1.f);
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orientation = glm::rotate(orientation, m_Pitch, glm::vec3(1.f, 0.f, 0.f));
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orientation = glm::rotate(orientation, m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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return orientation;
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}
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void Camera::AspectRatio(float val)
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{
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m_AspectRatio = val;
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UpdateProjectionMatrix();
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}
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void Camera::Position(glm::vec3 val)
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{
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m_Position = val;
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UpdateViewMatrix();
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}
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void Camera::Pitch(float val)
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{
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m_Pitch = val;
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UpdateViewMatrix();
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}
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void Camera::Yaw(float val)
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{
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m_Yaw = val;
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UpdateViewMatrix();
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}
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void Camera::UpdateProjectionMatrix()
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{
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m_ProjectionMatrix = glm::perspective(
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m_FOV,
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m_AspectRatio,
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m_NearClip,
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m_FarClip
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);
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}
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void Camera::UpdateViewMatrix()
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{
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m_ViewMatrix = glm::translate(Orientation(), -m_Position);
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}
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@@ -0,0 +1,53 @@
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#ifndef Camera_h__
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#define Camera_h__
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#define GLM_FORCE_RADIANS
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#include <glm/glm.hpp>
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#include <glm/gtc/constants.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/rotate_vector.hpp>
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class Camera
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{
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public:
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Camera(float yFOV, float aspectRatio, float nearClip, float farClip);
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glm::vec3 Forward();
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glm::vec3 Right();
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glm::mat4 Orientation();
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float AspectRatio() const { return m_AspectRatio; }
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void AspectRatio(float val);
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glm::vec3 Position() const { return m_Position; }
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void Position(glm::vec3 val);
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float Pitch() const { return m_Pitch; }
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void Pitch(float val);
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float Yaw() const { return m_Yaw; }
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void Yaw(float val);
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glm::mat4 ProjectionMatrix() const { return m_ProjectionMatrix; }
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void ProjectionMatrix(glm::mat4 val) { m_ProjectionMatrix = val; }
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glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
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void ViewMatrix(glm::mat4 val) { m_ViewMatrix = val; }
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private:
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void UpdateProjectionMatrix();
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void UpdateViewMatrix();
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|
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float m_FOV;
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float m_AspectRatio;
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float m_NearClip;
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float m_FarClip;
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glm::vec3 m_Position;
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float m_Pitch;
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float m_Yaw;
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|
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glm::mat4 m_ProjectionMatrix;
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glm::mat4 m_ViewMatrix;
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};
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|
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#endif // Camera_h__
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@@ -4,15 +4,14 @@
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#include "Component.h"
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#include <glm/common.hpp>
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|
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|
||||
namespace Components
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||||
{
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||||
|
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struct Bounds : Component
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||||
{
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||||
//Axis Aligned Bounding Box
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glm::vec3 origin;
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glm::vec3 volumeVector; //The vector that defines the volume of the BB, it goes from one corner to the opposite one
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//Axis Aligned Bounding Box
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glm::vec3 Origin;
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glm::vec3 VolumeVector; //The vector that defines the volume of the BB, it goes from one corner to the opposite one
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};
|
||||
|
||||
}
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@@ -10,7 +10,6 @@ namespace Components
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struct SoundEmitter : Component
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{
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std::string SoundFile;
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float Volume;
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float MaxRange;
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};
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@@ -40,14 +40,14 @@
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||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
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||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<LibraryPath>$(SolutionDir)\Libraries\SOIL\lib\Debug;$(SolutionDir)\Libraries\glew-1.10.0\lib\Debug\Win32;$(SolutionDir)\Libraries\glfw-3.0.4\lib\Debug;$(LibraryPath)</LibraryPath>
|
||||
<LibraryPath>$(SolutionDir)\Libraries\openal-soft-1.15.1-bin\lib\Win32;$(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)-$(Configuration)</TargetName>
|
||||
<IncludePath>$(SolutionDir)\Libraries\SOIL\src;\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>
|
||||
<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)|$(Platform)'=='Release|Win32'">
|
||||
<IncludePath>$(SolutionDir)\Libraries\SOIL\src;\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>
|
||||
<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\SOIL\lib\Release;$(SolutionDir)\Libraries\glew-1.10.0\lib\Release\Win32;$(SolutionDir)\Libraries\glfw-3.0.4\lib\Release;$(LibraryPath)</LibraryPath>
|
||||
@@ -97,6 +97,7 @@
|
||||
</Lib>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Camera.cpp" />
|
||||
<ClCompile Include="Engine.h" />
|
||||
<ClCompile Include="Frame.cpp" />
|
||||
<ClCompile Include="GameFrame.cpp" />
|
||||
@@ -117,6 +118,7 @@
|
||||
<ClCompile Include="Systems\SoundsSystem.cpp" />
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||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Camera.h" />
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||||
<ClInclude Include="Color.h" />
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||||
<ClInclude Include="Component.h" />
|
||||
<ClInclude Include="Components\Camera.h" />
|
||||
|
||||
@@ -43,6 +43,7 @@
|
||||
<ClCompile Include="GameFrame.cpp">
|
||||
<Filter>GUI</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Camera.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Component.h" />
|
||||
@@ -140,6 +141,7 @@
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||||
<Filter>GUI</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GameWorld.h" />
|
||||
<ClInclude Include="Camera.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Shaders\Fragment.glsl">
|
||||
|
||||
@@ -142,6 +142,7 @@ bool Model::Loadobj(const char* path, std::vector <glm::vec3> & out_vertices, st
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Model::CreateBuffers( std::vector<glm::vec3> _Vertices, std::vector<glm::vec3> _Normals, std::vector<glm::vec2>_TextureCoords)
|
||||
{
|
||||
|
||||
|
||||
@@ -46,6 +46,8 @@ public:
|
||||
std::vector <glm::vec3> &out_normals,
|
||||
std::vector <glm::vec2> & out_TextureCoords
|
||||
);
|
||||
|
||||
glm::mat4 GetMatrix();
|
||||
|
||||
void CreateBuffers(
|
||||
std::vector<glm::vec3> _Vertices,
|
||||
|
||||
@@ -13,7 +13,9 @@ void Renderer::Initialize()
|
||||
}
|
||||
|
||||
// Create a window
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||||
m_Window = glfwCreateWindow(1280, 720, "OpenGL", nullptr, nullptr);
|
||||
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);
|
||||
@@ -39,6 +41,9 @@ void Renderer::Initialize()
|
||||
}
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// Create Camera
|
||||
m_Camera = std::make_shared<Camera>(90.f, WIDTH / HEIGHT, 0.01f, 1000.f);
|
||||
|
||||
LoadContent();
|
||||
}
|
||||
|
||||
@@ -47,7 +52,25 @@ 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();
|
||||
m_ShaderProgram.Bind();
|
||||
|
||||
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
|
||||
|
||||
glm::mat4 MVP;
|
||||
for(int i = 0; i < ModelsToRender.size(); i++)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
//FIXA MED FLERA TEXTURER
|
||||
glBindTexture(GL_TEXTURE_2D, ModelsToRender[i]->texture[0]->texture);
|
||||
MVP = cameraMatrix; // * ModelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glBindVertexArray(ModelsToRender[i]->VAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, ModelsToRender[i]->Vertices.size());
|
||||
}
|
||||
|
||||
// Vertices;
|
||||
// std::vector<glm::vec3> Normals;
|
||||
// std::vector<glm::vec2> TextureCoords;
|
||||
|
||||
glfwSwapBuffers(m_Window);
|
||||
}
|
||||
@@ -75,4 +98,6 @@ void Renderer::LoadContent()
|
||||
m_ShaderProgram.AddShader(std::unique_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
|
||||
m_ShaderProgram.Compile();
|
||||
m_ShaderProgram.Link();
|
||||
|
||||
projectionMatrix = glm::perspective(45.0f, (float)WIDTH / HEIGHT, 0.01f, 100.0f);
|
||||
}
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include "glerror.h"
|
||||
#include "Camera.h"
|
||||
#include "ShaderProgram.h"
|
||||
#include "Model.h"
|
||||
|
||||
@@ -26,6 +27,10 @@ class Renderer
|
||||
{
|
||||
public:
|
||||
ShaderProgram m_ShaderProgram;
|
||||
glm::mat4 viewMatrix;
|
||||
glm::mat4 projectionMatrix;
|
||||
|
||||
int HEIGHT, WIDTH;
|
||||
|
||||
std::vector<Model*> ModelsToRender;
|
||||
|
||||
@@ -41,11 +46,14 @@ public:
|
||||
void LoadContent();
|
||||
|
||||
GLFWwindow* GetWindow() const { return m_Window; }
|
||||
std::shared_ptr<Camera> GetCamera() const { return m_Camera; }
|
||||
|
||||
private:
|
||||
GLFWwindow* m_Window;
|
||||
GLint m_glVersion[2];
|
||||
GLchar* m_glVendor;
|
||||
|
||||
std::shared_ptr<Camera> m_Camera;
|
||||
};
|
||||
|
||||
#endif // Renderer_h__
|
||||
@@ -128,6 +128,11 @@ GLuint ShaderProgram::Link()
|
||||
return m_ShaderProgramHandle;
|
||||
}
|
||||
|
||||
GLuint ShaderProgram::GetHandle()
|
||||
{
|
||||
return m_ShaderProgramHandle;
|
||||
}
|
||||
|
||||
void ShaderProgram::Bind()
|
||||
{
|
||||
if (m_ShaderProgramHandle == 0)
|
||||
|
||||
@@ -76,6 +76,8 @@ public:
|
||||
void Compile();
|
||||
GLuint Link();
|
||||
|
||||
GLuint GetHandle();
|
||||
|
||||
void Bind();
|
||||
|
||||
void Unbind();
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 440
|
||||
#version 430
|
||||
|
||||
uniform mat4 MVP;
|
||||
uniform sampler2D texture0;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 440
|
||||
#version 430
|
||||
|
||||
uniform mat4 MVP;
|
||||
|
||||
|
||||
@@ -0,0 +1,30 @@
|
||||
#ifndef SoundEmitter_h__
|
||||
#define SoundEmitter_h__
|
||||
|
||||
#include "AL/al.h"
|
||||
#include "AL/alc.h"
|
||||
|
||||
#include "System.h"
|
||||
#include "Components/SoundEmitter.h"
|
||||
|
||||
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;
|
||||
void PlaySound(std::shared_ptr<Components::SoundEmitter> emitter, std::string fileName);
|
||||
void LoadFile(std::string fileName);
|
||||
private:
|
||||
ALCcontext* context;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
#endif // !SoundEmitter_h__
|
||||
|
||||
|
||||
@@ -0,0 +1,42 @@
|
||||
#include "SoundSystem.h"
|
||||
#include "World.h"
|
||||
#include <AL/al.h>
|
||||
#include <AL/alc.h>
|
||||
|
||||
Systems::SoundSystem::SoundSystem(World* world)
|
||||
: System(world)
|
||||
{
|
||||
ALCdevice* Device = alcOpenDevice(nullptr);
|
||||
|
||||
if(Device)
|
||||
{
|
||||
context = alcCreateContext(Device, nullptr);
|
||||
alcMakeContextCurrent(context);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Systems::SoundSystem::Update(double dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto soundEmitter = m_World->GetComponent<Components::SoundEmitter>(entity, "SoundEmitter");
|
||||
if(soundEmitter == nullptr)
|
||||
return;
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Systems::SoundSystem::PlaySound(std::shared_ptr<Components::SoundEmitter> emitter, std::string fileName)
|
||||
{
|
||||
LoadFile(fileName);
|
||||
}
|
||||
|
||||
void Systems::SoundSystem::LoadFile(std::string fileName)
|
||||
{
|
||||
//loadWavFile()
|
||||
}
|
||||
@@ -2,10 +2,13 @@
|
||||
#define World_h__
|
||||
|
||||
#include <stack>
|
||||
#include <map>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
|
||||
#include <boost/any.hpp>
|
||||
|
||||
#include "logging.h"
|
||||
|
||||
#include "Factory.h"
|
||||
@@ -36,6 +39,17 @@ public:
|
||||
|
||||
EntityID GetEntityParent(EntityID entity);
|
||||
|
||||
template <class T>
|
||||
T GetProperty(EntityID entity, std::string property)
|
||||
{
|
||||
return boost::any_cast<T>(m_EntityProperties[entity][property]);
|
||||
}
|
||||
|
||||
void SetProperty(EntityID entity, std::string property, boost::any value)
|
||||
{
|
||||
m_EntityProperties[entity][property] = value;
|
||||
}
|
||||
|
||||
template <class T>
|
||||
std::shared_ptr<T> AddComponent(EntityID entity, std::string componentType);
|
||||
std::shared_ptr<Component> AddComponent(EntityID entity, std::string componentType);
|
||||
@@ -59,6 +73,8 @@ protected:
|
||||
// A bottom to top tree. A map of child entities to parent entities.
|
||||
std::unordered_map<EntityID, EntityID> m_EntityParents;
|
||||
|
||||
std::unordered_map<EntityID, std::unordered_map<std::string, boost::any>> m_EntityProperties;
|
||||
|
||||
std::unordered_map<std::string, std::vector<std::shared_ptr<Component>>> m_ComponentsOfType;
|
||||
std::unordered_map<EntityID, std::map<std::string, std::shared_ptr<Component>>> m_EntityComponents;
|
||||
|
||||
|
||||
@@ -39,13 +39,13 @@
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<IncludePath>$(SolutionDir)\Escape-the-Dawn;$(SolutionDir)\Libraries\SOIL\src;\Libraries\SOIL\src;$(ProjectDir);$(SolutionDir)\Libraries;$(SolutionDir)\Libraries\glew-1.10.0\include;$(SolutionDir)\Libraries\glfw-3.0.4\include;$(SolutionDir)\Libraries\glm-0.9.5.2;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(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;$(IncludePath)</IncludePath>
|
||||
<OutDir>$(SolutionDir)bin\</OutDir>
|
||||
<TargetName>$(SolutionName)-$(Configuration)</TargetName>
|
||||
<IntDir>$(SolutionDir)obj\$(ProjectName)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<IncludePath>$(SolutionDir)\Escape-the-Dawn;$(SolutionDir)\Libraries\SOIL\src;\Libraries\SOIL\src;$(ProjectDir);$(SolutionDir)\Libraries;$(SolutionDir)\Libraries\glew-1.10.0\include;$(SolutionDir)\Libraries\glfw-3.0.4\include;$(SolutionDir)\Libraries\glm-0.9.5.2;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(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;$(IncludePath)</IncludePath>
|
||||
<OutDir>$(SolutionDir)bin\</OutDir>
|
||||
<TargetName>$(SolutionName)-$(Configuration)</TargetName>
|
||||
<IntDir>$(SolutionDir)obj\$(ProjectName)\</IntDir>
|
||||
|
||||
+4
-4
@@ -39,13 +39,13 @@
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<IncludePath>$(BOOST_ROOT);$(SolutionDir)\Escape-the-Dawn;$(SolutionDir)\Libraries\SOIL\src;\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>
|
||||
<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>
|
||||
<LibraryPath>$(BOOST_ROOT)\lib32-msvc-11.0;$(LibraryPath)</LibraryPath>
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(SolutionDir)obj\$(ProjectName)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<IncludePath>$(BOOST_ROOT);$(SolutionDir)\Escape-the-Dawn;$(SolutionDir)\Libraries\SOIL\src;\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>
|
||||
<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>
|
||||
<LibraryPath>$(BOOST_ROOT)\lib32-msvc-11.0;$(LibraryPath)</LibraryPath>
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(SolutionDir)obj\$(ProjectName)\</IntDir>
|
||||
@@ -65,7 +65,7 @@
|
||||
<PostBuildEvent />
|
||||
<PreBuildEvent />
|
||||
<PostBuildEvent>
|
||||
<Command>$(OutDir)$(TargetName)$(TargetExt) --log_level=test_suite</Command>
|
||||
<Command>"$(OutDir)$(TargetName)$(TargetExt)" --log_level=test_suite</Command>
|
||||
</PostBuildEvent>
|
||||
<PostBuildEvent>
|
||||
<Message>Running tests</Message>
|
||||
@@ -87,7 +87,7 @@
|
||||
</Link>
|
||||
<PreBuildEvent />
|
||||
<PostBuildEvent>
|
||||
<Command>$(OutDir)$(TargetName)$(TargetExt) --log_level=test_suite</Command>
|
||||
<Command>"$(OutDir)$(TargetName)$(TargetExt)" --log_level=test_suite</Command>
|
||||
</PostBuildEvent>
|
||||
<PostBuildEvent>
|
||||
<Message>Running tests</Message>
|
||||
|
||||
+21
-1
@@ -1,6 +1,7 @@
|
||||
#include "logging.h"
|
||||
|
||||
#include "World.h"
|
||||
#include "GameWorld.h"
|
||||
#include "Components/Transform.h"
|
||||
|
||||
#define BOOST_TEST_MODULE World
|
||||
@@ -24,15 +25,19 @@ BOOST_AUTO_TEST_CASE(Parenting)
|
||||
|
||||
BOOST_AUTO_TEST_CASE(SceneGraphTraversal)
|
||||
{
|
||||
World world;
|
||||
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;
|
||||
@@ -61,4 +66,19 @@ BOOST_AUTO_TEST_CASE(ComponentCreation)
|
||||
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