Merge remote-tracking branch 'origin/master' into particles
Conflicts: src/GameWorld.cpp src/Systems/ParticleSystem.cpp
This commit is contained in:
+1
-1
Submodule assets updated: 66e2abf429...6cc38589ed
@@ -0,0 +1,23 @@
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#ifndef BarrelSteering_h__
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#define BarrelSteering_h__
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#include "Component.h"
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namespace Components
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{
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struct BarrelSteering : Component
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{
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BarrelSteering()
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: TurnSpeed(1.f), Axis(glm::vec3(0,1,0)){ }
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float TurnSpeed;
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glm::vec3 Axis;
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EntityID ShotTemplate;
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float ShotSpeed;
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virtual BarrelSteering* Clone() const override { return new BarrelSteering(*this); }
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};
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}
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#endif // BarrelSteering_h__
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@@ -2,6 +2,7 @@
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#define Components_Camera_h__
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#include "Component.h"
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#include "Entity.h"
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namespace Components
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{
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@@ -13,7 +14,6 @@ struct Camera : Component
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, NearClip(0.1f)
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, FarClip(100.f) { }
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std::string Viewport;
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float FOV;
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float NearClip;
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float FarClip;
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@@ -0,0 +1,21 @@
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#ifndef Components_Health_h__
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#define Components_Health_h__
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#include "Component.h"
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namespace Components
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{
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struct Health : Component
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{
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Health()
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: health(1.0f){ }
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float health;
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virtual Health* Clone() const override { return new Health(*this); }
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};
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}
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#endif // Components_Health_h__
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@@ -0,0 +1,16 @@
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#ifndef HelicopterSteering_h__
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#define HelicopterSteering_h__
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#include "Component.h"
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namespace Components
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{
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struct HelicopterSteering : Component
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{
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HelicopterSteering* Clone() const override { return new HelicopterSteering(*this); }
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};
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}
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#endif // HelicopterSteering_h__
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+8
-10
@@ -1,10 +1,6 @@
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#ifndef Components_Input_h__
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#define Components_Input_h__
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#include <array>
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#include <GLFW/glfw3.h>
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#include "Component.h"
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namespace Components
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@@ -12,12 +8,14 @@ namespace Components
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struct Input : Component
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{
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std::array<int, GLFW_KEY_LAST+1> KeyState;
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std::array<int, GLFW_KEY_LAST+1> LastKeyState;
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std::array<int, GLFW_MOUSE_BUTTON_LAST+1> MouseState;
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std::array<int, GLFW_MOUSE_BUTTON_LAST+1> LastMouseState;
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float dX, dY;
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float WheelDelta;
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/*Input()
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: Keyboard(false)
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, Mouse(false)
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, GamepadID(0) { }
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bool Keyboard;
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bool Mouse;
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int GamepadID;*/
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virtual Input* Clone() const override { return new Input(*this); }
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};
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@@ -0,0 +1,21 @@
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#ifndef Player_h__
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#define Player_h__
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#include "Component.h"
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namespace Components
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{
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struct Player : Component
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{
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Player()
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: ID(0) { }
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int ID;
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virtual Player* Clone() const override { return new Player(*this); }
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};
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|
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}
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#endif // Player_h__
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@@ -9,13 +9,22 @@ namespace Components
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struct PointLight : Component
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{
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float Intensity;
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float MaxRange;
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PointLight()
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: Specular(1.0f, 1.0f, 1.0f)
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, Diffuse(1.0f, 1.0f, 1.0f)
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, specularExponent(50.0f)
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, ConstantAttenuation(1.0f)
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, LinearAttenuation(0.f)
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, QuadraticAttenuation(3.f)
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{ }
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float ConstantAttenuation, LinearAttenuation, QuadraticAttenuation;
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Color color;
|
||||
|
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glm::vec3 Specular;
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glm::vec3 Diffuse;
|
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float constantAttenuation, linearAttenuation, quadraticAttenuation;
|
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float spotExponent;
|
||||
Color color;
|
||||
float specularExponent;
|
||||
float Scale;
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||||
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virtual PointLight* Clone() const override { return new PointLight(*this); }
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};
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|
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@@ -7,6 +7,9 @@ namespace Components
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{
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struct TankSteering : Component
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{
|
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EntityID Player;
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EntityID Turret;
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EntityID Barrel;
|
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TankSteering* Clone() const override { return new TankSteering(*this); }
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};
|
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}
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@@ -0,0 +1,20 @@
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#ifndef TowerSteering_h__
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#define TowerSteering_h__
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#include "Component.h"
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namespace Components
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{
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struct TowerSteering : Component
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{
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TowerSteering()
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: TurnSpeed(1.f), Axis(glm::vec3(0,1,0)){ }
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float TurnSpeed;
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glm::vec3 Axis;
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virtual TowerSteering* Clone() const override { return new TowerSteering(*this); }
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};
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}
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#endif // TowerSteering_h__
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@@ -11,7 +11,7 @@ struct Vehicle : Component
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{
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Vehicle()
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: MaxTorque(1000.0f), MinRPM(1000.0f), OptimalRPM(3000.0f), MaxRPM(4000.0f), MaxSteeringAngle(35), TopSpeed(130.0f),
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MaxSpeedFullSteeringAngle(40.0f){ }
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MaxSpeedFullSteeringAngle(40.0f), SpringDamping(1.f){ }
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|
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float MaxTorque;
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float MinRPM;
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@@ -22,6 +22,7 @@ struct Vehicle : Component
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//TopSpeed not working fully yet
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float TopSpeed;
|
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float MaxSpeedFullSteeringAngle;
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float SpringDamping;
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|
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Vehicle* Clone() const override { return new Vehicle(*this); }
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};
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@@ -0,0 +1,29 @@
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#ifndef Components_Viewport_h__
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#define Components_Viewport_h__
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#include "Component.h"
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namespace Components
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{
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struct Viewport : Component
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{
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Viewport()
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: Left(0.f)
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, Top(0.f)
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, Right(1.f)
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, Bottom(1.f)
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, Camera(0) { }
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float Left;
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float Top;
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float Right;
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float Bottom;
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||||
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EntityID Camera;
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virtual Viewport* Clone() const override { return new Viewport(*this); }
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};
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}
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#endif // Components_Viewport_h__
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@@ -14,7 +14,7 @@ struct Wheel : Component
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Wheel()
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: AxleID(0), Radius(0), Width(0), Mass(0), Steering(false), DownDirection(glm::vec3(0, -1, 0)), Friction(1.5f), SlipAngle(0.0f),
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MaxBreakingTorque(1500.0f), ConnectedToHandbrake(false), SuspensionStrength(50.0f), TorqueRatio(0.25f) { }
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MaxBreakingTorque(50000.f), ConnectedToHandbrake(false), SuspensionStrength(50.0f), TorqueRatio(0.25f) { }
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// The Hardpoint MUST be positioned INSIDE the chassis.
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glm::vec3 Hardpoint;
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+3
-2
@@ -19,7 +19,7 @@ public:
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m_InputManager = std::make_shared<InputManager>(m_Renderer->GetWindow(), m_EventBroker);
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m_UIParent = std::make_shared<GUI::Frame>(m_EventBroker);
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//m_UIParent = std::make_shared<GUI::Frame>(m_EventBroker);
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m_World = std::make_shared<GameWorld>(m_EventBroker, m_Renderer);
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m_World->Initialize();
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@@ -38,6 +38,7 @@ public:
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m_InputManager->Update(dt);
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m_World->Update(dt);
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m_Renderer->Draw(dt);
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m_EventBroker->Clear();
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|
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glfwPollEvents();
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}
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@@ -46,7 +47,7 @@ private:
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std::shared_ptr<EventBroker> m_EventBroker;
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std::shared_ptr<Renderer> m_Renderer;
|
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std::shared_ptr<InputManager> m_InputManager;
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std::shared_ptr<GUI::Frame> m_UIParent;
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//std::shared_ptr<GUI::Frame> m_UIParent;
|
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// TODO: This should ultimately live in GameFrame
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std::shared_ptr<GameWorld> m_World;
|
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|
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|
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+43
-4
@@ -1,5 +1,6 @@
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#include "PrecompiledHeader.h"
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#include "EventBroker.h"
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#include "Events/BindKey.h"
|
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|
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BaseEventRelay::~BaseEventRelay()
|
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{
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@@ -11,12 +12,18 @@ BaseEventRelay::~BaseEventRelay()
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|
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void EventBroker::Unsubscribe(BaseEventRelay &relay) // ?
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{
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auto itpair = m_Subscribers.equal_range(relay.m_TypeName);
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auto contextIt = m_ContextRelays.find(relay.m_ContextTypeName);
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if (contextIt == m_ContextRelays.end())
|
||||
return;
|
||||
|
||||
auto eventRelays = contextIt->second;
|
||||
|
||||
auto itpair = eventRelays.equal_range(relay.m_EventTypeName);
|
||||
for (auto it = itpair.first; it != itpair.second; ++it)
|
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{
|
||||
if (it->second == &relay)
|
||||
{
|
||||
m_Subscribers.erase(it);
|
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eventRelays.erase(it);
|
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break;
|
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}
|
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}
|
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@@ -25,5 +32,37 @@ void EventBroker::Unsubscribe(BaseEventRelay &relay) // ?
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||||
void EventBroker::Subscribe(BaseEventRelay &relay)
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{
|
||||
relay.m_Broker = this;
|
||||
m_Subscribers.insert(std::make_pair(relay.m_TypeName, &relay));
|
||||
}
|
||||
m_ContextRelays[relay.m_ContextTypeName].insert(std::make_pair(relay.m_EventTypeName, &relay));
|
||||
}
|
||||
|
||||
int EventBroker::Process(std::string contextTypeName)
|
||||
{
|
||||
auto it = m_ContextRelays.find(contextTypeName);
|
||||
if (it == m_ContextRelays.end())
|
||||
return 0;
|
||||
|
||||
EventRelays_t &relays = it->second;
|
||||
|
||||
int eventsProcessed = 0;
|
||||
for (auto &pair : *m_EventQueueRead)
|
||||
{
|
||||
std::string &eventTypeName = pair.first;
|
||||
std::shared_ptr<Event> event = pair.second;
|
||||
|
||||
auto itpair = relays.equal_range(eventTypeName);
|
||||
for (auto it2 = itpair.first; it2 != itpair.second; ++it2)
|
||||
{
|
||||
auto relay = it2->second;
|
||||
relay->Receive(event);
|
||||
eventsProcessed++;
|
||||
}
|
||||
}
|
||||
|
||||
return eventsProcessed;
|
||||
}
|
||||
|
||||
void EventBroker::Clear()
|
||||
{
|
||||
std::swap(m_EventQueueRead, m_EventQueueWrite);
|
||||
m_EventQueueWrite->clear();
|
||||
}
|
||||
|
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+69
-16
@@ -3,6 +3,7 @@
|
||||
|
||||
#include <typeinfo>
|
||||
#include <functional>
|
||||
#include <map>
|
||||
#include <unordered_map>
|
||||
#include <list>
|
||||
|
||||
@@ -23,19 +24,22 @@ class BaseEventRelay
|
||||
friend class EventBroker;
|
||||
|
||||
protected:
|
||||
BaseEventRelay(std::string typeName)
|
||||
: m_TypeName(typeName), m_Broker(nullptr) { }
|
||||
BaseEventRelay(std::string contextTypeName, std::string eventTypeName)
|
||||
: m_ContextTypeName(contextTypeName)
|
||||
, m_EventTypeName(eventTypeName)
|
||||
, m_Broker(nullptr) { }
|
||||
~BaseEventRelay();
|
||||
|
||||
public:
|
||||
virtual bool Receive(const Event &event) = 0;
|
||||
virtual bool Receive(const std::shared_ptr<Event> event) = 0;
|
||||
|
||||
protected:
|
||||
std::string m_TypeName;
|
||||
std::string m_ContextTypeName;
|
||||
std::string m_EventTypeName;
|
||||
EventBroker* m_Broker;
|
||||
};
|
||||
|
||||
template <typename EventType>
|
||||
template <typename ContextType, typename EventType>
|
||||
class EventRelay : public BaseEventRelay
|
||||
{
|
||||
public:
|
||||
@@ -43,24 +47,24 @@ public:
|
||||
|
||||
EventRelay()
|
||||
: m_Callback(nullptr)
|
||||
, BaseEventRelay(typeid(EventType).name()) { }
|
||||
, BaseEventRelay(typeid(ContextType).name(), typeid(EventType).name()) { }
|
||||
EventRelay(CallbackType callback)
|
||||
: m_Callback(callback)
|
||||
, BaseEventRelay(typeid(EventType).name()) { }
|
||||
, BaseEventRelay(typeid(ContextType).name(), typeid(EventType).name()) { }
|
||||
|
||||
protected:
|
||||
bool Receive(const Event &event) override;
|
||||
bool Receive(const std::shared_ptr<Event> event) override;
|
||||
|
||||
private:
|
||||
CallbackType m_Callback;
|
||||
};
|
||||
|
||||
template <typename EventType>
|
||||
bool EventRelay<EventType>::Receive(const Event &event)
|
||||
template <typename ContextType, typename EventType>
|
||||
bool EventRelay<ContextType, EventType>::Receive(const std::shared_ptr<Event> event)
|
||||
{
|
||||
if (m_Callback != nullptr)
|
||||
{
|
||||
return m_Callback(static_cast<const EventType&>(event));
|
||||
return m_Callback(*static_cast<const EventType*>(event.get()));
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -70,26 +74,75 @@ bool EventRelay<EventType>::Receive(const Event &event)
|
||||
|
||||
class EventBroker
|
||||
{
|
||||
template <typename EventType> friend class EventRelay;
|
||||
template <typename ContextType, typename EventType> friend class EventRelay;
|
||||
|
||||
public:
|
||||
EventBroker()
|
||||
{
|
||||
m_EventQueueRead = std::make_shared<EventQueue_t>();
|
||||
m_EventQueueWrite = std::make_shared<EventQueue_t>();
|
||||
}
|
||||
|
||||
void Subscribe(BaseEventRelay &relay);
|
||||
template <typename EventType>
|
||||
void Publish(const EventType &event);
|
||||
void Subscribe(BaseEventRelay &relay);
|
||||
// Process all events no matter the context.
|
||||
/*void Process()
|
||||
{
|
||||
|
||||
}*/
|
||||
/*
|
||||
Process all events in a given context.
|
||||
Returns: Number of events processed
|
||||
*/
|
||||
template <typename ContextType>
|
||||
int Process();
|
||||
int Process(std::string contextTypeName);
|
||||
void Clear();
|
||||
void Unsubscribe(BaseEventRelay &relay);
|
||||
template <typename ContextType>
|
||||
void UnsubscribeAll();
|
||||
|
||||
private:
|
||||
std::unordered_multimap<std::string, BaseEventRelay*> m_Subscribers;
|
||||
};
|
||||
typedef std::string ContextTypeName_t; // typeid(ContextType).name()
|
||||
typedef std::string EventTypeName_t; // typeid(EventType).name()
|
||||
|
||||
typedef std::unordered_multimap<EventTypeName_t, BaseEventRelay*> EventRelays_t;
|
||||
typedef std::unordered_map<ContextTypeName_t, EventRelays_t> ContextRelays_t;
|
||||
ContextRelays_t m_ContextRelays;
|
||||
|
||||
typedef std::list<std::pair<EventTypeName_t, std::shared_ptr<Event>>> EventQueue_t;
|
||||
std::shared_ptr<EventQueue_t> m_EventQueueRead;
|
||||
std::shared_ptr<EventQueue_t> m_EventQueueWrite;
|
||||
};
|
||||
|
||||
template <typename EventType>
|
||||
void EventBroker::Publish(const EventType &event)
|
||||
{
|
||||
auto itpair = m_Subscribers.equal_range(typeid(EventType).name());
|
||||
/*auto itpair = m_Subscribers.equal_range(typeid(EventType).name());
|
||||
for (auto it = itpair.first; it != itpair.second; ++it)
|
||||
{
|
||||
it->second->Receive(event);
|
||||
}*/
|
||||
|
||||
m_EventQueueWrite->push_back(std::make_pair(typeid(EventType).name(), std::shared_ptr<EventType>(new EventType(event))));
|
||||
}
|
||||
|
||||
template <typename ContextType>
|
||||
int EventBroker::Process()
|
||||
{
|
||||
const std::string contextTypeName = typeid(ContextType).name();
|
||||
return Process(contextTypeName);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef Events_ApplyForce_h__
|
||||
#define Events_ApplyForce_h__
|
||||
#include "Entity.h"
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct ApplyForce : Event
|
||||
{
|
||||
EntityID Entity;
|
||||
double DeltaTime;
|
||||
glm::vec3 Force;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_ApplyForce_h__
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef Events_ApplyPointImpulse_h__
|
||||
#define Events_ApplyPointImpulse_h__
|
||||
#include "Entity.h"
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct ApplyPointImpulse : Event
|
||||
{
|
||||
EntityID Entity;
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Impulse;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_ApplyPointImpulse_h__
|
||||
@@ -0,0 +1,21 @@
|
||||
#ifndef Events_BindGamepadAxis_h__
|
||||
#define Events_BindGamepadAxis_h__
|
||||
|
||||
#include <boost/any.hpp>
|
||||
|
||||
#include "EventBroker.h"
|
||||
#include "Events/GamepadAxis.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct BindGamepadAxis : Event
|
||||
{
|
||||
Gamepad::Axis Axis;
|
||||
std::string Command;
|
||||
float Value;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_BindGamepadAxis_h__
|
||||
@@ -0,0 +1,21 @@
|
||||
#ifndef Events_BindGamepadButton_h__
|
||||
#define Events_BindGamepadButton_h__
|
||||
|
||||
#include <boost/any.hpp>
|
||||
|
||||
#include "EventBroker.h"
|
||||
#include "Events/GamepadButton.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct BindGamepadButton : Event
|
||||
{
|
||||
Gamepad::Button Button;
|
||||
std::string Command;
|
||||
float Value;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_BindGamepadButton_h__
|
||||
@@ -1,6 +1,8 @@
|
||||
#ifndef Events_BindKey_h__
|
||||
#define Events_BindKey_h__
|
||||
|
||||
#include <boost/any.hpp>
|
||||
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
@@ -10,6 +12,7 @@ struct BindKey : Event
|
||||
{
|
||||
int KeyCode;
|
||||
std::string Command;
|
||||
float Value;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -10,6 +10,7 @@ struct BindMouseButton : Event
|
||||
{
|
||||
int Button;
|
||||
std::string Command;
|
||||
float Value;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef Events_CastRay_h__
|
||||
#define Events_CastRay_h__
|
||||
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct CastRay : Event
|
||||
{
|
||||
glm::vec3 Direction;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_CastRay_h__
|
||||
@@ -0,0 +1,32 @@
|
||||
#ifndef Events_GamepadAxis_h__
|
||||
#define Events_GamepadAxis_h__
|
||||
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Gamepad
|
||||
{
|
||||
enum class Axis
|
||||
{
|
||||
LeftX,
|
||||
LeftY,
|
||||
RightX,
|
||||
RightY,
|
||||
LeftTrigger,
|
||||
RightTrigger,
|
||||
LAST = RightTrigger
|
||||
};
|
||||
}
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct GamepadAxis : Event
|
||||
{
|
||||
int GamepadID;
|
||||
Gamepad::Axis Axis;
|
||||
float Value;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_GamepadAxis_h__
|
||||
@@ -0,0 +1,45 @@
|
||||
#ifndef Events_GamepadButton_h__
|
||||
#define Events_GamepadButton_h__
|
||||
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Gamepad
|
||||
{
|
||||
enum class Button
|
||||
{
|
||||
Up,
|
||||
Down,
|
||||
Left,
|
||||
Right,
|
||||
Start,
|
||||
Back,
|
||||
LeftThumb,
|
||||
RightThumb,
|
||||
LeftShoulder,
|
||||
RightShoulder,
|
||||
A,
|
||||
B,
|
||||
X,
|
||||
Y,
|
||||
LAST = Y
|
||||
};
|
||||
}
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct GamepadButtonDown : Event
|
||||
{
|
||||
int GamepadID;
|
||||
Gamepad::Button Button;
|
||||
};
|
||||
|
||||
struct GamepadButtonUp : Event
|
||||
{
|
||||
int GamepadID;
|
||||
Gamepad::Button Button;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_GamepadButton_h__
|
||||
@@ -12,7 +12,7 @@ struct InputCommand : Event
|
||||
{
|
||||
unsigned int PlayerID;
|
||||
std::string Command;
|
||||
boost::any Value;
|
||||
float Value;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,14 @@
|
||||
#ifndef Events_LockMouse_h__
|
||||
#define Events_LockMouse_h__
|
||||
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct LockMouse : Event { };
|
||||
struct UnlockMouse : Event { };
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_LockMouse_h__
|
||||
@@ -9,6 +9,7 @@ namespace Events
|
||||
struct MousePress : Event
|
||||
{
|
||||
int Button;
|
||||
double X, Y;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -9,6 +9,7 @@ namespace Events
|
||||
struct MouseRelease : Event
|
||||
{
|
||||
int Button;
|
||||
double X, Y;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Events_RayIntersection_h__
|
||||
#define Events_RayIntersection_h__
|
||||
|
||||
#include "EventBroker.h"
|
||||
#include "Entity.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct RayIntersection : Event
|
||||
{
|
||||
EntityID Entity;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_RayIntersection_h__
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Events_SetVelocity_h__
|
||||
#define Events_SetVelocity_h__
|
||||
#include "Entity.h"
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct SetVelocity : Event
|
||||
{
|
||||
EntityID Entity;
|
||||
glm::vec3 Velocity;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_SetVelocity_h__
|
||||
+22
-2
@@ -10,12 +10,18 @@ template <typename T>
|
||||
class Factory
|
||||
{
|
||||
public:
|
||||
void Register(std::string name, std::function<T(void)> factoryFunction)
|
||||
/*void Register(std::string name, std::function<T(void)> factoryFunction)
|
||||
{
|
||||
m_FactoryFunctions[name] = factoryFunction;
|
||||
}*/
|
||||
|
||||
template <typename T2>
|
||||
void Register(std::function<T(void)> factoryFunction)
|
||||
{
|
||||
m_FactoryFunctions[typeid(T2).name()] = factoryFunction;
|
||||
}
|
||||
|
||||
T Create(std::string name)
|
||||
/*T Create(std::string name)
|
||||
{
|
||||
auto it = m_FactoryFunctions.find(name);
|
||||
if (it != m_FactoryFunctions.end())
|
||||
@@ -26,6 +32,20 @@ public:
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
}*/
|
||||
|
||||
template <typename T2>
|
||||
T Create()
|
||||
{
|
||||
auto it = m_FactoryFunctions.find(typeid(T2).name());
|
||||
if (it != m_FactoryFunctions.end())
|
||||
{
|
||||
return it->second();
|
||||
}
|
||||
else
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
@@ -6,6 +6,9 @@
|
||||
#include "Util/Rectangle.h"
|
||||
#include "EventBroker.h"
|
||||
|
||||
// HACK: Decouple renderer plz
|
||||
#include "Renderer.h"
|
||||
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
@@ -34,14 +37,37 @@ public:
|
||||
std::shared_ptr<Frame> Parent() const { return m_Parent; }
|
||||
void SetParent(std::shared_ptr<Frame> parent)
|
||||
{
|
||||
parent->AddChild(std::shared_ptr<Frame>(this));
|
||||
m_Parent = parent;
|
||||
EventBroker = parent->EventBroker;
|
||||
}
|
||||
|
||||
void AddChild(std::shared_ptr<Frame> child)
|
||||
{
|
||||
m_Children.push_back(child);
|
||||
if (m_Parent != nullptr)
|
||||
{
|
||||
m_Parent->AddChild(child);
|
||||
}
|
||||
}
|
||||
|
||||
typedef std::list<std::shared_ptr<Frame>>::const_iterator FrameChildrenIterator;
|
||||
FrameChildrenIterator begin()
|
||||
{
|
||||
return m_Children.begin();
|
||||
}
|
||||
FrameChildrenIterator end()
|
||||
{
|
||||
return m_Children.end();
|
||||
}
|
||||
|
||||
virtual void Update(double dt) { }
|
||||
virtual void Draw(Renderer* renderer) { }
|
||||
|
||||
protected:
|
||||
std::shared_ptr<::EventBroker> EventBroker;
|
||||
std::shared_ptr<Frame> m_Parent;
|
||||
std::list<std::shared_ptr<Frame>> m_Children;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
+844
-238
File diff suppressed because it is too large
Load Diff
+10
-2
@@ -13,6 +13,7 @@
|
||||
//#include "Systems/PlayerSystem.h"
|
||||
#include "Systems/FreeSteeringSystem.h"
|
||||
#include "Systems/TankSteeringSystem.h"
|
||||
#include "Systems/HelicopterSteeringSystem.h"
|
||||
#include "Systems/RenderSystem.h"
|
||||
#include "Systems/SoundSystem.h"
|
||||
#include "Systems/PhysicsSystem.h"
|
||||
@@ -28,6 +29,7 @@
|
||||
#include "Components/Sprite.h"
|
||||
#include "Components/Template.h"
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/Viewport.h"
|
||||
|
||||
#include "Components/Physics.h"
|
||||
#include "Components/SphereShape.h"
|
||||
@@ -35,6 +37,10 @@
|
||||
#include "Components/Vehicle.h"
|
||||
#include "Components/Wheel.h"
|
||||
#include "Components/HingeConstraint.h"
|
||||
#include "Components/TankSteering.h"
|
||||
#include "Components/TowerSteering.h"
|
||||
#include "Components/BarrelSteering.h"
|
||||
#include "Components/Player.h"
|
||||
|
||||
class GameWorld : public World
|
||||
{
|
||||
@@ -53,8 +59,10 @@ public:
|
||||
private:
|
||||
std::shared_ptr<Renderer> m_Renderer;
|
||||
|
||||
void BindKey(int keyCode, std::string command);
|
||||
void BindMouseButton(int button, std::string command);
|
||||
void BindKey(int keyCode, std::string command, float value);
|
||||
void BindMouseButton(int button, std::string command, float value);
|
||||
void BindGamepadAxis(Gamepad::Axis axis, std::string command, float value);
|
||||
void BindGamepadButton(Gamepad::Button button, std::string command, float value);
|
||||
};
|
||||
|
||||
#endif // GameWorld_h__
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#include "Events/InputCommand.h"
|
||||
#include "Events/MouseMove.h"
|
||||
|
||||
template <typename EventContext>
|
||||
class InputController
|
||||
{
|
||||
public:
|
||||
@@ -26,8 +27,8 @@ protected:
|
||||
std::shared_ptr<::EventBroker> EventBroker;
|
||||
|
||||
private:
|
||||
EventRelay<Events::InputCommand> m_EInputCommand;
|
||||
EventRelay<Events::MouseMove> m_EMouseMove;
|
||||
EventRelay<EventContext, Events::InputCommand> m_EInputCommand;
|
||||
EventRelay<EventContext, Events::MouseMove> m_EMouseMove;
|
||||
};
|
||||
|
||||
#endif // InputController_h__
|
||||
|
||||
+151
-6
@@ -1,8 +1,20 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "InputManager.h"
|
||||
#include <XInput.h>
|
||||
|
||||
void InputManager::Initialize()
|
||||
{
|
||||
m_LastGamepadAxisState = std::array<GamepadAxisState, XUSER_MAX_COUNT>();
|
||||
m_LastGamepadButtonState = std::array<GamepadButtonState, XUSER_MAX_COUNT>();
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &InputManager::OnLockMouse);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &InputManager::OnUnlockMouse);
|
||||
}
|
||||
|
||||
void InputManager::Update(double dt)
|
||||
{
|
||||
EventBroker->Process<InputManager>();
|
||||
|
||||
m_LastKeyState = m_CurrentKeyState;
|
||||
m_LastMouseState = m_CurrentMouseState;
|
||||
m_LastMouseX = m_CurrentMouseX;
|
||||
@@ -19,13 +31,13 @@ void InputManager::Update(double dt)
|
||||
{
|
||||
Events::KeyDown e;
|
||||
e.KeyCode = i;
|
||||
m_EventBroker->Publish<Events::KeyDown>(e);
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
else
|
||||
{
|
||||
Events::KeyUp e;
|
||||
e.KeyCode = i;
|
||||
m_EventBroker->Publish<Events::KeyUp>(e);
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -36,23 +48,29 @@ void InputManager::Update(double dt)
|
||||
m_CurrentMouseState[i] = glfwGetMouseButton(m_GLFWWindow, i);
|
||||
if (m_CurrentMouseState[i] != m_LastMouseState[i])
|
||||
{
|
||||
double x, y;
|
||||
glfwGetCursorPos(m_GLFWWindow, &x, &y);
|
||||
// Publish mouse button events
|
||||
if (m_CurrentMouseState[i])
|
||||
{
|
||||
Events::MousePress e;
|
||||
e.Button = i;
|
||||
m_EventBroker->Publish<Events::MousePress>(e);
|
||||
e.X = x;
|
||||
e.Y = y;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
else
|
||||
{
|
||||
Events::MouseRelease e;
|
||||
e.Button = i;
|
||||
m_EventBroker->Publish<Events::MouseRelease>(e);
|
||||
e.X = x;
|
||||
e.Y = y;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Cursor position
|
||||
// Mouse movement
|
||||
glfwGetCursorPos(m_GLFWWindow, &m_CurrentMouseX, &m_CurrentMouseY);
|
||||
m_CurrentMouseDeltaX = m_CurrentMouseX - m_LastMouseX;
|
||||
m_CurrentMouseDeltaY = m_CurrentMouseY - m_LastMouseY;
|
||||
@@ -64,7 +82,7 @@ void InputManager::Update(double dt)
|
||||
e.Y = m_CurrentMouseY;
|
||||
e.DeltaX = m_CurrentMouseDeltaX;
|
||||
e.DeltaY = m_CurrentMouseDeltaY;
|
||||
m_EventBroker->Publish<Events::MouseMove>(e);
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
// // Lock mouse while holding LMB
|
||||
@@ -83,4 +101,131 @@ void InputManager::Update(double dt)
|
||||
// {
|
||||
// glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
// }
|
||||
|
||||
// Xbox360 controller
|
||||
//using namespace ;
|
||||
DWORD dwResult;
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
{
|
||||
XINPUT_STATE state = { 0 };
|
||||
// Simply get the state of the controller from XInput.
|
||||
dwResult = XInputGetState(i, &state);
|
||||
if (dwResult == 0)
|
||||
{
|
||||
if(std::abs(state.Gamepad.sThumbLX) <= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbLX = 0;
|
||||
if(std::abs(state.Gamepad.sThumbLY) <= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbLY = 0;
|
||||
if(std::abs(state.Gamepad.sThumbRX) <= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbRX = 0;
|
||||
if(std::abs(state.Gamepad.sThumbRY) <= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbRY = 0;
|
||||
if(std::abs(state.Gamepad.bLeftTrigger) <= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
|
||||
state.Gamepad.bLeftTrigger = 0;
|
||||
if(std::abs(state.Gamepad.bRightTrigger) <= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
|
||||
state.Gamepad.bRightTrigger = 0;
|
||||
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftX)] = state.Gamepad.sThumbLX / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftY)] = state.Gamepad.sThumbLY / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightX)] = state.Gamepad.sThumbRX / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightY)] = state.Gamepad.sThumbRY / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftTrigger)] = state.Gamepad.bLeftTrigger / 255.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightTrigger)] = state.Gamepad.bRightTrigger / 255.f;
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftX);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftY);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightX);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightY);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftTrigger);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightTrigger);
|
||||
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Up)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Down)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Left)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Right)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Start)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_START);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Back)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_BACK);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::LeftThumb)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::RightThumb)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::LeftShoulder)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::RightShoulder)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::A)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_A);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::B)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_B);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::X)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_X);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Y)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_Y);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Up);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Down);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Left);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Right);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Start);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Back);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::LeftThumb);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::RightThumb);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::LeftShoulder);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::RightShoulder);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::A);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::B);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::X);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Y);
|
||||
}
|
||||
}
|
||||
|
||||
m_LastKeyState = m_CurrentKeyState;
|
||||
m_LastMouseState = m_CurrentMouseState;
|
||||
m_LastMouseX = m_CurrentMouseX;
|
||||
m_LastMouseY = m_CurrentMouseY;
|
||||
m_LastGamepadAxisState = m_CurrentGamepadAxisState;
|
||||
m_LastGamepadButtonState = m_CurrentGamepadButtonState;
|
||||
}
|
||||
|
||||
void InputManager::PublishGamepadAxisIfChanged(int gamepadID, Gamepad::Axis axis)
|
||||
{
|
||||
float currentValue = m_CurrentGamepadAxisState[gamepadID][static_cast<int>(axis)];
|
||||
float lastValue = m_LastGamepadAxisState[gamepadID][static_cast<int>(axis)];
|
||||
if (currentValue != lastValue)
|
||||
{
|
||||
Events::GamepadAxis e;
|
||||
e.GamepadID = gamepadID;
|
||||
e.Axis = axis;
|
||||
e.Value = currentValue;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
void InputManager::PublishGamepadButtonIfChanged(int gamepadID, Gamepad::Button button)
|
||||
{
|
||||
bool currentState = m_CurrentGamepadButtonState[gamepadID][static_cast<int>(button)];
|
||||
float lastState = m_LastGamepadButtonState[gamepadID][static_cast<int>(button)];
|
||||
if (currentState != lastState)
|
||||
{
|
||||
if (currentState == true)
|
||||
{
|
||||
Events::GamepadButtonDown e;
|
||||
e.GamepadID = gamepadID;
|
||||
e.Button = button;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
else
|
||||
{
|
||||
Events::GamepadButtonUp e;
|
||||
e.GamepadID = gamepadID;
|
||||
e.Button = button;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool InputManager::OnLockMouse(const Events::LockMouse &event)
|
||||
{
|
||||
m_MouseLocked = true;
|
||||
glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool InputManager::OnUnlockMouse(const Events::UnlockMouse &event)
|
||||
{
|
||||
m_MouseLocked = false;
|
||||
glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
|
||||
return true;
|
||||
}
|
||||
+30
-5
@@ -9,34 +9,59 @@
|
||||
#include "Events/MousePress.h"
|
||||
#include "Events/MouseRelease.h"
|
||||
#include "Events/MouseMove.h"
|
||||
#include "Events/LockMouse.h"
|
||||
#include "Events/GamepadAxis.h"
|
||||
#include "Events/GamepadButton.h"
|
||||
|
||||
class InputManager
|
||||
{
|
||||
public:
|
||||
InputManager(GLFWwindow* window, std::shared_ptr<EventBroker> eventBroker)
|
||||
InputManager(GLFWwindow* window, std::shared_ptr<::EventBroker> eventBroker)
|
||||
: m_GLFWWindow(window)
|
||||
, m_EventBroker(eventBroker)
|
||||
, EventBroker(eventBroker)
|
||||
, m_CurrentKeyState()
|
||||
, m_LastKeyState()
|
||||
, m_CurrentMouseState()
|
||||
, m_LastMouseState()
|
||||
, m_CurrentMouseX(0), m_CurrentMouseY(0)
|
||||
, m_LastMouseX(0), m_LastMouseY(0)
|
||||
, m_CurrentMouseDeltaX(0), m_CurrentMouseDeltaY(0) { }
|
||||
, m_CurrentMouseDeltaX(0), m_CurrentMouseDeltaY(0)
|
||||
, m_MouseLocked(false)
|
||||
{ Initialize(); }
|
||||
|
||||
void Initialize();
|
||||
|
||||
static const short MAX_GAMEPADS = 4;
|
||||
|
||||
void Update(double dt);
|
||||
|
||||
private:
|
||||
GLFWwindow* m_GLFWWindow;
|
||||
std::shared_ptr<EventBroker> m_EventBroker;
|
||||
|
||||
std::shared_ptr<::EventBroker> EventBroker;
|
||||
|
||||
EventRelay<InputManager, Events::LockMouse> m_ELockMouse;
|
||||
bool OnLockMouse(const Events::LockMouse &event);
|
||||
EventRelay<InputManager, Events::UnlockMouse> m_EUnlockMouse;
|
||||
bool OnUnlockMouse(const Events::UnlockMouse &event);
|
||||
|
||||
std::array<int, GLFW_KEY_LAST+1> m_CurrentKeyState;
|
||||
std::array<int, GLFW_KEY_LAST+1> m_LastKeyState;
|
||||
std::array<int, GLFW_MOUSE_BUTTON_LAST+1> m_CurrentMouseState;
|
||||
std::array<int, GLFW_MOUSE_BUTTON_LAST+1> m_LastMouseState;
|
||||
typedef std::array<float, static_cast<int>(Gamepad::Axis::LAST) + 1> GamepadAxisState;
|
||||
std::array<GamepadAxisState, MAX_GAMEPADS> m_CurrentGamepadAxisState;
|
||||
std::array<GamepadAxisState, MAX_GAMEPADS> m_LastGamepadAxisState;
|
||||
typedef std::array<bool, static_cast<int>(Gamepad::Button::LAST) + 1> GamepadButtonState;
|
||||
std::array<GamepadButtonState, MAX_GAMEPADS> m_CurrentGamepadButtonState;
|
||||
std::array<GamepadButtonState, MAX_GAMEPADS> m_LastGamepadButtonState;
|
||||
|
||||
double m_CurrentMouseX, m_CurrentMouseY;
|
||||
double m_LastMouseX, m_LastMouseY;
|
||||
double m_CurrentMouseDeltaX, m_CurrentMouseDeltaY;
|
||||
bool m_MouseLocked;
|
||||
|
||||
void PublishGamepadAxisIfChanged(int gamepadID, Gamepad::Axis axis);
|
||||
void PublishGamepadButtonIfChanged(int gamepadID, Gamepad::Button button);
|
||||
};
|
||||
|
||||
#endif // InputManager_h__
|
||||
|
||||
+116
-2
@@ -22,6 +22,8 @@ Model::Model(ResourceManager* rm, OBJ &obj)
|
||||
auto texture = std::shared_ptr<Texture>(rm->Load<Texture>("Texture", currentMaterial->DiffuseTexture.FileName));
|
||||
// TODO: Load normal map
|
||||
std::shared_ptr<Texture> normalMap = nullptr;
|
||||
if (!currentMaterial->NormalMap.FileName.empty())
|
||||
normalMap = std::shared_ptr<Texture>(rm->Load<Texture>("Texture", currentMaterial->NormalMap.FileName));
|
||||
// Load specular map
|
||||
std::shared_ptr<Texture> specularMap = nullptr;
|
||||
if (!currentMaterial->SpecularMap.FileName.empty())
|
||||
@@ -63,7 +65,9 @@ Model::Model(ResourceManager* rm, OBJ &obj)
|
||||
|
||||
if (Vertices.size() > 0)
|
||||
{
|
||||
CreateBuffers(Vertices, Normals, TextureCoords);
|
||||
CreateTangents();
|
||||
//getSimilarVertexIndex();
|
||||
CreateBuffers(Vertices, Normals, TangentNormals, BiTangentNormals, TextureCoords);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -71,7 +75,7 @@ Model::Model(ResourceManager* rm, OBJ &obj)
|
||||
}
|
||||
}
|
||||
|
||||
void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec3> normals, std::vector<glm::vec2>textureCoords)
|
||||
void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec3> normals, std::vector<glm::vec3> tangents, std::vector<glm::vec3> biTangents, std::vector<glm::vec2>textureCoords)
|
||||
{
|
||||
|
||||
LOG_INFO("Generating VertexBuffer");
|
||||
@@ -100,6 +104,32 @@ void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec
|
||||
LOG_WARNING("Created empty normal buffer!");
|
||||
}
|
||||
|
||||
LOG_INFO("Generating TangentNormalsBuffer");
|
||||
glGenBuffers(1, &TangentNormalsBuffer);
|
||||
if (tangents.size() > 0)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, TangentNormalsBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, tangents.size() * sizeof(glm::vec3), &tangents[0], GL_STATIC_DRAW);
|
||||
GLERROR("GLEW: BufferFail, TangentNormalsBuffer");
|
||||
}
|
||||
else
|
||||
{
|
||||
LOG_WARNING("Created empty tangent buffer!");
|
||||
}
|
||||
|
||||
LOG_INFO("Generating BiTangentNormalsBuffer");
|
||||
glGenBuffers(1, &BiTangentNormalsBuffer);
|
||||
if (biTangents.size() > 0)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, BiTangentNormalsBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, biTangents.size() * sizeof(glm::vec3), &biTangents[0], GL_STATIC_DRAW);
|
||||
GLERROR("GLEW: BufferFail, BiTangentNormalsBuffer");
|
||||
}
|
||||
else
|
||||
{
|
||||
LOG_WARNING("Created empty biTangent buffer!");
|
||||
}
|
||||
|
||||
|
||||
LOG_INFO("Generating textureCoordBuffer");
|
||||
glGenBuffers(1, &TextureCoordBuffer);
|
||||
@@ -130,10 +160,94 @@ void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, TangentNormalsBuffer);
|
||||
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, BiTangentNormalsBuffer);
|
||||
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
glEnableVertexAttribArray(3);
|
||||
glEnableVertexAttribArray(4);
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
}
|
||||
|
||||
bool Model::IsNear( float v1, float v2 )
|
||||
{
|
||||
return fabs(v1 - v2) < 0.01f;
|
||||
}
|
||||
|
||||
void Model::getSimilarVertexIndex()
|
||||
{
|
||||
for(int i = 0; i < Vertices.size(); i++)
|
||||
{
|
||||
for(int t = 0; t < Vertices.size(); t++)
|
||||
{
|
||||
if(i != t)
|
||||
{
|
||||
if(IsNear(Vertices[i].x, Vertices[t].x)
|
||||
& IsNear(Vertices[i].y, Vertices[t].y)
|
||||
& IsNear(Vertices[i].z, Vertices[t].z)
|
||||
)
|
||||
{
|
||||
glm::vec3 tempNormal, tempTangent, tempBiTangent;
|
||||
|
||||
tempNormal = glm::normalize(Normals[i] + Normals[t]);
|
||||
tempTangent = glm::normalize(TangentNormals[i] + TangentNormals[t]);
|
||||
tempBiTangent = glm::normalize(BiTangentNormals[i] + BiTangentNormals[t]);
|
||||
|
||||
Normals[i] = tempNormal;
|
||||
Normals[t] = tempNormal;
|
||||
|
||||
TangentNormals[i] = tempTangent;
|
||||
TangentNormals[t] = tempTangent;
|
||||
|
||||
BiTangentNormals[i] = tempBiTangent;
|
||||
BiTangentNormals[t] = tempBiTangent;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Model::CreateTangents()
|
||||
{
|
||||
for(int i = 0; i < Vertices.size(); i += 3)
|
||||
{
|
||||
glm::vec3 v0 = Vertices[i];
|
||||
glm::vec3 v1 = Vertices[i+1];
|
||||
glm::vec3 v2 = Vertices[i+2];
|
||||
|
||||
glm::vec2 uv0 = TextureCoords[i];
|
||||
glm::vec2 uv1 = TextureCoords[i+1];
|
||||
glm::vec2 uv2 = TextureCoords[i+2];
|
||||
|
||||
//Calculate the edge of the triangle
|
||||
glm::vec3 edge1 = v1-v0;
|
||||
glm::vec3 edge2 = v2-v0;
|
||||
|
||||
glm::vec2 deltaUV1 = uv1 - uv0;
|
||||
glm::vec2 deltaUV2 = uv2 - uv0;
|
||||
|
||||
float r = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x);
|
||||
glm::vec3 tangent, biTangent;
|
||||
|
||||
tangent = (edge1 * deltaUV2.y - edge2 * deltaUV1.y) * r;
|
||||
biTangent = (edge2 * deltaUV1.x - edge1 * deltaUV2.x) * r;
|
||||
|
||||
TangentNormals.push_back(tangent);
|
||||
TangentNormals.push_back(tangent);
|
||||
TangentNormals.push_back(tangent);
|
||||
|
||||
BiTangentNormals.push_back(biTangent);
|
||||
BiTangentNormals.push_back(biTangent);
|
||||
BiTangentNormals.push_back(biTangent);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
+11
-1
@@ -38,10 +38,14 @@ public:
|
||||
private:
|
||||
|
||||
std::vector<glm::vec3> Normals;
|
||||
std::vector<glm::vec3> TangentNormals;
|
||||
std::vector<glm::vec3> BiTangentNormals;
|
||||
std::vector<glm::vec2> TextureCoords;
|
||||
|
||||
GLuint VertexBuffer;
|
||||
GLuint NormalBuffer;
|
||||
GLuint TangentNormalsBuffer;
|
||||
GLuint BiTangentNormalsBuffer;
|
||||
GLuint TextureCoordBuffer;
|
||||
|
||||
bool Loadobj(
|
||||
@@ -53,9 +57,15 @@ private:
|
||||
|
||||
void CreateBuffers(
|
||||
std::vector<glm::vec3> _Vertices,
|
||||
std::vector<glm::vec3> _Normals,
|
||||
std::vector<glm::vec3> _Normals,
|
||||
std::vector<glm::vec3> _Tangents,
|
||||
std::vector<glm::vec3> _BiTangents,
|
||||
std::vector<glm::vec2>_TextureCoords
|
||||
);
|
||||
|
||||
void CreateTangents();
|
||||
bool IsNear(float v1, float v2);
|
||||
void getSimilarVertexIndex();
|
||||
|
||||
};
|
||||
#endif // Model_h__
|
||||
@@ -7,13 +7,13 @@
|
||||
|
||||
void VehicleSetup::buildVehicle(World *world, const hkpWorld* physicsWorld, hkpVehicleInstance& vehicle, EntityID vehicleEntity, std::vector<EntityID> wheelEntities)
|
||||
{
|
||||
auto vehicleComponent = world->GetComponent<Components::Vehicle>(vehicleEntity, "Vehicle");
|
||||
auto vehicleComponent = world->GetComponent<Components::Vehicle>(vehicleEntity);
|
||||
|
||||
WheelData wheelData;
|
||||
for (int i = 0; i < wheelEntities.size(); i++)
|
||||
{
|
||||
wheelData.WheelComponent = world->GetComponent<Components::Wheel>(wheelEntities[i], "Wheel");
|
||||
wheelData.TransformComponent = world->GetComponent<Components::Transform>(wheelEntities[i], "Transform");
|
||||
wheelData.WheelComponent = world->GetComponent<Components::Wheel>(wheelEntities[i]);
|
||||
wheelData.TransformComponent = world->GetComponent<Components::Transform>(wheelEntities[i]);
|
||||
m_Wheels.push_back(wheelData);
|
||||
}
|
||||
|
||||
@@ -22,7 +22,7 @@ void VehicleSetup::buildVehicle(World *world, const hkpWorld* physicsWorld, hkpV
|
||||
//
|
||||
vehicle.m_data = new hkpVehicleData;
|
||||
vehicle.m_driverInput = new hkpVehicleDefaultAnalogDriverInput;
|
||||
vehicle.m_steering = new hkpVehicleDefaultSteering;
|
||||
vehicle.m_steering = new TankSteering;
|
||||
vehicle.m_engine = new hkpVehicleDefaultEngine;
|
||||
vehicle.m_transmission = new hkpVehicleDefaultTransmission;
|
||||
vehicle.m_brake = new hkpVehicleDefaultBrake;
|
||||
@@ -104,7 +104,7 @@ void VehicleSetup::setupVehicleData(const hkpWorld* world, hkpVehicleData& data
|
||||
data.m_torquePitchFactor = 0.5f;
|
||||
data.m_torqueYawFactor = 0.35f;
|
||||
|
||||
data.m_chassisUnitInertiaYaw = 1.0f;
|
||||
data.m_chassisUnitInertiaYaw = 0.8f;
|
||||
data.m_chassisUnitInertiaRoll = 1.0f;
|
||||
data.m_chassisUnitInertiaPitch = 1.0f;
|
||||
|
||||
@@ -201,7 +201,7 @@ void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultT
|
||||
transmission.m_upshiftRPM = 7000.0f;
|
||||
|
||||
transmission.m_clutchDelayTime = 0.0f;
|
||||
transmission.m_reverseGearRatio = 1.2f;
|
||||
transmission.m_reverseGearRatio = 1.0f;
|
||||
transmission.m_gearsRatio[0] = 3.0f;
|
||||
transmission.m_gearsRatio[1] = 2.25f;
|
||||
transmission.m_gearsRatio[2] = 1.5f;
|
||||
@@ -246,9 +246,8 @@ void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultS
|
||||
suspension.m_wheelParams[i].m_length = suspensionLength;
|
||||
suspension.m_wheelSpringParams[i].m_strength = m_Wheels[i].WheelComponent->SuspensionStrength;
|
||||
|
||||
const float wd = 3.0f;
|
||||
suspension.m_wheelSpringParams[i].m_dampingCompression = wd;
|
||||
suspension.m_wheelSpringParams[i].m_dampingRelaxation = wd;
|
||||
suspension.m_wheelSpringParams[i].m_dampingCompression = vehicleComponent.SpringDamping;
|
||||
suspension.m_wheelSpringParams[i].m_dampingRelaxation = vehicleComponent.SpringDamping;
|
||||
|
||||
|
||||
suspension.m_wheelParams[i].m_hardpointChassisSpace.set(m_Wheels[i].WheelComponent->Hardpoint.x, m_Wheels[i].WheelComponent->Hardpoint.y, m_Wheels[i].WheelComponent->Hardpoint.z);
|
||||
@@ -285,7 +284,7 @@ void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultV
|
||||
|
||||
// The threshold in m/s at which the algorithm switches from
|
||||
// using the normalSpinDamping to the collisionSpinDamping.
|
||||
velocityDamper.m_collisionThreshold = 100.0f;
|
||||
velocityDamper.m_collisionThreshold = 1.0f;
|
||||
}
|
||||
|
||||
void VehicleSetup::setupWheelCollide(const hkpWorld* world, const hkpVehicleInstance& vehicle, hkpVehicleRayCastWheelCollide& wheelCollide)
|
||||
|
||||
@@ -33,6 +33,32 @@
|
||||
#include "Components/Wheel.h"
|
||||
#include "Components/Transform.h"
|
||||
|
||||
|
||||
/// Tank specific steering implementation. Rear wheels steer in opposite direction
|
||||
/// to front wheels.
|
||||
class TankSteering: public hkpVehicleDefaultSteering
|
||||
{
|
||||
public:
|
||||
virtual void calcSteering(const hkReal deltaTime, const hkpVehicleInstance* vehicle, const hkpVehicleDriverInput::FilteredDriverInputOutput& filteredInfoOutput, SteeringAnglesOutput& steeringOutput )
|
||||
{
|
||||
hkpVehicleDefaultSteering::calcMainSteeringAngle( deltaTime, vehicle, filteredInfoOutput, steeringOutput );
|
||||
|
||||
// Wheels.
|
||||
for (int w_it = 0; w_it < m_doesWheelSteer.getSize(); w_it++)
|
||||
{
|
||||
if ( m_doesWheelSteer[w_it] )
|
||||
{
|
||||
steeringOutput.m_wheelsSteeringAngle [w_it] = steeringOutput.m_mainSteeringAngle;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Steer with front and back wheels to simulate a tank.
|
||||
steeringOutput.m_wheelsSteeringAngle [w_it] = -steeringOutput.m_mainSteeringAngle;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class VehicleSetup
|
||||
{
|
||||
public:
|
||||
|
||||
+533
-211
@@ -13,12 +13,15 @@ Renderer::Renderer()
|
||||
m_DrawWireframe = false;
|
||||
m_DrawBounds = false;
|
||||
#endif
|
||||
|
||||
m_ShadowMapRes = 2048;
|
||||
Gamma = 2.2f;
|
||||
CAtt = 1.0f;
|
||||
LAtt = 0.0f;
|
||||
QAtt = 3.0f;
|
||||
m_ShadowMapRes = 2048*6;
|
||||
m_SunPosition = glm::vec3(0, 3.5f, 10);
|
||||
m_SunTarget = glm::vec3(0, 0, 0);
|
||||
m_SunProjection = glm::ortho<float>(-100, 100, -100, 100, -100, 100);
|
||||
Lights = 0;
|
||||
m_SunProjection = glm::ortho<float>(10.f, -10.f, 10.f, -10.f, 10.f, -10.f);
|
||||
/* Lights = 0;*/
|
||||
}
|
||||
|
||||
void Renderer::Initialize()
|
||||
@@ -76,7 +79,7 @@ void Renderer::Initialize()
|
||||
|
||||
void Renderer::LoadContent()
|
||||
{
|
||||
auto standardVS = std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl"));
|
||||
/*auto standardVS = std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl"));
|
||||
auto standardFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl"));
|
||||
|
||||
m_ShaderProgram.AddShader(standardVS);
|
||||
@@ -89,12 +92,7 @@ void Renderer::LoadContent()
|
||||
m_ShaderProgramNormals.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Normals.frag.glsl")));
|
||||
m_ShaderProgramNormals.Compile();
|
||||
m_ShaderProgramNormals.Link();
|
||||
|
||||
m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowMap.vert.glsl")));
|
||||
m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShadowMap.frag.glsl")));
|
||||
m_ShaderProgramShadows.Compile();
|
||||
m_ShaderProgramShadows.Link();
|
||||
|
||||
|
||||
m_ShaderProgramShadowsDrawDepth.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/VisualizeDepth.vert.glsl")));
|
||||
m_ShaderProgramShadowsDrawDepth.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/VisualizeDepth.frag.glsl")));
|
||||
m_ShaderProgramShadowsDrawDepth.Compile();
|
||||
@@ -108,13 +106,124 @@ void Renderer::LoadContent()
|
||||
m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Skybox.vert.glsl")));
|
||||
m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Skybox.frag.glsl")));
|
||||
m_ShaderProgramSkybox.Compile();
|
||||
m_ShaderProgramSkybox.Link();
|
||||
m_ShaderProgramSkybox.Link();*/
|
||||
|
||||
m_Skybox = std::make_shared<Skybox>("Textures/Skybox/Sunset", "jpg");
|
||||
m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowMap.vert.glsl")));
|
||||
m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShadowMap.frag.glsl")));
|
||||
m_ShaderProgramShadows.Compile();
|
||||
m_ShaderProgramShadows.Link();
|
||||
|
||||
m_DebugAABB = CreateAABB();
|
||||
m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl")));
|
||||
m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
|
||||
m_FirstPassProgram.Compile();
|
||||
|
||||
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 0, "frag_Diffuse");
|
||||
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 1, "frag_Position");
|
||||
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 2, "frag_Normal");
|
||||
m_FirstPassProgram.Link();
|
||||
|
||||
m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex2.glsl")));
|
||||
m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment2.glsl")));
|
||||
m_SecondPassProgram.Compile();
|
||||
m_SecondPassProgram.Link();
|
||||
|
||||
m_SecondPassProgram_Debug.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex2.glsl")));
|
||||
m_SecondPassProgram_Debug.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment2-Debug.glsl")));
|
||||
m_SecondPassProgram_Debug.Compile();
|
||||
m_SecondPassProgram_Debug.Link();
|
||||
|
||||
m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FinalPass.vert.glsl")));
|
||||
m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FinalPass.frag.glsl")));
|
||||
m_FinalPassProgram.Compile();
|
||||
m_FinalPassProgram.Link();
|
||||
m_ScreenQuad = CreateQuad();
|
||||
CreateShadowMap(m_ShadowMapRes);
|
||||
FrameBufferTextures();
|
||||
}
|
||||
|
||||
void Renderer::Draw(double dt)
|
||||
{
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_F1))
|
||||
{
|
||||
m_QuadView = false;
|
||||
}
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_F2))
|
||||
{
|
||||
m_QuadView = true;
|
||||
}
|
||||
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_1))
|
||||
{
|
||||
Gamma -= 0.3f * dt;
|
||||
LOG_INFO("Gamma_UP: %f", Gamma);
|
||||
}
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_4))
|
||||
{
|
||||
Gamma += 0.3f * dt;
|
||||
LOG_INFO("Gamma_DOWN: %f", Gamma);
|
||||
}
|
||||
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_1))
|
||||
{
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_ADD))
|
||||
{
|
||||
CAtt += 0.5f * dt;
|
||||
LOG_INFO("Const: %f", CAtt);
|
||||
}
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_SUBTRACT))
|
||||
{
|
||||
CAtt -= 0.5f * dt;
|
||||
LOG_INFO("Const: %f", CAtt);
|
||||
}
|
||||
}
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_2))
|
||||
{
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_ADD))
|
||||
{
|
||||
LAtt += 0.5f * dt;
|
||||
LOG_INFO("Linear: %f", LAtt);
|
||||
}
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_SUBTRACT))
|
||||
{
|
||||
LAtt -= 0.5f * dt;
|
||||
LOG_INFO("Linear: %f", LAtt);
|
||||
}
|
||||
}
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_3))
|
||||
{
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_ADD))
|
||||
{
|
||||
QAtt += 0.5f * dt;
|
||||
LOG_INFO("Quadratic: %f", QAtt);
|
||||
}
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_SUBTRACT))
|
||||
{
|
||||
QAtt -= 0.5f * dt;
|
||||
LOG_INFO("Quadratic: %f", QAtt);
|
||||
}
|
||||
}
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
DrawFBO();
|
||||
|
||||
ClearStuff();
|
||||
glfwSwapBuffers(m_Window);
|
||||
}
|
||||
|
||||
#pragma region TempRegion
|
||||
|
||||
void Renderer::DrawSkybox()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glViewport(0, 0, m_Width, m_Height);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_ShaderProgramSkybox.Bind();
|
||||
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * glm::toMat4(glm::inverse(m_Camera->Orientation()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
m_Skybox->Draw();
|
||||
}
|
||||
|
||||
void Renderer::CreateShadowMap(int resolution)
|
||||
@@ -137,194 +246,35 @@ void Renderer::CreateShadowMap(int resolution)
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_ShadowDepthTexture, 0);
|
||||
glDrawBuffer(GL_NONE);
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("Framebuffer incomplete!");
|
||||
return;
|
||||
|
||||
}
|
||||
}
|
||||
void Renderer::Draw(double dt)
|
||||
{
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
DrawSkybox();
|
||||
DrawShadowMap();
|
||||
DrawScene();
|
||||
|
||||
#ifdef DEBUG
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
|
||||
DrawDebugShadowMap();
|
||||
#endif
|
||||
|
||||
ClearStuff();
|
||||
glfwSwapBuffers(m_Window);
|
||||
}
|
||||
|
||||
void Renderer::DrawSkybox()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glViewport(0, 0, m_Width, m_Height);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_ShaderProgramSkybox.Bind();
|
||||
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * glm::toMat4(glm::inverse(m_Camera->Orientation()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
m_Skybox->Draw();
|
||||
}
|
||||
|
||||
void Renderer::DrawScene()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glViewport(0, 0, m_Width, m_Height);
|
||||
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
//glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
#ifdef DEBUG
|
||||
glDisable(GL_CULL_FACE);
|
||||
glPolygonMode(GL_BACK, GL_LINE);
|
||||
#endif
|
||||
|
||||
// Draw models
|
||||
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 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
|
||||
);
|
||||
|
||||
m_ShaderProgram.Bind();
|
||||
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);
|
||||
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;
|
||||
bool visible;
|
||||
std::tie(model, modelMatrix, visible, std::ignore) = tuple;
|
||||
if (!visible)
|
||||
continue;
|
||||
|
||||
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);
|
||||
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
|
||||
}
|
||||
}
|
||||
|
||||
for (auto tuple : TexturesToRender)
|
||||
{
|
||||
Texture* texture;
|
||||
glm::mat4 modelMatrix;
|
||||
glm::mat4 billboardMatrix;
|
||||
std::tie(texture, modelMatrix, billboardMatrix) = tuple;
|
||||
|
||||
//MVP = cameraMatrix * glm::inverse(glm::toMat4(m_Camera->Orientation()) * modelMatrix );
|
||||
MVP = cameraMatrix * modelMatrix * billboardMatrix;
|
||||
|
||||
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()));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
#ifdef DEBUG
|
||||
// Debug draw model normals
|
||||
if (m_DrawNormals)
|
||||
{
|
||||
m_ShaderProgramNormals.Bind();
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
DrawModels(m_ShaderProgramNormals);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void Renderer::DrawShadowMap()
|
||||
{
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_FRONT);
|
||||
glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly
|
||||
glEnable(GL_CULL_FACE); //removes triangles on the wrong side of the object
|
||||
glCullFace(GL_BACK); //Make it so that only the back faces are rendered
|
||||
|
||||
//Binds the FBO and sets the veiwport, witch in effect is how large the shadowmap is and what resolution it has.
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
|
||||
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::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
|
||||
// glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
|
||||
//Creates the "camera" for the shadowmap from the direction of the sun.
|
||||
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();
|
||||
|
||||
glm::mat4 MVP;
|
||||
|
||||
m_ShaderProgramShadows.Bind();
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //Draws filled polygons
|
||||
|
||||
//For each model, render them to the shadowmap
|
||||
for (auto tuple : ModelsToRender)
|
||||
{
|
||||
Model* model;
|
||||
@@ -425,26 +375,22 @@ void Renderer::AddPointLightToDraw(
|
||||
glm::vec3 _position,
|
||||
glm::vec3 _specular,
|
||||
glm::vec3 _diffuse,
|
||||
float _constantAttenuation,
|
||||
float _linearAttenuation,
|
||||
float _quadraticAttenuation,
|
||||
float _spotExponent
|
||||
float _specularExponent,
|
||||
float _ConstantAttenuation,
|
||||
float _LinearAttenuation,
|
||||
float _QuadraticAttenuation
|
||||
)
|
||||
{
|
||||
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);
|
||||
Lights = Light_constantAttenuation.size();
|
||||
Light light;
|
||||
light.Position = _position;
|
||||
light.Diffuse = _diffuse;
|
||||
light.Specular = _specular;
|
||||
light.SpecularExponent = _specularExponent;
|
||||
light.ConstantAttenuation = _ConstantAttenuation;
|
||||
light.LinearAttenuation = _LinearAttenuation;
|
||||
light.QuadraticAttenuation = _QuadraticAttenuation;
|
||||
light.SphereModelMatrix = CreateLightMatrix(light);
|
||||
Lights.push_back(light);
|
||||
}
|
||||
|
||||
void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding)
|
||||
@@ -577,17 +523,393 @@ GLuint Renderer::CreateSkybox()
|
||||
|
||||
return vao;
|
||||
}
|
||||
|
||||
void Renderer::ClearStuff()
|
||||
{
|
||||
AABBsToRender.clear();
|
||||
ModelsToRender.clear();
|
||||
TexturesToRender.clear();
|
||||
Light_position.clear();
|
||||
Light_specular.clear();
|
||||
Light_diffuse.clear();
|
||||
Light_constantAttenuation.clear();
|
||||
Light_linearAttenuation.clear();
|
||||
Light_quadraticAttenuation.clear();
|
||||
Light_spotExponent.clear();
|
||||
Lights = 0;
|
||||
}
|
||||
Lights.clear();
|
||||
}
|
||||
|
||||
#pragma endregion
|
||||
|
||||
void Renderer::FrameBufferTextures()
|
||||
{
|
||||
m_fbBasePass = 0;
|
||||
m_fDepthBuffer = 0;
|
||||
|
||||
glGenFramebuffers(1, &m_fbBasePass);
|
||||
glGenRenderbuffers(1, &m_fDepthBuffer);
|
||||
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_fDepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Width, m_Height);
|
||||
|
||||
//Generate and bind diffuse texture
|
||||
glGenTextures(1, &m_fDiffuseTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
//Generate and bind position texture
|
||||
glGenTextures(1, &m_fPositionTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
//Generate and bind normal texture
|
||||
glGenTextures(1, &m_fNormalsTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
//Generate and bind normal texture
|
||||
glGenTextures(1, &m_fSpecularTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
/*glGenTextures(1, &m_fShadowTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fShadowTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);*/
|
||||
|
||||
//Bind fb
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_fDepthBuffer);
|
||||
|
||||
//Attach textures to the FB
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fDiffuseTexture, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_fPositionTexture, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_fNormalsTexture, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_fSpecularTexture, 0);
|
||||
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_fShadowTexture, 0);
|
||||
|
||||
GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
if(fbStatus != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
LOG_ERROR("DeferredLighting:Init: m_fbBasePass incomplete: 0x%x\n", fbStatus);
|
||||
//exit(1);
|
||||
}
|
||||
|
||||
m_fbLightingPass = 0;
|
||||
glGenFramebuffers(1, &m_fbLightingPass);
|
||||
|
||||
glGenTextures(1, &m_fLightingTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbLightingPass);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fLightingTexture, 0);
|
||||
|
||||
fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
if(fbStatus != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
LOG_ERROR("DeferredLighting:Init: m_fbLightingPass incomplete: 0x%x\n", fbStatus);
|
||||
//exit(1);
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Renderer::DrawFBO()
|
||||
{
|
||||
DrawShadowMap();
|
||||
|
||||
for (auto &pair : m_Viewports)
|
||||
{
|
||||
Viewport &viewport = pair.second;
|
||||
if (!viewport.Camera)
|
||||
continue;
|
||||
|
||||
int x = viewport.Left * m_Width;
|
||||
int y = viewport.Top * m_Height;
|
||||
int width = (viewport.Right - viewport.Left) * m_Width;
|
||||
int height = (viewport.Bottom - viewport.Top) * m_Height;
|
||||
|
||||
/*
|
||||
Base pass
|
||||
*/
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
|
||||
glViewport(0, 0, m_Width, m_Height);
|
||||
|
||||
// Clear G-buffer
|
||||
GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
glDrawBuffers(3, windowBuffClear);
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Execute the first render stage which will fill out the internal buffers with data(??)
|
||||
m_FirstPassProgram.Bind();
|
||||
GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
glDrawBuffers(3, windowBuffOpaque);
|
||||
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
DrawFBOScene(viewport);
|
||||
|
||||
/*
|
||||
Lighting pass
|
||||
*/
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
|
||||
GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, lightingPassAttachments);
|
||||
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
m_SecondPassProgram.Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
|
||||
|
||||
glCullFace(GL_FRONT);
|
||||
DrawLightScene(viewport);
|
||||
|
||||
/*
|
||||
Final pass
|
||||
*/
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
glViewport(x, y, width, height);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
m_FinalPassProgram.Bind();
|
||||
|
||||
// Ambient light
|
||||
glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.1f, 0.1f, 0.1f)));
|
||||
glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
|
||||
|
||||
glCullFace(GL_BACK);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glEnableVertexAttribArray(0);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::DrawFBOScene(Viewport &viewport)
|
||||
{
|
||||
// glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly
|
||||
// glEnable(GL_CULL_FACE); //removes triangles on the wrong side of the object
|
||||
// glCullFace(GL_BACK); //Make it so that only the back faces are rendered
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //Draws filled polygons
|
||||
|
||||
glm::mat4 cameraMatrix = viewport.Camera->ProjectionMatrix() * viewport.Camera->ViewMatrix();
|
||||
glm::mat4 MVP;
|
||||
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 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
|
||||
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
|
||||
glm::mat4 depthCameraMatrix = biasMatrix * depthCamera;
|
||||
glm::mat4 depthMVP;
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
|
||||
|
||||
for (auto tuple : ModelsToRender)
|
||||
{
|
||||
Model* model;
|
||||
glm::mat4 modelMatrix;
|
||||
bool visible;
|
||||
std::tie(model, modelMatrix, visible, std::ignore) = tuple;
|
||||
if (!visible)
|
||||
continue;
|
||||
|
||||
MVP = cameraMatrix * modelMatrix;
|
||||
depthMVP = depthCameraMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ProjectionMatrix()));
|
||||
glBindVertexArray(model->VAO);
|
||||
for (auto texGroup : model->TextureGroups)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
|
||||
if (texGroup.NormalMap)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, *texGroup.NormalMap);
|
||||
}
|
||||
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
|
||||
}
|
||||
}
|
||||
|
||||
for (auto tuple : TexturesToRender)
|
||||
{
|
||||
Texture* texture;
|
||||
glm::mat4 modelMatrix;
|
||||
glm::mat4 billboardMatrix;
|
||||
std::tie(texture, modelMatrix, billboardMatrix) = tuple;
|
||||
|
||||
//MVP = cameraMatrix * glm::inverse(glm::toMat4(m_Camera->Orientation()) * modelMatrix );
|
||||
MVP = cameraMatrix * modelMatrix * billboardMatrix;
|
||||
|
||||
depthMVP = depthCameraMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ProjectionMatrix()));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Renderer::DrawLightScene(Viewport &viewport)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation (GL_FUNC_ADD);
|
||||
glBlendFunc(GL_ONE,GL_ONE);
|
||||
|
||||
glDisable (GL_DEPTH_TEST);
|
||||
glDepthMask (GL_FALSE);
|
||||
glBindVertexArray(m_sphereModel->VAO);
|
||||
|
||||
glm::mat4 cameraMatrix = viewport.Camera->ProjectionMatrix() * viewport.Camera->ViewMatrix();
|
||||
glm::mat4 MVP;
|
||||
|
||||
for (auto &light : Lights)
|
||||
{
|
||||
MVP = cameraMatrix * light.SphereModelMatrix;
|
||||
|
||||
glUniform2fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ViewportSize"), 1,glm::value_ptr(glm::vec2(m_Width, m_Height)));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ProjectionMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(light.SphereModelMatrix));
|
||||
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ls"), 1, glm::value_ptr(light.Specular));
|
||||
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ld"), 1, glm::value_ptr(light.Diffuse));
|
||||
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "lp"), 1, glm::value_ptr(light.Position));
|
||||
glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "CameraPosition"), viewport.Camera->Position().x, viewport.Camera->Position().y, viewport.Camera->Position().z);
|
||||
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "specularExponent"), light.SpecularExponent);
|
||||
// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), light.ConstantAttenuation);
|
||||
// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), light.LinearAttenuation);
|
||||
// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), light.QuadraticAttenuation);
|
||||
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), CAtt);
|
||||
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), LAtt);
|
||||
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), QAtt);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size());
|
||||
};
|
||||
glEnable (GL_DEPTH_TEST);
|
||||
glDepthMask (GL_TRUE);
|
||||
glDisable (GL_BLEND);
|
||||
}
|
||||
|
||||
void Renderer::SetSphereModel( Model* _model )
|
||||
{
|
||||
m_sphereModel = _model;
|
||||
}
|
||||
|
||||
glm::mat4 Renderer::CreateLightMatrix(Light &_light)
|
||||
{
|
||||
// float c = _light.ConstantAttenuation;
|
||||
// float l = _light.LinearAttenuation;
|
||||
// float q = _light.QuadraticAttenuation;
|
||||
float c = CAtt;
|
||||
float l = LAtt;
|
||||
float q = QAtt;
|
||||
float cutOffRadius = abs(sqrt((-4*c*q) + pow(l, 2) + (1024*q) - l) / (2*q));
|
||||
|
||||
glm::mat4 model;
|
||||
model *= glm::translate(_light.Position);
|
||||
model *= glm::scale(glm::vec3(cutOffRadius));
|
||||
return model;
|
||||
}
|
||||
|
||||
void Renderer::UpdateSunProjection()
|
||||
{
|
||||
glm::vec3 NDCCube[] =
|
||||
{
|
||||
glm::vec3(-1.f, -1.f, -1.f),
|
||||
glm::vec3(1.f, -1.f, -1.f),
|
||||
glm::vec3(-1.f, 1.f, -1.f),
|
||||
glm::vec3(1.f, 1.f, -1.f),
|
||||
glm::vec3(-1.f, -1.f, 1.f),
|
||||
glm::vec3(1.f, -1.f, 1.f),
|
||||
glm::vec3(-1.f, 1.f, 1.f),
|
||||
glm::vec3(1.f, 1.f, 1.f)
|
||||
};
|
||||
|
||||
glm::mat4 inverseProjectionViewMatrix = glm::inverse(m_Camera->ViewMatrix()) * glm::inverse(m_Camera->ProjectionMatrix());
|
||||
//Also * with world matrix for light
|
||||
|
||||
for(auto corner : NDCCube)
|
||||
{
|
||||
//corner *= inverseProjectionViewMatrix;
|
||||
}
|
||||
|
||||
//Calculate the bounding box of the transformed frustum corners. This will be the view frustum for the shadow map.
|
||||
|
||||
//Pass the bounding box's extents to glOrtho or similar to set up the orthographic projection matrix for the shadow map.
|
||||
}
|
||||
|
||||
void Renderer::RegisterViewport(int identifier, float left, float top, float right, float bottom)
|
||||
{
|
||||
Viewport v;
|
||||
v.Left = left;
|
||||
v.Top = top;
|
||||
v.Right = right;
|
||||
v.Bottom = bottom;
|
||||
v.Camera = nullptr;
|
||||
m_Viewports[identifier] = v;
|
||||
}
|
||||
|
||||
void Renderer::RegisterCamera(int identifier, float FOV, float nearClip, float farClip)
|
||||
{
|
||||
m_Cameras[identifier] = std::make_shared<Camera>(FOV, (float)m_Width / m_Height, nearClip, farClip);
|
||||
}
|
||||
|
||||
void Renderer::UpdateViewport(int viewportIdentifier, int cameraIdentifier)
|
||||
{
|
||||
auto &viewport = m_Viewports[viewportIdentifier];
|
||||
auto camera = m_Cameras[cameraIdentifier];
|
||||
camera->AspectRatio(((viewport.Right - viewport.Left) * m_Width) / ((viewport.Bottom - viewport.Top) * m_Height));
|
||||
viewport.Camera = camera;
|
||||
}
|
||||
|
||||
void Renderer::UpdateCamera(int cameraIdentifier, glm::vec3 position, glm::quat orientation, float FOV, float nearClip, float farClip)
|
||||
{
|
||||
m_Cameras[cameraIdentifier]->Position(position);
|
||||
m_Cameras[cameraIdentifier]->Orientation(orientation);
|
||||
m_Cameras[cameraIdentifier]->FOV(FOV);
|
||||
m_Cameras[cameraIdentifier]->NearClip(nearClip);
|
||||
m_Cameras[cameraIdentifier]->FarClip(farClip);
|
||||
}
|
||||
|
||||
+74
-13
@@ -12,6 +12,7 @@
|
||||
#include "Model.h"
|
||||
#include "Components/PointLight.h"
|
||||
#include "Skybox.h"
|
||||
#include "ResourceManager.h"
|
||||
|
||||
class Renderer
|
||||
{
|
||||
@@ -26,14 +27,6 @@ public:
|
||||
|
||||
std::list<std::tuple<Model*, glm::mat4, bool, bool>> ModelsToRender;
|
||||
std::list<std::tuple<Texture*, glm::mat4, glm::mat4>> TexturesToRender;
|
||||
int Lights;
|
||||
std::vector<float> Light_position;
|
||||
std::vector<float> Light_specular;
|
||||
std::vector<float> Light_diffuse;
|
||||
std::vector<float> Light_constantAttenuation;
|
||||
std::vector<float> Light_linearAttenuation;
|
||||
std::vector<float> Light_quadraticAttenuation;
|
||||
std::vector<float> Light_spotExponent;
|
||||
std::list<std::tuple<glm::mat4, bool>> AABBsToRender;
|
||||
|
||||
Renderer();
|
||||
@@ -42,6 +35,11 @@ public:
|
||||
void Draw(double dt);
|
||||
void DrawText();
|
||||
|
||||
void RegisterViewport(int identifier, float left, float top, float right, float bottom);
|
||||
void RegisterCamera(int identifier, float FOV, float nearClip, float farClip);
|
||||
void UpdateViewport(int viewportIdentifier, int cameraIdentifier);
|
||||
void UpdateCamera(int cameraIdentifier, glm::vec3 position, glm::quat orientation, float FOV, float nearClip, float farClip);
|
||||
|
||||
void AddModelToDraw(Model* model, glm::vec3 position, glm::quat orientation, glm::vec3 scale, bool visible, bool shadowCaster);
|
||||
void AddTextureToDraw(Texture* texture, glm::vec3 position, glm::quat orientation, glm::vec3 scale);
|
||||
void AddTextToDraw();
|
||||
@@ -49,10 +47,10 @@ public:
|
||||
glm::vec3 _position,
|
||||
glm::vec3 _specular,
|
||||
glm::vec3 _diffuse,
|
||||
float _constantAttenuation,
|
||||
float _linearAttenuation,
|
||||
float _quadraticAttenuation,
|
||||
float _spotExponent
|
||||
float _specularExponent,
|
||||
float _ConstantAttenuation,
|
||||
float _LinearAttenuation,
|
||||
float _QuadraticAttenuation
|
||||
);
|
||||
void AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding);
|
||||
|
||||
@@ -69,8 +67,37 @@ public:
|
||||
void DrawBounds(bool val) { m_DrawBounds = val; }
|
||||
void DrawSkybox();
|
||||
|
||||
void SetSphereModel(Model* _model);
|
||||
|
||||
private:
|
||||
int m_Width, m_Height;
|
||||
|
||||
struct Viewport
|
||||
{
|
||||
float Left;
|
||||
float Top;
|
||||
float Right;
|
||||
float Bottom;
|
||||
std::shared_ptr<Camera> Camera;
|
||||
};
|
||||
|
||||
std::unordered_map<int, Viewport> m_Viewports;
|
||||
std::unordered_map<int, std::shared_ptr<Camera>> m_Cameras;
|
||||
|
||||
struct Light
|
||||
{
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Specular;
|
||||
glm::vec3 Diffuse;
|
||||
float SpecularExponent;
|
||||
glm::mat4 SphereModelMatrix;
|
||||
float ConstantAttenuation, LinearAttenuation, QuadraticAttenuation;
|
||||
};
|
||||
|
||||
float Gamma;
|
||||
|
||||
std::list<Light> Lights;
|
||||
|
||||
GLFWwindow* m_Window;
|
||||
GLint m_glVersion[2];
|
||||
GLchar* m_glVendor;
|
||||
@@ -78,6 +105,7 @@ private:
|
||||
bool m_DrawNormals;
|
||||
bool m_DrawWireframe;
|
||||
bool m_DrawBounds;
|
||||
float CAtt, LAtt, QAtt;
|
||||
|
||||
std::shared_ptr<Skybox> m_Skybox;
|
||||
|
||||
@@ -87,24 +115,57 @@ private:
|
||||
glm::mat4 m_SunProjection;
|
||||
|
||||
GLuint m_DebugAABB;
|
||||
GLuint m_ScreenQuad;
|
||||
GLuint m_ShadowFrameBuffer;
|
||||
GLuint m_ShadowDepthTexture;
|
||||
|
||||
GLuint m_fbBasePass;
|
||||
GLuint m_fDiffuseTexture;
|
||||
GLuint m_fPositionTexture;
|
||||
GLuint m_fNormalsTexture;
|
||||
GLuint m_fSpecularTexture;
|
||||
GLuint m_fBlendTexture;
|
||||
GLuint m_fbLightingPass;
|
||||
GLuint m_fLightingTexture;
|
||||
GLuint m_fShadowTexture;
|
||||
|
||||
GLuint m_fDepthBuffer;
|
||||
GLenum draw_bufs[2];
|
||||
GLuint m_ScreenQuad;
|
||||
Model* m_sphereModel;
|
||||
|
||||
bool m_QuadView;
|
||||
|
||||
std::shared_ptr<Camera> m_Camera;
|
||||
|
||||
ShaderProgram m_ShaderProgram;
|
||||
ShaderProgram m_FirstPassProgram;
|
||||
ShaderProgram m_SecondPassProgram;
|
||||
ShaderProgram m_SecondPassProgram_Debug;
|
||||
ShaderProgram m_FinalPassProgram;
|
||||
|
||||
ShaderProgram m_ShaderProgramNormals;
|
||||
ShaderProgram m_ShaderProgramShadows;
|
||||
ShaderProgram m_ShaderProgramShadowsDrawDepth;
|
||||
ShaderProgram m_ShaderProgramDebugAABB;
|
||||
ShaderProgram m_ShaderProgramSkybox;
|
||||
|
||||
|
||||
|
||||
void ClearStuff();
|
||||
void DrawScene();
|
||||
void DrawModels(ShaderProgram &shader);
|
||||
void DrawShadowMap();
|
||||
void CreateShadowMap(int resolution);
|
||||
void FrameBufferTextures();
|
||||
void DrawFBO();
|
||||
void DrawFBOScene(Viewport &viewport);
|
||||
void DrawLightScene(Viewport &viewport);
|
||||
void BindFragDataLocation();
|
||||
glm::mat4 CreateLightMatrix(Light &_light);
|
||||
void UpdateSunProjection();
|
||||
void CreateNormalMapTangent();
|
||||
|
||||
|
||||
GLuint CreateQuad();
|
||||
void DrawDebugShadowMap();
|
||||
GLuint CreateAABB();
|
||||
|
||||
@@ -103,6 +103,11 @@ void ShaderProgram::AddShader(std::shared_ptr<Shader> shader)
|
||||
|
||||
void ShaderProgram::Compile()
|
||||
{
|
||||
if (m_ShaderProgramHandle == 0)
|
||||
{
|
||||
m_ShaderProgramHandle = glCreateProgram();
|
||||
}
|
||||
|
||||
for (auto &shader : m_Shaders)
|
||||
{
|
||||
if (!shader->IsCompiled())
|
||||
@@ -121,7 +126,7 @@ GLuint ShaderProgram::Link()
|
||||
}
|
||||
|
||||
LOG_INFO("Linking shader program");
|
||||
m_ShaderProgramHandle = glCreateProgram();
|
||||
|
||||
for (auto &shader : m_Shaders)
|
||||
{
|
||||
glAttachShader(m_ShaderProgramHandle, shader->GetHandle());
|
||||
|
||||
+1
-1
@@ -61,7 +61,7 @@ class ShaderProgram
|
||||
{
|
||||
public:
|
||||
ShaderProgram()
|
||||
: m_ShaderProgramHandle(0) { }
|
||||
: m_ShaderProgramHandle(0) { }
|
||||
~ShaderProgram();
|
||||
|
||||
void AddShader(std::shared_ptr<Shader> shader);
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
#version 430
|
||||
|
||||
uniform vec3 La;
|
||||
uniform float Gamma;
|
||||
|
||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding=1) uniform sampler2D LightingTexture;
|
||||
layout (binding=2) uniform sampler2D ShadowTexture;
|
||||
|
||||
in VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec2 TextureCoord;
|
||||
} Input;
|
||||
|
||||
out vec4 FragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
|
||||
vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
|
||||
vec4 ShadowTexel = texture(ShadowTexture, Input.TextureCoord);
|
||||
|
||||
|
||||
vec4 _FragmentColor = DiffuseTexel * vec4(La, 1.0) + LightingTexel;
|
||||
FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
|
||||
//FragmentColor = DiffuseTexel;
|
||||
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
#version 430
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
|
||||
out VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec2 TextureCoord;
|
||||
} Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(Position, 1.0);
|
||||
Output.Position = Position;
|
||||
Output.TextureCoord = (vec2(Position) + 1) / 2;
|
||||
}
|
||||
+36
-94
@@ -1,113 +1,55 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding=1) uniform sampler2D ShadowTexture;
|
||||
layout (binding=2) uniform sampler2D NormalMapTexture;
|
||||
layout (binding=3) uniform sampler2D SpecularMapTexture;
|
||||
|
||||
layout(binding=0) uniform sampler2D texture0;
|
||||
layout(binding=1) uniform sampler2D shadowMap;
|
||||
|
||||
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;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoord;
|
||||
vec3 ShadowCoord;
|
||||
vec4 ShadowCoord;
|
||||
vec3 Tangent;
|
||||
vec3 BiTangent;
|
||||
} Input;
|
||||
|
||||
vec3 scene_ambient = vec3(0.5, 0.5, 0.5);
|
||||
out vec4 frag_Diffuse;
|
||||
out vec4 frag_Position;
|
||||
out vec4 frag_Normal;
|
||||
out vec4 frag_specular;
|
||||
|
||||
out vec4 fragmentColor;
|
||||
float Shadow(vec4 ShadowCoord)
|
||||
{
|
||||
//float cosTheta = clamp(dot(Input.Normal, 1.0), 0.0, 1.0);
|
||||
float bias = 0.0005; // cosTheta is dot( n,l ), clamped between 0 and 1
|
||||
bias = clamp(bias, 0.0, 0.01);
|
||||
if( texture(ShadowTexture, Input.ShadowCoord.xy).z < ShadowCoord.z - bias)
|
||||
{
|
||||
return 0.3;
|
||||
}
|
||||
else
|
||||
{
|
||||
return 1.0;
|
||||
}
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
// Diffuse Texture
|
||||
frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord) * Shadow(Input.ShadowCoord);
|
||||
|
||||
// Texture
|
||||
vec4 texel = texture2D(texture0, Input.TextureCoord);
|
||||
//vec4 texel = (blend.x * texel0) + (blend.y * texel1) + (blend.z * texel2);
|
||||
// G-buffer Position
|
||||
frag_Position = vec4(Input.Position.xyz, 1.0);
|
||||
|
||||
//
|
||||
// Phong shading
|
||||
//
|
||||
// G-buffer Normal
|
||||
mat3 TBN = transpose(mat3(Input.Tangent, Input.BiTangent, Input.Normal));
|
||||
frag_Normal = normalize(vec4(TBN * vec3(texture(NormalMapTexture, Input.TextureCoord)), 0.0));
|
||||
//frag_Normal = vec4(Input.Normal, 0.0);
|
||||
|
||||
// Ambient light
|
||||
vec3 La = scene_ambient; // Ambient light
|
||||
vec3 Ks = vec3(0.3, 0.3, 0.3); // Specular reflectance
|
||||
vec3 Kd = vec3(1.0, 1.0, 1.0); // Diffuse reflectance
|
||||
vec3 Ka = vec3(1.0, 1.0, 1.0); // Ambient reflectance
|
||||
vec3 Is;
|
||||
vec3 Id;
|
||||
|
||||
// Shadows
|
||||
//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 visibility = 1.0;
|
||||
/*if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0)
|
||||
{
|
||||
float bias = 0.00005;
|
||||
vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
|
||||
if (shadowMapValue.z < clamp(Input.ShadowCoord.z - bias, 0, 1))
|
||||
{
|
||||
visibility = 0.3;
|
||||
}
|
||||
}*/
|
||||
|
||||
vec3 totalLighting = La * Ka * visibility;
|
||||
|
||||
float attenuation;
|
||||
|
||||
for(int i = 0; i < numberOfLights && i < maxNumberOfLights; i++)
|
||||
{
|
||||
// Light
|
||||
//vec3 lightPosition = vec3(0, 0, 2);
|
||||
vec3 Ls = specular[i]; // Specular light
|
||||
vec3 Ld = diffuse[i]; // Diffuse light
|
||||
|
||||
vec3 lightPosView = vec3(view * vec4(position[i], 1.0));
|
||||
vec3 surfacePosition = vec3(model * vec4(Input.Position, 1.0));
|
||||
vec3 surfacePosView = vec3(view * vec4(surfacePosition, 1.0));
|
||||
vec3 surfaceToLight = normalize(lightPosView - surfacePosView);
|
||||
mat3 normalMatrix = transpose(inverse(mat3(view * model)));
|
||||
vec3 surfaceNormal = normalize(normalMatrix * Input.Normal);
|
||||
|
||||
float dist = length(position[i] - surfacePosition);
|
||||
|
||||
attenuation = 1.0 / (constantAttenuation[i]
|
||||
+ linearAttenuation[i] * dist
|
||||
+ quadraticAttenuation[i] * pow(dist, 2.0));
|
||||
//attenuation = attenuation * pow(clampedCosine, spotExponent[i]);
|
||||
|
||||
// Diffuse light
|
||||
float dotProd = dot(surfaceToLight, surfaceNormal);
|
||||
dotProd = max(dotProd, 0.0);
|
||||
|
||||
Id = Ld * Kd * abs(dotProd) * attenuation;
|
||||
|
||||
// Specular light
|
||||
vec3 reflection = reflect(-surfaceToLight, surfaceNormal);
|
||||
float dotSpecular = dot(reflection, normalize(-surfacePosView));
|
||||
dotSpecular = max(dotSpecular, 0.0);
|
||||
float specularFactor = pow(dotSpecular, 30.0); // Specular factor
|
||||
|
||||
Is = attenuation * Ls * Ks * specularFactor;
|
||||
|
||||
totalLighting = totalLighting + Id + Is;
|
||||
}
|
||||
|
||||
fragmentColor = vec4(totalLighting, 1.0) * texel;
|
||||
|
||||
|
||||
//fragmentColor = vec4(Id, 1.0) * texel;
|
||||
|
||||
//fragmentColor = texel;
|
||||
//G-buffer Specular
|
||||
frag_specular = texture(SpecularMapTexture, Input.TextureCoord);
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
#version 430
|
||||
|
||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding=1) uniform sampler2D PositionTexture;
|
||||
layout (binding=2) uniform sampler2D NormalTexture;
|
||||
|
||||
in VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoord;
|
||||
} Input;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
void DrawQuadrant(vec4 texel, vec2 quadrant)
|
||||
{
|
||||
if (-quadrant.x * Input.Position.x < 0 && -quadrant.y * Input.Position.y < 0)
|
||||
{
|
||||
FragColor = texel;
|
||||
}
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 DiffuseTexel = texture2D(DiffuseTexture, Input.TextureCoord);
|
||||
vec4 PositionTexel = texture2D(PositionTexture, Input.TextureCoord);
|
||||
vec4 NormalTexel = texture2D(NormalTexture, Input.TextureCoord);
|
||||
|
||||
//FragColor = texture2D(DiffuseTexture, Input.TextureCoord * 2 + vec2(0, -1));
|
||||
DrawQuadrant(texture2D(DiffuseTexture, Input.TextureCoord * 2), vec2(-1, 1));
|
||||
DrawQuadrant(texture2D(PositionTexture, Input.TextureCoord * 2), vec2(1, 1));
|
||||
DrawQuadrant(texture2D(NormalTexture, Input.TextureCoord * 2), vec2(-1, -1));
|
||||
|
||||
vec4 AllTexel = texture2D(DiffuseTexture, Input.TextureCoord*2)*texture2D(PositionTexture, Input.TextureCoord*2)*texture2D(NormalTexture, Input.TextureCoord*2);
|
||||
DrawQuadrant(AllTexel, vec2(1, -1));
|
||||
}
|
||||
|
||||
@@ -0,0 +1,85 @@
|
||||
#version 430
|
||||
|
||||
layout (binding=0) uniform sampler2D PositionTexture;
|
||||
layout (binding=1) uniform sampler2D NormalsTexture;
|
||||
|
||||
uniform vec2 ViewportSize;
|
||||
uniform mat4 MVP;
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform vec3 la;
|
||||
uniform vec3 ls;
|
||||
uniform vec3 ld;
|
||||
uniform vec3 lp;
|
||||
uniform float specularExponent;
|
||||
uniform vec3 CameraPosition;
|
||||
uniform float ConstantAttenuation;
|
||||
uniform float LinearAttenuation;
|
||||
uniform float QuadraticAttenuation;
|
||||
|
||||
const vec3 ks = vec3(1.0, 1.0, 1.0);
|
||||
const vec3 kd = vec3(1.0, 1.0, 1.0);
|
||||
const vec3 ka = vec3(1.0, 1.0, 1.0);
|
||||
const float kshine = 1.0;
|
||||
|
||||
in VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec2 TextureCoord;
|
||||
} Input;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
vec4 phong(vec3 position, vec3 normal)
|
||||
{
|
||||
// Diffuse
|
||||
vec3 lightPos = vec3(V * vec4(lp, 1.0));
|
||||
vec3 distanceToLight = lightPos - position;
|
||||
vec3 directionToLight = normalize(distanceToLight);
|
||||
float dotProd = dot(directionToLight, normal);
|
||||
dotProd = max(dotProd, 0.0);
|
||||
vec3 Id = kd * ld * dotProd;
|
||||
|
||||
// Specular
|
||||
//vec3 reflection = reflect(-directionToLight, normal);
|
||||
vec3 surfaceToViewer = normalize(-position);
|
||||
vec3 halfWay = normalize(surfaceToViewer + directionToLight);
|
||||
float dotSpecular = max(dot(halfWay, normal), 0.0);
|
||||
float specularFactor = pow(dotSpecular, specularExponent * 2.0);
|
||||
vec3 Is = ks * ls * specularFactor;
|
||||
|
||||
//Attenuation
|
||||
float dist = distance(lightPos, position);
|
||||
//float attenuation = -log(min(1.0, dist / LightRadius));
|
||||
|
||||
float attenuation = 1.0 / (ConstantAttenuation + (LinearAttenuation * dist) + (QuadraticAttenuation * dist * dist));
|
||||
|
||||
//float attenuation = 1.0 / (1.0 - 0.0001 * pow(dist, 2));
|
||||
|
||||
//float attenuation = clamp(0.0, 1.0, 1.0 / (0.001 + (0.001 * dist) + (0.001 * dist * dist)));
|
||||
|
||||
//float attenuation = 1.0 / dot(directionToLight, directionToLight);
|
||||
|
||||
//float att_s = 5;
|
||||
//float attenuation = pow(dist, 2) / pow(5.0, 2);
|
||||
//attenuation = 1.0 / (1.0 + attenuation * att_s);
|
||||
//att_s = 1.0 / (1.0 + att_s);
|
||||
//attenuation = attenuation / (1.0 - att_s);
|
||||
|
||||
//float radius = 5.0;
|
||||
//float alpha = dist / radius;
|
||||
//float dampingFactor = 1.0 - pow(alpha, 3);
|
||||
|
||||
return vec4((Id + Is) * attenuation, 1.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 TextureCoord = gl_FragCoord.xy / ViewportSize;
|
||||
vec4 PositionTexel = texture(PositionTexture, TextureCoord);
|
||||
vec4 NormalTexel = texture(NormalsTexture, TextureCoord);
|
||||
|
||||
FragColor = phong(vec3(PositionTexel), vec3(NormalTexel));
|
||||
//FragColor = NormalTexel;
|
||||
}
|
||||
+16
-7
@@ -1,26 +1,35 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 MVP;
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 DepthMVP;
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
||||
layout(location = 2) in vec2 TextureCoord;
|
||||
layout (location = 0) in vec3 Position;
|
||||
layout (location = 1) in vec3 Normal;
|
||||
layout (location = 2) in vec2 TextureCoord;
|
||||
layout (location = 3) in vec3 Tangent;
|
||||
layout (location = 4) in vec3 BiTangent;
|
||||
|
||||
out VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoord;
|
||||
vec3 ShadowCoord;
|
||||
vec4 ShadowCoord;
|
||||
vec3 Tangent;
|
||||
vec3 BiTangent;
|
||||
} Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVP * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = Position;
|
||||
Output.Normal = Normal;
|
||||
Output.Position = vec3(V * M * vec4(Position, 1.0));
|
||||
Output.Normal = normalize(vec3(inverse(transpose(V * M)) * vec4(Normal, 0.0)));
|
||||
Output.TextureCoord = TextureCoord;
|
||||
Output.ShadowCoord = vec3(DepthMVP * vec4(Position, 1.0));
|
||||
Output.ShadowCoord = DepthMVP * vec4(Position, 1.0);
|
||||
Output.Tangent = normalize(vec3(inverse(transpose(V * M)) * vec4(Tangent, 0.0)));
|
||||
Output.BiTangent = normalize(vec3(inverse(transpose(V * M)) * vec4(BiTangent, 0.0)));
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 MVP;
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
layout (location = 2) in vec2 TextureCoord;
|
||||
|
||||
uniform mat4 depthBiasMVP;
|
||||
|
||||
out VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec2 TextureCoord;
|
||||
} Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVP * vec4(Position, 1.0);
|
||||
Output.Position = Position;
|
||||
Output.TextureCoord = (vec2(Position) + 1.0) / 2.0;
|
||||
|
||||
}
|
||||
@@ -1,20 +0,0 @@
|
||||
#version 430
|
||||
|
||||
in vec2 TexCoord0;
|
||||
in vec3 Normal0;
|
||||
in vec3 WorldPos0;
|
||||
|
||||
layout (location = 0) out vec3 WorldPosOut;
|
||||
layout (location = 1) out vec3 DiffuseOut;
|
||||
layout (location = 2) out vec3 NormalOut;
|
||||
layout (location = 3) out vec3 TexCoordOut;
|
||||
|
||||
uniform sampler2D gColorMap;
|
||||
|
||||
void main()
|
||||
{
|
||||
WorldPosOut = WorldPos0;
|
||||
DiffuseOut = texture(gColorMap, TexCoord0).xyz;
|
||||
NormalOut = normalize(Normal0);
|
||||
TexCoordOut = vec3(TexCoord0, 0.0);
|
||||
}
|
||||
@@ -1,20 +0,0 @@
|
||||
#version 430
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
layout (location = 1) in vec2 TexCoord;
|
||||
layout (location = 2) in vec3 Normal;
|
||||
|
||||
uniform mat4 gWVP;
|
||||
uniform mat4 gWorld;
|
||||
|
||||
out vec2 TexCoord0;
|
||||
out vec3 Normal0;
|
||||
out vec3 WorldPos0;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = gWVP * vec4(Position, 1.0);
|
||||
TexCoord0 = TexCoord;
|
||||
Normal0 = (gWorld * vec4(Normal, 0.0)).xyz;
|
||||
WorldPos0 = (gWorld * vec4(Position, 1.0)).xyz;
|
||||
}
|
||||
@@ -19,7 +19,7 @@ public:
|
||||
|
||||
void Update(double dt) override;
|
||||
|
||||
EventRelay<Events::KeyDown> m_EKeyDown;
|
||||
EventRelay<DebugSystem, Events::KeyDown> m_EKeyDown;
|
||||
bool OnKeyDown(const Events::KeyDown &event);
|
||||
|
||||
//void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
|
||||
void Systems::FreeSteeringSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register("FreeSteering", []() { return new Components::FreeSteering(); });
|
||||
cf->Register<Components::FreeSteering>([]() { return new Components::FreeSteering(); });
|
||||
}
|
||||
|
||||
void Systems::FreeSteeringSystem::Initialize()
|
||||
@@ -19,100 +19,90 @@ void Systems::FreeSteeringSystem::Update(double dt)
|
||||
|
||||
void Systems::FreeSteeringSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto steering = m_World->GetComponent<Components::FreeSteering>(entity, "FreeSteering");
|
||||
auto steering = m_World->GetComponent<Components::FreeSteering>(entity);
|
||||
if (steering)
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
|
||||
glm::vec3 cameraRight = glm::vec3(m_InputController->Orientation * glm::vec4(1, 0, 0, 0));
|
||||
glm::vec3 cameraForward = glm::vec3(m_InputController->Orientation * glm::vec4(0, 0, -1, 0));
|
||||
glm::vec3 cameraRight = glm::vec3(transform->Orientation * glm::vec4(1, 0, 0, 0));
|
||||
glm::vec3 cameraForward = glm::vec3(transform->Orientation * glm::vec4(0, 0, -1, 0));
|
||||
glm::vec3 movement;
|
||||
movement += cameraRight * m_InputController->Movement.x;
|
||||
movement.y += m_InputController->Movement.y;
|
||||
movement += cameraForward * -m_InputController->Movement.z;
|
||||
transform->Position += movement * steering->Speed * m_InputController->SpeedMultiplier * (float)dt;
|
||||
transform->Orientation = m_InputController->Orientation;
|
||||
float speedMultiplier = 1.f;
|
||||
if (m_InputController->SpeedMultiplier > 0)
|
||||
speedMultiplier *= 4;
|
||||
else if (m_InputController->SpeedMultiplier < 0)
|
||||
speedMultiplier /= 4;
|
||||
|
||||
transform->Position += movement * steering->Speed * speedMultiplier * (float)dt;
|
||||
|
||||
glm::quat mouseOrientationPitch = glm::quat(m_InputController->MouseOrientation * glm::vec3(1, 0, 0));
|
||||
glm::quat mouseOrientationYaw = glm::quat(m_InputController->MouseOrientation * glm::vec3(0, 1, 0));
|
||||
|
||||
glm::vec3 controllerOrientationEuler = m_InputController->ControllerOrientation * (float)dt;
|
||||
glm::quat controllerOrientationPitch = glm::quat(controllerOrientationEuler * glm::vec3(1, 0, 0));
|
||||
glm::quat controllerOrientationYaw = glm::quat(controllerOrientationEuler * glm::vec3(0, 1, 0));
|
||||
|
||||
// TOUCHING THIS CODE MIGHT CAUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||
//---------------------------------------------------------------------
|
||||
transform->Orientation = (mouseOrientationYaw * controllerOrientationYaw)
|
||||
* transform->Orientation
|
||||
* (mouseOrientationPitch * controllerOrientationPitch);
|
||||
//---------------------------------------------------------------------
|
||||
// TOUCHING THIS CODE MIGHT CAUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||
}
|
||||
|
||||
m_InputController->MouseOrientation = glm::vec3(0);
|
||||
}
|
||||
|
||||
bool Systems::FreeSteeringSystem::FreeSteeringInputController::OnCommand(const Events::InputCommand &event)
|
||||
{
|
||||
// Movement
|
||||
if (event.Command == "+cam_forward")
|
||||
if (event.Command == "cam_vertical")
|
||||
{
|
||||
Movement.z += -1.f;
|
||||
Movement.z = -event.Value;
|
||||
}
|
||||
else if (event.Command == "-cam_forward")
|
||||
else if (event.Command == "cam_horizontal")
|
||||
{
|
||||
Movement.z -= -1.f;
|
||||
Movement.x = event.Value;
|
||||
}
|
||||
else if (event.Command == "+cam_backward")
|
||||
else if (event.Command == "cam_normal")
|
||||
{
|
||||
Movement.z += 1.f;
|
||||
}
|
||||
else if (event.Command == "-cam_backward")
|
||||
{
|
||||
Movement.z -= 1.f;
|
||||
}
|
||||
else if (event.Command == "+cam_right")
|
||||
{
|
||||
Movement.x -= 1.f;
|
||||
}
|
||||
else if (event.Command == "-cam_right")
|
||||
{
|
||||
Movement.x += 1.f;
|
||||
}
|
||||
else if (event.Command == "+cam_left")
|
||||
{
|
||||
Movement.x -= -1.f;
|
||||
}
|
||||
else if (event.Command == "-cam_left")
|
||||
{
|
||||
Movement.x += -1.f;
|
||||
}
|
||||
else if (event.Command == "+up")
|
||||
{
|
||||
Movement.y += 1.f;
|
||||
}
|
||||
else if (event.Command == "-up")
|
||||
{
|
||||
Movement.y -= 1.f;
|
||||
}
|
||||
else if (event.Command == "+down")
|
||||
{
|
||||
Movement.y += -1.f;
|
||||
}
|
||||
else if (event.Command == "-down")
|
||||
{
|
||||
Movement.y -= -1.f;
|
||||
Movement.y = event.Value;
|
||||
}
|
||||
|
||||
// Speed
|
||||
else if (event.Command == "+fast")
|
||||
else if (event.Command == "cam_speed")
|
||||
{
|
||||
SpeedMultiplier *= 4.f;
|
||||
}
|
||||
else if (event.Command == "-fast")
|
||||
{
|
||||
SpeedMultiplier /= 4.f;
|
||||
}
|
||||
else if (event.Command == "+slow")
|
||||
{
|
||||
SpeedMultiplier /= 4.f;
|
||||
}
|
||||
else if (event.Command == "-slow")
|
||||
{
|
||||
SpeedMultiplier *= 4.f;
|
||||
SpeedMultiplier = event.Value;
|
||||
}
|
||||
|
||||
// Mouse click
|
||||
else if (event.Command == "+attack")
|
||||
else if (event.Command == "cam_attack")
|
||||
{
|
||||
OrientationActive = true;
|
||||
OrientationActive = event.Value > 0;
|
||||
|
||||
if (OrientationActive)
|
||||
{
|
||||
Events::LockMouse e;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
else
|
||||
{
|
||||
Events::UnlockMouse e;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
else if (event.Command == "-attack")
|
||||
|
||||
else if (event.Command == "cam_vertical2")
|
||||
{
|
||||
OrientationActive = false;
|
||||
ControllerOrientation.x = event.Value;
|
||||
}
|
||||
else if (event.Command == "cam_horizontal2")
|
||||
{
|
||||
ControllerOrientation.y = -event.Value;
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -122,11 +112,7 @@ bool Systems::FreeSteeringSystem::FreeSteeringInputController::OnMouseMove(const
|
||||
{
|
||||
if (OrientationActive)
|
||||
{
|
||||
// TOUCHING THIS CODE MIGHT CAUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||
//---------------------------------------------------------------------
|
||||
Orientation = glm::angleAxis<float>(event.DeltaX / 300.f, glm::vec3(0, -1, 0)) * Orientation * glm::angleAxis<float>(event.DeltaY / 300.f, glm::vec3(-1, 0, 0));
|
||||
//---------------------------------------------------------------------
|
||||
// TOUCHING THIS CODE MIGHT CAUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||
MouseOrientation = -glm::vec3(event.DeltaY / 300.f, event.DeltaX / 300.f, 0.f);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/FreeSteering.h"
|
||||
#include "InputController.h"
|
||||
#include "Events/LockMouse.h"
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
@@ -26,16 +27,17 @@ private:
|
||||
std::unique_ptr<FreeSteeringInputController> m_InputController;
|
||||
};
|
||||
|
||||
class FreeSteeringSystem::FreeSteeringInputController : InputController
|
||||
class FreeSteeringSystem::FreeSteeringInputController : InputController<FreeSteeringSystem>
|
||||
{
|
||||
public:
|
||||
FreeSteeringInputController(std::shared_ptr<::EventBroker> eventBroker)
|
||||
: InputController(eventBroker)
|
||||
, SpeedMultiplier(1.f)
|
||||
, SpeedMultiplier(0.f)
|
||||
, OrientationActive(false) { }
|
||||
|
||||
glm::vec3 Movement;
|
||||
glm::quat Orientation;
|
||||
glm::vec3 MouseOrientation;
|
||||
glm::vec3 ControllerOrientation;
|
||||
float SpeedMultiplier;
|
||||
bool OrientationActive;
|
||||
|
||||
|
||||
@@ -0,0 +1,67 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "HelicopterSteeringSystem.h"
|
||||
#include "World.h"
|
||||
|
||||
void Systems::HelicopterSteeringSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register<Components::HelicopterSteering>([]() { return new Components::HelicopterSteering(); });
|
||||
}
|
||||
|
||||
void Systems::HelicopterSteeringSystem::Initialize()
|
||||
{
|
||||
m_InputController = std::unique_ptr<HelicopterSteeringInputController>(new HelicopterSteeringInputController(EventBroker));
|
||||
}
|
||||
|
||||
void Systems::HelicopterSteeringSystem::Update(double dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Systems::HelicopterSteeringSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (!transform)
|
||||
return;
|
||||
|
||||
auto helicopterComponent = m_World->GetComponent<Components::HelicopterSteering>(entity);
|
||||
if (helicopterComponent)
|
||||
{
|
||||
glm::vec3 controllerRotationEuler = m_InputController->Rotation * (float)dt;
|
||||
transform->Orientation *= glm::quat(controllerRotationEuler);
|
||||
|
||||
Events::ApplyForce e;
|
||||
e.Entity = entity;
|
||||
e.DeltaTime = dt;
|
||||
e.Force = glm::normalize(transform->Orientation * glm::vec3(0, 1, 0)) * (m_InputController->Power * 3000.f * 9.82f * 8.f);
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
bool Systems::HelicopterSteeringSystem::HelicopterSteeringInputController::OnCommand(const Events::InputCommand &event)
|
||||
{
|
||||
if (event.Command == "horizontal")
|
||||
{
|
||||
Rotation.z = -event.Value;
|
||||
}
|
||||
else if (event.Command == "vertical")
|
||||
{
|
||||
Rotation.x = -event.Value;
|
||||
}
|
||||
|
||||
else if (event.Command == "normal")
|
||||
{
|
||||
Power = event.Value;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::HelicopterSteeringSystem::HelicopterSteeringInputController::OnMouseMove(const Events::MouseMove &event)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
void Systems::HelicopterSteeringSystem::HelicopterSteeringInputController::Update(double dt)
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,54 @@
|
||||
#include "System.h"
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/HelicopterSteering.h"
|
||||
#include "Events/SetVelocity.h"
|
||||
#include "Events/ApplyForce.h"
|
||||
#include "InputController.h"
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class HelicopterSteeringSystem : public System
|
||||
{
|
||||
public:
|
||||
HelicopterSteeringSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
void RegisterComponents(ComponentFactory* cf) override;
|
||||
void Initialize() override;
|
||||
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
private:
|
||||
class HelicopterSteeringInputController;
|
||||
std::unique_ptr<HelicopterSteeringInputController> m_InputController;
|
||||
|
||||
std::map<EntityID, double> m_TimeSinceLastShot;
|
||||
};
|
||||
|
||||
class HelicopterSteeringSystem::HelicopterSteeringInputController : InputController<HelicopterSteeringSystem>
|
||||
{
|
||||
public:
|
||||
HelicopterSteeringInputController(std::shared_ptr<::EventBroker> eventBroker)
|
||||
: InputController(eventBroker)
|
||||
, Power(0.f)
|
||||
{ }
|
||||
|
||||
float Power;
|
||||
glm::vec3 Rotation;
|
||||
|
||||
void Update(double dt);
|
||||
|
||||
protected:
|
||||
bool OnCommand(const Events::InputCommand &event) override;
|
||||
bool OnMouseMove(const Events::MouseMove &event) override;
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
+152
-17
@@ -4,18 +4,23 @@
|
||||
|
||||
void Systems::InputSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register("Input", []() { return new Components::Input(); });
|
||||
cf->Register<Components::Input>([]() { return new Components::Input(); });
|
||||
}
|
||||
|
||||
void Systems::InputSystem::Initialize()
|
||||
{
|
||||
// Subscribe to events
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Systems::InputSystem::OnKeyDown)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Systems::InputSystem::OnKeyUp)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &Systems::InputSystem::OnMousePress)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &Systems::InputSystem::OnMouseRelease)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindKey, &Systems::InputSystem::OnBindKey)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindMouseButton, &Systems::InputSystem::OnBindMouseButton)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Systems::InputSystem::OnKeyDown);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Systems::InputSystem::OnKeyUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &Systems::InputSystem::OnMousePress);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &Systems::InputSystem::OnMouseRelease);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EGamepadAxis, &Systems::InputSystem::OnGamepadAxis);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EGamepadButtonDown, &Systems::InputSystem::OnGamepadButtonDown);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EGamepadButtonUp, &Systems::InputSystem::OnGamepadButtonUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindKey, &Systems::InputSystem::OnBindKey);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindMouseButton, &Systems::InputSystem::OnBindMouseButton);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindGamepadAxis, &Systems::InputSystem::OnBindGamepadAxis);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindGamepadButton, &Systems::InputSystem::OnBindGamepadButton);
|
||||
}
|
||||
|
||||
void Systems::InputSystem::Update(double dt)
|
||||
@@ -44,7 +49,11 @@ bool Systems::InputSystem::OnKeyDown(const Events::KeyDown &event)
|
||||
auto bindingIt = m_KeyBindings.find(event.KeyCode);
|
||||
if (bindingIt != m_KeyBindings.end())
|
||||
{
|
||||
PublishCommand(0, bindingIt->second, 1.f, false);
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandKeyboardValues[command][event.KeyCode] = value;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -55,7 +64,11 @@ bool Systems::InputSystem::OnKeyUp(const Events::KeyUp &event)
|
||||
auto bindingIt = m_KeyBindings.find(event.KeyCode);
|
||||
if (bindingIt != m_KeyBindings.end())
|
||||
{
|
||||
PublishCommand(0, bindingIt->second, 1.f, true);
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandKeyboardValues[command][event.KeyCode] = 0;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));;
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -66,7 +79,11 @@ bool Systems::InputSystem::OnMousePress(const Events::MousePress &event)
|
||||
auto bindingIt = m_MouseButtonBindings.find(event.Button);
|
||||
if (bindingIt != m_MouseButtonBindings.end())
|
||||
{
|
||||
PublishCommand(0, bindingIt->second, 1.f, false);
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandMouseButtonValues[command][event.Button] = value;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -77,12 +94,62 @@ bool Systems::InputSystem::OnMouseRelease(const Events::MouseRelease &event)
|
||||
auto bindingIt = m_MouseButtonBindings.find(event.Button);
|
||||
if (bindingIt != m_MouseButtonBindings.end())
|
||||
{
|
||||
PublishCommand(0, bindingIt->second, 1.f, true);
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandMouseButtonValues[command][event.Button] = 0;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnGamepadAxis(const Events::GamepadAxis &event)
|
||||
{
|
||||
auto bindingIt = m_GamepadAxisBindings.find(event.Axis);
|
||||
if (bindingIt != m_GamepadAxisBindings.end())
|
||||
{
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandGamepadAxisValues[command][event.Axis] = event.Value * value;
|
||||
PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnGamepadButtonDown(const Events::GamepadButtonDown &event)
|
||||
{
|
||||
auto bindingIt = m_GamepadButtonBindings.find(event.Button);
|
||||
if (bindingIt != m_GamepadButtonBindings.end())
|
||||
{
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandGamepadButtonValues[command][event.Button] = value;
|
||||
PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnGamepadButtonUp(const Events::GamepadButtonUp &event)
|
||||
{
|
||||
auto bindingIt = m_GamepadButtonBindings.find(event.Button);
|
||||
if (bindingIt != m_GamepadButtonBindings.end())
|
||||
{
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandGamepadButtonValues[command][event.Button] = 0;
|
||||
PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool Systems::InputSystem::OnBindKey(const Events::BindKey &event)
|
||||
{
|
||||
if (event.Command.empty())
|
||||
@@ -91,7 +158,7 @@ bool Systems::InputSystem::OnBindKey(const Events::BindKey &event)
|
||||
}
|
||||
else
|
||||
{
|
||||
m_KeyBindings[event.KeyCode] = event.Command;
|
||||
m_KeyBindings[event.KeyCode] = std::make_tuple(event.Command, event.Value);
|
||||
LOG_DEBUG("Input: Bound key %c to %s", (char)event.KeyCode, event.Command.c_str());
|
||||
}
|
||||
|
||||
@@ -106,25 +173,93 @@ bool Systems::InputSystem::OnBindMouseButton(const Events::BindMouseButton &even
|
||||
}
|
||||
else
|
||||
{
|
||||
m_MouseButtonBindings[event.Button] = event.Command;
|
||||
m_MouseButtonBindings[event.Button] = std::make_tuple(event.Command, event.Value);
|
||||
LOG_DEBUG("Input: Bound mouse button %i to %s", event.Button, event.Command.c_str());
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Systems::InputSystem::PublishCommand(int playerID, std::string command, float value, bool release /*= false*/)
|
||||
bool Systems::InputSystem::OnBindGamepadAxis(const Events::BindGamepadAxis &event)
|
||||
{
|
||||
if (release && command.at(0) == '+')
|
||||
if (event.Command.empty())
|
||||
{
|
||||
command[0] = '-';
|
||||
m_GamepadAxisBindings.erase(event.Axis);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_GamepadAxisBindings[event.Axis] = std::make_tuple(event.Command, event.Value);
|
||||
LOG_DEBUG("Input: Bound gamepad axis %i to %s", event.Axis, event.Command.c_str());
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnBindGamepadButton(const Events::BindGamepadButton &event)
|
||||
{
|
||||
if (event.Command.empty())
|
||||
{
|
||||
m_GamepadButtonBindings.erase(event.Button);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_GamepadButtonBindings[event.Button] = std::make_tuple(event.Command, event.Value);
|
||||
LOG_DEBUG("Input: Bound gamepad axis %i to %s", event.Button, event.Command.c_str());
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
float Systems::InputSystem::GetCommandTotalValue(std::string command)
|
||||
{
|
||||
float value = 0.f;
|
||||
|
||||
auto keyboardIt = m_CommandKeyboardValues.find(command);
|
||||
if (keyboardIt != m_CommandKeyboardValues.end())
|
||||
{
|
||||
for (auto &key : keyboardIt->second)
|
||||
{
|
||||
value += key.second;
|
||||
}
|
||||
}
|
||||
|
||||
auto mouseButtonIt = m_CommandMouseButtonValues.find(command);
|
||||
if (mouseButtonIt != m_CommandMouseButtonValues.end())
|
||||
{
|
||||
for (auto &button : mouseButtonIt->second)
|
||||
{
|
||||
value += button.second;
|
||||
}
|
||||
}
|
||||
|
||||
auto gamepadAxisIt = m_CommandGamepadAxisValues.find(command);
|
||||
if (gamepadAxisIt != m_CommandGamepadAxisValues.end())
|
||||
{
|
||||
for (auto &axis : gamepadAxisIt->second)
|
||||
{
|
||||
value += axis.second;
|
||||
}
|
||||
}
|
||||
|
||||
auto gamepadButtonIt = m_CommandGamepadButtonValues.find(command);
|
||||
if (gamepadButtonIt != m_CommandGamepadButtonValues.end())
|
||||
{
|
||||
for (auto &button : gamepadButtonIt->second)
|
||||
{
|
||||
value += button.second;
|
||||
}
|
||||
}
|
||||
|
||||
return std::max(-1.f, std::min(value, 1.f));
|
||||
}
|
||||
|
||||
void Systems::InputSystem::PublishCommand(int playerID, std::string command, float value)
|
||||
{
|
||||
Events::InputCommand e;
|
||||
e.PlayerID = playerID;
|
||||
e.Command = command;
|
||||
e.Value = value;
|
||||
EventBroker->Publish(e);
|
||||
|
||||
LOG_DEBUG("Input: Published command %s for player %i", e.Command.c_str(), playerID);
|
||||
LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, playerID);
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
#include <array>
|
||||
#include <unordered_map>
|
||||
#include <boost/any.hpp>
|
||||
|
||||
#include "System.h"
|
||||
#include "Components/Input.h"
|
||||
@@ -10,8 +11,12 @@
|
||||
#include "Events/KeyDown.h"
|
||||
#include "Events/MousePress.h"
|
||||
#include "Events/MouseRelease.h"
|
||||
#include "Events/GamepadAxis.h"
|
||||
#include "Events/GamepadButton.h"
|
||||
#include "Events/BindKey.h"
|
||||
#include "Events/BindMouseButton.h"
|
||||
#include "Events/BindGamepadAxis.h"
|
||||
#include "Events/BindGamepadButton.h"
|
||||
#include "Events/InputCommand.h"
|
||||
|
||||
namespace Systems
|
||||
@@ -29,26 +34,43 @@ public:
|
||||
void Update(double dt) override;
|
||||
|
||||
private:
|
||||
std::unordered_map<std::string, std::unordered_map<int, float>> m_CommandKeyboardValues; // command string -> keyboard key value for command
|
||||
std::unordered_map<std::string, std::unordered_map<int, float>> m_CommandMouseButtonValues; // command string -> mouse button value for command
|
||||
std::unordered_map<std::string, std::unordered_map<Gamepad::Axis, float>> m_CommandGamepadAxisValues; // command string -> gamepad axis value for command
|
||||
std::unordered_map<std::string, std::unordered_map<Gamepad::Button, float>> m_CommandGamepadButtonValues; // command string -> gamepad button value for command
|
||||
// Input binding tables
|
||||
std::unordered_map<int, std::string> m_KeyBindings; // GLFW_KEY... -> command string
|
||||
std::unordered_map<int, std::string> m_MouseButtonBindings; // GLFW_MOUSE_BUTTON... -> command string
|
||||
std::unordered_map<int, std::tuple<std::string, float>> m_KeyBindings; // GLFW_KEY... -> command string & value
|
||||
std::unordered_map<int, std::tuple<std::string, float>> m_MouseButtonBindings; // GLFW_MOUSE_BUTTON... -> command string
|
||||
std::unordered_map<Gamepad::Axis, std::tuple<std::string, float>> m_GamepadAxisBindings; // Gamepad::Axis -> command string & value
|
||||
std::unordered_map<Gamepad::Button, std::tuple<std::string, float>> m_GamepadButtonBindings; // Gamepad::Button -> command string
|
||||
|
||||
// Input events
|
||||
EventRelay<Events::KeyDown> m_EKeyDown;
|
||||
EventRelay<InputSystem, Events::KeyDown> m_EKeyDown;
|
||||
bool OnKeyDown(const Events::KeyDown &event);
|
||||
EventRelay<Events::KeyUp> m_EKeyUp;
|
||||
EventRelay<InputSystem, Events::KeyUp> m_EKeyUp;
|
||||
bool OnKeyUp(const Events::KeyUp &event);
|
||||
EventRelay<Events::MousePress> m_EMousePress;
|
||||
EventRelay<InputSystem, Events::MousePress> m_EMousePress;
|
||||
bool OnMousePress(const Events::MousePress &event);
|
||||
EventRelay<Events::MouseRelease> m_EMouseRelease;
|
||||
EventRelay<InputSystem, Events::MouseRelease> m_EMouseRelease;
|
||||
bool OnMouseRelease(const Events::MouseRelease &event);
|
||||
EventRelay<InputSystem, Events::GamepadAxis> m_EGamepadAxis;
|
||||
bool OnGamepadAxis(const Events::GamepadAxis &event);
|
||||
EventRelay<InputSystem, Events::GamepadButtonDown> m_EGamepadButtonDown;
|
||||
bool OnGamepadButtonDown(const Events::GamepadButtonDown &event);
|
||||
EventRelay<InputSystem, Events::GamepadButtonUp> m_EGamepadButtonUp;
|
||||
bool OnGamepadButtonUp(const Events::GamepadButtonUp &event);
|
||||
// Input binding events
|
||||
EventRelay<Events::BindKey> m_EBindKey;
|
||||
EventRelay<InputSystem, Events::BindKey> m_EBindKey;
|
||||
bool OnBindKey(const Events::BindKey &event);
|
||||
EventRelay<Events::BindMouseButton> m_EBindMouseButton;
|
||||
EventRelay<InputSystem, Events::BindMouseButton> m_EBindMouseButton;
|
||||
bool OnBindMouseButton(const Events::BindMouseButton &event);
|
||||
EventRelay<InputSystem, Events::BindGamepadAxis> m_EBindGamepadAxis;
|
||||
bool OnBindGamepadAxis(const Events::BindGamepadAxis &event);
|
||||
EventRelay<InputSystem, Events::BindGamepadButton> m_EBindGamepadButton;
|
||||
bool OnBindGamepadButton(const Events::BindGamepadButton &event);
|
||||
|
||||
void PublishCommand(int playerID, std::string command, float value, bool release = false);
|
||||
float GetCommandTotalValue(std::string command);
|
||||
void PublishCommand(int playerID, std::string command, float value);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -6,9 +6,9 @@
|
||||
|
||||
void Systems::ParticleSystem::Initialize()
|
||||
{
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>("TransformSystem");
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
|
||||
tempSpawnedExplosions = false;
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Systems::ParticleSystem::OnKeyUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &ParticleSystem::OnKeyUp);
|
||||
}
|
||||
|
||||
void Systems::ParticleSystem::Update(double dt)
|
||||
@@ -20,7 +20,7 @@ void Systems::ParticleSystem::Update(double dt)
|
||||
double spawnTime = it->second;
|
||||
|
||||
double timeLived = glfwGetTime() - spawnTime;
|
||||
auto eComp = m_World->GetComponent<Components::ParticleEmitter>(explosionID, "ParticleEmitter");
|
||||
auto eComp = m_World->GetComponent<Components::ParticleEmitter>(explosionID);
|
||||
|
||||
if(timeLived > eComp->LifeTime)
|
||||
{
|
||||
@@ -37,15 +37,15 @@ void Systems::ParticleSystem::Update(double dt)
|
||||
|
||||
void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if(!transformComponent)
|
||||
return;
|
||||
|
||||
auto emitterComponent = m_World->GetComponent<Components::ParticleEmitter>(entity, "ParticleEmitter");
|
||||
auto emitterComponent = m_World->GetComponent<Components::ParticleEmitter>(entity);
|
||||
if(emitterComponent)
|
||||
{
|
||||
emitterComponent->TimeSinceLastSpawn += dt;
|
||||
auto emitterTransformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto emitterTransformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if(emitterComponent->TimeSinceLastSpawn > emitterComponent->SpawnFrequency)
|
||||
{
|
||||
SpawnParticles(entity);
|
||||
@@ -56,8 +56,8 @@ void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
||||
for(it = m_ParticleEmitter[entity].begin(); it != m_ParticleEmitter[entity].end();)
|
||||
{
|
||||
EntityID particleID = (it)->ParticleID;
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(particleID, "Transform");
|
||||
auto particleComponent = m_World->GetComponent<Components::Particle>(particleID, "Particle");
|
||||
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)
|
||||
@@ -115,24 +115,24 @@ void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
||||
|
||||
void Systems::ParticleSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register("ParticleEmitter", []() { return new Components::ParticleEmitter(); });
|
||||
cf->Register("Particle", []() { return new Components::Particle(); });
|
||||
cf->Register<Components::ParticleEmitter>([]() { return new Components::ParticleEmitter(); });
|
||||
cf->Register<Components::Particle>([]() { return new Components::Particle(); });
|
||||
}
|
||||
|
||||
|
||||
void Systems::ParticleSystem::SpawnParticles(EntityID emitterID)
|
||||
{
|
||||
auto eComponent = m_World->GetComponent<Components::ParticleEmitter>(emitterID, "ParticleEmitter");
|
||||
auto eTransform = m_World->GetComponent<Components::Transform>(emitterID, "Transform");
|
||||
auto eComponent = m_World->GetComponent<Components::ParticleEmitter>(emitterID);
|
||||
auto eTransform = m_World->GetComponent<Components::Transform>(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 ent = m_World->CloneEntity(eComponent->ParticleTemplate);
|
||||
|
||||
auto particleTransform = m_World->GetComponent<Components::Transform>(particleEntity, "Transform");
|
||||
auto particleTransform = m_World->GetComponent<Components::Transform>(ent);
|
||||
particleTransform->Position = ePosition;
|
||||
|
||||
particleTransform->Orientation = eOrientation;
|
||||
@@ -143,16 +143,16 @@ 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, "Particle");
|
||||
particleComponent->LifeTime = eComponent->LifeTime;
|
||||
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);
|
||||
|
||||
if (eComponent->ScaleSpectrum.size() > 0)
|
||||
{
|
||||
if (eComponent->ScaleSpectrum.size() > 1)
|
||||
{
|
||||
particleComponent->ScaleSpectrum = eComponent->ScaleSpectrum;
|
||||
particle->ScaleSpectrum = eComponent->ScaleSpectrum;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -165,20 +165,20 @@ 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.ParticleID = ent;
|
||||
data.SpawnTime = glfwGetTime();
|
||||
if (particleComponent->AngularVelocitySpectrum.size() != 0)
|
||||
data.AngularVelocity = particleComponent->AngularVelocitySpectrum[0];
|
||||
if (particleComponent->OrientationSpectrum.size() != 0)
|
||||
data.Orientation = particleComponent->OrientationSpectrum[0];
|
||||
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);
|
||||
}
|
||||
@@ -228,7 +228,7 @@ void Systems::ParticleSystem::ScalarInterpolation(double timeProgress, std::vect
|
||||
void Systems::ParticleSystem::CreateExplosion(glm::vec3 _pos, double _lifeTime, int _particlesToSpawn, std::string _spritePath, glm::quat _relativeUpOri, float _speed, float _spreadAngle, float _particleScale)
|
||||
{
|
||||
auto explosion = m_World->CreateEntity();
|
||||
auto emitter = m_World->AddComponent<Components::ParticleEmitter>(explosion, "ParticleEmitter");
|
||||
auto emitter = m_World->AddComponent<Components::ParticleEmitter>(explosion);
|
||||
emitter->LifeTime = _lifeTime;
|
||||
emitter->SpawnCount = _particlesToSpawn;
|
||||
emitter->Speed = _speed;
|
||||
@@ -239,14 +239,14 @@ void Systems::ParticleSystem::CreateExplosion(glm::vec3 _pos, double _lifeTime,
|
||||
m_World->CommitEntity(explosion);
|
||||
|
||||
auto particleEnt = m_World->CreateEntity();
|
||||
auto TEMP = m_World->AddComponent<Components::Transform>(particleEnt, "Transform");
|
||||
auto TEMP = m_World->AddComponent<Components::Transform>(particleEnt);
|
||||
TEMP->Scale = glm::vec3(0);
|
||||
auto spriteComponent = m_World->AddComponent<Components::Sprite>(particleEnt, "Sprite");
|
||||
auto spriteComponent = m_World->AddComponent<Components::Sprite>(particleEnt);
|
||||
spriteComponent->SpriteFile = _spritePath;
|
||||
m_World->CommitEntity(particleEnt);
|
||||
emitter->ParticleTemplate = particleEnt;
|
||||
|
||||
auto transform = m_World->AddComponent<Components::Transform>(explosion, "Transform");
|
||||
auto transform = m_World->AddComponent<Components::Transform>(explosion);
|
||||
transform->Position = _pos;
|
||||
transform->Orientation = _relativeUpOri;
|
||||
|
||||
|
||||
@@ -54,7 +54,7 @@ private:
|
||||
|
||||
bool tempSpawnedExplosions;
|
||||
|
||||
EventRelay<Events::KeyUp> m_EKeyUp;
|
||||
EventRelay<ParticleSystem, Events::KeyUp> m_EKeyUp;
|
||||
bool OnKeyUp(const Events::KeyUp &e);
|
||||
|
||||
};
|
||||
|
||||
@@ -27,10 +27,15 @@
|
||||
|
||||
void Systems::PhysicsSystem::Initialize()
|
||||
{
|
||||
|
||||
|
||||
m_Accumulator = 0;
|
||||
|
||||
// Events
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETankSteer, &Systems::PhysicsSystem::OnTankSteer);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetVelocity, &Systems::PhysicsSystem::OnSetVelocity);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EApplyForce, &Systems::PhysicsSystem::OnApplyForce);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EApplyPointImpulse, &Systems::PhysicsSystem::OnApplyPointImpulse);
|
||||
|
||||
hkMemorySystem::FrameInfo finfo(6000 * 1024); // Allocate 6MB of Physics solver buffer
|
||||
hkMemoryRouter* memoryRouter = hkMemoryInitUtil::initDefault(hkMallocAllocator::m_defaultMallocAllocator, finfo);
|
||||
@@ -70,7 +75,7 @@ void Systems::PhysicsSystem::Initialize()
|
||||
|
||||
worldInfo.setupSolverInfo(hkpWorldCinfo::SOLVER_TYPE_4ITERS_MEDIUM);
|
||||
worldInfo.m_gravity = hkVector4(0.0f, -9.82f, 0.0f);
|
||||
worldInfo.m_broadPhaseBorderBehaviour = hkpWorldCinfo::BROADPHASE_BORDER_FIX_ENTITY; // just fix the entity if the object falls off too far
|
||||
worldInfo.m_broadPhaseBorderBehaviour = hkpWorldCinfo::BROADPHASE_BORDER_DO_NOTHING;
|
||||
|
||||
// You must specify the size of the broad phase - objects should not be simulated outside this region
|
||||
worldInfo.setBroadPhaseWorldSize(1000.0f);
|
||||
@@ -101,21 +106,22 @@ void Systems::PhysicsSystem::Initialize()
|
||||
SetupVisualDebugger(m_Context);
|
||||
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
|
||||
m_collisionResolution = new MyCollisionResolution;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register("Physics", []() { return new Components::Physics(); });
|
||||
cf->Register("BoxShape", []() { return new Components::BoxShape(); });
|
||||
cf->Register("SphereShape", []() { return new Components::SphereShape(); });
|
||||
cf->Register("Vehicle", []() { return new Components::Vehicle(); });
|
||||
cf->Register("Wheel", []() { return new Components::Wheel(); });
|
||||
cf->Register("MeshShape", []() { return new Components::MeshShape(); });
|
||||
cf->Register("HingeConstraint", []() { return new Components::HingeConstraint(); });
|
||||
cf->Register("WheelPair", []() { return new Components::WheelPair(); });
|
||||
|
||||
cf->Register<Components::Physics>([]() { return new Components::Physics(); });
|
||||
cf->Register<Components::BoxShape>([]() { return new Components::BoxShape(); });
|
||||
cf->Register<Components::SphereShape>([]() { return new Components::SphereShape(); });
|
||||
cf->Register<Components::Vehicle>([]() { return new Components::Vehicle(); });
|
||||
cf->Register<Components::Wheel>([]() { return new Components::Wheel(); });
|
||||
cf->Register<Components::MeshShape>([]() { return new Components::MeshShape(); });
|
||||
cf->Register<Components::HingeConstraint>([]() { return new Components::HingeConstraint(); });
|
||||
cf->Register<Components::WheelPair>([]() { return new Components::WheelPair(); });
|
||||
}
|
||||
|
||||
void Systems::PhysicsSystem::Update(double dt)
|
||||
@@ -128,7 +134,7 @@ void Systems::PhysicsSystem::Update(double dt)
|
||||
if (m_RigidBodies.find(entity) == m_RigidBodies.end())
|
||||
continue;
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (!transformComponent)
|
||||
continue;
|
||||
|
||||
@@ -139,14 +145,14 @@ void Systems::PhysicsSystem::Update(double dt)
|
||||
|
||||
if (parent)
|
||||
{
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>("TransformSystem")->AbsoluteTransform(entity);
|
||||
position = ConvertPosition(absoluteTransform.Position);
|
||||
rotation = ConvertRotation(absoluteTransform.Orientation);
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(entity);
|
||||
position = GLMVEC3_TO_HKVECTOR4(absoluteTransform.Position);
|
||||
rotation = GLMQUAT_TO_HKQUATERNION(absoluteTransform.Orientation);
|
||||
}
|
||||
else
|
||||
{
|
||||
position = ConvertPosition(transformComponent->Position);
|
||||
rotation = ConvertRotation(transformComponent->Orientation);
|
||||
position = GLMVEC3_TO_HKVECTOR4(transformComponent->Position);
|
||||
rotation = GLMQUAT_TO_HKQUATERNION(transformComponent->Orientation);
|
||||
}
|
||||
m_PhysicsWorld->markForWrite();
|
||||
m_RigidBodies[entity]->setPositionAndRotation(position, rotation);
|
||||
@@ -172,19 +178,16 @@ void Systems::PhysicsSystem::Update(double dt)
|
||||
// Clear accumulated timer data in this thread and all slave threads
|
||||
hkMonitorStream::getInstance().reset();
|
||||
m_ThreadPool->clearTimerData();
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (!transformComponent)
|
||||
return;
|
||||
|
||||
auto wheelComponent = m_World->GetComponent<Components::Wheel>(entity, "Wheel");
|
||||
auto wheelComponent = m_World->GetComponent<Components::Wheel>(entity);
|
||||
if (wheelComponent)
|
||||
{
|
||||
EntityID car = m_World->GetEntityParent(entity);
|
||||
@@ -201,17 +204,17 @@ void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID p
|
||||
|
||||
hkQuaternion steeringOrientation = m_Vehicles[car]->m_wheelsInfo[wheelComponent->ID].m_steeringOrientationChassisSpace;
|
||||
hkReal spinAngle = -m_Vehicles[car]->m_wheelsInfo[wheelComponent->ID].m_spinAngle;
|
||||
glm::quat orientation = ConvertRotation(steeringOrientation) * glm::angleAxis<float>(spinAngle, glm::vec3(1, 0, 0));
|
||||
glm::quat orientation = HKQUATERNION_TO_GLMQUAT(steeringOrientation) * glm::angleAxis<float>(spinAngle, glm::vec3(1, 0, 0));
|
||||
transformComponent->Orientation = orientation * wheelComponent->OriginalOrientation;
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
}
|
||||
}
|
||||
else if(m_RigidBodies.find(entity) != m_RigidBodies.end())
|
||||
{
|
||||
auto transformComponentParent = m_World->GetComponent<Components::Transform>(parent, "Transform");
|
||||
auto transformComponentParent = m_World->GetComponent<Components::Transform>(parent);
|
||||
|
||||
transformComponent->Position = ConvertPosition(m_RigidBodies[entity]->getPosition());
|
||||
transformComponent->Orientation = ConvertRotation(m_RigidBodies[entity]->getRotation());
|
||||
transformComponent->Position = HKVECTOR4_TO_GLMVEC3(m_RigidBodies[entity]->getPosition());
|
||||
transformComponent->Orientation = HKQUATERNION_TO_GLMQUAT(m_RigidBodies[entity]->getRotation());
|
||||
// TODO: No support for Scale, MIGHT be possible
|
||||
|
||||
if (transformComponentParent)
|
||||
@@ -227,11 +230,11 @@ void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID p
|
||||
|
||||
void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (!transformComponent)
|
||||
return;
|
||||
|
||||
auto wheelComponent = m_World->GetComponent<Components::Wheel>(entity, "Wheel");
|
||||
auto wheelComponent = m_World->GetComponent<Components::Wheel>(entity);
|
||||
if (wheelComponent)
|
||||
{
|
||||
wheelComponent->ID = m_Wheels.size();
|
||||
@@ -241,9 +244,9 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
|
||||
EntityID entityParent = m_World->GetEntityBaseParent(entity);
|
||||
|
||||
auto sphereComponent = m_World->GetComponent<Components::SphereShape>(entity, "SphereShape");
|
||||
auto boxComponent = m_World->GetComponent<Components::BoxShape>(entity, "BoxShape");
|
||||
auto meshShapeComponent = m_World->GetComponent<Components::MeshShape >(entity, "MeshShape");
|
||||
auto sphereComponent = m_World->GetComponent<Components::SphereShape>(entity);
|
||||
auto boxComponent = m_World->GetComponent<Components::BoxShape>(entity);
|
||||
auto meshShapeComponent = m_World->GetComponent<Components::MeshShape >(entity);
|
||||
|
||||
if(entityParent == entity && (sphereComponent || boxComponent || meshShapeComponent))
|
||||
{
|
||||
@@ -251,7 +254,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
return;
|
||||
}
|
||||
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity, "Physics");
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
if (physicsComponent)
|
||||
{
|
||||
hkpShape* shape;
|
||||
@@ -274,13 +277,9 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
hkpListShape* listShape = new hkpListShape(shapeArray.begin(), shapeArray.getSize(), hkpShapeContainer::REFERENCE_POLICY_INCREMENT);
|
||||
// Save the listShape for further use
|
||||
m_ListShapes[entity] = listShape;
|
||||
shape = listShape;
|
||||
|
||||
//////////////////////////////////
|
||||
//******************************//
|
||||
// Add a hkpBvShape //
|
||||
//******************************//
|
||||
//////////////////////////////////
|
||||
//shape = listShape;
|
||||
hkpBoxShape* box = new hkpBoxShape(listShape->m_aabbHalfExtents, 0.0f);
|
||||
shape = new hkpBvShape(listShape, box);
|
||||
|
||||
// Clean up for less memory usage
|
||||
m_Shapes.erase(entity);
|
||||
@@ -292,9 +291,9 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
{
|
||||
rigidBodyInfo.m_shape = shape;
|
||||
rigidBodyInfo.m_motionType = hkpMotion::MOTION_DYNAMIC;
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>("TransformSystem")->AbsoluteTransform(entity);
|
||||
hkVector4 position = ConvertPosition(absoluteTransform.Position);
|
||||
hkQuaternion rotation = ConvertRotation(absoluteTransform.Orientation);
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(entity);
|
||||
hkVector4 position = GLMVEC3_TO_HKVECTOR4(absoluteTransform.Position);
|
||||
hkQuaternion rotation = GLMQUAT_TO_HKQUATERNION(absoluteTransform.Orientation);
|
||||
rigidBodyInfo.m_position.set(position(0), position(1), position(2), position(3));
|
||||
rigidBodyInfo.m_rotation.set(rotation(0), rotation(1), rotation(2), rotation(3));
|
||||
|
||||
@@ -305,7 +304,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
// Create RigidBody
|
||||
hkpRigidBody* rigidBody = new hkpRigidBody(rigidBodyInfo);
|
||||
|
||||
auto vehicleComponent = m_World->GetComponent<Components::Vehicle >(entity, "Vehicle");
|
||||
auto vehicleComponent = m_World->GetComponent<Components::Vehicle >(entity);
|
||||
if (vehicleComponent && m_Vehicles.find(entity) == m_Vehicles.end())
|
||||
{
|
||||
for (int i = 0; i < m_Wheels.size(); i++)
|
||||
@@ -324,9 +323,11 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
m_PhysicsWorld->markForWrite();
|
||||
vehicleSetup.buildVehicle(m_World, m_PhysicsWorld, *m_Vehicles[entity], entity, m_Wheels);
|
||||
// Add the vehicle's entities and phantoms to the world
|
||||
rigidBody->addContactListener( m_collisionResolution );
|
||||
m_Vehicles[entity]->addToWorld(m_PhysicsWorld);
|
||||
|
||||
m_RigidBodies[entity] = rigidBody;
|
||||
m_collisionResolution->m_RigidBodies[rigidBody] = entity;
|
||||
|
||||
|
||||
// The vehicle is an action
|
||||
m_PhysicsWorld->addAction(m_Vehicles[entity]);
|
||||
@@ -340,8 +341,10 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
else
|
||||
{
|
||||
m_PhysicsWorld->markForWrite();
|
||||
rigidBody->addContactListener( m_collisionResolution );
|
||||
m_PhysicsWorld->addEntity(rigidBody);
|
||||
m_RigidBodies[entity] = rigidBody;
|
||||
m_collisionResolution->m_RigidBodies[rigidBody] = entity;
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
|
||||
shape->removeReference();
|
||||
@@ -357,11 +360,11 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
for (auto &shapeData : m_Shapes[entity])
|
||||
{
|
||||
|
||||
auto childTransformComponent = m_World->GetComponent<Components::Transform>(shapeData.Entity, "Transform");
|
||||
auto childTransformComponent = m_World->GetComponent<Components::Transform>(shapeData.Entity);
|
||||
|
||||
hkVector4 position = ConvertPosition(childTransformComponent->Position);
|
||||
hkQuaternion rotation = ConvertRotation(childTransformComponent->Orientation);
|
||||
hkVector4 scale = ConvertScale(childTransformComponent->Scale);
|
||||
hkVector4 position = GLMVEC3_TO_HKVECTOR4(childTransformComponent->Position);
|
||||
hkQuaternion rotation = GLMQUAT_TO_HKQUATERNION(childTransformComponent->Orientation);
|
||||
hkVector4 scale = GLMVEC3_TO_HKVECTOR4(childTransformComponent->Scale);
|
||||
hkQsTransform transform(position, rotation, scale);
|
||||
|
||||
staticCompoundShape->addInstance(shapeData.Shape, transform);
|
||||
@@ -378,9 +381,9 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
{
|
||||
rigidBodyInfo.m_shape = shape;
|
||||
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>("TransformSystem")->AbsoluteTransform(entity);
|
||||
hkVector4 position = ConvertPosition(absoluteTransform.Position);
|
||||
hkQuaternion rotation = ConvertRotation(absoluteTransform.Orientation);
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(entity);
|
||||
hkVector4 position = GLMVEC3_TO_HKVECTOR4(absoluteTransform.Position);
|
||||
hkQuaternion rotation = GLMQUAT_TO_HKQUATERNION(absoluteTransform.Orientation);
|
||||
rigidBodyInfo.m_position.set(position(0), position(1), position(2), position(3));
|
||||
rigidBodyInfo.m_rotation.set(rotation(0), rotation(1), rotation(2), rotation(3));
|
||||
|
||||
@@ -394,6 +397,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
m_PhysicsWorld->markForWrite();
|
||||
m_PhysicsWorld->addEntity(rigidBody);
|
||||
m_RigidBodies[entity] = rigidBody;
|
||||
m_collisionResolution->m_RigidBodies[rigidBody] = entity;
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
|
||||
shape->removeReference();
|
||||
@@ -411,7 +415,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
{
|
||||
hkpSphereShape* sphereShape = new hkpSphereShape(sphereComponent->Radius);
|
||||
|
||||
hkQsTransform transform( ConvertPosition(transformComponent->Position), ConvertRotation(transformComponent->Orientation), ConvertScale(transformComponent->Scale));
|
||||
hkQsTransform transform( GLMVEC3_TO_HKVECTOR4(transformComponent->Position), GLMQUAT_TO_HKQUATERNION(transformComponent->Orientation), GLMVEC3_TO_HKVECTOR4(transformComponent->Scale));
|
||||
hkpConvexTransformShape* transformedSphereShape = new hkpConvexTransformShape( sphereShape, transform );
|
||||
|
||||
m_Shapes[entityParent].push_back(ShapeArrayData(entity, transformedSphereShape));
|
||||
@@ -424,7 +428,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
hkReal thickness = 0.05;
|
||||
hkpBoxShape* boxShape = new hkpBoxShape(hkVector4(boxComponent->Width- thickness, boxComponent->Height -thickness, boxComponent->Depth - thickness), thickness);
|
||||
|
||||
hkQsTransform transform( ConvertPosition(transformComponent->Position), ConvertRotation(transformComponent->Orientation), ConvertScale(transformComponent->Scale));
|
||||
hkQsTransform transform( GLMVEC3_TO_HKVECTOR4(transformComponent->Position), GLMQUAT_TO_HKQUATERNION(transformComponent->Orientation), GLMVEC3_TO_HKVECTOR4(transformComponent->Scale));
|
||||
hkpConvexTransformShape* transformedBoxShape = new hkpConvexTransformShape( boxShape, transform );
|
||||
m_Shapes[entityParent].push_back(ShapeArrayData(entity, transformedBoxShape));
|
||||
boxShape->removeReference();
|
||||
@@ -532,51 +536,44 @@ void HK_CALL Systems::PhysicsSystem::HavokErrorReport(const char* msg, void*)
|
||||
LOG_INFO("%s", msg);
|
||||
}
|
||||
|
||||
|
||||
glm::vec3 Systems::PhysicsSystem::ConvertPosition(const hkVector4 &hkPosition)
|
||||
{
|
||||
return glm::vec3(hkPosition(0), hkPosition(1), hkPosition(2));
|
||||
}
|
||||
|
||||
const hkVector4& Systems::PhysicsSystem::ConvertPosition(glm::vec3 glmPosition)
|
||||
{
|
||||
return hkVector4( glmPosition.x, glmPosition.y, glmPosition.z);
|
||||
}
|
||||
|
||||
glm::quat Systems::PhysicsSystem::ConvertRotation(const hkQuaternion &hkRotation)
|
||||
{
|
||||
return glm::quat(hkRotation(3), hkRotation(0), hkRotation(1), hkRotation(2));
|
||||
}
|
||||
|
||||
const hkQuaternion& Systems::PhysicsSystem::ConvertRotation(glm::quat glmRotation)
|
||||
{
|
||||
return hkQuaternion(glmRotation.x, glmRotation.y, glmRotation.z, glmRotation.w);
|
||||
}
|
||||
|
||||
glm::vec3 Systems::PhysicsSystem::ConvertScale(const hkVector4 &hkScale)
|
||||
{
|
||||
return glm::vec3(hkScale(0), hkScale(1), hkScale(2));
|
||||
}
|
||||
|
||||
const hkVector4& Systems::PhysicsSystem::ConvertScale(glm::vec3 glmScale)
|
||||
{
|
||||
return hkVector4(glmScale.x, glmScale.y, glmScale.z);
|
||||
}
|
||||
|
||||
bool Systems::PhysicsSystem::OnTankSteer(const Events::TankSteer &event)
|
||||
{
|
||||
auto vehicleComponent = m_World->GetComponent<Components::Vehicle>(event.Entity, "Vehicle");
|
||||
auto inputComponent = m_World->GetComponent<Components::Input>(event.Entity, "Input");
|
||||
if (vehicleComponent && inputComponent && m_Vehicles.find(event.Entity) != m_Vehicles.end() && m_RigidBodies.find(event.Entity) != m_RigidBodies.end())
|
||||
auto vehicleComponent = m_World->GetComponent<Components::Vehicle>(event.Entity);
|
||||
if (vehicleComponent && m_Vehicles.find(event.Entity) != m_Vehicles.end() && m_RigidBodies.find(event.Entity) != m_RigidBodies.end())
|
||||
{
|
||||
m_PhysicsWorld->markForWrite();
|
||||
hkpVehicleDriverInputAnalogStatus* deviceStatus = (hkpVehicleDriverInputAnalogStatus*)m_Vehicles[event.Entity]->m_deviceStatus;
|
||||
deviceStatus->m_positionX = event.PositionX;
|
||||
deviceStatus->m_positionY = event.PositionY;
|
||||
if(event.PositionY > 0)
|
||||
{
|
||||
deviceStatus->m_reverseButtonPressed = true;
|
||||
}
|
||||
deviceStatus->m_handbrakeButtonPressed = event.Handbrake;
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::PhysicsSystem::OnSetVelocity( const Events::SetVelocity &event )
|
||||
{
|
||||
m_PhysicsWorld->markForWrite();
|
||||
m_RigidBodies[event.Entity]->setLinearVelocity(GLMVEC3_TO_HKVECTOR4(event.Velocity));
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::PhysicsSystem::OnApplyForce(const Events::ApplyForce &event)
|
||||
{
|
||||
m_PhysicsWorld->markForWrite();
|
||||
m_RigidBodies[event.Entity]->applyForce(event.DeltaTime, GLMVEC3_TO_HKVECTOR4(event.Force));
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::PhysicsSystem::OnApplyPointImpulse( const Events::ApplyPointImpulse &event )
|
||||
{
|
||||
m_PhysicsWorld->markForWrite();
|
||||
m_RigidBodies[event.Entity]->applyPointImpulse(GLMVEC3_TO_HKVECTOR4(event.Impulse), GLMVEC3_TO_HKVECTOR4(event.Position));
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
return true;
|
||||
}
|
||||
|
||||
+43
-14
@@ -1,6 +1,16 @@
|
||||
#ifndef PhysicsSystem_h__
|
||||
#define PhysicsSystem_h__
|
||||
|
||||
#define HKVECTOR4_TO_GLMVEC3(hkvec) \
|
||||
glm::vec3(hkvec(0), hkvec(1), hkvec(2))
|
||||
#define GLMVEC3_TO_HKVECTOR4(glmvec) \
|
||||
hkVector4(glmvec.x, glmvec.y, glmvec.z)
|
||||
|
||||
#define HKQUATERNION_TO_GLMQUAT(gkquat) \
|
||||
glm::quat(gkquat(3), gkquat(0), gkquat(1), gkquat(2))
|
||||
#define GLMQUAT_TO_HKQUATERNION(glmquat) \
|
||||
hkQuaternion(glmquat.x, glmquat.y, glmquat.z, glmquat.w)
|
||||
|
||||
#include "System.h"
|
||||
#include "Systems/TransformSystem.h"
|
||||
#include "Components/Transform.h"
|
||||
@@ -12,7 +22,11 @@
|
||||
#include "Components/MeshShape.h"
|
||||
#include "Components/HingeConstraint.h"
|
||||
#include "Components/WheelPair.h"
|
||||
#include "Components/TowerSteering.h"
|
||||
#include "Events/TankSteer.h"
|
||||
#include "Events/SetVelocity.h"
|
||||
#include "Events/ApplyForce.h"
|
||||
#include "Events/ApplyPointImpulse.h"
|
||||
#include "OBJ.h"
|
||||
|
||||
// Math and base include
|
||||
@@ -58,9 +72,27 @@
|
||||
#include "Physics/VehicleSetup.h"
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
#include <Physics2012/Dynamics/Collide/ContactListener/hkpContactListener.h>
|
||||
|
||||
class MyCollisionResolution: public hkReferencedObject, public hkpContactListener
|
||||
{
|
||||
public:
|
||||
std::unordered_map<hkpRigidBody*, EntityID> m_RigidBodies;
|
||||
|
||||
virtual void contactPointCallback( const hkpContactPointEvent& event )
|
||||
{
|
||||
|
||||
EntityID entity1 = m_RigidBodies[event.getBody(0)];
|
||||
EntityID entity2 = m_RigidBodies[event.getBody(1)];
|
||||
//LOG_INFO("Entities colliding: %i, %i ", entity1, entity2);
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class PhysicsSystem : public System
|
||||
{
|
||||
public:
|
||||
@@ -75,14 +107,20 @@ public:
|
||||
void OnComponentCreated(std::string type, std::shared_ptr<Component> component) override;
|
||||
void OnComponentRemoved(std::string type, Component* component) override;
|
||||
void OnEntityCommit(EntityID entity) override;
|
||||
|
||||
|
||||
private:
|
||||
double m_Accumulator;
|
||||
hkpWorld* m_PhysicsWorld;
|
||||
|
||||
// Events
|
||||
EventRelay<Events::TankSteer> m_ETankSteer;
|
||||
EventRelay<PhysicsSystem, Events::TankSteer> m_ETankSteer;
|
||||
bool OnTankSteer(const Events::TankSteer &event);
|
||||
EventRelay<PhysicsSystem, Events::SetVelocity> m_ESetVelocity;
|
||||
bool OnSetVelocity(const Events::SetVelocity &event);
|
||||
EventRelay<PhysicsSystem, Events::ApplyForce> m_EApplyForce;
|
||||
bool OnApplyForce(const Events::ApplyForce &event);
|
||||
EventRelay<PhysicsSystem, Events::ApplyPointImpulse> m_EApplyPointImpulse;
|
||||
bool OnApplyPointImpulse(const Events::ApplyPointImpulse &event);
|
||||
|
||||
void SetUpPhysicsState(EntityID entity, EntityID parent);
|
||||
void TearDownPhysicsState(EntityID entity, EntityID parent);
|
||||
@@ -93,16 +131,6 @@ private:
|
||||
static void HK_CALL HavokErrorReport(const char* msg, void*);
|
||||
void SetupPhysics(hkpWorld* physicsWorld);
|
||||
|
||||
// Converterfunctions
|
||||
glm::vec3 ConvertPosition(const hkVector4 &hkPosition);
|
||||
const hkVector4& ConvertPosition(glm::vec3 glmPosition);
|
||||
|
||||
glm::quat ConvertRotation(const hkQuaternion &hkRotation);
|
||||
const hkQuaternion& ConvertRotation(glm::quat glmRotation);
|
||||
|
||||
glm::vec3 ConvertScale(const hkVector4 &hkScale);
|
||||
const hkVector4&ConvertScale(glm::vec3 glmScale);
|
||||
|
||||
std::unordered_map<EntityID, hkpRigidBody*> m_RigidBodies;
|
||||
|
||||
hkJobThreadPool* m_ThreadPool;
|
||||
@@ -140,8 +168,9 @@ private:
|
||||
hkpMoppBvTreeShape* MoppShape;
|
||||
};
|
||||
std::unordered_map<EntityID, ExtendedShapeData > m_ExtendedMeshShapes;
|
||||
|
||||
MyCollisionResolution* m_collisionResolution;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // PhysicsSystem_h__
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "RaySystem.h"
|
||||
#include "World.h"
|
||||
|
||||
void Systems::RaySystem::Initialize()
|
||||
{
|
||||
// Subscribe to events
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECastRay, &Systems::RaySystem::OnCastRay);
|
||||
}
|
||||
|
||||
void Systems::RaySystem::Update(double dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Systems::RaySystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool Systems::RaySystem::OnCastRay(const Events::CastRay &event)
|
||||
{
|
||||
Ray r;
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
#ifndef DebugSystem_h__
|
||||
#define DebugSystem_h__
|
||||
|
||||
#include "System.h"
|
||||
#include "Events/CastRay.h"
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class RaySystem : public System
|
||||
{
|
||||
public:
|
||||
RaySystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
void Initialize() override;
|
||||
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
private:
|
||||
struct Ray
|
||||
{
|
||||
glm::vec3 Direction;
|
||||
};
|
||||
|
||||
EventRelay<Events::CastRay> m_ECastRay;
|
||||
bool OnCastRay(const Events::CastRay &event);
|
||||
|
||||
std::list<Ray> m_UnresolvedRays;
|
||||
//void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
};
|
||||
|
||||
}
|
||||
#endif // DebugSystem_h__
|
||||
@@ -2,26 +2,59 @@
|
||||
#include "RenderSystem.h"
|
||||
#include "World.h"
|
||||
|
||||
void Systems::RenderSystem::OnComponentCreated(std::string type, std::shared_ptr<Component> component)
|
||||
void Systems::RenderSystem::RegisterResourceTypes(ResourceManager* rm)
|
||||
{
|
||||
if(type == "Model")
|
||||
rm->RegisterType("Model", [rm](std::string resourceName) { return new Model(rm, *rm->Load<OBJ>("OBJ", resourceName)); });
|
||||
rm->RegisterType("OBJ", [](std::string resourceName) { return new OBJ(resourceName); });
|
||||
rm->RegisterType("Texture", [](std::string resourceName) { return new Texture(resourceName); });
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register<Components::Camera>([]() { return new Components::Camera(); });
|
||||
cf->Register<Components::Model>([]() { return new Components::Model(); });
|
||||
cf->Register<Components::Sprite>([]() { return new Components::Sprite(); });
|
||||
cf->Register<Components::PointLight>([]() { return new Components::PointLight(); });
|
||||
cf->Register<Components::DirectionalLight>([]() { return new Components::DirectionalLight(); });
|
||||
cf->Register<Components::Viewport>([]() { return new Components::Viewport(); });
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::OnEntityCommit(EntityID entity)
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
|
||||
auto camera = m_World->GetComponent<Components::Camera>(entity);
|
||||
if (transform && camera)
|
||||
{
|
||||
auto modelComponent = std::static_pointer_cast<Components::Model>(component);
|
||||
m_Renderer->RegisterCamera(entity, camera->FOV, camera->NearClip, camera->FarClip);
|
||||
m_Renderer->UpdateCamera(entity, m_TransformSystem->AbsolutePosition(entity), m_TransformSystem->AbsoluteOrientation(entity), camera->FOV, camera->NearClip, camera->FarClip);
|
||||
}
|
||||
|
||||
auto viewport = m_World->GetComponent<Components::Viewport>(entity);
|
||||
if (viewport)
|
||||
{
|
||||
m_Renderer->RegisterViewport(entity, viewport->Left, viewport->Top, viewport->Right, viewport->Bottom);
|
||||
if (viewport->Camera != 0)
|
||||
{
|
||||
m_Renderer->UpdateViewport(entity, viewport->Camera);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
if (transformComponent == nullptr)
|
||||
auto templateComponent = m_World->GetComponent<Components::Template>(entity);
|
||||
if (templateComponent)
|
||||
return;
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
|
||||
// Draw models
|
||||
auto modelComponent = m_World->GetComponent<Components::Model>(entity, "Model");
|
||||
if (modelComponent != nullptr)
|
||||
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
|
||||
if (transformComponent && modelComponent)
|
||||
{
|
||||
auto model = m_World->GetResourceManager()->Load<Model>("Model", modelComponent->ModelFile);
|
||||
if (model != nullptr)
|
||||
if (model)
|
||||
{
|
||||
/*glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
|
||||
glm::quat orientation = m_TransformSystem->AbsoluteOrientation(entity);
|
||||
@@ -31,38 +64,48 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
}
|
||||
}
|
||||
|
||||
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity, "PointLight");
|
||||
if (pointLightComponent != nullptr)
|
||||
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
|
||||
if (transformComponent && pointLightComponent)
|
||||
{
|
||||
glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
|
||||
m_Renderer->AddPointLightToDraw(
|
||||
position,
|
||||
pointLightComponent->Specular,
|
||||
pointLightComponent->Diffuse,
|
||||
pointLightComponent->constantAttenuation,
|
||||
pointLightComponent->linearAttenuation,
|
||||
pointLightComponent->quadraticAttenuation,
|
||||
pointLightComponent->spotExponent);
|
||||
pointLightComponent->specularExponent,
|
||||
pointLightComponent->ConstantAttenuation,
|
||||
pointLightComponent->LinearAttenuation,
|
||||
pointLightComponent->QuadraticAttenuation
|
||||
);
|
||||
}
|
||||
|
||||
auto cameraComponent = m_World->GetComponent<Components::Camera>(entity, "Camera");
|
||||
if (cameraComponent != nullptr)
|
||||
auto cameraComponent = m_World->GetComponent<Components::Camera>(entity);
|
||||
if (transformComponent && cameraComponent)
|
||||
{
|
||||
m_Renderer->GetCamera()->Position(m_TransformSystem->AbsolutePosition(entity));
|
||||
m_Renderer->GetCamera()->Orientation(m_TransformSystem->AbsoluteOrientation(entity));
|
||||
|
||||
m_Renderer->GetCamera()->FOV(cameraComponent->FOV);
|
||||
m_Renderer->GetCamera()->NearClip(cameraComponent->NearClip);
|
||||
m_Renderer->GetCamera()->FarClip(cameraComponent->FarClip);
|
||||
m_Renderer->UpdateCamera(entity
|
||||
, m_TransformSystem->AbsolutePosition(entity)
|
||||
, m_TransformSystem->AbsoluteOrientation(entity)
|
||||
, cameraComponent->FOV
|
||||
, cameraComponent->NearClip
|
||||
, cameraComponent->FarClip);
|
||||
}
|
||||
|
||||
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity, "Sprite");
|
||||
if(spriteComponent != nullptr)
|
||||
auto viewportComponent = m_World->GetComponent<Components::Viewport>(entity);
|
||||
if (viewportComponent)
|
||||
{
|
||||
if (viewportComponent->Camera != 0)
|
||||
{
|
||||
m_Renderer->UpdateViewport(entity, viewportComponent->Camera);
|
||||
}
|
||||
}
|
||||
|
||||
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
|
||||
if (transformComponent && spriteComponent)
|
||||
{
|
||||
//TEMP
|
||||
Texture* texture = m_World->GetResourceManager()->Load<Texture>("Texture", spriteComponent->SpriteFile);
|
||||
//glBindTexture(GL_TEXTURE_2D, texture);
|
||||
auto transform = m_World->GetComponent<Components::Transform>(spriteComponent->Entity, "Transform");
|
||||
auto transform = m_World->GetComponent<Components::Transform>(spriteComponent->Entity);
|
||||
glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(transform->Orientation).z, glm::vec3(0, 0, -1));
|
||||
m_Renderer->AddTextureToDraw(texture, transform->Position, orientation2D, transform->Scale);
|
||||
}
|
||||
@@ -70,26 +113,8 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
|
||||
void Systems::RenderSystem::Initialize()
|
||||
{
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>("TransformSystem");
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
|
||||
|
||||
m_Renderer->SetSphereModel(m_World->GetResourceManager()->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj"));
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register("Camera", []() { return new Components::Camera(); });
|
||||
cf->Register("Model", []() { return new Components::Model(); });
|
||||
cf->Register("Sprite", []() { return new Components::Sprite(); });
|
||||
cf->Register("PointLight", []() { return new Components::PointLight(); });
|
||||
cf->Register("DirectionalLight", []() { return new Components::DirectionalLight(); });
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::RegisterResourceTypes(ResourceManager* rm)
|
||||
{
|
||||
rm->RegisterType("Model", [rm](std::string resourceName) { return new Model(rm, *rm->Load<OBJ>("OBJ", resourceName)); });
|
||||
rm->RegisterType("OBJ", [](std::string resourceName) { return new OBJ(resourceName); });
|
||||
rm->RegisterType("Texture", [](std::string resourceName) { return new Texture(resourceName); });
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
#include "Components/Sprite.h"
|
||||
#include "Components/PointLight.h"
|
||||
#include "Components/DirectionalLight.h"
|
||||
#include "Components/Viewport.h"
|
||||
|
||||
#include "Components/Template.h"
|
||||
#include "Components/Transform.h"
|
||||
@@ -34,7 +35,7 @@ public:
|
||||
|
||||
std::unordered_map<std::string, std::shared_ptr<Model>> m_CachedModels;
|
||||
|
||||
void OnComponentCreated(std::string type, std:: shared_ptr<Component> component) override;
|
||||
void OnEntityCommit(EntityID entity) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
|
||||
|
||||
@@ -29,7 +29,7 @@ void Systems::SoundSystem::Initialize()
|
||||
|
||||
void Systems::SoundSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register("SoundEmitter", []() { return new Components::SoundEmitter(); });
|
||||
cf->Register<Components::SoundEmitter>([]() { return new Components::SoundEmitter(); });
|
||||
}
|
||||
|
||||
void Systems::SoundSystem::RegisterResourceTypes(ResourceManager* rm)
|
||||
@@ -44,7 +44,7 @@ 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");
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (transformComponent == nullptr)
|
||||
return;
|
||||
|
||||
@@ -68,7 +68,7 @@ void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID par
|
||||
alListenerfv(AL_ORIENTATION, listenerOri);
|
||||
}
|
||||
|
||||
auto soundEmitter = m_World->GetComponent<Components::SoundEmitter>(entity, "SoundEmitter");
|
||||
auto soundEmitter = m_World->GetComponent<Components::SoundEmitter>(entity);
|
||||
if(soundEmitter != nullptr)
|
||||
{
|
||||
ALuint source = m_Sources[soundEmitter];
|
||||
|
||||
@@ -44,7 +44,7 @@ private:
|
||||
//unsigned long dataSize;
|
||||
|
||||
// Events
|
||||
EventRelay<Events::PlaySound> m_EPlaySound;
|
||||
EventRelay<SoundSystem, Events::PlaySound> m_EPlaySound;
|
||||
bool OnPlaySound(const Events::PlaySound &event);
|
||||
|
||||
std::map<Component*, ALuint> m_Sources;
|
||||
|
||||
@@ -4,84 +4,145 @@
|
||||
|
||||
void Systems::TankSteeringSystem::RegisterComponents( ComponentFactory* cf )
|
||||
{
|
||||
cf->Register("TankSteering", []() { return new Components::TankSteering(); });
|
||||
cf->Register<Components::TankSteering>([]() { return new Components::TankSteering(); });
|
||||
cf->Register<Components::TowerSteering>([]() { return new Components::TowerSteering(); });
|
||||
cf->Register<Components::BarrelSteering>([]() { return new Components::BarrelSteering(); });
|
||||
}
|
||||
|
||||
void Systems::TankSteeringSystem::Initialize()
|
||||
{
|
||||
m_InputController = std::unique_ptr<TankSteeringInputController>(new TankSteeringInputController(EventBroker));
|
||||
m_InputController->PositionX = 0;
|
||||
m_InputController->PositionY = 0;
|
||||
m_InputController->Handbrake = false;
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
m_TankInputControllers[i] = std::shared_ptr<TankSteeringInputController>(new TankSteeringInputController(EventBroker, i + 1));
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::TankSteeringSystem::Update(double dt)
|
||||
{
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
m_TankInputControllers[i]->Update(dt);
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto tankSteeringComponent = m_World->GetComponent<Components::TankSteering>(entity, "TankSteering");
|
||||
if(tankSteeringComponent)
|
||||
auto tankSteeringComponent = m_World->GetComponent<Components::TankSteering>(entity);
|
||||
if(!tankSteeringComponent)
|
||||
return;
|
||||
|
||||
auto playerComponent = m_World->GetComponent<Components::Player>(tankSteeringComponent->Player);
|
||||
if (!playerComponent)
|
||||
return;
|
||||
|
||||
if (playerComponent->ID == 0)
|
||||
return;
|
||||
|
||||
auto inputController = m_TankInputControllers[playerComponent->ID - 1];
|
||||
|
||||
Events::TankSteer eSteering;
|
||||
eSteering.Entity = entity;
|
||||
eSteering.PositionX = inputController->PositionX;
|
||||
eSteering.PositionY = inputController->PositionY;
|
||||
eSteering.Handbrake = inputController->Handbrake;
|
||||
EventBroker->Publish(eSteering);
|
||||
|
||||
|
||||
auto towerSteeringComponent = m_World->GetComponent<Components::TowerSteering>(tankSteeringComponent->Turret);
|
||||
auto barrelSteeringComponent = m_World->GetComponent<Components::BarrelSteering>(tankSteeringComponent->Barrel);
|
||||
|
||||
if(towerSteeringComponent)
|
||||
{
|
||||
Events::TankSteer e;
|
||||
e.Entity = entity;
|
||||
e.PositionX = m_InputController->PositionX;
|
||||
e.PositionY = m_InputController->PositionY;
|
||||
e.Handbrake = m_InputController->Handbrake;
|
||||
EventBroker->Publish(e);
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(tankSteeringComponent->Turret);
|
||||
glm::quat orientation = glm::angleAxis(towerSteeringComponent->TurnSpeed * inputController->TowerDirection * (float)dt, towerSteeringComponent->Axis);
|
||||
transformComponent->Orientation *= orientation;
|
||||
}
|
||||
|
||||
if(barrelSteeringComponent)
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(tankSteeringComponent->Barrel);
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(tankSteeringComponent->Barrel);
|
||||
glm::quat orientation = glm::angleAxis(barrelSteeringComponent->TurnSpeed * inputController->BarrelDirection * (float)dt, barrelSteeringComponent->Axis);
|
||||
transformComponent->Orientation *= orientation;
|
||||
|
||||
if(inputController->Shoot && m_TimeSinceLastShot[tankSteeringComponent->Barrel] > 0.5)
|
||||
{
|
||||
EntityID clone = m_World->CloneEntity(barrelSteeringComponent->ShotTemplate);
|
||||
auto templateAbsoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(barrelSteeringComponent->ShotTemplate);
|
||||
auto cloneTransform = m_World->GetComponent<Components::Transform>(clone);
|
||||
cloneTransform->Position = templateAbsoluteTransform.Position;
|
||||
cloneTransform->Orientation = absoluteTransform.Orientation * cloneTransform->Orientation;
|
||||
Events::SetVelocity eSetVelocity;
|
||||
eSetVelocity.Entity = clone;
|
||||
eSetVelocity.Velocity = absoluteTransform.Orientation * (glm::vec3(0.f, 0.f, -1.f) * barrelSteeringComponent->ShotSpeed);
|
||||
EventBroker->Publish(eSetVelocity);
|
||||
m_TimeSinceLastShot[tankSteeringComponent->Barrel] = 0;
|
||||
|
||||
|
||||
auto clonePhysicsComponent = m_World->GetComponent<Components::Physics>(clone);
|
||||
//1,670m/s
|
||||
//25kg
|
||||
Events::ApplyPointImpulse ePointImpulse ;
|
||||
ePointImpulse.Entity = entity;
|
||||
ePointImpulse.Position = absoluteTransform.Position;
|
||||
ePointImpulse.Impulse = glm::normalize(absoluteTransform.Orientation * glm::vec3(0, 0, 1)) * clonePhysicsComponent->Mass * 1670.f;
|
||||
EventBroker->Publish(ePointImpulse);
|
||||
}
|
||||
|
||||
m_TimeSinceLastShot[tankSteeringComponent->Barrel] += dt;
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::TankSteeringSystem::TankSteeringInputController::Update( double dt )
|
||||
{
|
||||
PositionX = m_Horizontal;
|
||||
PositionY = m_Vertical;
|
||||
|
||||
TowerDirection = m_TowerDirection;
|
||||
BarrelDirection = m_BarrelDirection;
|
||||
Shoot = m_Shoot;
|
||||
}
|
||||
|
||||
bool Systems::TankSteeringSystem::TankSteeringInputController::OnCommand(const Events::InputCommand &event)
|
||||
{
|
||||
float val = boost::any_cast<float>(event.Value);
|
||||
if (event.Command == "+right")
|
||||
if (event.PlayerID != this->PlayerID)
|
||||
return false;
|
||||
|
||||
float val = event.Value;
|
||||
|
||||
// Tank
|
||||
if (event.Command == "horizontal")
|
||||
{
|
||||
PositionX += val;
|
||||
m_Horizontal = val;
|
||||
m_Vertical = -0.4f;
|
||||
}
|
||||
else if (event.Command == "-right")
|
||||
else if (event.Command == "vertical")
|
||||
{
|
||||
PositionX -= val;
|
||||
m_Vertical = -val;
|
||||
}
|
||||
else if (event.Command == "+left")
|
||||
|
||||
else if (event.Command == "handbrake")
|
||||
{
|
||||
PositionX += -val;
|
||||
}
|
||||
else if (event.Command == "-left")
|
||||
{
|
||||
PositionX -= -val;
|
||||
}
|
||||
else if (event.Command == "+forward")
|
||||
{
|
||||
PositionY += -val;
|
||||
}
|
||||
else if (event.Command == "-forward")
|
||||
{
|
||||
PositionY -= -val;
|
||||
}
|
||||
else if (event.Command == "+backward")
|
||||
{
|
||||
PositionY += val;
|
||||
}
|
||||
else if (event.Command == "-backward")
|
||||
{
|
||||
PositionY -= val;
|
||||
Handbrake = val > 0;
|
||||
}
|
||||
|
||||
else if (event.Command == "+handbrake")
|
||||
// Turret
|
||||
if(event.Command == "tower_rotation")
|
||||
{
|
||||
Handbrake = true;
|
||||
m_TowerDirection = -val;
|
||||
}
|
||||
else if (event.Command == "-handbrake")
|
||||
else if(event.Command == "barrel_rotation")
|
||||
{
|
||||
Handbrake = false;
|
||||
m_BarrelDirection = val;
|
||||
}
|
||||
|
||||
else if (event.Command == "shoot")
|
||||
{
|
||||
m_Shoot = val > 0;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::TankSteeringSystem::TankSteeringInputController::OnMouseMove( const Events::MouseMove &event )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -2,9 +2,17 @@
|
||||
|
||||
#include "System.h"
|
||||
#include "Events/TankSteer.h"
|
||||
#include "Events/SetVelocity.h"
|
||||
#include "Events/ApplyForce.h"
|
||||
#include "Events/ApplyPointImpulse.h"
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/TankSteering.h"
|
||||
#include "Components/TowerSteering.h"
|
||||
#include "Components/BarrelSteering.h"
|
||||
#include "Components/Physics.h"
|
||||
#include "Components/Vehicle.h"
|
||||
#include "Components/Player.h"
|
||||
#include "Systems/TransformSystem.h"
|
||||
#include "InputController.h"
|
||||
|
||||
namespace Systems
|
||||
@@ -24,22 +32,55 @@ namespace Systems
|
||||
|
||||
private:
|
||||
class TankSteeringInputController;
|
||||
std::unique_ptr<TankSteeringInputController> m_InputController;
|
||||
std::array<std::shared_ptr<TankSteeringInputController>, 4> m_TankInputControllers;
|
||||
|
||||
std::map<EntityID, double> m_TimeSinceLastShot;
|
||||
};
|
||||
|
||||
class TankSteeringSystem::TankSteeringInputController : InputController
|
||||
class TankSteeringSystem::TankSteeringInputController : InputController<TankSteeringSystem>
|
||||
{
|
||||
public:
|
||||
TankSteeringInputController(std::shared_ptr<::EventBroker> eventBroker)
|
||||
: InputController(eventBroker) { }
|
||||
TankSteeringInputController(std::shared_ptr<::EventBroker> eventBroker, int playerID)
|
||||
: InputController(eventBroker)
|
||||
{
|
||||
PlayerID = playerID;
|
||||
|
||||
m_Horizontal = 0.f;
|
||||
m_Vertical = 0.f;
|
||||
PositionX = 0;
|
||||
PositionY = 0;
|
||||
Handbrake = false;
|
||||
|
||||
m_TowerDirection = 0.f;
|
||||
m_BarrelDirection = 0.f;
|
||||
TowerDirection = 0.f;
|
||||
BarrelDirection = 0.f;
|
||||
|
||||
m_Shoot = false;
|
||||
}
|
||||
|
||||
int PlayerID;
|
||||
|
||||
float PositionY;
|
||||
float PositionX;
|
||||
bool Handbrake;
|
||||
|
||||
float TowerDirection;
|
||||
float BarrelDirection;
|
||||
bool Shoot;
|
||||
|
||||
void Update(double dt);
|
||||
protected:
|
||||
virtual bool OnCommand(const Events::InputCommand &event);
|
||||
virtual bool OnMouseMove(const Events::MouseMove &event);
|
||||
};
|
||||
//virtual bool OnMouseMove(const Events::MouseMove &event);
|
||||
|
||||
private:
|
||||
float m_Horizontal;
|
||||
float m_Vertical;
|
||||
|
||||
float m_TowerDirection;
|
||||
float m_BarrelDirection;
|
||||
|
||||
bool m_Shoot;
|
||||
};
|
||||
}
|
||||
@@ -7,8 +7,8 @@
|
||||
// if (parent == 0)
|
||||
// return;
|
||||
//
|
||||
// auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
// auto parentTransform = m_World->GetComponent<Components::Transform>(parent, "Transform");
|
||||
// auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
// auto parentTransform = m_World->GetComponent<Components::Transform>(parent);
|
||||
//
|
||||
// transform->Position = parentTransform->Position + transform->RelativePosition;
|
||||
//}
|
||||
@@ -20,14 +20,14 @@ glm::vec3 Systems::TransformSystem::AbsolutePosition(EntityID entity)
|
||||
|
||||
do
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
//absPosition += transform->Position;
|
||||
entity = m_World->GetEntityParent(entity);
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
if (entity != 0)
|
||||
absPosition += transform2->Orientation * transform->Position;
|
||||
else
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (entity == 0)
|
||||
absPosition += transform->Position;
|
||||
else
|
||||
absPosition = transform2->Orientation * (absPosition + transform->Position);
|
||||
} while (entity != 0);
|
||||
|
||||
return absPosition * accumulativeOrientation;
|
||||
@@ -39,7 +39,7 @@ glm::quat Systems::TransformSystem::AbsoluteOrientation(EntityID entity)
|
||||
|
||||
do
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
absOrientation = transform->Orientation * absOrientation;
|
||||
entity = m_World->GetEntityParent(entity);
|
||||
} while (entity != 0);
|
||||
@@ -53,7 +53,7 @@ glm::vec3 Systems::TransformSystem::AbsoluteScale(EntityID entity)
|
||||
|
||||
do
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
absScale *= transform->Scale;
|
||||
entity = m_World->GetEntityParent(entity);
|
||||
} while (entity != 0);
|
||||
@@ -69,15 +69,15 @@ Components::Transform Systems::TransformSystem::AbsoluteTransform(EntityID entit
|
||||
|
||||
do
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
entity = m_World->GetEntityParent(entity);
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(entity);
|
||||
|
||||
// Position
|
||||
if (entity != 0)
|
||||
absPosition += transform2->Orientation * transform->Position;
|
||||
else
|
||||
if (entity == 0)
|
||||
absPosition += transform->Position;
|
||||
else
|
||||
absPosition = transform2->Orientation * (absPosition + transform->Position);
|
||||
// Orientation
|
||||
absOrientation = transform->Orientation * absOrientation;
|
||||
// Scale
|
||||
|
||||
@@ -24,4 +24,5 @@ private:
|
||||
std::unordered_map<std::string, GLuint> m_TextureCache;
|
||||
};
|
||||
|
||||
|
||||
#endif // Texture_h__
|
||||
|
||||
+6
-10
@@ -36,7 +36,9 @@ void World::Update(double dt)
|
||||
{
|
||||
for (auto pair : m_Systems)
|
||||
{
|
||||
const std::string &type = pair.first;
|
||||
auto system = pair.second;
|
||||
m_EventBroker->Process(type);
|
||||
system->Update(dt);
|
||||
RecursiveUpdate(system, dt, 0);
|
||||
}
|
||||
@@ -132,11 +134,6 @@ void World::Initialize()
|
||||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<Component> World::AddComponent(EntityID entity, std::string componentType)
|
||||
{
|
||||
return AddComponent<Component>(entity, componentType);
|
||||
}
|
||||
|
||||
void World::CommitEntity(EntityID entity)
|
||||
{
|
||||
for (auto pair : m_Systems)
|
||||
@@ -158,11 +155,6 @@ void World::AddComponent(EntityID entity, std::string componentType, std::shared
|
||||
}
|
||||
}
|
||||
|
||||
void World::AddSystem(std::string systemType)
|
||||
{
|
||||
m_Systems[systemType] = std::shared_ptr<System>(m_SystemFactory.Create(systemType));
|
||||
}
|
||||
|
||||
EntityID World::CloneEntity(EntityID entity, EntityID parent /* = 0 */)
|
||||
{
|
||||
int clone = CreateEntity(parent);
|
||||
@@ -170,6 +162,8 @@ EntityID World::CloneEntity(EntityID entity, EntityID parent /* = 0 */)
|
||||
for (auto pair : m_EntityComponents[entity])
|
||||
{
|
||||
auto type = pair.first;
|
||||
if (type == typeid(Components::Template).name())
|
||||
continue;
|
||||
auto component = std::shared_ptr<Component>(pair.second->Clone());
|
||||
if (component != nullptr)
|
||||
{
|
||||
@@ -186,6 +180,8 @@ EntityID World::CloneEntity(EntityID entity, EntityID parent /* = 0 */)
|
||||
}
|
||||
}
|
||||
|
||||
CommitEntity(clone);
|
||||
|
||||
return clone;
|
||||
}
|
||||
|
||||
|
||||
+26
-19
@@ -13,6 +13,7 @@
|
||||
#include "Factory.h"
|
||||
#include "Entity.h"
|
||||
#include "Component.h"
|
||||
#include "Components/Template.h"
|
||||
#include "System.h"
|
||||
#include "EventBroker.h"
|
||||
#include "ResourceManager.h"
|
||||
@@ -31,10 +32,14 @@ public:
|
||||
virtual void AddSystems() = 0;
|
||||
virtual void RegisterComponents() = 0;
|
||||
|
||||
template <typename T>
|
||||
void AddSystem()
|
||||
{
|
||||
m_Systems[typeid(T).name()] = std::shared_ptr<System>(m_SystemFactory.Create<T>());
|
||||
}
|
||||
|
||||
void AddSystem(std::string systemType);
|
||||
template <class T>
|
||||
std::shared_ptr<T> GetSystem(std::string systemType);
|
||||
template <typename T>
|
||||
std::shared_ptr<T> GetSystem();
|
||||
|
||||
EntityID CreateEntity(EntityID parent = 0);
|
||||
EntityID CloneEntity(EntityID entity, EntityID parent = 0);
|
||||
@@ -63,11 +68,15 @@ public:
|
||||
m_EntityProperties[entity][property] = value;
|
||||
}
|
||||
|
||||
void SetProperty(EntityID entity, std::string property, char* value)
|
||||
{
|
||||
m_EntityProperties[entity][property] = std::string(value);
|
||||
}
|
||||
|
||||
template <class T>
|
||||
std::shared_ptr<T> AddComponent(EntityID entity, std::string componentType);
|
||||
std::shared_ptr<Component> AddComponent(EntityID entity, std::string componentType);
|
||||
std::shared_ptr<T> AddComponent(EntityID entity);
|
||||
template <class T>
|
||||
T* GetComponent(EntityID entity, std::string componentType);
|
||||
T* GetComponent(EntityID entity);
|
||||
// Triggers commit events in systems
|
||||
void CommitEntity(EntityID entity);
|
||||
|
||||
@@ -112,11 +121,13 @@ protected:
|
||||
};
|
||||
|
||||
template <class T>
|
||||
std::shared_ptr<T> World::GetSystem(std::string systemType)
|
||||
std::shared_ptr<T> World::GetSystem()
|
||||
{
|
||||
const char* systemType = typeid(T).name();
|
||||
|
||||
if (m_Systems.find(systemType) == m_Systems.end())
|
||||
{
|
||||
LOG_WARNING("Tried to get pointer to unregistered system \"%s\"!", systemType.c_str());
|
||||
LOG_WARNING("Tried to get pointer to unregistered system \"%s\"!", systemType);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
@@ -124,12 +135,14 @@ std::shared_ptr<T> World::GetSystem(std::string systemType)
|
||||
}
|
||||
|
||||
template <class T>
|
||||
std::shared_ptr<T> World::AddComponent(EntityID entity, std::string componentType)
|
||||
std::shared_ptr<T> World::AddComponent(EntityID entity)
|
||||
{
|
||||
std::shared_ptr<T> component = std::shared_ptr<T>(static_cast<T*>(m_ComponentFactory.Create(componentType)));
|
||||
const char* componentType = typeid(T).name();
|
||||
|
||||
std::shared_ptr<T> component = std::shared_ptr<T>(static_cast<T*>(m_ComponentFactory.Create<T>()));
|
||||
if (component == nullptr)
|
||||
{
|
||||
LOG_ERROR("Failed to attach invalid component \"%s\" to entity #%i", componentType.c_str(), entity);
|
||||
LOG_ERROR("Failed to attach invalid component \"%s\" to entity #%i", componentType, entity);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
@@ -140,17 +153,11 @@ std::shared_ptr<T> World::AddComponent(EntityID entity, std::string componentTyp
|
||||
|
||||
|
||||
template <class T>
|
||||
T* World::GetComponent(EntityID entity, std::string componentType)
|
||||
T* World::GetComponent(EntityID entity)
|
||||
{
|
||||
|
||||
/*auto it0 = m_EntityComponents.find(entity);
|
||||
|
||||
if (it0 == m_EntityComponents.end())
|
||||
return nullptr;*/
|
||||
|
||||
auto components = m_EntityComponents[entity];
|
||||
|
||||
auto it = components.find(componentType);
|
||||
auto it = components.find(typeid(T).name());
|
||||
if (it != components.end())
|
||||
{
|
||||
return static_cast<T*>(it->second.get());
|
||||
|
||||
@@ -1,40 +0,0 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "gBuffer.h"
|
||||
|
||||
bool GBuffer::Init(unsigned int WindowWidth, unsigned int WindowHeight)
|
||||
{
|
||||
// Create the FBO
|
||||
glGenFramebuffers(1, &m_fbo);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
|
||||
|
||||
// Create the gbuffer textures
|
||||
glGenTextures(ARRAY_SIZE_IN_ELEMENTS(m_textures), m_textures);
|
||||
glGenTextures(1, &m_depthTexture);
|
||||
|
||||
for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_textures) ; i++) {
|
||||
glBindTexture(GL_TEXTURE_2D, m_textures[i]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, WindowWidth, WindowHeight, 0, GL_RGB, GL_FLOAT, NULL);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_textures[i], 0);
|
||||
}
|
||||
|
||||
// depth
|
||||
glBindTexture(GL_TEXTURE_2D, m_depthTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, WindowWidth, WindowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
|
||||
NULL);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0);
|
||||
|
||||
GLenum DrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
|
||||
glDrawBuffers(ARRAY_SIZE_IN_ELEMENTS(DrawBuffers), DrawBuffers);
|
||||
|
||||
GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
|
||||
if (Status != GL_FRAMEBUFFER_COMPLETE) {
|
||||
printf("FB error, status: 0x%x\n", Status);
|
||||
return false;
|
||||
}
|
||||
|
||||
// restore default FBO
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -1,35 +0,0 @@
|
||||
#ifndef gBuffer_h__
|
||||
#define gBuffer_h__
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
class GBuffer
|
||||
{
|
||||
public:
|
||||
|
||||
enum GBUFFER_TEXTURE_TYPE {
|
||||
GBUFFER_TEXTURE_TYPE_POSITION,
|
||||
GBUFFER_TEXTURE_TYPE_DIFFUSE,
|
||||
GBUFFER_TEXTURE_TYPE_NORMAL,
|
||||
GBUFFER_TEXTURE_TYPE_TEXCOORD,
|
||||
GBUFFER_NUM_TEXTURES
|
||||
};
|
||||
|
||||
GBuffer();
|
||||
|
||||
~GBuffer();
|
||||
|
||||
bool Init(unsigned int WindowWidth, unsigned int WindowHeight);
|
||||
|
||||
void BindForWriting();
|
||||
|
||||
void BindForReading();
|
||||
|
||||
private:
|
||||
|
||||
GLuint m_fbo;
|
||||
GLuint m_textures[GBUFFER_NUM_TEXTURES];
|
||||
GLuint m_depthTexture;
|
||||
};
|
||||
|
||||
#endif //gBuffer_h__
|
||||
@@ -0,0 +1,83 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<VSPerformanceSession Version="1.00">
|
||||
<Options>
|
||||
<Solution>Returngeance.sln</Solution>
|
||||
<CollectionMethod>Sampling</CollectionMethod>
|
||||
<AllocationMethod>None</AllocationMethod>
|
||||
<AddReport>true</AddReport>
|
||||
<ResourceBasedAnalysisSelected>true</ResourceBasedAnalysisSelected>
|
||||
<UniqueReport>Timestamp</UniqueReport>
|
||||
<SamplingMethod>Cycles</SamplingMethod>
|
||||
<CycleCount>10000000</CycleCount>
|
||||
<PageFaultCount>10</PageFaultCount>
|
||||
<SysCallCount>10</SysCallCount>
|
||||
<SamplingCounter Name="" ReloadValue="00000000000f4240" DisplayName="" />
|
||||
<RelocateBinaries>false</RelocateBinaries>
|
||||
<HardwareCounters EnableHWCounters="false" />
|
||||
<EtwSettings />
|
||||
<PdhSettings>
|
||||
<PdhCountersEnabled>false</PdhCountersEnabled>
|
||||
<PdhCountersRate>500</PdhCountersRate>
|
||||
<PdhCounters>
|
||||
<PdhCounter>\Memory\Pages/sec</PdhCounter>
|
||||
<PdhCounter>\PhysicalDisk(_Total)\Avg. Disk Queue Length</PdhCounter>
|
||||
<PdhCounter>\Processor(_Total)\% Processor Time</PdhCounter>
|
||||
</PdhCounters>
|
||||
</PdhSettings>
|
||||
</Options>
|
||||
<ExcludeSmallFuncs>true</ExcludeSmallFuncs>
|
||||
<InteractionProfilingEnabled>false</InteractionProfilingEnabled>
|
||||
<JScriptProfilingEnabled>false</JScriptProfilingEnabled>
|
||||
<PreinstrumentEvent>
|
||||
<InstrEventExclude>false</InstrEventExclude>
|
||||
</PreinstrumentEvent>
|
||||
<PostinstrumentEvent>
|
||||
<InstrEventExclude>false</InstrEventExclude>
|
||||
</PostinstrumentEvent>
|
||||
<Binaries>
|
||||
<ProjBinary>
|
||||
<Path>bin\Debug\Returngeance.exe</Path>
|
||||
<ArgumentTimestamp>01/01/0001 00:00:00</ArgumentTimestamp>
|
||||
<Instrument>true</Instrument>
|
||||
<Sample>true</Sample>
|
||||
<ExternalWebsite>false</ExternalWebsite>
|
||||
<InteractionProfilingEnabled>false</InteractionProfilingEnabled>
|
||||
<IsLocalJavascript>false</IsLocalJavascript>
|
||||
<IsWindowsStoreApp>false</IsWindowsStoreApp>
|
||||
<IsWWA>false</IsWWA>
|
||||
<LaunchProject>true</LaunchProject>
|
||||
<OverrideProjectSettings>false</OverrideProjectSettings>
|
||||
<LaunchMethod>Executable</LaunchMethod>
|
||||
<ExecutablePath>bin\Debug\Returngeance.exe</ExecutablePath>
|
||||
<StartupDirectory>..\bin\Debug</StartupDirectory>
|
||||
<Arguments>
|
||||
</Arguments>
|
||||
<NetAppHost>IIS</NetAppHost>
|
||||
<NetBrowser>InternetExplorer</NetBrowser>
|
||||
<ExcludeSmallFuncs>true</ExcludeSmallFuncs>
|
||||
<JScriptProfilingEnabled>false</JScriptProfilingEnabled>
|
||||
<PreinstrumentEvent>
|
||||
<InstrEventExclude>false</InstrEventExclude>
|
||||
</PreinstrumentEvent>
|
||||
<PostinstrumentEvent>
|
||||
<InstrEventExclude>false</InstrEventExclude>
|
||||
</PostinstrumentEvent>
|
||||
<ProjRef>{E8B4A2A2-882B-402A-98A7-8B4F7233C8B3}|Returngeance\Returngeance.vcxproj</ProjRef>
|
||||
<ProjPath>Returngeance\Returngeance.vcxproj</ProjPath>
|
||||
<ProjName>Returngeance</ProjName>
|
||||
</ProjBinary>
|
||||
</Binaries>
|
||||
<Reports>
|
||||
<Report>
|
||||
<Path>Returngeance140427.vsp</Path>
|
||||
</Report>
|
||||
<Report>
|
||||
<Path>Returngeance140427(1).vsp</Path>
|
||||
</Report>
|
||||
</Reports>
|
||||
<Launches>
|
||||
<ProjBinary>
|
||||
<Path>:PB:{E8B4A2A2-882B-402A-98A7-8B4F7233C8B3}|Returngeance\Returngeance.vcxproj</Path>
|
||||
</ProjBinary>
|
||||
</Launches>
|
||||
</VSPerformanceSession>
|
||||
@@ -0,0 +1,44 @@
|
||||
#include <boost/any.hpp>
|
||||
|
||||
#include "Entity.h"
|
||||
#include "World.h"
|
||||
#include "EventBroker.h"
|
||||
|
||||
// A slower wrapper class for EntityID to make
|
||||
// creation of pre-defined entity hierarchies easier
|
||||
class EntityGroup
|
||||
{
|
||||
public:
|
||||
EntityGroup(World* world, EntityID parent = 0)
|
||||
: World(world)
|
||||
, EventBroker(world->EventBroker())
|
||||
{
|
||||
m_ID = World->CreateEntity(parent);
|
||||
Initialize();
|
||||
World->CommitEntity(m_ID);
|
||||
}
|
||||
|
||||
~EntityGroup()
|
||||
{
|
||||
World->RemoveEntity(m_ID);
|
||||
}
|
||||
|
||||
virtual void Initialize() { }
|
||||
|
||||
template <class T>
|
||||
std::shared_ptr<T> AddComponent(std::string componentType)
|
||||
{
|
||||
return World->AddComponent<T>(m_ID, componentType);
|
||||
}
|
||||
std::shared_ptr<Component> AddComponent(std::string componentType)
|
||||
{
|
||||
return World->AddComponent(m_ID, componentType);
|
||||
}
|
||||
|
||||
operator EntityID () const { return m_ID; }
|
||||
|
||||
private:
|
||||
EntityID m_ID;
|
||||
::World* World;
|
||||
std::shared_ptr<::EventBroker> EventBroker;
|
||||
};
|
||||
@@ -39,33 +39,33 @@
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<IncludePath>$(HAVOK_2013_1_0_r1_ROOT)\Source;$(BOOST_1_55_0_ROOT);$(SolutionDir)\..\src;$(SolutionDir)\..\libs;$(SolutionDir)\..\libs\glew-1.10.0\include;$(SolutionDir)\..\libs\glfw-3.0.4\include;$(SolutionDir)\..\libs\glm-0.9.5.3;$(SolutionDir)\..\libs\openal-soft-1.15.1\include;$(SolutionDir)\..\libs\bullet-2.82-r2704\src;$(SolutionDir)\..\libs\SOIL\src;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(HAVOK_2013_1_0_r1_ROOT)\Lib\win32_vs2012_win7\debug_dll;$(BOOST_1_55_0_ROOT)\lib32-msvc-11.0;$(SolutionDir)\..\libs\glew-1.10.0\lib\Debug\Win32;$(SolutionDir)\..\libs\glfw-3.0.4\lib\Debug;$(SolutionDir)\..\libs\openal-soft-1.15.1\lib\Win32\Debug;$(SolutionDir)\..\libs\bullet-2.82-r2704\lib\Debug;$(SolutionDir)\..\libs\SOIL\lib\Debug;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(HAVOK_2013_1_0_r1_ROOT)\Source;$(BOOST_1_55_0_ROOT);$(SolutionDir)\..\src;$(SolutionDir)\..\libs;$(SolutionDir)\..\libs\glew-1.10.0\include;$(SolutionDir)\..\libs\glfw-3.0.4\include;$(SolutionDir)\..\libs\glm-0.9.5.3;$(SolutionDir)\..\libs\openal-soft-1.15.1\include;$(SolutionDir)\..\libs\bullet-2.82-r2704\src;$(SolutionDir)\..\libs\SOIL\src;$(DXSDK_DIR)\Include;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(HAVOK_2013_1_0_r1_ROOT)\Lib\win32_vs2012_win7\debug_dll;$(BOOST_1_55_0_ROOT)\lib32-msvc-11.0;$(SolutionDir)\..\libs\glew-1.10.0\lib\Debug\Win32;$(SolutionDir)\..\libs\glfw-3.0.4\lib\Debug;$(SolutionDir)\..\libs\openal-soft-1.15.1\lib\Win32\Debug;$(SolutionDir)\..\libs\bullet-2.82-r2704\lib\Debug;$(SolutionDir)\..\libs\SOIL\lib\Debug;$(LibraryPath);$(DXSDK_DIR)\Lib\x86</LibraryPath>
|
||||
<OutDir>$(SolutionDir)\..\bin\$(Configuration)\</OutDir>
|
||||
<IntDir>$(SolutionDir)\..\obj\$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<IncludePath>$(HAVOK_2013_1_0_r1_ROOT)\Source;$(BOOST_1_55_0_ROOT);$(SolutionDir)\..\src;$(SolutionDir)\..\libs;$(SolutionDir)\..\libs\glew-1.10.0\include;$(SolutionDir)\..\libs\glfw-3.0.4\include;$(SolutionDir)\..\libs\glm-0.9.5.3;$(SolutionDir)\..\libs\openal-soft-1.15.1\include;$(SolutionDir)\..\libs\bullet-2.82-r2704\src;$(SolutionDir)\..\libs\SOIL\src;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(HAVOK_2013_1_0_r1_ROOT)\Lib\win32_vs2012_win7\release_dll;$(BOOST_1_55_0_ROOT)\lib32-msvc-11.0;$(SolutionDir)\..\libs\glfw-3.0.4\lib\Release;$(SolutionDir)\..\libs\glew-1.10.0\lib\Release\Win32;$(SolutionDir)\..\libs\openal-soft-1.15.1\lib\Win32\Release;$(SolutionDir)\..\libs\bullet-2.82-r2704\lib\Release;$(SolutionDir)\..\libs\SOIL\lib\Release;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(HAVOK_2013_1_0_r1_ROOT)\Source;$(BOOST_1_55_0_ROOT);$(SolutionDir)\..\src;$(SolutionDir)\..\libs;$(SolutionDir)\..\libs\glew-1.10.0\include;$(SolutionDir)\..\libs\glfw-3.0.4\include;$(SolutionDir)\..\libs\glm-0.9.5.3;$(SolutionDir)\..\libs\openal-soft-1.15.1\include;$(SolutionDir)\..\libs\bullet-2.82-r2704\src;$(SolutionDir)\..\libs\SOIL\src;$(DXSDK_DIR)\Include;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(HAVOK_2013_1_0_r1_ROOT)\Lib\win32_vs2012_win7\release_dll;$(BOOST_1_55_0_ROOT)\lib32-msvc-11.0;$(SolutionDir)\..\libs\glfw-3.0.4\lib\Release;$(SolutionDir)\..\libs\glew-1.10.0\lib\Release\Win32;$(SolutionDir)\..\libs\openal-soft-1.15.1\lib\Win32\Release;$(SolutionDir)\..\libs\bullet-2.82-r2704\lib\Release;$(SolutionDir)\..\libs\SOIL\lib\Release;$(LibraryPath);$(DXSDK_DIR)\Lib\x86</LibraryPath>
|
||||
<OutDir>$(SolutionDir)\..\bin\$(Configuration)\</OutDir>
|
||||
<IntDir>$(SolutionDir)\..\obj\$(Configuration)\</IntDir>
|
||||
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|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
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|
||||
<PreprocessorDefinitions>_WINDOWS;WIN32;_WIN32;_DEBUG;HK_DEBUG;HK_DEBUG_SLOW;_XT_STATICLINK;_CONSOLE;_ALLOW_ITERATOR_DEBUG_LEVEL_MISMATCH;HK_CONFIG_SIMD=1;DEBUG;_CRT_SECURE_NO_WARNINGS;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>_X86_;_WINDOWS;WIN32;_WIN32;_DEBUG;HK_DEBUG;HK_DEBUG_SLOW;_XT_STATICLINK;_CONSOLE;_ALLOW_ITERATOR_DEBUG_LEVEL_MISMATCH;HK_CONFIG_SIMD=1;DEBUG;_CRT_SECURE_NO_WARNINGS;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PrecompiledHeader>Create</PrecompiledHeader>
|
||||
<PrecompiledHeaderFile>PrecompiledHeader.h</PrecompiledHeaderFile>
|
||||
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
|
||||
<CompileAsManaged>false</CompileAsManaged>
|
||||
<BasicRuntimeChecks>Default</BasicRuntimeChecks>
|
||||
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
|
||||
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|
||||
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|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>OpenAL32.lib;opengl32.lib;glu32.lib;SOIL.lib;glew32d.lib;glfw3.lib;hkBase.lib;hkVisualize.lib;hkInternal.lib;hkSerialize.lib;hkGeometryUtilities.lib;hkcdInternal.lib;hkcdCollide.lib;hkpCollide.lib;hkpConstraint.lib;hkpConstraintSolver.lib;hkpDynamics.lib;hkpInternal.lib;hkpUtilities.lib;hkSceneData.lib;hkpVehicle.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>OpenAL32.lib;opengl32.lib;glu32.lib;SOIL.lib;XInput9_1_0.lib;glew32d.lib;glfw3.lib;hkBase.lib;hkVisualize.lib;hkInternal.lib;hkSerialize.lib;hkGeometryUtilities.lib;hkcdInternal.lib;hkcdCollide.lib;hkpCollide.lib;hkpConstraint.lib;hkpConstraintSolver.lib;hkpDynamics.lib;hkpInternal.lib;hkpUtilities.lib;hkSceneData.lib;hkpVehicle.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalOptions> /ignore:4221</AdditionalOptions>
|
||||
</Link>
|
||||
<CustomBuildStep />
|
||||
@@ -80,7 +80,7 @@
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
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||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_MBCS;HK_CONFIG_SIMD=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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||||
<PreprocessorDefinitions>_X86_;_CRT_SECURE_NO_WARNINGS;_MBCS;HK_CONFIG_SIMD=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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||||
<PrecompiledHeader>Create</PrecompiledHeader>
|
||||
<PrecompiledHeaderFile>PrecompiledHeader.h</PrecompiledHeaderFile>
|
||||
<EnableEnhancedInstructionSet>StreamingSIMDExtensions2</EnableEnhancedInstructionSet>
|
||||
@@ -89,7 +89,7 @@
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
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||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
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||||
<OptimizeReferences>true</OptimizeReferences>
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||||
<AdditionalDependencies>OpenAL32.lib;opengl32.lib;glu32.lib;SOIL.lib;glew32.lib;glfw3.lib;hkBase.lib;hkVisualize.lib;hkInternal.lib;hkSerialize.lib;hkGeometryUtilities.lib;hkcdInternal.lib;hkcdCollide.lib;hkpCollide.lib;hkpConstraint.lib;hkpConstraintSolver.lib;hkpDynamics.lib;hkpInternal.lib;hkpUtilities.lib;hkSceneData.lib;hkpVehicle.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>OpenAL32.lib;opengl32.lib;glu32.lib;SOIL.lib;XInput9_1_0.lib;glew32.lib;glfw3.lib;hkBase.lib;hkVisualize.lib;hkInternal.lib;hkSerialize.lib;hkGeometryUtilities.lib;hkcdInternal.lib;hkcdCollide.lib;hkpCollide.lib;hkpConstraint.lib;hkpConstraintSolver.lib;hkpDynamics.lib;hkpInternal.lib;hkpUtilities.lib;hkSceneData.lib;hkpVehicle.lib;%(AdditionalDependencies)</AdditionalDependencies>
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||||
</Link>
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||||
<CustomBuildStep />
|
||||
</ItemDefinitionGroup>
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||||
@@ -111,6 +111,7 @@
|
||||
<ClCompile Include="..\..\src\Sound.cpp" />
|
||||
<ClCompile Include="..\..\src\Systems\DebugSystem.cpp" />
|
||||
<ClCompile Include="..\..\src\Systems\FreeSteeringSystem.cpp" />
|
||||
<ClCompile Include="..\..\src\Systems\HelicopterSteeringSystem.cpp" />
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||||
<ClCompile Include="..\..\src\Systems\InputSystem.cpp" />
|
||||
<ClCompile Include="..\..\src\Systems\ParticleSystem.cpp" />
|
||||
<ClCompile Include="..\..\src\Systems\PhysicsSystem.cpp" />
|
||||
@@ -125,11 +126,14 @@
|
||||
<ClInclude Include="..\..\src\Camera.h" />
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||||
<ClInclude Include="..\..\src\Color.h" />
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||||
<ClInclude Include="..\..\src\Component.h" />
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||||
<ClInclude Include="..\..\src\Components\BarrelSteering.h" />
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<ClInclude Include="..\..\src\Components\BoxShape.h" />
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<ClInclude Include="..\..\src\Components\Camera.h" />
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||||
<ClInclude Include="..\..\src\Components\DirectionalLight.h" />
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<ClInclude Include="..\..\src\Components\ExtendedMeshShape.h" />
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<ClInclude Include="..\..\src\Components\FreeSteering.h" />
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<ClInclude Include="..\..\src\Components\Health.h" />
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||||
<ClInclude Include="..\..\src\Components\HelicopterSteering.h" />
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<ClInclude Include="..\..\src\Components\HingeConstraint.h" />
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<ClInclude Include="..\..\src\Components\Input.h" />
|
||||
<ClInclude Include="..\..\src\Components\MeshShape.h" />
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||||
@@ -137,28 +141,39 @@
|
||||
<ClInclude Include="..\..\src\Components\Particle.h" />
|
||||
<ClInclude Include="..\..\src\Components\ParticleEmitter.h" />
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||||
<ClInclude Include="..\..\src\Components\Physics.h" />
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<ClInclude Include="..\..\src\Components\Player.h" />
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<ClInclude Include="..\..\src\Components\PointLight.h" />
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<ClInclude Include="..\..\src\Components\SoundEmitter.h" />
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<ClInclude Include="..\..\src\Components\SphereShape.h" />
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<ClInclude Include="..\..\src\Components\Sprite.h" />
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<ClInclude Include="..\..\src\Components\TankSteering.h" />
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<ClInclude Include="..\..\src\Components\Template.h" />
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<ClInclude Include="..\..\src\Components\TowerSteering.h" />
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<ClInclude Include="..\..\src\Components\Transform.h" />
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<ClInclude Include="..\..\src\Components\Vehicle.h" />
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<ClInclude Include="..\..\src\Components\Viewport.h" />
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<ClInclude Include="..\..\src\Components\Wheel.h" />
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||||
<ClInclude Include="..\..\src\Components\WheelPair.h" />
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<ClInclude Include="..\..\src\CubemapTexture.h" />
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<ClInclude Include="..\..\src\Engine.h" />
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<ClInclude Include="..\..\src\Entity.h" />
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<ClInclude Include="..\..\src\Events\ApplyForce.h" />
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<ClInclude Include="..\..\src\Events\ApplyPointImpulse.h" />
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<ClInclude Include="..\..\src\Events\BindGamepadAxis.h" />
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<ClInclude Include="..\..\src\Events\BindGamepadButton.h" />
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<ClInclude Include="..\..\src\Events\BindKey.h" />
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<ClInclude Include="..\..\src\Events\BindMouseButton.h" />
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<ClInclude Include="..\..\src\Events\GamepadAxis.h" />
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<ClInclude Include="..\..\src\Events\GamepadButton.h" />
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<ClInclude Include="..\..\src\Events\InputCommand.h" />
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<ClInclude Include="..\..\src\Events\KeyDown.h" />
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<ClInclude Include="..\..\src\Events\KeyUp.h" />
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<ClInclude Include="..\..\src\Events\LockMouse.h" />
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<ClInclude Include="..\..\src\Events\MouseMove.h" />
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<ClInclude Include="..\..\src\Events\MousePress.h" />
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<ClInclude Include="..\..\src\Events\MouseRelease.h" />
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<ClInclude Include="..\..\src\Events\PlaySound.h" />
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<ClInclude Include="..\..\src\Events\SetVelocity.h" />
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<ClInclude Include="..\..\src\Events\TankSteer.h" />
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<ClInclude Include="..\..\src\Factory.h" />
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<ClInclude Include="..\..\src\GameWorld.h" />
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@@ -180,6 +195,7 @@
|
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<ClInclude Include="..\..\src\System.h" />
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<ClInclude Include="..\..\src\Systems\DebugSystem.h" />
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||||
<ClInclude Include="..\..\src\Systems\FreeSteeringSystem.h" />
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||||
<ClInclude Include="..\..\src\Systems\HelicopterSteeringSystem.h" />
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||||
<ClInclude Include="..\..\src\Systems\ParticleSystem.h" />
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<ClInclude Include="..\..\src\Systems\PhysicsSystem.h" />
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@@ -196,7 +212,11 @@
|
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<ItemGroup>
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<None Include="..\..\src\Shaders\FinalPass.frag.glsl" />
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<None Include="..\..\src\Shaders\FinalPass.vert.glsl" />
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<None Include="..\..\src\Shaders\Fragment.glsl" />
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||||
<None Include="..\..\src\Shaders\Fragment2-Debug.glsl" />
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<None Include="..\..\src\Shaders\Fragment2.glsl" />
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<None Include="..\..\src\Shaders\Normals.frag.glsl" />
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<None Include="..\..\src\Shaders\Normals.geo.glsl" />
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||||
<None Include="..\..\src\Shaders\ShadowMap.frag.glsl" />
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||||
@@ -204,6 +224,7 @@
|
||||
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|
||||
<None Include="..\..\src\Shaders\Skybox.vert.glsl" />
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||||
<None Include="..\..\src\Shaders\Vertex.glsl" />
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||||
<None Include="..\..\src\Shaders\Vertex2.glsl" />
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||||
<None Include="..\..\src\Shaders\VisualizeDepth.frag.glsl" />
|
||||
<None Include="..\..\src\Shaders\VisualizeDepth.vert.glsl" />
|
||||
</ItemGroup>
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||||
|
||||
@@ -63,6 +63,9 @@
|
||||
<ClCompile Include="..\..\src\Systems\TankSteeringSystem.cpp">
|
||||
<Filter>Physics\Systems</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\src\Systems\HelicopterSteeringSystem.cpp">
|
||||
<Filter>Gameplay\Vehicles\Helicopter\Systems</Filter>
|
||||
</ClCompile>
|
||||
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|
||||
<ItemGroup>
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||||
<Filter Include="Util">
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||||
@@ -137,6 +140,24 @@
|
||||
<Filter Include="Physics\Events">
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||||
<UniqueIdentifier>{42ae084f-ade8-402c-87ba-f03f6b846bc8}</UniqueIdentifier>
|
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</Filter>
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<Filter Include="Gameplay">
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<UniqueIdentifier>{5b992473-73e6-485e-8f13-17e0801fb2ca}</UniqueIdentifier>
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<Filter Include="Gameplay\Vehicles">
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||||
<UniqueIdentifier>{8a78be3a-a3c5-4054-a2f1-1456f3fcbab0}</UniqueIdentifier>
|
||||
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|
||||
<Filter Include="Gameplay\Vehicles\Helicopter">
|
||||
<UniqueIdentifier>{8ccc0abe-5bdd-4656-ab11-5708a39c71ae}</UniqueIdentifier>
|
||||
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<Filter Include="Gameplay\Vehicles\Helicopter\Components">
|
||||
<UniqueIdentifier>{b2416d05-a49e-4fef-a5c4-cd03d8cc2efd}</UniqueIdentifier>
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||||
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<Filter Include="Gameplay\Vehicles\Helicopter\Systems">
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<UniqueIdentifier>{b34c0c95-a887-4cf4-af24-cf7c1f459aa8}</UniqueIdentifier>
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<Filter Include="Gameplay\Components">
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<UniqueIdentifier>{cb06b441-90b8-46ed-b347-4190dac7185b}</UniqueIdentifier>
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<ItemGroup>
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<ClInclude Include="..\..\src\World.h" />
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@@ -331,12 +352,54 @@
|
||||
<ClInclude Include="..\..\src\Systems\TankSteeringSystem.h">
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||||
<Filter>Physics\Systems</Filter>
|
||||
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||||
<ClInclude Include="..\..\src\Components\TowerSteering.h">
|
||||
<Filter>Physics\Components</Filter>
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||||
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||||
<ClInclude Include="..\..\src\Components\BarrelSteering.h">
|
||||
<Filter>Physics\Components</Filter>
|
||||
</ClInclude>
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||||
<ClInclude Include="..\..\src\Events\SetVelocity.h">
|
||||
<Filter>Physics\Events</Filter>
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||||
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||||
<ClInclude Include="..\..\src\Events\GamepadAxis.h">
|
||||
<Filter>Input\Events</Filter>
|
||||
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||||
<ClInclude Include="..\..\src\Events\GamepadButton.h">
|
||||
<Filter>Input\Events</Filter>
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||||
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||||
<ClInclude Include="..\..\src\Events\BindGamepadAxis.h">
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||||
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||||
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||||
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||||
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||||
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||||
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<Filter>Gameplay\Vehicles\Helicopter\Systems</Filter>
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<Filter>Physics\Events</Filter>
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||||
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<ClInclude Include="..\..\src\Components\Player.h">
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<Filter>Gameplay\Components</Filter>
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<Filter>Shaders</Filter>
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<Filter>Shaders</Filter>
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@@ -360,11 +423,29 @@
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<Filter>Shaders</Filter>
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<Filter>Shaders</Filter>
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<Filter>Shaders</Filter>
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<Filter>Shaders</Filter>
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</Project>
|
||||
Reference in New Issue
Block a user