Merge remote-tracking branch 'origin/particles' into deffered_rendering

Conflicts:
	assets
	src/GameWorld.cpp
	vs11/Returngeance/Returngeance.vcxproj.filters
This commit is contained in:
Tleety
2014-06-02 20:20:36 +02:00
22 changed files with 472 additions and 188 deletions
+1 -1
Submodule assets updated: 50ee6f805f...664f55cd71
+2 -1
View File
@@ -11,9 +11,10 @@ namespace Components
struct Particle : Component
{
std::vector<Color> ColorSpectrum;
std::vector<glm::vec3> ScaleSpectrum;
double LifeTime;
double SpawnTime;
bool Fade;
std::vector<glm::vec3> VelocitySpectrum;
std::vector<float> AngularVelocitySpectrum;
std::vector<glm::vec3> OrientationSpectrum; //Keep?
+5 -3
View File
@@ -19,20 +19,22 @@ struct ParticleEmitter : Component
, SpawnCount(0)
, SpreadAngle(0)
, LifeTime(0)
, TimeSinceLastSpawn(100) { } // TEMP fulhack så att partiklarna spawnar direkt
, TimeSinceLastSpawn(100)
, Color(glm::vec4(0)) { }
EntityID ParticleTemplate;
float SpawnFrequency;
float Speed;
int SpawnCount;
std::vector<Color> ColorSpectrum;
glm::vec4 Color;
std::vector<glm::vec3> ScaleSpectrum;
float SpreadAngle;
double LifeTime;
bool UseGoalVelocity;
bool Fade;
glm::vec3 GoalVelocity;
std::vector<float> AngularVelocitySpectrum;
std::vector<glm::vec3> OrientationSpectrum; //Keep?
std::vector<glm::vec3> OrientationSpectrum; //Keep? noo..
private:
double TimeSinceLastSpawn;
+6 -4
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@@ -25,16 +25,18 @@ public:
m_ResourceManager->RegisterType("Model", [rm](std::string resourceName) { return new Model(rm, *rm->Load<OBJ>("OBJ", resourceName)); });
m_ResourceManager->RegisterType("Texture", [](std::string resourceName) { return new Texture(resourceName); });
m_FrameStack = new GUI::Frame(m_EventBroker, m_ResourceManager);
m_FrameStack->Width = 1920;
m_FrameStack->Height = 1080;
m_Renderer = std::make_shared<Renderer>(m_ResourceManager);
m_Renderer->SetFullscreen(false);
m_Renderer->SetResolution(*static_cast<Rectangle*>(m_FrameStack));
m_Renderer->Initialize();
m_InputManager = std::make_shared<InputManager>(m_Renderer->GetWindow(), m_EventBroker);
m_FrameStack = new GUI::Frame(m_EventBroker, m_ResourceManager);
m_FrameStack->Width = 1280;
m_FrameStack->Height = 720;
new GUI::GameFrame(m_FrameStack, "GameFrame");
//m_World = std::make_shared<GameWorld>(m_EventBroker, m_ResourceManager);
//m_World->Initialize();
+1 -5
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@@ -139,11 +139,7 @@ template <typename ContextType>
void EventBroker::UnsubscribeAll()
{
const std::string contextTypeName = typeid(ContextType).name();
auto contextIt = m_ContextRelays.find(contextTypeName);
if (contextIt != m_ContextRelays.end())
{
m_ContextRelays.erase(contextIt);
}
m_ContextRelays.erase(contextTypeName);
}
#endif // MessageRelay_h__
+27
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@@ -0,0 +1,27 @@
#ifndef Event_CreateExplosion_h__
#define Event_CreateExplosion_h__
#include "EventBroker.h"
#include <glm/common.hpp>
#include <glm/gtc/quaternion.hpp>
namespace Events
{
struct CreateExplosion : Event
{
CreateExplosion()
: Color(glm::vec4(0)) {}
glm::vec3 Position;
glm::vec4 Color;
double LifeTime;
int ParticlesToSpawn;
std::string spritePath;
glm::quat RelativeUpOrientation;
float Speed;
float SpreadAngle;
std::vector<float> ParticleScale;
};
}
#endif // Event_CreateExplosion_h__
+42 -7
View File
@@ -25,6 +25,9 @@ public:
Bottom
};
static const int BaseWidth = 1280;
static const int BaseHeight = 720;
// Set up a base frame with an event broker
Frame(std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: EventBroker(eventBroker)
@@ -33,14 +36,14 @@ public:
, m_Name("UIParent")
, m_Layer(0)
, m_Hidden(false)
{ }
{ Initialize(); }
// Create a frame as a child
Frame(Frame* parent, std::string name)
: m_Name(name)
, m_Layer(0)
, m_Hidden(false)
{ SetParent(std::shared_ptr<Frame>(parent)); }
{ SetParent(std::shared_ptr<Frame>(parent)); Initialize(); }
::RenderQueuePair RenderQueue;
@@ -89,7 +92,10 @@ public:
}
int Right() const override
{
return Left() + Width;
if (m_Parent)
return std::min(m_Parent->Right(), Left() + Width);
else
return Left() + Width;
}
int Top() const override
{
@@ -100,14 +106,34 @@ public:
}
int Bottom() const override
{
return Top() + Height;
if (m_Parent)
return std::min(m_Parent->Bottom(), Top() + Height);
else
return Top() + Height;
}
glm::vec2 Scale()
{
if (m_Parent)
return m_Parent->Scale();
else
return glm::vec2(Width, Height) / glm::vec2(BaseWidth, BaseHeight);
}
Rectangle AbsoluteRectangle()
{
return Rectangle(Left(), Top(), Width, Height);
int left = Left();
int top = Top();
int width = Right() - left;
int height = Bottom() - top;
return Rectangle(left, top, width, height);
}
virtual bool OnKeyDown(const Events::KeyDown &event) { return false; }
virtual bool OnKeyUp(const Events::KeyUp &event) { return false; }
//virtual bool OnMouseDown(const Events::KeyDown &event) { }
//virtual bool OnMouseUp(const Events::KeyDown &event) { }
void UpdateLayered(double dt)
{
if (this->Hidden())
@@ -137,7 +163,7 @@ public:
return;
// Draw ourselves
renderer->SetViewport(AbsoluteRectangle());
renderer->SetScissor(AbsoluteRectangle());
this->Draw(renderer);
// Draw children
@@ -150,7 +176,7 @@ public:
if (child->Hidden())
continue;
Rectangle rect = child->AbsoluteRectangle();
renderer->SetViewport(rect);
renderer->SetScissor(rect);
child->Draw(renderer);
}
}
@@ -170,6 +196,15 @@ protected:
typedef std::multimap<std::string, std::shared_ptr<Frame>> Children_t; // name -> frame
std::map<int, Children_t> m_Children; // layer -> Children_t
private:
EventRelay<Frame, Events::KeyDown> m_EKeyDown;
EventRelay<Frame, Events::KeyUp> m_EKeyUp;
void Initialize()
{
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Frame::OnKeyDown);
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Frame::OnKeyUp);
}
};
}
+8 -8
View File
@@ -6,6 +6,7 @@
#include "GUI/Viewport.h"
#include "GUI/TextureFrame.h"
#include "GUI/PlayerHUD.h"
#include "VehicleSelection.h"
#include "GameWorld.h"
@@ -18,23 +19,22 @@ public:
GameFrame(Frame* parent, std::string name)
: Frame(parent, name)
{
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &GameFrame::OnKeyUp);
m_World = std::make_shared<GameWorld>(EventBroker, ResourceManager);
auto worldFrame = new WorldFrame(this, "GameWorldFrame", m_World);
{
vp1 = new Viewport(worldFrame, "Viewport1", m_World);
vp1->X = 0;
vp1->Width = 640;
//new PlayerHUD(vp1, "PlayerHUD", m_World, 1);
vp1->Width = this->Width / 2.f;
new PlayerHUD(vp1, "PlayerHUD", m_World, 1);
//new VehicleSelection(vp1, "VehicleSelection", m_World, 1);
vp2 = new Viewport(worldFrame, "Viewport2", m_World);
vp2->X = vp1->Right();
vp2->Width = 640;
//new PlayerHUD(vp2, "PlayerHUD", m_World, 2);
vp2->Width = this->Width / 2.f;
new PlayerHUD(vp2, "PlayerHUD", m_World, 2);
m_FreeCamViewport = new Viewport(worldFrame, "ViewportFreeCam", m_World);
m_FreeCamViewport->Show();
m_FreeCamViewport->Hide();
}
m_World->Initialize();
}
@@ -47,7 +47,7 @@ private:
Viewport* vp2;
Viewport* m_FreeCamViewport;
bool OnKeyUp(const Events::KeyUp &event)
bool OnKeyUp(const Events::KeyUp &event) override
{
if (event.KeyCode == GLFW_KEY_1)
{
+3 -3
View File
@@ -1,9 +1,9 @@
#include "GUI/Frame.h"
#include "GUI/HealthOverlay.h"
#ifndef GUI_PlayerHUD_h__
#define GUI_PlayerHUD_h__
#include "GUI/Frame.h"
#include "GUI/HealthOverlay.h"
namespace GUI
{
+48 -5
View File
@@ -13,7 +13,10 @@ public:
TextureFrame(Frame* parent, std::string name)
: Frame(parent, name)
, m_Texture(nullptr)
, m_FadeTexture(nullptr)
, m_Color(glm::vec4(1.f, 1.f, 1.f, 1.f))
, m_FadeDuration(0.f)
, m_CurrentFade(1.f)
{ }
void Draw(std::shared_ptr<Renderer> renderer) override
@@ -22,13 +25,28 @@ public:
return;
RenderQueue.Clear();
SpriteJob job;
job.TextureID = m_Texture->ResourceID;
job.Texture = *m_Texture;
job.Color = m_Color;
RenderQueue.Forward.Add(job);
// Main texture
{
SpriteJob job;
job.TextureID = m_Texture->ResourceID;
job.Texture = *m_Texture;
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a * m_CurrentFade);
RenderQueue.Forward.Add(job);
}
// Texture while fading
if (m_FadeTexture && m_CurrentFade < 1)
{
SpriteJob job;
job.TextureID = m_FadeTexture->ResourceID;
job.Texture = *m_FadeTexture;
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a);
RenderQueue.Forward.Add(job);
}
renderer->SetCamera(nullptr);
renderer->SetViewport(Rectangle(Left(), Top(), Width, Height));
renderer->DrawFrame(RenderQueue);
}
@@ -38,12 +56,37 @@ public:
m_Texture = ResourceManager->Load<::Texture>("Texture", resourceName);
}
void FadeToTexture(std::string resourceName, double duration)
{
m_FadeTexture = m_Texture;
SetTexture(resourceName);
m_FadeDuration = duration;
m_CurrentFade = 0.f;
}
void Update(double dt) override
{
if (m_CurrentFade < 1)
{
m_CurrentFade += dt / m_FadeDuration;
if (m_CurrentFade > 1)
{
m_FadeTexture = nullptr;
m_CurrentFade = 1;
m_FadeDuration = 0;
}
}
}
glm::vec4 Color() const { return m_Color; }
void SetColor(glm::vec4 val) { m_Color = val; }
protected:
::Texture* m_Texture;
::Texture* m_FadeTexture;
glm::vec4 m_Color;
float m_FadeDuration;
float m_CurrentFade;
};
+115
View File
@@ -0,0 +1,115 @@
#ifndef GUI_VehicleSelection_h__
#define GUI_VehicleSelection_h__
#include "GUI/Frame.h"
#include "GUI/HealthOverlay.h"
namespace GUI
{
class VehicleSelection : public Frame
{
public:
VehicleSelection(Frame* parent, std::string name, std::shared_ptr<World> world, int playerID)
: Frame(parent, name)
, m_World(world)
, m_PlayerID(playerID)
{
ResourceManager->Preload("Texture", "Textures/GUI/VehicleSelection/1.png");
ResourceManager->Preload("Texture", "Textures/GUI/VehicleSelection/2.png");
ResourceManager->Preload("Texture", "Textures/GUI/VehicleSelection/3.png");
ResourceManager->Preload("Texture", "Textures/GUI/VehicleSelection/4.png");
m_CurrentSelection = 0;
glm::vec2 scale = Scale();
m_CurrentCoordinate = -m_SelectionCoordinates[0] * scale + glm::vec2(Width / 2.f, Height / 2.f);
m_TargetCoordinate = m_CurrentCoordinate;
m_CurrentSize = m_SelectionSizes[0] * scale;
m_TargetSize = m_CurrentSize;
m_CurrentAlpha = 0.f;
m_Background = new TextureFrame(this, "VehicleSelectImage1");
m_Background->X = m_CurrentCoordinate.x;
m_Background->Y = m_CurrentCoordinate.y;
m_Background->Width = m_CurrentSize.x;
m_Background->Height = m_CurrentSize.y;
m_Background->SetTexture("Textures/GUI/VehicleSelection/1.png");
}
bool OnKeyUp(const Events::KeyUp &event) override
{
if (event.KeyCode == GLFW_KEY_LEFT)
{
m_CurrentSelection--;
}
else if (event.KeyCode == GLFW_KEY_RIGHT)
{
m_CurrentSelection++;
}
m_CurrentSelection = (m_CurrentSelection < 0) ? 0 : ((m_CurrentSelection > 3) ? 3 : m_CurrentSelection);
std::stringstream ss;
ss << "Textures/GUI/VehicleSelection/" << m_CurrentSelection + 1 << ".png";
m_Background->FadeToTexture(ss.str(), 1.f);
glm::vec2 scale = Scale();
glm::vec2 coord = -m_SelectionCoordinates[m_CurrentSelection];
m_TargetCoordinate = coord * scale + glm::vec2(Width / 2.f, Height / 2.f);
glm::vec2 size = m_SelectionSizes[m_CurrentSelection];
m_TargetSize = size * scale;
return true;
}
void Update(double dt) override
{
glm::vec2 posDiff = m_TargetCoordinate - m_CurrentCoordinate;
m_CurrentCoordinate += posDiff * 2.f * (float)dt;
glm::vec2 sizeDiff = m_TargetSize - m_CurrentSize;
m_CurrentSize += sizeDiff * 3.f * (float)dt;
m_CurrentAlpha += (1 - m_CurrentAlpha) * 3.f * (float)dt;
m_Background->X = m_CurrentCoordinate.x;
m_Background->Y = m_CurrentCoordinate.y;
m_Background->Width = m_CurrentSize.x;
m_Background->Height = m_CurrentSize.y;
}
protected:
std::shared_ptr<World> m_World;
int m_PlayerID;
int m_CurrentSelection;
static glm::vec2 m_SelectionCoordinates[4];
static glm::vec2 m_SelectionSizes[4];
glm::vec2 m_CurrentCoordinate;
glm::vec2 m_TargetCoordinate;
glm::vec2 m_CurrentSize;
glm::vec2 m_TargetSize;
float m_CurrentAlpha;
TextureFrame* m_Background;
};
glm::vec2 VehicleSelection::m_SelectionCoordinates[4] = {
glm::vec2(339, 506),
glm::vec2(639, 377),
glm::vec2(1249, 399),
glm::vec2(1535, 628)
};
glm::vec2 VehicleSelection::m_SelectionSizes[4] = {
glm::vec2(1632, 918),
glm::vec2(1793, 1009),
glm::vec2(1793, 1009),
glm::vec2(1854, 1043)
};
}
#endif // GUI_VehicleSelection_h__
+1
View File
@@ -65,6 +65,7 @@ public:
return;
renderer->SetCamera(m_Camera);
renderer->SetViewport(AbsoluteRectangle());
renderer->DrawWorld(m_Parent->RenderQueue);
}
+1
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@@ -85,6 +85,7 @@ void InputManager::Update(double dt)
EventBroker->Publish(e);
}
// // Lock mouse while holding LMB
// if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT])
// {
+12 -8
View File
@@ -5,6 +5,9 @@ Renderer::Renderer(std::shared_ptr<::ResourceManager> resourceManager)
: ResourceManager(resourceManager)
{
m_VSync = false;
m_Fullscreen = false;
m_Width = 1280;
m_Height = 720;
#ifdef DEBUG
m_DrawNormals = false;
m_DrawWireframe = false;
@@ -38,11 +41,12 @@ void Renderer::Initialize()
}
// Create a window
m_Width = 1280;
m_Height = 720;
// Antialiasing
//glfwWindowHint(GLFW_SAMPLES, 16);
m_Window = glfwCreateWindow(m_Width, m_Height, "OpenGL", nullptr, nullptr);
GLFWmonitor* monitor = nullptr;
if (m_Fullscreen)
{
monitor = glfwGetPrimaryMonitor();
}
m_Window = glfwCreateWindow(m_Width, m_Height, "OpenGL", monitor, nullptr);
if (!m_Window)
{
LOG_ERROR("GLFW: Failed to create window");
@@ -163,7 +167,7 @@ void Renderer::LoadContent()
FrameBufferTextures();
m_sphereModel = ResourceManager->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj");
m_Skybox = std::make_shared<Skybox>("Textures/Skybox/sky36", "jpg");
m_Skybox = std::make_shared<Skybox>("Textures/Skybox/sunset", "jpg");
}
void Renderer::Draw(double dt)
@@ -267,7 +271,7 @@ void Renderer::DrawFrame(RenderQueuePair &rq)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
@@ -387,7 +391,7 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
//glViewport(0, 0, m_Width, m_Height);
// Clear G-buffer
+19 -1
View File
@@ -43,11 +43,27 @@ public:
void UpdateCamera(int cameraIdentifier, glm::vec3 position, glm::quat orientation, float FOV, float nearClip, float farClip);
#pragma region NEWSTUFF
void SetResolution(const Rectangle &resolution)
{
m_Width = resolution.Width;
m_Height = resolution.Height;
}
void SetFullscreen(bool fullscreen)
{
m_Fullscreen = fullscreen;
}
void SetViewport(const Rectangle &viewport)
{
m_Viewport = viewport;
}
void SetScissor(const Rectangle &scissor)
{
m_Scissor = scissor;
}
void SetCamera(std::shared_ptr<Camera> camera)
{
m_Camera = camera;
@@ -94,6 +110,7 @@ public:
private:
std::shared_ptr<::ResourceManager> ResourceManager;
bool m_Fullscreen;
int m_Width, m_Height;
struct Viewport
@@ -109,6 +126,7 @@ private:
std::unordered_map<int, std::shared_ptr<Camera>> m_Cameras;
Rectangle m_Viewport;
Rectangle m_Scissor;
std::shared_ptr<Camera> m_Camera;
struct Light
@@ -201,7 +219,7 @@ private:
void CreateNormalMapTangent();
void ForwardRendering(RenderQueue &rq);
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth > j->Depth); }
GLuint CreateQuad();
void DrawDebugShadowMap();
+117 -121
View File
@@ -8,7 +8,7 @@ void Systems::ParticleSystem::Initialize()
{
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
tempSpawnedExplosions = false;
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Systems::ParticleSystem::OnKeyUp);
EVENT_SUBSCRIBE_MEMBER(m_EExplosion, &ParticleSystem::CreateExplosion);
}
void Systems::ParticleSystem::Update(double dt)
@@ -22,11 +22,14 @@ void Systems::ParticleSystem::Update(double dt)
double timeLived = glfwGetTime() - spawnTime;
auto eComp = m_World->GetComponent<Components::ParticleEmitter>(explosionID);
if(timeLived > eComp->LifeTime)
if(timeLived > eComp->LifeTime && m_ParticlesToEmitter[explosionID] == NULL)
{
auto e = m_World->GetComponent<Components::ParticleEmitter>(explosionID);
m_World->RemoveEntity(e->ParticleTemplate);
m_World->RemoveEntity(explosionID);
it = m_ExplosionEmitters.erase(it);
//LOG_INFO("Deleted explosion emitter successfully");
//LOG_INFO("Deleted explosion emitter successfully. nr of emitters%i", m_ExplosionEmitters.size());
}
else
{
@@ -46,69 +49,82 @@ void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID
{
emitterComponent->TimeSinceLastSpawn += dt;
auto emitterTransformComponent = m_World->GetComponent<Components::Transform>(entity);
if(emitterComponent->TimeSinceLastSpawn > emitterComponent->SpawnFrequency)
// if(emitterComponent->TimeSinceLastSpawn > emitterComponent->SpawnFrequency)
// {
// SpawnParticles(entity);
// emitterComponent->TimeSinceLastSpawn = 0;
// }
}
auto particleComponent = m_World->GetComponent<Components::Particle>(entity);
if(particleComponent)
{
EntityID particleID = entity;
double timeLived = glfwGetTime() - particleComponent->SpawnTime;
if(timeLived > particleComponent->LifeTime)
{
SpawnParticles(entity);
emitterComponent->TimeSinceLastSpawn = 0;
m_World->RemoveEntity(particleID);
m_ParticlesToEmitter.erase(particleID);
return;
}
std::list<ParticleData>::iterator it;
for(it = m_ParticleEmitter[entity].begin(); it != m_ParticleEmitter[entity].end();)
else
{
EntityID particleID = (it)->ParticleID;
auto transformComponent = m_World->GetComponent<Components::Transform>(particleID);
auto particleComponent = m_World->GetComponent<Components::Particle>(particleID);
double timeLived = glfwGetTime() - it->SpawnTime;
if(timeLived > particleComponent->LifeTime)
auto eComponent = m_World->GetComponent<Components::ParticleEmitter>(m_ParticlesToEmitter[particleID]);
auto sprite = m_World->GetComponent<Components::Sprite>(entity);
// FIX: calculate once
float timeProgress = timeLived / particleComponent->LifeTime;
// ColorInterpolation(timeProgress, particleComponent->ColorSpectrum, color);
// Scale interpolation
if(particleComponent->ScaleSpectrum.size() > 1)
VectorInterpolation(timeProgress, particleComponent->ScaleSpectrum, transformComponent->Scale);
// Velocity interpolation
if(particleComponent->VelocitySpectrum.size() > 1)
VectorInterpolation(timeProgress, particleComponent->VelocitySpectrum, transformComponent->Velocity);
if(particleComponent->Fade == true)
{
m_World->RemoveEntity(particleID);
it = m_ParticleEmitter[entity].erase(it);
std::vector<float> spectrum;
spectrum.push_back(1);
spectrum.push_back(0);
float alpha;
ScalarInterpolation(timeProgress, spectrum, alpha);
sprite->Color.w = alpha;
}
else
/*// Angular velocity interpolation
if (particleComponent->AngularVelocitySpectrum.size() != 0)
{
// FIX: calculate once
float timeProgress = timeLived / particleComponent->LifeTime;
// ColorInterpolation(timeProgress, particleComponent->ColorSpectrum, color);
// Scale interpolation
if(particleComponent->ScaleSpectrum.size() > 1)
VectorInterpolation(timeProgress, particleComponent->ScaleSpectrum, transformComponent->Scale);
// Velocity interpolation
if(particleComponent->VelocitySpectrum.size() > 1)
VectorInterpolation(timeProgress, particleComponent->VelocitySpectrum, transformComponent->Velocity);
// Angular velocity interpolation
if (particleComponent->AngularVelocitySpectrum.size() != 0)
if(particleComponent->AngularVelocitySpectrum.size() > 1)
{
if(particleComponent->AngularVelocitySpectrum.size() > 1)
{
ScalarInterpolation(timeProgress, particleComponent->AngularVelocitySpectrum, it->AngularVelocity);
transformComponent->Orientation = glm::angleAxis(it->AngularVelocity, it->Orientation);
}
else
{
transformComponent->Orientation *= glm::angleAxis(it->AngularVelocity, it->Orientation);
//it->Orientation = glm::angleAxis(it->AngularVelocity, it->Orientation);
}
ScalarInterpolation(timeProgress, particleComponent->AngularVelocitySpectrum, it->AngularVelocity);
transformComponent->Orientation = glm::angleAxis(it->AngularVelocity, it->Orientation);
}
//Angular velocity interpolation
if(particleComponent->OrientationSpectrum.size() > 1)
else
{
VectorInterpolation(timeProgress, particleComponent->OrientationSpectrum, it->Orientation);
glm::vec3 v1 = (particleComponent->OrientationSpectrum[0]);
glm::vec3 v2 = (it->Orientation);
glm::vec3 v3 = glm::normalize(glm::cross(v1,v2));
float angle = glm::acos(glm::dot(v1, v2) / (glm::length(v1) * glm::length(v2)));
transformComponent->Orientation = glm::angleAxis(angle, v3);
transformComponent->Orientation *= glm::angleAxis(it->AngularVelocity, it->Orientation);
//it->Orientation = glm::angleAxis(it->AngularVelocity, it->Orientation);
}
transformComponent->Position += transformComponent->Velocity * (float)dt;
it++;
}
//Angular velocity interpolation
if(particleComponent->OrientationSpectrum.size() > 1)
{
VectorInterpolation(timeProgress, particleComponent->OrientationSpectrum, it->Orientation);
glm::vec3 v1 = (particleComponent->OrientationSpectrum[0]);
glm::vec3 v2 = (it->Orientation);
glm::vec3 v3 = glm::normalize(glm::cross(v1,v2));
float angle = glm::acos(glm::dot(v1, v2) / (glm::length(v1) * glm::length(v2)));
transformComponent->Orientation = glm::angleAxis(angle, v3);
}*/
transformComponent->Position += transformComponent->Velocity * (float)dt;
}
}
}
@@ -127,12 +143,11 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID)
glm::vec3 ePosition = m_TransformSystem->AbsolutePosition(emitterID);
glm::quat eOrientation = eTransform->Orientation;
glm::vec3 paticleSpeed = glm::vec3(eComponent->Speed);
for(int i = 0; i < eComponent->SpawnCount; i++)
{
auto particleEntity = m_World->CloneEntity(eComponent->ParticleTemplate);
auto particleTransform = m_World->GetComponent<Components::Transform>(particleEntity);
auto ent = m_World->CloneEntity(eComponent->ParticleTemplate);
m_ParticlesToEmitter.insert(std::make_pair(ent, emitterID));
auto particleTransform = m_World->GetComponent<Components::Transform>(ent);
particleTransform->Position = ePosition;
particleTransform->Orientation = eOrientation;
@@ -143,16 +158,21 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID)
glm::normalize(glm::angleAxis(RandomizeAngle(spreadAngle), glm::vec3(0, 1, 0))) *
glm::normalize(glm::angleAxis(RandomizeAngle(spreadAngle), glm::vec3(0, 0, 1)));
auto particleComponent = m_World->AddComponent<Components::Particle>(particleEntity);
particleComponent->LifeTime = eComponent->LifeTime - 0.5;
particleComponent->ScaleSpectrum = eComponent->ScaleSpectrum;
particleComponent->VelocitySpectrum.push_back(particleTransform->Velocity);
auto particle = m_World->AddComponent<Components::Particle>(ent);
particle->LifeTime = eComponent->LifeTime;
particle->ScaleSpectrum = eComponent->ScaleSpectrum;
particle->VelocitySpectrum.push_back(particleTransform->Velocity);
particle->Fade = eComponent->Fade;
auto sprite = m_World->GetComponent<Components::Sprite>(ent);
if(eComponent->Color != glm::vec4(0))
sprite->Color = eComponent->Color;
if (eComponent->ScaleSpectrum.size() > 0)
{
if (eComponent->ScaleSpectrum.size() > 1)
{
particleComponent->ScaleSpectrum = eComponent->ScaleSpectrum;
particle->ScaleSpectrum = eComponent->ScaleSpectrum;
}
else
{
@@ -165,22 +185,20 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID)
}
if(eComponent->UseGoalVelocity)
particleComponent->VelocitySpectrum.push_back(eComponent->GoalVelocity);
particleComponent->OrientationSpectrum = eComponent->OrientationSpectrum;
if(particleComponent->OrientationSpectrum.size() != 0)
particleTransform->Orientation = glm::angleAxis(0.f, particleComponent->OrientationSpectrum[0]);
particleComponent->AngularVelocitySpectrum = eComponent->AngularVelocitySpectrum;
particle->VelocitySpectrum.push_back(eComponent->GoalVelocity);
particle->OrientationSpectrum = eComponent->OrientationSpectrum;
if(particle->OrientationSpectrum.size() != 0)
particleTransform->Orientation = glm::angleAxis(0.f, particle->OrientationSpectrum[0]);
particle->AngularVelocitySpectrum = eComponent->AngularVelocitySpectrum;
ParticleData data;
data.ParticleID = particleEntity;
data.SpawnTime = glfwGetTime();
if (particleComponent->AngularVelocitySpectrum.size() != 0)
data.AngularVelocity = particleComponent->AngularVelocitySpectrum[0];
if (particleComponent->OrientationSpectrum.size() != 0)
data.Orientation = particleComponent->OrientationSpectrum[0];
else data.Orientation = eOrientation * glm::vec3(0,0,-1);
m_ParticleEmitter[emitterID].push_back(data);
particle->SpawnTime = glfwGetTime();
// if (particle->AngularVelocitySpectrum.size() != 0)
// data.AngularVelocity = particle->AngularVelocitySpectrum[0];
// if (particle->OrientationSpectrum.size() != 0)
// data.Orientation = particle->OrientationSpectrum[0];
// else data.Orientation = eOrientation * glm::vec3(0,0,-1);
//m_ParticleEmitter[emitterID].push_back(data);
}
}
@@ -200,23 +218,13 @@ void Systems::ParticleSystem::VectorInterpolation(double timeProgress, std::vect
dAxisValue = glm::abs(spectrum[0].y - spectrum[1].y);
if (spectrum[0].y > spectrum[1].y)
dAxisValue *= -1;
v.y = spectrum[0].y + dAxisValue * timeProgress;
v.y = spectrum[0].y + dAxisValue * timeProgress;
dAxisValue = glm::abs(spectrum[0].z - spectrum[1].z);
if(spectrum[0].z > spectrum[1].z)
dAxisValue *= -1;
v.z = spectrum[0].z + dAxisValue * timeProgress;
}
// void Systems::ParticleSystem::ColorInterpolation(double timeProgress, std::vector<Color> spectrum, Color &c)
// {
// float dColor = glm::abs(spectrum[0].r - spectrum[1].r);
// c.r = spectrum[0].r + dColor * timeProgress;
// dColor = glm::abs(spectrum[0].g - spectrum[1].g);
// c.g = spectrum[0].g + dColor * timeProgress;
// dColor = glm::abs(spectrum[0].b - spectrum[1].b);
// c.b = spectrum[0].b + dColor * timeProgress;
// }
void Systems::ParticleSystem::ScalarInterpolation(double timeProgress, std::vector<float> spectrum, float &alpha)
{
float dAlpha = glm::abs(spectrum[0] - spectrum[1]);
@@ -225,53 +233,41 @@ void Systems::ParticleSystem::ScalarInterpolation(double timeProgress, std::vect
alpha = spectrum[0] + dAlpha * timeProgress;
}
void Systems::ParticleSystem::CreateExplosion(glm::vec3 _pos, double _lifeTime, int _particlesToSpawn, std::string _spritePath, glm::quat _relativeUpOri, float _speed, float _spreadAngle, float _particleScale)
bool Systems::ParticleSystem::CreateExplosion(const Events::CreateExplosion &e)
{
LOG_INFO("Spawning an explosion");
auto explosion = m_World->CreateEntity();
auto emitter = m_World->AddComponent<Components::ParticleEmitter>(explosion);
emitter->LifeTime = _lifeTime;
emitter->SpawnCount = _particlesToSpawn;
emitter->Speed = _speed;
emitter->SpreadAngle = _spreadAngle;
emitter->SpawnFrequency = _lifeTime + 20; //temp
// emitter->UseGoalVelocity = true;
// emitter->GoalVelocity = glm::vec3(0,-_speed, 0);
emitter->LifeTime = e.LifeTime;
emitter->SpawnCount = e.ParticlesToSpawn;
emitter->Speed = e.Speed;
emitter->SpreadAngle = e.SpreadAngle;
//emitter->ScaleSpectrum.push_back(glm::vec3(e.ParticleScale));
emitter->SpawnFrequency = e.LifeTime + 20; //temp
emitter->Fade = true;
emitter->Color = e.Color;
std::vector<glm::vec3> scale;
scale.push_back(glm::vec3(e.ParticleScale[0]));
if(e.ParticleScale.size() >= 2)
scale.push_back(glm::vec3(e.ParticleScale[1]));
emitter->ScaleSpectrum = scale;
// emitter->GoalVelocity = glm::vec3(0,-_speed, 0);
m_World->CommitEntity(explosion);
auto particleEnt = m_World->CreateEntity();
auto templateComponent = m_World->AddComponent<Components::Template>(particleEnt);
auto TEMP = m_World->AddComponent<Components::Transform>(particleEnt);
TEMP->Scale = glm::vec3(0);
auto spriteComponent = m_World->AddComponent<Components::Sprite>(particleEnt);
spriteComponent->SpriteFile = _spritePath;
spriteComponent->SpriteFile = e.spritePath;
m_World->CommitEntity(particleEnt);
emitter->ParticleTemplate = particleEnt;
auto transform = m_World->AddComponent<Components::Transform>(explosion);
transform->Position = _pos;
transform->Orientation = _relativeUpOri;
transform->Position = e.Position;
transform->Orientation = e.RelativeUpOrientation;
SpawnParticles(explosion);
m_ExplosionEmitters[explosion] = glfwGetTime();
}
bool Systems::ParticleSystem::OnKeyUp(const Events::KeyUp &e)
{
if(!tempSpawnedExplosions)
{
if (e.KeyCode == GLFW_KEY_B)
{
tempSpawnedExplosions = true;
CreateExplosion(
glm::vec3(0, 10, 0),
0.5,
60,
"Textures/Sprites/NewtonTreeDeleteASAPPlease.png",
glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0)),
40,
glm::pi<float>(),
0.5f
);
}
}
return true;
}
+11 -17
View File
@@ -9,21 +9,13 @@
#include "Components/Sprite.h"
#include "EventBroker.h"
#include "Events/KeyUp.h"
#include "Events/CreateExplosion.h"
#include "Color.h"
#include <GLFW/glfw3.h>
namespace Systems
{
struct ParticleData
{
EntityID ParticleID;
double SpawnTime;
float AngularVelocity;
glm::vec3 Orientation;
Color color;
};
class ParticleSystem : public System
{
public:
@@ -36,7 +28,7 @@ public:
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
void Initialize() override;
void CreateExplosion(glm::vec3 _pos, double _lifeTime, int _particlesToSpawn, std::string _spritePath, glm::quat _relativeUpOri, float _speed, float _spreadAngle, float _particleScale);
//void CreateExplosion(glm::vec3 _pos, double _lifeTime, int _particlesToSpawn, std::string _spritePath, glm::quat _relativeUpOri, float _speed, float _spreadAngle, float _particleScale);
virtual bool OnCommand(const Events::KeyUp &event) { return false; }
@@ -45,19 +37,21 @@ private:
float RandomizeAngle(float spreadAngle);
//void ScaleInterpolation(double timeProgress, std::vector<float> spectrum, glm::vec3 &scale);
void VectorInterpolation(double timeProgress, std::vector<glm::vec3> spectrum, glm::vec3 &velocity);
//void ColorInterpolation(double timeProgress, std::vector<Color> spectrum, Color &color);
void ScalarInterpolation(double timeProgress, std::vector<float> spectrum, float &alpha);
void Billboard();
std::map<EntityID, std::list<ParticleData>> m_ParticleEmitter;
std::map<EntityID, double> m_TimeSinceLastSpawn;
std::map<EntityID, double> m_ExplosionEmitters;
//std::map<EntityID, std::list<ParticleData>> m_ParticleEmitter;
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
bool tempSpawnedExplosions;
EventRelay<ParticleSystem, Events::KeyUp> m_EKeyUp;
bool OnKeyUp(const Events::KeyUp &e);
// EventRelay<ParticleSystem, Events::KeyUp> m_EKeyUp;
// bool OnKeyUp(const Events::KeyUp &e);
EventRelay<ParticleSystem, Events::CreateExplosion> m_EExplosion;
bool CreateExplosion(const Events::CreateExplosion &e);
std::map<EntityID, double> m_ExplosionEmitters;
std::map<EntityID, EntityID> m_ParticlesToEmitter;
};
}
+35
View File
@@ -130,6 +130,41 @@ bool Systems::TankSteeringSystem::OnCollision( const Events::Collision &e )
auto physicsComponents = m_World->GetComponentsOfType<Components::Physics>();
auto shellTransform = m_World->GetComponent<Components::Transform>(shellEntity);
//auto otherTransform = m_World->GetComponent<Components::Transform>(otherEntity);
{
Events::CreateExplosion e;
e.LifeTime = 3;
e.ParticleScale.push_back(8);
e.ParticlesToSpawn = 20;
e.Position = shellTransform->Position;
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
e.Speed = 3;
e.SpreadAngle = glm::pi<float>();
e.spritePath = "Textures/Sprites/Smoke1.png";
e.Color = glm::vec4(0.6,0.6,0.6,1);
EventBroker->Publish(e);
e.LifeTime = 0.7;
e.ParticleScale.push_back(12);
e.ParticlesToSpawn = 10;
e.Position = shellTransform->Position;
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
e.Speed = 17;
e.SpreadAngle = glm::pi<float>();
e.spritePath = "Textures/Sprites/Fire.png";
EventBroker->Publish(e);
e.LifeTime = 0.2;
e.ParticleScale.push_back(1);
e.ParticleScale.push_back(15);
e.ParticlesToSpawn = 5;
e.Position = shellTransform->Position;
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
e.Speed = 6;
e.SpreadAngle = glm::pi<float>();
e.spritePath = "Textures/Sprites/Blast1.png";
e.Color = glm::vec4(2, 2, 2, 0.2);
EventBroker->Publish(e);
}
for (auto &physComponent : *physicsComponents)
{
EntityID physicsEntity = std::dynamic_pointer_cast<Components::Physics>(physComponent)->Entity;
+1
View File
@@ -5,6 +5,7 @@
#include "Events/SetVelocity.h"
#include "Events/ApplyForce.h"
#include "Events/ApplyPointImpulse.h"
#include "Events/CreateExplosion.h"
#include "Events/Collision.h"
#include "Components/Transform.h"
#include "Components/TankSteering.h"
+5 -4
View File
@@ -8,13 +8,14 @@ Texture::Texture(std::string path)
void Texture::Load(std::string path)
{
auto cachedTexture = m_TextureCache.find(path);
if (cachedTexture == m_TextureCache.end())
m_Texture = SOIL_load_OGL_texture(path.c_str(), 0, 0, SOIL_FLAG_INVERT_Y);
if (m_Texture == 0)
{
m_TextureCache[path] = SOIL_load_OGL_texture(path.c_str(), 0, 0, SOIL_FLAG_INVERT_Y);
LOG_ERROR("SOIL: Failed to load texture \"%s\"", path.c_str());
return;
}
m_Texture = m_TextureCache[path];
glBindTexture(GL_TEXTURE_2D, m_Texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+2
View File
@@ -177,6 +177,7 @@
<ClInclude Include="..\..\src\Events\BindKey.h" />
<ClInclude Include="..\..\src\Events\BindMouseButton.h" />
<ClInclude Include="..\..\src\Events\Collision.h" />
<ClInclude Include="..\..\src\Events\CreateExplosion.h" />
<ClInclude Include="..\..\src\Events\Damage.h" />
<ClInclude Include="..\..\src\Events\DisableCollisions.h" />
<ClInclude Include="..\..\src\Events\EnableCollisions.h" />
@@ -202,6 +203,7 @@
<ClInclude Include="..\..\src\GUI\GameFrame.h" />
<ClInclude Include="..\..\src\GUI\HealthOverlay.h" />
<ClInclude Include="..\..\src\GUI\PlayerHUD.h" />
<ClInclude Include="..\..\src\GUI\VehicleSelection.h" />
<ClInclude Include="..\..\src\GUI\WorldFrame.h" />
<ClInclude Include="..\..\src\GUI\TextureFrame.h" />
<ClInclude Include="..\..\src\GUI\Viewport.h" />
@@ -171,6 +171,9 @@
<Filter Include="Gameplay\Components">
<UniqueIdentifier>{cb06b441-90b8-46ed-b347-4190dac7185b}</UniqueIdentifier>
</Filter>
<Filter Include="Particle System\Events">
<UniqueIdentifier>{ddd3c442-7c2f-4690-9308-fcef62deee0b}</UniqueIdentifier>
</Filter>
<Filter Include="Gameplay\Systems">
<UniqueIdentifier>{3c2ea0e5-41a1-4b11-a891-1d59ead7223c}</UniqueIdentifier>
</Filter>
@@ -419,6 +422,9 @@
<ClInclude Include="..\..\src\Components\Player.h">
<Filter>Gameplay\Components</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Events\CreateExplosion.h">
<Filter>Particle System\Events</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Events\Collision.h">
<Filter>Physics\Events</Filter>
</ClInclude>
@@ -490,6 +496,10 @@
</ClInclude>
<ClInclude Include="..\..\src\Systems\WallSystem.h">
<Filter>Gameplay\Systems</Filter>
</ClInclude>
<ClInclude Include="..\..\src\GUI\VehicleSelection.h">
<Filter>GUI</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Events\OnDead.h">
<Filter>Gameplay\Events</Filter>